blob: 59fe1a2389668bc1b6542965cf79fe4e610371a2 [file] [log] [blame]
#include "GL2Encoder.h"
#include <assert.h>
static GLubyte *gVendorString= (GLubyte *) "Android";
static GLubyte *gRendererString= (GLubyte *) "Android HW-GLES 2.0";
static GLubyte *gVersionString= (GLubyte *) "OpenGL ES 2.0";
static GLubyte *gExtensionsString= (GLubyte *) ""; // no extensions at this point;
#define SET_ERROR_IF(condition,err) if((condition)) { \
LOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \
ctx->setError(err); \
return; \
}
#define RET_AND_SET_ERROR_IF(condition,err,ret) if((condition)) { \
LOGE("%s:%s:%d GL error 0x%x\n", __FILE__, __FUNCTION__, __LINE__, err); \
ctx->setError(err); \
return ret; \
}
GL2Encoder::GL2Encoder(IOStream *stream) : gl2_encoder_context_t(stream)
{
m_initialized = false;
m_state = NULL;
m_error = GL_NO_ERROR;
m_num_compressedTextureFormats = 0;
m_compressedTextureFormats = NULL;
//overrides
m_glFlush_enc = set_glFlush(s_glFlush);
m_glPixelStorei_enc = set_glPixelStorei(s_glPixelStorei);
m_glGetString_enc = set_glGetString(s_glGetString);
m_glBindBuffer_enc = set_glBindBuffer(s_glBindBuffer);
m_glBufferData_enc = set_glBufferData(s_glBufferData);
m_glBufferSubData_enc = set_glBufferSubData(s_glBufferSubData);
m_glDeleteBuffers_enc = set_glDeleteBuffers(s_glDeleteBuffers);
m_glDrawArrays_enc = set_glDrawArrays(s_glDrawArrays);
m_glDrawElements_enc = set_glDrawElements(s_glDrawElements);
m_glGetIntegerv_enc = set_glGetIntegerv(s_glGetIntegerv);
m_glGetFloatv_enc = set_glGetFloatv(s_glGetFloatv);
m_glGetBooleanv_enc = set_glGetBooleanv(s_glGetBooleanv);
m_glVertexAttribPointer_enc = set_glVertexAttribPointer(s_glVertexAtrribPointer);
m_glEnableVertexAttribArray_enc = set_glEnableVertexAttribArray(s_glEnableVertexAttribArray);
m_glDisableVertexAttribArray_enc = set_glDisableVertexAttribArray(s_glDisableVertexAttribArray);
m_glGetVertexAttribiv_enc = set_glGetVertexAttribiv(s_glGetVertexAttribiv);
m_glGetVertexAttribfv_enc = set_glGetVertexAttribfv(s_glGetVertexAttribfv);
m_glGetVertexAttribPointerv = set_glGetVertexAttribPointerv(s_glGetVertexAttribPointerv);
set_glShaderSource(s_glShaderSource);
set_glFinish(s_glFinish);
m_glGetError_enc = set_glGetError(s_glGetError);
m_glLinkProgram_enc = set_glLinkProgram(s_glLinkProgram);
m_glDeleteProgram_enc = set_glDeleteProgram(s_glDeleteProgram);
m_glGetUniformiv_enc = set_glGetUniformiv(s_glGetUniformiv);
m_glGetUniformfv_enc = set_glGetUniformfv(s_glGetUniformfv);
m_glCreateProgram_enc = set_glCreateProgram(s_glCreateProgram);
m_glCreateShader_enc = set_glCreateShader(s_glCreateShader);
m_glDeleteShader_enc = set_glDeleteShader(s_glDeleteShader);
m_glGetUniformLocation_enc = set_glGetUniformLocation(s_glGetUniformLocation);
m_glUseProgram_enc = set_glUseProgram(s_glUseProgram);
m_glUniform1f_enc = set_glUniform1f(s_glUniform1f);
m_glUniform1fv_enc = set_glUniform1fv(s_glUniform1fv);
m_glUniform1i_enc = set_glUniform1i(s_glUniform1i);
m_glUniform1iv_enc = set_glUniform1iv(s_glUniform1iv);
m_glUniform2f_enc = set_glUniform2f(s_glUniform2f);
m_glUniform2fv_enc = set_glUniform2fv(s_glUniform2fv);
m_glUniform2i_enc = set_glUniform2i(s_glUniform2i);
m_glUniform2iv_enc = set_glUniform2iv(s_glUniform2iv);
m_glUniform3f_enc = set_glUniform3f(s_glUniform3f);
m_glUniform3fv_enc = set_glUniform3fv(s_glUniform3fv);
m_glUniform3i_enc = set_glUniform3i(s_glUniform3i);
m_glUniform3iv_enc = set_glUniform3iv(s_glUniform3iv);
m_glUniform4f_enc = set_glUniform4f(s_glUniform4f);
m_glUniform4fv_enc = set_glUniform4fv(s_glUniform4fv);
m_glUniform4i_enc = set_glUniform4i(s_glUniform4i);
m_glUniform4iv_enc = set_glUniform4iv(s_glUniform4iv);
m_glUniformMatrix2fv_enc = set_glUniformMatrix2fv(s_glUniformMatrix2fv);
m_glUniformMatrix3fv_enc = set_glUniformMatrix3fv(s_glUniformMatrix3fv);
m_glUniformMatrix4fv_enc = set_glUniformMatrix4fv(s_glUniformMatrix4fv);
}
GL2Encoder::~GL2Encoder()
{
delete m_compressedTextureFormats;
}
GLenum GL2Encoder::s_glGetError(void * self)
{
GL2Encoder *ctx = (GL2Encoder *)self;
GLenum err = ctx->getError();
if(err != GL_NO_ERROR) {
ctx->setError(GL_NO_ERROR);
return err;
}
return ctx->m_glGetError_enc(self);
}
void GL2Encoder::s_glFlush(void *self)
{
GL2Encoder *ctx = (GL2Encoder *) self;
ctx->m_glFlush_enc(self);
ctx->m_stream->flush();
}
const GLubyte *GL2Encoder::s_glGetString(void *self, GLenum name)
{
GLubyte *retval = (GLubyte *) "";
switch(name) {
case GL_VENDOR:
retval = gVendorString;
break;
case GL_RENDERER:
retval = gRendererString;
break;
case GL_VERSION:
retval = gVersionString;
break;
case GL_EXTENSIONS:
retval = gExtensionsString;
break;
}
return retval;
}
void GL2Encoder::s_glPixelStorei(void *self, GLenum param, GLint value)
{
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->m_glPixelStorei_enc(ctx, param, value);
assert(ctx->m_state != NULL);
ctx->m_state->setPixelStore(param, value);
}
void GL2Encoder::s_glBindBuffer(void *self, GLenum target, GLuint id)
{
GL2Encoder *ctx = (GL2Encoder *) self;
assert(ctx->m_state != NULL);
ctx->m_state->bindBuffer(target, id);
// TODO set error state if needed;
ctx->m_glBindBuffer_enc(self, target, id);
}
void GL2Encoder::s_glBufferData(void * self, GLenum target, GLsizeiptr size, const GLvoid * data, GLenum usage)
{
GL2Encoder *ctx = (GL2Encoder *) self;
GLuint bufferId = ctx->m_state->getBuffer(target);
SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION);
SET_ERROR_IF(size<0, GL_INVALID_VALUE);
ctx->m_shared->updateBufferData(bufferId, size, (void*)data);
ctx->m_glBufferData_enc(self, target, size, data, usage);
}
void GL2Encoder::s_glBufferSubData(void * self, GLenum target, GLintptr offset, GLsizeiptr size, const GLvoid * data)
{
GL2Encoder *ctx = (GL2Encoder *) self;
GLuint bufferId = ctx->m_state->getBuffer(target);
SET_ERROR_IF(bufferId==0, GL_INVALID_OPERATION);
GLenum res = ctx->m_shared->subUpdateBufferData(bufferId, offset, size, (void*)data);
SET_ERROR_IF(res, res);
ctx->m_glBufferSubData_enc(self, target, offset, size, data);
}
void GL2Encoder::s_glDeleteBuffers(void * self, GLsizei n, const GLuint * buffers)
{
GL2Encoder *ctx = (GL2Encoder *) self;
SET_ERROR_IF(n<0, GL_INVALID_VALUE);
for (int i=0; i<n; i++) {
ctx->m_shared->deleteBufferData(buffers[i]);
ctx->m_glDeleteBuffers_enc(self,1,&buffers[i]);
}
}
void GL2Encoder::s_glVertexAtrribPointer(void *self, GLuint indx, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const GLvoid * ptr)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
ctx->m_state->setState(indx, size, type, normalized, stride, ptr);
}
void GL2Encoder::s_glGetIntegerv(void *self, GLenum param, GLint *params)
{
GL2Encoder *ctx = (GL2Encoder *) self;
assert(ctx->m_state != NULL);
if (param == GL_NUM_SHADER_BINARY_FORMATS) {
*params = 0;
} else if (param == GL_SHADER_BINARY_FORMATS) {
// do nothing
} else if (param == GL_COMPRESSED_TEXTURE_FORMATS) {
GLint *compressedTextureFormats = ctx->getCompressedTextureFormats();
if (ctx->m_num_compressedTextureFormats > 0 && compressedTextureFormats != NULL) {
memcpy(params, compressedTextureFormats, ctx->m_num_compressedTextureFormats * sizeof(GLint));
}
} else if (!ctx->m_state->getClientStateParameter<GLint>(param, params)) {
ctx->m_glGetIntegerv_enc(self, param, params);
}
}
void GL2Encoder::s_glGetFloatv(void *self, GLenum param, GLfloat *ptr)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
if (param == GL_NUM_SHADER_BINARY_FORMATS) {
*ptr = 0;
} else if (param == GL_SHADER_BINARY_FORMATS) {
// do nothing;
} else if (param == GL_COMPRESSED_TEXTURE_FORMATS) {
GLint * compressedTextureFormats = ctx->getCompressedTextureFormats();
if (ctx->m_num_compressedTextureFormats > 0 && compressedTextureFormats != NULL) {
for (int i = 0; i < ctx->m_num_compressedTextureFormats; i++) {
ptr[i] = (GLfloat) compressedTextureFormats[i];
}
}
}
else if (!ctx->m_state->getClientStateParameter<GLfloat>(param,ptr)) {
ctx->m_glGetFloatv_enc(self, param, ptr);
}
}
void GL2Encoder::s_glGetBooleanv(void *self, GLenum param, GLboolean *ptr)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
if (param == GL_COMPRESSED_TEXTURE_FORMATS) {
// ignore the command, although we should have generated a GLerror;
}
else if (!ctx->m_state->getClientStateParameter<GLboolean>(param,ptr)) {
ctx->m_glGetBooleanv_enc(self, param, ptr);
}
}
void GL2Encoder::s_glEnableVertexAttribArray(void *self, GLuint index)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state);
ctx->m_state->enable(index, 1);
}
void GL2Encoder::s_glDisableVertexAttribArray(void *self, GLuint index)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state);
ctx->m_state->enable(index, 0);
}
void GL2Encoder::s_glGetVertexAttribiv(void *self, GLuint index, GLenum pname, GLint *params)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state);
if (!ctx->m_state->getVertexAttribParameter<GLint>(index, pname, params)) {
ctx->m_glGetVertexAttribiv_enc(self, index, pname, params);
}
}
void GL2Encoder::s_glGetVertexAttribfv(void *self, GLuint index, GLenum pname, GLfloat *params)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state);
if (!ctx->m_state->getVertexAttribParameter<GLfloat>(index, pname, params)) {
ctx->m_glGetVertexAttribfv_enc(self, index, pname, params);
}
}
void GL2Encoder::s_glGetVertexAttribPointerv(void *self, GLuint index, GLenum pname, GLvoid **pointer)
{
GL2Encoder *ctx = (GL2Encoder *)self;
if (ctx->m_state == NULL) return;
const GLClientState::VertexAttribState *va_state = ctx->m_state->getState(index);
if (va_state != NULL) {
*pointer = va_state->data;
}
}
void GL2Encoder::sendVertexAttributes(GLint first, GLsizei count)
{
assert(m_state);
for (int i = 0; i < m_state->nLocations(); i++) {
bool enableDirty;
const GLClientState::VertexAttribState *state = m_state->getStateAndEnableDirty(i, &enableDirty);
if (!state) {
continue;
}
if (!enableDirty && !state->enabled) {
continue;
}
if (state->enabled) {
m_glEnableVertexAttribArray_enc(this, i);
unsigned int datalen = state->elementSize * count;
int stride = state->stride == 0 ? state->elementSize : state->stride;
int firstIndex = stride * first;
if (state->bufferObject == 0) {
this->glVertexAttribPointerData(this, i, state->size, state->type, state->normalized, state->stride,
(unsigned char *)state->data + firstIndex, datalen);
} else {
this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, state->bufferObject);
this->glVertexAttribPointerOffset(this, i, state->size, state->type, state->normalized, state->stride,
(GLuint) state->data + firstIndex);
this->m_glBindBuffer_enc(this, GL_ARRAY_BUFFER, m_state->currentArrayVbo());
}
} else {
this->m_glDisableVertexAttribArray_enc(this, i);
}
}
}
void GL2Encoder::s_glDrawArrays(void *self, GLenum mode, GLint first, GLsizei count)
{
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->sendVertexAttributes(first, count);
ctx->m_glDrawArrays_enc(ctx, mode, 0, count);
}
void GL2Encoder::s_glDrawElements(void *self, GLenum mode, GLsizei count, GLenum type, const void *indices)
{
GL2Encoder *ctx = (GL2Encoder *)self;
assert(ctx->m_state != NULL);
SET_ERROR_IF(count<0, GL_INVALID_VALUE);
bool has_immediate_arrays = false;
bool has_indirect_arrays = false;
int nLocations = ctx->m_state->nLocations();
for (int i = 0; i < nLocations; i++) {
const GLClientState::VertexAttribState *state = ctx->m_state->getState(i);
if (state->enabled) {
if (state->bufferObject != 0) {
has_indirect_arrays = true;
} else {
has_immediate_arrays = true;
}
}
}
if (!has_immediate_arrays && !has_indirect_arrays) {
LOGE("glDrawElements: no data bound to the command - ignoring\n");
return;
}
bool adjustIndices = true;
if (ctx->m_state->currentIndexVbo() != 0) {
if (!has_immediate_arrays) {
ctx->sendVertexAttributes(0, count);
ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, ctx->m_state->currentIndexVbo());
ctx->glDrawElementsOffset(ctx, mode, count, type, (GLuint)indices);
adjustIndices = false;
} else {
BufferData * buf = ctx->m_shared->getBufferData(ctx->m_state->currentIndexVbo());
ctx->m_glBindBuffer_enc(self, GL_ELEMENT_ARRAY_BUFFER, 0);
indices = (void*)((GLintptr)buf->m_fixedBuffer.ptr() + (GLintptr)indices);
}
}
if (adjustIndices) {
void *adjustedIndices = (void*)indices;
int minIndex = 0, maxIndex = 0;
switch(type) {
case GL_BYTE:
case GL_UNSIGNED_BYTE:
GLUtils::minmax<unsigned char>((unsigned char *)indices, count, &minIndex, &maxIndex);
if (minIndex != 0) {
adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
GLUtils::shiftIndices<unsigned char>((unsigned char *)indices,
(unsigned char *)adjustedIndices,
count, -minIndex);
}
break;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
GLUtils::minmax<unsigned short>((unsigned short *)indices, count, &minIndex, &maxIndex);
if (minIndex != 0) {
adjustedIndices = ctx->m_fixedBuffer.alloc(glSizeof(type) * count);
GLUtils::shiftIndices<unsigned short>((unsigned short *)indices,
(unsigned short *)adjustedIndices,
count, -minIndex);
}
break;
default:
LOGE("unsupported index buffer type %d\n", type);
}
if (has_indirect_arrays || 1) {
ctx->sendVertexAttributes(minIndex, maxIndex - minIndex + 1);
ctx->glDrawElementsData(ctx, mode, count, type, adjustedIndices,
count * glSizeof(type));
// XXX - OPTIMIZATION (see the other else branch) should be implemented
if(!has_indirect_arrays) {
//LOGD("unoptimized drawelements !!!\n");
}
} else {
// we are all direct arrays and immidate mode index array -
// rebuild the arrays and the index array;
LOGE("glDrawElements: direct index & direct buffer data - will be implemented in later versions;\n");
}
}
}
GLint * GL2Encoder::getCompressedTextureFormats()
{
if (m_compressedTextureFormats == NULL) {
this->glGetIntegerv(this, GL_NUM_COMPRESSED_TEXTURE_FORMATS,
&m_num_compressedTextureFormats);
if (m_num_compressedTextureFormats > 0) {
// get number of texture formats;
m_compressedTextureFormats = new GLint[m_num_compressedTextureFormats];
this->glGetCompressedTextureFormats(this, m_num_compressedTextureFormats, m_compressedTextureFormats);
}
}
return m_compressedTextureFormats;
}
void GL2Encoder::s_glShaderSource(void *self, GLuint shader, GLsizei count, const GLchar **string, const GLint *length)
{
int len = glUtilsCalcShaderSourceLen((char**)string, (GLint*)length, count);
char *str = new char[len + 1];
glUtilsPackStrings(str, (char**)string, (GLint*)length, count);
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->glShaderString(ctx, shader, str, len + 1);
delete str;
}
void GL2Encoder::s_glFinish(void *self)
{
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->glFinishRoundTrip(self);
}
void GL2Encoder::s_glLinkProgram(void * self, GLuint program)
{
GL2Encoder *ctx = (GL2Encoder *)self;
ctx->m_glLinkProgram_enc(self, program);
GLint linkStatus = 0;
ctx->glGetProgramiv(self,program,GL_LINK_STATUS,&linkStatus);
if (!linkStatus)
return;
//get number of active uniforms in the program
GLint numUniforms=0;
ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORMS, &numUniforms);
ctx->m_shared->initProgramData(program,numUniforms);
//get the length of the longest uniform name
GLint maxLength=0;
ctx->glGetProgramiv(self, program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength);
GLint size;
GLenum type;
GLchar *name = new GLchar[maxLength+1];
GLint location;
//for each active uniform, get its size and starting location.
for (GLint i=0 ; i<numUniforms ; ++i)
{
ctx->glGetActiveUniform(self, program, i, maxLength, NULL, &size, &type, name);
location = ctx->m_glGetUniformLocation_enc(self, program, name);
ctx->m_shared->setProgramIndexInfo(program, i, location, size, type);
}
ctx->m_shared->setupLocationShiftWAR(program);
delete[] name;
}
void GL2Encoder::s_glDeleteProgram(void *self, GLuint program)
{
GL2Encoder *ctx = (GL2Encoder*)self;
ctx->m_glDeleteProgram_enc(self, program);
ctx->m_shared->deleteProgramData(program);
}
void GL2Encoder::s_glGetUniformiv(void *self, GLuint program, GLint location, GLint* params)
{
GL2Encoder *ctx = (GL2Encoder*)self;
SET_ERROR_IF(!(ctx->m_shared->isProgram(program) || ctx->m_shared->isShader(program)), GL_INVALID_VALUE);
SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION);
GLint hostLoc = ctx->m_shared->locationWARAppToHost(program, location);
SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION);
ctx->m_glGetUniformiv_enc(self, program, hostLoc, params);
}
void GL2Encoder::s_glGetUniformfv(void *self, GLuint program, GLint location, GLfloat* params)
{
GL2Encoder *ctx = (GL2Encoder*)self;
SET_ERROR_IF(!(ctx->m_shared->isProgram(program) || ctx->m_shared->isShader(program)), GL_INVALID_VALUE);
SET_ERROR_IF(!ctx->m_shared->isProgramInitialized(program), GL_INVALID_OPERATION);
GLint hostLoc = ctx->m_shared->locationWARAppToHost(program,location);
SET_ERROR_IF(ctx->m_shared->getProgramUniformType(program,hostLoc)==0, GL_INVALID_OPERATION);
ctx->m_glGetUniformfv_enc(self, program, hostLoc, params);
}
GLuint GL2Encoder::s_glCreateProgram(void * self)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLuint program = ctx->m_glCreateProgram_enc(self);
if (program!=0)
ctx->m_shared->addProgramData(program);
return program;
}
GLuint GL2Encoder::s_glCreateShader(void *self, GLenum shaderType)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLuint shader = ctx->m_glCreateShader_enc(self, shaderType);
if (shader!=0)
ctx->m_shared->addShaderData(shader);
return shader;
}
void GL2Encoder::s_glDeleteShader(void *self, GLenum shader)
{
GL2Encoder *ctx = (GL2Encoder*)self;
ctx->m_glDeleteShader_enc(self,shader);
ctx->m_shared->deleteShaderData(shader);
}
int GL2Encoder::s_glGetUniformLocation(void *self, GLuint program, const GLchar *name)
{
if (!name) return -1;
GL2Encoder *ctx = (GL2Encoder*)self;
// if we need the uniform location WAR
// parse array index from the end of the name string
int arrIndex = 0;
bool needLocationWAR = ctx->m_shared->needUniformLocationWAR(program);
if (needLocationWAR) {
int namelen = strlen(name);
if (name[namelen-1] == ']') {
char *brace = strrchr(name,'[');
if (!brace || sscanf(brace+1,"%d",&arrIndex) != 1) {
return -1;
}
}
}
int hostLoc = ctx->m_glGetUniformLocation_enc(self, program, name);
if (hostLoc >= 0 && needLocationWAR) {
return ctx->m_shared->locationWARHostToApp(program, hostLoc, arrIndex);
}
return hostLoc;
}
void GL2Encoder::s_glUseProgram(void *self, GLuint program)
{
GL2Encoder *ctx = (GL2Encoder*)self;
ctx->m_glUseProgram_enc(self, program);
ctx->m_state->setCurrentProgram(program);
}
void GL2Encoder::s_glUniform1f(void *self , GLint location, GLfloat x)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform1f_enc(self, hostLoc, x);
}
void GL2Encoder::s_glUniform1fv(void *self , GLint location, GLsizei count, const GLfloat* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform1fv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform1i(void *self , GLint location, GLint x)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform1i_enc(self, hostLoc, x);
}
void GL2Encoder::s_glUniform1iv(void *self , GLint location, GLsizei count, const GLint* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform1iv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform2f(void *self , GLint location, GLfloat x, GLfloat y)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform2f_enc(self, hostLoc, x, y);
}
void GL2Encoder::s_glUniform2fv(void *self , GLint location, GLsizei count, const GLfloat* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform2fv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform2i(void *self , GLint location, GLint x, GLint y)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform2i_enc(self, hostLoc, x, y);
}
void GL2Encoder::s_glUniform2iv(void *self , GLint location, GLsizei count, const GLint* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform2iv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform3f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform3f_enc(self, hostLoc, x, y, z);
}
void GL2Encoder::s_glUniform3fv(void *self , GLint location, GLsizei count, const GLfloat* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform3fv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform3i(void *self , GLint location, GLint x, GLint y, GLint z)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform3i_enc(self, hostLoc, x, y, z);
}
void GL2Encoder::s_glUniform3iv(void *self , GLint location, GLsizei count, const GLint* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform3iv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform4f(void *self , GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform4f_enc(self, hostLoc, x, y, z, w);
}
void GL2Encoder::s_glUniform4fv(void *self , GLint location, GLsizei count, const GLfloat* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform4fv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniform4i(void *self , GLint location, GLint x, GLint y, GLint z, GLint w)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform4i_enc(self, hostLoc, x, y, z, w);
}
void GL2Encoder::s_glUniform4iv(void *self , GLint location, GLsizei count, const GLint* v)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniform4iv_enc(self, hostLoc, count, v);
}
void GL2Encoder::s_glUniformMatrix2fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniformMatrix2fv_enc(self, hostLoc, count, transpose, value);
}
void GL2Encoder::s_glUniformMatrix3fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniformMatrix3fv_enc(self, hostLoc, count, transpose, value);
}
void GL2Encoder::s_glUniformMatrix4fv(void *self , GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
{
GL2Encoder *ctx = (GL2Encoder*)self;
GLint hostLoc = ctx->m_shared->locationWARAppToHost(ctx->m_state->currentProgram(),location);
ctx->m_glUniformMatrix4fv_enc(self, hostLoc, count, transpose, value);
}