/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019 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 "Magnum/GL/Context.h" #include "Magnum/GL/Extensions.h" #include "Magnum/GL/Shader.h" #ifndef MAGNUM_TARGET_WEBGL #include "Magnum/GL/Implementation/DebugState.h" #endif #include "Magnum/GL/Implementation/ShaderProgramState.h" #include "Magnum/GL/Implementation/State.h" #include "Magnum/Math/RectangularMatrix.h" namespace Magnum { namespace GL { namespace Implementation { /* Defined in Implementation/driverSpecific.cpp */ bool isProgramLinkLogEmpty(const std::string& result); } Int AbstractShaderProgram::maxVertexAttributes() { GLint& value = Context::current().state().shaderProgram->maxVertexAttributes; /* Get the value, if not already cached */ if(value == 0) glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &value); return value; } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) Int AbstractShaderProgram::maxAtomicCounterBufferSize() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current().state().shaderProgram->maxAtomicCounterBufferSize; if(value == 0) glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE, &value); return value; } Int AbstractShaderProgram::maxComputeSharedMemorySize() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current().state().shaderProgram->maxComputeSharedMemorySize; if(value == 0) glGetIntegerv(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE, &value); return value; } Int AbstractShaderProgram::maxComputeWorkGroupInvocations() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current().state().shaderProgram->maxComputeWorkGroupInvocations; if(value == 0) glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &value); return value; } Vector3i AbstractShaderProgram::maxComputeWorkGroupCount() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return {}; Vector3i& value = Context::current().state().shaderProgram->maxComputeWorkGroupCount; if(value.isZero()) { glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 0, &value.x()); glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 1, &value.y()); glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_COUNT, 2, &value.z()); } return value; } Vector3i AbstractShaderProgram::maxComputeWorkGroupSize() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return {}; Vector3i& value = Context::current().state().shaderProgram->maxComputeWorkGroupSize; if(value.isZero()) { glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 0, &value.x()); glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 1, &value.y()); glGetIntegeri_v(GL_MAX_COMPUTE_WORK_GROUP_SIZE, 2, &value.z()); } return value; } Int AbstractShaderProgram::maxImageUnits() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current().state().shaderProgram->maxImageUnits; if(value == 0) glGetIntegerv(GL_MAX_IMAGE_UNITS, &value); return value; } #endif #ifndef MAGNUM_TARGET_GLES Int AbstractShaderProgram::maxImageSamples() { if(!Context::current().isExtensionSupported()) return 0; GLint& value = Context::current().state().shaderProgram->maxImageSamples; if(value == 0) glGetIntegerv(GL_MAX_IMAGE_SAMPLES, &value); return value; } #endif #ifndef MAGNUM_TARGET_GLES2 #ifndef MAGNUM_TARGET_WEBGL Int AbstractShaderProgram::maxCombinedShaderOutputResources() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported() || !Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current().state().shaderProgram->maxCombinedShaderOutputResources; if(value == 0) glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &value); return value; } Long AbstractShaderProgram::maxShaderStorageBlockSize() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return 0; GLint64& value = Context::current().state().shaderProgram->maxShaderStorageBlockSize; if(value == 0) glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &value); return value; } #endif Int AbstractShaderProgram::maxUniformBlockSize() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) return 0; #endif GLint& value = Context::current().state().shaderProgram->maxUniformBlockSize; if(value == 0) glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &value); return value; } #ifndef MAGNUM_TARGET_WEBGL Int AbstractShaderProgram::maxUniformLocations() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) #else if(!Context::current().isVersionSupported(Version::GLES310)) #endif return 0; GLint& value = Context::current().state().shaderProgram->maxUniformLocations; if(value == 0) glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &value); return value; } #endif Int AbstractShaderProgram::minTexelOffset() { #ifndef MAGNUM_TARGET_GLES if(!Context::current().isExtensionSupported()) 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()) { CORRADE_INTERNAL_ASSERT(_id != Implementation::State::DisengagedBinding); } AbstractShaderProgram::AbstractShaderProgram(NoCreateT) noexcept: _id{0} {} AbstractShaderProgram::AbstractShaderProgram(AbstractShaderProgram&& other) noexcept: _id(other._id) { other._id = 0; } AbstractShaderProgram::~AbstractShaderProgram() { if(!_id) return; /* Remove current usage from the state */ GLuint& current = Context::current().state().shaderProgram->current; if(current == _id) current = 0; glDeleteProgram(_id); } AbstractShaderProgram& AbstractShaderProgram::operator=(AbstractShaderProgram&& other) noexcept { using std::swap; swap(_id, other._id); return *this; } #ifndef MAGNUM_TARGET_WEBGL std::string AbstractShaderProgram::label() const { #ifndef MAGNUM_TARGET_GLES2 return Context::current().state().debug->getLabelImplementation(GL_PROGRAM, _id); #else return Context::current().state().debug->getLabelImplementation(GL_PROGRAM_KHR, _id); #endif } AbstractShaderProgram& AbstractShaderProgram::setLabelInternal(const Containers::ArrayView label) { #ifndef MAGNUM_TARGET_GLES2 Context::current().state().debug->labelImplementation(GL_PROGRAM, _id, label); #else Context::current().state().debug->labelImplementation(GL_PROGRAM_KHR, _id, label); #endif return *this; } #endif std::pair 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)}; } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::dispatchCompute(const Vector3ui& workgroupCount) { use(); glDispatchCompute(workgroupCount.x(), workgroupCount.y(), workgroupCount.z()); } #endif void AbstractShaderProgram::use() { /* Use only if the program isn't already in use */ GLuint& current = Context::current().state().shaderProgram->current; if(current != _id) glUseProgram(current = _id); } void AbstractShaderProgram::attachShader(Shader& shader) { glAttachShader(_id, shader.id()); } void AbstractShaderProgram::attachShaders(std::initializer_list> shaders) { for(Shader& s: shaders) attachShader(s); } void AbstractShaderProgram::bindAttributeLocationInternal(const UnsignedInt location, const Containers::ArrayView name) { glBindAttribLocation(_id, location, name); } #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::bindFragmentDataLocationInternal(const UnsignedInt location, const Containers::ArrayView name) { glBindFragDataLocation(_id, location, name); } void AbstractShaderProgram::bindFragmentDataLocationIndexedInternal(const UnsignedInt location, UnsignedInt index, const Containers::ArrayView name) { glBindFragDataLocationIndexed(_id, location, index, name); } #endif #ifndef MAGNUM_TARGET_GLES2 void AbstractShaderProgram::setTransformFeedbackOutputs(const std::initializer_list outputs, const TransformFeedbackBufferMode bufferMode) { (this->*Context::current().state().shaderProgram->transformFeedbackVaryingsImplementation)({outputs.begin(), outputs.size()}, bufferMode); } void AbstractShaderProgram::transformFeedbackVaryingsImplementationDefault(const Containers::ArrayView outputs, const TransformFeedbackBufferMode bufferMode) { /** @todo VLAs */ Containers::Array names{outputs.size()}; Int i = 0; for(const std::string& output: outputs) names[i++] = output.data(); glTransformFeedbackVaryings(_id, outputs.size(), names, GLenum(bufferMode)); } #ifdef CORRADE_TARGET_WINDOWS void AbstractShaderProgram::transformFeedbackVaryingsImplementationDanglingWorkaround(const Containers::ArrayView outputs, const TransformFeedbackBufferMode bufferMode) { /* NVidia on Windows doesn't copy the names when calling glTransformFeedbackVaryings() so it then fails at link time because the char* are dangling. We have to do the copy on the engine side and keep the values until link time (which can happen any time and multiple times, so basically for the remaining lifetime of the shader program) */ _transformFeedbackVaryingNames.assign(outputs.begin(), outputs.end()); transformFeedbackVaryingsImplementationDefault({_transformFeedbackVaryingNames.data(), _transformFeedbackVaryingNames.size()}, bufferMode); } #endif #endif bool AbstractShaderProgram::link(std::initializer_list> shaders) { bool allSuccess = true; /* Invoke (possibly parallel) linking on all shaders */ for(AbstractShaderProgram& shader: shaders) glLinkProgram(shader._id); /* After linking phase, check status of all shaders */ Int i = 1; for(AbstractShaderProgram& shader: shaders) { GLint success, logLength; glGetProgramiv(shader._id, GL_LINK_STATUS, &success); glGetProgramiv(shader._id, GL_INFO_LOG_LENGTH, &logLength); /* Error or warning message. The string is returned null-terminated, scrap the \0 at the end afterwards */ std::string message(logLength, '\n'); if(message.size() > 1) glGetProgramInfoLog(shader._id, message.size(), nullptr, &message[0]); message.resize(std::max(logLength, 1)-1); /* Show error log */ if(!success) { Error out{Debug::Flag::NoNewlineAtTheEnd}; out << "AbstractShaderProgram::link(): linking"; if(shaders.size() != 1) out << "of shader" << i; out << "failed with the following message:" << Debug::newline << message; /* Or just warnings, if any */ } else if(!message.empty() && !Implementation::isProgramLinkLogEmpty(message)) { Warning out{Debug::Flag::NoNewlineAtTheEnd}; out << "AbstractShaderProgram::link(): linking"; if(shaders.size() != 1) out << "of shader" << i; out << "succeeded with the following message:" << Debug::newline << message; } /* Success of all depends on each of them */ allSuccess = allSuccess && success; ++i; } return allSuccess; } Int AbstractShaderProgram::uniformLocationInternal(const Containers::ArrayView name) { const GLint location = glGetUniformLocation(_id, name); if(location == -1) Warning{} << "GL::AbstractShaderProgram: location of uniform \'" << Debug::nospace << std::string{name, name.size()} << Debug::nospace << "\' cannot be retrieved"; return location; } #ifndef MAGNUM_TARGET_GLES2 UnsignedInt AbstractShaderProgram::uniformBlockIndexInternal(const Containers::ArrayView name) { const GLuint index = glGetUniformBlockIndex(_id, name); if(index == GL_INVALID_INDEX) Warning{} << "GL::AbstractShaderProgram: index of uniform block \'" << Debug::nospace << std::string{name, name.size()} << Debug::nospace << "\' cannot be retrieved"; return index; } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView values) { (this->*Context::current().state().shaderProgram->uniform1fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLfloat* const values) { use(); glUniform1fv(location, count, values); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLfloat* const values) { glProgramUniform1fv(_id, location, count, values); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const GLfloat* const values) { glProgramUniform1fvEXT(_id, location, count, values); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform2fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) { use(); glUniform2fv(location, count, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) { glProgramUniform2fv(_id, location, count, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) { glProgramUniform2fvEXT(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform3fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) { use(); glUniform3fv(location, count, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) { glProgramUniform3fv(_id, location, count, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) { glProgramUniform3fvEXT(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform4fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) { use(); glUniform4fv(location, count, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) { glProgramUniform4fv(_id, location, count, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) { glProgramUniform4fvEXT(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView values) { (this->*Context::current().state().shaderProgram->uniform1ivImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLint* values) { use(); glUniform1iv(location, count, values); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLint* const values) { glProgramUniform1iv(_id, location, count, values); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const GLint* const values) { glProgramUniform1ivEXT(_id, location, count, values); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform2ivImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) { use(); glUniform2iv(location, count, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) { glProgramUniform2iv(_id, location, count, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) { glProgramUniform2ivEXT(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform3ivImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) { use(); glUniform3iv(location, count, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) { glProgramUniform3iv(_id, location, count, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) { glProgramUniform3ivEXT(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform4ivImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) { use(); glUniform4iv(location, count, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) { glProgramUniform4iv(_id, location, count, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) { glProgramUniform4ivEXT(_id, location, count, values[0].data()); } #endif #ifndef MAGNUM_TARGET_GLES2 void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView values) { (this->*Context::current().state().shaderProgram->uniform1uivImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLuint* const values) { use(); glUniform1uiv(location, count, values); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLuint* const values) { glProgramUniform1uiv(_id, location, count, values); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const GLuint* const values) { glProgramUniform1uivEXT(_id, location, count, values); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform2uivImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) { use(); glUniform2uiv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) { glProgramUniform2uiv(_id, location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) { glProgramUniform2uivEXT(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform3uivImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) { use(); glUniform3uiv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) { glProgramUniform3uiv(_id, location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) { glProgramUniform3uivEXT(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform4uivImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) { use(); glUniform4uiv(location, count, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) { glProgramUniform4uiv(_id, location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) { glProgramUniform4uivEXT(_id, location, count, values[0].data()); } #endif #endif #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView values) { (this->*Context::current().state().shaderProgram->uniform1dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLdouble* const values) { use(); glUniform1dv(location, count, values); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLdouble* const values) { glProgramUniform1dv(_id, location, count, values); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const GLdouble* const values) { glProgramUniform1dvEXT(_id, location, count, values); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform2dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) { use(); glUniform2dv(location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) { glProgramUniform2dv(_id, location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) { glProgramUniform2dvEXT(_id, location, count, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform3dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) { use(); glUniform3dv(location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) { glProgramUniform3dv(_id, location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) { glProgramUniform3dvEXT(_id, location, count, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniform4dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) { use(); glUniform4dv(location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) { glProgramUniform4dv(_id, location, count, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) { glProgramUniform4dvEXT(_id, location, count, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix2fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) { use(); glUniformMatrix2fv(location, count, GL_FALSE, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) { glProgramUniformMatrix2fv(_id, location, count, GL_FALSE, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) { glProgramUniformMatrix2fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix3fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) { use(); glUniformMatrix3fv(location, count, GL_FALSE, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) { glProgramUniformMatrix3fv(_id, location, count, GL_FALSE, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) { glProgramUniformMatrix3fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix4fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) { use(); glUniformMatrix4fv(location, count, GL_FALSE, values[0].data()); } #if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) { glProgramUniformMatrix4fv(_id, location, count, GL_FALSE, values[0].data()); } #endif #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) { glProgramUniformMatrix4fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif #ifndef MAGNUM_TARGET_GLES2 void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix2x3fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) { use(); glUniformMatrix2x3fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) { glProgramUniformMatrix2x3fv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) { glProgramUniformMatrix2x3fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix3x2fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) { use(); glUniformMatrix3x2fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) { glProgramUniformMatrix3x2fv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) { glProgramUniformMatrix3x2fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix2x4fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) { use(); glUniformMatrix2x4fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) { glProgramUniformMatrix2x4fv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) { glProgramUniformMatrix2x4fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix4x2fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) { use(); glUniformMatrix4x2fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) { glProgramUniformMatrix4x2fv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) { glProgramUniformMatrix4x2fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix3x4fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) { use(); glUniformMatrix3x4fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) { glProgramUniformMatrix3x4fv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) { glProgramUniformMatrix3x4fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix4x3fvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) { use(); glUniformMatrix4x3fv(location, count, GL_FALSE, values[0].data()); } #ifndef MAGNUM_TARGET_WEBGL void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) { glProgramUniformMatrix4x3fv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT_SSOEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) { glProgramUniformMatrix4x3fvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif #endif #ifndef MAGNUM_TARGET_GLES void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix2dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) { use(); glUniformMatrix2dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) { glProgramUniformMatrix2dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) { glProgramUniformMatrix2dvEXT(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix3dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) { use(); glUniformMatrix3dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) { glProgramUniformMatrix3dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) { glProgramUniformMatrix3dvEXT(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix4dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) { use(); glUniformMatrix4dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) { glProgramUniformMatrix4dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) { glProgramUniformMatrix4dvEXT(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix2x3dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) { use(); glUniformMatrix2x3dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) { glProgramUniformMatrix2x3dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) { glProgramUniformMatrix2x3dvEXT(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix3x2dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) { use(); glUniformMatrix3x2dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) { glProgramUniformMatrix3x2dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) { glProgramUniformMatrix3x2dvEXT(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix2x4dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) { use(); glUniformMatrix2x4dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) { glProgramUniformMatrix2x4dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) { glProgramUniformMatrix2x4dvEXT(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix4x2dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) { use(); glUniformMatrix4x2dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) { glProgramUniformMatrix4x2dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) { glProgramUniformMatrix4x2dvEXT(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix3x4dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) { use(); glUniformMatrix3x4dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) { glProgramUniformMatrix3x4dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) { glProgramUniformMatrix3x4dvEXT(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::setUniform(const Int location, const Containers::ArrayView> values) { (this->*Context::current().state().shaderProgram->uniformMatrix4x3dvImplementation)(location, values.size(), values); } void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) { use(); glUniformMatrix4x3dv(location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) { glProgramUniformMatrix4x3dv(_id, location, count, GL_FALSE, values[0].data()); } void AbstractShaderProgram::uniformImplementationDSAEXT(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) { glProgramUniformMatrix4x3dvEXT(_id, location, count, GL_FALSE, values[0].data()); } #endif }}