_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
}
void GLAPIENTRY
GLfloat v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1iARB(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_INT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
}
void GLAPIENTRY
GLint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
}
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);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
}
void GLAPIENTRY
_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
}
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
}
void GLAPIENTRY
GLuint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT);
}
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
}
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);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
}
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
2, 2, location, count, transpose, value);
}
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
3, 3, location, count, transpose, value);
}
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
4, 4, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
2, 3, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
3, 2, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
2, 4, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
4, 2, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
3, 4, location, count, transpose, value);
}
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
4, 3, location, count, transpose, value);
}