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#ifndef Magnum_AbstractShaderProgram_h
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#define Magnum_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
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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::AbstractShaderProgram
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*/
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#include <functional>
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#include <string>
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#include <Corrade/Containers/ArrayView.h>
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#include "Magnum/AbstractObject.h"
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#include "Magnum/Attribute.h"
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#include "Magnum/Tags.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 {
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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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@anchor AbstractShaderProgram-subclassing
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## 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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- **Attribute definitions** with location and type for
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configuring meshes, for example:
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@code
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typedef Attribute<0, Vector3> Position;
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typedef Attribute<1, Vector3> Normal;
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typedef Attribute<2, Vector2> TextureCoordinates;
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@endcode
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- **Output attribute locations**, if desired, for example:
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@code
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enum: UnsignedInt {
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ColorOutput = 0,
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NormalOutput = 1
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};
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@endcode
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- **Constructor**, which loads, compiles and attaches particular shaders and
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links the program together, for example:
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@code
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MyShader() {
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// Load shader sources
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Shader vert(Version::GL430, Shader::Type::Vertex);
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Shader frag(Version::GL430, Shader::Type::Fragment);
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vert.addFile("MyShader.vert");
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frag.addFile("MyShader.frag");
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// Invoke parallel compilation for best performance
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CORRADE_INTERNAL_ASSERT_OUTPUT(Shader::compile({vert, frag}));
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// Attach the shaders
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attachShaders({vert, frag});
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// Link the program together
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CORRADE_INTERNAL_ASSERT_OUTPUT(link());
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}
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@endcode
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- **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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@code
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MyShader& setProjectionMatrix(const Matrix4& matrix) {
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setUniform(0, matrix);
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return *this;
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}
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MyShader& setTransformationMatrix(const Matrix4& matrix) {
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setUniform(1, matrix);
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return *this;
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}
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MyShader& setNormalMatrix(const Matrix3x3& matrix) {
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setUniform(2, matrix);
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return *this;
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}
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@endcode
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- **Texture and texture image setting 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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@code
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MyShader& setDiffuseTexture(Texture2D& texture) {
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texture.bind(0);
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return *this;
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}
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MyShader& setSpecularTexture(Texture2D& texture) {
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texture.bind(1);
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return *this;
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}
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@endcode
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- **Transform feedback setup function**, if needed, in which you bind buffers
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to particular indices using @ref TransformFeedback::attachBuffer() and
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similar, possibly with overloads based on desired use cases, e.g.:
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@code
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MyShader& setTransformFeedback(TransformFeedback& feedback, Buffer& positions, Buffer& data) {
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feedback.attachBuffers(0, {positions, data});
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return *this;
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}
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MyShader& setTransformFeedback(TransformFeedback& feedback, Int totalCount, Buffer& positions, GLintptr positionsOffset, Buffer& data, GLintptr dataOffset) {
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feedback.attachBuffers(0, {
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std::make_tuple(positions, positionsOffset, totalCount*sizeof(Vector3)),
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std::make_tuple(data, dataOffset, totalCount*sizeof(Vector2ui))
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});
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return *this;
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}
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@endcode
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@anchor AbstractShaderProgram-attribute-location
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### Binding attribute 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
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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
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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 `layout()` qualifier and use functions @ref bindAttributeLocation() and
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@ref bindFragmentDataLocation() / @ref bindFragmentDataLocationIndexed() between
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attaching the shaders and linking the program. Note that additional syntax
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changes may be needed for GLSL 1.20 and GLSL ES.
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@code
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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
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out vec4 color;
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out vec3 normal;
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@endcode
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@code
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// Shaders attached...
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bindAttributeLocation(Position::Location, "position");
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bindAttributeLocation(Normal::Location, "normal");
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bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates");
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bindFragmentDataLocationIndexed(ColorOutput, 0, "color");
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bindFragmentDataLocationIndexed(NormalOutput, 1, "normal");
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// Link...
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@endcode
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@see @ref maxVertexAttributes(), @ref AbstractFramebuffer::maxDrawBuffers()
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@requires_gl30 Extension @extension{EXT,gpu_shader4} for using
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@ref bindFragmentDataLocation().
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@requires_gl33 Extension @extension{ARB,blend_func_extended} for using
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@ref bindFragmentDataLocationIndexed().
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@requires_gl33 Extension @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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@es_extension{EXT,draw_buffers} or @es_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 @es_extension{EXT,separate_shader_objects} supports explicit attrib
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location
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@anchor AbstractShaderProgram-uniform-location
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### 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
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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 `layout()` qualifier, get uniform location using @ref uniformLocation() *after*
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linking stage and then use the queried location in uniform setting functions.
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Note that additional syntax changes may be needed for GLSL 1.20 and GLSL ES.
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@code
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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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@code
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Int projectionMatrixUniform = uniformLocation("projectionMatrix");
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Int transformationMatrixUniform = uniformLocation("transformationMatrix");
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Int normalMatrixUniform = uniformLocation("normalMatrix");
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@endcode
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@see @ref maxUniformLocations()
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@requires_gl43 Extension @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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@anchor AbstractShaderProgram-uniform-block-binding
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### 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
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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 `layout()` 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
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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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@code
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setUniformBlockBinding(uniformBlockIndex("matrices"), 0);
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setUniformBlockBinding(uniformBlockIndex("material"), 1);
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@endcode
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@see @ref Buffer::maxUniformBindings()
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@requires_gl31 Extension @extension{ARB,uniform_buffer_object}
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@requires_gl42 Extension @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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@anchor AbstractShaderProgram-shader-storage-block-binding
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### 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
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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 @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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@anchor AbstractShaderProgram-texture-units
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### 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
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// GLSL 4.20, GLSL ES 3.10 or
|
|
|
|
|
#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
|
|
|
|
|
the `binding` qualifier and set the texture binding unit using
|
|
|
|
|
@ref setUniform(Int, const T&) "setUniform(Int, Int)". Note that additional
|
|
|
|
|
syntax changes may be needed for GLSL ES.
|
|
|
|
|
@code
|
|
|
|
|
uniform sampler2D diffuseTexture;
|
|
|
|
|
uniform sampler2D specularTexture;
|
|
|
|
|
@endcode
|
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|
|
|
@code
|
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|
|
setUniform(uniformLocation("diffuseTexture"), 0);
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|
|
|
setUniform(uniformLocation("specularTexture"), 1);
|
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|
|
@endcode
|
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|
|
@see @ref Shader::maxTextureImageUnits(), @ref maxImageUnits()
|
|
|
|
|
@requires_gl42 Extension @extension{ARB,shading_language_420pack} for explicit
|
|
|
|
|
texture binding unit instead of using
|
|
|
|
|
@ref setUniform(Int, const T&) "setUniform(Int, Int)".
|
|
|
|
|
@requires_gles31 Explicit texture binding unit is not supported in OpenGL ES
|
|
|
|
|
3.0 and older. Use @ref setUniform(Int, const T&) "setUniform(Int, Int)"
|
|
|
|
|
instead.
|
|
|
|
|
@requires_gles Explicit texture binding unit is not supported in WebGL. Use
|
|
|
|
|
@ref setUniform(Int, const T&) "setUniform(Int, Int)" instead.
|
|
|
|
|
|
|
|
|
|
@anchor AbstractShaderProgram-transform-feedback
|
|
|
|
|
### Specifying transform feedback binding points
|
|
|
|
|
|
|
|
|
|
The preferred workflow is to specify output binding points directly in the
|
|
|
|
|
shader code, e.g.:
|
|
|
|
|
@code
|
|
|
|
|
// GLSL 4.40, or
|
|
|
|
|
#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;
|
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|
|
|
@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
|
|
|
|
|
out block {
|
|
|
|
|
vec3 position;
|
|
|
|
|
vec3 normal;
|
|
|
|
|
};
|
|
|
|
|
out vec3 velocity;
|
|
|
|
|
@endcode
|
|
|
|
|
@code
|
|
|
|
|
setTransformFeedbackOutputs({
|
|
|
|
|
// Buffer 0
|
|
|
|
|
"position", "gl_SkipComponents1", "normal", "gl_SkipComponents1",
|
|
|
|
|
// Buffer 1
|
|
|
|
|
"gl_NextBuffer", "velocity"
|
|
|
|
|
}, TransformFeedbackBufferMode::InterleavedAttributes);
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
@see @ref TransformFeedback::maxInterleavedComponents(),
|
|
|
|
|
@ref TransformFeedback::maxSeparateAttributes(),
|
|
|
|
|
@ref TransformFeedback::maxSeparateComponents()
|
|
|
|
|
@requires_gl40 Extension @extension{ARB,transform_feedback2}
|
|
|
|
|
@requires_gl40 Extension @extension{ARB,transform_feedback3} for using
|
|
|
|
|
`gl_NextBuffer` or `gl_SkipComponents#` names in
|
|
|
|
|
@ref setTransformFeedbackOutputs() function.
|
|
|
|
|
@requires_gl44 Extension @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.
|
|
|
|
|
|
|
|
|
|
@anchor AbstractShaderProgram-rendering-workflow
|
|
|
|
|
## Rendering workflow
|
|
|
|
|
|
|
|
|
|
Basic workflow with AbstractShaderProgram subclasses is: instance shader
|
|
|
|
|
class, configure attribute binding in meshes (see @ref Mesh-configuration "Mesh documentation"
|
|
|
|
|
for more information) and map shader outputs to framebuffer attachments if
|
|
|
|
|
needed (see @ref 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 Mesh::draw(). Example:
|
|
|
|
|
@code
|
|
|
|
|
shader.setTransformation(transformation)
|
|
|
|
|
.setProjection(projection)
|
|
|
|
|
.setDiffuseTexture(diffuseTexture)
|
|
|
|
|
.setSpecularTexture(specularTexture);
|
|
|
|
|
|
|
|
|
|
mesh.draw(shader);
|
|
|
|
|
@endcode
|
|
|
|
|
|
|
|
|
|
@anchor 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().
|
|
|
|
|
|
|
|
|
|
@anchor 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 @extension{EXT,gpu_shader4} is required when using
|
|
|
|
|
integer attributes (i.e. @ref UnsignedInt, @ref Int, @ref Vector2ui,
|
|
|
|
|
@ref Vector2i, @ref Vector3ui, @ref Vector3i, @ref Vector4ui and
|
|
|
|
|
@ref Vector4i) or unsigned integer uniforms (i.e. @ref UnsignedInt,
|
|
|
|
|
@ref Vector2ui, @ref Vector3ui and @ref Vector4ui).
|
|
|
|
|
@requires_gl40 Extension @extension{ARB,gpu_shader_fp64} is required when
|
|
|
|
|
using double uniforms (i.e. @ref Double, @ref Vector2d, @ref Vector3d,
|
|
|
|
|
@ref Vector4d, @ref Matrix2x2d, @ref Matrix3x3d, @ref Matrix4x4d,
|
|
|
|
|
@ref Matrix2x3d, @ref Matrix3x2d, @ref Matrix2x4d, @ref Matrix4x2d,
|
|
|
|
|
@ref Matrix3x4d and @ref Matrix4x3d).
|
|
|
|
|
@requires_gl41 Extension @extension{ARB,vertex_attrib_64bit} is required when
|
|
|
|
|
using double attributes (i.e. @ref Double, @ref Vector2d, @ref Vector3d,
|
|
|
|
|
@ref Vector4d, @ref Matrix2x2d, @ref Matrix3x3d, @ref Matrix4x4d,
|
|
|
|
|
@ref Matrix2x3d, @ref Matrix3x2d, @ref Matrix2x4d, @ref Matrix4x2d,
|
|
|
|
|
@ref Matrix3x4d and @ref Matrix4x3d).
|
|
|
|
|
@requires_gles30 Integer attributes, unsigned integer uniforms and non-square
|
|
|
|
|
matrix attributes and uniforms (i.e. @ref Matrix2x3, @ref Matrix3x2,
|
|
|
|
|
@ref Matrix2x4, @ref Matrix4x2, @ref Matrix3x4 and @ref 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 Matrix2x3, @ref Matrix3x2,
|
|
|
|
|
@ref Matrix2x4, @ref Matrix4x2, @ref Matrix3x4 and @ref Matrix4x3) are not
|
|
|
|
|
available in WebGL 1.0.
|
|
|
|
|
|
|
|
|
|
@anchor AbstractShaderProgram-performance-optimization
|
|
|
|
|
## Performance optimizations
|
|
|
|
|
|
|
|
|
|
The engine tracks currently used shader program to avoid unnecessary calls to
|
|
|
|
|
@fn_gl{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 @extension{ARB,separate_shader_objects} (part of OpenGL 4.1),
|
|
|
|
|
@extension{EXT,direct_state_access} desktop extension, @es_extension{EXT,separate_shader_objects}
|
|
|
|
|
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), (@extension{ARB,ES2_compatibility})
|
|
|
|
|
*/
|
|
|
|
|
class MAGNUM_EXPORT AbstractShaderProgram: public AbstractObject {
|
|
|
|
|
friend Mesh;
|
|
|
|
|
friend MeshView;
|
|
|
|
|
friend TransformFeedback;
|
|
|
|
|
friend Implementation::ShaderProgramState;
|
|
|
|
|
|
|
|
|
|
public:
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Buffer mode for transform feedback
|
|
|
|
|
*
|
|
|
|
|
* @see @ref setTransformFeedbackOutputs()
|
|
|
|
|
* @requires_gl30 Extension @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 Mesh::maxVertexAttributes(),
|
|
|
|
|
* @ref Attribute, @fn_gl{Get} with @def_gl{MAX_VERTEX_ATTRIBS}
|
|
|
|
|
*/
|
|
|
|
|
static Int maxVertexAttributes();
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
/**
|
|
|
|
|
* @brief Max supported atomic counter buffer size
|
|
|
|
|
*
|
|
|
|
|
* The result is cached, repeated queries don't result in repeated
|
|
|
|
|
* OpenGL calls. If neither extension @extension{ARB,shader_atomic_counters}
|
|
|
|
|
* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{ARB,compute_shader}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{ARB,compute_shader}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @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{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 @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{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 @extension{ARB,shader_image_load_store}
|
|
|
|
|
* (part of OpenGL 4.2) or OpenGL ES 3.1 is not available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{ARB,shader_image_load_store}
|
|
|
|
|
* (part of OpenGL 4.2) is not available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{ARB,shader_image_load_store}
|
|
|
|
|
* (part of OpenGL 4.2) nor extension @extension{ARB,shader_storage_buffer_object}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{ARB,shader_storage_buffer_object}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{ARB,uniform_buffer_object}
|
|
|
|
|
* (part of OpenGL 3.1) is not available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{ARB,explicit_uniform_location}
|
|
|
|
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{EXT,gpu_shader4} (part of
|
|
|
|
|
* OpenGL 3.0) is not available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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 @extension{EXT,gpu_shader4} (part of
|
|
|
|
|
* OpenGL 3.0) is not available, returns `0`.
|
|
|
|
|
* @see @fn_gl{Get} with @def_gl{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{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.
|
|
|
|
|
* @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{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 is not supported and neither
|
|
|
|
|
* @extension{KHR,debug} (covered also by @es_extension{ANDROID,extension_pack_es31a})
|
|
|
|
|
* nor @extension2{EXT,debug_label} desktop or ES extension is
|
|
|
|
|
* available, this function returns empty string.
|
|
|
|
|
* @see @fn_gl{GetObjectLabel} with @def_gl{PROGRAM} or
|
|
|
|
|
* @fn_gl_extension2{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 is not supported and neither
|
|
|
|
|
* @extension{KHR,debug} (covered also by @es_extension{ANDROID,extension_pack_es31a})
|
|
|
|
|
* nor @extension2{EXT,debug_label} desktop or ES extension is
|
|
|
|
|
* available, this function does nothing.
|
|
|
|
|
* @see @ref maxLabelLength(), @fn_gl{ObjectLabel} with
|
|
|
|
|
* @def_gl{PROGRAM} or @fn_gl_extension2{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{ValidateProgram}, @fn_gl{GetProgram} with
|
|
|
|
|
* @def_gl{VALIDATE_STATUS}, @def_gl{INFO_LOG_LENGTH},
|
|
|
|
|
* @fn_gl{GetProgramInfoLog}
|
|
|
|
|
*/
|
|
|
|
|
std::pair<bool, std::string> validate();
|
|
|
|
|
|
|
|
|
|
#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 @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
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/**
|
|
|
|
|
* @brief Use shader for rendering
|
|
|
|
|
* @deprecated Use @ref Mesh::draw(AbstractShaderProgram&) instead.
|
|
|
|
|
*/
|
|
|
|
|
void use();
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
/**
|
|
|
|
|
* @brief Link the shader
|
|
|
|
|
*
|
|
|
|
|
* Returns `false` if linking of any shader failed, `true` 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{LinkProgram}, @fn_gl{GetProgram} with
|
|
|
|
|
* @def_gl{LINK_STATUS} and @def_gl{INFO_LOG_LENGTH},
|
|
|
|
|
* @fn_gl{GetProgramInfoLog}
|
|
|
|
|
*/
|
|
|
|
|
static bool link(std::initializer_list<std::reference_wrapper<AbstractShaderProgram>> shaders);
|
|
|
|
|
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
/**
|
|
|
|
|
* @brief Allow retrieving program binary
|
|
|
|
|
*
|
|
|
|
|
* Initially disabled.
|
|
|
|
|
* @see @fn_gl{ProgramParameter} with @def_gl{PROGRAM_BINARY_RETRIEVABLE_HINT}
|
|
|
|
|
* @requires_gl41 Extension @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{ProgramParameter} with @def_gl{PROGRAM_SEPARABLE}
|
|
|
|
|
* @requires_gl41 Extension @extension{ARB,separate_shader_objects}
|
|
|
|
|
* @requires_es_extension Extension @es_extension{EXT,separate_shader_objects}
|
|
|
|
|
* @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 shader
|
|
|
|
|
*
|
|
|
|
|
* @see @fn_gl{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<std::reference_wrapper<Shader>> shaders);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Bind 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{BindAttribLocation}
|
|
|
|
|
* @deprecated_gl 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.
|
|
|
|
|
*/
|
|
|
|
|
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 (`0` or `1`)
|
|
|
|
|
* @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{BindFragDataLocationIndexed}
|
|
|
|
|
* @deprecated_gl 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.
|
|
|
|
|
* @requires_gl33 Extension @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 `0`.
|
|
|
|
|
* @see @fn_gl{BindFragDataLocation}
|
|
|
|
|
* @deprecated_gl 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.
|
|
|
|
|
* @requires_gl30 Extension @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 @es_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{TransformFeedbackVaryings}
|
|
|
|
|
* @deprecated_gl Preferred usage is to specify transform feedback
|
|
|
|
|
* outputs explicitly in the shader instead of using this
|
|
|
|
|
* function. See @ref AbstractShaderProgram-transform-feedback "class documentation"
|
|
|
|
|
* for more information.
|
|
|
|
|
* @requires_gl30 Extension @extension{EXT,transform_feedback}
|
|
|
|
|
* @requires_gl40 Extension @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<std::reference_wrapper<AbstractShaderProgram>>)
|
|
|
|
|
* for improved performance, see its documentation for more
|
|
|
|
|
* information.
|
|
|
|
|
*/
|
|
|
|
|
bool link() { return link({*this}); }
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Get uniform location
|
|
|
|
|
* @param name Uniform name
|
|
|
|
|
*
|
|
|
|
|
* If given uniform is not found in the linked shader, a warning is
|
|
|
|
|
* printed and `-1` is returned.
|
|
|
|
|
* @see @ref setUniform(), @fn_gl{GetUniformLocation}
|
|
|
|
|
* @deprecated_gl 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.
|
|
|
|
|
*/
|
|
|
|
|
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 `0xffffffffu` is returned.
|
|
|
|
|
* @see @ref setUniformBlockBinding(), @fn_gl{GetUniformBlockIndex}
|
|
|
|
|
* @requires_gl31 Extension @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 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 @extension{ARB,separate_shader_objects} (part of OpenGL
|
|
|
|
|
* 4.1) nor @extension{EXT,direct_state_access} desktop extension nor
|
|
|
|
|
* @es_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{Uniform} or @fn_gl{ProgramUniform}/
|
|
|
|
|
* @fn_gl_extension{ProgramUniform,EXT,direct_state_access}.
|
|
|
|
|
*/
|
|
|
|
|
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 @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 @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 @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
|
|
|
|
|
|
|
|
|
|
#ifdef MAGNUM_BUILD_DEPRECATED
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set uniform values
|
|
|
|
|
* @deprecated Use @ref setUniform(Int, Containers::ArrayView<const Float>)
|
|
|
|
|
* and similar instead.
|
|
|
|
|
*/
|
|
|
|
|
template<class T> CORRADE_DEPRECATED("use setUniform(Int, Containers::ArrayView<const T>) instead") void setUniform(Int location, UnsignedInt count, const T* values) {
|
|
|
|
|
setUniform(location, {values, count});
|
|
|
|
|
}
|
|
|
|
|
#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{UniformBlockBinding}
|
|
|
|
|
* @requires_gl31 Extension @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 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);
|
|
|
|
|
void bindFragmentDataLocationIndexedInternal(UnsignedInt location, UnsignedInt index, Containers::ArrayView<const char> name);
|
|
|
|
|
void bindFragmentDataLocationInternal(UnsignedInt location, Containers::ArrayView<const char> name);
|
|
|
|
|
Int uniformLocationInternal(Containers::ArrayView<const char> name);
|
|
|
|
|
UnsignedInt uniformBlockIndexInternal(Containers::ArrayView<const char> name);
|
|
|
|
|
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
void MAGNUM_LOCAL transformFeedbackVaryingsImplementationDefault(Containers::ArrayView<const std::string> outputs, TransformFeedbackBufferMode bufferMode);
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|
#ifdef CORRADE_TARGET_WINDOWS
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void MAGNUM_LOCAL transformFeedbackVaryingsImplementationDanglingWorkaround(Containers::ArrayView<const std::string> outputs, TransformFeedbackBufferMode bufferMode);
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#endif
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#endif
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#ifndef MAGNUM_BUILD_DEPRECATED
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void use();
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#endif
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/*
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|
Currently, there are four supported ways to call glProgramUniform():
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- EXT_direct_state_access (desktop GL only, EXT suffix)
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- EXT_separate_shader_objects (OpenGL ES extension, EXT suffix)
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- ARB_separate_shader_objects (desktop GL only, no suffix)
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- OpenGL ES 3.1, no suffix
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To avoid copypasta and filesize bloat, this is merged to just two
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variants of implementation functions:
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- uniformImplementationSSO() - functions without suffix, used if
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|
ARB_separate_shader_objects desktop extension or OpenGL ES 3.1
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is available, completely disabled for ES2
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- uniformImplementationDSAEXT_SSOEXT() / uniformImplementationDSAEXT() --
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|
functions with EXT suffix, used if EXT_direct_state_access
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|
desktop exttension or EXT_separate_shader_objects ES 2.0 / ES 3.0
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extension is available, functions which don't have equivalents
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on ES (double arguments) don't have the _SSOEXT suffix
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*/
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLfloat* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLint* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLint>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLint>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLint>* values);
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#ifndef MAGNUM_TARGET_GLES2
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLuint* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values);
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#endif
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#ifndef MAGNUM_TARGET_GLES
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLdouble* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values);
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void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, 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_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLfloat* values);
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void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values);
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void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values);
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void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values);
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void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLint* values);
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|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLint>* values);
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|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLint>* values);
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|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLint>* values);
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|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLuint* values);
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|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values);
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|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values);
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|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values);
|
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|
|
#endif
|
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|
|
#ifndef MAGNUM_TARGET_GLES
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|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLdouble* values);
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|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values);
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|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values);
|
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|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values);
|
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|
|
#endif
|
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|
|
#ifndef MAGNUM_TARGET_WEBGL
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const GLfloat* values);
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|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values);
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values);
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|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values);
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|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const GLint* values);
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLint>* values);
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLint>* values);
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLint>* values);
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|
|
#ifndef MAGNUM_TARGET_GLES2
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const GLuint* values);
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values);
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values);
|
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|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values);
|
|
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|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const GLdouble* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values);
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_WEBGL
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values);
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES2
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT_SSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values);
|
|
|
|
|
#endif
|
|
|
|
|
#endif
|
|
|
|
|
#ifndef MAGNUM_TARGET_GLES
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values);
|
|
|
|
|
void MAGNUM_LOCAL uniformImplementationDSAEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values);
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
GLuint _id;
|
|
|
|
|
|
|
|
|
|
#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES2)
|
|
|
|
|
/* Needed for the nv-windows-dangling-transform-feedback-varying-names
|
|
|
|
|
workaround */
|
|
|
|
|
std::vector<std::string> _transformFeedbackVaryingNames;
|
|
|
|
|
#endif
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#endif
|