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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015
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 "AbstractShaderProgram.h"
#include <Corrade/Containers/Array.h>
#include "Magnum/Context.h"
#include "Magnum/Extensions.h"
#include "Magnum/Shader.h"
#include "Magnum/Math/RectangularMatrix.h"
#ifndef MAGNUM_TARGET_WEBGL
#include "Implementation/DebugState.h"
#endif
#include "Implementation/ShaderProgramState.h"
#include "Implementation/State.h"
#if defined(CORRADE_TARGET_NACL_NEWLIB) || defined(CORRADE_TARGET_ANDROID)
#include <sstream>
#endif
namespace Magnum {
namespace Implementation {
/* Defined in Implementation/driverSpecific.cpp */
bool isProgramLinkLogEmpty(const std::string& result);
}
Int AbstractShaderProgram::maxVertexAttributes() {
GLint& value = Context::current()->state().shaderProgram->maxVertexAttributes;
/* Get the value, if not already cached */
if(value == 0)
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &value);
return value;
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
Int AbstractShaderProgram::maxAtomicCounterBufferSize() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_atomic_counters>())
#else
if(!Context::current()->isVersionSupported(Version::GLES310))
#endif
return 0;
GLint& value = Context::current()->state().shaderProgram->maxAtomicCounterBufferSize;
if(value == 0)
glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE, &value);
return value;
}
Int AbstractShaderProgram::maxComputeSharedMemorySize() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::compute_shader>())
#else
if(!Context::current()->isVersionSupported(Version::GLES310))
#endif
return 0;
GLint& value = Context::current()->state().shaderProgram->maxComputeSharedMemorySize;
if(value == 0)
glGetIntegerv(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE, &value);
return value;
}
Int AbstractShaderProgram::maxComputeWorkGroupInvocations() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::compute_shader>())
#else
if(!Context::current()->isVersionSupported(Version::GLES310))
#endif
return 0;
GLint& value = Context::current()->state().shaderProgram->maxComputeWorkGroupInvocations;
if(value == 0)
glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &value);
return value;
}
Int AbstractShaderProgram::maxImageUnits() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_image_load_store>())
#else
if(!Context::current()->isVersionSupported(Version::GLES310))
#endif
return 0;
GLint& value = Context::current()->state().shaderProgram->maxImageUnits;
if(value == 0)
glGetIntegerv(GL_MAX_IMAGE_UNITS, &value);
return value;
}
#endif
#ifndef MAGNUM_TARGET_GLES
Int AbstractShaderProgram::maxImageSamples() {
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_image_load_store>())
return 0;
GLint& value = Context::current()->state().shaderProgram->maxImageSamples;
if(value == 0)
glGetIntegerv(GL_MAX_IMAGE_SAMPLES, &value);
return value;
}
#endif
#ifndef MAGNUM_TARGET_GLES2
#ifndef MAGNUM_TARGET_WEBGL
Int AbstractShaderProgram::maxCombinedShaderOutputResources() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_storage_buffer_object>() || !Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_image_load_store>())
#else
if(!Context::current()->isVersionSupported(Version::GLES310))
#endif
return 0;
GLint& value = Context::current()->state().shaderProgram->maxCombinedShaderOutputResources;
if(value == 0)
glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &value);
return value;
}
Long AbstractShaderProgram::maxShaderStorageBlockSize() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_storage_buffer_object>())
#else
if(!Context::current()->isVersionSupported(Version::GLES310))
#endif
return 0;
GLint64& value = Context::current()->state().shaderProgram->maxShaderStorageBlockSize;
if(value == 0)
glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &value);
return value;
}
#endif
Int AbstractShaderProgram::maxUniformBlockSize() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::uniform_buffer_object>())
return 0;
#endif
GLint& value = Context::current()->state().shaderProgram->maxUniformBlockSize;
if(value == 0)
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &value);
return value;
}
#ifndef MAGNUM_TARGET_WEBGL
Int AbstractShaderProgram::maxUniformLocations() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>())
#else
if(!Context::current()->isVersionSupported(Version::GLES310))
#endif
return 0;
GLint& value = Context::current()->state().shaderProgram->maxUniformLocations;
if(value == 0)
glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &value);
return value;
}
#endif
Int AbstractShaderProgram::minTexelOffset() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::EXT::gpu_shader4>())
return 0;
#endif
GLint& value = Context::current()->state().shaderProgram->minTexelOffset;
if(value == 0)
glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &value);
return value;
}
Int AbstractShaderProgram::maxTexelOffset() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::EXT::gpu_shader4>())
return 0;
#endif
GLint& value = Context::current()->state().shaderProgram->maxTexelOffset;
if(value == 0)
glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &value);
return value;
}
#endif
AbstractShaderProgram::AbstractShaderProgram(): _id(glCreateProgram()) {
CORRADE_INTERNAL_ASSERT(_id != Implementation::State::DisengagedBinding);
}
AbstractShaderProgram::AbstractShaderProgram(AbstractShaderProgram&& other) noexcept: _id(other._id) {
other._id = 0;
}
AbstractShaderProgram::~AbstractShaderProgram() {
/* Remove current usage from the state */
GLuint& current = Context::current()->state().shaderProgram->current;
if(current == _id) current = 0;
if(_id) glDeleteProgram(_id);
}
AbstractShaderProgram& AbstractShaderProgram::operator=(AbstractShaderProgram&& other) noexcept {
using std::swap;
swap(_id, other._id);
return *this;
}
#ifndef MAGNUM_TARGET_WEBGL
std::string AbstractShaderProgram::label() const {
#ifndef MAGNUM_TARGET_GLES
return Context::current()->state().debug->getLabelImplementation(GL_PROGRAM, _id);
#else
return Context::current()->state().debug->getLabelImplementation(GL_PROGRAM_KHR, _id);
#endif
}
AbstractShaderProgram& AbstractShaderProgram::setLabelInternal(const Containers::ArrayView<const char> label) {
#ifndef MAGNUM_TARGET_GLES
Context::current()->state().debug->labelImplementation(GL_PROGRAM, _id, label);
#else
Context::current()->state().debug->labelImplementation(GL_PROGRAM_KHR, _id, label);
#endif
return *this;
}
#endif
std::pair<bool, std::string> AbstractShaderProgram::validate() {
glValidateProgram(_id);
/* Check validation status */
GLint success, logLength;
glGetProgramiv(_id, GL_VALIDATE_STATUS, &success);
glGetProgramiv(_id, GL_INFO_LOG_LENGTH, &logLength);
/* Error or warning message. The string is returned null-terminated, scrap
the \0 at the end afterwards */
std::string message(logLength, '\n');
if(message.size() > 1)
glGetProgramInfoLog(_id, message.size(), nullptr, &message[0]);
message.resize(std::max(logLength, 1)-1);
return {success, std::move(message)};
}
void AbstractShaderProgram::use() {
/* Use only if the program isn't already in use */
GLuint& current = Context::current()->state().shaderProgram->current;
if(current != _id) glUseProgram(current = _id);
}
void AbstractShaderProgram::attachShader(Shader& shader) {
glAttachShader(_id, shader.id());
}
void AbstractShaderProgram::attachShaders(std::initializer_list<std::reference_wrapper<Shader>> shaders) {
for(Shader& s: shaders) attachShader(s);
}
void AbstractShaderProgram::bindAttributeLocationInternal(const UnsignedInt location, const Containers::ArrayView<const char> name) {
glBindAttribLocation(_id, location, name);
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::bindFragmentDataLocationInternal(const UnsignedInt location, const Containers::ArrayView<const char> name) {
glBindFragDataLocation(_id, location, name);
}
void AbstractShaderProgram::bindFragmentDataLocationIndexedInternal(const UnsignedInt location, UnsignedInt index, const Containers::ArrayView<const char> name) {
glBindFragDataLocationIndexed(_id, location, index, name);
}
#endif
#ifndef MAGNUM_TARGET_GLES2
void AbstractShaderProgram::setTransformFeedbackOutputs(const std::initializer_list<std::string> outputs, const TransformFeedbackBufferMode bufferMode) {
/** @todo VLAs */
Containers::Array<const char*> names{outputs.size()};
Int i = 0;
for(const std::string& output: outputs) names[i++] = output.data();
glTransformFeedbackVaryings(_id, outputs.size(), names, GLenum(bufferMode));
}
#endif
bool AbstractShaderProgram::link(std::initializer_list<std::reference_wrapper<AbstractShaderProgram>> shaders) {
bool allSuccess = true;
/* Invoke (possibly parallel) linking on all shaders */
for(AbstractShaderProgram& shader: shaders) glLinkProgram(shader._id);
/* After linking phase, check status of all shaders */
Int i = 1;
for(AbstractShaderProgram& shader: shaders) {
GLint success, logLength;
glGetProgramiv(shader._id, GL_LINK_STATUS, &success);
glGetProgramiv(shader._id, GL_INFO_LOG_LENGTH, &logLength);
/* Error or warning message. The string is returned null-terminated,
scrap the \0 at the end afterwards */
std::string message(logLength, '\n');
if(message.size() > 1)
glGetProgramInfoLog(shader._id, message.size(), nullptr, &message[0]);
message.resize(std::max(logLength, 1)-1);
/** @todo Remove when this is fixed everywhere (also the include above) */
#if defined(CORRADE_TARGET_NACL_NEWLIB) || defined(CORRADE_TARGET_ANDROID)
std::ostringstream converter;
converter << i;
#endif
/* Show error log */
if(!success) {
auto out = Error::noNewlineAtTheEnd();
out << "AbstractShaderProgram::link(): linking";
if(shaders.size() != 1) {
#if !defined(CORRADE_TARGET_NACL_NEWLIB) && !defined(CORRADE_TARGET_ANDROID)
out << "of shader" << std::to_string(i);
#else
out << "of shader" << converter.str();
#endif
}
out << "failed with the following message:" << Debug::newline << message;
/* Or just warnings, if any */
} else if(!message.empty() && !Implementation::isProgramLinkLogEmpty(message)) {
auto out = Warning::noNewlineAtTheEnd();
out << "AbstractShaderProgram::link(): linking";
if(shaders.size() != 1) {
#if !defined(CORRADE_TARGET_NACL_NEWLIB) && !defined(CORRADE_TARGET_ANDROID)
out << "of shader" << std::to_string(i);
#else
out << "of shader" << converter.str();
#endif
}
out << "succeeded with the following message:" << Debug::newline << message;
}
/* Success of all depends on each of them */
allSuccess = allSuccess && success;
++i;
}
return allSuccess;
}
Int AbstractShaderProgram::uniformLocationInternal(const Containers::ArrayView<const char> name) {
GLint location = glGetUniformLocation(_id, name);
if(location == -1)
Warning() << "AbstractShaderProgram: location of uniform \'" + std::string{name, name.size()} + "\' cannot be retrieved!";
return location;
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Float> values) {
(this->*Context::current()->state().shaderProgram->uniform1fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLfloat* const values) {
use();
glUniform1fv(location, count, values);
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLfloat* const values) {
glProgramUniform1fv(_id, location, count, values);
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const GLfloat* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniform1fvEXT(_id, location, count, values);
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<2, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniform2fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) {
use();
glUniform2fv(location, count, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) {
glProgramUniform2fv(_id, location, count, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniform2fvEXT(_id, location, count, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<3, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniform3fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) {
use();
glUniform3fv(location, count, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) {
glProgramUniform3fv(_id, location, count, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniform3fvEXT(_id, location, count, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<4, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniform4fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) {
use();
glUniform4fv(location, count, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) {
glProgramUniform4fv(_id, location, count, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniform4fvEXT(_id, location, count, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Int> values) {
(this->*Context::current()->state().shaderProgram->uniform1ivImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLint* values) {
use();
glUniform1iv(location, count, values);
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLint* const values) {
glProgramUniform1iv(_id, location, count, values);
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const GLint* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniform1ivEXT(_id, location, count, values);
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<2, Int>> values) {
(this->*Context::current()->state().shaderProgram->uniform2ivImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) {
use();
glUniform2iv(location, count, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) {
glProgramUniform2iv(_id, location, count, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniform2ivEXT(_id, location, count, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<3, Int>> values) {
(this->*Context::current()->state().shaderProgram->uniform3ivImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) {
use();
glUniform3iv(location, count, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) {
glProgramUniform3iv(_id, location, count, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniform3ivEXT(_id, location, count, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<4, Int>> values) {
(this->*Context::current()->state().shaderProgram->uniform4ivImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) {
use();
glUniform4iv(location, count, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) {
glProgramUniform4iv(_id, location, count, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniform4ivEXT(_id, location, count, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
#ifndef MAGNUM_TARGET_GLES2
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const UnsignedInt> values) {
(this->*Context::current()->state().shaderProgram->uniform1uivImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLuint* const values) {
use();
glUniform1uiv(location, count, values);
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLuint* const values) {
glProgramUniform1uiv(_id, location, count, values);
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const GLuint* const values) {
glProgramUniform1uivEXT(_id, location, count, values);
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<2, UnsignedInt>> values) {
(this->*Context::current()->state().shaderProgram->uniform2uivImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) {
use();
glUniform2uiv(location, count, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) {
glProgramUniform2uiv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) {
glProgramUniform2uivEXT(_id, location, count, values[0].data());
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<3, UnsignedInt>> values) {
(this->*Context::current()->state().shaderProgram->uniform3uivImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) {
use();
glUniform3uiv(location, count, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) {
glProgramUniform3uiv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) {
glProgramUniform3uivEXT(_id, location, count, values[0].data());
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<4, UnsignedInt>> values) {
(this->*Context::current()->state().shaderProgram->uniform4uivImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) {
use();
glUniform4uiv(location, count, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) {
glProgramUniform4uiv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) {
glProgramUniform4uivEXT(_id, location, count, values[0].data());
}
#endif
#endif
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Double> values) {
(this->*Context::current()->state().shaderProgram->uniform1dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLdouble* const values) {
use();
glUniform1dv(location, count, values);
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLdouble* const values) {
glProgramUniform1dv(_id, location, count, values);
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const GLdouble* const values) {
glProgramUniform1dvEXT(_id, location, count, values);
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<2, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniform2dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) {
use();
glUniform2dv(location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) {
glProgramUniform2dv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) {
glProgramUniform2dvEXT(_id, location, count, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<3, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniform3dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) {
use();
glUniform3dv(location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) {
glProgramUniform3dv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) {
glProgramUniform3dvEXT(_id, location, count, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::Vector<4, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniform4dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) {
use();
glUniform4dv(location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) {
glProgramUniform4dv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) {
glProgramUniform4dvEXT(_id, location, count, values[0].data());
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<2, 2, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix2fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) {
use();
glUniformMatrix2fv(location, count, GL_FALSE, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) {
glProgramUniformMatrix2fv(_id, location, count, GL_FALSE, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniformMatrix2fvEXT(_id, location, count, GL_FALSE, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<3, 3, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix3fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) {
use();
glUniformMatrix3fv(location, count, GL_FALSE, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) {
glProgramUniformMatrix3fv(_id, location, count, GL_FALSE, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniformMatrix3fvEXT(_id, location, count, GL_FALSE, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<4, 4, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix4fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) {
use();
glUniformMatrix4fv(location, count, GL_FALSE, values[0].data());
}
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) {
glProgramUniformMatrix4fv(_id, location, count, GL_FALSE, values[0].data());
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) {
#ifndef CORRADE_TARGET_NACL
glProgramUniformMatrix4fvEXT(_id, location, count, GL_FALSE, values[0].data());
#else
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
#ifndef MAGNUM_TARGET_GLES2
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<2, 3, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix2x3fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) {
use();
glUniformMatrix2x3fv(location, count, GL_FALSE, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) {
glProgramUniformMatrix2x3fv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) {
glProgramUniformMatrix2x3fvEXT(_id, location, count, GL_FALSE, values[0].data());
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<3, 2, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix3x2fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) {
use();
glUniformMatrix3x2fv(location, count, GL_FALSE, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) {
glProgramUniformMatrix3x2fv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) {
glProgramUniformMatrix3x2fvEXT(_id, location, count, GL_FALSE, values[0].data());
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<2, 4, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix2x4fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) {
use();
glUniformMatrix2x4fv(location, count, GL_FALSE, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) {
glProgramUniformMatrix2x4fv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) {
glProgramUniformMatrix2x4fvEXT(_id, location, count, GL_FALSE, values[0].data());
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<4, 2, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix4x2fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) {
use();
glUniformMatrix4x2fv(location, count, GL_FALSE, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) {
glProgramUniformMatrix4x2fv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) {
glProgramUniformMatrix4x2fvEXT(_id, location, count, GL_FALSE, values[0].data());
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<3, 4, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix3x4fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) {
use();
glUniformMatrix3x4fv(location, count, GL_FALSE, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) {
glProgramUniformMatrix3x4fv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) {
glProgramUniformMatrix3x4fvEXT(_id, location, count, GL_FALSE, values[0].data());
}
#endif
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<4, 3, Float>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix4x3fvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) {
use();
glUniformMatrix4x3fv(location, count, GL_FALSE, values[0].data());
}
#ifndef MAGNUM_TARGET_WEBGL
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) {
glProgramUniformMatrix4x3fv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) {
glProgramUniformMatrix4x3fvEXT(_id, location, count, GL_FALSE, values[0].data());
}
#endif
#endif
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<2, 2, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix2dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) {
use();
glUniformMatrix2dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) {
glProgramUniformMatrix2dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) {
glProgramUniformMatrix2dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<3, 3, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix3dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) {
use();
glUniformMatrix3dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) {
glProgramUniformMatrix3dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) {
glProgramUniformMatrix3dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<4, 4, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix4dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) {
use();
glUniformMatrix4dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) {
glProgramUniformMatrix4dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) {
glProgramUniformMatrix4dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<2, 3, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix2x3dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) {
use();
glUniformMatrix2x3dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) {
glProgramUniformMatrix2x3dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) {
glProgramUniformMatrix2x3dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<3, 2, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix3x2dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) {
use();
glUniformMatrix3x2dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) {
glProgramUniformMatrix3x2dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) {
glProgramUniformMatrix3x2dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<2, 4, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix2x4dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) {
use();
glUniformMatrix2x4dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) {
glProgramUniformMatrix2x4dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) {
glProgramUniformMatrix2x4dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<4, 2, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix4x2dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) {
use();
glUniformMatrix4x2dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) {
glProgramUniformMatrix4x2dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) {
glProgramUniformMatrix4x2dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<3, 4, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix3x4dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) {
use();
glUniformMatrix3x4dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) {
glProgramUniformMatrix3x4dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) {
glProgramUniformMatrix3x4dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView<const Math::RectangularMatrix<4, 3, Double>> values) {
(this->*Context::current()->state().shaderProgram->uniformMatrix4x3dvImplementation)(location, values.size(), values);
}
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) {
use();
glUniformMatrix4x3dv(location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) {
glProgramUniformMatrix4x3dv(_id, location, count, GL_FALSE, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) {
glProgramUniformMatrix4x3dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
#endif
}