*/
void
_mesa_update_shader_textures_used(struct gl_shader_program *shProg,
- struct gl_program *prog)
+ struct gl_program *prog)
{
- GLbitfield mask = prog->SamplersUsed;
- struct gl_linked_shader *shader =
- shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)];
-
- assert(shader);
-
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
shProg->SamplersValidated = GL_TRUE;
+ GLbitfield mask = prog->SamplersUsed;
while (mask) {
const int s = u_bit_scan(&mask);
GLuint unit = prog->SamplerUnits[s];
_mesa_Uniform1f(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_FLOAT, 1);
+ _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 1);
}
void GLAPIENTRY
GLfloat v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 2);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 3);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 4);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 4);
}
void GLAPIENTRY
_mesa_Uniform1i(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_INT, 1);
+ _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 1);
}
void GLAPIENTRY
GLint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 2);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 3);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 4);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 4);
}
void GLAPIENTRY
_mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 1);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 1);
}
void GLAPIENTRY
_mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 2);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 2);
}
void GLAPIENTRY
_mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 3);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 3);
}
void GLAPIENTRY
_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_FLOAT, 4);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_FLOAT, 4);
}
void GLAPIENTRY
_mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_INT, 1);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 1);
}
void GLAPIENTRY
_mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_INT, 2);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 2);
}
void GLAPIENTRY
_mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_INT, 3);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 3);
}
void GLAPIENTRY
_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_INT, 4);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 4);
}
/** Same as above with direct state access **/
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1f");
- _mesa_uniform(ctx, shProg, location, 1, &v0, GLSL_TYPE_FLOAT, 1);
+ _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_FLOAT, 1);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2f");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_FLOAT, 2);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_FLOAT, 2);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3f");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_FLOAT, 3);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_FLOAT, 3);
}
void GLAPIENTRY
v[2] = v2;
v[3] = v3;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4f");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_FLOAT, 4);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_FLOAT, 4);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1i");
- _mesa_uniform(ctx, shProg, location, 1, &v0, GLSL_TYPE_INT, 1);
+ _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_INT, 1);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2i");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_INT, 2);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT, 2);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3i");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_INT, 3);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT, 3);
}
void GLAPIENTRY
v[2] = v2;
v[3] = v3;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4i");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_INT, 4);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT, 4);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1fv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_FLOAT, 1);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_FLOAT, 1);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform2fv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_FLOAT, 2);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_FLOAT, 2);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform3fv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_FLOAT, 3);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_FLOAT, 3);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform4fv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_FLOAT, 4);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_FLOAT, 4);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1iv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 1);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT, 1);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform2iv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 2);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT, 2);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform3iv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 3);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT, 3);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform4iv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 4);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT, 4);
}
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_UINT, 1);
+ _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 1);
}
void GLAPIENTRY
GLuint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_UINT, 2);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_UINT, 3);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_UINT, 4);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 4);
}
void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 1);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 1);
}
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 2);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 2);
}
void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 3);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 3);
}
void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 4);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT, 4);
}
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 2, 2, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 3, 3, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 4, 4, GLSL_TYPE_FLOAT);
}
/** Same as above with direct state access **/
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1ui");
- _mesa_uniform(ctx, shProg, location, 1, &v0, GLSL_TYPE_UINT, 1);
+ _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_UINT, 1);
}
void GLAPIENTRY
v[1] = v1;
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform2ui");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_UINT, 2);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT, 2);
}
void GLAPIENTRY
v[2] = v2;
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform3ui");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_UINT, 3);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT, 3);
}
void GLAPIENTRY
v[2] = v2;
v[3] = v3;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4ui");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_UINT, 4);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT, 4);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1uiv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 1);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT, 1);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform2uiv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 2);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT, 2);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform3uiv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 3);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT, 3);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform4uiv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 4);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT, 4);
}
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2fv");
- _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 2, 2, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3fv");
- _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 3, 3, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4fv");
- _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 4, 4, GLSL_TYPE_FLOAT);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 2, 3, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 3, 2, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 2, 4, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 4, 2, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 3, 4, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 4, 3, GLSL_TYPE_FLOAT);
}
/** Same as above with direct state access **/
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x3fv");
- _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 2, 3, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x2fv");
- _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 3, 2, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x4fv");
- _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 2, 4, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x2fv");
- _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 4, 2, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x4fv");
- _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 3, 4, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x3fv");
- _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
+ _mesa_uniform_matrix(location, count, transpose, value, ctx, shProg, 4, 3, GLSL_TYPE_FLOAT);
}
_mesa_GetnUniformi64vARB(GLuint program, GLint location,
GLsizei bufSize, GLint64 *params)
{
-
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT64, params);
}
void GLAPIENTRY
_mesa_GetUniformi64vARB(GLuint program, GLint location, GLint64 *params)
{
+ _mesa_GetnUniformi64vARB(program, location, INT_MAX, params);
}
void GLAPIENTRY
_mesa_GetnUniformui64vARB(GLuint program, GLint location,
GLsizei bufSize, GLuint64 *params)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT64, params);
}
+
void GLAPIENTRY
_mesa_GetUniformui64vARB(GLuint program, GLint location, GLuint64 *params)
{
+ _mesa_GetnUniformui64vARB(program, location, INT_MAX, params);
}
* "If program has not been successfully linked, the error
* INVALID_OPERATION is generated."
*/
- if (shProg->data->LinkStatus == GL_FALSE) {
+ if (shProg->data->LinkStatus == linking_failure) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetUniformLocation(program not linked)");
return -1;
_mesa_Uniform1d(GLint location, GLdouble v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_DOUBLE, 1);
+ _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 1);
}
void GLAPIENTRY
GLdouble v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 2);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 3);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 4);
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 4);
}
void GLAPIENTRY
_mesa_Uniform1dv(GLint location, GLsizei count, const GLdouble * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 1);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 1);
}
void GLAPIENTRY
_mesa_Uniform2dv(GLint location, GLsizei count, const GLdouble * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 2);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 2);
}
void GLAPIENTRY
_mesa_Uniform3dv(GLint location, GLsizei count, const GLdouble * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 3);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 3);
}
void GLAPIENTRY
_mesa_Uniform4dv(GLint location, GLsizei count, const GLdouble * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 4);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_DOUBLE, 4);
}
void GLAPIENTRY
const GLdouble * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 2, 2, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
const GLdouble * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 3, 3, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
const GLdouble * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 4, 4, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
const GLdouble *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 2, 3, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
const GLdouble *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 3, 2, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
const GLdouble *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 2, 4, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
const GLdouble *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 4, 2, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
const GLdouble *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 3, 4, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
const GLdouble *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, ctx->_Shader->ActiveProgram, 4, 3, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1d");
- _mesa_uniform(ctx, shProg, location, 1, &v0, GLSL_TYPE_DOUBLE, 1);
+ _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_DOUBLE, 1);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2d");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 2);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_DOUBLE, 2);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3d");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 3);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_DOUBLE, 3);
}
void GLAPIENTRY
v[2] = v2;
v[3] = v3;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4d");
- _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 4);
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_DOUBLE, 4);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1dv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 1);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_DOUBLE, 1);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform2dv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 2);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_DOUBLE, 2);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform3dv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 3);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_DOUBLE, 3);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform4dv");
- _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 4);
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_DOUBLE, 4);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2dv");
- _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 2, 2, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3dv");
- _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 3, 3, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4dv");
- _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 4, 4, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x3dv");
- _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 2, 3, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x2dv");
- _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 3, 2, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x4dv");
- _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 2, 4, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x2dv");
- _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 4, 2, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x4dv");
- _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 3, 4, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x3dv");
- _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
+ _mesa_uniform_matrix(location, count, transpose, value,
+ ctx, shProg, 4, 3, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
_mesa_Uniform1i64ARB(GLint location, GLint64 v0)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 1);
}
void GLAPIENTRY
_mesa_Uniform2i64ARB(GLint location, GLint64 v0, GLint64 v1)
{
+ GET_CURRENT_CONTEXT(ctx);
+ int64_t v[2];
+ v[0] = v0;
+ v[1] = v1;
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 2);
}
void GLAPIENTRY
_mesa_Uniform3i64ARB(GLint location, GLint64 v0, GLint64 v1, GLint64 v2)
{
+ GET_CURRENT_CONTEXT(ctx);
+ int64_t v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 3);
}
void GLAPIENTRY
_mesa_Uniform4i64ARB(GLint location, GLint64 v0, GLint64 v1, GLint64 v2, GLint64 v3)
{
+ GET_CURRENT_CONTEXT(ctx);
+ int64_t v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 4);
}
void GLAPIENTRY
_mesa_Uniform1i64vARB(GLint location, GLsizei count, const GLint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 1);
}
void GLAPIENTRY
_mesa_Uniform2i64vARB(GLint location, GLsizei count, const GLint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 2);
}
void GLAPIENTRY
_mesa_Uniform3i64vARB(GLint location, GLsizei count, const GLint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 3);
}
void GLAPIENTRY
_mesa_Uniform4i64vARB(GLint location, GLsizei count, const GLint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT64, 4);
}
void GLAPIENTRY
_mesa_Uniform1ui64ARB(GLint location, GLuint64 v0)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, 1, &v0, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 1);
}
void GLAPIENTRY
_mesa_Uniform2ui64ARB(GLint location, GLuint64 v0, GLuint64 v1)
{
+ GET_CURRENT_CONTEXT(ctx);
+ uint64_t v[2];
+ v[0] = v0;
+ v[1] = v1;
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 2);
}
void GLAPIENTRY
_mesa_Uniform3ui64ARB(GLint location, GLuint64 v0, GLuint64 v1, GLuint64 v2)
{
+ GET_CURRENT_CONTEXT(ctx);
+ uint64_t v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 3);
}
void GLAPIENTRY
_mesa_Uniform4ui64ARB(GLint location, GLuint64 v0, GLuint64 v1, GLuint64 v2, GLuint64 v3)
{
+ GET_CURRENT_CONTEXT(ctx);
+ uint64_t v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ _mesa_uniform(location, 1, v, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 4);
}
void GLAPIENTRY
_mesa_Uniform1ui64vARB(GLint location, GLsizei count, const GLuint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 1);
}
void GLAPIENTRY
_mesa_Uniform2ui64vARB(GLint location, GLsizei count, const GLuint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 2);
}
void GLAPIENTRY
_mesa_Uniform3ui64vARB(GLint location, GLsizei count, const GLuint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 3);
}
void GLAPIENTRY
_mesa_Uniform4ui64vARB(GLint location, GLsizei count, const GLuint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_UINT64, 4);
}
-/* DSA int64 entrypoints */
+/* DSA entrypoints */
void GLAPIENTRY
_mesa_ProgramUniform1i64ARB(GLuint program, GLint location, GLint64 v0)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1i64ARB");
+ _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_INT64, 1);
}
void GLAPIENTRY
_mesa_ProgramUniform2i64ARB(GLuint program, GLint location, GLint64 v0, GLint64 v1)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2i64ARB");
+ int64_t v[2];
+ v[0] = v0;
+ v[1] = v1;
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT64, 2);
}
void GLAPIENTRY
_mesa_ProgramUniform3i64ARB(GLuint program, GLint location, GLint64 v0, GLint64 v1, GLint64 v2)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3i64ARB");
+ int64_t v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT64, 3);
}
void GLAPIENTRY
_mesa_ProgramUniform4i64ARB(GLuint program, GLint location, GLint64 v0, GLint64 v1, GLint64 v2, GLint64 v3)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4i64ARB");
+ int64_t v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_INT64, 4);
}
void GLAPIENTRY
_mesa_ProgramUniform1i64vARB(GLuint program, GLint location, GLsizei count, const GLint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1i64vARB");
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT64, 1);
}
void GLAPIENTRY
_mesa_ProgramUniform2i64vARB(GLuint program, GLint location, GLsizei count, const GLint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2i64vARB");
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT64, 2);
}
void GLAPIENTRY
_mesa_ProgramUniform3i64vARB(GLuint program, GLint location, GLsizei count, const GLint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3i64vARB");
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT64, 3);
}
void GLAPIENTRY
_mesa_ProgramUniform4i64vARB(GLuint program, GLint location, GLsizei count, const GLint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4i64vARB");
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT64, 4);
}
void GLAPIENTRY
_mesa_ProgramUniform1ui64ARB(GLuint program, GLint location, GLuint64 v0)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1ui64ARB");
+ _mesa_uniform(location, 1, &v0, ctx, shProg, GLSL_TYPE_UINT64, 1);
}
void GLAPIENTRY
_mesa_ProgramUniform2ui64ARB(GLuint program, GLint location, GLuint64 v0, GLuint64 v1)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2ui64ARB");
+ uint64_t v[2];
+ v[0] = v0;
+ v[1] = v1;
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT64, 2);
}
void GLAPIENTRY
_mesa_ProgramUniform3ui64ARB(GLuint program, GLint location, GLuint64 v0, GLuint64 v1, GLuint64 v2)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3ui64ARB");
+ uint64_t v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT64, 3);
}
void GLAPIENTRY
_mesa_ProgramUniform4ui64ARB(GLuint program, GLint location, GLuint64 v0, GLuint64 v1, GLuint64 v2, GLuint64 v3)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4ui64ARB");
+ uint64_t v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ _mesa_uniform(location, 1, v, ctx, shProg, GLSL_TYPE_UINT64, 4);
}
void GLAPIENTRY
_mesa_ProgramUniform1ui64vARB(GLuint program, GLint location, GLsizei count, const GLuint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1ui64vARB");
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT64, 1);
}
void GLAPIENTRY
_mesa_ProgramUniform2ui64vARB(GLuint program, GLint location, GLsizei count, const GLuint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2ui64vARB");
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT64, 2);
}
void GLAPIENTRY
_mesa_ProgramUniform3ui64vARB(GLuint program, GLint location, GLsizei count, const GLuint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3ui64vARB");
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT64, 3);
}
void GLAPIENTRY
_mesa_ProgramUniform4ui64vARB(GLuint program, GLint location, GLsizei count, const GLuint64 *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4ui64vARB");
+ _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_UINT64, 4);
}