Common: Add unregistered uniform mutators to GL::Program
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be81d08109
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d5150ec790
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@ -175,181 +175,328 @@ void Program::Destroy()
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}
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}
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u32 Program::RegisterUniform(const char* name)
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int Program::RegisterUniform(const char* name)
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{
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u32 id = static_cast<u32>(m_uniform_locations.size());
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int id = static_cast<int>(m_uniform_locations.size());
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m_uniform_locations.push_back(glGetUniformLocation(m_program_id, name));
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return id;
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}
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void Program::Uniform1ui(u32 index, u32 x) const
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void Program::Uniform1ui(int index, u32 x) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform1ui(location, x);
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}
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void Program::Uniform2ui(u32 index, u32 x, u32 y) const
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void Program::Uniform2ui(int index, u32 x, u32 y) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2ui(location, x, y);
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}
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void Program::Uniform3ui(u32 index, u32 x, u32 y, u32 z) const
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void Program::Uniform3ui(int index, u32 x, u32 y, u32 z) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3ui(location, x, y, z);
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}
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void Program::Uniform4ui(u32 index, u32 x, u32 y, u32 z, u32 w) const
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void Program::Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4ui(location, x, y, z, w);
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}
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void Program::Uniform1i(u32 index, s32 x) const
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void Program::Uniform1i(int index, s32 x) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform1i(location, x);
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}
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void Program::Uniform2i(u32 index, s32 x, s32 y) const
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void Program::Uniform2i(int index, s32 x, s32 y) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2i(location, x, y);
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}
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void Program::Uniform3i(u32 index, s32 x, s32 y, s32 z) const
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void Program::Uniform3i(int index, s32 x, s32 y, s32 z) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3i(location, x, y, z);
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}
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void Program::Uniform4i(u32 index, s32 x, s32 y, s32 z, s32 w) const
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void Program::Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4i(location, x, y, z, w);
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}
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void Program::Uniform1f(u32 index, float x) const
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void Program::Uniform1f(int index, float x) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform1f(location, x);
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}
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void Program::Uniform2f(u32 index, float x, float y) const
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void Program::Uniform2f(int index, float x, float y) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2f(location, x, y);
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}
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void Program::Uniform3f(u32 index, float x, float y, float z) const
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void Program::Uniform3f(int index, float x, float y, float z) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3f(location, x, y, z);
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}
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void Program::Uniform4f(u32 index, float x, float y, float z, float w) const
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void Program::Uniform4f(int index, float x, float y, float z, float w) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4f(location, x, y, z, w);
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}
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void Program::Uniform2uiv(u32 index, const u32* v) const
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void Program::Uniform2uiv(int index, const u32* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2uiv(location, 1, v);
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}
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void Program::Uniform3uiv(u32 index, const u32* v) const
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void Program::Uniform3uiv(int index, const u32* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3uiv(location, 1, v);
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}
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void Program::Uniform4uiv(u32 index, const u32* v) const
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void Program::Uniform4uiv(int index, const u32* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4uiv(location, 1, v);
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}
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void Program::Uniform2iv(u32 index, const s32* v) const
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void Program::Uniform2iv(int index, const s32* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2iv(location, 1, v);
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}
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void Program::Uniform3iv(u32 index, const s32* v) const
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void Program::Uniform3iv(int index, const s32* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3iv(location, 1, v);
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}
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void Program::Uniform4iv(u32 index, const s32* v) const
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void Program::Uniform4iv(int index, const s32* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4iv(location, 1, v);
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}
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void Program::Uniform2fv(u32 index, const float* v) const
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void Program::Uniform2fv(int index, const float* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform2fv(location, 1, v);
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}
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void Program::Uniform3fv(u32 index, const float* v) const
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void Program::Uniform3fv(int index, const float* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform3fv(location, 1, v);
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}
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void Program::Uniform4fv(u32 index, const float* v) const
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void Program::Uniform4fv(int index, const float* v) const
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{
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Assert(index < m_uniform_locations.size());
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Assert(static_cast<size_t>(index) < m_uniform_locations.size());
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const GLint location = m_uniform_locations[index];
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if (location >= 0)
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glUniform4fv(location, 1, v);
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}
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void Program::Uniform1ui(const char* name, u32 x) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform1ui(location, x);
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}
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void Program::Uniform2ui(const char* name, u32 x, u32 y) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform2ui(location, x, y);
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}
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void Program::Uniform3ui(const char* name, u32 x, u32 y, u32 z) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform3ui(location, x, y, z);
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}
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void Program::Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform4ui(location, x, y, z, w);
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}
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void Program::Uniform1i(const char* name, s32 x) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform1i(location, x);
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}
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void Program::Uniform2i(const char* name, s32 x, s32 y) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform2i(location, x, y);
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}
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void Program::Uniform3i(const char* name, s32 x, s32 y, s32 z) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform3i(location, x, y, z);
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}
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void Program::Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform4i(location, x, y, z, w);
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}
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void Program::Uniform1f(const char* name, float x) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform1f(location, x);
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}
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void Program::Uniform2f(const char* name, float x, float y) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform2f(location, x, y);
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}
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void Program::Uniform3f(const char* name, float x, float y, float z) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform3f(location, x, y, z);
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}
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void Program::Uniform4f(const char* name, float x, float y, float z, float w) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform4f(location, x, y, z, w);
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}
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void Program::Uniform2uiv(const char* name, const u32* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform2uiv(location, 1, v);
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}
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void Program::Uniform3uiv(const char* name, const u32* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform3uiv(location, 1, v);
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}
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void Program::Uniform4uiv(const char* name, const u32* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform4uiv(location, 1, v);
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}
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void Program::Uniform2iv(const char* name, const s32* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform2iv(location, 1, v);
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}
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void Program::Uniform3iv(const char* name, const s32* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform3iv(location, 1, v);
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}
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void Program::Uniform4iv(const char* name, const s32* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform4iv(location, 1, v);
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}
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void Program::Uniform2fv(const char* name, const float* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform2fv(location, 1, v);
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}
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void Program::Uniform3fv(const char* name, const float* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform3fv(location, 1, v);
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}
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void Program::Uniform4fv(const char* name, const float* v) const
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{
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const GLint location = glGetUniformLocation(m_program_id, name);
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if (location >= 0)
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glUniform4fv(location, 1, v);
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}
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void Program::BindUniformBlock(const char* name, u32 index)
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{
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const GLint location = glGetUniformBlockIndex(m_program_id, name);
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@ -30,28 +30,50 @@ public:
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void Destroy();
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u32 RegisterUniform(const char* name);
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void Uniform1ui(u32 index, u32 x) const;
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void Uniform2ui(u32 index, u32 x, u32 y) const;
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void Uniform3ui(u32 index, u32 x, u32 y, u32 z) const;
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void Uniform4ui(u32 index, u32 x, u32 y, u32 z, u32 w) const;
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void Uniform1i(u32 index, s32 x) const;
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void Uniform2i(u32 index, s32 x, s32 y) const;
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void Uniform3i(u32 index, s32 x, s32 y, s32 z) const;
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void Uniform4i(u32 index, s32 x, s32 y, s32 z, s32 w) const;
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void Uniform1f(u32 index, float x) const;
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void Uniform2f(u32 index, float x, float y) const;
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void Uniform3f(u32 index, float x, float y, float z) const;
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void Uniform4f(u32 index, float x, float y, float z, float w) const;
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void Uniform2uiv(u32 index, const u32* v) const;
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void Uniform3uiv(u32 index, const u32* v) const;
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void Uniform4uiv(u32 index, const u32* v) const;
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void Uniform2iv(u32 index, const s32* v) const;
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void Uniform3iv(u32 index, const s32* v) const;
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void Uniform4iv(u32 index, const s32* v) const;
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void Uniform2fv(u32 index, const float* v) const;
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void Uniform3fv(u32 index, const float* v) const;
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void Uniform4fv(u32 index, const float* v) const;
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int RegisterUniform(const char* name);
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void Uniform1ui(int index, u32 x) const;
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void Uniform2ui(int index, u32 x, u32 y) const;
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void Uniform3ui(int index, u32 x, u32 y, u32 z) const;
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void Uniform4ui(int index, u32 x, u32 y, u32 z, u32 w) const;
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void Uniform1i(int index, s32 x) const;
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void Uniform2i(int index, s32 x, s32 y) const;
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void Uniform3i(int index, s32 x, s32 y, s32 z) const;
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void Uniform4i(int index, s32 x, s32 y, s32 z, s32 w) const;
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void Uniform1f(int index, float x) const;
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void Uniform2f(int index, float x, float y) const;
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void Uniform3f(int index, float x, float y, float z) const;
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void Uniform4f(int index, float x, float y, float z, float w) const;
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void Uniform2uiv(int index, const u32* v) const;
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void Uniform3uiv(int index, const u32* v) const;
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void Uniform4uiv(int index, const u32* v) const;
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void Uniform2iv(int index, const s32* v) const;
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void Uniform3iv(int index, const s32* v) const;
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void Uniform4iv(int index, const s32* v) const;
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void Uniform2fv(int index, const float* v) const;
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void Uniform3fv(int index, const float* v) const;
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void Uniform4fv(int index, const float* v) const;
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void Uniform1ui(const char* name, u32 x) const;
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void Uniform2ui(const char* name, u32 x, u32 y) const;
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void Uniform3ui(const char* name, u32 x, u32 y, u32 z) const;
|
||||
void Uniform4ui(const char* name, u32 x, u32 y, u32 z, u32 w) const;
|
||||
void Uniform1i(const char* name, s32 x) const;
|
||||
void Uniform2i(const char* name, s32 x, s32 y) const;
|
||||
void Uniform3i(const char* name, s32 x, s32 y, s32 z) const;
|
||||
void Uniform4i(const char* name, s32 x, s32 y, s32 z, s32 w) const;
|
||||
void Uniform1f(const char* name, float x) const;
|
||||
void Uniform2f(const char* name, float x, float y) const;
|
||||
void Uniform3f(const char* name, float x, float y, float z) const;
|
||||
void Uniform4f(const char* name, float x, float y, float z, float w) const;
|
||||
void Uniform2uiv(const char* name, const u32* v) const;
|
||||
void Uniform3uiv(const char* name, const u32* v) const;
|
||||
void Uniform4uiv(const char* name, const u32* v) const;
|
||||
void Uniform2iv(const char* name, const s32* v) const;
|
||||
void Uniform3iv(const char* name, const s32* v) const;
|
||||
void Uniform4iv(const char* name, const s32* v) const;
|
||||
void Uniform2fv(const char* name, const float* v) const;
|
||||
void Uniform3fv(const char* name, const float* v) const;
|
||||
void Uniform4fv(const char* name, const float* v) const;
|
||||
|
||||
void BindUniformBlock(const char* name, u32 index);
|
||||
|
||||
|
|
Loading…
Reference in New Issue