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1492 lines
76 KiB
1492 lines
76 KiB
#ifndef Magnum_GL_AbstractShaderProgram_h |
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#define Magnum_GL_AbstractShaderProgram_h |
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/* |
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This file is part of Magnum. |
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019, |
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2020 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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/** @file |
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* @brief Class @ref Magnum::GL::AbstractShaderProgram |
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*/ |
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#include <string> |
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#include <Corrade/Containers/ArrayView.h> |
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#include "Magnum/Tags.h" |
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#include "Magnum/GL/AbstractObject.h" |
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#include "Magnum/GL/Attribute.h" |
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#include "Magnum/GL/GL.h" |
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES2) |
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#include <vector> |
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#endif |
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namespace Magnum { namespace GL { |
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namespace Implementation { struct ShaderProgramState; } |
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/** |
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@brief Base for shader program implementations |
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@section GL-AbstractShaderProgram-subclassing Subclassing workflow |
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This class is designed to be used via subclassing. Subclasses define these |
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functions and properties: |
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<ul> |
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<li> **Attribute definitions** using @ref Attribute typedefs with location and |
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type for configuring meshes, for example: |
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@snippet MagnumGL.cpp AbstractShaderProgram-input-attributes |
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</li> |
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<li> **Output attribute locations**, if desired, for example: |
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@snippet MagnumGL.cpp AbstractShaderProgram-output-attributes |
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</li> |
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<li> **Constructor**, which loads, compiles and attaches particular shaders and |
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links the program together, for example: |
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@snippet MagnumGL.cpp AbstractShaderProgram-constructor |
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</li> |
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<li> **Uniform setting functions**, which will provide public interface for |
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protected @ref setUniform() functions. For usability purposes you can |
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implement also method chaining. Example: |
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@snippet MagnumGL.cpp AbstractShaderProgram-uniforms |
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</li> |
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<li> **Texture and texture image binding functions** in which you bind the |
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textures/images to particular texture/image units using |
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@ref Texture::bind() "*Texture::bind()" / |
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@ref Texture::bindImage() "*Texture::bindImage()" and similar, for example: |
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@snippet MagnumGL.cpp AbstractShaderProgram-textures |
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</li> |
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<li> **Transform feedback setup function**, if needed, in which you bind |
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buffers to particular indices using @ref TransformFeedback::attachBuffer() |
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and similar, possibly with overloads based on desired use cases, e.g.: |
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|
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@snippet MagnumGL.cpp AbstractShaderProgram-xfb |
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</li> |
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<li>And optionally, **hiding irrelevant draw/dispatch functions** to prevent |
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users from accidentally calling @ref draw() on compute shaders, |
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@ref drawTransformFeedback() on shaders that don't have transform feedback |
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or @ref dispatchCompute() on shaders that aren't compute. For example: |
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@snippet MagnumGL.cpp AbstractShaderProgram-hide-irrelevant |
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</ul> |
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@subsection GL-AbstractShaderProgram-attribute-location Binding attribute and fragment data location |
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The preferred workflow is to specify attribute location for vertex shader input |
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attributes and fragment shader output attributes explicitly in the shader code, |
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e.g.: |
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@code{.glsl} |
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// GLSL 3.30, GLSL ES 3.00 or |
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#extension GL_ARB_explicit_attrib_location: require |
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layout(location = 0) in vec4 position; |
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layout(location = 1) in vec3 normal; |
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layout(location = 2) in vec2 textureCoordinates; |
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@endcode |
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Similarly for ouput attributes, you can also specify blend equation color index |
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for them (see @ref Renderer::BlendFunction for more information about using |
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color input index): |
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@code{.glsl} |
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layout(location = 0, index = 0) out vec4 color; |
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layout(location = 1, index = 1) out vec3 normal; |
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@endcode |
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If you don't have the required version/extension, declare the attributes |
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without @glsl layout() @ce qualifier and use functions @ref bindAttributeLocation() |
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and @ref bindFragmentDataLocation() / @ref bindFragmentDataLocationIndexed() |
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between attaching the shaders and linking the program. Note that additional |
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syntax changes may be needed for GLSL 1.20 and GLSL ES. |
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@code{.glsl} |
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in vec4 position; |
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in vec3 normal; |
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in vec2 textureCoordinates; |
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@endcode |
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@code{.glsl} |
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out vec4 color; |
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out vec3 normal; |
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@endcode |
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@snippet MagnumGL.cpp AbstractShaderProgram-binding |
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@see @ref maxVertexAttributes(), @ref AbstractFramebuffer::maxDrawBuffers() |
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@requires_gl30 Extension @gl_extension{EXT,gpu_shader4} for using |
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@ref bindFragmentDataLocation(). |
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@requires_gl33 Extension @gl_extension{ARB,blend_func_extended} for using |
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@ref bindFragmentDataLocationIndexed(). |
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@requires_gl33 Extension @gl_extension{ARB,explicit_attrib_location} for |
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explicit attribute location instead of using |
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@ref bindAttributeLocation(), @ref bindFragmentDataLocation() or |
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@ref bindFragmentDataLocationIndexed(). |
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@requires_gles30 Explicit location specification of input attributes is not |
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supported in OpenGL ES 2.0, use @ref bindAttributeLocation() |
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instead. |
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@requires_gles30 Multiple fragment shader outputs are not available in OpenGL |
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ES 2.0, similar functionality is available in extension |
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@gl_extension{EXT,draw_buffers} or @gl_extension{NV,draw_buffers}. |
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@requires_webgl20 Explicit location specification of input attributes is not |
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supported in WebGL 1.0, use @ref bindAttributeLocation() instead. |
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@requires_webgl20 Multiple fragment shader outputs are not available in WebGL |
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1.0, similar functionality is available in extension |
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@webgl_extension{WEBGL,draw_buffers}. |
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@todo @gl_extension2{EXT,separate_shader_objects,EXT_separate_shader_objects.gles} |
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supports explicit attrib location |
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@subsection GL-AbstractShaderProgram-uniform-location Uniform locations |
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The preferred workflow is to specify uniform locations directly in the shader |
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code, e.g.: |
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@code{.glsl} |
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// GLSL 4.30, GLSL ES 3.10 or |
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#extension GL_ARB_explicit_uniform_location: require |
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layout(location = 0) uniform mat4 projectionMatrix; |
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layout(location = 1) uniform mat4 transformationMatrix; |
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layout(location = 2) uniform mat3 normalMatrix; |
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@endcode |
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If you don't have the required version/extension, declare the uniforms without |
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the @glsl layout() @ce qualifier, get uniform location using |
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@ref uniformLocation() *after* linking stage and then use the queried location |
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in uniform setting functions. Note that additional syntax changes may be needed |
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for GLSL 1.20 and GLSL ES. |
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@code{.glsl} |
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uniform mat4 projectionMatrix; |
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uniform mat4 transformationMatrix; |
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uniform mat3 normalMatrix; |
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@endcode |
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@snippet MagnumGL.cpp AbstractShaderProgram-uniform-location |
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@see @ref maxUniformLocations() |
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@requires_gl43 Extension @gl_extension{ARB,explicit_uniform_location} for |
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explicit uniform location instead of using @ref uniformLocation(). |
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@requires_gles31 Explicit uniform location is not supported in OpenGL ES 3.0 |
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and older. Use @ref uniformLocation() instead. |
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@requires_gles Explicit uniform location is not supported in WebGL. Use |
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@ref uniformLocation() instead. |
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@subsection GL-AbstractShaderProgram-uniform-block-binding Uniform block bindings |
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The preferred workflow is to specify uniform block binding directly in the |
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shader code, e.g.: |
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@code{.glsl} |
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// GLSL 4.20, GLSL ES 3.10 or |
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#extension GL_ARB_shading_language_420pack: require |
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layout(std140, binding = 0) uniform matrices { |
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mat4 projectionMatrix; |
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mat4 transformationMatrix; |
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}; |
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layout(std140, binding = 1) uniform material { |
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vec4 diffuse; |
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vec4 specular; |
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}; |
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@endcode |
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If you don't have the required version/extension, declare the uniform blocks |
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without the @glsl layout() @ce qualifier, get uniform block index using |
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@ref uniformBlockIndex() and then map it to the uniform buffer binding using |
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@ref setUniformBlockBinding(). Note that additional syntax changes may be |
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needed for GLSL ES. |
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@code{.glsl} |
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layout(std140) uniform matrices { |
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mat4 projectionMatrix; |
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mat4 transformationMatrix; |
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}; |
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layout(std140) uniform material { |
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vec4 diffuse; |
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vec4 specular; |
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}; |
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@endcode |
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@snippet MagnumGL.cpp AbstractShaderProgram-uniform-block-binding |
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@see @ref Buffer::maxUniformBindings() |
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@requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
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@requires_gl42 Extension @gl_extension{ARB,shading_language_420pack} for explicit |
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uniform block binding instead of using @ref uniformBlockIndex() and |
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@ref setUniformBlockBinding(). |
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@requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
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@requires_gles31 Explicit uniform block binding is not supported in OpenGL ES |
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3.0 and older. Use @ref uniformBlockIndex() and @ref setUniformBlockBinding() |
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instead. |
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@requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
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@requires_gles Explicit uniform block binding is not supported in WebGL. Use |
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@ref uniformBlockIndex() and @ref setUniformBlockBinding() instead. |
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@subsection GL-AbstractShaderProgram-shader-storage-block-binding Shader storage block bindings |
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The workflow is to specify shader storage block binding directly in the shader |
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code, e.g.: |
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@code{.glsl} |
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// GLSL 4.30 or GLSL ES 3.10 |
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layout(std430, binding = 0) buffer vertices { |
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vec3 position; |
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vec3 color; |
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}; |
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layout(std430, binding = 1) buffer normals { |
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vec3 normal; |
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}; |
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@endcode |
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@see @ref Buffer::maxShaderStorageBindings() |
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@requires_gl43 Extension @gl_extension{ARB,shader_storage_buffer_object} |
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@requires_gles31 Shader storage is not available in OpenGL ES 3.0 and older. |
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@requires_gles Shader storage is not available in WebGL. |
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@subsection GL-AbstractShaderProgram-texture-units Specifying texture and image binding units |
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The preferred workflow is to specify texture/image binding unit directly in the |
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shader code, e.g.: |
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@code{.glsl} |
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// GLSL 4.20, GLSL ES 3.10 or |
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#extension GL_ARB_shading_language_420pack: require |
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layout(binding = 0) uniform sampler2D diffuseTexture; |
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layout(binding = 1) uniform sampler2D specularTexture; |
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@endcode |
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If you don't have the required version/extension, declare the uniforms without |
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the `binding` qualifier and set the texture binding unit using |
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@ref setUniform(Int, const T&) "setUniform(Int, Int)". Note that additional |
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syntax changes may be needed for GLSL ES. |
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|
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@code{.glsl} |
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uniform sampler2D diffuseTexture; |
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uniform sampler2D specularTexture; |
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@endcode |
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@snippet MagnumGL.cpp AbstractShaderProgram-texture-uniforms |
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@see @ref Shader::maxTextureImageUnits(), @ref maxImageUnits() |
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@requires_gl42 Extension @gl_extension{ARB,shading_language_420pack} for explicit |
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texture binding unit instead of using |
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@ref setUniform(Int, const T&) "setUniform(Int, Int)". |
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@requires_gles31 Explicit texture binding unit is not supported in OpenGL ES |
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3.0 and older. Use @ref setUniform(Int, const T&) "setUniform(Int, Int)" |
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instead. |
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@requires_gles Explicit texture binding unit is not supported in WebGL. Use |
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@ref setUniform(Int, const T&) "setUniform(Int, Int)" instead. |
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@subsection GL-AbstractShaderProgram-transform-feedback Specifying transform feedback binding points |
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The preferred workflow is to specify output binding points directly in the |
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shader code, e.g.: |
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@code{.glsl} |
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// GLSL 4.40, or |
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#extension GL_ARB_enhanced_layouts: require |
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layout(xfb_buffer = 0, xfb_stride = 32) out block { |
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layout(xfb_offset = 0) vec3 position; |
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layout(xfb_offset = 16) vec3 normal; |
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}; |
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layout(xfb_buffer = 1) out vec3 velocity; |
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@endcode |
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If you don't have the required version/extension, declare the uniforms without |
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the `xfb_*` qualifier and set the binding points using @ref setTransformFeedbackOutputs(). |
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Equivalent setup for the previous code would be the following: |
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@code{.glsl} |
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out block { |
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vec3 position; |
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vec3 normal; |
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}; |
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out vec3 velocity; |
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@endcode |
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@snippet MagnumGL.cpp AbstractShaderProgram-xfb-outputs |
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@see @ref TransformFeedback::maxInterleavedComponents(), |
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@ref TransformFeedback::maxSeparateAttributes(), |
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@ref TransformFeedback::maxSeparateComponents() |
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@requires_gl40 Extension @gl_extension{ARB,transform_feedback2} |
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@requires_gl40 Extension @gl_extension{ARB,transform_feedback3} for using |
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`gl_NextBuffer` or `gl_SkipComponents#` names in |
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@ref setTransformFeedbackOutputs() function. |
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@requires_gl44 Extension @gl_extension{ARB,enhanced_layouts} for explicit |
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transform feedback output specification instead of using |
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@ref setTransformFeedbackOutputs(). |
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@requires_gles30 Transform feedback is not available in OpenGL ES 2.0. |
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@requires_gl Explicit transform feedback output specification is not available |
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in OpenGL ES or WebGL. |
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@requires_webgl20 Transform feedback is not available in WebGL 1.0. |
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@section GL-AbstractShaderProgram-rendering-workflow Rendering workflow |
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Basic workflow with AbstractShaderProgram subclasses is: instance shader |
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class, configure attribute binding in meshes (see @ref GL-Mesh-configuration "Mesh documentation" |
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for more information) and map shader outputs to framebuffer attachments if |
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needed (see @ref GL-Framebuffer-usage "Framebuffer documentation" for more |
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information). In each draw event set all required shader parameters, bind |
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specific framebuffer (if needed) and then call @ref draw(). Example: |
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@snippet MagnumGL.cpp AbstractShaderProgram-rendering |
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@section GL-AbstractShaderProgram-compute-workflow Compute workflow |
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Add just the @ref Shader::Type::Compute shader and implement uniform/texture |
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setting functions as needed. After setting up required parameters call |
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@ref dispatchCompute(). |
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@section GL-AbstractShaderProgram-types Mapping between GLSL and Magnum types |
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See @ref types for more information, only types with GLSL equivalent can be |
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used (and their super- or subclasses with the same size and underlying type). |
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See also @ref Attribute::DataType enum for additional type options. |
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@requires_gl30 Extension @gl_extension{EXT,gpu_shader4} is required when using |
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integer attributes (i.e. @ref Magnum::UnsignedInt "UnsignedInt", |
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@ref Magnum::Int "Int", @ref Magnum::Vector2ui "Vector2ui", |
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@ref Magnum::Vector2i "Vector2i", @ref Magnum::Vector3ui "Vector3ui", |
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@ref Magnum::Vector3i "Vector3i", @ref Magnum::Vector4ui "Vector4ui" and |
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@ref Magnum::Vector4i "Vector4i") or unsigned integer uniforms (i.e. |
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@ref Magnum::UnsignedInt "UnsignedInt", @ref Magnum::Vector2ui "Vector2ui", |
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@ref Magnum::Vector3ui "Vector3ui" and @ref Magnum::Vector4ui "Vector4ui"). |
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@requires_gl40 Extension @gl_extension{ARB,gpu_shader_fp64} is required when |
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using double uniforms (i.e. @ref Magnum::Double "Double", |
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@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d", |
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@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d", |
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@ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d", |
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@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d", |
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@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d", |
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@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d"). |
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@requires_gl41 Extension @gl_extension{ARB,vertex_attrib_64bit} is required when |
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using double attributes (i.e. @ref Magnum::Double "Double", |
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@ref Magnum::Vector2d "Vector2d", @ref Magnum::Vector3d "Vector3d", |
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@ref Magnum::Vector4d "Vector4d", @ref Magnum::Matrix2x2d "Matrix2x2d", |
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@ref Magnum::Matrix3x3d "Matrix3x3d", @ref Magnum::Matrix4x4d "Matrix4x4d", |
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@ref Magnum::Matrix2x3d "Matrix2x3d", @ref Magnum::Matrix3x2d "Matrix3x2d", |
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@ref Magnum::Matrix2x4d "Matrix2x4d", @ref Magnum::Matrix4x2d "Matrix4x2d", |
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@ref Magnum::Matrix3x4d "Matrix3x4d" and @ref Magnum::Matrix4x3d "Matrix4x3d"). |
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@requires_gles30 Integer attributes, unsigned integer uniforms and non-square |
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matrix attributes and uniforms (i.e. @ref Magnum::Matrix2x3 "Matrix2x3", |
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@ref Magnum::Matrix3x2 "Matrix3x2", @ref Magnum::Matrix2x4 "Matrix2x4", |
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@ref Magnum::Matrix4x2 "Matrix4x2", @ref Magnum::Matrix3x4 "Matrix3x4" and |
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@ref Magnum::Matrix4x3 "Matrix4x3") are not available in OpenGL ES 2.0. |
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@requires_gl Double attributes and uniforms are not available in OpenGL ES or |
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WebGL. |
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@requires_webgl20 Integer attributes, unsigned integer uniforms and non-square |
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matrix attributes and uniforms (i.e. @ref Magnum::Matrix2x3 "Matrix2x3", |
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@ref Magnum::Matrix3x2 "Matrix3x2", @ref Magnum::Matrix2x4 "Matrix2x4", |
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@ref Magnum::Matrix4x2 "Matrix4x2", @ref Magnum::Matrix3x4 "Matrix3x4" and |
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@ref Magnum::Matrix4x3 "Matrix4x3") are not available in WebGL 1.0. |
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@section GL-AbstractShaderProgram-performance-optimization Performance optimizations |
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The engine tracks currently used shader program to avoid unnecessary calls to |
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@fn_gl_keyword{UseProgram}. Shader limits (such as @ref maxVertexAttributes()) |
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are cached, so repeated queries don't result in repeated @fn_gl{Get} calls. See |
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also @ref Context::resetState() and @ref Context::State::Shaders. |
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If extension @gl_extension{ARB,separate_shader_objects} (part of OpenGL 4.1), |
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@gl_extension2{EXT,separate_shader_objects,EXT_separate_shader_objects.gles} |
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OpenGL ES extension or OpenGL ES 3.1 is available, uniform setting functions |
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use DSA functions to avoid unnecessary calls to @fn_gl{UseProgram}. See |
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@ref setUniform() documentation for more information. |
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To achieve least state changes, set all uniforms in one run --- method chaining |
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comes in handy. |
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@see @ref portability-shaders |
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@todo `GL_NUM_{PROGRAM,SHADER}_BINARY_FORMATS` + `GL_{PROGRAM,SHADER}_BINARY_FORMATS` (vector), (@gl_extension{ARB,ES2_compatibility}) |
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*/ |
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class MAGNUM_GL_EXPORT AbstractShaderProgram: public AbstractObject { |
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#ifndef MAGNUM_TARGET_GLES2 |
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friend TransformFeedback; |
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#endif |
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friend Implementation::ShaderProgramState; |
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public: |
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#ifndef MAGNUM_TARGET_GLES2 |
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/** |
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* @brief Buffer mode for transform feedback |
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* |
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* @see @ref setTransformFeedbackOutputs() |
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* @m_enum_values_as_keywords |
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* @requires_gl30 Extension @gl_extension{EXT,transform_feedback} |
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* @requires_gles30 Transform feedback is not available in OpenGL ES |
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* 2.0. |
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* @requires_webgl20 Transform feedback is not available in WebGL 1.0. |
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*/ |
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enum class TransformFeedbackBufferMode: GLenum { |
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/** Attributes will be interleaved at one buffer binding point */ |
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InterleavedAttributes = GL_INTERLEAVED_ATTRIBS, |
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|
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/** Each attribute will be put into separate buffer binding point */ |
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SeparateAttributes = GL_SEPARATE_ATTRIBS |
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}; |
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#endif |
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/** |
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* @brief Max supported vertex attribute count |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. |
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* @see @ref Attribute, @fn_gl{Get} with @def_gl_keyword{MAX_VERTEX_ATTRIBS} |
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*/ |
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static Int maxVertexAttributes(); |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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/** |
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* @brief Max supported count of vertices emitted by a geometry shader |
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* @m_since{2020,06} |
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* |
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* The result is cached, repeated queries don't result in repeated |
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* OpenGL calls. If neither @gl_extension{ARB,geometry_shader4} (part of |
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* OpenGL 3.2) nor @gl_extension{ANDROID,extension_pack_es31a} / |
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* @gl_extension{EXT,geometry_shader} (part of OpenGL ES 3.2) is not |
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* available, returns @cpp 0 @ce. |
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* @see @fn_gl{Get} with @def_gl_keyword{MAX_GEOMETRY_OUTPUT_VERTICES} |
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* @requires_gles30 Not defined in OpenGL ES 2.0. |
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* @requires_gles Geometry shaders are not available in WebGL. |
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*/ |
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static Int maxGeometryOutputVertices(); |
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|
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/** |
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* @brief Max supported atomic counter buffer size |
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* |
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* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,shader_atomic_counters} |
|
* (part of OpenGL 4.2) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_ATOMIC_COUNTER_BUFFER_SIZE} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Atomic counters are not available in WebGL. |
|
*/ |
|
static Int maxAtomicCounterBufferSize(); |
|
|
|
/** |
|
* @brief Max supported compute shared memory size |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,compute_shader} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMPUTE_SHARED_MEMORY_SIZE} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Compute shaders are not available in WebGL. |
|
*/ |
|
static Int maxComputeSharedMemorySize(); |
|
|
|
/** |
|
* @brief Max supported compute work group invocation count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,compute_shader} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMPUTE_WORK_GROUP_INVOCATIONS} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Compute shaders are not available in WebGL. |
|
*/ |
|
static Int maxComputeWorkGroupInvocations(); |
|
|
|
/** |
|
* @brief Max supported compute work group count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,compute_shader} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns zero |
|
* vector. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMPUTE_WORK_GROUP_COUNT} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Compute shaders are not available in WebGL. |
|
*/ |
|
static Vector3i maxComputeWorkGroupCount(); |
|
|
|
/** |
|
* @brief Max supported compute work group size |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,compute_shader} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns zero |
|
* vector. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMPUTE_WORK_GROUP_SIZE} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Compute shaders are not available in WebGL. |
|
*/ |
|
static Vector3i maxComputeWorkGroupSize(); |
|
|
|
/** |
|
* @brief Max supported image unit count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If extension @gl_extension{ARB,shader_image_load_store} |
|
* (part of OpenGL 4.2) or OpenGL ES 3.1 is not available, returns |
|
* @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_IMAGE_UNITS} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Shader image load/store is not available in WebGL. |
|
*/ |
|
static Int maxImageUnits(); |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @brief Max supported image sample count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If extension @gl_extension{ARB,shader_image_load_store} |
|
* (part of OpenGL 4.2) is not available, returns @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_IMAGE_SAMPLES} |
|
* @requires_gl Multisample image load/store is not available in OpenGL |
|
* ES or WebGL. |
|
*/ |
|
static Int maxImageSamples(); |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* @brief Max supported combined shader output resource count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,shader_image_load_store} |
|
* (part of OpenGL 4.2) nor extension @gl_extension{ARB,shader_storage_buffer_object} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns |
|
* @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_COMBINED_SHADER_OUTPUT_RESOURCES} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Shader image load/store is not available in WebGL. |
|
*/ |
|
static Int maxCombinedShaderOutputResources(); |
|
|
|
/** |
|
* @brief Max supported shader storage block size |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,shader_storage_buffer_object} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns |
|
* @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_SHADER_STORAGE_BLOCK_SIZE} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Shader storage is not available in WebGL. |
|
*/ |
|
static Long maxShaderStorageBlockSize(); |
|
#endif |
|
|
|
/** |
|
* @brief Max supported uniform block size |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If extension @gl_extension{ARB,uniform_buffer_object} |
|
* (part of OpenGL 3.1) is not available, returns @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_UNIFORM_BLOCK_SIZE} |
|
* @requires_gles30 Uniform blocks are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform blocks are not available in WebGL 1.0. |
|
*/ |
|
static Int maxUniformBlockSize(); |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* @brief Max supported explicit uniform location count |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If neither extension @gl_extension{ARB,explicit_uniform_location} |
|
* (part of OpenGL 4.3) nor OpenGL ES 3.1 is available, returns |
|
* @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_UNIFORM_LOCATIONS} |
|
* @requires_gles30 Not defined in OpenGL ES 2.0. |
|
* @requires_gles Explicit uniform location is not available in WebGL. |
|
*/ |
|
static Int maxUniformLocations(); |
|
#endif |
|
|
|
/** |
|
* @brief Min supported program texel offset |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If extension @gl_extension{EXT,gpu_shader4} (part of |
|
* OpenGL 3.0) is not available, returns @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MIN_PROGRAM_TEXEL_OFFSET} |
|
* @requires_gles30 Texture lookup with offset is not available in |
|
* OpenGL ES 2.0. |
|
* @requires_webgl20 Texture lookup with offset is not available in |
|
* WebGL 1.0. |
|
*/ |
|
static Int minTexelOffset(); |
|
|
|
/** |
|
* @brief Max supported program texel offset |
|
* |
|
* The result is cached, repeated queries don't result in repeated |
|
* OpenGL calls. If extension @gl_extension{EXT,gpu_shader4} (part of |
|
* OpenGL 3.0) is not available, returns @cpp 0 @ce. |
|
* @see @fn_gl{Get} with @def_gl_keyword{MAX_PROGRAM_TEXEL_OFFSET} |
|
* @requires_gles30 Texture lookup with offset is not available in |
|
* OpenGL ES 2.0. |
|
* @requires_webgl20 Texture lookup with offset is not available in |
|
* WebGL 1.0. |
|
*/ |
|
static Int maxTexelOffset(); |
|
#endif |
|
|
|
/** |
|
* @brief Constructor |
|
* |
|
* Creates one OpenGL shader program. |
|
* @see @fn_gl_keyword{CreateProgram} |
|
*/ |
|
explicit AbstractShaderProgram(); |
|
|
|
/** |
|
* @brief Construct without creating the underlying OpenGL object |
|
* |
|
* The constructed instance is equivalent to moved-from state. Useful |
|
* in cases where you will overwrite the instance later anyway. Move |
|
* another object over it to make it useful. |
|
* |
|
* This function can be safely used for constructing (and later |
|
* destructing) objects even without any OpenGL context being active. |
|
* However note that this is a low-level and a potentially dangerous |
|
* API, see the documentation of @ref NoCreate for alternatives. |
|
* @see @ref AbstractShaderProgram() |
|
*/ |
|
explicit AbstractShaderProgram(NoCreateT) noexcept; |
|
|
|
/** @brief Copying is not allowed */ |
|
AbstractShaderProgram(const AbstractShaderProgram&) = delete; |
|
|
|
/** @brief Move constructor */ |
|
AbstractShaderProgram(AbstractShaderProgram&& other) noexcept; |
|
|
|
/** |
|
* @brief Destructor |
|
* |
|
* Deletes associated OpenGL shader program. |
|
* @see @fn_gl_keyword{DeleteProgram} |
|
*/ |
|
virtual ~AbstractShaderProgram() = 0; |
|
|
|
/** @brief Copying is not allowed */ |
|
AbstractShaderProgram& operator=(const AbstractShaderProgram&) = delete; |
|
|
|
/** @brief Move assignment */ |
|
AbstractShaderProgram& operator=(AbstractShaderProgram&& other) noexcept; |
|
|
|
/** @brief OpenGL program ID */ |
|
GLuint id() const { return _id; } |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* @brief Shader program label |
|
* |
|
* The result is *not* cached, repeated queries will result in repeated |
|
* OpenGL calls. If OpenGL 4.3 / OpenGL ES 3.2 is not supported and |
|
* neither @gl_extension{KHR,debug} (covered also by |
|
* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label} |
|
* desktop or ES extension is available, this function returns empty |
|
* string. |
|
* @see @fn_gl_keyword{GetObjectLabel} with @def_gl{PROGRAM} or |
|
* @fn_gl_extension_keyword{GetObjectLabel,EXT,debug_label} with |
|
* @def_gl{PROGRAM_OBJECT_EXT} |
|
* @requires_gles Debug output is not available in WebGL. |
|
*/ |
|
std::string label() const; |
|
|
|
/** |
|
* @brief Set shader program label |
|
* @return Reference to self (for method chaining) |
|
* |
|
* Default is empty string. If OpenGL 4.3 / OpenGL ES 3.2 is not |
|
* supported and neither @gl_extension{KHR,debug} (covered also by |
|
* @gl_extension{ANDROID,extension_pack_es31a}) nor @gl_extension{EXT,debug_label} |
|
* desktop or ES extension is available, this function does nothing. |
|
* @see @ref maxLabelLength(), @fn_gl_keyword{ObjectLabel} with |
|
* @def_gl{PROGRAM} or @fn_gl_extension_keyword{LabelObject,EXT,debug_label} |
|
* with @def_gl{PROGRAM_OBJECT_EXT} |
|
* @requires_gles Debug output is not available in WebGL. |
|
*/ |
|
AbstractShaderProgram& setLabel(const std::string& label) { |
|
return setLabelInternal({label.data(), label.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> AbstractShaderProgram& setLabel(const char (&label)[size]) { |
|
return setLabelInternal({label, size - 1}); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Validate program |
|
* |
|
* Returns validation status and optional validation message. |
|
* @see @fn_gl_keyword{ValidateProgram}, @fn_gl_keyword{GetProgram} with |
|
* @def_gl{VALIDATE_STATUS}, @def_gl{INFO_LOG_LENGTH}, |
|
* @fn_gl_keyword{GetProgramInfoLog} |
|
*/ |
|
std::pair<bool, std::string> validate(); |
|
|
|
/** |
|
* @brief Draw a mesh |
|
* @param mesh Mesh to draw |
|
* @m_since{2020,06} |
|
* |
|
* Expects that @p mesh is compatible with this shader and is fully set |
|
* up. If its vertex/index count or instance count is @cpp 0 @ce, no |
|
* draw commands are issued. See also |
|
* @ref GL-AbstractShaderProgram-rendering-workflow "class documentation" |
|
* for more information. If @gl_extension{ARB,vertex_array_object} (part |
|
* of OpenGL 3.0), OpenGL ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} |
|
* in OpenGL ES 2.0 or @webgl_extension{OES,vertex_array_object} in |
|
* WebGL 1.0 is available, the associated vertex array object is bound |
|
* instead of setting up the mesh from scratch. |
|
* @see @ref Mesh::setCount(), @ref Mesh::setInstanceCount(), |
|
* @ref draw(MeshView&), |
|
* @ref draw(Containers::ArrayView<const Containers::Reference<MeshView>>), |
|
* @ref drawTransformFeedback(), |
|
* @fn_gl_keyword{UseProgram}, @fn_gl_keyword{EnableVertexAttribArray}, |
|
* @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer}, |
|
* @fn_gl_keyword{DisableVertexAttribArray} or @fn_gl_keyword{BindVertexArray}, |
|
* @fn_gl_keyword{DrawArrays}/@fn_gl_keyword{DrawArraysInstanced}/ |
|
* @fn_gl_keyword{DrawArraysInstancedBaseInstance} or @fn_gl_keyword{DrawElements}/ |
|
* @fn_gl_keyword{DrawRangeElements}/@fn_gl_keyword{DrawElementsBaseVertex}/ |
|
* @fn_gl_keyword{DrawRangeElementsBaseVertex}/@fn_gl_keyword{DrawElementsInstanced}/ |
|
* @fn_gl_keyword{DrawElementsInstancedBaseInstance}/ |
|
* @fn_gl_keyword{DrawElementsInstancedBaseVertex}/ |
|
* @fn_gl_keyword{DrawElementsInstancedBaseVertexBaseInstance} |
|
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex} |
|
* if the mesh is indexed and @ref Mesh::baseVertex() is not `0`. |
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} if |
|
* @ref Mesh::instanceCount() is more than `1`. |
|
* @requires_gl42 Extension @gl_extension{ARB,base_instance} if |
|
* @ref Mesh::baseInstance() is not `0`. |
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
|
* @gl_extension{EXT,instanced_arrays}, |
|
* @gl_extension{EXT,draw_instanced}, |
|
* @gl_extension{NV,instanced_arrays}, |
|
* @gl_extension{NV,draw_instanced} in OpenGL ES 2.0 if |
|
* @ref Mesh::instanceCount() is more than `1`. |
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
|
* in WebGL 1.0 if @ref Mesh::instanceCount() is more than `1`. |
|
* @requires_gl Specifying base vertex for indexed meshes is not |
|
* available in OpenGL ES or WebGL. |
|
*/ |
|
void draw(Mesh& mesh); |
|
|
|
/** |
|
* @overload |
|
* @m_since{2020,06} |
|
*/ |
|
void draw(Mesh&& mesh) { draw(mesh); } |
|
|
|
/** |
|
* @brief Draw a mesh view |
|
* @m_since{2020,06} |
|
* |
|
* See @ref draw(Mesh&) for more information. |
|
* @see @ref draw(Containers::ArrayView<const Containers::Reference<MeshView>>), |
|
* @ref drawTransformFeedback() |
|
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex} |
|
* if the mesh is indexed and @ref MeshView::baseVertex() is not |
|
* `0`. |
|
* @requires_gl33 Extension @gl_extension{ARB,instanced_arrays} if |
|
* @ref MeshView::instanceCount() is more than `1`. |
|
* @requires_gl42 Extension @gl_extension{ARB,base_instance} if |
|
* @ref MeshView::baseInstance() is not `0`. |
|
* @requires_gles30 Extension @gl_extension{ANGLE,instanced_arrays}, |
|
* @gl_extension{EXT,instanced_arrays}, |
|
* @gl_extension{EXT,draw_instanced}, |
|
* @gl_extension{NV,instanced_arrays}, |
|
* @gl_extension{NV,draw_instanced} in OpenGL ES 2.0 if |
|
* @ref MeshView::instanceCount() is more than `1`. |
|
* @requires_webgl20 Extension @webgl_extension{ANGLE,instanced_arrays} |
|
* in WebGL 1.0 if @ref MeshView::instanceCount() is more than |
|
* `1` |
|
* @requires_gl Specifying base vertex for indexed meshes is not |
|
* available in OpenGL ES or WebGL. |
|
*/ |
|
void draw(MeshView& mesh); |
|
|
|
/** |
|
* @overload |
|
* @m_since{2020,06} |
|
*/ |
|
void draw(MeshView&& mesh) { draw(mesh); } |
|
|
|
/** |
|
* @brief Draw multiple meshes at once |
|
* @m_since{2020,06} |
|
* |
|
* In OpenGL ES, if @gl_extension{EXT,multi_draw_arrays} is not |
|
* present, the functionality is emulated using a sequence of |
|
* @ref draw(MeshView&) calls. |
|
* |
|
* If @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0), |
|
* OpenGL ES 3.0, WebGL 2.0, @gl_extension{OES,vertex_array_object} in |
|
* OpenGL ES 2.0 or @webgl_extension{OES,vertex_array_object} in WebGL |
|
* 1.0 is available, the associated vertex array object is bound |
|
* instead of setting up the mesh from scratch. |
|
* @attention All meshes must be views of the same original mesh and |
|
* must not be instanced. |
|
* @see @ref draw(MeshView&), @fn_gl{UseProgram}, |
|
* @fn_gl_keyword{EnableVertexAttribArray}, @fn_gl{BindBuffer}, |
|
* @fn_gl_keyword{VertexAttribPointer}, @fn_gl_keyword{DisableVertexAttribArray} |
|
* or @fn_gl{BindVertexArray}, @fn_gl_keyword{MultiDrawArrays} or |
|
* @fn_gl_keyword{MultiDrawElements}/@fn_gl_keyword{MultiDrawElementsBaseVertex} |
|
* @requires_gl32 Extension @gl_extension{ARB,draw_elements_base_vertex} |
|
* if the mesh is indexed and @ref MeshView::baseVertex() is not |
|
* `0` |
|
* @requires_gl Specifying base vertex for indexed meshes is not |
|
* available in OpenGL ES or WebGL. |
|
*/ |
|
void draw(Containers::ArrayView<const Containers::Reference<MeshView>> meshes); |
|
|
|
/** |
|
* @overload |
|
* @m_since{2020,06} |
|
*/ |
|
void draw(std::initializer_list<Containers::Reference<MeshView>> meshes); |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @brief Draw a mesh with vertices coming out of transform feedback |
|
* @param mesh Mesh to draw |
|
* @param xfb Transform feedback to use for vertex count |
|
* @param stream Transform feedback stream ID |
|
* @m_since{2020,06} |
|
* |
|
* Expects that @p mesh is compatible with this shader, is fully set up |
|
* and that the output buffer(s) from @p xfb are used as vertex buffers |
|
* in the mesh. Everything set by @ref Mesh::setCount(), |
|
* @ref Mesh::setBaseInstance(), @ref Mesh::setBaseVertex() and |
|
* @ref Mesh::setIndexBuffer() is ignored, the mesh is drawn as |
|
* non-indexed and the vertex count is taken from the @p xfb object. If |
|
* @p stream is @cpp 0 @ce, non-stream draw command is used. If |
|
* @gl_extension{ARB,vertex_array_object} (part of OpenGL 3.0) is |
|
* available, the associated vertex array object is bound instead of |
|
* setting up the mesh from scratch. |
|
* @see @ref Mesh::setInstanceCount(), @ref draw(Mesh&), |
|
* @ref drawTransformFeedback(MeshView&, TransformFeedback&, UnsignedInt), |
|
* @fn_gl_keyword{UseProgram}, @fn_gl_keyword{EnableVertexAttribArray}, |
|
* @fn_gl{BindBuffer}, @fn_gl_keyword{VertexAttribPointer}, |
|
* @fn_gl_keyword{DisableVertexAttribArray} or @fn_gl_keyword{BindVertexArray}, |
|
* @fn_gl_keyword{DrawTransformFeedback}/@fn_gl_keyword{DrawTransformFeedbackInstanced} or |
|
* @fn_gl_keyword{DrawTransformFeedbackStream}/@fn_gl_keyword{DrawTransformFeedbackStreamInstanced} |
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback2} |
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} if |
|
* @p stream is not `0` |
|
* @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced} |
|
* if @ref Mesh::instanceCount() is more than `1` |
|
*/ |
|
void drawTransformFeedback(Mesh& mesh, TransformFeedback& xfb, UnsignedInt stream = 0); |
|
|
|
/** |
|
* @brief Draw a mesh view with vertices coming out of transform feedback |
|
* @m_since{2020,06} |
|
* |
|
* Everything set by @ref MeshView::setCount(), |
|
* @ref MeshView::setBaseInstance(), @ref MeshView::setBaseVertex(), |
|
* @ref MeshView::setIndexRange() and @ref Mesh::setIndexBuffer() is |
|
* ignored, the mesh is drawn as non-indexed and the vertex count is |
|
* taken from the @p xfb object. See |
|
* @ref drawTransformFeedback(Mesh&, TransformFeedback&, UnsignedInt) |
|
* for more information. |
|
* @see @ref draw(Mesh&) |
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback2} |
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} if |
|
* @p stream is not `0` |
|
* @requires_gl42 Extension @gl_extension{ARB,transform_feedback_instanced} |
|
* if @ref MeshView::instanceCount() is more than `1` |
|
*/ |
|
void drawTransformFeedback(MeshView& mesh, TransformFeedback& xfb, UnsignedInt stream = 0); |
|
#endif |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* @brief Dispatch compute |
|
* @param workgroupCount Workgroup count in given dimension |
|
* |
|
* Valid only on programs with compute shader attached. |
|
* @see @fn_gl{DispatchCompute} |
|
* @requires_gl43 Extension @gl_extension{ARB,compute_shader} |
|
* @requires_gles31 Compute shaders are not available in OpenGL ES 3.0 |
|
* and older. |
|
* @requires_gles Compute shaders are not available in WebGL. |
|
*/ |
|
void dispatchCompute(const Vector3ui& workgroupCount); |
|
#endif |
|
|
|
protected: |
|
/** |
|
* @brief Link the shader |
|
* |
|
* Returns @cpp false @ce if linking of any shader failed, @cpp true @ce |
|
* if everything succeeded. Linker message (if any) is printed to error |
|
* output. All attached shaders must be compiled with |
|
* @ref Shader::compile() before linking. The operation is batched in a |
|
* way that allows the driver to link multiple shaders simultaneously |
|
* (i.e. in multiple threads). |
|
* @see @fn_gl_keyword{LinkProgram}, @fn_gl_keyword{GetProgram} with |
|
* @def_gl{LINK_STATUS} and @def_gl{INFO_LOG_LENGTH}, |
|
* @fn_gl_keyword{GetProgramInfoLog} |
|
*/ |
|
static bool link(std::initializer_list<Containers::Reference<AbstractShaderProgram>> shaders); |
|
|
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/** |
|
* @brief Allow retrieving program binary |
|
* |
|
* Initially disabled. |
|
* @see @fn_gl_keyword{ProgramParameter} with |
|
* @def_gl{PROGRAM_BINARY_RETRIEVABLE_HINT} |
|
* @requires_gl41 Extension @gl_extension{ARB,get_program_binary} |
|
* @requires_gles30 Always allowed in OpenGL ES 2.0. |
|
* @requires_gles Binary program representations are not supported in |
|
* WebGL. |
|
*/ |
|
void setRetrievableBinary(bool enabled) { |
|
glProgramParameteri(_id, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, enabled ? GL_TRUE : GL_FALSE); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/** |
|
* @brief Allow the program to be bound to individual pipeline stages |
|
* |
|
* Initially disabled. |
|
* @see @fn_gl_keyword{ProgramParameter} with @def_gl{PROGRAM_SEPARABLE} |
|
* @requires_gl41 Extension @gl_extension{ARB,separate_shader_objects} |
|
* @requires_es_extension Extension |
|
* @gl_extension2{EXT,separate_shader_objects,EXT_separate_shader_objects.gles} |
|
* @requires_gles Separate shader objects are not supported in WebGL. |
|
*/ |
|
void setSeparable(bool enabled) { |
|
#ifndef MAGNUM_TARGET_GLES |
|
glProgramParameteri(_id, GL_PROGRAM_SEPARABLE, enabled ? GL_TRUE : GL_FALSE); |
|
#else |
|
glProgramParameteriEXT(_id, GL_PROGRAM_SEPARABLE_EXT, enabled ? GL_TRUE : GL_FALSE); |
|
#endif |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Attach a shader |
|
* |
|
* @see @fn_gl_keyword{AttachShader} |
|
*/ |
|
void attachShader(Shader& shader); |
|
|
|
/** |
|
* @brief Attach shaders |
|
* |
|
* Convenience overload to the above, allowing the user to specify more |
|
* than one shader at once. Other than that there is no other |
|
* (performance) difference when using this function. |
|
*/ |
|
void attachShaders(std::initializer_list<Containers::Reference<Shader>> shaders); |
|
|
|
/** |
|
* @brief Bind an attribute to given location |
|
* @param location Location |
|
* @param name Attribute name |
|
* |
|
* Binds attribute to location which is used later for binding vertex |
|
* buffers. |
|
* @see @fn_gl_keyword{BindAttribLocation} |
|
* @deprecated_gl Preferred usage is to specify attribute location |
|
* explicitly in the shader instead of using this function. See |
|
* @ref GL-AbstractShaderProgram-attribute-location "class documentation" |
|
* for more information. |
|
*/ |
|
void bindAttributeLocation(UnsignedInt location, const std::string& name) { |
|
bindAttributeLocationInternal(location, {name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> void bindAttributeLocation(UnsignedInt location, const char(&name)[size]) { |
|
bindAttributeLocationInternal(location, {name, size - 1}); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @brief Bind fragment data to given location and color input index |
|
* @param location Location |
|
* @param index Blend equation color input index (@cpp 0 @ce or |
|
* @cpp 1 @ce) |
|
* @param name Fragment output variable name |
|
* |
|
* Binds fragment data to location which is used later for framebuffer |
|
* operations. See also @ref Renderer::BlendFunction for more |
|
* information about using color input index. |
|
* @see @fn_gl_keyword{BindFragDataLocationIndexed} |
|
* @deprecated_gl Preferred usage is to specify attribute location |
|
* explicitly in the shader instead of using this function. See |
|
* @ref GL-AbstractShaderProgram-attribute-location "class documentation" |
|
* for more information. |
|
* @requires_gl33 Extension @gl_extension{ARB,blend_func_extended} |
|
* @requires_gl Multiple blend function inputs are not available in |
|
* OpenGL ES or WebGL. |
|
*/ |
|
void bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const std::string& name) { |
|
bindFragmentDataLocationIndexedInternal(location, index, {name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> void bindFragmentDataLocationIndexed(UnsignedInt location, UnsignedInt index, const char(&name)[size]) { |
|
bindFragmentDataLocationIndexedInternal(location, index, {name, size - 1}); |
|
} |
|
|
|
/** |
|
* @brief Bind fragment data to given location and first color input index |
|
* @param location Location |
|
* @param name Fragment output variable name |
|
* |
|
* The same as @ref bindFragmentDataLocationIndexed(), but with `index` |
|
* set to @cpp 0 @ce. |
|
* @see @fn_gl_keyword{BindFragDataLocation} |
|
* @deprecated_gl Preferred usage is to specify attribute location |
|
* explicitly in the shader instead of using this function. See |
|
* @ref GL-AbstractShaderProgram-attribute-location "class documentation" |
|
* for more information. |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gl Use explicit location specification in OpenGL ES 3.0 or |
|
* WebGL 2.0 and `gl_FragData[n]` provided by @gl_extension{NV,draw_buffers} |
|
* in OpenGL ES 2.0 and @webgl_extension{WEBGL,draw_buffers} in |
|
* WebGL 1.0. |
|
*/ |
|
void bindFragmentDataLocation(UnsignedInt location, const std::string& name) { |
|
bindFragmentDataLocationInternal(location, {name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> void bindFragmentDataLocation(UnsignedInt location, const char(&name)[size]) { |
|
/* Not using const char* parameter, because this way it avoids most accidents with non-zero-terminated strings */ |
|
bindFragmentDataLocationInternal(location, {name, size - 1}); |
|
} |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Specify shader outputs to be recorded in transform feedback |
|
* @param outputs Names of output variables |
|
* @param bufferMode Buffer mode |
|
* |
|
* Binds given output variables from vertex, geometry or tessellation |
|
* shader to transform feedback buffer binding points. If |
|
* @ref TransformFeedbackBufferMode::SeparateAttributes is used, each |
|
* output is bound to separate binding point. If |
|
* @ref TransformFeedbackBufferMode::InterleavedAttributes is used, the |
|
* outputs are interleaved into single buffer binding point. In this |
|
* case, special output name `gl_NextBuffer` causes the following |
|
* output to be recorded into next buffer binding point and |
|
* `gl_SkipComponents#` causes the transform feedback to offset the |
|
* following output variable by `#` components. |
|
* @see @fn_gl_keyword{TransformFeedbackVaryings} |
|
* @deprecated_gl Preferred usage is to specify transform feedback |
|
* outputs explicitly in the shader instead of using this |
|
* function. See @ref GL-AbstractShaderProgram-transform-feedback "class documentation" |
|
* for more information. |
|
* @requires_gl30 Extension @gl_extension{EXT,transform_feedback} |
|
* @requires_gl40 Extension @gl_extension{ARB,transform_feedback3} for |
|
* using `gl_NextBuffer` or `gl_SkipComponents#` names in |
|
* @p outputs array |
|
* @requires_gles30 Transform feedback is not available in OpenGL ES |
|
* 2.0. |
|
* @requires_webgl20 Transform feedback is not available in WebGL 1.0. |
|
* @requires_gl Special output names `gl_NextBuffer` and |
|
* `gl_SkipComponents#` are not available in OpenGL ES or WebGL. |
|
*/ |
|
void setTransformFeedbackOutputs(std::initializer_list<std::string> outputs, TransformFeedbackBufferMode bufferMode); |
|
#endif |
|
|
|
/** |
|
* @brief Link the shader |
|
* |
|
* Links single shader. If possible, prefer to link multiple shaders |
|
* at once using @ref link(std::initializer_list<Containers::Reference<AbstractShaderProgram>>) |
|
* for improved performance, see its documentation for more |
|
* information. |
|
*/ |
|
bool link(); |
|
|
|
/** |
|
* @brief Get uniform location |
|
* @param name Uniform name |
|
* |
|
* If given uniform is not found in the linked shader, a warning is |
|
* printed and @cpp -1 @ce is returned. |
|
* @see @ref setUniform(), @fn_gl_keyword{GetUniformLocation} |
|
* @deprecated_gl Preferred usage is to specify uniform location |
|
* explicitly in the shader instead of using this function. See |
|
* @ref GL-AbstractShaderProgram-uniform-location "class documentation" |
|
* for more information. |
|
*/ |
|
Int uniformLocation(const std::string& name) { |
|
return uniformLocationInternal({name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> Int uniformLocation(const char(&name)[size]) { |
|
return uniformLocationInternal({name, size - 1}); |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Get uniform block index |
|
* @param name Uniform block name |
|
* |
|
* If given uniform block name is not found in the linked shader, a |
|
* warning is printed and @cpp 0xffffffffu @ce is returned. |
|
* @see @ref setUniformBlockBinding(), |
|
* @fn_gl_keyword{GetUniformBlockIndex} |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
* @deprecated_gl Preferred usage is to specify uniform block binding |
|
* explicitly in the shader instead of using this function. See |
|
* @ref GL-AbstractShaderProgram-uniform-block-binding "class documentation" |
|
* for more information. |
|
*/ |
|
UnsignedInt uniformBlockIndex(const std::string& name) { |
|
return uniformBlockIndexInternal({name.data(), name.size()}); |
|
} |
|
|
|
/** @overload */ |
|
template<std::size_t size> UnsignedInt uniformBlockIndex(const char(&name)[size]) { |
|
return uniformBlockIndexInternal({name, size - 1}); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set uniform value |
|
* @param location Uniform location |
|
* @param value Value |
|
* |
|
* Convenience alternative for setting one value, see |
|
* @ref setUniform(Int, Containers::ArrayView<const Float>) for more |
|
* information. |
|
* @see @ref uniformLocation() |
|
*/ |
|
#ifdef DOXYGEN_GENERATING_OUTPUT |
|
template<class T> inline void setUniform(Int location, const T& value); |
|
#else |
|
void setUniform(Int location, Float value) { |
|
setUniform(location, {&value, 1}); |
|
} |
|
void setUniform(Int location, Int value) { |
|
setUniform(location, {&value, 1}); |
|
} |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void setUniform(Int location, UnsignedInt value) { |
|
setUniform(location, {&value, 1}); |
|
} |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
void setUniform(Int location, Double value) { |
|
setUniform(location, {&value, 1}); |
|
} |
|
#endif |
|
template<std::size_t size, class T> void setUniform(Int location, const Math::Vector<size, T>& value) { |
|
setUniform(location, {&value, 1}); |
|
} |
|
template<std::size_t cols, std::size_t rows, class T> void setUniform(Int location, const Math::RectangularMatrix<cols, rows, T>& value) { |
|
setUniform(location, {&value, 1}); |
|
} |
|
#endif |
|
|
|
/** |
|
* @brief Set uniform values |
|
* @param location Uniform location |
|
* @param values Values |
|
* |
|
* If neither @gl_extension{ARB,separate_shader_objects} (part of |
|
* OpenGL 4.1) nor @gl_extension{EXT,separate_shader_objects} OpenGL ES |
|
* extension nor OpenGL ES 3.1 is available, the shader is marked for |
|
* use before the operation. |
|
* @see @ref setUniform(Int, const T&), @ref uniformLocation(), |
|
* @fn_gl{UseProgram}, @fn_gl_keyword{Uniform} or |
|
* @fn_gl_keyword{ProgramUniform} |
|
*/ |
|
void setUniform(Int location, Containers::ArrayView<const Float> values); |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<2, Float>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<3, Float>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<4, Float>> values); /**< @overload */ |
|
|
|
/** @copydoc setUniform(Int, Containers::ArrayView<const Float>) */ |
|
void setUniform(Int location, Containers::ArrayView<const Int> values); |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<2, Int>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<3, Int>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<4, Int>> values); /**< @overload */ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @copydoc setUniform(Int, Containers::ArrayView<const Float>) |
|
* @requires_gl30 Extension @gl_extension{EXT,gpu_shader4} |
|
* @requires_gles30 Only signed integers are available in OpenGL ES 2.0. |
|
* @requires_webgl20 Only signed integers are available in WebGL 1.0. |
|
*/ |
|
void setUniform(Int location, Containers::ArrayView<const UnsignedInt> values); |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<2, UnsignedInt>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<3, UnsignedInt>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<4, UnsignedInt>> values); /**< @overload */ |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @copydoc setUniform(Int, Containers::ArrayView<const Float>) |
|
* @requires_gl40 Extension @gl_extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES or WebGL. |
|
*/ |
|
void setUniform(Int location, Containers::ArrayView<const Double> values); |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<2, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<3, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::Vector<4, Double>> values); /**< @overload */ |
|
#endif |
|
|
|
/** @copydoc setUniform(Int, Containers::ArrayView<const Float>) */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 2, Float>> values); |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 3, Float>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 4, Float>> values); /**< @overload */ |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @copydoc setUniform(Int, Containers::ArrayView<const Float>) |
|
* @requires_gles30 Only square matrices are available in OpenGL ES 2.0. |
|
* @requires_webgl20 Only square matrices are available in WebGL 1.0. |
|
*/ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 3, Float>> values); |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 2, Float>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 4, Float>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 2, Float>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 4, Float>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 3, Float>> values); /**< @overload */ |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES |
|
/** |
|
* @copydoc setUniform(Int, Containers::ArrayView<const Float>) |
|
* @requires_gl40 Extension @gl_extension{ARB,gpu_shader_fp64} |
|
* @requires_gl Only floats are available in OpenGL ES or WebGL. |
|
*/ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 2, Double>> values); |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 3, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 4, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 3, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 2, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<2, 4, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 2, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<3, 4, Double>> values); /**< @overload */ |
|
void setUniform(Int location, Containers::ArrayView<const Math::RectangularMatrix<4, 3, Double>> values); /**< @overload */ |
|
#endif |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
/** |
|
* @brief Set uniform block binding |
|
* @param index Uniform block index |
|
* @param binding Uniform block binding |
|
* |
|
* @see @ref uniformBlockIndex(), @ref Buffer::maxUniformBindings(), |
|
* @fn_gl_keyword{UniformBlockBinding} |
|
* @requires_gl31 Extension @gl_extension{ARB,uniform_buffer_object} |
|
* @requires_gles30 Uniform buffers are not available in OpenGL ES 2.0. |
|
* @requires_webgl20 Uniform buffers are not available in WebGL 1.0. |
|
* @deprecated_gl Preferred usage is to specify uniform block binding |
|
* explicitly in the shader instead of using this function. See |
|
* @ref GL-AbstractShaderProgram-uniform-block-binding "class documentation" |
|
* for more information. |
|
*/ |
|
void setUniformBlockBinding(UnsignedInt index, UnsignedInt binding) { |
|
glUniformBlockBinding(_id, index, binding); |
|
} |
|
#endif |
|
|
|
private: |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
AbstractShaderProgram& setLabelInternal(Containers::ArrayView<const char> label); |
|
#endif |
|
|
|
void bindAttributeLocationInternal(UnsignedInt location, Containers::ArrayView<const char> name); |
|
#ifndef MAGNUM_TARGET_GLES |
|
void bindFragmentDataLocationIndexedInternal(UnsignedInt location, UnsignedInt index, Containers::ArrayView<const char> name); |
|
void bindFragmentDataLocationInternal(UnsignedInt location, Containers::ArrayView<const char> name); |
|
#endif |
|
Int uniformLocationInternal(Containers::ArrayView<const char> name); |
|
UnsignedInt uniformBlockIndexInternal(Containers::ArrayView<const char> name); |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void MAGNUM_GL_LOCAL transformFeedbackVaryingsImplementationDefault(Containers::ArrayView<const std::string> outputs, TransformFeedbackBufferMode bufferMode); |
|
#ifdef CORRADE_TARGET_WINDOWS |
|
void MAGNUM_GL_LOCAL transformFeedbackVaryingsImplementationDanglingWorkaround(Containers::ArrayView<const std::string> outputs, TransformFeedbackBufferMode bufferMode); |
|
#endif |
|
#endif |
|
|
|
void use(); |
|
|
|
/* |
|
Currently, there are three supported ways to call glProgramUniform(): |
|
|
|
- EXT_separate_shader_objects (OpenGL ES extension, EXT suffix) |
|
- ARB_separate_shader_objects (desktop GL only, no suffix) |
|
- OpenGL ES 3.1, no suffix |
|
|
|
To avoid copypasta and filesize bloat, this is merged to just two |
|
variants of implementation functions: |
|
|
|
- uniformImplementationSSO() -- functions without suffix, used if |
|
ARB_separate_shader_objects desktop extension or OpenGL ES 3.1 |
|
is available, completely disabled for ES2 |
|
- uniformImplementationSSOEXT() -- functions with EXT suffix, used |
|
if EXT_separate_shader_objects ES 2.0 / ES 3.0 extension is |
|
available |
|
*/ |
|
|
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLfloat* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLint* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLuint* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); |
|
#endif |
|
#ifndef MAGNUM_TARGET_GLES |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const GLdouble* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values); |
|
#endif |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLfloat* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); |
|
void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLint* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLuint* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const GLdouble* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<2, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<3, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::Vector<4, GLdouble>* values); |
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#endif |
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL) |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const GLfloat* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const GLint* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLint>* values); |
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#ifndef MAGNUM_TARGET_GLES2 |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const GLuint* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<2, GLuint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<3, GLuint>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::Vector<4, GLuint>* values); |
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#endif |
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#endif |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); |
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#ifndef MAGNUM_TARGET_GLES2 |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationDefault(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values); |
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#endif |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLdouble>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSO(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLdouble>* values); |
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#endif |
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL) |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 3, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 4, GLfloat>* values); |
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#ifndef MAGNUM_TARGET_GLES2 |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 3, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<2, 4, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 2, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<3, 4, GLfloat>* values); |
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void MAGNUM_GL_LOCAL uniformImplementationSSOEXT(GLint location, GLsizei count, const Math::RectangularMatrix<4, 3, GLfloat>* values); |
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#endif |
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#endif |
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GLuint _id; |
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#if defined(CORRADE_TARGET_WINDOWS) && !defined(MAGNUM_TARGET_GLES2) |
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/* Needed for the nv-windows-dangling-transform-feedback-varying-names |
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workaround */ |
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std::vector<std::string> _transformFeedbackVaryingNames; |
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#endif |
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}; |
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}} |
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#endif
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