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#ifndef Magnum_AbstractShaderProgram_h
#define Magnum_AbstractShaderProgram_h
/*
15 years ago
Copyright © 2010, 2011, 2012 Vladimír Vondruš <mosra@centrum.cz>
This file is part of Magnum.
Magnum is free software: you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License version 3
only, as published by the Free Software Foundation.
Magnum is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License version 3 for more details.
*/
/** @file
* @brief Class Magnum::AbstractShaderProgram
*/
#include <cstdint>
#include <string>
#include "Magnum.h"
#include "magnumVisibility.h"
namespace Magnum {
namespace Math {
template<std::size_t, std::size_t, class> class RectangularMatrix;
template<std::size_t, class> class Matrix;
template<std::size_t, class> class Vector;
}
class Context;
class Shader;
/**
@brief Base class for shaders
@section AbstractShaderProgram-subclassing Subclassing workflow
This class is designed to be used via subclassing. Subclasses define these
functions and properties:
- <strong>%Attribute definitions</strong> with location and type for
configuring meshes, for example:
@code
static const Attribute<0, Point3D> Position;
static const Attribute<1, Vector3> Normal;
static const Attribute<2, Vector2> TextureCoordinates;
@endcode
@todoc Output attribute location (for bindFragmentDataLocationIndexed(),
referenced also from Framebuffer::mapDefaultForDraw() / Framebuffer::mapForDraw())
- **Layers for texture uniforms** to which the textures will be bound before
rendering, for example:
@code
static const GLint DiffuseTextureLayer = 0;
static const GLint SpecularTextureLayer = 1;
@endcode
- **Uniform locations** for setting uniform data (see below) (private
constants), for example:
@code
static const GLint TransformationUniform = 0;
static const GLint ProjectionUniform = 1;
static const GLint DiffuseTextureUniform = 2;
static const GLint SpecularTextureUniform = 3;
@endcode
- **Constructor**, which attaches particular shaders, links the program and
gets uniform locations, for example:
@code
MyShader() {
// Load shaders from file and attach them to the program
attachShader(Shader::fromFile(Version::430, Shader::Type::Vertex, "PhongShader.vert"));
attachShader(Shader::fromFile(Version::430, Shader::Type::Fragment, "PhongShader.frag"));
// Link
link();
}
@endcode
- **Uniform setting functions**, which will provide public interface for
protected setUniform() functions. For usability purposes you can implement
also method chaining. Example:
@code
MyShader* setTransformation(const Matrix4& matrix) {
setUniform(TransformationUniform, matrix);
return this;
}
MyShader* setProjection(const Matrix4& matrix) {
setUniform(ProjectionUniform, matrix);
return this;
}
@endcode
@subsection AbstractShaderProgram-attribute-location Binding attribute location
The preferred workflow is to specify attribute location for vertex shader
input attributes and fragment shader output attributes explicitly in the
shader code, e.g.:
@code
#version 330
// or #extension GL_ARB_explicit_attrib_location: enable
layout(location = 0) in vec4 position;
layout(location = 1) in vec3 normal;
layout(location = 2) in vec2 textureCoordinates;
@endcode
Similarly for ouput attributes, you can also specify blend equation color
index for them (see Framebuffer::BlendFunction for more information about
using color input index):
@code
layout(location = 0, index = 0) out vec4 color;
layout(location = 1, index = 1) out vec4 ambient;
@endcode
@requires_gl (for explicit input attribute location instead of using
bindAttributeLocation())
@requires_gl (for using bindFragmentDataLocation() /
bindFragmentDataLocationIndexed())
@requires_gl30 Extension @extension{EXT,gpu_shader4} (for using
bindFragmentDataLocation())
@requires_gl33 Extension @extension{ARB,blend_func_extended} (for using
bindFragmentDataLocationIndexed())
@requires_gl33 Extension @extension{ARB,explicit_attrib_location} (for
explicit attribute location instead of using bindAttributeLocation())
@requires_gles30 (no extension providing this functionality) (for explicit
input and output attribute location)
If you don't have the required extension, you can use functions bindAttributeLocation()
and bindFragmentDataLocation() / bindFragmentDataLocationIndexed() between
attaching the shaders and linking the program:
@code
// Shaders attached...
bindAttributeLocation(Position.Location, "position");
bindAttributeLocation(Normal.Location, "normal");
bindAttributeLocation(TextureCoords.Location, "textureCoordinates");
bindFragmentDataLocationIndexed(0, 0, "color");
bindFragmentDataLocationIndexed(1, 1, "ambient");
// Link...
@endcode
@subsection AbstractShaderProgram-uniform-location Uniform locations
The preferred workflow is to specify uniform locations directly in the shader
code, e.g.:
@code
#version 430
// or #extension GL_ARB_explicit_uniform_location: enable
layout(location = 0) uniform mat4 transformation;
layout(location = 1) uniform mat4 projection;
@endcode
@requires_gl (for explicit uniform location instead of using uniformLocation())
@requires_gl43 Extension @extension{ARB,explicit_uniform_location} (for
explicit uniform location instead of using uniformLocation())
If you don't have the required extension, you can get uniform location using
uniformLocation() after linking stage:
@code
GLint transformationUniform = uniformLocation("transformation");
GLint projectionUniform = uniformLocation("projection");
@endcode
@subsection AbstractShaderProgram-texture-layer Binding texture layer uniforms
The preferred workflow is to specify texture layers directly in the shader
code, e.g.:
@code
#version 420
// or #extension GL_ARB_shading_language_420pack: enable
layout(binding = 0) uniform sampler2D diffuseTexture;
layout(binding = 1) uniform sampler2D specularTexture;
@endcode
@requires_gl (for explicit texture layer binding instead of using
setUniform(GLint, GLint))
@requires_gl42 Extension @extension{ARB,shading_language_420pack} (for explicit
texture layer binding instead of using setUniform(GLint, GLint))
If you don't have the required extension (or if you want to change the layer
later), you can set the texture layer uniform using setUniform(GLint, GLint):
@code
use();
setUniform(DiffuseTextureUniform, DiffuseTextureLayer);
setUniform(SpecularTextureUniform, SpecularTextureLayer);
@endcode
@section AbstractShaderProgram-rendering-workflow Rendering workflow
Basic workflow with %AbstractShaderProgram subclasses is to instance the class
and configuring attribute binding in meshes (see @ref Mesh-configuration "Mesh documentation"
for more information) at the beginning, then in draw event setting uniforms
and marking the shader for use, binding required textures to their respective
layers using AbstractTexture::bind(GLint) and calling Mesh::draw(). Example:
@code
shader->setTransformation(transformation)
->setProjection(projection)
->use();
diffuseTexture->bind(MyShader::DiffuseTextureLayer);
specularTexture->bind(MyShader::SpecularTextureLayer);
mesh.draw();
@endcode
@section AbstractShaderProgram-performance-optimization Performance optimizations
The engine tracks currently used shader program to avoid unnecessary calls to
@fn_gl{UseProgram}.
If extension @extension{ARB,separate_shader_objects} or
@extension{EXT,direct_state_access} is available, uniform setting functions
use DSA functions to avoid unnecessary calls to @fn_gl{UseProgram}. See
setUniform(GLint, GLfloat) documentation for more information.
To achieve least state changes, set all uniforms in one run -- method chaining
comes in handy.
@todo Uniform arrays support
*/
class MAGNUM_EXPORT AbstractShaderProgram {
friend class Context;
AbstractShaderProgram(const AbstractShaderProgram& other) = delete;
AbstractShaderProgram(AbstractShaderProgram&& other) = delete;
AbstractShaderProgram& operator=(const AbstractShaderProgram& other) = delete;
AbstractShaderProgram& operator=(AbstractShaderProgram&& other) = delete;
public:
/**
* @brief Base struct for attribute location and type
*
* See @ref AbstractShaderProgram-subclassing or Mesh::bindAttribute()
* for an example.
*
14 years ago
* @todo Support for BGRA attribute type (OpenGL 3.2, @extension{ARB,vertex_array_bgra})
*/
template<GLuint i, class T> struct Attribute {
static const GLuint Location = i; /**< Location to which the attribute is bound */
typedef T Type; /**< %Attribute type */
};
/**
* @brief Constructor
*
* Creates one OpenGL shader program.
* @see @fn_gl{CreateProgram}
*/
inline AbstractShaderProgram(): state(Initialized) {
_id = glCreateProgram();
}
/**
* @brief Destructor
*
* Deletes associated OpenGL shader program.
* @see @fn_gl{DeleteProgram}
*/
virtual ~AbstractShaderProgram() = 0;
/**
* @brief Use shader for rendering
* @return False if the program wasn't successfully linked, true
* otherwise.
*
* @see @fn_gl{UseProgram}
*/
bool use();
protected:
/**
* @brief Allow retrieving program binary
*
* Initially disabled.
* @note This function should be called after attachShader() calls and
* before link().
* @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_BINARY_RETRIEVABLE_HINT}
* @requires_gl
* @requires_gl41 Extension @extension{ARB,get_program_binary}
* @requires_gles30 (no extension providing this functionality)
*/
inline void setRetrievableBinary(bool enabled) {
glProgramParameteri(_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, enabled ? GL_TRUE : GL_FALSE);
}
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Allow the program to be bound to individual pipeline stages
*
* Initially disabled.
* @note This function should be called after attachShader() calls and
* before link().
* @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_SEPARABLE}
* @requires_gl
* @requires_gl41 Extension @extension{ARB,separate_shader_objects}
*/
inline void setSeparable(bool enabled) {
glProgramParameteri(_id, GL_PROGRAM_SEPARABLE, enabled ? GL_TRUE : GL_FALSE);
}
#endif
/**
* @brief Load shader
* @return False if the shader wasn't successfully compiled, true
* otherwise.
*
* Compiles the shader, if it is not already, and prepares it for
* linking.
* @see Shader::compile(), @fn_gl{AttachShader}
*/
bool attachShader(Shader& shader);
/** @overload */
inline bool attachShader(Shader&& shader) {
return attachShader(shader);
}
/**
* @brief Bind attribute to given location
* @param location Location
* @param name Attribute name
*
14 years ago
* Binds attribute to location which is used later for binding vertex
* buffers.
* @note This function should be called after attachShader() calls and
* before link().
* @deprecated Preferred usage is to specify attribute location
* explicitly in the shader instead of using this function. See
* @ref AbstractShaderProgram-attribute-location "class documentation"
* for more information.
* @see @fn_gl{BindAttribLocation}
*/
void bindAttributeLocation(GLuint location, const std::string& name);
#ifndef MAGNUM_TARGET_GLES
/**
* @brief Bind fragment data to given location and color input index
* @param location Location
* @param name Fragment output variable name
* @param index Blend equation color input index (`0` or `1`)
*
* Binds fragment data to location which is used later for framebuffer
* operations. See also Framebuffer::BlendFunction for more
* information about using color input index.
* @note This function should be called after attachShader() calls and
* before link().
* @deprecated Preferred usage is to specify attribute location
* explicitly in the shader instead of using this function. See
* @ref AbstractShaderProgram-attribute-location "class documentation"
* for more information.
* @see @fn_gl{BindFragDataLocationIndexed}
* @requires_gl
* @requires_gl33 Extension @extension{ARB,blend_func_extended}
*/
void bindFragmentDataLocationIndexed(GLuint location, GLuint index, const std::string& name);
/**
* @brief Bind fragment data to given location and first color input index
* @param location Location
* @param name Fragment output variable name
*
* The same as bindFragmentDataLocationIndexed(), but with `index` set
* to `0`.
* @see @fn_gl{BindFragDataLocation}
* @requires_gl
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
*/
void bindFragmentDataLocation(GLuint location, const std::string& name);
#endif
/**
* @brief Link the shader
*
* Binds previously specified attributes to given indexes and links the
* shader program together.
* @see @fn_gl{LinkProgram}, @fn_gl{GetProgram} with
* @def_gl{LINK_STATUS}, @fn_gl{GetProgramInfoLog}
*/
void link();
/**
* @brief Get uniform location
* @param name Uniform name
*
* @note This function should be called after link().
* @deprecated Preferred usage is to specify uniform location
* explicitly in the shader instead of using this function. See
* @ref AbstractShaderProgram-uniform-location "class documentation"
* for more information.
* @see @fn_gl{GetUniformLocation}
*/
GLint uniformLocation(const std::string& name);
/**
* @brief Set uniform value
* @param location Uniform location (see uniformLocation())
* @param value Value
*
* If neither @extension{ARB,separate_shader_objects} nor
* @extension{EXT,direct_state_access} is available, the shader is
* marked for use before the operation.
* @see @fn_gl{UseProgram}, @fn_gl{Uniform} or `glProgramUniform()`
* from @extension{ARB,separate_shader_objects}/@extension{EXT,direct_state_access}.
*/
inline void setUniform(GLint location, GLfloat value) {
(this->*uniform1fImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Vector<2, GLfloat>& value) {
(this->*uniform2fvImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Vector<3, GLfloat>& value) {
(this->*uniform3fvImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Vector<4, GLfloat>& value) {
(this->*uniform4fvImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, GLint value) {
(this->*uniform1iImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Vector<2, GLint>& value) {
(this->*uniform2ivImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Vector<3, GLint>& value) {
(this->*uniform3ivImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Vector<4, GLint>& value) {
(this->*uniform4ivImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, GLuint value) {
(this->*uniform1uiImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::Vector<2, GLuint>& value) {
(this->*uniform2uivImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::Vector<3, GLuint>& value) {
(this->*uniform3uivImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl30 Extension @extension{EXT,gpu_shader4}
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::Vector<4, GLuint>& value) {
(this->*uniform4uivImplementation)(location, value);
}
#ifndef MAGNUM_TARGET_GLES
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, GLdouble value) {
(this->*uniform1dImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::Vector<2, GLdouble>& value) {
(this->*uniform2dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::Vector<3, GLdouble>& value) {
(this->*uniform3dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::Vector<4, GLdouble>& value) {
(this->*uniform4dvImplementation)(location, value);
}
#endif
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Matrix<2, GLfloat>& value) {
(this->*uniformMatrix2fvImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Matrix<3, GLfloat>& value) {
(this->*uniformMatrix3fvImplementation)(location, value);
}
/** @copydoc setUniform(GLint, GLfloat) */
inline void setUniform(GLint location, const Math::Matrix<4, GLfloat>& value) {
(this->*uniformMatrix4fvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<2, 3, GLfloat>& value) {
(this->*uniformMatrix2x3fvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<3, 2, GLfloat>& value) {
(this->*uniformMatrix3x2fvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<2, 4, GLfloat>& value) {
(this->*uniformMatrix2x4fvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<4, 2, GLfloat>& value) {
(this->*uniformMatrix4x2fvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<3, 4, GLfloat>& value) {
(this->*uniformMatrix3x4fvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gles30 (no extension providing this functionality)
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<4, 3, GLfloat>& value) {
(this->*uniformMatrix4x3fvImplementation)(location, value);
}
#ifndef MAGNUM_TARGET_GLES
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::Matrix<2, GLdouble>& value) {
(this->*uniformMatrix2dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::Matrix<3, GLdouble>& value) {
(this->*uniformMatrix3dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::Matrix<4, GLdouble>& value) {
(this->*uniformMatrix4dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<2, 3, GLdouble>& value) {
(this->*uniformMatrix2x3dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<3, 2, GLdouble>& value) {
(this->*uniformMatrix3x2dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<2, 4, GLdouble>& value) {
(this->*uniformMatrix2x4dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<4, 2, GLdouble>& value) {
(this->*uniformMatrix4x2dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<3, 4, GLdouble>& value) {
(this->*uniformMatrix3x4dvImplementation)(location, value);
}
/**
* @copydoc setUniform(GLint, GLfloat)
* @requires_gl40 Extension @extension{ARB,gpu_shader_fp64}
* @requires_gl Only floats are available in OpenGL ES.
*/
inline void setUniform(GLint location, const Math::RectangularMatrix<4, 3, GLdouble>& value) {
(this->*uniformMatrix4x3dvImplementation)(location, value);
}
#endif
private:
enum State {
Initialized,
Linked,
Failed
};
static void MAGNUM_LOCAL initializeContextBasedFunctionality(Context* context);
typedef void(AbstractShaderProgram::*Uniform1fImplementation)(GLint, GLfloat);
typedef void(AbstractShaderProgram::*Uniform2fvImplementation)(GLint, const Math::Vector<2, GLfloat>&);
typedef void(AbstractShaderProgram::*Uniform3fvImplementation)(GLint, const Math::Vector<3, GLfloat>&);
typedef void(AbstractShaderProgram::*Uniform4fvImplementation)(GLint, const Math::Vector<4, GLfloat>&);
typedef void(AbstractShaderProgram::*Uniform1iImplementation)(GLint, GLint);
typedef void(AbstractShaderProgram::*Uniform2ivImplementation)(GLint, const Math::Vector<2, GLint>&);
typedef void(AbstractShaderProgram::*Uniform3ivImplementation)(GLint, const Math::Vector<3, GLint>&);
typedef void(AbstractShaderProgram::*Uniform4ivImplementation)(GLint, const Math::Vector<4, GLint>&);
typedef void(AbstractShaderProgram::*Uniform1uiImplementation)(GLint, GLuint);
typedef void(AbstractShaderProgram::*Uniform2uivImplementation)(GLint, const Math::Vector<2, GLuint>&);
typedef void(AbstractShaderProgram::*Uniform3uivImplementation)(GLint, const Math::Vector<3, GLuint>&);
typedef void(AbstractShaderProgram::*Uniform4uivImplementation)(GLint, const Math::Vector<4, GLuint>&);
#ifndef MAGNUM_TARGET_GLES
typedef void(AbstractShaderProgram::*Uniform1dImplementation)(GLint, GLdouble);
typedef void(AbstractShaderProgram::*Uniform2dvImplementation)(GLint, const Math::Vector<2, GLdouble>&);
typedef void(AbstractShaderProgram::*Uniform3dvImplementation)(GLint, const Math::Vector<3, GLdouble>&);
typedef void(AbstractShaderProgram::*Uniform4dvImplementation)(GLint, const Math::Vector<4, GLdouble>&);
#endif
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLfloat value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<2, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<3, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<4, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLint value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<2, GLint>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<3, GLint>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<4, GLint>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLuint value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<2, GLuint>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<3, GLuint>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<4, GLuint>& value);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLdouble value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<2, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<3, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Vector<4, GLdouble>& value);
#endif
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLfloat value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<2, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<3, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<4, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLint value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<2, GLint>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<3, GLint>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<4, GLint>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLuint value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<2, GLuint>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<3, GLuint>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<4, GLuint>& value);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, GLdouble value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<2, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<3, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Vector<4, GLdouble>& value);
#endif
static Uniform1fImplementation uniform1fImplementation;
static Uniform2fvImplementation uniform2fvImplementation;
static Uniform3fvImplementation uniform3fvImplementation;
static Uniform4fvImplementation uniform4fvImplementation;
static Uniform1iImplementation uniform1iImplementation;
static Uniform2ivImplementation uniform2ivImplementation;
static Uniform3ivImplementation uniform3ivImplementation;
static Uniform4ivImplementation uniform4ivImplementation;
static Uniform1uiImplementation uniform1uiImplementation;
static Uniform2uivImplementation uniform2uivImplementation;
static Uniform3uivImplementation uniform3uivImplementation;
static Uniform4uivImplementation uniform4uivImplementation;
#ifndef MAGNUM_TARGET_GLES
static Uniform1dImplementation uniform1dImplementation;
static Uniform2dvImplementation uniform2dvImplementation;
static Uniform3dvImplementation uniform3dvImplementation;
static Uniform4dvImplementation uniform4dvImplementation;
#endif
typedef void(AbstractShaderProgram::*UniformMatrix2fvImplementation)(GLint, const Math::Matrix<2, GLfloat>&);
typedef void(AbstractShaderProgram::*UniformMatrix3fvImplementation)(GLint, const Math::Matrix<3, GLfloat>&);
typedef void(AbstractShaderProgram::*UniformMatrix4fvImplementation)(GLint, const Math::Matrix<4, GLfloat>&);
typedef void(AbstractShaderProgram::*UniformMatrix2x3fvImplementation)(GLint, const Math::RectangularMatrix<2, 3, GLfloat>&);
typedef void(AbstractShaderProgram::*UniformMatrix3x2fvImplementation)(GLint, const Math::RectangularMatrix<3, 2, GLfloat>&);
typedef void(AbstractShaderProgram::*UniformMatrix2x4fvImplementation)(GLint, const Math::RectangularMatrix<2, 4, GLfloat>&);
typedef void(AbstractShaderProgram::*UniformMatrix4x2fvImplementation)(GLint, const Math::RectangularMatrix<4, 2, GLfloat>&);
typedef void(AbstractShaderProgram::*UniformMatrix3x4fvImplementation)(GLint, const Math::RectangularMatrix<3, 4, GLfloat>&);
typedef void(AbstractShaderProgram::*UniformMatrix4x3fvImplementation)(GLint, const Math::RectangularMatrix<4, 3, GLfloat>&);
#ifndef MAGNUM_TARGET_GLES
typedef void(AbstractShaderProgram::*UniformMatrix2dvImplementation)(GLint, const Math::Matrix<2, GLdouble>&);
typedef void(AbstractShaderProgram::*UniformMatrix3dvImplementation)(GLint, const Math::Matrix<3, GLdouble>&);
typedef void(AbstractShaderProgram::*UniformMatrix4dvImplementation)(GLint, const Math::Matrix<4, GLdouble>&);
typedef void(AbstractShaderProgram::*UniformMatrix2x3dvImplementation)(GLint, const Math::RectangularMatrix<2, 3, GLdouble>&);
typedef void(AbstractShaderProgram::*UniformMatrix3x2dvImplementation)(GLint, const Math::RectangularMatrix<3, 2, GLdouble>&);
typedef void(AbstractShaderProgram::*UniformMatrix2x4dvImplementation)(GLint, const Math::RectangularMatrix<2, 4, GLdouble>&);
typedef void(AbstractShaderProgram::*UniformMatrix4x2dvImplementation)(GLint, const Math::RectangularMatrix<4, 2, GLdouble>&);
typedef void(AbstractShaderProgram::*UniformMatrix3x4dvImplementation)(GLint, const Math::RectangularMatrix<3, 4, GLdouble>&);
typedef void(AbstractShaderProgram::*UniformMatrix4x3dvImplementation)(GLint, const Math::RectangularMatrix<4, 3, GLdouble>&);
#endif
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<2, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<3, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<4, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 3, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 2, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 4, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 2, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 4, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 3, GLfloat>& value);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<2, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<3, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::Matrix<4, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 3, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 2, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<2, 4, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 2, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<3, 4, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, const Math::RectangularMatrix<4, 3, GLdouble>& value);
#endif
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<2, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<3, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<4, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 3, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 2, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 4, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 2, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 4, GLfloat>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 3, GLfloat>& value);
#ifndef MAGNUM_TARGET_GLES
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<2, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<3, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::Matrix<4, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 3, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 2, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<2, 4, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 2, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<3, 4, GLdouble>& value);
void MAGNUM_LOCAL uniformImplementationDSA(GLint location, const Math::RectangularMatrix<4, 3, GLdouble>& value);
#endif
static UniformMatrix2fvImplementation uniformMatrix2fvImplementation;
static UniformMatrix3fvImplementation uniformMatrix3fvImplementation;
static UniformMatrix4fvImplementation uniformMatrix4fvImplementation;
static UniformMatrix2x3fvImplementation uniformMatrix2x3fvImplementation;
static UniformMatrix3x2fvImplementation uniformMatrix3x2fvImplementation;
static UniformMatrix2x4fvImplementation uniformMatrix2x4fvImplementation;
static UniformMatrix4x2fvImplementation uniformMatrix4x2fvImplementation;
static UniformMatrix3x4fvImplementation uniformMatrix3x4fvImplementation;
static UniformMatrix4x3fvImplementation uniformMatrix4x3fvImplementation;
#ifndef MAGNUM_TARGET_GLES
static UniformMatrix2dvImplementation uniformMatrix2dvImplementation;
static UniformMatrix3dvImplementation uniformMatrix3dvImplementation;
static UniformMatrix4dvImplementation uniformMatrix4dvImplementation;
static UniformMatrix2x3dvImplementation uniformMatrix2x3dvImplementation;
static UniformMatrix3x2dvImplementation uniformMatrix3x2dvImplementation;
static UniformMatrix2x4dvImplementation uniformMatrix2x4dvImplementation;
static UniformMatrix4x2dvImplementation uniformMatrix4x2dvImplementation;
static UniformMatrix3x4dvImplementation uniformMatrix3x4dvImplementation;
static UniformMatrix4x3dvImplementation uniformMatrix4x3dvImplementation;
#endif
GLuint _id;
State state;
};
}
#endif