_mesa_Uniform1f(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_FLOAT, 1);
}
void GLAPIENTRY
GLfloat v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_FLOAT, 3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, 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, GL_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_INT, 1);
}
void GLAPIENTRY
GLint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_INT, 3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, 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, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_FLOAT);
+ _mesa_uniform(ctx, shProg, location, 1, &v0, 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, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_INT);
+ _mesa_uniform(ctx, shProg, location, 1, &v0, 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, GL_INT_VEC2);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_INT_VEC3);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_INT_VEC4);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_FLOAT);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_INT);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_INT_VEC2);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_INT_VEC3);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_INT_VEC4);
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_INT, 4);
}
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_UINT, 1);
}
void GLAPIENTRY
GLuint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_UINT, 2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_UINT, 3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, 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, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, 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, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_UINT, 4);
}
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniform1ui");
- _mesa_uniform(ctx, shProg, location, 1, &v0, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, shProg, location, 1, &v0, 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, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, shProg, location, 1, v, 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, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, shProg, location, count, value, 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, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_UINT, 4);
}