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<?xml-stylesheet type="text/xsl" href="mathml.xsl"?><html xmlns="http://www.w3.org/1999/xhtml" xmlns:pref="http://www.w3.org/2002/Math/preference" pref:renderer="mathplayer-dl"><head><meta http-equiv="Content-Type" content="text/html; charset=UTF-8" /><link rel="stylesheet" type="text/css" href="opengl-man.css" /><title>glProgramUniform - OpenGL 4 Reference Pages</title><meta name="generator" content="DocBook XSL Stylesheets V1.78.1" /></head><body><div class="refentry"><a id="glProgramUniform"></a><div class="titlepage"></div><div class="refnamediv"><h2>Name</h2><p>glProgramUniform — Specify the value of a uniform variable for a specified program object</p></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform1f</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v0</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform2f</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v1</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform3f</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v2</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform4f</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLfloat <var class="pdparam">v3</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform1i</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v0</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform2i</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v1</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform3i</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v2</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform4i</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v3</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform1ui</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">v0</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform2ui</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">v1</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform3ui</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">v2</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform4ui</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLuint <var class="pdparam">v3</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform1fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform2fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform3fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform4fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform1iv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform2iv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform3iv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform4iv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform1uiv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLuint *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform2uiv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLuint *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform3uiv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLuint *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniform4uiv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLuint *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix2fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix3fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix4fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix2x3fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix3x2fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix2x4fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix4x2fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix3x4fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div><table border="0" class="funcprototype-table" summary="Function synopsis" style="cellspacing: 0; cellpadding: 0;"><tr><td><code class="funcdef">void <strong class="fsfunc">glProgramUniformMatrix4x3fv</strong>(</code></td><td>GLuint <var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint <var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei <var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean <var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat *<var class="pdparam">value</var><code>)</code>;</td></tr></table><div class="funcprototype-spacer"> </div></div></div><div class="refsect1"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl class="variablelist"><dt><span class="term"><em class="parameter"><code>program</code></em></span></dt><dd><p>Specifies the handle of the program containing the uniform
variable to be modified.</p></dd><dt><span class="term"><em class="parameter"><code>location</code></em></span></dt><dd><p>Specifies the location of the uniform variable
to be modified.</p></dd><dt><span class="term"><em class="parameter"><code>count</code></em></span></dt><dd><p>
For the vector commands
(<code class="function">glProgramUniform*v</code>), specifies the
number of elements that are to be modified. This should be 1
if the targeted uniform variable is not an array, and 1 or
more if it is an array.
</p><p>
For the matrix commands
(<code class="function">glProgramUniformMatrix*</code>), specifies
the number of matrices that are to be modified. This should
be 1 if the targeted uniform variable is not an array of
matrices, and 1 or more if it is an array of matrices.
</p></dd><dt><span class="term"><em class="parameter"><code>transpose</code></em></span></dt><dd><p>
For the matrix commands, specifies whether to transpose the
matrix as the values are loaded into the uniform variable.
</p></dd><dt><span class="term">
<em class="parameter"><code>v0</code></em>,
<em class="parameter"><code>v1</code></em>,
<em class="parameter"><code>v2</code></em>,
<em class="parameter"><code>v3</code></em>
</span></dt><dd><p>
For the scalar commands, specifies the new values to be used
for the specified uniform variable.
</p></dd><dt><span class="term"><em class="parameter"><code>value</code></em></span></dt><dd><p>
For the vector and matrix commands, specifies a pointer to
an array of <em class="parameter"><code>count</code></em> values that will be
used to update the specified uniform variable.
</p></dd></dl></div></div><div class="refsect1"><a id="description"></a><h2>Description</h2><p><code class="function">glProgramUniform</code> modifies the value of a
uniform variable or a uniform variable array. The location of
the uniform variable to be modified is specified by
<em class="parameter"><code>location</code></em>, which should be a value
returned by
<a class="citerefentry" href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>.
<code class="function">glProgramUniform</code> operates on the program object
specified by <em class="parameter"><code>program</code></em>.</p><p>The commands <code class="function">glProgramUniform{1|2|3|4}{f|i|ui}</code>
are used to change the value of the uniform variable specified
by <em class="parameter"><code>location</code></em> using the values passed as
arguments. The number specified in the command should match the
number of components in the data type of the specified uniform
variable (e.g., <code class="function">1</code> for <code class="code">float</code>, <code class="code">int</code>, <code class="code">unsigned int</code>, <code class="code">bool</code>;
<code class="function">2</code> for <code class="code">vec2</code>, <code class="code">ivec2</code>, <code class="code">uvec2</code>, <code class="code">bvec2</code>, etc.). The suffix
<code class="function">f</code> indicates that floating-point values are
being passed; the suffix <code class="function">i</code> indicates that
integer values are being passed; the suffix <code class="function">ui</code> indicates that
unsigned integer values are being passed, and this type should also match
the data type of the specified uniform variable. The
<code class="function">i</code> variants of this function should be used
to provide values for uniform variables defined as <code class="code">int</code>, <code class="code">ivec2</code>,
<code class="code">ivec3</code>, <code class="code">ivec4</code>, or arrays of these. The
<code class="function">ui</code> variants of this function should be used
to provide values for uniform variables defined as <code class="code">unsigned int</code>, <code class="code">uvec2</code>,
<code class="code">uvec3</code>, <code class="code">uvec4</code>, or arrays of these. The <code class="function">f</code>
variants should be used to provide values for uniform variables
of type <code class="code">float</code>, <code class="code">vec2</code>, <code class="code">vec3</code>, <code class="code">vec4</code>, or arrays of these. Either the
<code class="function">i</code>, <code class="function">ui</code> or <code class="function">f</code> variants
may be used to provide values for uniform variables of type
<code class="code">bool</code>, <code class="code">bvec2</code>, <code class="code">bvec3</code>, <code class="code">bvec4</code>, or arrays of these. The uniform
variable will be set to <code class="code">false</code> if the input value is 0 or 0.0f,
and it will be set to <code class="code">true</code> otherwise.</p><p>All active uniform variables defined in a program object
are initialized to 0 when the program object is linked
successfully. They retain the values assigned to them by a call
to <code class="function">glProgramUniform</code> until the next successful
link operation occurs on the program object, when they are once
again initialized to 0.</p><p>The commands <code class="function">glProgramUniform{1|2|3|4}{f|i|ui}v</code>
can be used to modify a single uniform variable or a uniform
variable array. These commands pass a count and a pointer to the
values to be loaded into a uniform variable or a uniform
variable array. A count of 1 should be used if modifying the
value of a single uniform variable, and a count of 1 or greater
can be used to modify an entire array or part of an array. When
loading <span class="emphasis"><em>n</em></span> elements starting at an arbitrary
position <span class="emphasis"><em>m</em></span> in a uniform variable array,
elements <span class="emphasis"><em>m</em></span> + <span class="emphasis"><em>n</em></span> - 1 in
the array will be replaced with the new values. If
<em class="parameter"><code>m</code></em> + <em class="parameter"><code>n</code></em> - 1 is
larger than the size of the uniform variable array, values for
all array elements beyond the end of the array will be ignored.
The number specified in the name of the command indicates the
number of components for each element in
<em class="parameter"><code>value</code></em>, and it should match the number of
components in the data type of the specified uniform variable
(e.g., <code class="function">1</code> for <code class="code">float</code>, <code class="code">int</code>, <code class="code">bool</code>;
<code class="function">2</code> for <code class="code">vec2</code>, <code class="code">ivec2</code>, <code class="code">bvec2</code>, etc.). The data
type specified in the name of the command must match the data
type for the specified uniform variable as described previously
for <code class="function">glProgramUniform{1|2|3|4}{f|i|ui}</code>.</p><p>For uniform variable arrays, each element of the array is
considered to be of the type indicated in the name of the
command (e.g., <code class="function">glProgramUniform3f</code> or
<code class="function">glProgramUniform3fv</code> can be used to load a uniform
variable array of type vec3). The number of elements of the
uniform variable array to be modified is specified by
<em class="parameter"><code>count</code></em></p><p>The commands
<code class="function">glProgramUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv</code>
are used to modify a matrix or an array of matrices. The numbers in the
command name are interpreted as the dimensionality of the matrix.
The number <code class="function">2</code> indicates a 2 × 2 matrix
(i.e., 4 values), the number <code class="function">3</code> indicates a
3 × 3 matrix (i.e., 9 values), and the number
<code class="function">4</code> indicates a 4 × 4 matrix (i.e., 16
values). Non-square matrix dimensionality is explicit, with the first
number representing the number of columns and the second number
representing the number of rows. For example,
<code class="function">2x4</code> indicates a 2 × 4 matrix with 2 columns
and 4 rows (i.e., 8 values).
If <em class="parameter"><code>transpose</code></em> is
<code class="constant">GL_FALSE</code>, each matrix is assumed to be
supplied in column major order. If
<em class="parameter"><code>transpose</code></em> is
<code class="constant">GL_TRUE</code>, each matrix is assumed to be
supplied in row major order. The <em class="parameter"><code>count</code></em>
argument indicates the number of matrices to be passed. A count
of 1 should be used if modifying the value of a single matrix,
and a count greater than 1 can be used to modify an array of
matrices.</p></div><div class="refsect1"><a id="notes"></a><h2>Notes</h2><p><code class="function">glProgramUniform1i</code> and
<code class="function">glProgramUniform1iv</code> are the only two functions
that may be used to load uniform variables defined as sampler
types. Loading samplers with any other function will result in a
<code class="constant">GL_INVALID_OPERATION</code> error.</p><p>If <em class="parameter"><code>count</code></em> is greater than 1 and the
indicated uniform variable is not an array, a
<code class="constant">GL_INVALID_OPERATION</code> error is generated and the
specified uniform variable will remain unchanged.</p><p>Other than the preceding exceptions, if the type and size
of the uniform variable as defined in the shader do not match
the type and size specified in the name of the command used to
load its value, a <code class="constant">GL_INVALID_OPERATION</code> error will
be generated and the specified uniform variable will remain
unchanged.</p><p>If <em class="parameter"><code>location</code></em> is a value other than
-1 and it does not represent a valid uniform variable location
in within <em class="parameter"><code>program</code></em>, an error will be generated, and
no changes will be made to the uniform variable storage of
<em class="parameter"><code>program</code></em>. If <em class="parameter"><code>location</code></em> is
equal to -1, the data passed in will be silently ignored and the
specified uniform variable will not be changed.</p></div><div class="refsect1"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
<em class="parameter"><code>program</code></em> does not refer to a program object owned
by the GL.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if the
size of the uniform variable declared in the shader does not
match the size indicated by the <code class="function">glProgramUniform</code>
command.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
the signed or unsigned integer variants of this function is used to load a uniform
variable of type <code class="code">float</code>, <code class="code">vec2</code>, <code class="code">vec3</code>, <code class="code">vec4</code>, or an array of these,
or if one of the floating-point variants of this function is
used to load a uniform variable of type <code class="code">int</code>, <code class="code">ivec2</code>, <code class="code">ivec3</code>,
<code class="code">ivec4</code>, <code class="code">unsigned int</code>, <code class="code">uvec2</code>, <code class="code">uvec3</code>,
<code class="code">uvec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
the signed integer variants of this function is used to load a uniform
variable of type <code class="code">unsigned int</code>, <code class="code">uvec2</code>, <code class="code">uvec3</code>,
<code class="code">uvec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
the unsigned integer variants of this function is used to load a uniform
variable of type <code class="code">int</code>, <code class="code">ivec2</code>, <code class="code">ivec3</code>,
<code class="code">ivec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
<em class="parameter"><code>location</code></em> is an invalid uniform location
for <em class="parameter"><code>program</code></em> and
<em class="parameter"><code>location</code></em> is not equal to -1.</p><p><code class="constant">GL_INVALID_VALUE</code> is generated if
<em class="parameter"><code>count</code></em> is less than 0.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
<em class="parameter"><code>count</code></em> is greater than 1 and the indicated
uniform variable is not an array variable.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if a
sampler is loaded using a command other than
<code class="function">glProgramUniform1i</code> and
<code class="function">glProgramUniform1iv</code>.</p></div><div class="refsect1"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a class="citerefentry" href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
with the handle of a program object and the index of an active uniform variable</p><p><a class="citerefentry" href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
with the handle of a program object and the location of a
uniform variable</p><p><a class="citerefentry" href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
with the handle of a program object and the name of a uniform
variable</p></div><div class="refsect1"><a id="seealso"></a><h2>See Also</h2><p><a class="citerefentry" href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
<a class="citerefentry" href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a></p></div><div class="refsect1"><a id="Copyright"></a><h2>Copyright</h2><p>
Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
Copyright <span class="trademark"></span>© 2010-2013 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
<a class="ulink" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
</p></div></div></body></html>
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