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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
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); }
void GLAPIENTRY _mesa_Uniform1i(GLint location, GLint v0) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_INT); }
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); }
void GLAPIENTRY _mesa_Uniform1fARB(GLint location, GLfloat v0) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT); }
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); }
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); }
/** 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); }
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); }
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); }