Exemplo n.º 1
0
	void ProgramSeparateDsa::setUniformMatrix4fv(handle uniformHandle, const float *value)
	{
		if (static_cast<OpenGLRenderer&>(getRenderer()).getExtensions().isGL_ARB_direct_state_access())
		{
			glProgramUniformMatrix4fv(mVertexShaderSeparate->getOpenGLShaderProgram(), static_cast<GLint>(uniformHandle), 1, GL_FALSE, value);
		}
		else
		{
			glProgramUniformMatrix4fvEXT(mVertexShaderSeparate->getOpenGLShaderProgram(), static_cast<GLint>(uniformHandle), 1, GL_FALSE, value);
		}
	}
Exemplo n.º 2
0
	void ProgramMonolithicDsa::setUniformMatrix4fv(handle uniformHandle, const float *value)
	{
		if (static_cast<OpenGLRenderer&>(getRenderer()).getExtensions().isGL_ARB_direct_state_access())
		{
			glProgramUniformMatrix4fv(mOpenGLProgram, static_cast<GLint>(uniformHandle), 1, GL_FALSE, value);
		}
		else
		{
			glProgramUniformMatrix4fvEXT(mOpenGLProgram, static_cast<GLint>(uniformHandle), 1, GL_FALSE, value);
		}
	}
Exemplo n.º 3
0
    //-----------------------------------------------------------------------
    void GLSLESProgramPipeline::updateUniforms(GpuProgramParametersSharedPtr params, 
                                           uint16 mask, GpuProgramType fromProgType)
    {
        // Iterate through uniform reference list and update uniform values
        GLUniformReferenceIterator currentUniform = mGLUniformReferences.begin();
        GLUniformReferenceIterator endUniform = mGLUniformReferences.end();
#if OGRE_PLATFORM != OGRE_PLATFORM_NACL
        GLuint progID = 0;
        GLUniformCache* uniformCache=0;
        if(fromProgType == GPT_VERTEX_PROGRAM)
        {
            progID = getVertexProgram()->getGLProgramHandle();
            uniformCache = getVertexProgram()->getUniformCache();
        }
        else if(fromProgType == GPT_FRAGMENT_PROGRAM)
        {
            progID = mFragmentProgram->getGLProgramHandle();
            uniformCache = mFragmentProgram->getUniformCache();
        }

        for (;currentUniform != endUniform; ++currentUniform)
        {
            // Only pull values from buffer it's supposed to be in (vertex or fragment)
            // This method will be called twice, once for vertex program params, 
            // and once for fragment program params.
            if (fromProgType == currentUniform->mSourceProgType)
            {
                const GpuConstantDefinition* def = currentUniform->mConstantDef;
                if (def->variability & mask)
                {
                    GLsizei glArraySize = (GLsizei)def->arraySize;
                    bool shouldUpdate = true;
                    switch (def->constType)
                    {
                        case GCT_INT1:
                        case GCT_INT2:
                        case GCT_INT3:
                        case GCT_INT4:
                        case GCT_SAMPLER1D:
                        case GCT_SAMPLER1DSHADOW:
                        case GCT_SAMPLER2D:
                        case GCT_SAMPLER2DSHADOW:
                        case GCT_SAMPLER3D:
                        case GCT_SAMPLERCUBE:
#if OGRE_NO_GLES3_SUPPORT == 0
                        case GCT_SAMPLER2DARRAY:
#endif
                            shouldUpdate = uniformCache->updateUniform(currentUniform->mLocation,
                                                                        params->getIntPointer(def->physicalIndex),
                                                                        static_cast<GLsizei>(def->elementSize * def->arraySize * sizeof(int)));
                            break;
                        default:
                            shouldUpdate = uniformCache->updateUniform(currentUniform->mLocation,
                                                                        params->getFloatPointer(def->physicalIndex),
                                                                        static_cast<GLsizei>(def->elementSize * def->arraySize * sizeof(float)));
                            break;
                    }

                    if(!shouldUpdate)
                        continue;

                    // Get the index in the parameter real list
                    switch (def->constType)
                    {
                        case GCT_FLOAT1:
                            OGRE_CHECK_GL_ERROR(glProgramUniform1fvEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                       params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_FLOAT2:
                            OGRE_CHECK_GL_ERROR(glProgramUniform2fvEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                       params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_FLOAT3:
                            OGRE_CHECK_GL_ERROR(glProgramUniform3fvEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                       params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_FLOAT4:
                            OGRE_CHECK_GL_ERROR(glProgramUniform4fvEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                       params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_2X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2fvEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                             GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_3X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3fvEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                             GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_4X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4fvEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                             GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_INT1:
                            OGRE_CHECK_GL_ERROR(glProgramUniform1ivEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                       params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_INT2:
                            OGRE_CHECK_GL_ERROR(glProgramUniform2ivEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                       params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_INT3:
                            OGRE_CHECK_GL_ERROR(glProgramUniform3ivEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                       params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_INT4:
                            OGRE_CHECK_GL_ERROR(glProgramUniform4ivEXT(progID, currentUniform->mLocation, glArraySize, 
                                                                       params->getIntPointer(def->physicalIndex)));
                            break;
                        case GCT_SAMPLER1D:
                        case GCT_SAMPLER1DSHADOW:
                        case GCT_SAMPLER2D:
                        case GCT_SAMPLER2DSHADOW:
                        case GCT_SAMPLER3D:
                        case GCT_SAMPLERCUBE:
#if OGRE_NO_GLES3_SUPPORT == 0
                        case GCT_SAMPLER2DARRAY:
#endif
                            // Samplers handled like 1-element ints
                            OGRE_CHECK_GL_ERROR(glProgramUniform1ivEXT(progID, currentUniform->mLocation, 1,
                                                                       params->getIntPointer(def->physicalIndex)));
                            break;
#if OGRE_NO_GLES3_SUPPORT == 0
                        case GCT_MATRIX_2X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x3fvEXT(progID, currentUniform->mLocation, glArraySize,
                                                                            GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_2X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix2x4fvEXT(progID, currentUniform->mLocation, glArraySize,
                                                                            GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_3X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x2fvEXT(progID, currentUniform->mLocation, glArraySize,
                                                                            GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_3X4:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix3x4fvEXT(progID, currentUniform->mLocation, glArraySize,
                                                                            GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_4X2:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x2fvEXT(progID, currentUniform->mLocation, glArraySize,
                                                                            GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
                        case GCT_MATRIX_4X3:
                            OGRE_CHECK_GL_ERROR(glProgramUniformMatrix4x3fvEXT(progID, currentUniform->mLocation, glArraySize,
                                                                            GL_FALSE, params->getFloatPointer(def->physicalIndex)));
                            break;
#else
                        case GCT_MATRIX_2X3:
                        case GCT_MATRIX_2X4:
                        case GCT_MATRIX_3X2:
                        case GCT_MATRIX_3X4:
                        case GCT_MATRIX_4X2:
                        case GCT_MATRIX_4X3:
                        case GCT_SAMPLER2DARRAY:
#endif
                        case GCT_UNKNOWN:
                        case GCT_SUBROUTINE:
                        case GCT_DOUBLE1:
                        case GCT_DOUBLE2:
                        case GCT_DOUBLE3:
                        case GCT_DOUBLE4:
                        case GCT_SAMPLERRECT:
                        case GCT_MATRIX_DOUBLE_2X2:
                        case GCT_MATRIX_DOUBLE_2X3:
                        case GCT_MATRIX_DOUBLE_2X4:
                        case GCT_MATRIX_DOUBLE_3X2:
                        case GCT_MATRIX_DOUBLE_3X3:
                        case GCT_MATRIX_DOUBLE_3X4:
                        case GCT_MATRIX_DOUBLE_4X2:
                        case GCT_MATRIX_DOUBLE_4X3:
                        case GCT_MATRIX_DOUBLE_4X4:
                        default:
                            break;
                            
                    } // End switch
                } // Variability & mask
            } // fromProgType == currentUniform->mSourceProgType
            
        } // End for
#endif
    }
JNIEXPORT void JNICALL Java_org_lwjgl_opengles_EXTSeparateShaderObjects_nglProgramUniformMatrix4fvEXT__IIIZJ(JNIEnv *__env, jclass clazz, jint program, jint location, jint count, jboolean transpose, jlong valueAddress) {
    glProgramUniformMatrix4fvEXTPROC glProgramUniformMatrix4fvEXT = (glProgramUniformMatrix4fvEXTPROC)tlsGetFunction(511);
    intptr_t value = (intptr_t)valueAddress;
    UNUSED_PARAM(clazz)
    glProgramUniformMatrix4fvEXT(program, location, count, transpose, value);
}