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#ifndef Magnum_GL_AbstractShaderProgram_h
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#define Magnum_GL_AbstractShaderProgram_h
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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
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2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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/** @file
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* @brief Class @ref Magnum::GL::AbstractShaderProgram
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*/
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#include <string>
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#include <Corrade/Containers/ArrayView.h>
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#include "Magnum/Tags.h"
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#include "Magnum/GL/AbstractObject.h"
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#include "Magnum/GL/Attribute.h"
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#include "Magnum/GL/GL.h"
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES2)
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#include <vector>
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#endif
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namespace Magnum { namespace GL {
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namespace Implementation { struct ShaderProgramState; }
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/**
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@brief Base for shader program implementations
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@section GL-AbstractShaderProgram-subclassing Subclassing workflow
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This class is designed to be used via subclassing. Subclasses define these
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functions and properties:
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<ul>
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<li> **Attribute definitions** using @ref Attribute typedefs with location and
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type for configuring meshes, for example:
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@snippet MagnumGL.cpp AbstractShaderProgram-input-attributes
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</li>
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<li> **Output attribute locations**, if desired, for example:
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@snippet MagnumGL.cpp AbstractShaderProgram-output-attributes
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</li>
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<li> **Constructor**, which loads, compiles and attaches particular shaders and
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links the program together, for example:
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@snippet MagnumGL.cpp AbstractShaderProgram-constructor
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</li>
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<li> **Uniform setting functions**, which will provide public interface for
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protected @ref setUniform() functions. For usability purposes you can
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implement also method chaining. Example:
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@snippet MagnumGL.cpp AbstractShaderProgram-uniforms
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</li>
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<li> **Texture and texture image binding functions** in which you bind the
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textures/images to particular texture/image units using
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@ref Texture::bind() "*Texture::bind()" /
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@ref Texture::bindImage() "*Texture::bindImage()" and similar, for example:
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@snippet MagnumGL.cpp AbstractShaderProgram-textures
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</li>
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<li> **Transform feedback setup function**, if needed, in which you bind
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buffers to particular indices using @ref TransformFeedback::attachBuffer()
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and similar, possibly with overloads based on desired use cases, e.g.:
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@snippet MagnumGL.cpp AbstractShaderProgram-xfb
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</li>
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<li>And optionally, **hiding irrelevant draw/dispatch functions** to prevent
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users from accidentally calling @ref draw() on compute shaders,
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@ref drawTransformFeedback() on shaders that don't have transform feedback
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or @ref dispatchCompute() on shaders that aren't compute. For example:
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@snippet MagnumGL.cpp AbstractShaderProgram-hide-irrelevant
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</ul>
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@subsection GL-AbstractShaderProgram-attribute-location Binding attribute and fragment data location
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The preferred workflow is to specify attribute location for vertex shader input
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attributes and fragment shader output attributes explicitly in the shader code,
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e.g.:
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@code{.glsl}
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// GLSL 3.30, GLSL ES 3.00 or
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#extension GL_ARB_explicit_attrib_location: require
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layout(location = 0) in vec4 position;
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layout(location = 1) in vec3 normal;
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layout(location = 2) in vec2 textureCoordinates;
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@endcode
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Similarly for ouput attributes, you can also specify blend equation color index
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for them (see @ref Renderer::BlendFunction for more information about using
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color input index):
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@code{.glsl}
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layout(location = 0, index = 0) out vec4 color;
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layout(location = 1, index = 1) out vec3 normal;
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@endcode
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If you don't have the required version/extension, declare the attributes
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without @glsl layout() @ce qualifier and use functions @ref bindAttributeLocation()
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and @ref bindFragmentDataLocation() / @ref bindFragmentDataLocationIndexed()
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between attaching the shaders and linking the program. Note that additional
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syntax changes may be needed for GLSL 1.20 and GLSL ES.
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@code{.glsl}
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in vec4 position;
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in vec3 normal;
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in vec2 textureCoordinates;
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@endcode
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@code{.glsl}
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out vec4 color;
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out vec3 normal;
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@endcode
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@snippet MagnumGL.cpp AbstractShaderProgram-binding
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@see @ref maxVertexAttributes(), @ref AbstractFramebuffer::maxDrawBuffers()
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@requires_gl30 Extension @gl_extension{EXT,gpu_shader4} for using
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@ref bindFragmentDataLocation().
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@requires_gl33 Extension @gl_extension{ARB,blend_func_extended} for using
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@ref bindFragmentDataLocationIndexed().
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@requires_gl33 Extension @gl_extension{ARB,explicit_attrib_location} for
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explicit attribute location instead of using
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@ref bindAttributeLocation(), @ref bindFragmentDataLocation() or
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@ref bindFragmentDataLocationIndexed().
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@requires_gles30 Explicit location specification of input attributes is not
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supported in OpenGL ES 2.0, use @ref bindAttributeLocation()
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instead.
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@requires_gles30 Multiple fragment shader outputs are not available in OpenGL
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ES 2.0, similar functionality is available in extension
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@gl_extension{EXT,draw_buffers} or @gl_extension{NV,draw_buffers}.
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@requires_webgl20 Explicit location specification of input attributes is not
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supported in WebGL 1.0, use @ref bindAttributeLocation() instead.
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@requires_webgl20 Multiple fragment shader outputs are not available in WebGL
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1.0, similar functionality is available in extension
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@webgl_extension{WEBGL,draw_buffers}.
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@todo @gl_extension2{EXT,separate_shader_objects,EXT_separate_shader_objects.gles}
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supports explicit attrib location
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@subsection GL-AbstractShaderProgram-uniform-location Uniform locations
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The preferred workflow is to specify uniform locations directly in the shader
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code, e.g.:
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@code{.glsl}
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// GLSL 4.30, GLSL ES 3.10 or
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#extension GL_ARB_explicit_uniform_location: require
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layout(location = 0) uniform mat4 projectionMatrix;
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layout(location = 1) uniform mat4 transformationMatrix;
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layout(location = 2) uniform mat3 normalMatrix;
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@endcode
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If you don't have the required version/extension, declare the uniforms without
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the @glsl layout() @ce qualifier, get uniform location using
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@ref uniformLocation() *after* linking stage and then use the queried location
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in uniform setting functions. Note that additional syntax changes may be needed
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for GLSL 1.20 and GLSL ES.
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@code{.glsl}
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uniform mat4 projectionMatrix;
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uniform mat4 transformationMatrix;
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uniform mat3 normalMatrix;
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@endcode
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@snippet MagnumGL.cpp AbstractShaderProgram-uniform-location
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@see @ref maxUniformLocations()
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@requires_gl43 Extension @gl_extension{ARB,explicit_uniform_location} for
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explicit uniform location instead of using @ref uniformLocation().
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@requires_gles31 Explicit uniform location is not supported in OpenGL ES 3.0
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and older. Use @ref uniformLocation() instead.
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@requires_gles Explicit uniform location is not supported in WebGL. Use
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@ref uniformLocation() instead.
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@subsection GL-AbstractShaderProgram-uniform-block-binding Uniform block bindings
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The preferred workflow is to specify uniform block binding directly in the
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shader code, e.g.:
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@code{.glsl}
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// GLSL 4.20, GLSL ES 3.10 or
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#extension GL_ARB_shading_language_420pack: require
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layout(std140, binding = 0) uniform matrices {
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mat4 projectionMatrix;
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mat4 transformationMatrix;
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};
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layout(std140, binding = 1) uniform material {
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vec4 diffuse;
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vec4 specular;
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};
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@endcode
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If you don't have the required version/extension, declare the uniform blocks
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without the @glsl layout() @ce qualifier, get uniform block index using
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@ref uniformBlockIndex() and then map it to the uniform buffer binding using
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@ref setUniformBlockBinding(). Note that additional syntax changes may be
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needed for GLSL ES.
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@code{.glsl}
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layout(std140) uniform matrices {
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mat4 projectionMatrix;
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mat4 transformationMatrix;
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};
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layout(std140) uniform material {
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vec4 diffuse;
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vec4 specular;
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};
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@endcode
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@snippet MagnumGL.cpp AbstractShaderProgram-uniform-block-binding
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@see @ref Buffer::maxUniformBindings()
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@requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
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@requires_gl42 Extension @gl_extension{ARB,shading_language_420pack} for explicit
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uniform block binding instead of using @ref uniformBlockIndex() and
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@ref setUniformBlockBinding().
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@requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
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@requires_gles31 Explicit uniform block binding is not supported in OpenGL ES
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3.0 and older. Use @ref uniformBlockIndex() and @ref setUniformBlockBinding()
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instead.
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@requires_webgl20 Uniform buffers are not available in WebGL 1.0.
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@requires_gles Explicit uniform block binding is not supported in WebGL. Use
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@ref uniformBlockIndex() and @ref setUniformBlockBinding() instead.
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@subsection GL-AbstractShaderProgram-shader-storage-block-binding Shader storage block bindings
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The workflow is to specify shader storage block binding directly in the shader
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code, e.g.:
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@code{.glsl}
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// GLSL 4.30 or GLSL ES 3.10
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layout(std430, binding = 0) buffer vertices {
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vec3 position;
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vec3 color;
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};
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layout(std430, binding = 1) buffer normals {
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vec3 normal;
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};
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@endcode
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@see @ref Buffer::maxShaderStorageBindings()
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@requires_gl43 Extension @gl_extension{ARB,shader_storage_buffer_object}
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@requires_gles31 Shader storage is not available in OpenGL ES 3.0 and older.
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@requires_gles Shader storage is not available in WebGL.
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@subsection GL-AbstractShaderProgram-texture-units Specifying texture and image binding units
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The preferred workflow is to specify texture/image binding unit directly in the
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shader code, e.g.:
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@code{.glsl}
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// GLSL 4.20, GLSL ES 3.10 or
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#extension GL_ARB_shading_language_420pack: require
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layout(binding = 0) uniform sampler2D diffuseTexture;
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layout(binding = 1) uniform sampler2D specularTexture;
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@endcode
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If you don't have the required version/extension, declare the uniforms without
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the `binding` qualifier and set the texture binding unit using
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@ref setUniform(Int, const T&) "setUniform(Int, Int)". Note that additional
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syntax changes may be needed for GLSL ES.
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@code{.glsl}
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uniform sampler2D diffuseTexture;
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uniform sampler2D specularTexture;
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@endcode
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@snippet MagnumGL.cpp AbstractShaderProgram-texture-uniforms
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@see @ref Shader::maxTextureImageUnits(), @ref maxImageUnits()
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@requires_gl42 Extension @gl_extension{ARB,shading_language_420pack} for explicit
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texture binding unit instead of using
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@ref setUniform(Int, const T&) "setUniform(Int, Int)".
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@requires_gles31 Explicit texture binding unit is not supported in OpenGL ES
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3.0 and older. Use @ref setUniform(Int, const T&) "setUniform(Int, Int)"
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instead.
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@requires_gles Explicit texture binding unit is not supported in WebGL. Use
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@ref setUniform(Int, const T&) "setUniform(Int, Int)" instead.
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@subsection GL-AbstractShaderProgram-transform-feedback Specifying transform feedback binding points
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The preferred workflow is to specify output binding points directly in the
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shader code, e.g.:
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@code{.glsl}
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// GLSL 4.40, or
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#extension GL_ARB_enhanced_layouts: require
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layout(xfb_buffer = 0, xfb_stride = 32) out block {
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layout(xfb_offset = 0) vec3 position;
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layout(xfb_offset = 16) vec3 normal;
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};
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layout(xfb_buffer = 1) out vec3 velocity;
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
If you don't have the required version/extension, declare the uniforms without
|
|
|
|
|
the `xfb_*` qualifier and set the binding points using @ref setTransformFeedbackOutputs().
|
|
|
|
|
Equivalent setup for the previous code would be the following:
|
|
|
|
|
|
|
|
|
|
@code{.glsl}
|
|
|
|
|
out block {
|
|
|
|
|
vec3 position;
|
|
|
|
|
vec3 normal;
|
|
|
|
|
};
|
|
|
|
|
out vec3 velocity;
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
@snippet MagnumGL.cpp AbstractShaderProgram-xfb-outputs
|
|
|
|
|
|
|
|
|
|
@see @ref TransformFeedback::maxInterleavedComponents(),
|
|
|
|
|
@ref TransformFeedback::maxSeparateAttributes(),
|
|
|
|
|
@ref TransformFeedback::maxSeparateComponents()
|
|
|
|
|
@requires_gl40 Extension @gl_extension{ARB,transform_feedback2}
|
|
|
|
|
@requires_gl40 Extension @gl_extension{ARB,transform_feedback3} for using
|
|
|
|
|
`gl_NextBuffer` or `gl_SkipComponents#` names in
|
|
|
|
|
@ref setTransformFeedbackOutputs() function.
|
|
|
|
|
@requires_gl44 Extension @gl_extension{ARB,enhanced_layouts} for explicit
|
|
|
|
|
transform feedback output specification instead of using
|
|
|
|
|
@ref setTransformFeedbackOutputs().
|
|
|
|
|
@requires_gles30 Transform feedback is not available in OpenGL ES 2.0.
|
|
|
|
|
@requires_gl Explicit transform feedback output specification is not available
|
|
|
|
|
in OpenGL ES or WebGL.
|
|
|
|
|
@requires_webgl20 Transform feedback is not available in WebGL 1.0.
|
|
|
|
|
|
|
|
|
|
@section GL-AbstractShaderProgram-rendering-workflow Rendering workflow
|
|
|
|
|
|
|
|
|
|
Basic workflow with AbstractShaderProgram subclasses is: instance shader
|
|
|
|
|
class, configure attribute binding in meshes (see @ref GL-Mesh-configuration "Mesh documentation"
|
|
|
|
|
for more information) and map shader outputs to framebuffer attachments if
|
|
|
|
|
needed (see @ref GL-Framebuffer-usage "Framebuffer documentation" for more
|
|
|
|
|
information). In each draw event set all required shader parameters, bind
|
|
|
|
|
specific framebuffer (if needed) and then call @ref draw(). Example:
|
|
|
|
|
|
|
|
|
|
@snippet MagnumGL.cpp AbstractShaderProgram-rendering
|
|
|
|
|
|
|
|
|
|
@section GL-AbstractShaderProgram-compute-workflow Compute workflow
|
|
|
|
|
|
|
|
|
|
Add just the @ref Shader::Type::Compute shader and implement uniform/texture
|
|
|
|
|
setting functions as needed. After setting up required parameters call
|
|
|
|
|
@ref dispatchCompute().
|
|
|
|
|
|
|
|
|
|
@section GL-AbstractShaderProgram-types Mapping between GLSL and Magnum types
|
|
|
|
|
|
|
|
|
|
See @ref types for more information, only types with GLSL equivalent can be
|
|
|
|
|
used (and their super- or subclasses with the same size and underlying type).
|
|
|
|
|
See also @ref Attribute::DataType enum for additional type options.
|
|
|
|
|
|
|
|
|
|
@requires_gl30 Extension @gl_extension{EXT,gpu_shader4} is required when using
|
|
|
|
|
integer attributes (i.e. @ref Magnum::UnsignedInt "UnsignedInt",
|
|
|
|
|
@ref Magnum::Int "Int", @ref Magnum::Vector2ui "Vector2ui",
|
|
|
|
|
@ref Magnum::Vector2i "Vector2i", @ref Magnum::Vector3ui "Vector3ui",
|
|
|
|
|
@ref Magnum::Vector3i "Vector3i", @ref Magnum::Vector4ui "Vector4ui" and
|
|
|
|
|
@ref Magnum::Vector4i "Vector4i") or unsigned integer uniforms (i.e.
|
|
|
|
|
@ref Magnum::UnsignedInt "UnsignedInt", @ref Magnum::Vector2ui "Vector2ui",
|
|
|
|
|
@ref Magnum::Vector3ui "Vector3ui" and @ref Magnum::Vector4ui "Vector4ui").
|
|
|
|
|
@requires_gl40 Extension @gl_extension{ARB,gpu_shader_fp64} is required when
|
|
|
|
|
using double uniforms (i.e. @ref Magnum::Double "Double",
|
|
|
|
|
@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d",
|
|
|
|
|
@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d",
|
|
|
|
|
@ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d",
|
|
|
|
|
@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d",
|
|
|
|
|
@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d",
|
|
|
|
|
@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d").
|
|
|
|
|
@requires_gl41 Extension @gl_extension{ARB,vertex_attrib_64bit} is required when
|
|
|
|
|
using double attributes (i.e. @ref Magnum::Double "Double",
|
|
|
|
|
@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d",
|
|
|
|
|
@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d",
|
|
|
|
|
@ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d",
|
|
|
|
|
@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d",
|
|
|
|
|
@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d",
|
|
|
|
|
@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d").
|
|
|
|
|
@requires_gles30 Integer attributes, unsigned integer uniforms and non-square
|
|
|
|
|
matrix attributes and uniforms (i.e. @ref Magnum::Matrix2x3 "Matrix2x3",
|
|
|
|
|
@ref Magnum::Matrix3x2 "Matrix3x2", @ref Magnum::Matrix2x4 "Matrix2x4",
|
|
|
|
|
@ref Magnum::Matrix4x2 "Matrix4x2", @ref Magnum::Matrix3x4 "Matrix3x4" and
|
|
|
|
|
@ref Magnum::Matrix4x3 "Matrix4x3") are not available in OpenGL ES 2.0.
|
|
|
|
|
@requires_gl Double attributes and uniforms are not available in OpenGL ES or
|
|
|
|
|
WebGL.
|
|
|
|
|
@requires_webgl20 Integer attributes, unsigned integer uniforms and non-square
|
|
|
|
|
matrix attributes and uniforms (i.e. @ref Magnum::Matrix2x3 "Matrix2x3",
|
|
|
|
|
@ref Magnum::Matrix3x2 "Matrix3x2", @ref Magnum::Matrix2x4 "Matrix2x4",
|
|
|
|
|
@ref Magnum::Matrix4x2 "Matrix4x2", @ref Magnum::Matrix3x4 "Matrix3x4" and
|
|
|
|
|
@ref Magnum::Matrix4x3 "Matrix4x3") are not available in WebGL 1.0.
|
|
|
|
|
|
|
|
|
|
@section GL-AbstractShaderProgram-performance-optimization Performance optimizations
|
|
|
|
|
|
|
|
|
|
The engine tracks currently used shader program to avoid unnecessary calls to
|
|
|
|
|
@fn_gl_keyword{UseProgram}. Shader limits (such as @ref maxVertexAttributes())
|
|
|
|
|
are cached, so repeated queries don't result in repeated @fn_gl{Get} calls. See
|
|
|
|
|
also @ref Context::resetState() and @ref Context::State::Shaders.
|
|
|
|
|
|
|
|
|
|
If extension @gl_extension{ARB,separate_shader_objects} (part of OpenGL 4.1),
|
|
|
|
|
@gl_extension2{EXT,separate_shader_objects,EXT_separate_shader_objects.gles}
|
|
|
|
|
OpenGL ES extension or OpenGL ES 3.1 is available, uniform setting functions
|
|
|
|
|
use DSA functions to avoid unnecessary calls to @fn_gl{UseProgram}. See
|
|
|
|
|
@ref setUniform() documentation for more information.
|
|
|
|
|
|
|
|
|
|
To achieve least state changes, set all uniforms in one run --- method chaining
|
|
|
|
|
comes in handy.
|
|
|
|
|
|
|
|
|
|
@see @ref portability-shaders
|
|
|
|
|
|
|
|
|
|
@todo `GL_NUM_{PROGRAM,SHADER}_BINARY_FORMATS` + `GL_{PROGRAM,SHADER}_BINARY_FORMATS` (vector), (@gl_extension{ARB,ES2_compatibility})
|
|
|
|
|
*/
|
|
|
|
|
class MAGNUM_GL_EXPORT AbstractShaderProgram: public AbstractObject {
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
friend TransformFeedback;
|
|
|
|
|
#endif
|
|
|
|
|
friend Implementation::ShaderProgramState;
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Buffer mode for transform feedback
|
|
|
|
|
*
|
|
|
|
|
* @see @ref setTransformFeedbackOutputs()
|
|
|
|
|
* @m_enum_values_as_keywords
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,transform_feedback}
|
|
|
|
|
* @requires_gles30 Transform feedback is not available in OpenGL ES
|
|
|
|
|
* 2.0.
|
|
|
|
|
* @requires_webgl20 Transform feedback is not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
enum class TransformFeedbackBufferMode: GLenum {
|
|
|
|
|
/** Attributes will be interleaved at one buffer binding point */
|
|
|
|
|
InterleavedAttributes = GL_INTERLEAVED_ATTRIBS,
|
|
|
|
|
|
|
|
|
|
/** Each attribute will be put into separate buffer binding point */
|
|
|
|
|
SeparateAttributes = GL_SEPARATE_ATTRIBS
|
|
|
|
|
};
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported vertex attribute count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls.
|
|
|
|
|
* @see @ref Attribute, @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_ATTRIBS}
|
|
|
|
|
*/
|
|
|
|
|
static Int maxVertexAttributes();
|
|
|
|
|
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported count of vertices emitted by a geometry shader
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither @gl_extension{ARB,geometry_shader4} (part of
|
|
|
|
|
* OpenGL 3.2) nor @gl_extension{ANDROID,extension_pack_es31a} /
|
|
|
|
|
* @gl_extension{EXT,geometry_shader} (part of OpenGL ES 3.2) is not
|
|
|
|
|
* available, returns @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_GEOMETRY_OUTPUT_VERTICES}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Geometry shaders are not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxGeometryOutputVertices();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported atomic counter buffer size
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @gl_extension{ARB,shader_atomic_counters}
|
|
|
|
|
* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_ATOMIC_COUNTER_BUFFER_SIZE}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Atomic counters are not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxAtomicCounterBufferSize();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported compute shared memory size
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @gl_extension{ARB,compute_shader}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMPUTE_SHARED_MEMORY_SIZE}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Compute shaders are not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxComputeSharedMemorySize();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported compute work group invocation count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @gl_extension{ARB,compute_shader}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMPUTE_WORK_GROUP_INVOCATIONS}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Compute shaders are not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxComputeWorkGroupInvocations();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported compute work group count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @gl_extension{ARB,compute_shader}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns zero
|
|
|
|
|
* vector.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMPUTE_WORK_GROUP_COUNT}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Compute shaders are not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Vector3i maxComputeWorkGroupCount();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported compute work group size
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @gl_extension{ARB,compute_shader}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns zero
|
|
|
|
|
* vector.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMPUTE_WORK_GROUP_SIZE}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Compute shaders are not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Vector3i maxComputeWorkGroupSize();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported image unit count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If extension @gl_extension{ARB,shader_image_load_store}
|
|
|
|
|
* (part of OpenGL 4.2) or OpenGL ES 3.1 is not available, returns
|
|
|
|
|
* @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_IMAGE_UNITS}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Shader image load/store is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxImageUnits();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported image sample count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If extension @gl_extension{ARB,shader_image_load_store}
|
|
|
|
|
* (part of OpenGL 4.2) is not available, returns @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_IMAGE_SAMPLES}
|
|
|
|
|
* @requires_gl Multisample image load/store is not available in OpenGL
|
|
|
|
|
* ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxImageSamples();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported combined shader output resource count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @gl_extension{ARB,shader_image_load_store}
|
|
|
|
|
* (part of OpenGL 4.2) nor extension @gl_extension{ARB,shader_storage_buffer_object}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns
|
|
|
|
|
* @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMBINED_SHADER_OUTPUT_RESOURCES}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Shader image load/store is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxCombinedShaderOutputResources();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported shader storage block size
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @gl_extension{ARB,shader_storage_buffer_object}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns
|
|
|
|
|
* @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_SHADER_STORAGE_BLOCK_SIZE}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Shader storage is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Long maxShaderStorageBlockSize();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported uniform block size
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* (part of OpenGL 3.1) is not available, returns @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_UNIFORM_BLOCK_SIZE}
|
|
|
|
|
* @requires_gles30 Uniform blocks are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform blocks are not available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxUniformBlockSize();
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported explicit uniform location count
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @gl_extension{ARB,explicit_uniform_location}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns
|
|
|
|
|
* @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_UNIFORM_LOCATIONS}
|
|
|
|
|
* @requires_gles30 Not defined in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Explicit uniform location is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxUniformLocations();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Min supported program texel offset
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If extension @gl_extension{EXT,gpu_shader4} (part of
|
|
|
|
|
* OpenGL 3.0) is not available, returns @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MIN_PROGRAM_TEXEL_OFFSET}
|
|
|
|
|
* @requires_gles30 Texture lookup with offset is not available in
|
|
|
|
|
* OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Texture lookup with offset is not available in
|
|
|
|
|
* WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
static Int minTexelOffset();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported program texel offset
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If extension @gl_extension{EXT,gpu_shader4} (part of
|
|
|
|
|
* OpenGL 3.0) is not available, returns @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_PROGRAM_TEXEL_OFFSET}
|
|
|
|
|
* @requires_gles30 Texture lookup with offset is not available in
|
|
|
|
|
* OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Texture lookup with offset is not available in
|
|
|
|
|
* WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
static Int maxTexelOffset();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Constructor
|
|
|
|
|
*
|
|
|
|
|
* Creates one OpenGL shader program.
|
|
|
|
|
* @see @fn_gl_keyword{CreateProgram}
|
|
|
|
|
*/
|
|
|
|
|
explicit AbstractShaderProgram();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Construct without creating the underlying OpenGL object
|
|
|
|
|
*
|
|
|
|
|
* The constructed instance is equivalent to moved-from state. Useful
|
|
|
|
|
* in cases where you will overwrite the instance later anyway. Move
|
|
|
|
|
* another object over it to make it useful.
|
|
|
|
|
*
|
|
|
|
|
* This function can be safely used for constructing (and later
|
|
|
|
|
* destructing) objects even without any OpenGL context being active.
|
|
|
|
|
* However note that this is a low-level and a potentially dangerous
|
|
|
|
|
* API, see the documentation of @ref NoCreate for alternatives.
|
|
|
|
|
* @see @ref AbstractShaderProgram()
|
|
|
|
|
*/
|
|
|
|
|
explicit AbstractShaderProgram(NoCreateT) noexcept;
|
|
|
|
|
|
|
|
|
|
/** @brief Copying is not allowed */
|
|
|
|
|
AbstractShaderProgram(const AbstractShaderProgram&) = delete;
|
|
|
|
|
|
|
|
|
|
/** @brief Move constructor */
|
|
|
|
|
AbstractShaderProgram(AbstractShaderProgram&& other) noexcept;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Destructor
|
|
|
|
|
*
|
|
|
|
|
* Deletes associated OpenGL shader program.
|
|
|
|
|
* @see @fn_gl_keyword{DeleteProgram}
|
|
|
|
|
*/
|
|
|
|
|
virtual ~AbstractShaderProgram() = 0;
|
|
|
|
|
|
|
|
|
|
/** @brief Copying is not allowed */
|
|
|
|
|
AbstractShaderProgram& operator=(const AbstractShaderProgram&) = delete;
|
|
|
|
|
|
|
|
|
|
/** @brief Move assignment */
|
|
|
|
|
AbstractShaderProgram& operator=(AbstractShaderProgram&& other) noexcept;
|
|
|
|
|
|
|
|
|
|
/** @brief OpenGL program ID */
|
|
|
|
|
GLuint id() const { return _id; }
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/**
|
|
|
|
|
* @brief Shader program label
|
|
|
|
|
*
|
|
|
|
|
* The result is *not* cached, repeated queries will result in repeated
|
|
|
|
|
* OpenGL calls. If OpenGL 4.3 / OpenGL ES 3.2 is not supported and
|
|
|
|
|
* neither @gl_extension{KHR,debug} (covered also by
|
|
|
|
|
* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label}
|
|
|
|
|
* desktop or ES extension is available, this function returns empty
|
|
|
|
|
* string.
|
|
|
|
|
* @see @fn_gl_keyword{GetObjectLabel} with @def_gl{PROGRAM} or
|
|
|
|
|
* @fn_gl_extension_keyword{GetObjectLabel,EXT,debug_label} with
|
|
|
|
|
* @def_gl{PROGRAM_OBJECT_EXT}
|
|
|
|
|
* @requires_gles Debug output is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
std::string label() const;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set shader program label
|
|
|
|
|
* @return Reference to self (for method chaining)
|
|
|
|
|
*
|
|
|
|
|
* Default is empty string. If OpenGL 4.3 / OpenGL ES 3.2 is not
|
|
|
|
|
* supported and neither @gl_extension{KHR,debug} (covered also by
|
|
|
|
|
* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label}
|
|
|
|
|
* desktop or ES extension is available, this function does nothing.
|
|
|
|
|
* @see @ref maxLabelLength(), @fn_gl_keyword{ObjectLabel} with
|
|
|
|
|
* @def_gl{PROGRAM} or @fn_gl_extension_keyword{LabelObject,EXT,debug_label}
|
|
|
|
|
* with @def_gl{PROGRAM_OBJECT_EXT}
|
|
|
|
|
* @requires_gles Debug output is not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
AbstractShaderProgram& setLabel(const std::string& label) {
|
|
|
|
|
return setLabelInternal({label.data(), label.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
template<std::size_t size> AbstractShaderProgram& setLabel(const char (&label)[size]) {
|
|
|
|
|
return setLabelInternal({label, size - 1});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Validate program
|
|
|
|
|
*
|
|
|
|
|
* Returns validation status and optional validation message.
|
|
|
|
|
* @see @fn_gl_keyword{ValidateProgram}, @fn_gl_keyword{GetProgram} with
|
|
|
|
|
* @def_gl{VALIDATE_STATUS}, @def_gl{INFO_LOG_LENGTH},
|
|
|
|
|
* @fn_gl_keyword{GetProgramInfoLog}
|
|
|
|
|
*/
|
|
|
|
|
std::pair<bool, std::string> validate();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw a mesh
|
|
|
|
|
* @param mesh Mesh to draw
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* Expects that @p mesh is compatible with this shader and is fully set
|
|
|
|
|
* up. If its vertex/index count or instance count is @cpp 0 @ce, no
|
|
|
|
|
* draw commands are issued. See also
|
|
|
|
|
* @ref GL-AbstractShaderProgram-rendering-workflow "class documentation"
|
|
|
|
|
* for more information. If @gl_extension{ARB,vertex_array_object} (part
|
|
|
|
|
* of OpenGL 3.0), OpenGL ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object}
|
|
|
|
|
* in OpenGL ES 2.0 or @webgl_extension{OES,vertex_array_object} in
|
|
|
|
|
* WebGL 1.0 is available, the associated vertex array object is bound
|
|
|
|
|
* instead of setting up the mesh from scratch.
|
|
|
|
|
* @see @ref Mesh::setCount(), @ref Mesh::setInstanceCount(),
|
|
|
|
|
* @ref draw(MeshView&),
|
|
|
|
|
* @ref draw(Containers::ArrayView<const Containers::Reference<MeshView>>),
|
|
|
|
|
* @ref drawTransformFeedback(),
|
|
|
|
|
* @fn_gl_keyword{UseProgram}, @fn_gl_keyword{EnableVertexAttribArray},
|
|
|
|
|
* @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer},
|
|
|
|
|
* @fn_gl_keyword{DisableVertexAttribArray} or @fn_gl_keyword{BindVertexArray},
|
|
|
|
|
* @fn_gl_keyword{DrawArrays}/@fn_gl_keyword{DrawArraysInstanced}/
|
|
|
|
|
* @fn_gl_keyword{DrawArraysInstancedBaseInstance} or @fn_gl_keyword{DrawElements}/
|
|
|
|
|
* @fn_gl_keyword{DrawRangeElements}/@fn_gl_keyword{DrawElementsBaseVertex}/
|
|
|
|
|
* @fn_gl_keyword{DrawRangeElementsBaseVertex}/@fn_gl_keyword{DrawElementsInstanced}/
|
|
|
|
|
* @fn_gl_keyword{DrawElementsInstancedBaseInstance}/
|
|
|
|
|
* @fn_gl_keyword{DrawElementsInstancedBaseVertex}/
|
|
|
|
|
* @fn_gl_keyword{DrawElementsInstancedBaseVertexBaseInstance}
|
|
|
|
|
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex}
|
|
|
|
|
* if the mesh is indexed and @ref Mesh::baseVertex() is not `0`.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} if
|
|
|
|
|
* @ref Mesh::instanceCount() is more than `1`.
|
|
|
|
|
* @requires_gl42 Extension @gl_extension{ARB,base_instance} if
|
|
|
|
|
* @ref Mesh::baseInstance() is not `0`.
|
|
|
|
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,draw_instanced},
|
|
|
|
|
* @gl_extension{NV,instanced_arrays},
|
|
|
|
|
* @gl_extension{NV,draw_instanced} in OpenGL ES 2.0 if
|
|
|
|
|
* @ref Mesh::instanceCount() is more than `1`.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0 if @ref Mesh::instanceCount() is more than `1`.
|
|
|
|
|
* @requires_gl Specifying base vertex for indexed meshes is not
|
|
|
|
|
* available in OpenGL ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void draw(Mesh& mesh);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*/
|
|
|
|
|
void draw(Mesh&& mesh) { draw(mesh); }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw a mesh view
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* See @ref draw(Mesh&) for more information.
|
|
|
|
|
* @see @ref draw(Containers::ArrayView<const Containers::Reference<MeshView>>),
|
|
|
|
|
* @ref drawTransformFeedback()
|
|
|
|
|
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex}
|
|
|
|
|
* if the mesh is indexed and @ref MeshView::baseVertex() is not
|
|
|
|
|
* `0`.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} if
|
|
|
|
|
* @ref MeshView::instanceCount() is more than `1`.
|
|
|
|
|
* @requires_gl42 Extension @gl_extension{ARB,base_instance} if
|
|
|
|
|
* @ref MeshView::baseInstance() is not `0`.
|
|
|
|
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,instanced_arrays},
|
|
|
|
|
* @gl_extension{EXT,draw_instanced},
|
|
|
|
|
* @gl_extension{NV,instanced_arrays},
|
|
|
|
|
* @gl_extension{NV,draw_instanced} in OpenGL ES 2.0 if
|
|
|
|
|
* @ref MeshView::instanceCount() is more than `1`.
|
|
|
|
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays}
|
|
|
|
|
* in WebGL 1.0 if @ref MeshView::instanceCount() is more than
|
|
|
|
|
* `1`
|
|
|
|
|
* @requires_gl Specifying base vertex for indexed meshes is not
|
|
|
|
|
* available in OpenGL ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void draw(MeshView& mesh);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*/
|
|
|
|
|
void draw(MeshView&& mesh) { draw(mesh); }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw multiple meshes at once
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* On OpenGL ES, if neither @gl_extension{EXT,multi_draw_arrays} nor
|
|
|
|
|
* @m_class{m-doc-external} [ANGLE_multi_draw](https://chromium.googlesource.com/angle/angle/+/master/extensions/ANGLE_multi_draw.txt)
|
|
|
|
|
* is present, and on WebGL if @webgl_extension{WEBGL,multi_draw} is
|
|
|
|
|
* not present, the functionality is emulated using a sequence of
|
|
|
|
|
* @ref draw(MeshView&) calls. Note that @webgl_extension{WEBGL,multi_draw}
|
|
|
|
|
* is only implemented since Emscripten 2.0.0, so it's not even
|
|
|
|
|
* advertised on older versions.
|
|
|
|
|
*
|
|
|
|
|
* If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0),
|
|
|
|
|
* OpenGL ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in
|
|
|
|
|
* OpenGL ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL
|
|
|
|
|
* 1.0 is available, the associated vertex array object is bound
|
|
|
|
|
* instead of setting up the mesh from scratch.
|
|
|
|
|
* @attention All meshes must be views of the same original mesh and
|
|
|
|
|
* must not be instanced.
|
|
|
|
|
* @see @ref draw(MeshView&), @fn_gl{UseProgram},
|
|
|
|
|
* @fn_gl_keyword{EnableVertexAttribArray}, @fn_gl{BindBuffer},
|
|
|
|
|
* @fn_gl_keyword{VertexAttribPointer}, @fn_gl_keyword{DisableVertexAttribArray}
|
|
|
|
|
* or @fn_gl{BindVertexArray}, @fn_gl_keyword{MultiDrawArrays} or
|
|
|
|
|
* @fn_gl_keyword{MultiDrawElements}/@fn_gl_keyword{MultiDrawElementsBaseVertex}
|
|
|
|
|
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex}
|
|
|
|
|
* if the mesh is indexed and @ref MeshView::baseVertex() is not
|
|
|
|
|
* `0`
|
|
|
|
|
* @requires_gl Specifying base vertex for indexed meshes is not
|
|
|
|
|
* available in OpenGL ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void draw(Containers::ArrayView<const Containers::Reference<MeshView>> meshes);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @overload
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*/
|
|
|
|
|
void draw(std::initializer_list<Containers::Reference<MeshView>> meshes);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw a mesh with vertices coming out of transform feedback
|
|
|
|
|
* @param mesh Mesh to draw
|
|
|
|
|
* @param xfb Transform feedback to use for vertex count
|
|
|
|
|
* @param stream Transform feedback stream ID
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* Expects that @p mesh is compatible with this shader, is fully set up
|
|
|
|
|
* and that the output buffer(s) from @p xfb are used as vertex buffers
|
|
|
|
|
* in the mesh. Everything set by @ref Mesh::setCount(),
|
|
|
|
|
* @ref Mesh::setBaseInstance(), @ref Mesh::setBaseVertex() and
|
|
|
|
|
* @ref Mesh::setIndexBuffer() is ignored, the mesh is drawn as
|
|
|
|
|
* non-indexed and the vertex count is taken from the @p xfb object. If
|
|
|
|
|
* @p stream is @cpp 0 @ce, non-stream draw command is used. If
|
|
|
|
|
* @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0) is
|
|
|
|
|
* available, the associated vertex array object is bound instead of
|
|
|
|
|
* setting up the mesh from scratch.
|
|
|
|
|
* @see @ref Mesh::setInstanceCount(), @ref draw(Mesh&),
|
|
|
|
|
* @ref drawTransformFeedback(MeshView&, TransformFeedback&, UnsignedInt),
|
|
|
|
|
* @fn_gl_keyword{UseProgram}, @fn_gl_keyword{EnableVertexAttribArray},
|
|
|
|
|
* @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer},
|
|
|
|
|
* @fn_gl_keyword{DisableVertexAttribArray} or @fn_gl_keyword{BindVertexArray},
|
|
|
|
|
* @fn_gl_keyword{DrawTransformFeedback}/@fn_gl_keyword{DrawTransformFeedbackInstanced} or
|
|
|
|
|
* @fn_gl_keyword{DrawTransformFeedbackStream}/@fn_gl_keyword{DrawTransformFeedbackStreamInstanced}
|
|
|
|
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback2}
|
|
|
|
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} if
|
|
|
|
|
* @p stream is not `0`
|
|
|
|
|
* @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced}
|
|
|
|
|
* if @ref Mesh::instanceCount() is more than `1`
|
|
|
|
|
*/
|
|
|
|
|
void drawTransformFeedback(Mesh& mesh, TransformFeedback& xfb, UnsignedInt stream = 0);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw a mesh view with vertices coming out of transform feedback
|
|
|
|
|
* @m_since{2020,06}
|
|
|
|
|
*
|
|
|
|
|
* Everything set by @ref MeshView::setCount(),
|
|
|
|
|
* @ref MeshView::setBaseInstance(), @ref MeshView::setBaseVertex(),
|
|
|
|
|
* @ref MeshView::setIndexRange() and @ref Mesh::setIndexBuffer() is
|
|
|
|
|
* ignored, the mesh is drawn as non-indexed and the vertex count is
|
|
|
|
|
* taken from the @p xfb object. See
|
|
|
|
|
* @ref drawTransformFeedback(Mesh&, TransformFeedback&, UnsignedInt)
|
|
|
|
|
* for more information.
|
|
|
|
|
* @see @ref draw(Mesh&)
|
|
|
|
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback2}
|
|
|
|
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} if
|
|
|
|
|
* @p stream is not `0`
|
|
|
|
|
* @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced}
|
|
|
|
|
* if @ref MeshView::instanceCount() is more than `1`
|
|
|
|
|
*/
|
|
|
|
|
void drawTransformFeedback(MeshView& mesh, TransformFeedback& xfb, UnsignedInt stream = 0);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
/**
|
|
|
|
|
* @brief Dispatch compute
|
|
|
|
|
* @param workgroupCount Workgroup count in given dimension
|
|
|
|
|
*
|
|
|
|
|
* Valid only on programs with compute shader attached.
|
|
|
|
|
* @see @fn_gl{DispatchCompute}
|
|
|
|
|
* @requires_gl43 Extension @gl_extension{ARB,compute_shader}
|
|
|
|
|
* @requires_gles31 Compute shaders are not available in OpenGL ES 3.0
|
|
|
|
|
* and older.
|
|
|
|
|
* @requires_gles Compute shaders are not available in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void dispatchCompute(const Vector3ui& workgroupCount);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
/**
|
|
|
|
|
* @brief Link the shader
|
|
|
|
|
*
|
|
|
|
|
* Returns @cpp false @ce if linking of any shader failed, @cpp true @ce
|
|
|
|
|
* if everything succeeded. Linker message (if any) is printed to error
|
|
|
|
|
* output. All attached shaders must be compiled with
|
|
|
|
|
* @ref Shader::compile() before linking. The operation is batched in a
|
|
|
|
|
* way that allows the driver to link multiple shaders simultaneously
|
|
|
|
|
* (i.e. in multiple threads).
|
|
|
|
|
* @see @fn_gl_keyword{LinkProgram}, @fn_gl_keyword{GetProgram} with
|
|
|
|
|
* @def_gl{LINK_STATUS} and @def_gl{INFO_LOG_LENGTH},
|
|
|
|
|
* @fn_gl_keyword{GetProgramInfoLog}
|
|
|
|
|
*/
|
|
|
|
|
static bool link(std::initializer_list<Containers::Reference<AbstractShaderProgram>> shaders);
|
|
|
|
|
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
/**
|
|
|
|
|
* @brief Allow retrieving program binary
|
|
|
|
|
*
|
|
|
|
|
* Initially disabled.
|
|
|
|
|
* @see @fn_gl_keyword{ProgramParameter} with
|
|
|
|
|
* @def_gl{PROGRAM_BINARY_RETRIEVABLE_HINT}
|
|
|
|
|
* @requires_gl41 Extension @gl_extension{ARB,get_program_binary}
|
|
|
|
|
* @requires_gles30 Always allowed in OpenGL ES 2.0.
|
|
|
|
|
* @requires_gles Binary program representations are not supported in
|
|
|
|
|
* WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void setRetrievableBinary(bool enabled) {
|
|
|
|
|
glProgramParameteri(_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, enabled ? GL_TRUE : GL_FALSE);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
/**
|
|
|
|
|
* @brief Allow the program to be bound to individual pipeline stages
|
|
|
|
|
*
|
|
|
|
|
* Initially disabled.
|
|
|
|
|
* @see @fn_gl_keyword{ProgramParameter} with @def_gl{PROGRAM_SEPARABLE}
|
|
|
|
|
* @requires_gl41 Extension @gl_extension{ARB,separate_shader_objects}
|
|
|
|
|
* @requires_es_extension Extension
|
|
|
|
|
* @gl_extension2{EXT,separate_shader_objects,EXT_separate_shader_objects.gles}
|
|
|
|
|
* @requires_gles Separate shader objects are not supported in WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void setSeparable(bool enabled) {
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
glProgramParameteri(_id, GL_PROGRAM_SEPARABLE, enabled ? GL_TRUE : GL_FALSE);
|
|
|
|
|
#else
|
|
|
|
|
glProgramParameteriEXT(_id, GL_PROGRAM_SEPARABLE_EXT, enabled ? GL_TRUE : GL_FALSE);
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Attach a shader
|
|
|
|
|
*
|
|
|
|
|
* @see @fn_gl_keyword{AttachShader}
|
|
|
|
|
*/
|
|
|
|
|
void attachShader(Shader& shader);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Attach shaders
|
|
|
|
|
*
|
|
|
|
|
* Convenience overload to the above, allowing the user to specify more
|
|
|
|
|
* than one shader at once. Other than that there is no other
|
|
|
|
|
* (performance) difference when using this function.
|
|
|
|
|
*/
|
|
|
|
|
void attachShaders(std::initializer_list<Containers::Reference<Shader>> shaders);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind an attribute to given location
|
|
|
|
|
* @param location Location
|
|
|
|
|
* @param name Attribute name
|
|
|
|
|
*
|
|
|
|
|
* Binds attribute to location which is used later for binding vertex
|
|
|
|
|
* buffers.
|
|
|
|
|
* @see @fn_gl_keyword{BindAttribLocation}
|
|
|
|
|
* @deprecated_gl Preferred usage is to specify attribute location
|
|
|
|
|
* explicitly in the shader instead of using this function. See
|
|
|
|
|
* @ref GL-AbstractShaderProgram-attribute-location "class documentation"
|
|
|
|
|
* for more information.
|
|
|
|
|
*/
|
|
|
|
|
void bindAttributeLocation(UnsignedInt location, const std::string& name) {
|
|
|
|
|
bindAttributeLocationInternal(location, {name.data(), name.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
template<std::size_t size> void bindAttributeLocation(UnsignedInt location, const char(&name)[size]) {
|
|
|
|
|
bindAttributeLocationInternal(location, {name, size - 1});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind fragment data to given location and color input index
|
|
|
|
|
* @param location Location
|
|
|
|
|
* @param index Blend equation color input index (@cpp 0 @ce or
|
|
|
|
|
* @cpp 1 @ce)
|
|
|
|
|
* @param name Fragment output variable name
|
|
|
|
|
*
|
|
|
|
|
* Binds fragment data to location which is used later for framebuffer
|
|
|
|
|
* operations. See also @ref Renderer::BlendFunction for more
|
|
|
|
|
* information about using color input index.
|
|
|
|
|
* @see @fn_gl_keyword{BindFragDataLocationIndexed}
|
|
|
|
|
* @deprecated_gl Preferred usage is to specify attribute location
|
|
|
|
|
* explicitly in the shader instead of using this function. See
|
|
|
|
|
* @ref GL-AbstractShaderProgram-attribute-location "class documentation"
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl33 Extension @gl_extension{ARB,blend_func_extended}
|
|
|
|
|
* @requires_gl Multiple blend function inputs are not available in
|
|
|
|
|
* OpenGL ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const std::string& name) {
|
|
|
|
|
bindFragmentDataLocationIndexedInternal(location, index, {name.data(), name.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
template<std::size_t size> void bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const char(&name)[size]) {
|
|
|
|
|
bindFragmentDataLocationIndexedInternal(location, index, {name, size - 1});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind fragment data to given location and first color input index
|
|
|
|
|
* @param location Location
|
|
|
|
|
* @param name Fragment output variable name
|
|
|
|
|
*
|
|
|
|
|
* The same as @ref bindFragmentDataLocationIndexed(), but with `index`
|
|
|
|
|
* set to @cpp 0 @ce.
|
|
|
|
|
* @see @fn_gl_keyword{BindFragDataLocation}
|
|
|
|
|
* @deprecated_gl Preferred usage is to specify attribute location
|
|
|
|
|
* explicitly in the shader instead of using this function. See
|
|
|
|
|
* @ref GL-AbstractShaderProgram-attribute-location "class documentation"
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
|
|
|
|
|
* @requires_gl Use explicit location specification in OpenGL ES 3.0 or
|
|
|
|
|
* WebGL 2.0 and `gl_FragData[n]` provided by @gl_extension{NV,draw_buffers}
|
|
|
|
|
* in OpenGL ES 2.0 and @webgl_extension{WEBGL,draw_buffers} in
|
|
|
|
|
* WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
void bindFragmentDataLocation(UnsignedInt location, const std::string& name) {
|
|
|
|
|
bindFragmentDataLocationInternal(location, {name.data(), name.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
template<std::size_t size> void bindFragmentDataLocation(UnsignedInt location, const char(&name)[size]) {
|
|
|
|
|
/* Not using const char* parameter, because this way it avoids most accidents with non-zero-terminated strings */
|
|
|
|
|
bindFragmentDataLocationInternal(location, {name, size - 1});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Specify shader outputs to be recorded in transform feedback
|
|
|
|
|
* @param outputs Names of output variables
|
|
|
|
|
* @param bufferMode Buffer mode
|
|
|
|
|
*
|
|
|
|
|
* Binds given output variables from vertex, geometry or tessellation
|
|
|
|
|
* shader to transform feedback buffer binding points. If
|
|
|
|
|
* @ref TransformFeedbackBufferMode::SeparateAttributes is used, each
|
|
|
|
|
* output is bound to separate binding point. If
|
|
|
|
|
* @ref TransformFeedbackBufferMode::InterleavedAttributes is used, the
|
|
|
|
|
* outputs are interleaved into single buffer binding point. In this
|
|
|
|
|
* case, special output name `gl_NextBuffer` causes the following
|
|
|
|
|
* output to be recorded into next buffer binding point and
|
|
|
|
|
* `gl_SkipComponents#` causes the transform feedback to offset the
|
|
|
|
|
* following output variable by `#` components.
|
|
|
|
|
* @see @fn_gl_keyword{TransformFeedbackVaryings}
|
|
|
|
|
* @deprecated_gl Preferred usage is to specify transform feedback
|
|
|
|
|
* outputs explicitly in the shader instead of using this
|
|
|
|
|
* function. See @ref GL-AbstractShaderProgram-transform-feedback "class documentation"
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,transform_feedback}
|
|
|
|
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} for
|
|
|
|
|
* using `gl_NextBuffer` or `gl_SkipComponents#` names in
|
|
|
|
|
* @p outputs array
|
|
|
|
|
* @requires_gles30 Transform feedback is not available in OpenGL ES
|
|
|
|
|
* 2.0.
|
|
|
|
|
* @requires_webgl20 Transform feedback is not available in WebGL 1.0.
|
|
|
|
|
* @requires_gl Special output names `gl_NextBuffer` and
|
|
|
|
|
* `gl_SkipComponents#` are not available in OpenGL ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void setTransformFeedbackOutputs(std::initializer_list<std::string> outputs, TransformFeedbackBufferMode bufferMode);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Link the shader
|
|
|
|
|
*
|
|
|
|
|
* Links single shader. If possible, prefer to link multiple shaders
|
|
|
|
|
* at once using @ref link(std::initializer_list<Containers::Reference<AbstractShaderProgram>>)
|
|
|
|
|
* for improved performance, see its documentation for more
|
|
|
|
|
* information.
|
|
|
|
|
*/
|
|
|
|
|
bool link();
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Get uniform location
|
|
|
|
|
* @param name Uniform name
|
|
|
|
|
*
|
|
|
|
|
* If given uniform is not found in the linked shader, a warning is
|
|
|
|
|
* printed and @cpp -1 @ce is returned.
|
|
|
|
|
* @see @ref setUniform(), @fn_gl_keyword{GetUniformLocation}
|
|
|
|
|
* @deprecated_gl Preferred usage is to specify uniform location
|
|
|
|
|
* explicitly in the shader instead of using this function. See
|
|
|
|
|
* @ref GL-AbstractShaderProgram-uniform-location "class documentation"
|
|
|
|
|
* for more information.
|
|
|
|
|
*/
|
|
|
|
|
Int uniformLocation(const std::string& name) {
|
|
|
|
|
return uniformLocationInternal({name.data(), name.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
template<std::size_t size> Int uniformLocation(const char(&name)[size]) {
|
|
|
|
|
return uniformLocationInternal({name, size - 1});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Get uniform block index
|
|
|
|
|
* @param name Uniform block name
|
|
|
|
|
*
|
|
|
|
|
* If given uniform block name is not found in the linked shader, a
|
|
|
|
|
* warning is printed and @cpp 0xffffffffu @ce is returned.
|
|
|
|
|
* @see @ref setUniformBlockBinding(),
|
|
|
|
|
* @fn_gl_keyword{GetUniformBlockIndex}
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
* @deprecated_gl Preferred usage is to specify uniform block binding
|
|
|
|
|
* explicitly in the shader instead of using this function. See
|
|
|
|
|
* @ref GL-AbstractShaderProgram-uniform-block-binding "class documentation"
|
|
|
|
|
* for more information.
|
|
|
|
|
*/
|
|
|
|
|
UnsignedInt uniformBlockIndex(const std::string& name) {
|
|
|
|
|
return uniformBlockIndexInternal({name.data(), name.size()});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @overload */
|
|
|
|
|
template<std::size_t size> UnsignedInt uniformBlockIndex(const char(&name)[size]) {
|
|
|
|
|
return uniformBlockIndexInternal({name, size - 1});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set uniform value
|
|
|
|
|
* @param location Uniform location
|
|
|
|
|
* @param value Value
|
|
|
|
|
*
|
|
|
|
|
* Convenience alternative for setting one value, see
|
|
|
|
|
* @ref setUniform(Int, Containers::ArrayView<const Float>) for more
|
|
|
|
|
* information.
|
|
|
|
|
* @see @ref uniformLocation()
|
|
|
|
|
*/
|
|
|
|
|
#ifdef DOXYGEN_GENERATING_OUTPUT
|
|
|
|
|
template<class T> inline void setUniform(Int location, const T& value);
|
|
|
|
|
#else
|
|
|
|
|
void setUniform(Int location, Float value) {
|
|
|
|
|
setUniform(location, {&value, 1});
|
|
|
|
|
}
|
|
|
|
|
void setUniform(Int location, Int value) {
|
|
|
|
|
setUniform(location, {&value, 1});
|
|
|
|
|
}
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
void setUniform(Int location, UnsignedInt value) {
|
|
|
|
|
setUniform(location, {&value, 1});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void setUniform(Int location, Double value) {
|
|
|
|
|
setUniform(location, {&value, 1});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
template<std::size_t size, class T> void setUniform(Int location, const Math::Vector<size, T>& value) {
|
|
|
|
|
setUniform(location, {&value, 1});
|
|
|
|
|
}
|
|
|
|
|
template<std::size_t cols, std::size_t rows, class T> void setUniform(Int location, const Math::RectangularMatrix<cols, rows, T>& value) {
|
|
|
|
|
setUniform(location, {&value, 1});
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set uniform values
|
|
|
|
|
* @param location Uniform location
|
|
|
|
|
* @param values Values
|
|
|
|
|
*
|
|
|
|
|
* If neither @gl_extension{ARB,separate_shader_objects} (part of
|
|
|
|
|
* OpenGL 4.1) nor @gl_extension{EXT,separate_shader_objects} OpenGL ES
|
|
|
|
|
* extension nor OpenGL ES 3.1 is available, the shader is marked for
|
|
|
|
|
* use before the operation.
|
|
|
|
|
* @see @ref setUniform(Int, const T&), @ref uniformLocation(),
|
|
|
|
|
* @fn_gl{UseProgram}, @fn_gl_keyword{Uniform} or
|
|
|
|
|
* @fn_gl_keyword{ProgramUniform}
|
|
|
|
|
*/
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Float> values);
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<2, Float>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<3, Float>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<4, Float>> values); /**< @overload */
|
|
|
|
|
|
|
|
|
|
/** @copydoc setUniform(Int, Containers::ArrayView<const Float>) */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Int> values);
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<2, Int>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<3, Int>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<4, Int>> values); /**< @overload */
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @copydoc setUniform(Int, Containers::ArrayView<const Float>)
|
|
|
|
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4}
|
|
|
|
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Only signed integers are available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const UnsignedInt> values);
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<2, UnsignedInt>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<3, UnsignedInt>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<4, UnsignedInt>> values); /**< @overload */
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @copydoc setUniform(Int, Containers::ArrayView<const Float>)
|
|
|
|
|
* @requires_gl40 Extension @gl_extension{ARB,gpu_shader_fp64}
|
|
|
|
|
* @requires_gl Only floats are available in OpenGL ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Double> values);
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<2, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<3, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<4, Double>> values); /**< @overload */
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/** @copydoc setUniform(Int, Containers::ArrayView<const Float>) */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 2, Float>> values);
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 3, Float>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 4, Float>> values); /**< @overload */
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @copydoc setUniform(Int, Containers::ArrayView<const Float>)
|
|
|
|
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Only square matrices are available in WebGL 1.0.
|
|
|
|
|
*/
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 3, Float>> values);
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 2, Float>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 4, Float>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 2, Float>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 4, Float>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 3, Float>> values); /**< @overload */
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
/**
|
|
|
|
|
* @copydoc setUniform(Int, Containers::ArrayView<const Float>)
|
|
|
|
|
* @requires_gl40 Extension @gl_extension{ARB,gpu_shader_fp64}
|
|
|
|
|
* @requires_gl Only floats are available in OpenGL ES or WebGL.
|
|
|
|
|
*/
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 2, Double>> values);
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 3, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 4, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 3, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 2, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 4, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 2, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 4, Double>> values); /**< @overload */
|
|
|
|
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 3, Double>> values); /**< @overload */
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set uniform block binding
|
|
|
|
|
* @param index Uniform block index
|
|
|
|
|
* @param binding Uniform block binding
|
|
|
|
|
*
|
|
|
|
|
* @see @ref uniformBlockIndex(), @ref Buffer::maxUniformBindings(),
|
|
|
|
|
* @fn_gl_keyword{UniformBlockBinding}
|
|
|
|
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object}
|
|
|
|
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0.
|
|
|
|
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0.
|
|
|
|
|
* @deprecated_gl Preferred usage is to specify uniform block binding
|
|
|
|
|
* explicitly in the shader instead of using this function. See
|
|
|
|
|
* @ref GL-AbstractShaderProgram-uniform-block-binding "class documentation"
|
|
|
|
|
* for more information.
|
|
|
|
|
*/
|
|
|
|
|
void setUniformBlockBinding(UnsignedInt index, UnsignedInt binding) {
|
|
|
|
|
glUniformBlockBinding(_id, index, binding);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
AbstractShaderProgram& setLabelInternal(Containers::ArrayView<const char> label);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
void bindAttributeLocationInternal(UnsignedInt location, Containers::ArrayView<const char> name);
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void bindFragmentDataLocationIndexedInternal(UnsignedInt location, UnsignedInt index, Containers::ArrayView<const char> name);
|
|
|
|
|
void bindFragmentDataLocationInternal(UnsignedInt location, Containers::ArrayView<const char> name);
|
|
|
|
|
#endif
|
|
|
|
|
Int uniformLocationInternal(Containers::ArrayView<const char> name);
|
|
|
|
|
UnsignedInt uniformBlockIndexInternal(Containers::ArrayView<const char> name);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
void MAGNUM_GL_LOCAL transformFeedbackVaryingsImplementationDefault(Containers::ArrayView<const std::string> outputs, TransformFeedbackBufferMode bufferMode);
|
|
|
|
|
#ifdef CORRADE_TARGET_WINDOWS
|
|
|
|
|
void MAGNUM_GL_LOCAL transformFeedbackVaryingsImplementationDanglingWorkaround(Containers::ArrayView<const std::string> outputs, TransformFeedbackBufferMode bufferMode);
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
static MAGNUM_GL_LOCAL void cleanLogImplementationNoOp(std::string& message);
|
|
|
|
|
#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES)
|
|
|
|
|
static MAGNUM_GL_LOCAL void cleanLogImplementationIntelWindows(std::string& message);
|
|
|
|
|
#endif
|
|
|
|
|
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
static MAGNUM_GL_LOCAL void cleanLogImplementationAngle(std::string& message);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
void use();
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
Currently, there are three supported ways to call glProgramUniform():
|
|
|
|
|
|
|
|
|
|
- EXT_separate_shader_objects (OpenGL ES extension, EXT suffix)
|
|
|
|
|
- ARB_separate_shader_objects (desktop GL only, no suffix)
|
|
|
|
|
- OpenGL ES 3.1, no suffix
|
|
|
|
|
|
|
|
|
|
To avoid copypasta and filesize bloat, this is merged to just two
|
|
|
|
|
variants of implementation functions:
|
|
|
|
|
|
|
|
|
|
- uniformImplementationSSO() -- functions without suffix, used if
|
|
|
|
|
ARB_separate_shader_objects desktop extension or OpenGL ES 3.1
|
|
|
|
|
is available, completely disabled for ES2
|
|
|
|
|
- uniformImplementationSSOEXT() -- functions with EXT suffix, used
|
|
|
|
|
if EXT_separate_shader_objects ES 2.0 / ES 3.0 extension is
|
|
|
|
|
available
|
|
|
|
|
*/
|
|
|
|
|
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLfloat* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLint* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLint>* values);
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLuint* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLdouble* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLfloat* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLint* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLuint* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLdouble* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const GLfloat* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const GLint* values);
|
|
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLint>* values);
|
|
|
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLint>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLint>* values);
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#ifndef MAGNUM_TARGET_GLES2
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const GLuint* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values);
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#endif
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#endif
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values);
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#ifndef MAGNUM_TARGET_GLES2
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values);
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values);
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#endif
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values);
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#ifndef MAGNUM_TARGET_GLES2
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values);
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values);
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#endif
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#endif
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GLuint _id;
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES2)
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/* Needed for the nv-windows-dangling-transform-feedback-varying-names
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workaround */
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std::vector<std::string> _transformFeedbackVaryingNames;
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#endif
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};
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}}
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#endif
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