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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