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1062 lines
42 KiB
1062 lines
42 KiB
/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Permission is hereby granted, free of charge, to any person obtaining a |
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copy of this software and associated documentation files (the "Software"), |
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to deal in the Software without restriction, including without limitation |
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the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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and/or sell copies of the Software, and to permit persons to whom the |
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Software is furnished to do so, subject to the following conditions: |
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The above copyright notice and this permission notice shall be included |
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in all copies or substantial portions of the Software. |
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR |
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER |
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING |
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER |
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DEALINGS IN THE SOFTWARE. |
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*/ |
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#include "AbstractShaderProgram.h" |
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#include "Magnum/Context.h" |
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#include "Magnum/Extensions.h" |
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#include "Magnum/Shader.h" |
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#include "Magnum/Math/RectangularMatrix.h" |
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#include "Implementation/DebugState.h" |
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#include "Implementation/ShaderProgramState.h" |
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#include "Implementation/State.h" |
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namespace Magnum { |
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Int AbstractShaderProgram::maxVertexAttributes() { |
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GLint& value = Context::current()->state().shaderProgram->maxVertexAttributes; |
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/* Get the value, if not already cached */ |
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if(value == 0) |
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &value); |
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return value; |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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Int AbstractShaderProgram::maxAtomicCounterBufferSize() { |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_atomic_counters>()) |
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return 0; |
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GLint& value = Context::current()->state().shaderProgram->maxAtomicCounterBufferSize; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE, &value); |
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return value; |
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} |
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Int AbstractShaderProgram::maxComputeSharedMemorySize() { |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::compute_shader>()) |
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return 0; |
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GLint& value = Context::current()->state().shaderProgram->maxComputeSharedMemorySize; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_COMPUTE_SHARED_MEMORY_SIZE, &value); |
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return value; |
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} |
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Int AbstractShaderProgram::maxComputeWorkGroupInvocations() { |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::compute_shader>()) |
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return 0; |
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GLint& value = Context::current()->state().shaderProgram->maxComputeWorkGroupInvocations; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS, &value); |
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return value; |
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} |
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Int AbstractShaderProgram::maxImageUnits() { |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_image_load_store>()) |
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return 0; |
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GLint& value = Context::current()->state().shaderProgram->maxImageUnits; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_IMAGE_UNITS, &value); |
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return value; |
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} |
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Int AbstractShaderProgram::maxImageSamples() { |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_image_load_store>()) |
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return 0; |
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GLint& value = Context::current()->state().shaderProgram->maxImageSamples; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_IMAGE_SAMPLES, &value); |
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return value; |
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} |
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Int AbstractShaderProgram::maxCombinedShaderOutputResources() { |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_storage_buffer_object>() || !Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_image_load_store>()) |
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return 0; |
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GLint& value = Context::current()->state().shaderProgram->maxCombinedShaderOutputResources; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES, &value); |
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return value; |
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} |
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Long AbstractShaderProgram::maxShaderStorageBlockSize() { |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::shader_storage_buffer_object>()) |
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return 0; |
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GLint64& value = Context::current()->state().shaderProgram->maxShaderStorageBlockSize; |
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if(value == 0) |
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glGetInteger64v(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &value); |
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return value; |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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Int AbstractShaderProgram::maxUniformBlockSize() { |
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#ifndef MAGNUM_TARGET_GLES |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::uniform_buffer_object>()) |
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return 0; |
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#endif |
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GLint& value = Context::current()->state().shaderProgram->maxUniformBlockSize; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_UNIFORM_BLOCK_SIZE, &value); |
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return value; |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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Int AbstractShaderProgram::maxUniformLocations() { |
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if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::explicit_uniform_location>()) |
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return 0; |
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GLint& value = Context::current()->state().shaderProgram->maxUniformLocations; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_UNIFORM_LOCATIONS, &value); |
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return value; |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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Int AbstractShaderProgram::minTexelOffset() { |
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#ifndef MAGNUM_TARGET_GLES |
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if(!Context::current()->isExtensionSupported<Extensions::GL::EXT::gpu_shader4>()) |
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return 0; |
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#endif |
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GLint& value = Context::current()->state().shaderProgram->minTexelOffset; |
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if(value == 0) |
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glGetIntegerv(GL_MIN_PROGRAM_TEXEL_OFFSET, &value); |
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return value; |
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} |
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Int AbstractShaderProgram::maxTexelOffset() { |
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#ifndef MAGNUM_TARGET_GLES |
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if(!Context::current()->isExtensionSupported<Extensions::GL::EXT::gpu_shader4>()) |
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return 0; |
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#endif |
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GLint& value = Context::current()->state().shaderProgram->maxTexelOffset; |
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if(value == 0) |
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glGetIntegerv(GL_MAX_PROGRAM_TEXEL_OFFSET, &value); |
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return value; |
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} |
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#endif |
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AbstractShaderProgram::AbstractShaderProgram(): _id(glCreateProgram()) {} |
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AbstractShaderProgram::AbstractShaderProgram(AbstractShaderProgram&& other) noexcept: _id(other._id) { |
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other._id = 0; |
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} |
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AbstractShaderProgram::~AbstractShaderProgram() { |
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/* Remove current usage from the state */ |
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GLuint& current = Context::current()->state().shaderProgram->current; |
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if(current == _id) current = 0; |
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if(_id) glDeleteProgram(_id); |
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} |
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AbstractShaderProgram& AbstractShaderProgram::operator=(AbstractShaderProgram&& other) noexcept { |
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std::swap(_id, other._id); |
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return *this; |
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} |
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std::string AbstractShaderProgram::label() const { |
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#ifndef MAGNUM_TARGET_GLES |
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return Context::current()->state().debug->getLabelImplementation(GL_PROGRAM, _id); |
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#else |
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return Context::current()->state().debug->getLabelImplementation(GL_PROGRAM_KHR, _id); |
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#endif |
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} |
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AbstractShaderProgram& AbstractShaderProgram::setLabel(const std::string& label) { |
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#ifndef MAGNUM_TARGET_GLES |
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Context::current()->state().debug->labelImplementation(GL_PROGRAM, _id, label); |
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#else |
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Context::current()->state().debug->labelImplementation(GL_PROGRAM_KHR, _id, label); |
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#endif |
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return *this; |
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} |
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std::pair<bool, std::string> AbstractShaderProgram::validate() { |
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glValidateProgram(_id); |
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/* Check validation status */ |
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GLint success, logLength; |
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glGetProgramiv(_id, GL_VALIDATE_STATUS, &success); |
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glGetProgramiv(_id, GL_INFO_LOG_LENGTH, &logLength); |
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/* Error or warning message. The string is returned null-terminated, scrap |
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the \0 at the end afterwards */ |
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std::string message(logLength, '\n'); |
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if(message.size() > 1) |
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glGetProgramInfoLog(_id, message.size(), nullptr, &message[0]); |
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message.resize(std::max(logLength, 1)-1); |
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return {success, std::move(message)}; |
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} |
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void AbstractShaderProgram::use() { |
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/* Use only if the program isn't already in use */ |
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GLuint& current = Context::current()->state().shaderProgram->current; |
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if(current != _id) glUseProgram(current = _id); |
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} |
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void AbstractShaderProgram::attachShader(Shader& shader) { |
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glAttachShader(_id, shader.id()); |
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} |
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void AbstractShaderProgram::bindAttributeLocation(UnsignedInt location, const std::string& name) { |
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glBindAttribLocation(_id, location, name.data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::bindFragmentDataLocation(UnsignedInt location, const std::string& name) { |
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glBindFragDataLocation(_id, location, name.data()); |
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} |
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void AbstractShaderProgram::bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const std::string& name) { |
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glBindFragDataLocationIndexed(_id, location, index, name.data()); |
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} |
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#endif |
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bool AbstractShaderProgram::link() { |
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/* Link shader program */ |
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glLinkProgram(_id); |
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/* Check link status */ |
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GLint success, logLength; |
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glGetProgramiv(_id, GL_LINK_STATUS, &success); |
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glGetProgramiv(_id, GL_INFO_LOG_LENGTH, &logLength); |
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/* Error or warning message. The string is returned null-terminated, scrap |
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the \0 at the end afterwards */ |
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std::string message(logLength, '\n'); |
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if(message.size() > 1) |
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glGetProgramInfoLog(_id, message.size(), nullptr, &message[0]); |
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message.resize(std::max(logLength, 1)-1); |
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/* Show error log and delete shader */ |
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if(!success) { |
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Error out; |
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out.setFlag(Debug::NewLineAtTheEnd, false); |
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out.setFlag(Debug::SpaceAfterEachValue, false); |
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out << "AbstractShaderProgram: linking failed with the following message:\n" |
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<< message; |
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/* Or just warnings, if there are any */ |
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} else if(!message.empty()) { |
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Debug out; |
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out.setFlag(Debug::NewLineAtTheEnd, false); |
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out.setFlag(Debug::SpaceAfterEachValue, false); |
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out << "AbstractShaderProgram: linking succeeded with the following message:\n" |
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<< message; |
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} |
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return success; |
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} |
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Int AbstractShaderProgram::uniformLocation(const std::string& name) { |
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GLint location = glGetUniformLocation(_id, name.data()); |
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if(location == -1) |
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Warning() << "AbstractShaderProgram: location of uniform \'" + name + "\' cannot be retrieved!"; |
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return location; |
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} |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Float* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform1fvImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLfloat* const values) { |
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use(); |
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glUniform1fv(location, count, values); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLfloat* const values) { |
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glProgramUniform1fv(_id, location, count, values); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<2, Float>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform2fvImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) { |
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use(); |
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glUniform2fv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<2, GLfloat>* const values) { |
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glProgramUniform2fv(_id, location, count, values[0].data()); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<3, Float>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform3fvImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) { |
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use(); |
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glUniform3fv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLfloat>* const values) { |
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glProgramUniform3fv(_id, location, count, values[0].data()); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<4, Float>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform4fvImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) { |
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use(); |
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glUniform4fv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLfloat>* const values) { |
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glProgramUniform4fv(_id, location, count, values[0].data()); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Int* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform1ivImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLint* const values) { |
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use(); |
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glUniform1iv(location, count, values); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLint* const values) { |
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glProgramUniform1iv(_id, location, count, values); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<2, Int>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform2ivImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) { |
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use(); |
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glUniform2iv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<2, GLint>* const values) { |
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glProgramUniform2iv(_id, location, count, values[0].data()); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<3, Int>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform3ivImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) { |
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use(); |
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glUniform3iv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLint>* const values) { |
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glProgramUniform3iv(_id, location, count, values[0].data()); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<4, Int>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform4ivImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) { |
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use(); |
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glUniform4iv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLint>* const values) { |
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glProgramUniform4iv(_id, location, count, values[0].data()); |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const UnsignedInt* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform1uivImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLuint* const values) { |
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use(); |
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glUniform1uiv(location, count, values); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLuint* const values) { |
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glProgramUniform1uiv(_id, location, count, values); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<2, UnsignedInt>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform2uivImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) { |
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use(); |
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glUniform2uiv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<2, GLuint>* const values) { |
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glProgramUniform2uiv(_id, location, count, values[0].data()); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<3, UnsignedInt>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform3uivImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) { |
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use(); |
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glUniform3uiv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLuint>* const values) { |
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glProgramUniform3uiv(_id, location, count, values[0].data()); |
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} |
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#endif |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<4, UnsignedInt>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform4uivImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) { |
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use(); |
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glUniform4uiv(location, count, values[0].data()); |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLuint>* const values) { |
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glProgramUniform4uiv(_id, location, count, values[0].data()); |
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} |
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#endif |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Double* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform1dvImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const GLdouble* const values) { |
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use(); |
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glUniform1dv(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const GLdouble* const values) { |
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glProgramUniform1dv(_id, location, count, values); |
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} |
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void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<2, Double>* const values) { |
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(this->*Context::current()->state().shaderProgram->uniform2dvImplementation)(location, count, values); |
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} |
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void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) { |
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use(); |
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glUniform2dv(location, count, values[0].data()); |
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} |
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void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<2, GLdouble>* const values) { |
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glProgramUniform2dv(_id, location, count, values[0].data()); |
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} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<3, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniform3dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) { |
|
use(); |
|
glUniform3dv(location, count, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<3, GLdouble>* const values) { |
|
glProgramUniform3dv(_id, location, count, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::Vector<4, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniform4dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) { |
|
use(); |
|
glUniform4dv(location, count, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::Vector<4, GLdouble>* const values) { |
|
glProgramUniform4dv(_id, location, count, values[0].data()); |
|
} |
|
#endif |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 2, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix2fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix2fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* const values) { |
|
glProgramUniformMatrix2fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 3, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix3fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix3fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* const values) { |
|
glProgramUniformMatrix3fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 4, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix4fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix4fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* const values) { |
|
glProgramUniformMatrix4fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 3, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix2x3fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix2x3fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* const values) { |
|
glProgramUniformMatrix2x3fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 2, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix3x2fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix3x2fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* const values) { |
|
glProgramUniformMatrix3x2fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 4, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix2x4fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix2x4fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* const values) { |
|
glProgramUniformMatrix2x4fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 2, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix4x2fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix4x2fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* const values) { |
|
glProgramUniformMatrix4x2fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 4, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix3x4fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix3x4fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* const values) { |
|
glProgramUniformMatrix3x4fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 3, Float>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix4x3fvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) { |
|
use(); |
|
glUniformMatrix4x3fv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* const values) { |
|
glProgramUniformMatrix4x3fv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 2, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix2dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix2dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* const values) { |
|
glProgramUniformMatrix2dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 3, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix3dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix3dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* const values) { |
|
glProgramUniformMatrix3dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 4, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix4dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix4dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* const values) { |
|
glProgramUniformMatrix4dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 3, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix2x3dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix2x3dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* const values) { |
|
glProgramUniformMatrix2x3dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 2, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix3x2dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix3x2dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* const values) { |
|
glProgramUniformMatrix3x2dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<2, 4, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix2x4dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix2x4dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* const values) { |
|
glProgramUniformMatrix2x4dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 2, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix4x2dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix4x2dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* const values) { |
|
glProgramUniformMatrix4x2dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<3, 4, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix3x4dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix3x4dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* const values) { |
|
glProgramUniformMatrix3x4dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::setUniform(const Int location, const UnsignedInt count, const Math::RectangularMatrix<4, 3, Double>* const values) { |
|
(this->*Context::current()->state().shaderProgram->uniformMatrix4x3dvImplementation)(location, count, values); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDefault(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) { |
|
use(); |
|
glUniformMatrix4x3dv(location, count, GL_FALSE, values[0].data()); |
|
} |
|
|
|
void AbstractShaderProgram::uniformImplementationDSA(const GLint location, const GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* const values) { |
|
glProgramUniformMatrix4x3dv(_id, location, count, GL_FALSE, values[0].data()); |
|
} |
|
#endif |
|
|
|
namespace Implementation { |
|
|
|
std::size_t FloatAttribute::size(GLint components, DataType dataType) { |
|
switch(dataType) { |
|
case DataType::UnsignedByte: |
|
case DataType::Byte: |
|
return components; |
|
case DataType::UnsignedShort: |
|
case DataType::Short: |
|
case DataType::HalfFloat: |
|
return 2*components; |
|
case DataType::UnsignedInt: |
|
case DataType::Int: |
|
case DataType::Float: |
|
return 4*components; |
|
#ifndef MAGNUM_TARGET_GLES |
|
case DataType::Double: |
|
return 8*components; |
|
#endif |
|
} |
|
|
|
CORRADE_ASSERT_UNREACHABLE(); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
std::size_t IntAttribute::size(GLint components, DataType dataType) { |
|
switch(dataType) { |
|
case DataType::UnsignedByte: |
|
case DataType::Byte: |
|
return components; |
|
case DataType::UnsignedShort: |
|
case DataType::Short: |
|
return 2*components; |
|
case DataType::UnsignedInt: |
|
case DataType::Int: |
|
return 4*components; |
|
} |
|
|
|
CORRADE_ASSERT_UNREACHABLE(); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
std::size_t DoubleAttribute::size(GLint components, DataType dataType) { |
|
switch(dataType) { |
|
case DataType::Double: |
|
return 8*components; |
|
} |
|
|
|
CORRADE_ASSERT_UNREACHABLE(); |
|
} |
|
#endif |
|
|
|
std::size_t Attribute<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)"; |
|
} |
|
|
|
} |
|
|
|
}
|
|
|