{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 2, location, count, transpose, value, GL_FLOAT);
+ 2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 3, location, count, transpose, value, GL_FLOAT);
+ 3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 4, location, count, transpose, value, GL_FLOAT);
+ 4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
/** Same as above with direct state access **/
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2fv");
- _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, 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, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, 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, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 3, location, count, transpose, value, GL_FLOAT);
+ 2, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 2, location, count, transpose, value, GL_FLOAT);
+ 3, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 4, location, count, transpose, value, GL_FLOAT);
+ 2, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 2, location, count, transpose, value, GL_FLOAT);
+ 4, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 4, location, count, transpose, value, GL_FLOAT);
+ 3, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 3, location, count, transpose, value, GL_FLOAT);
+ 4, 3, location, count, transpose, value, 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, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, 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, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, 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, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, 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, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, 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, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, 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, GL_FLOAT);
+ _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 2, location, count, transpose, value, GL_DOUBLE);
+ 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 3, location, count, transpose, value, GL_DOUBLE);
+ 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 4, location, count, transpose, value, GL_DOUBLE);
+ 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 3, location, count, transpose, value, GL_DOUBLE);
+ 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 2, location, count, transpose, value, GL_DOUBLE);
+ 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 4, location, count, transpose, value, GL_DOUBLE);
+ 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 2, location, count, transpose, value, GL_DOUBLE);
+ 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 4, location, count, transpose, value, GL_DOUBLE);
+ 3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 3, location, count, transpose, value, GL_DOUBLE);
+ 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, 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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, 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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, 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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, 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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, 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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, 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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, 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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, 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, GL_DOUBLE);
+ _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}