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4 <?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 V1.69.1" /></head><body><div class="refentry" lang="en" xml:lang="en"><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" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform1f</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v0</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform2f</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v1</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform3f</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v2</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform4f</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLfloat  </td><td><var class="pdparam">v3</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform1i</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform2i</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v1</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform3i</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v2</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform4i</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v3</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform1ui</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v0</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform2ui</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v1</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform3ui</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v2</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform4ui</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v0</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v1</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">v2</var>, </td></tr><tr><td> </td><td>GLuint  </td><td><var class="pdparam">v3</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>program</code></em></span></dt><dd><p>Specifies the handle of the program containing the uniform
5 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
6 to be modified.</p></dd><dt><span class="term">
7 <em class="parameter"><code>v0</code></em>,
8 <em class="parameter"><code>v1</code></em>,
9 <em class="parameter"><code>v2</code></em>,
10 <em class="parameter"><code>v3</code></em>
11 </span></dt><dd><p>Specifies the new values to be used for the
12 specified uniform variable.</p></dd></dl></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform1fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform2fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform3fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform4fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform1iv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform2iv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform3iv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform4iv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform1uiv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLuint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform2uiv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLuint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform3uiv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLuint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniform4uiv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>const GLuint * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters2"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>program</code></em></span></dt><dd><p>Specifies the handle of the program containing the uniform
13 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 value to
14 be modified.</p></dd><dt><span class="term"><em class="parameter"><code>count</code></em></span></dt><dd><p>Specifies the number of elements that are to
15 be modified. This should be 1 if the targeted
16 uniform variable is not an array, and 1 or more if it is
17 an array.</p></dd><dt><span class="term"><em class="parameter"><code>value</code></em></span></dt><dd><p>Specifies a pointer to an array of
18 <em class="parameter"><code>count</code></em> values that will be
19 used to update the specified uniform
20 variable.</p></dd></dl></div></div><div class="refsynopsisdiv"><h2>C Specification</h2><div class="funcsynopsis"><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix2fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix3fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix4fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix2x3fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix3x2fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix2x4fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix4x2fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0" style="padding-bottom: 1em"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix3x4fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table><table border="0" summary="Function synopsis" cellspacing="0" cellpadding="0"><tr><td><code class="funcdef">void <b class="fsfunc">glProgramUniformMatrix4x3fv</b>(</code></td><td>GLuint  </td><td><var class="pdparam">program</var>, </td></tr><tr><td> </td><td>GLint  </td><td><var class="pdparam">location</var>, </td></tr><tr><td> </td><td>GLsizei  </td><td><var class="pdparam">count</var>, </td></tr><tr><td> </td><td>GLboolean  </td><td><var class="pdparam">transpose</var>, </td></tr><tr><td> </td><td>const GLfloat * </td><td><var class="pdparam">value</var><code>)</code>;</td></tr></table></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="parameters3"></a><h2>Parameters</h2><div class="variablelist"><dl><dt><span class="term"><em class="parameter"><code>program</code></em></span></dt><dd><p>Specifies the handle of the program containing the uniform
21 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 value to
22 be modified.</p></dd><dt><span class="term"><em class="parameter"><code>count</code></em></span></dt><dd><p>Specifies the number of matrices that are to
23 be modified. This should be 1 if the targeted
24 uniform variable is not an array of matrices, and 1 or more if it is
25 an array of matrices.</p></dd><dt><span class="term"><em class="parameter"><code>transpose</code></em></span></dt><dd><p>Specifies whether to transpose the matrix as
26 the values are loaded into the uniform
27 variable.</p></dd><dt><span class="term"><em class="parameter"><code>value</code></em></span></dt><dd><p>Specifies a pointer to an array of
28 <em class="parameter"><code>count</code></em> values that will be
29 used to update the specified uniform
30 variable.</p></dd></dl></div></div><div class="refsect1" lang="en" xml:lang="en"><a id="description"></a><h2>Description</h2><p><code class="function">glProgramUniform</code> modifies the value of a
31 uniform variable or a uniform variable array. The location of
32 the uniform variable to be modified is specified by
33 <em class="parameter"><code>location</code></em>, which should be a value
34 returned by
35 <a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>.
36 <code class="function">glProgramUniform</code> operates on the program object
37 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>
38 are used to change the value of the uniform variable specified
39 by <em class="parameter"><code>location</code></em> using the values passed as
40 arguments. The number specified in the command should match the
41 number of components in the data type of the specified uniform
42 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>;
43 <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
44 <code class="function">f</code> indicates that floating-point values are
45 being passed; the suffix <code class="function">i</code> indicates that
46 integer values are being passed; the suffix <code class="function">ui</code> indicates that
47 unsigned integer values are being passed, and this type should also match
48 the data type of the specified uniform variable. The
49 <code class="function">i</code> variants of this function should be used
50 to provide values for uniform variables defined as <code class="code">int</code>, <code class="code">ivec2</code>,
51 <code class="code">ivec3</code>, <code class="code">ivec4</code>, or arrays of these. The
52 <code class="function">ui</code> variants of this function should be used
53 to provide values for uniform variables defined as <code class="code">unsigned int</code>, <code class="code">uvec2</code>,
54 <code class="code">uvec3</code>, <code class="code">uvec4</code>, or arrays of these. The <code class="function">f</code>
55 variants should be used to provide values for uniform variables
56 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
57 <code class="function">i</code>, <code class="function">ui</code> or <code class="function">f</code> variants
58 may be used to provide values for uniform variables of type
59 <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
60 variable will be set to <code class="code">false</code> if the input value is 0 or 0.0f,
61 and it will be set to <code class="code">true</code> otherwise.</p><p>All active uniform variables defined in a program object
62 are initialized to 0 when the program object is linked
63 successfully. They retain the values assigned to them by a call
64 to <code class="function">glProgramUniform</code> until the next successful
65 link operation occurs on the program object, when they are once
66 again initialized to 0.</p><p>The commands <code class="function">glProgramUniform{1|2|3|4}{f|i|ui}v</code>
67 can be used to modify a single uniform variable or a uniform
68 variable array. These commands pass a count and a pointer to the
69 values to be loaded into a uniform variable or a uniform
70 variable array. A count of 1 should be used if modifying the
71 value of a single uniform variable, and a count of 1 or greater
72 can be used to modify an entire array or part of an array. When
73 loading <span class="emphasis"><em>n</em></span> elements starting at an arbitrary
74 position <span class="emphasis"><em>m</em></span> in a uniform variable array,
75 elements <span class="emphasis"><em>m</em></span> + <span class="emphasis"><em>n</em></span> - 1 in
76 the array will be replaced with the new values. If
77 <em class="parameter"><code>m</code></em> + <em class="parameter"><code>n</code></em> - 1 is
78 larger than the size of the uniform variable array, values for
79 all array elements beyond the end of the array will be ignored.
80 The number specified in the name of the command indicates the
81 number of components for each element in
82 <em class="parameter"><code>value</code></em>, and it should match the number of
83 components in the data type of the specified uniform variable
84 (e.g., <code class="function">1</code> for <code class="code">float</code>, <code class="code">int</code>, <code class="code">bool</code>;
85 <code class="function">2</code> for <code class="code">vec2</code>, <code class="code">ivec2</code>, <code class="code">bvec2</code>, etc.). The data
86 type specified in the name of the command must match the data
87 type for the specified uniform variable as described previously
88 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
89 considered to be of the type indicated in the name of the
90 command (e.g., <code class="function">glProgramUniform3f</code> or
91 <code class="function">glProgramUniform3fv</code> can be used to load a uniform
92 variable array of type vec3). The number of elements of the
93 uniform variable array to be modified is specified by
94 <em class="parameter"><code>count</code></em></p><p>The commands
95 <code class="function">glProgramUniformMatrix{2|3|4|2x3|3x2|2x4|4x2|3x4|4x3}fv</code>
96 are used to modify a matrix or an array of matrices. The numbers in the
97 command name are interpreted as the dimensionality of the matrix.
98 The number <code class="function">2</code> indicates a 2 × 2 matrix
99 (i.e., 4 values), the number <code class="function">3</code> indicates a
100 3 × 3 matrix (i.e., 9 values), and the number
101 <code class="function">4</code> indicates a 4 × 4 matrix (i.e., 16
102 values). Non-square matrix dimensionality is explicit, with the first
103 number representing the number of columns and the second number
104 representing the number of rows. For example,
105 <code class="function">2x4</code> indicates a 2 × 4 matrix with 2 columns
106 and 4 rows (i.e., 8 values).
107 If <em class="parameter"><code>transpose</code></em> is
108 <code class="constant">GL_FALSE</code>, each matrix is assumed to be
109 supplied in column major order. If
110 <em class="parameter"><code>transpose</code></em> is
111 <code class="constant">GL_TRUE</code>, each matrix is assumed to be
112 supplied in row major order. The <em class="parameter"><code>count</code></em>
113 argument indicates the number of matrices to be passed. A count
114 of 1 should be used if modifying the value of a single matrix,
115 and a count greater than 1 can be used to modify an array of
116 matrices.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="notes"></a><h2>Notes</h2><p><code class="function">glProgramUniform1i</code> and
117 <code class="function">glProgramUniform1iv</code> are the only two functions
118 that may be used to load uniform variables defined as sampler
119 types. Loading samplers with any other function will result in a
120 <code class="constant">GL_INVALID_OPERATION</code> error.</p><p>If <em class="parameter"><code>count</code></em> is greater than 1 and the
121 indicated uniform variable is not an array, a
122 <code class="constant">GL_INVALID_OPERATION</code> error is generated and the
123 specified uniform variable will remain unchanged.</p><p>Other than the preceding exceptions, if the type and size
124 of the uniform variable as defined in the shader do not match
125 the type and size specified in the name of the command used to
126 load its value, a <code class="constant">GL_INVALID_OPERATION</code> error will
127 be generated and the specified uniform variable will remain
128 unchanged.</p><p>If <em class="parameter"><code>location</code></em> is a value other than
129 -1 and it does not represent a valid uniform variable location
130 in within <em class="parameter"><code>program</code></em>, an error will be generated, and
131 no changes will be made to the uniform variable storage of
132 <em class="parameter"><code>program</code></em>. If <em class="parameter"><code>location</code></em> is
133 equal to -1, the data passed in will be silently ignored and the
134 specified uniform variable will not be changed.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="errors"></a><h2>Errors</h2><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
135 <em class="parameter"><code>program</code></em> does not refer to a program object owned
136 by the GL.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if the
137 size of the uniform variable declared in the shader does not
138 match the size indicated by the <code class="function">glProgramUniform</code>
139 command.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
140 the signed or unsigned integer variants of this function is used to load a uniform
141 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,
142 or if one of the floating-point variants of this function is
143 used to load a uniform variable of type <code class="code">int</code>, <code class="code">ivec2</code>, <code class="code">ivec3</code>,
144 <code class="code">ivec4</code>, <code class="code">unsigned int</code>, <code class="code">uvec2</code>, <code class="code">uvec3</code>,
145 <code class="code">uvec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
146 the signed integer variants of this function is used to load a uniform
147 variable of type <code class="code">unsigned int</code>, <code class="code">uvec2</code>, <code class="code">uvec3</code>,
148 <code class="code">uvec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if one of
149 the unsigned integer variants of this function is used to load a uniform
150 variable of type <code class="code">int</code>, <code class="code">ivec2</code>, <code class="code">ivec3</code>,
151 <code class="code">ivec4</code>, or an array of these.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
152 <em class="parameter"><code>location</code></em> is an invalid uniform location
153 for <em class="parameter"><code>program</code></em> and
154 <em class="parameter"><code>location</code></em> is not equal to -1.</p><p><code class="constant">GL_INVALID_VALUE</code> is generated if
155 <em class="parameter"><code>count</code></em> is less than 0.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if
156 <em class="parameter"><code>count</code></em> is greater than 1 and the indicated
157 uniform variable is not an array variable.</p><p><code class="constant">GL_INVALID_OPERATION</code> is generated if a
158 sampler is loaded using a command other than
159 <code class="function">glProgramUniform1i</code> and
160 <code class="function">glProgramUniform1iv</code>.</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="associatedgets"></a><h2>Associated Gets</h2><p><a href="glGetActiveUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetActiveUniform</span></span></a>
161 with the handle of a program object and the index of an active uniform variable</p><p><a href="glGetUniform.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniform</span></span></a>
162 with the handle of a program object and the location of a
163 uniform variable</p><p><a href="glGetUniformLocation.xml"><span class="citerefentry"><span class="refentrytitle">glGetUniformLocation</span></span></a>
164 with the handle of a program object and the name of a uniform
165 variable</p></div><div class="refsect1" lang="en" xml:lang="en"><a id="seealso"></a><h2>See Also</h2><p><a href="glLinkProgram.xml"><span class="citerefentry"><span class="refentrytitle">glLinkProgram</span></span></a>,
166 <a href="glUseProgram.xml"><span class="citerefentry"><span class="refentrytitle">glUseProgram</span></span></a></p></div><div class="refsect1" lang="en" xml:lang="en"><a id="Copyright"></a><h2>Copyright</h2><p>
167 Copyright <span class="trademark"></span>© 2003-2005 3Dlabs Inc. Ltd.
168 Copyright <span class="trademark"></span>© 2010 Khronos Group.
169 This material may be distributed subject to the terms and conditions set forth in
170 the Open Publication License, v 1.0, 8 June 1999.
171 <a href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
172 </p></div></div></body></html>