Beispiel #1
0
void GLAPIENTRY
_mesa_ProgramUniform1ui(GLuint program, GLint location, GLuint v0)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_shader_program *shProg =
      _mesa_lookup_shader_program_err(ctx, program,
            "glProgramUniform1ui");
   _mesa_uniform(ctx, shProg, location, 1, &v0, GL_UNSIGNED_INT);
}
Beispiel #2
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void GLAPIENTRY
_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
{
   GET_CURRENT_CONTEXT(ctx);
   GLfloat v[2];
   v[0] = v0;
   v[1] = v1;
   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC2);
}
Beispiel #3
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void GLAPIENTRY
_mesa_Uniform2i(GLint location, GLint v0, GLint v1)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint v[2];
   v[0] = v0;
   v[1] = v1;
   _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC2);
}
Beispiel #4
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void GLAPIENTRY
_mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
{
   GET_CURRENT_CONTEXT(ctx);
   GLuint v[2];
   v[0] = v0;
   v[1] = v1;
   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
}
Beispiel #5
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void GLAPIENTRY
_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint v[3];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC3);
}
Beispiel #6
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void GLAPIENTRY
_mesa_ProgramUniform4uiv(GLuint program, GLint location, GLsizei count,
                         const GLuint *value)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_shader_program *shProg =
      _mesa_lookup_shader_program_err(ctx, program,
            "glProgramUniform4uiv");
   _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT_VEC4);
}
Beispiel #7
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void GLAPIENTRY
_mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
   GET_CURRENT_CONTEXT(ctx);
   GLuint v[3];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
}
Beispiel #8
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void GLAPIENTRY
_mesa_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
   GET_CURRENT_CONTEXT(ctx);
   GLfloat v[3];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
}
Beispiel #9
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void GLAPIENTRY
_mesa_ProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint v[2];
   struct gl_shader_program *shProg;
   v[0] = v0;
   v[1] = v1;
   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2i");
   _mesa_uniform(ctx, shProg, location, 1, v, GL_INT_VEC2);
}
Beispiel #10
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void GLAPIENTRY
_mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
   GET_CURRENT_CONTEXT(ctx);
   GLuint v[4];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   v[3] = v3;
   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
}
Beispiel #11
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void GLAPIENTRY
_mesa_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
   GET_CURRENT_CONTEXT(ctx);
   GLint v[4];
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   v[3] = v3;
   _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC4);
}
Beispiel #12
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void GLAPIENTRY
_mesa_ProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1,
                       GLfloat v2)
{
   GET_CURRENT_CONTEXT(ctx);
   GLfloat v[3];
   struct gl_shader_program *shProg;
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3f");
   _mesa_uniform(ctx, shProg, location, 1, v, GL_FLOAT_VEC3);
}
Beispiel #13
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void GLAPIENTRY
_mesa_ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1,
                        GLuint v2, GLuint v3)
{
   GET_CURRENT_CONTEXT(ctx);
   GLuint v[4];
   struct gl_shader_program *shProg;
   v[0] = v0;
   v[1] = v1;
   v[2] = v2;
   v[3] = v3;
   shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4ui");
   _mesa_uniform(ctx, shProg, location, 1, v, GL_UNSIGNED_INT_VEC4);
}
Beispiel #14
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void GLAPIENTRY
_mesa_Uniform1i(GLint location, GLint v0)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_INT);
}
Beispiel #15
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void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
}
Beispiel #16
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void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT);
}
Beispiel #17
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void GLAPIENTRY
_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC4);
}
Beispiel #18
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void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
}
Beispiel #19
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/** OpenGL 3.0 GLuint-valued functions **/
void GLAPIENTRY
_mesa_Uniform1ui(GLint location, GLuint v0)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_UNSIGNED_INT);
}
Beispiel #20
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void GLAPIENTRY
_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT);
}
Beispiel #21
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void GLAPIENTRY
_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
{
   GET_CURRENT_CONTEXT(ctx);
   _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
}