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#ifndef Magnum_GL_Implementation_ShaderProgramState_h
#define Magnum_GL_Implementation_ShaderProgramState_h
/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019,
2020, 2021 Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include <string>
#include <vector>
#include "Magnum/GL/GL.h"
#include "Magnum/GL/OpenGL.h"
#include "Magnum/Math/Vector3.h"
#ifndef MAGNUM_TARGET_GLES2
#include "Magnum/GL/AbstractShaderProgram.h"
#endif
namespace Magnum { namespace GL { namespace Implementation {
struct ShaderProgramState {
explicit ShaderProgramState(Context& context, std::vector<std::string>& extensions);
void reset();
#ifndef MAGNUM_TARGET_GLES2
void(AbstractShaderProgram::*transformFeedbackVaryingsImplementation)(Containers::ArrayView<const std::string>, AbstractShaderProgram::TransformFeedbackBufferMode);
#endif
void(AbstractShaderProgram::*uniform1fvImplementation)(GLint, GLsizei, const GLfloat*);
void(AbstractShaderProgram::*uniform2fvImplementation)(GLint, GLsizei, const Math::Vector<2, GLfloat>*);
void(AbstractShaderProgram::*uniform3fvImplementation)(GLint, GLsizei, const Math::Vector<3, GLfloat>*);
void(AbstractShaderProgram::*uniform4fvImplementation)(GLint, GLsizei, const Math::Vector<4, GLfloat>*);
void(AbstractShaderProgram::*uniform1ivImplementation)(GLint, GLsizei, const GLint*);
void(AbstractShaderProgram::*uniform2ivImplementation)(GLint, GLsizei, const Math::Vector<2, GLint>*);
void(AbstractShaderProgram::*uniform3ivImplementation)(GLint, GLsizei, const Math::Vector<3, GLint>*);
void(AbstractShaderProgram::*uniform4ivImplementation)(GLint, GLsizei, const Math::Vector<4, GLint>*);
#ifndef MAGNUM_TARGET_GLES2
void(AbstractShaderProgram::*uniform1uivImplementation)(GLint, GLsizei, const GLuint*);
void(AbstractShaderProgram::*uniform2uivImplementation)(GLint, GLsizei, const Math::Vector<2, GLuint>*);
void(AbstractShaderProgram::*uniform3uivImplementation)(GLint, GLsizei, const Math::Vector<3, GLuint>*);
void(AbstractShaderProgram::*uniform4uivImplementation)(GLint, GLsizei, const Math::Vector<4, GLuint>*);
#endif
#ifndef MAGNUM_TARGET_GLES
void(AbstractShaderProgram::*uniform1dvImplementation)(GLint, GLsizei, const GLdouble*);
void(AbstractShaderProgram::*uniform2dvImplementation)(GLint, GLsizei, const Math::Vector<2, GLdouble>*);
void(AbstractShaderProgram::*uniform3dvImplementation)(GLint, GLsizei, const Math::Vector<3, GLdouble>*);
void(AbstractShaderProgram::*uniform4dvImplementation)(GLint, GLsizei, const Math::Vector<4, GLdouble>*);
#endif
void(AbstractShaderProgram::*uniformMatrix2fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 2, GLfloat>*);
void(AbstractShaderProgram::*uniformMatrix3fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 3, GLfloat>*);
void(AbstractShaderProgram::*uniformMatrix4fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 4, GLfloat>*);
#ifndef MAGNUM_TARGET_GLES2
void(AbstractShaderProgram::*uniformMatrix2x3fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 3, GLfloat>*);
void(AbstractShaderProgram::*uniformMatrix3x2fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 2, GLfloat>*);
void(AbstractShaderProgram::*uniformMatrix2x4fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 4, GLfloat>*);
void(AbstractShaderProgram::*uniformMatrix4x2fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 2, GLfloat>*);
void(AbstractShaderProgram::*uniformMatrix3x4fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 4, GLfloat>*);
void(AbstractShaderProgram::*uniformMatrix4x3fvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 3, GLfloat>*);
#endif
#ifndef MAGNUM_TARGET_GLES
void(AbstractShaderProgram::*uniformMatrix2dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 2, GLdouble>*);
void(AbstractShaderProgram::*uniformMatrix3dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 3, GLdouble>*);
void(AbstractShaderProgram::*uniformMatrix4dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 4, GLdouble>*);
void(AbstractShaderProgram::*uniformMatrix2x3dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 3, GLdouble>*);
void(AbstractShaderProgram::*uniformMatrix3x2dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 2, GLdouble>*);
void(AbstractShaderProgram::*uniformMatrix2x4dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<2, 4, GLdouble>*);
void(AbstractShaderProgram::*uniformMatrix4x2dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 2, GLdouble>*);
void(AbstractShaderProgram::*uniformMatrix3x4dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<3, 4, GLdouble>*);
void(AbstractShaderProgram::*uniformMatrix4x3dvImplementation)(GLint, GLsizei, const Math::RectangularMatrix<4, 3, GLdouble>*);
#endif
/* Currently used program */
GLuint current;
GLint maxVertexAttributes;
#ifndef MAGNUM_TARGET_GLES2
#ifndef MAGNUM_TARGET_WEBGL
GLint maxGeometryOutputVertices,
maxAtomicCounterBufferSize,
maxComputeSharedMemorySize,
maxComputeWorkGroupInvocations,
maxImageUnits,
maxCombinedShaderOutputResources,
maxUniformLocations;
Vector3i maxComputeWorkGroupCount,
maxComputeWorkGroupSize;
#endif
GLint minTexelOffset,
maxTexelOffset,
maxUniformBlockSize;
#ifndef MAGNUM_TARGET_WEBGL
GLint64 maxShaderStorageBlockSize;
#endif
#endif
#ifndef MAGNUM_TARGET_GLES
GLint maxImageSamples;
#endif
};
}}}
#endif