1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
/*!
A uniform is a global variable in your program. In order to draw something, you will need to
give `glium` the values of all your uniforms. Objects that implement the `Uniform` trait are
here to do that.

There are two primary ways to do this. The first one is to create your own structure and put
the `#[uniforms]` attribute on it. See the `glium_macros` crate for more infos.

The second way is to use the `uniform!` macro provided by glium:

```no_run
#[macro_use]
extern crate glium;

# fn main() {
# let display: glium::Display = unsafe { std::mem::uninitialized() };
# let tex: f32 = unsafe { std::mem::uninitialized() };
# let matrix: f32 = unsafe { std::mem::uninitialized() };
let uniforms = uniform! {
    texture: tex,
    matrix: matrix
};
# }
```

In both situations, each field must implement the `UniformValue` trait.

## Samplers

In order to customize the way a texture is being sampled, you must use a `Sampler`.

```no_run
#[macro_use]
extern crate glium;

# fn main() {
# let display: glium::Display = unsafe { std::mem::uninitialized() };
# let texture: glium::texture::Texture2d = unsafe { std::mem::uninitialized() };
let uniforms = uniform! {
    texture: glium::uniforms::Sampler::new(&texture)
                        .magnify_filter(glium::uniforms::MagnifySamplerFilter::Nearest)
};
# }
```

## Blocks

In GLSL, you can choose to use a uniform *block*. When you use a block, you first need to
upload the content of this block in the video memory thanks to a `UniformBuffer`. Then you
can link the buffer to the name of the block, just like any other uniform.

```no_run
#[macro_use]
extern crate glium;
# fn main() {
# let display: glium::Display = unsafe { std::mem::uninitialized() };
# let texture: glium::texture::Texture2d = unsafe { std::mem::uninitialized() };

let program = glium::Program::from_source(&display,
    "
        #version 110

        attribute vec2 position;

        void main() {
            gl_Position = vec4(position, 0.0, 1.0);
        }
    ",
    "
        #version 330
        uniform layout(std140);

        uniform MyBlock {
            vec3 color;
        };

        void main() {
            gl_FragColor = vec4(color, 1.0);
        }
    ",
    None);

let buffer = glium::uniforms::UniformBuffer::new(&display, (0.5f32, 0.5f32, 0.5f32)).unwrap();

let uniforms = uniform! {
    MyBlock: &buffer
};
# }
```

## Subroutines
OpenGL allows the use of subroutines, which are like function pointers. Subroutines can be used
to change the functionality of a shader program at runtime. This method is usually a lot faster
than using multiple programs that are switched during execution.

A subroutine uniform is unique per shader stage, and not per program.

```no_run
#[macro_use]
extern crate glium;
# fn main() {
# let display: glium::Display = unsafe { std::mem::uninitialized() };
# let texture: glium::texture::Texture2d = unsafe { std::mem::uninitialized() };

let program = glium::Program::from_source(&display,
    "
        #version 150
        in vec2 position;
        void main() {
            gl_Position = vec4(position, 0.0, 1.0);
        }
    ",
    "
        #version 150
        #extension GL_ARB_shader_subroutine : require
        out vec4 fragColor;
        subroutine vec4 modify_t(vec4 color);
        subroutine uniform modify_t modify_color;

        subroutine(modify_t) vec4 delete_r(vec4 color)
        {
          return vec4(0, color.g, color.b, color.a);
        }

        subroutine(modify_t) vec4 delete_b(vec4 color)
        {
          return vec4(color.r, color.g, 0, color.a);
        }

        void main()
        {
            vec4 white= vec4(1, 1, 1, 1);
            fragColor = modify_color(white);
        }
    ", None);

    let uniforms = uniform! {
        modify_color: ("delete_b", glium::program::ShaderStage::Fragment)
    };
# }
```
*/
pub use self::buffer::UniformBuffer;
pub use self::sampler::{SamplerWrapFunction, MagnifySamplerFilter, MinifySamplerFilter, DepthTextureComparison};
pub use self::sampler::{Sampler, SamplerBehavior};
pub use self::uniforms::{EmptyUniforms, UniformsStorage};
pub use self::value::{UniformValue, UniformType};

use std::error::Error;
use std::fmt;

use buffer::Content as BufferContent;
use buffer::Buffer;
use program;
use program::BlockLayout;

mod bind;
mod buffer;
mod sampler;
mod uniforms;
mod value;

/// Object that contains the values of all the uniforms to bind to a program.
///
/// Objects of this type can be passed to the `draw()` function.
pub trait Uniforms {
    /// Calls the parameter once with the name and value of each uniform.
    fn visit_values<'a, F: FnMut(&str, UniformValue<'a>)>(&'a self, F);
}

/// Error about a block layout mismatch.
#[derive(Clone, Debug)]
pub enum LayoutMismatchError {
    /// There is a mismatch in the type of one element.
    TypeMismatch {
        /// Type expected by the shader.
        expected: UniformType,
        /// Type that you gave.
        obtained: UniformType,
    },

    /// The expected layout is totally different from what we have.
    LayoutMismatch {
        /// Layout expected by the shader.
        expected: BlockLayout,
        /// Layout of the input.
        obtained: BlockLayout,
    },

    /// The type of data is good, but there is a misalignment.
    OffsetMismatch {
        /// Expected offset of a member.
        expected: usize,
        /// Offset of the same member in the input.
        obtained: usize,
    },

    /// There is a mismatch in a submember of this layout.
    ///
    /// This is kind of a hierarchy inside the `LayoutMismatchError`s.
    MemberMismatch {
        /// Name of the field.
        member: String,
        /// The sub-error.
        err: Box<LayoutMismatchError>,
    },

    /// A field is missing in either the expected of the input data layout.
    MissingField {
        /// Name of the field.
        name: String,
    },
}

impl Error for LayoutMismatchError {
    fn description(&self) -> &str {
        use self::LayoutMismatchError::*;
        match *self {
            TypeMismatch { .. } =>
                "There is a mismatch in the type of one element",
            LayoutMismatch { .. } =>
                "The expected layout is totally different from what we have",
            OffsetMismatch { .. } =>
                "The type of data is good, but there is a misalignment",
            MemberMismatch { .. } =>
                "There is a mismatch in a submember of this layout",
            MissingField { .. } =>
                "A field is missing in either the expected of the input data layout",
        }
    }

    fn source(&self) -> Option<&(dyn Error + 'static)> {
        use self::LayoutMismatchError::*;
        match *self {
            MemberMismatch{ ref err, .. } => Some(err.as_ref()),
            _ => None,
        }
    }
}

impl fmt::Display for LayoutMismatchError {
    fn fmt(&self, fmt: &mut fmt::Formatter) -> Result<(), fmt::Error> {
        use self::LayoutMismatchError::*;
        match *self {
            //duplicate Patternmatching, different Types can't be condensed
            TypeMismatch { ref expected, ref obtained } =>
                write!(
                    fmt,
                    "{}, got: {:?}, expected: {:?}",
                    self.description(),
                    obtained,
                    expected,
                ),
            LayoutMismatch { ref expected, ref obtained } =>
                write!(
                    fmt,
                    "{}, got: {:?}, expected: {:?}",
                    self.description(),
                    obtained,
                    expected,
                ),
            OffsetMismatch { ref expected, ref obtained } =>
                write!(
                    fmt,
                    "{}, got: {}, expected: {}",
                    self.description(),
                    obtained,
                    expected,
                ),
            MemberMismatch { ref member, ref err } =>
                write!(
                    fmt,
                    "{}, {}: {}",
                    self.description(),
                    member,
                    err,
                ),
            MissingField { ref name } =>
                write!(
                    fmt,
                    "{}: {}",
                    self.description(),
                    name,
                ),
        }
    }
}

/// Value that can be used as the value of a uniform.
///
/// This includes buffers and textures for example.
pub trait AsUniformValue {
    /// Builds a `UniformValue`.
    fn as_uniform_value(&self) -> UniformValue;
}

// TODO: no way to bind a slice
impl<'a, T: ?Sized> AsUniformValue for &'a Buffer<T> where T: UniformBlock + BufferContent {
    #[inline]
    fn as_uniform_value(&self) -> UniformValue {
        #[inline]
        fn f<T: ?Sized>(block: &program::UniformBlock)
                        -> Result<(), LayoutMismatchError> where T: UniformBlock + BufferContent
        {
            // TODO: more checks?
            T::matches(&block.layout, 0)
        }

        UniformValue::Block(self.as_slice_any(), f::<T>)
    }
}

/// Objects that are suitable for being inside a uniform block or a SSBO.
pub trait UniformBlock {        // TODO: `: Copy`, but unsized structs don't impl `Copy`
    /// Checks whether the uniforms' layout matches the given block if `Self` starts at
    /// the given offset.
    fn matches(&BlockLayout, base_offset: usize) -> Result<(), LayoutMismatchError>;

    /// Builds the `BlockLayout` corresponding to the current object.
    fn build_layout(base_offset: usize) -> BlockLayout;
}

impl<T> UniformBlock for [T] where T: UniformBlock {
    fn matches(layout: &BlockLayout, base_offset: usize)
               -> Result<(), LayoutMismatchError>
    {
        if let &BlockLayout::Struct { ref members } = layout {
            if members.len() == 1 {
                return Self::matches(&members[0].1, base_offset);
            }
        }

        if let &BlockLayout::DynamicSizedArray { ref content } = layout {
            <T as UniformBlock>::matches(content, base_offset)
                .map_err(|err| {
                    LayoutMismatchError::MemberMismatch {
                        member: "<dynamic array content>".to_owned(),
                        err: Box::new(err),
                    }
                })

        } else if let &BlockLayout::Array { ref content, .. } = layout {
            <T as UniformBlock>::matches(content, base_offset)
                .map_err(|err| {
                    LayoutMismatchError::MemberMismatch {
                        member: "<dynamic array content>".to_owned(),
                        err: Box::new(err),
                    }
                })

        } else {
            Err(LayoutMismatchError::LayoutMismatch {
                expected: layout.clone(),
                obtained: <Self as UniformBlock>::build_layout(base_offset),
            })
        }
    }

    #[inline]
    fn build_layout(base_offset: usize) -> BlockLayout {
        BlockLayout::DynamicSizedArray {
            content: Box::new(<T as UniformBlock>::build_layout(base_offset)),
        }
    }
}

macro_rules! impl_uniform_block_array {
    ($len:expr) => (
        impl<T> UniformBlock for [T; $len] where T: UniformBlock {
            fn matches(layout: &program::BlockLayout, base_offset: usize)
                       -> Result<(), LayoutMismatchError>
            {
                if let &BlockLayout::Struct { ref members } = layout {
                    if members.len() == 1 {
                        return Self::matches(&members[0].1, base_offset);
                    }
                }

                if let &BlockLayout::Array { ref content, length } = layout {
                    if let Err(err) = T::matches(content, base_offset) {
                        return Err(LayoutMismatchError::MemberMismatch {
                            member: "<array content>".to_owned(),
                            err: Box::new(err),
                        });
                    }

                    if length != $len {
                        return Err(LayoutMismatchError::LayoutMismatch {
                            expected: layout.clone(),
                            obtained: Self::build_layout(base_offset),
                        });
                    }

                    Ok(())

                } else {
                    Err(LayoutMismatchError::LayoutMismatch {
                        expected: layout.clone(),
                        obtained: Self::build_layout(base_offset),
                    })
                }
            }

            #[inline]
            fn build_layout(base_offset: usize) -> program::BlockLayout {
                BlockLayout::Array {
                    content: Box::new(T::build_layout(base_offset)),
                    length: $len,
                }
            }
        }
    );
}

impl_uniform_block_array!(5);
impl_uniform_block_array!(6);
impl_uniform_block_array!(7);
impl_uniform_block_array!(8);
impl_uniform_block_array!(9);
impl_uniform_block_array!(10);
impl_uniform_block_array!(11);
impl_uniform_block_array!(12);
impl_uniform_block_array!(13);
impl_uniform_block_array!(14);
impl_uniform_block_array!(15);
impl_uniform_block_array!(16);
impl_uniform_block_array!(17);
impl_uniform_block_array!(18);
impl_uniform_block_array!(19);
impl_uniform_block_array!(20);
impl_uniform_block_array!(21);
impl_uniform_block_array!(22);
impl_uniform_block_array!(23);
impl_uniform_block_array!(24);
impl_uniform_block_array!(25);
impl_uniform_block_array!(26);
impl_uniform_block_array!(27);
impl_uniform_block_array!(28);
impl_uniform_block_array!(29);
impl_uniform_block_array!(30);
impl_uniform_block_array!(31);
impl_uniform_block_array!(32);
impl_uniform_block_array!(64);
impl_uniform_block_array!(128);
impl_uniform_block_array!(256);
impl_uniform_block_array!(512);
impl_uniform_block_array!(1024);
impl_uniform_block_array!(2048);