skia / external / github.com / KhronosGroup / OpenGL-Registry / 0dc24166d162723781f1bf9fe433f71fa03a7aa0 / . / extensions / NV / NV_non_square_matrices.txt

Name | |

NV_non_square_matrices | |

Name Strings | |

GL_NV_non_square_matrices | |

Contact | |

Nuno Subtil, NVIDIA (nsubtil 'at' nvidia.com) | |

Contributors | |

Nuno Subtil | |

Mark Adams | |

Status | |

Shipping on Tegra. | |

Version | |

Last Modified Date: September 19, 2013 | |

Author revision: 3 | |

Number | |

OpenGL ES Extension #160 | |

Dependencies | |

The OpenGL ES Shading Language (GLSL ES) is required. OpenGL ES | |

2.0 is required. | |

This extension is written against the OpenGL ES 2.0.25 | |

specification and version 1.0.17 of the OpenGL ES Shading Language | |

specification. | |

EXT_separate_shader_objects interacts with this extension. | |

Overview | |

This extension adds support for non-square matrix variables in GLSL shaders. | |

New Procedures and Functions | |

void UniformMatrix2x3fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix3x2fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix2x4fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix4x2fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix3x4fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix4x3fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

New Types | |

None. | |

New Tokens | |

Returned by GetActiveAttrib and GetActiveUniform: | |

FLOAT_MAT2x3_NV 0x8B65 | |

FLOAT_MAT2x4_NV 0x8B66 | |

FLOAT_MAT3x2_NV 0x8B67 | |

FLOAT_MAT3x4_NV 0x8B68 | |

FLOAT_MAT4x2_NV 0x8B69 | |

FLOAT_MAT4x3_NV 0x8B6A | |

OpenGL ES 2.0 Specification Updates | |

Additions to Chapter 2 - OpenGL ES Operation | |

Section 2.7 - Current Vertex State | |

Replace the first sentence of the third paragraph with | |

The VertexAttrib* commands can also be used to load attributes | |

declared as any matrix type in a vertex shader. | |

Section 2.10.4 - Shader Variables | |

Amend the second, third and fourth sentences of the second | |

paragraph under "Vertex Attributes": | |

When an attribute variable is declared as a mat2, mat3x2 or mat4x2, ... | |

When an attribute variable is declared as a mat2x3, mat3 or mat4x3, ... | |

When an attribute variable is declared as a mat2x4, mat3x4 or mat4, ... | |

Replace the last sentence of the 4th paragraph on page 33: | |

The type returned can be any of FLOAT, FLOAT_VEC2, FLOAT_VEC3, | |

FLOAT_VEC4, FLOAT_MAT2, FLOAT_MAT3, FLOAT_MAT4, FLOAT_MAT2x3_NV, | |

FLOAT_MAT2x4_NV, FLOAT_MAT3x2_NV, FLOAT_MAT3x4_NV, FLOAT_MAT4x2_NV | |

or FLOAT_MAT4x3_NV. | |

Replace the last sentence on page 36: | |

The type returned can be any of FLOAT, FLOAT_VEC2, FLOAT_VEC3, | |

FLOAT_VEC4, INT, INT_VEC2, INT_VEC3, INT_VEC4, BOOL, BOOL_VEC2, | |

BOOL_VEC3, BOOL_VEC4, FLOAT_MAT2, FLOAT_MAT3, FLOAT_MAT4, | |

FLOAT_MAT2x3_NV, FLOAT_MAT2x4_NV, FLOAT_MAT3x2_NV, | |

FLOAT_MAT3x4_NV, FLOAT_MAT4x2_NV, SAMPLER_2D, or SAMPLER_CUBE. | |

Add the following commands to the 4th paragraph on page 37: | |

void UniformMatrix2x3fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix3x2fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix2x4fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix4x2fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix3x4fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

void UniformMatrix4x3fvNV(int location, sizei count, | |

boolean transpose, const float *value); | |

Insert before the last paragraph on page 37: | |

The UniformMatrix{2x3,3x2,2x4,4x2,3x4,4x3}fvNV commands will load | |

count 2x3, 3x2, 2x4, 4x2, 3x4, or 4x3 matrices (corresponding to | |

the numbers in the command name) of floating-point values into a | |

uniform location defined as a matrix or an array of matrices. The | |

first number in the command name is the number of columns; the | |

second is the number of rows. For example, UniformMatrix2x4fvNV is | |

used to load a matrix consisting of two columns and four rows. The | |

<transpose> argument must be false and matrices are specified in | |

column major order. | |

OpenGL ES Shading Language Specification v1.0.17 Updates | |

Including the following line in a shader can be used to control | |

the language features described in this extension: | |

#extension GL_NV_non_square_matrices : <behavior> | |

where <behavior> is as specified in section 3.3. | |

A new preprocessor #define is added to the OpenGL Shading | |

Language: | |

#define GL_NV_non_square_matrices 1 | |

Add the following types to the Basic Types table in section 4.1: | |

mat2x3 - a 2x3 floating-point matrix | |

mat3x2 - a 3x2 floating-point matrix | |

mat2x4 - a 2x4 floating-point matrix | |

mat4x2 - a 4x2 floating-point matrix | |

mat3x4 - a 3x4 floating-point matrix | |

mat4x3 - a 4x3 floating-point matrix | |

Section 4.1.6 - Matrices | |

Replace the text under this section with | |

Matrices are another useful data type in computer graphics, and | |

the OpenGL ES Shading Language defines support for 2x2, 2x3, 2x4, | |

3x2, 3x3, 3x4, 4x2, 4x3 and 4x4 matrices of floating point | |

numbers. Matrices are read from and written to in column major | |

order. Example matrix declarations: | |

mat2 mat2D; | |

mat3 optMatrix; | |

mat4 view, projection; | |

mat2x3 a; | |

mat3x4 b; | |

Initialization of matrix values is done with constructors | |

(described in Section 5.4 "Constructors") in column-major order. | |

mat2 is an alias for mat2x2, not a distinct type. Similarly for | |

mat3 and mat4. The following is legal: | |

mat2 a; | |

mat2x2 b = a; | |

Section 4.3.3 - Attribute | |

Replace the sixth sentence with: | |

A mat2x4, mat3x4 or mat4 attribute will use up the equivalent of 4 | |

vec4 attribute variable locations, a mat2x3, mat3 or mat4x3 will | |

use up the equivalent of 3 attribute variable locations, and a | |

mat2, mat3x2 or mat4x2 will use up 2 attribute variable locations. | |

Section 5.4.2 - Vector and Matrix constructors | |

Replace the last paragraph with: | |

A wide range of other possibilities exist, to construct a matrix | |

from vectors and scalars, as long as enough components are present | |

to initialize the matrix. To construct a matrix from a matrix: | |

mat3x3(mat4x4); // takes the upper-left 3x3 of the mat4x4 | |

mat2x3(mat4x2); // takes the upper-left 2x2 of the mat4x4, last row is 0,0 | |

mat4x4(mat3x3); // puts the mat3x3 in the upper-left, sets the lower right | |

// component to 1, and the rest to 0 | |

Interactions with EXT_separate_shader_objects | |

If EXT_separate_shader_objects is supported, then the | |

ProgramUniformMatrix{2x3,3x2,2x4,4x2,3x4,4x3}fvEXT functions will | |

be present in both OpenGL ES 2.0 and OpenGL ES 3.0 instead of only | |

in OpenGL ES 3.0. | |

Errors | |

None. | |

New State | |

None. | |

New Implementation Dependent State | |

None. | |

Revision History | |

06-06-12 nsubtil - Initial version | |

07-23-12 nsubtil - Added NV suffix to entry point and token names | |

Added return values for GetActiveAttrib and GetActiveUniform | |

Added extension pragma to the GLSL updates section | |

Disallow transpose = TRUE in UniformMatrix*x*fvNV | |

Added TBD interactions with SSO | |

09-19-13 marka - EXT_separate_shader_object interactions |