/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013 Vladimír Vondruš 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 #include #include "Math/RectangularMatrix.h" #include "Shader.h" #include "Implementation/State.h" #include "Implementation/ShaderProgramState.h" #include "Extensions.h" #define LINKER_MESSAGE_MAX_LENGTH 1024 namespace Magnum { AbstractShaderProgram::Uniform1fvImplementation AbstractShaderProgram::uniform1fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform2fvImplementation AbstractShaderProgram::uniform2fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform3fvImplementation AbstractShaderProgram::uniform3fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform4fvImplementation AbstractShaderProgram::uniform4fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform1ivImplementation AbstractShaderProgram::uniform1ivImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform2ivImplementation AbstractShaderProgram::uniform2ivImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform3ivImplementation AbstractShaderProgram::uniform3ivImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform4ivImplementation AbstractShaderProgram::uniform4ivImplementation = &AbstractShaderProgram::uniformImplementationDefault; #ifndef MAGNUM_TARGET_GLES2 AbstractShaderProgram::Uniform1uivImplementation AbstractShaderProgram::uniform1uivImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform2uivImplementation AbstractShaderProgram::uniform2uivImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform3uivImplementation AbstractShaderProgram::uniform3uivImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform4uivImplementation AbstractShaderProgram::uniform4uivImplementation = &AbstractShaderProgram::uniformImplementationDefault; #endif #ifndef MAGNUM_TARGET_GLES AbstractShaderProgram::Uniform1dvImplementation AbstractShaderProgram::uniform1dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform2dvImplementation AbstractShaderProgram::uniform2dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform3dvImplementation AbstractShaderProgram::uniform3dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::Uniform4dvImplementation AbstractShaderProgram::uniform4dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; #endif AbstractShaderProgram::UniformMatrix2fvImplementation AbstractShaderProgram::uniformMatrix2fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix3fvImplementation AbstractShaderProgram::uniformMatrix3fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix4fvImplementation AbstractShaderProgram::uniformMatrix4fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; #ifndef MAGNUM_TARGET_GLES2 AbstractShaderProgram::UniformMatrix2x3fvImplementation AbstractShaderProgram::uniformMatrix2x3fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix3x2fvImplementation AbstractShaderProgram::uniformMatrix3x2fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix2x4fvImplementation AbstractShaderProgram::uniformMatrix2x4fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix4x2fvImplementation AbstractShaderProgram::uniformMatrix4x2fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix3x4fvImplementation AbstractShaderProgram::uniformMatrix3x4fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix4x3fvImplementation AbstractShaderProgram::uniformMatrix4x3fvImplementation = &AbstractShaderProgram::uniformImplementationDefault; #endif #ifndef MAGNUM_TARGET_GLES AbstractShaderProgram::UniformMatrix2dvImplementation AbstractShaderProgram::uniformMatrix2dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix3dvImplementation AbstractShaderProgram::uniformMatrix3dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix4dvImplementation AbstractShaderProgram::uniformMatrix4dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix2x3dvImplementation AbstractShaderProgram::uniformMatrix2x3dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix3x2dvImplementation AbstractShaderProgram::uniformMatrix3x2dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix2x4dvImplementation AbstractShaderProgram::uniformMatrix2x4dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix4x2dvImplementation AbstractShaderProgram::uniformMatrix4x2dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix3x4dvImplementation AbstractShaderProgram::uniformMatrix3x4dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; AbstractShaderProgram::UniformMatrix4x3dvImplementation AbstractShaderProgram::uniformMatrix4x3dvImplementation = &AbstractShaderProgram::uniformImplementationDefault; #endif Int AbstractShaderProgram::maxSupportedVertexAttributeCount() { GLint& value = Context::current()->state()->shaderProgram->maxSupportedVertexAttributeCount; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &value); return value; } AbstractShaderProgram::~AbstractShaderProgram() { /* Remove current usage from the state */ GLuint& current = Context::current()->state()->shaderProgram->current; if(current == _id) current = 0; glDeleteProgram(_id); } bool AbstractShaderProgram::use() { if(state != Linked) return false; /* Use only if the program isn't already in use */ GLuint& current = Context::current()->state()->shaderProgram->current; if(current != _id) glUseProgram(current = _id); return true; } bool AbstractShaderProgram::attachShader(Shader& shader) { GLuint _shader = shader.compile(); if(!_shader) return false; glAttachShader(_id, _shader); return true; } void AbstractShaderProgram::bindAttributeLocation(UnsignedInt location, const std::string& name) { CORRADE_ASSERT(state == Initialized, "AbstractShaderProgram: attribute cannot be bound after linking.", ); glBindAttribLocation(_id, location, name.c_str()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::bindFragmentDataLocation(UnsignedInt location, const std::string& name) { CORRADE_ASSERT(state == Initialized, "AbstractShaderProgram: fragment data location cannot be bound after linking.", ); glBindFragDataLocation(_id, location, name.c_str()); } void AbstractShaderProgram::bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const std::string& name) { CORRADE_ASSERT(state == Initialized, "AbstractShaderProgram: fragment data location cannot be bound after linking.", ); glBindFragDataLocationIndexed(_id, location, index, name.c_str()); } #endif void AbstractShaderProgram::link() { /* Already compiled or failed, exit */ if(state != Initialized) return; /* Link shader program */ glLinkProgram(_id); /* Check link status */ GLint status; glGetProgramiv(_id, GL_LINK_STATUS, &status); /* Display errors or warnings */ char message[LINKER_MESSAGE_MAX_LENGTH]; glGetProgramInfoLog(_id, LINKER_MESSAGE_MAX_LENGTH, nullptr, message); /* Show error log and delete shader */ if(status == GL_FALSE) { Error out; out.setFlag(Debug::NewLineAtTheEnd, false); out.setFlag(Debug::SpaceAfterEachValue, false); out << "AbstractShaderProgram: linking failed with the following message:\n" << message; /* Or just warnings, if there are any */ } else if(message[0] != 0) { Debug out; out.setFlag(Debug::NewLineAtTheEnd, false); out.setFlag(Debug::SpaceAfterEachValue, false); out << "AbstractShaderProgram: linking succeeded with the following message:\n" << message; } state = status == GL_FALSE ? Failed : Linked; } Int AbstractShaderProgram::uniformLocation(const std::string& name) { /** @todo What if linking just failed (not programmer error?) */ CORRADE_ASSERT(state == Linked, "AbstractShaderProgram: uniform location cannot be retrieved before linking.", -1); GLint location = glGetUniformLocation(_id, name.c_str()); if(location == -1) Warning() << "AbstractShaderProgram: location of uniform \'" + name + "\' cannot be retrieved!"; return location; } void AbstractShaderProgram::initializeContextBasedFunctionality(Context* context) { /** @todo OpenGL ES 2 has extension @es_extension{EXT,separate_shader_objects} for this */ #ifndef MAGNUM_TARGET_GLES if(context->isExtensionSupported() || context->isExtensionSupported()) { Debug() << "AbstractShaderProgram: using" << (context->isExtensionSupported() ? Extensions::GL::ARB::separate_shader_objects::string() : Extensions::GL::EXT::direct_state_access::string()) << "features"; uniform1fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform2fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform3fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform4fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform1ivImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform2ivImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform3ivImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform4ivImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform1uivImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform2uivImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform3uivImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform4uivImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform1dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform2dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform3dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniform4dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix2fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix3fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix4fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix2x3fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix3x2fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix2x4fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix4x2fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix3x4fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix4x3fvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix2dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix3dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix4dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix2x3dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix3x2dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix2x4dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix4x2dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix3x4dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; uniformMatrix4x3dvImplementation = &AbstractShaderProgram::uniformImplementationDSA; } #else static_cast(context); #endif } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLfloat* const values) { use(); glUniform1fv(location, count, values); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLfloat* const values) { glProgramUniform1fv(_id, location, count, values); } #endif void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) { use(); glUniform2fv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) { glProgramUniform2fv(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) { use(); glUniform3fv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) { glProgramUniform3fv(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) { use(); glUniform4fv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) { glProgramUniform4fv(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLint* const values) { use(); glUniform1iv(location, count, values); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLint* const values) { glProgramUniform1iv(_id, location, count, values); } #endif void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) { use(); glUniform2iv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) { glProgramUniform2iv(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) { use(); glUniform3iv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) { glProgramUniform3iv(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) { use(); glUniform4iv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) { glProgramUniform4iv(_id, location, count, values[0].data()); } #endif #ifndef MAGNUM_TARGET_GLES2 void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLuint* const values) { use(); glUniform1uiv(location, count, values); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLuint* const values) { glProgramUniform1uiv(_id, location, count, values); } #endif 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) { glProgramUniform2uiv(_id, location, count, values[0].data()); } #endif 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) { glProgramUniform3uiv(_id, location, count, values[0].data()); } #endif 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) { glProgramUniform4uiv(_id, location, count, values[0].data()); } #endif #endif #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLdouble* const values) { use(); glUniform1dv(location, count, values); } void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLdouble* const values) { glProgramUniform1dv(_id, location, count, 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::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) { glProgramUniform2dv(_id, location, count, values[0].data()); } 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::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) { glProgramUniform3dv(_id, location, count, values[0].data()); } 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::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) { glProgramUniform4dv(_id, location, count, values[0].data()); } #endif 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()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) { glProgramUniformMatrix2fv(_id, location, count, GL_FALSE, values[0].data()); } #endif 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()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) { glProgramUniformMatrix3fv(_id, location, count, GL_FALSE, values[0].data()); } #endif 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()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::uniformImplementationDSA(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_GLES2 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) { glProgramUniformMatrix2x3fv(_id, location, count, GL_FALSE, values[0].data()); } #endif 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) { glProgramUniformMatrix3x2fv(_id, location, count, GL_FALSE, values[0].data()); } #endif 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) { glProgramUniformMatrix2x4fv(_id, location, count, GL_FALSE, values[0].data()); } #endif 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) { glProgramUniformMatrix4x2fv(_id, location, count, GL_FALSE, values[0].data()); } #endif 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) { glProgramUniformMatrix3x4fv(_id, location, count, GL_FALSE, values[0].data()); } #endif 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_GLES void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) { glProgramUniformMatrix4x3fv(_id, location, count, GL_FALSE, values[0].data()); } #endif #endif #ifndef MAGNUM_TARGET_GLES 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::uniformImplementationDSA(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::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::uniformImplementationDSA(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::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::uniformImplementationDSA(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::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::uniformImplementationDSA(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::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::uniformImplementationDSA(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::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::uniformImplementationDSA(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::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::uniformImplementationDSA(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::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::uniformImplementationDSA(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::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::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) { glProgramUniformMatrix4x3dv(_id, location, count, GL_FALSE, values[0].data()); } #endif namespace Implementation { std::size_t FloatAttribute::size(GLint components, DataType dataType) { switch(dataType) { case DataType::UnsignedByte: case DataType::Byte: return components; case DataType::UnsignedShort: case DataType::Short: case DataType::HalfFloat: return 2*components; case DataType::UnsignedInt: case DataType::Int: case DataType::Float: return 4*components; #ifndef MAGNUM_TARGET_GLES case DataType::Double: return 8*components; #endif } CORRADE_ASSERT_UNREACHABLE(); return 0; } #ifndef MAGNUM_TARGET_GLES2 std::size_t IntAttribute::size(GLint components, DataType dataType) { switch(dataType) { case DataType::UnsignedByte: case DataType::Byte: return components; case DataType::UnsignedShort: case DataType::Short: return 2*components; case DataType::UnsignedInt: case DataType::Int: return 4*components; } CORRADE_ASSERT_UNREACHABLE(); return 0; } #endif #ifndef MAGNUM_TARGET_GLES std::size_t DoubleAttribute::size(GLint components, DataType dataType) { switch(dataType) { case DataType::Double: return 8*components; } CORRADE_ASSERT_UNREACHABLE(); return 0; } #endif std::size_t Attribute>::size(GLint components, DataType dataType) { #ifndef MAGNUM_TARGET_GLES if(components == GL_BGRA) components = 4; #endif switch(dataType) { case DataType::UnsignedByte: case DataType::Byte: return components; case DataType::UnsignedShort: case DataType::Short: case DataType::HalfFloat: return 2*components; case DataType::UnsignedInt: case DataType::Int: case DataType::Float: return 4*components; #ifndef MAGNUM_TARGET_GLES case DataType::Double: return 8*components; #endif #ifndef MAGNUM_TARGET_GLES2 case DataType::UnsignedInt2101010Rev: case DataType::Int2101010Rev: CORRADE_INTERNAL_ASSERT(components == 4); return 4; #endif } CORRADE_ASSERT_UNREACHABLE(); return 0; } Debug operator<<(Debug debug, SizedAttribute<1, 1>::Components value) { switch(value) { case SizedAttribute<1, 1>::Components::One: return debug << "AbstractShaderProgram::Attribute::Components::One"; } return debug << "AbstractShaderProgram::Attribute::Components::(invalid)"; } Debug operator<<(Debug debug, SizedAttribute<1, 2>::Components value) { switch(value) { case SizedAttribute<1, 2>::Components::One: return debug << "AbstractShaderProgram::Attribute::Components::One"; case SizedAttribute<1, 2>::Components::Two: return debug << "AbstractShaderProgram::Attribute::Components::Two"; } return debug << "AbstractShaderProgram::Attribute::Components::(invalid)"; } Debug operator<<(Debug debug, SizedAttribute<1, 3>::Components value) { switch(value) { case SizedAttribute<1, 3>::Components::One: return debug << "AbstractShaderProgram::Attribute::Components::One"; case SizedAttribute<1, 3>::Components::Two: return debug << "AbstractShaderProgram::Attribute::Components::Two"; case SizedAttribute<1, 3>::Components::Three: return debug << "AbstractShaderProgram::Attribute::Components::Three"; } return debug << "AbstractShaderProgram::Attribute::Components::(invalid)"; } Debug operator<<(Debug debug, SizedAttribute<1, 4>::Components value) { switch(value) { case SizedAttribute<1, 4>::Components::One: return debug << "AbstractShaderProgram::Attribute::Components::One"; case SizedAttribute<1, 4>::Components::Two: return debug << "AbstractShaderProgram::Attribute::Components::Two"; case SizedAttribute<1, 4>::Components::Three: return debug << "AbstractShaderProgram::Attribute::Components::Three"; case SizedAttribute<1, 4>::Components::Four: return debug << "AbstractShaderProgram::Attribute::Components::Four"; } return debug << "AbstractShaderProgram::Attribute::Components::(invalid)"; } Debug operator<<(Debug debug, SizedMatrixAttribute<2>::Components value) { switch(value) { case SizedMatrixAttribute<2>::Components::Two: return debug << "AbstractShaderProgram::Attribute::Components::Two"; } return debug << "AbstractShaderProgram::Attribute::Components::(invalid)"; } Debug operator<<(Debug debug, SizedMatrixAttribute<3>::Components value) { switch(value) { case SizedMatrixAttribute<3>::Components::Three: return debug << "AbstractShaderProgram::Attribute::Components::Three"; } return debug << "AbstractShaderProgram::Attribute::Components::(invalid)"; } Debug operator<<(Debug debug, SizedMatrixAttribute<4>::Components value) { switch(value) { case SizedMatrixAttribute<4>::Components::Four: return debug << "AbstractShaderProgram::Attribute::Components::Four"; } return debug << "AbstractShaderProgram::Attribute::Components::(invalid)"; } Debug operator<<(Debug debug, Attribute>::Components value) { switch(value) { case Attribute>::Components::One: return debug << "AbstractShaderProgram::Attribute::Components::One"; case Attribute>::Components::Two: return debug << "AbstractShaderProgram::Attribute::Components::Two"; case Attribute>::Components::Three: return debug << "AbstractShaderProgram::Attribute::Components::Three"; case Attribute>::Components::Four: return debug << "AbstractShaderProgram::Attribute::Components::Four"; #ifndef MAGNUM_TARGET_GLES case Attribute>::Components::BGRA: return debug << "AbstractShaderProgram::Attribute::Components::BGRA"; #endif } return debug << "AbstractShaderProgram::Attribute::Components::(invalid)"; } Debug operator<<(Debug debug, FloatAttribute::DataType value) { switch(value) { #define _c(value) case FloatAttribute::DataType::value: return debug << "AbstractShaderProgram::Attribute::DataType::" #value; _c(UnsignedByte) _c(Byte) _c(UnsignedShort) _c(Short) _c(UnsignedInt) _c(Int) _c(HalfFloat) _c(Float) #ifndef MAGNUM_TARGET_GLES _c(Double) #endif #undef _c } return debug << "AbstractShaderProgram::Attribute::DataType::(invalid)"; } #ifndef MAGNUM_TARGET_GLES2 Debug operator<<(Debug debug, IntAttribute::DataType value) { switch(value) { #define _c(value) case IntAttribute::DataType::value: return debug << "AbstractShaderProgram::Attribute::DataType::" #value; _c(UnsignedByte) _c(Byte) _c(UnsignedShort) _c(Short) _c(UnsignedInt) _c(Int) #undef _c } return debug << "AbstractShaderProgram::Attribute::DataType::(invalid)"; } #endif #ifndef MAGNUM_TARGET_GLES Debug operator<<(Debug debug, DoubleAttribute::DataType value) { switch(value) { #define _c(value) case DoubleAttribute::DataType::value: return debug << "AbstractShaderProgram::Attribute::DataType::" #value; _c(Double) #undef _c } return debug << "AbstractShaderProgram::Attribute::DataType::(invalid)"; } #endif Debug operator<<(Debug debug, Attribute>::DataType value) { switch(value) { #define _c(value) case Attribute>::DataType::value: return debug << "AbstractShaderProgram::Attribute::DataType::" #value; _c(UnsignedByte) _c(Byte) _c(UnsignedShort) _c(Short) _c(UnsignedInt) _c(Int) _c(HalfFloat) _c(Float) #ifndef MAGNUM_TARGET_GLES _c(Double) #endif #ifndef MAGNUM_TARGET_GLES2 _c(UnsignedInt2101010Rev) _c(Int2101010Rev) #endif #undef _c } return debug << "AbstractShaderProgram::Attribute::DataType::(invalid)"; } } }