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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014
Vladimír Vondruš <mosra@centrum.cz>
Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included
in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
*/
#include "AbstractShaderProgram.h"
#include <algorithm> /* std::max(), needed by MSVC */
#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<Extensions::GL::ARB::shader_atomic_counters>())
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<Extensions::GL::ARB::compute_shader>())
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<Extensions::GL::ARB::compute_shader>())
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<Extensions::GL::ARB::shader_image_load_store>())
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<Extensions::GL::ARB::shader_image_load_store>())
return 0;
GLint& value = Context::current()->state().shaderProgram->maxImageSamples;
if(value == 0)
glGetIntegerv(GL_MAX_IMAGE_SAMPLES, &value);
return value;
}
Int AbstractShaderProgram::maxCombinedShaderOutputResources() {
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_storage_buffer_object>() || !Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_image_load_store>())
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<Extensions::GL::ARB::shader_storage_buffer_object>())
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<Extensions::GL::ARB::uniform_buffer_object>())
return 0;
#endif
GLint& value = Context::current()->state().shaderProgram->maxUniformBlockSize;
if(value == 0)
glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &value);
return value;
}
#endif
#ifndef MAGNUM_TARGET_GLES
Int AbstractShaderProgram::maxUniformLocations() {
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>())
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<Extensions::GL::EXT::gpu_shader4>())
return 0;
#endif
GLint& value = Context::current()->state().shaderProgram->minTexelOffset;
if(value == 0)
glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &value);
return value;
}
Int AbstractShaderProgram::maxTexelOffset() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::EXT::gpu_shader4>())
return 0;
#endif
GLint& value = Context::current()->state().shaderProgram->maxTexelOffset;
if(value == 0)
glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &value);
return value;
}
#endif
AbstractShaderProgram::AbstractShaderProgram(): _id(glCreateProgram()) {}
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<bool, std::string> AbstractShaderProgram::validate() {
glValidateProgram(_id);
/* Check validation status */
GLint success, logLength;
glGetProgramiv(_id, GL_VALIDATE_STATUS, &success);
glGetProgramiv(_id, GL_INFO_LOG_LENGTH, &logLength);
/* Error or warning message. The string is returned null-terminated, scrap
the \0 at the end afterwards */
std::string message(logLength, '\n');
if(message.size() > 1)
glGetProgramInfoLog(_id, message.size(), nullptr, &message[0]);
message.resize(std::max(logLength, 1)-1);
return {success, std::move(message)};
}
void AbstractShaderProgram::use() {
/* Use only if the program isn't already in use */
GLuint& current = Context::current()->state().shaderProgram->current;
if(current != _id) glUseProgram(current = _id);
}
void AbstractShaderProgram::attachShader(Shader& shader) {
glAttachShader(_id, shader.id());
}
void AbstractShaderProgram::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);
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLfloat* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform1fv(_id, location, count, values);
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform1fvEXT(_id, location, count, values);
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLfloat* const values) {
glProgramUniform1fvEXT(_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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform2fv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform2fvEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform3fv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform3fvEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform4fv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform4fvEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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);
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLint* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform1iv(_id, location, count, values);
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform1ivEXT(_id, location, count, values);
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLint* const values) {
glProgramUniform1ivEXT(_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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform2iv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform2ivEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform3iv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform3ivEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform4iv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform4ivEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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);
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const GLuint* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform1uiv(_id, location, count, values);
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform1uivEXT(_id, location, count, values);
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLuint* const values) {
glProgramUniform1uivEXT(_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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform2uiv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform2uivEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform3uiv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform3uivEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniform4uiv(_id, location, count, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniform4uivEXT(_id, location, count, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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::uniformImplementationSSO(const GLint location, const GLsizei count, const GLdouble* const values) {
glProgramUniform1dv(_id, location, count, values);
}
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLdouble* const values) {
glProgramUniform1dvEXT(_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::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) {
glProgramUniform2dv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSA(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 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::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) {
glProgramUniform3dv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSA(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 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::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) {
glProgramUniform4dv(_id, location, count, values[0].data());
}
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix2fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix2fvEXT(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix3fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix3fvEXT(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix4fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix4fvEXT(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix2x3fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix2x3fvEXT(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix3x2fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix3x2fv(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix2x4fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix2x4fvEXT(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix4x2fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix4x2fvEXT(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix3x4fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix3x4fvEXT(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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());
}
void AbstractShaderProgram::uniformImplementationSSO(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) {
/** @todo Enable when extension loader for ES is available */
#ifndef MAGNUM_TARGET_GLES
glProgramUniformMatrix4x3fv(_id, location, count, GL_FALSE, values[0].data());
#else
CORRADE_INTERNAL_ASSERT(false);
//glProgramUniformMatrix4x3fvEXT(_id, location, count, GL_FALSE, values[0].data());
static_cast<void>(location);
static_cast<void>(count);
static_cast<void>(values);
#endif
}
#ifndef MAGNUM_TARGET_GLES
void AbstractShaderProgram::uniformImplementationDSA(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 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::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::uniformImplementationDSA(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 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::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::uniformImplementationDSA(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 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::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::uniformImplementationDSA(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 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::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::uniformImplementationDSA(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 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::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::uniformImplementationDSA(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 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::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::uniformImplementationDSA(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 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::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::uniformImplementationDSA(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 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::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::uniformImplementationDSA(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 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::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::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) {
glProgramUniformMatrix4x3dvEXT(_id, location, count, GL_FALSE, values[0].data());
}
#endif
namespace Implementation {
UnsignedInt 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
UnsignedInt 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
UnsignedInt DoubleAttribute::size(GLint components, DataType dataType) {
switch(dataType) {
case DataType::Double:
return 8*components;
}
CORRADE_ASSERT_UNREACHABLE();
}
#endif
UnsignedInt Attribute<Math::Vector<4, Float>>::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<Math::Vector<4, Float>>::Components value) {
switch(value) {
case Attribute<Math::Vector<4, Float>>::Components::One:
return debug << "AbstractShaderProgram::Attribute::Components::One";
case Attribute<Math::Vector<4, Float>>::Components::Two:
return debug << "AbstractShaderProgram::Attribute::Components::Two";
case Attribute<Math::Vector<4, Float>>::Components::Three:
return debug << "AbstractShaderProgram::Attribute::Components::Three";
case Attribute<Math::Vector<4, Float>>::Components::Four:
return debug << "AbstractShaderProgram::Attribute::Components::Four";
#ifndef MAGNUM_TARGET_GLES
case Attribute<Math::Vector<4, Float>>::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<Math::Vector<4, Float>>::DataType value) {
switch(value) {
#define _c(value) case Attribute<Math::Vector<4, Float>>::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)";
}
}
}