/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014 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 "Magnum/Context.h" #include "Magnum/Extensions.h" #include "Magnum/Shader.h" #include "Magnum/Math/RectangularMatrix.h" #include "Implementation/DebugState.h" #include "Implementation/ShaderProgramState.h" #include "Implementation/State.h" namespace Magnum { Int AbstractShaderProgram::maxVertexAttributes() { GLint& value = Context::current()->state().shaderProgram->maxVertexAttributes; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &value); return value; } #ifndef MAGNUM_TARGET_GLES Int AbstractShaderProgram::maxAtomicCounterBufferSize() { if(!Context::current()->isExtensionSupported()) return 0; GLint& value = Context::current()->state().shaderProgram->maxAtomicCounterBufferSize; if(value == 0) glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE, &value); return value; } Int AbstractShaderProgram::maxComputeSharedMemorySize() { if(!Context::current()->isExtensionSupported()) return 0; GLint& value = Context::current()->state().shaderProgram->maxComputeSharedMemorySize; if(value == 0) glGetIntegerv(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE, &value); return value; } Int AbstractShaderProgram::maxComputeWorkGroupInvocations() { if(!Context::current()->isExtensionSupported()) return 0; GLint& value = Context::current()->state().shaderProgram->maxComputeWorkGroupInvocations; if(value == 0) glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &value); return value; } Int AbstractShaderProgram::maxImageUnits() { if(!Context::current()->isExtensionSupported()) return 0; GLint& value = Context::current()->state().shaderProgram->maxImageUnits; if(value == 0) glGetIntegerv(GL_MAX_IMAGE_UNITS, &value); return value; } Int AbstractShaderProgram::maxImageSamples() { if(!Context::current()->isExtensionSupported()) return 0; GLint& value = Context::current()->state().shaderProgram->maxImageSamples; if(value == 0) glGetIntegerv(GL_MAX_IMAGE_SAMPLES, &value); return value; } Int AbstractShaderProgram::maxCombinedShaderOutputResources() { if(!Context::current()->isExtensionSupported() || !Context::current()->isExtensionSupported()) return 0; GLint& value = Context::current()->state().shaderProgram->maxCombinedShaderOutputResources; if(value == 0) glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &value); return value; } Long AbstractShaderProgram::maxShaderStorageBlockSize() { if(!Context::current()->isExtensionSupported()) return 0; GLint64& value = Context::current()->state().shaderProgram->maxShaderStorageBlockSize; if(value == 0) glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &value); return value; } #endif #ifndef MAGNUM_TARGET_GLES2 Int AbstractShaderProgram::maxUniformBlockSize() { #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported()) return 0; #endif GLint& value = Context::current()->state().shaderProgram->maxUniformBlockSize; if(value == 0) glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &value); return value; } #endif #ifndef MAGNUM_TARGET_GLES Int AbstractShaderProgram::maxUniformLocations() { if(!Context::current()->isExtensionSupported()) return 0; GLint& value = Context::current()->state().shaderProgram->maxUniformLocations; if(value == 0) glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &value); return value; } #endif #ifndef MAGNUM_TARGET_GLES2 Int AbstractShaderProgram::minTexelOffset() { #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported()) return 0; #endif GLint& value = Context::current()->state().shaderProgram->minTexelOffset; if(value == 0) glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &value); return value; } Int AbstractShaderProgram::maxTexelOffset() { #ifndef MAGNUM_TARGET_GLES if(!Context::current()->isExtensionSupported()) return 0; #endif GLint& value = Context::current()->state().shaderProgram->maxTexelOffset; if(value == 0) glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &value); return value; } #endif AbstractShaderProgram::AbstractShaderProgram(): _id(glCreateProgram()) {} AbstractShaderProgram::AbstractShaderProgram(AbstractShaderProgram&& other) noexcept: _id(other._id) { other._id = 0; } AbstractShaderProgram::~AbstractShaderProgram() { /* Remove current usage from the state */ GLuint& current = Context::current()->state().shaderProgram->current; if(current == _id) current = 0; if(_id) glDeleteProgram(_id); } AbstractShaderProgram& AbstractShaderProgram::operator=(AbstractShaderProgram&& other) noexcept { std::swap(_id, other._id); return *this; } std::string AbstractShaderProgram::label() const { #ifndef MAGNUM_TARGET_GLES return Context::current()->state().debug->getLabelImplementation(GL_PROGRAM, _id); #else return Context::current()->state().debug->getLabelImplementation(GL_PROGRAM_KHR, _id); #endif } AbstractShaderProgram& AbstractShaderProgram::setLabel(const std::string& label) { #ifndef MAGNUM_TARGET_GLES Context::current()->state().debug->labelImplementation(GL_PROGRAM, _id, label); #else Context::current()->state().debug->labelImplementation(GL_PROGRAM_KHR, _id, label); #endif return *this; } std::pair AbstractShaderProgram::validate() { glValidateProgram(_id); /* Check validation status */ GLint success, logLength; glGetProgramiv(_id, GL_VALIDATE_STATUS, &success); glGetProgramiv(_id, GL_INFO_LOG_LENGTH, &logLength); /* Error or warning message. The string is returned null-terminated, scrap the \0 at the end afterwards */ std::string message(logLength, '\n'); if(message.size() > 1) glGetProgramInfoLog(_id, message.size(), nullptr, &message[0]); message.resize(std::max(logLength, 1)-1); return {success, std::move(message)}; } void AbstractShaderProgram::use() { /* Use only if the program isn't already in use */ GLuint& current = Context::current()->state().shaderProgram->current; if(current != _id) glUseProgram(current = _id); } void AbstractShaderProgram::attachShader(Shader& shader) { glAttachShader(_id, shader.id()); } void AbstractShaderProgram::bindAttributeLocation(UnsignedInt location, const std::string& name) { glBindAttribLocation(_id, location, name.data()); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::bindFragmentDataLocation(UnsignedInt location, const std::string& name) { glBindFragDataLocation(_id, location, name.data()); } void AbstractShaderProgram::bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const std::string& name) { glBindFragDataLocationIndexed(_id, location, index, name.data()); } #endif bool AbstractShaderProgram::link() { /* Link shader program */ glLinkProgram(_id); /* Check link status */ GLint success, logLength; glGetProgramiv(_id, GL_LINK_STATUS, &success); glGetProgramiv(_id, GL_INFO_LOG_LENGTH, &logLength); /* Error or warning message. The string is returned null-terminated, scrap the \0 at the end afterwards */ std::string message(logLength, '\n'); if(message.size() > 1) glGetProgramInfoLog(_id, message.size(), nullptr, &message[0]); message.resize(std::max(logLength, 1)-1); /* Show error log and delete shader */ if(!success) { 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.empty()) { Debug out; out.setFlag(Debug::NewLineAtTheEnd, false); out.setFlag(Debug::SpaceAfterEachValue, false); out << "AbstractShaderProgram: linking succeeded with the following message:\n" << message; } return success; } Int AbstractShaderProgram::uniformLocation(const std::string& name) { GLint location = glGetUniformLocation(_id, name.data()); if(location == -1) Warning() << "AbstractShaderProgram: location of uniform \'" + name + "\' cannot be retrieved!"; return location; } void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Float* const values) { (this->*Context::current()->state().shaderProgram->uniform1fvImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<2, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniform2fvImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<3, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniform3fvImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<4, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniform4fvImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Int* const values) { (this->*Context::current()->state().shaderProgram->uniform1ivImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<2, Int>* const values) { (this->*Context::current()->state().shaderProgram->uniform2ivImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<3, Int>* const values) { (this->*Context::current()->state().shaderProgram->uniform3ivImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<4, Int>* const values) { (this->*Context::current()->state().shaderProgram->uniform4ivImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const UnsignedInt* const values) { (this->*Context::current()->state().shaderProgram->uniform1uivImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<2, UnsignedInt>* const values) { (this->*Context::current()->state().shaderProgram->uniform2uivImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) { use(); glUniform2uiv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<3, UnsignedInt>* const values) { (this->*Context::current()->state().shaderProgram->uniform3uivImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) { use(); glUniform3uiv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<4, UnsignedInt>* const values) { (this->*Context::current()->state().shaderProgram->uniform4uivImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) { use(); glUniform4uiv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Double* const values) { (this->*Context::current()->state().shaderProgram->uniform1dvImplementation)(location, count, values); } 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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<2, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniform2dvImplementation)(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::setUniform(const Int location, const UnsignedInt count, const Math::Vector<3, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniform3dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) { use(); glUniform3dv(location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) { glProgramUniform3dv(_id, location, count, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<4, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniform4dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) { use(); glUniform4dv(location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) { glProgramUniform4dv(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 2, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix2fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) { use(); glUniformMatrix2fv(location, count, GL_FALSE, values[0].data()); } #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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 3, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix3fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) { use(); glUniformMatrix3fv(location, count, GL_FALSE, values[0].data()); } #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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 4, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix4fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) { use(); glUniformMatrix4fv(location, count, GL_FALSE, values[0].data()); } #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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 3, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix2x3fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) { use(); glUniformMatrix2x3fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 2, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix3x2fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) { use(); glUniformMatrix3x2fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 4, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix2x4fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) { use(); glUniformMatrix2x4fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 2, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix4x2fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) { use(); glUniformMatrix4x2fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 4, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix3x4fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) { use(); glUniformMatrix3x4fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 3, Float>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix4x3fvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) { use(); glUniformMatrix4x3fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 2, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix2dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) { use(); glUniformMatrix2dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 3, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix3dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) { use(); glUniformMatrix3dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 4, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix4dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) { use(); glUniformMatrix4dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 3, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix2x3dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) { use(); glUniformMatrix2x3dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 2, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix3x2dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) { use(); glUniformMatrix3x2dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 4, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix2x4dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) { use(); glUniformMatrix2x4dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 2, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix4x2dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) { use(); glUniformMatrix4x2dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 4, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix3x4dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) { use(); glUniformMatrix3x4dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 3, Double>* const values) { (this->*Context::current()->state().shaderProgram->uniformMatrix4x3dvImplementation)(location, count, values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) { use(); glUniformMatrix4x3dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::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(); } #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(); } #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(); } #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(); } 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)"; } } }