blob: 4c84f6997aba5bdcf14eddbc830efabc8997853d [file] [log] [blame]
Name
EXT_bindable_uniform
Name String
GL_EXT_bindable_uniform
Contact
Pat Brown, NVIDIA (pbrown 'at' nvidia.com)
Barthold Lichtenbelt, NVIDIA (blichtenbelt 'at' nvidia.com)
Status
Shipping for GeForce 8 Series (November 2006)
Version
Last Modified Date: 04/04/2008
Author revision: 15
Number
342
Dependencies
OpenGL 1.1 is required.
This extension is written against the OpenGL 2.0 specification and version
1.10.59 of the OpenGL Shading Language specification.
This extension interacts with GL_EXT_geometry_shader4.
Overview
This extension introduces the concept of bindable uniforms to the OpenGL
Shading Language. A uniform variable can be declared bindable, which
means that the storage for the uniform is not allocated by the
compiler/linker anymore, but is backed by a buffer object. This buffer
object is bound to the bindable uniform through the new command
UniformBufferEXT(). Binding needs to happen after linking a program
object.
Binding different buffer objects to a bindable uniform allows an
application to easily use different "uniform data sets", without having to
re-specify the data every time.
A buffer object can be bound to bindable uniforms in different program
objects. If those bindable uniforms are all of the same type, accessing a
bindable uniform in program object A will result in the same data if the
same access is made in program object B. This provides a mechanism for
'environment uniforms', uniform values that can be shared among multiple
program objects.
New Procedures and Functions
void UniformBufferEXT(uint program, int location, uint buffer);
int GetUniformBufferSizeEXT(uint program, int location);
intptr GetUniformOffsetEXT(uint program, int location);
New Tokens
Accepted by the <pname> parameter of GetBooleanv, GetIntegerv, GetFloatv,
and GetDoublev:
MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2
MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3
MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4
MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED
UNIFORM_BUFFER_BINDING_EXT 0x8DEF
Accepted by the <target> parameters of BindBuffer, BufferData,
BufferSubData, MapBuffer, UnmapBuffer, GetBufferSubData, and
GetBufferPointerv:
UNIFORM_BUFFER_EXT 0x8DEE
Additions to Chapter 2 of the OpenGL 2.0 Specification (OpenGL Operation)
Modify section 2.15.3 "Shader Variables", page 75.
Add the following paragraph between the second and third paragraph on page
79, "Uniform Variables"
Uniform variables can be further characterized into bindable
uniforms. Storage for bindable uniforms does not come out of the,
potentially limited, uniform variable storage discussed in the previous
paragraph. Instead, storage for a bindable uniform is provided by a buffer
object that is bound to the uniform variable. Binding different buffer
objects to a bindable uniform allows an application to easily use
different "uniform data sets", without having to re-specify the data every
time. A buffer object can be bound to bindable uniforms in different
program objects. If those bindable uniforms are all of the same type,
accessing a bindable uniform in program object A will result in the same
data if the same access is made in program object B. This provides a
mechanism for 'environment', uniform values that can be shared among
multiple program objects.
Change the first sentence of the third paragraph, p. 79, as follows:
When a program object is successfully linked, all non-bindable active
uniforms belonging to the program object are initialized to zero (FALSE
for Booleans). All active bindable uniforms have their buffer object
bindings reset to an invalid state. A successful link will also generate a
location for each active uniform, including active bindable uniforms. The
values of active uniforms can be changed using this location and the
appropriate Uniform* command (see below). For bindable uniforms, a buffer
object has to be first bound to the uniform before changing its
value. These locations are invalidated.
Change the second to last paragraph, p. 79, as follows:
A valid name for a non-bindable uniform cannot be a structure, an array of
structures, or any portion of a single vector or a matrix. A valid name
for a bindable uniform cannot be any portion of a single vector or
matrix. In order to identify a valid name, ...
Change the fifth paragraph, p. 81, as follows:
The given values are loaded into the uniform variable location identified
by <location>. The parameter <location> cannot identify a bindable uniform
structure or a bindable uniform array of structures. When loading data for
a bindable uniform, the data will be stored in the appropriate location of
the buffer object bound to the bindable uniform (see UniformBufferEXT
below).
Add the following bullets to the list of errors on p. 82:
- If <location> refers to a bindable uniform structure or a bindable
uniform array of structures.
- If <location> refers to a bindable uniform that has no buffer object
bound to the uniform.
- If <location> refers to a bindable uniform and the bound buffer object
is not of sufficient size. This means that the buffer object is
smaller than the size that would be returned by
GetUniformBufferSizeEXT for the bindable uniform.
- If <location> refers to a bindable uniform and the buffer object is
bound to multiple bindable uniforms in the currently active program
object.
Add a sub-section called "Bindable Uniforms" above the section "Samplers",
p. 82:
The number of active bindable uniform variables that can be supported by a
vertex shader is limited and specified by the implementation dependent
constant MAX_VERTEX_BINDABLE_UNIFORMS_EXT. The minimum supported number
of bindable uniforms is eight. A link error will be generated if the
program object contains more active bindable uniform variables.
To query the minimum size needed for a buffer object to back a given
bindable uniform, use the command:
int GetUniformBufferSizeEXT(uint program, int location);
This command returns the size in basic machine units of the smallest
buffer object that can be used for the bindable uniform given by
<location>. The size returned is intended to be passed as the <size>
parameter to the BufferData() command. The error INVALID_OPERATION will be
generated if <location> does not correspond to an active bindable uniform
in <program>. The parameter <location> has to be location corresponding
to the name of the bindable uniform itself, otherwise the error
INVALID_OPERATION is generated. If the bindable uniform is a structure,
<location> can not refer to a structure member. If it is an array,
<location> can not refer to any array member other than the first one. If
<program> has not been successfully linked, the error INVALID_OPERATION is
generated.
There is an implementation-dependent limit on the size of bindable uniform
variables. LinkProgram will fail if the storage required for the uniform
(in basic machine units) exceeds MAX_BINDABLE_UNIFORM_SIZE_EXT.
To bind a buffer object to a bindable uniform, use the command:
void UniformBufferEXT(uint program, int location, uint buffer)
This command binds the buffer object <buffer> to the bindable uniform
<location> in the program object <program>. Any previous binding to the
bindable uniform <location> is broken. Before calling UniformBufferEXT the
buffer object has to be created, but it does not have to be initialized
with data nor its size set. Passing the value zero in <buffer> will
unbind the currently bound buffer object. The error INVALID_OPERATION is
generated if <location> does not correspond to an active bindable uniform
in <program>. The parameter <location> has to correspond to the name of
the uniform variable itself, as described for GetUniformBufferSizeEXT,
otherwise the error INVALID_OPERATION is generated. If <program> has not
been successfully linked, or if <buffer> is not the name of an existing
buffer object, the error INVALID_OPERATION is generated.
A buffer object cannot be bound to more than one uniform variable in any
single program object. However, a buffer object can be bound to bindable
uniform variables in multiple program objects. Furthermore, if those
bindable uniforms are all of the same type, accessing a scalar, vector, a
member of a structure, or an element of an array in program object A will
result in the same data if the same scalar, vector, structure member, or
array element is accessed in program object B. Additionally the structures
in both program objects have to have the same members, specified in the
same order, declared with the same data types and have the same name. If
the buffer object bound to the uniform variable is smaller than the
minimum size required to store the uniform variable, as reported by
GetUniformbufferSizeEXT, the results of reading the variable (or any
portion thereof) are undefined.
If LinkProgram is called on a program object that has already been linked,
any buffer objects bound to the bindable uniforms in the program are
unbound prior to linking, as though UniformBufferEXT were called for each
bindable uniform with a <buffer> value of zero.
Buffer objects used to store uniform variables may be created and
manipulated by buffer object functions (e.g., BufferData, BufferSubData,
MapBuffer) by calling BindBuffer with a <target> of UNIFORM_BUFFER_EXT.
It is not necessary to bind a buffer object to UNIFORM_BUFFER_EXT in order
to use it with an active program object.
The exact layout of bindable uniform variables in buffer object storage is
not defined. However, the values of signed integer, unsigned integer, or
floating-point uniforms, or vectors thereof, may be updated by modifying
the underlying buffer object storage using either MapBuffer or
BufferSubData. The command
intptr GetUniformOffsetEXT(uint program, int location);
returns the offset (in bytes) of the uniform in <program> whose location
as returned by GetUniformLocation is <location>. The error INVALID_VALUE
is generated if the object named by <program> does not exist. The error
INVALID_OPERATION is generated if <program> is not a program object, if
<program> was not linked successfully, or if <location> refers to a
uniform that was not declared as bindable. The memory layout of matrix,
boolean, or boolean vector uniforms is not defined, and the error
INVALID_OPERATION will be generated if <location> refers to a boolean,
boolean vector, or matrix uniform. The value -1 is returned by
GetUniformOffsetEXT if an error is generated.
The values of such uniforms may be changing by writing signed integer,
unsigned integer, or floating-point values into the buffer object at the
byte offset returned by GetUniformOffsetEXT. For vectors, two to four
integers or floating-point values should be written to consecutive
locations in the buffer object storage. For arrays of scalar or vector
variables, the number of bytes between individual array members is
guaranteed to be constant, but array members are not guaranteed to be
stored in adjacent locations. For example, some implementations may pad
scalars, or two- or three-component vectors out to a four-component
vector.
Change the first paragraph below the sub-heading 'Samplers', p. 82, as
follows:
Samplers are special uniforms used in the OpenGL Shading Language to
identify the texture object used for each texture lookup. Samplers cannot
be declared as bindable in a shader. The value of a sampler indicates the
texture image unit being accessed. Setting a sampler's value.
Add the following bullets to the list of error conditions for Begin on
p. 87:
- There is one, or more, bindable uniform(s) in the currently
active program object that does not have a buffer object
bound to it.
- There is one, or more, bindable uniform(s) in the currently active
program object that have a buffer object bound to it of insufficient
size. This means that the buffer object is smaller than the size that
would be returned by GetUniformBufferSizeEXT for the bindable uniform.
- A buffer object is bound to multiple bindable uniforms in the currently
active program object.
Additions to Chapter 3 of the OpenGL 2.0 Specification (Rasterization)
Modify Section 3.11.1 "Shader Variables", p. 193
Add a paragraph between the first and second paragraph, p. 194
The number of active bindable uniform variables that can be supported by a
fragment shader is limited and specified by the implementation dependent
constant MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT. The minimum supported number
of bindable uniforms is eight. A link error will be generated if the
program object contains more active bindable uniform variables.
Additions to Chapter 4 of the OpenGL 2.0 Specification (Per-Fragment
Operations and the Frame Buffer)
None.
Additions to Chapter 5 of the OpenGL 2.0 Specification (Special Functions)
Change section 5.4 Display Lists, p. 237
Add the command UniformBufferEXT to the list of commands that are not
compiled into a display list, but executed immediately, under "Program and
Shader Objects", p. 241.
Additions to Chapter 6 of the OpenGL 2.0 Specification (State and State
Requests)
None.
Additions to Appendix A of the OpenGL 2.0 Specification (Invariance)
None.
Additions to the AGL/GLX/WGL Specifications
None.
Interactions with GL_EXT_geometry_shader4
If GL_EXT_geometry_shader4 is supported, a geometry shader will also
support bindable uniforms. The following paragraph needs to be added to
the section that discusses geometry shaders:
"The number of active bindable uniform variables that can be supported by
a geometry shader is limited and specified by the implementation dependent
constant MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT. The minimum supported number
of bindable uniforms is eight. A link error will be generated if the
program object contains more active bindable uniform variables."
The implementation dependent value MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT will
need to be added to the state tables and assigned an enum value.
Errors
The error INVALID_VALUE is generated by UniformBufferEXT,
GetUniformBufferSize, or GetUniformOffsetEXT if <program> is not the name
of a program or shader object.
The error INVALID_OPERATION is generated by UniformBufferEXT,
GetUniformBufferSize, or GetUniformOffsetEXT if <program> is the name of a
shader object.
The error INVALID_OPERATION is generated by the Uniform* commands if
<location> refers to a bindable uniform structure or an array of such
structures.
The error INVALID_OPERATION is generated by the Uniform* commands if
<location> refers to a bindable uniform that has no buffer object bound.
The error INVALID_OPERATION is generated by the Uniform* commands if
<location> refers to a bindable uniform and the bound buffer object is not
of sufficient size to store data into <location>.
The error INVALID_OPERATION is generated by the GetUniformBufferSizeEXT
and UniformBufferEXT commands if <program> has not been successfully
linked.
The error INVALID_OPERATION is generated by the GetUniformBufferSizeEXT
and UniformBufferEXT commands if <location> is not the location
corresponding to the name of the bindable uniform itself or if <location>
does not correspond to an active bindable uniform in <program>.
The error INVALID_OPERATION is generated by GetUniformOffsetEXT if
<program> was not linked successfully, if <location> refers to a uniform
that was not declared as bindable, or if <location> refers to a boolean,
boolean vector, or matrix uniform.
The error INVALID_OPERATION is generated by the UniformBufferEXT command if
<buffer> is not the name of a buffer object.
The error INVALID_OPERATION is generated by Begin, Rasterpos or any
command that performs an implicit Begin if:
- A buffer object is bound to multiple bindable uniforms in the currently
active program object.
- There is one, or more, bindable uniform(s) in the currently active
program object that does not have a buffer object bound to it.
- There is one, or more, bindable uniform(s) in the currently active
program object that have a buffer object bound to it of insufficient
size. This means that the buffer object is smaller than the size that
would be returned by GetUniformBufferSizeEXT for the bindable uniform.
New State
Initial
Get Value Type Get Command Value Description Sec Attribute
-------------------------- ---- ----------- ----- ------------------------- ----- ---------
UNIFORM_BUFFER_BINDING_EXT Z+ GetIntegerv 0 Uniform buffer bound to 2.15 -
the context for buffer
object manipulation.
New Implementation Dependent State
Minimum
Get Value Type Get Command Value Description Section Attrib
---------------------- ---- ----------- ----- --------------------- ------- ------
MAX_BINDABLE_VERTEX_ Z+ GetIntegerv 8 Number of bindable 2.15 -
UNIFORMS_EXT uniforms per vertex
shader
MAX_BINDABLE_FRAGMENT_ Z+ GetIntegerv 8 Number of bindable 3.11.1 -
UNIFORMS_EXT uniforms per fragment
shader
MAX_BINDABLE_GEOMETRY_ Z+ GetIntegerv 8 Number of bindable X.X.X -
UNIFORMS_EXT uniforms per geometry
shader
MAX_BINDABLE_UNIFORM_ Z+ GetIntegerv 16384 Maximum size (in bytes) 2.15 -
SIZE_EXT for bindable uniform
storage.
Modifications to The OpenGL Shading Language Specification, Version
1.10.59
Including the following line in a shader can be used to control the
language features described in this extension:
#extension GL_EXT_bindable_uniform: <behavior>
where <behavior> is as specified in section 3.3.
A new preprocessor #define is added to the OpenGL Shading Language:
#define GL_EXT_bindable_uniform 1
Add to section 3.6 "Keywords"
Add the following keyword:
bindable
Change section 4.3 "Type Qualifiers"
In the qualifier table, add the following sub-qualifiers under the uniform
qualifier:
bindable uniform
Change section 4.3.5 "Uniform"
Add the following paragraphs between the last and the second to last
paragraphs:
Uniform variables, except for samplers, can optionally be further
qualified with "bindable". If "bindable" is present, the storage for the
uniform comes from a buffer object, which is bound to the uniform through
the GL API, as described in section 2.15.3 of the OpenGL 2.0
specification. In this case, the memory used does not count against the
storage limit described in the previous paragraph. When using the
"bindable" keyword, it must immediately precede the "uniform" keyword.
An example bindable uniform declaration is:
bindable uniform float foo;
Only a limited number of uniforms can be bindable for each type of
shader. If this limit is exceeded, it will cause a compile-time or
link-time error. Bindable uniforms that are declared but not used do not
count against this limit.
Add to section 9 "Shading Language Grammar"
type_qualifer:
CONST
ATTRIBUTE // Vertex only
uniform-modifieropt UNIFORM
uniform-modifier:
BINDABLE
Issues
1. Is binding a buffer object to a uniform done before or after linking a
program object?
DISCUSSION: There is no need to re-link when changing the buffer object
that backs a uniform. Re-binding can therefore be relatively quickly.
Binding is be done using the location of the uniform retrieved by
GetUniformLocation, to make it even faster (instead of binding by name
of the uniform).
Reasons to do this before linking: The linker might want to know what
buffer object backs the uniform. Binding of a buffer object to a
bindable uniform, in this case, will have to be done using the name of
the uniform (no location is available until after linking). Changing the
binding of a buffer object to a bindable uniform means the program
object will have to be re-linked, which would substantially increase the
overhead of using multiple different "constant sets" in a single
program.
RESOLUTION: Binding a buffer object to a bindable uniform needs to be
done after the program object is linked. One of the purposes of this
extension is to be able to switch among multiple sets of uniform values
efficiently.
2. Is the memory layout of a bindable uniform available to an application?
DISCUSSION: Buffer objects are arrays of bytes. The application can map
a buffer object and retrieve a pointer to it, and read or write into it
directly. Or, the application can use the BufferSubData() command to
store data in a buffer object. They can also be filled using ReadPixels
(with ARB_pixel_buffer_object), or filled using extensions such as the
new transform feedback extension.
If the layout of a uniform in buffer object memory is known, these
different ways of filling a buffer object could be leveraged. On the
other hand, different compiler implementations may want a different
packing schemes that may or may not match an end-user's expectations
(e.g., all individual uniforms might be stored as vec4's). If only the
Uniform*() API were allowed to modify buffer objects, we could
completely hide the layout of bindable uniforms. Unfortuantely, that
would limit how the buffer object can be linked to other sources of
data.
RESOLUTION: RESOLVED. The memory layout of a bindable uniform variable
will not be specified. However, a query function will be added that
allows applications to determine the layout and load their buffer object
via API's other than Uniform*() accordingly if they choose.
Unfortunately, the layout may not be consistent across implementations
of this extension.
Providing a better standard set of packing rules is highly desirable,
and we hope to design and add such functionality in an extension in the
near future.
3. How is synchronization handled between a program object using a buffer
object and updates to the buffer object?
DISCUSSION: For example, what happens when a ReadPixels into a buffer
object is outstanding, that is bound to a bindable uniform while the
program object, containing the bindable uniform, is in use?
RESOLUTION: UNRESOLVED. It is probably the GL implementation's
responsibility to properly synchronize such usages. This issue needs
solving for GL_EXT_texture_buffer_object also, and should be consistent.
4. A limited number of bindable uniforms can exist in one program
object. Should this limit be queriable?
DISCUSSION: The link operation will fail if too many bindable uniforms
are declared and active. Should the limit on the number of active
bindable uniforms be queriable by the application?
RESOLUTION: Yes, this limit is queriable.
5. Is the limit discussed in the previous issue per shader type?
DISCUSSION: Is there a different limit for vertex shader and fragment
shaders? Hardware might support different limits. The storage for
uniform variables is a limit queriable per shader type, thus it would be
nice to be consistent with the existing model.
RESOLUTION: YES.
6. Can an application find out programmatically that a uniform is declared
as a bindable uniform?
DISCUSSION: Using GetActiveUniform() the application can
programmatically find out which uniforms are active, what their type and
size etc it. Do we need to add a mechanism for an application to find
out if an active uniform is a bindable uniform?
RESOLUTION: UNRESOLVED. To be consistent, the answer should be
yes. However, extending GetActiveUniform() is not possible, which means
we need a new API command. If we define a new API command, it probably
is better to define something like: GetNewActiveUniform(int program,
uint index, enum property, void *data); Or alternatively, define new API
to query the properties of a uniform per uniform location:
GetActiveUniformProperty(int program, int location, enum property, void
*data)
7. What to do when the buffer object bound to a bindable uniform is not big
enough to back the uniform or if no buffer object is bound at all?
DISCUSSION: The size of a buffer object can be changed, after it is
bound, by calling BufferData. It is possible that the buffer object
isn't sufficiently big enough to back the bindable uniform. This is an
issue when loading values for uniforms and when actually rendering. In
the case of loading uniforms, should the Uniform* API generate an error?
In the case of rendering, should this be a Begin error?
RESOLUTION: RESOLVED. It is a Begin error if a buffer object is too
small or no buffer object is bound at all. The Uniform* commands will
generate an error in these cases as well.
8. What restrictions are there on binding a buffer object to more than one
bindable uniform?
DISCUSSION: Can a buffer object be bound to more than one uniform within
a program object? No, this does not seem to be a good idea. Can a
buffer object be bound to more than one uniform in different program
objects? Yes, this is useful functionality to have. If each uniform is
also of the same type, then data access in program object A then the
same access in program object B results in the same data. In the latter
case, if the uniform variables are arrays, must the arrays have the same
length declared? No, that is too big of a restriction. The application
is responsible for making sure the buffer object is sufficiently sized
to provide storage for the largest bindable uniform array.
RESOLUTION: RESOLVED.
9. It is not allowed to bind a buffer object to more than one bindable
uniform in a program object. There are several operations that could be
affected by this rule: UseProgram(), the uniform loading commands
Uniform*, Begin, RasterPos and any related rendering command. Should
each operation generate an error if the rule is violated?
DISCUSSION: See also issue 7. The UseProgram command could generate an
error if the rule is violated. However, it is possible to change the
binding of a buffer object to a bindable uniform even after UseProgram
has been issued. Thus should the Uniform* commands also check for this?
If so, is that going to be a performance burden on uniform loading? Or
should it be undefined? Finally, at rendering time violation of this
rule will have to be checked. If violated, it seems to make sense to
generate an error.
RESOLUTION: RESOLVED. Make violation of the rule a Begin error and a
Uniform* error.
10. How to provide the ability to use bindable uniform arrays (or bindable
uniform arrays of structures) where the amount of data can differ based
on the buffer object bound to it?
DISCUSSION: In other words, the size of the bindable uniform is no
longer declared in the shader, but determined by the buffer object
backing it. This can be achieved through a variety of ways:
bindable uniform vec3 foo[1];
Where we would allow indexing 'off the end' of the array 'foo', because
it is backed by a buffer object. The actual size of the array will be
implicitly inferred from the buffer object bound to it. It'll be the
shader's responsibility to not index outside the size of the buffer
object. That in turn means that the layout in buffer object memory of a
bindable uniform needs to be exposed to the application.
Or we could support something like:
bindable uniform vec3 foo[100000]; // Some really big number
and make all accesses inside the buffer object bound to "foo" legal.
Or we could support something like:
bindable uniform float foo[];
foo[3] = 1.0;
foo[i] = .
Where 'i' could be a run-time index.
RESOLUTION: For now, we will not support this functionality.
11. Do we want to have bindable namespaces instead of the uniform qualifier
"bindable"?
DISCUSSION: Something like this:
bindable {
vec3 blarg;
int booyah;
};
where "blarg" and "booyah" can be referred to directly, but are both
bindable to the same buffer. You can achieve this with bindable uniforms
stored in structures:
bindable uniform struct {
vec3 blarg;
int booyah;
} foo;
but then have to use "foo.blarg" and "foo.booyah".
RESOLUTION: Not in this extension. This might be nice programming sugar,
but not essential. Such a feature may be added in a future extension
building on this one.
12. How can an application load data into a bindable uniform?
RESOLUTION: See also issue 2. Uniform variables declared as bindable can
be loaded using the existing Uniform* commands, or data can be loaded in
the buffer object bound to the uniform using any of the existing
mechanisms.
13. Should it be allowed to load data, using the Uniform* commands, into a
buffer object that is bound to more than one bindable uniform variable
in a program object?
DISCUSSION: It is a Begin error to attempt to render in this situation.
RESOLUTION: Yes, to be consistent with the Begin error, it is also an
error to load a value in this case.
14. Should a buffer object binding point be provided for bindable uniforms?
DISCUSSION: All current OpenGL buffer object manipulation functions take
a <target> to which a buffer object must be bound. In this extension,
buffer objects are bound to uniforms stored in a program, and are not
bound directly to the context. So these bindings may not be used to
manipulate the
RESOLUTION: Yes, a new <target> called UNIFORM_BUFFER_EXT is provided.
The following is a simple example of creating, binding, and populating a
buffer object for a bindable uniform named "stuff", which is an array of
vec4 values:
GLuint program, buffer;
GLint location, size;
GLfloat values;
// ... compile shaders and link <program>
location = glGetUniformLocation(program, "stuff");
size = GetUniformBufferSize(program, location);
glGenBuffers(1, &buffer);
glBindBuffer(GL_UNIFORM_BUFFER_EXT, buffer);
glBufferData(GL_UNIFORM_BUFFER_EXT, size, NULL, STATIC_READ);
glUniformBufferEXT(program, location, buffer);
...
glUseProgram(program);
glUniform4fv(location, count, values);
Revision History
Rev. Date Author Changes
---- -------- -------- -----------------------------------------
15 04/04/08 aeddy Moved state sections into the proper order.
14 02/14/08 pbrown Clarify some confusing language about the memory
layout restrictions and GetUniformOffsetEXT.
13 12/13/07 pbrown Minor clarification on what values can be passed
to GetUniformBufferSizeEXT and UniformBufferEXT.
12 12/15/06 pbrown Documented that the '#extension' token
for this extension should begin with "GL_",
as apparently called for per convention.
11 -- Pre-release revisions.