void Z3DShaderProgram::setUniformValue(GLint loc, GLuint v1, GLuint v2, GLuint v3, GLuint v4) { if (loc != -1) { glUniform4ui(loc, v1, v2, v3, v4); } }
void shader_gl3::uniform(const char* name, const unsigned int& arg1, const unsigned int& arg2, const unsigned int& arg3, const unsigned int& arg4) const { A2E_CHECK_UNIFORM_EXISTENCE(name); A2E_CHECK_UNIFORM_TYPE(name, GL_UNSIGNED_INT_VEC4); glUniform4ui(A2E_SHADER_GET_UNIFORM_POSITION(name), arg1, arg2, arg3, arg4); }
void Shader::BindUInt(const std::string &name, unsigned int v0, unsigned int v1, unsigned int v2, unsigned int v3) { int id = GetUniformLocation(name); if (id != -1) glUniform4ui(id, v0, v1, v2, v3); }
/* * * Core in: * OpenGL : 2.0 * OpenGLES : 3.0 */ void rglUniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { #if defined(HAVE_OPENGL) || defined(HAVE_OPENGLES) && defined(HAVE_OPENGLES3) glUniform4ui(location, v0, v1, v2, v3); #endif }
void glsl_uniformui(int location, unsigned v0, unsigned v1, unsigned v2, unsigned v3) { glUniform4ui(location, v0, v1, v2, v3); }
void GLProgram::uniform(const char * name, unsigned int f1, unsigned int f2, unsigned int f3, unsigned int f4){ bind_shader(*this); glUniform4ui(uform_loc(name),f1,f2,f3,f4); }
void shader_gles3::uniform(const char* name, const uint4& arg1) const { A2E_CHECK_UNIFORM_EXISTENCE(name); A2E_CHECK_UNIFORM_TYPE(name, GL_UNSIGNED_INT_VEC4); glUniform4ui(A2E_SHADER_GET_UNIFORM_POSITION(name), arg1.x, arg1.y, arg1.z, arg1.w); }
static Bool use_copyplane(PixmapPtr dst, GCPtr gc, glamor_program *prog, void *arg) { struct copy_args *args = arg; glamor_pixmap_fbo *src = args->src; glamor_bind_texture(glamor_get_screen_private(dst->drawable.pScreen), GL_TEXTURE0, src, TRUE); glUniform2f(prog->fill_offset_uniform, args->dx, args->dy); glUniform2f(prog->fill_size_inv_uniform, 1.0f/src->width, 1.0f/src->height); glamor_set_color(dst, gc->fgPixel, prog->fg_uniform); glamor_set_color(dst, gc->bgPixel, prog->bg_uniform); /* XXX handle 2 10 10 10 and 1555 formats; presumably the pixmap private knows this? */ switch (args->src_pixmap->drawable.depth) { case 24: glUniform4ui(prog->bitplane_uniform, (args->bitplane >> 16) & 0xff, (args->bitplane >> 8) & 0xff, (args->bitplane ) & 0xff, 0); glUniform4f(prog->bitmul_uniform, 0xff, 0xff, 0xff, 0); break; case 32: glUniform4ui(prog->bitplane_uniform, (args->bitplane >> 16) & 0xff, (args->bitplane >> 8) & 0xff, (args->bitplane ) & 0xff, (args->bitplane >> 24) & 0xff); glUniform4f(prog->bitmul_uniform, 0xff, 0xff, 0xff, 0xff); break; case 16: glUniform4ui(prog->bitplane_uniform, (args->bitplane >> 11) & 0x1f, (args->bitplane >> 5) & 0x3f, (args->bitplane ) & 0x1f, 0); glUniform4f(prog->bitmul_uniform, 0x1f, 0x3f, 0x1f, 0); break; case 15: glUniform4ui(prog->bitplane_uniform, (args->bitplane >> 10) & 0x1f, (args->bitplane >> 5) & 0x1f, (args->bitplane ) & 0x1f, 0); glUniform4f(prog->bitmul_uniform, 0x1f, 0x1f, 0x1f, 0); break; case 8: glUniform4ui(prog->bitplane_uniform, 0, 0, 0, args->bitplane); glUniform4f(prog->bitmul_uniform, 0, 0, 0, 0xff); break; case 1: glUniform4ui(prog->bitplane_uniform, 0, 0, 0, args->bitplane); glUniform4f(prog->bitmul_uniform, 0, 0, 0, 0xff); break; } return TRUE; }
void Uniform::set4ui(GLuint x, GLuint y, GLuint z, GLuint w) { glUniform4ui(uniformLocation, x, y, z, w); }
GLvoid Program::setUniform(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { glUniform4ui(location, v0, v1, v2, v3); }
void ShaderUniform::uploadUvec4() { glUniform4ui(_location, _value.uvec[0], _value.uvec[1], _value.uvec[2], _value.uvec[3]); }