Move setting the uniforms to the Renderer implementation.
TRAC #22245
Signed-off-by: Daniel Koch
Signed-off-by: Geoff Lang
Author: Nicolas Capens
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1594 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
index 6066a01..0de4ae3 100644
--- a/src/libGLESv2/ProgramBinary.cpp
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -978,52 +978,74 @@
}
}
-// Applies all the uniforms set for this program object to the Direct3D 9 device
+// Applies all the uniforms set for this program object to the renderer
void ProgramBinary::applyUniforms()
{
+ // Retrieve sampler uniform values
+ for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub)
+ {
+ Uniform *targetUniform = *ub;
+
+ if (targetUniform->dirty)
+ {
+ int count = targetUniform->arraySize;
+ GLint *v = (GLint*)targetUniform->data;
+
+ switch (targetUniform->type)
+ {
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ {
+ if (targetUniform->ps.registerCount)
+ {
+ if (targetUniform->ps.samplerIndex >= 0)
+ {
+ unsigned int firstIndex = targetUniform->ps.samplerIndex;
+
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int samplerIndex = firstIndex + i;
+
+ if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
+ {
+ ASSERT(mSamplersPS[samplerIndex].active);
+ mSamplersPS[samplerIndex].logicalTextureUnit = v[i];
+ }
+ }
+ }
+ }
+
+ if (targetUniform->vs.registerCount)
+ {
+ if (targetUniform->vs.samplerIndex >= 0)
+ {
+ unsigned int firstIndex = targetUniform->vs.samplerIndex;
+
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int samplerIndex = firstIndex + i;
+
+ if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
+ {
+ ASSERT(mSamplersVS[samplerIndex].active);
+ mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
+ }
+ }
+ }
+ }
+ }
+ break;
+ }
+ }
+ }
+
if (dynamic_cast<rx::Renderer9*>(mRenderer) == NULL) // D3D9_REPLACE
{
return; // UNIMPLEMENTED
}
- IDirect3DDevice9 *device = rx::Renderer9::makeRenderer9(mRenderer)->getDevice(); // D3D9_REPLACE
-
- for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub) {
- Uniform *targetUniform = *ub;
-
- if (targetUniform->dirty)
- {
- int arraySize = targetUniform->arraySize;
- GLfloat *f = (GLfloat*)targetUniform->data;
- GLint *i = (GLint*)targetUniform->data;
- GLboolean *b = (GLboolean*)targetUniform->data;
-
- switch (targetUniform->type)
- {
- case GL_BOOL: applyUniformnbv(device, targetUniform, arraySize, 1, b); break;
- case GL_BOOL_VEC2: applyUniformnbv(device, targetUniform, arraySize, 2, b); break;
- case GL_BOOL_VEC3: applyUniformnbv(device, targetUniform, arraySize, 3, b); break;
- case GL_BOOL_VEC4: applyUniformnbv(device, targetUniform, arraySize, 4, b); break;
- case GL_FLOAT:
- case GL_FLOAT_VEC2:
- case GL_FLOAT_VEC3:
- case GL_FLOAT_VEC4:
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT4: applyUniformnfv(device, targetUniform, f); break;
- case GL_SAMPLER_2D:
- case GL_SAMPLER_CUBE:
- case GL_INT: applyUniform1iv(device, targetUniform, arraySize, i); break;
- case GL_INT_VEC2: applyUniform2iv(device, targetUniform, arraySize, i); break;
- case GL_INT_VEC3: applyUniform3iv(device, targetUniform, arraySize, i); break;
- case GL_INT_VEC4: applyUniform4iv(device, targetUniform, arraySize, i); break;
- default:
- UNREACHABLE();
- }
-
- targetUniform->dirty = false;
- }
- }
+ // Set all other uniforms
+ rx::Renderer9::makeRenderer9(mRenderer)->applyUniforms(&mUniforms);
}
// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
@@ -2214,207 +2236,6 @@
return name;
}
-// D3D9_REPLACE begin
-void ProgramBinary::applyUniformnbv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
-{
- float vector[D3D9_MAX_FLOAT_CONSTANTS * 4];
- BOOL boolVector[D3D9_MAX_BOOL_CONSTANTS];
-
- if (targetUniform->ps.float4Index >= 0 || targetUniform->vs.float4Index >= 0)
- {
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- for (int i = 0; i < count; i++)
- {
- for (int j = 0; j < 4; j++)
- {
- if (j < width)
- {
- vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
- }
- else
- {
- vector[i * 4 + j] = 0.0f;
- }
- }
- }
- }
-
- if (targetUniform->ps.boolIndex >= 0 || targetUniform->vs.boolIndex >= 0)
- {
- int psCount = targetUniform->ps.boolIndex >= 0 ? targetUniform->ps.registerCount : 0;
- int vsCount = targetUniform->vs.boolIndex >= 0 ? targetUniform->vs.registerCount : 0;
- int copyCount = std::min(count * width, std::max(psCount, vsCount));
- ASSERT(copyCount <= D3D9_MAX_BOOL_CONSTANTS);
- for (int i = 0; i < copyCount; i++)
- {
- boolVector[i] = v[i] != GL_FALSE;
- }
- }
-
- if (targetUniform->ps.float4Index >= 0)
- {
- device->SetPixelShaderConstantF(targetUniform->ps.float4Index, vector, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->ps.boolIndex >= 0)
- {
- device->SetPixelShaderConstantB(targetUniform->ps.boolIndex, boolVector, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->vs.float4Index >= 0)
- {
- device->SetVertexShaderConstantF(targetUniform->vs.float4Index, vector, targetUniform->vs.registerCount);
- }
-
- if (targetUniform->vs.boolIndex >= 0)
- {
- device->SetVertexShaderConstantB(targetUniform->vs.boolIndex, boolVector, targetUniform->vs.registerCount);
- }
-}
-
-bool ProgramBinary::applyUniformnfv(IDirect3DDevice9 *device, Uniform *targetUniform, const GLfloat *v)
-{
- if (targetUniform->ps.registerCount)
- {
- device->SetPixelShaderConstantF(targetUniform->ps.float4Index, v, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->vs.registerCount)
- {
- device->SetVertexShaderConstantF(targetUniform->vs.float4Index, v, targetUniform->vs.registerCount);
- }
-
- return true;
-}
-
-bool ProgramBinary::applyUniform1iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v)
-{
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
-
- for (int i = 0; i < count; i++)
- {
- vector[i] = Vector4((float)v[i], 0, 0, 0);
- }
-
- if (targetUniform->ps.registerCount)
- {
- if (targetUniform->ps.samplerIndex >= 0)
- {
- unsigned int firstIndex = targetUniform->ps.samplerIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
- {
- ASSERT(mSamplersPS[samplerIndex].active);
- mSamplersPS[samplerIndex].logicalTextureUnit = v[i];
- }
- }
- }
- else
- {
- ASSERT(targetUniform->ps.float4Index >= 0);
- device->SetPixelShaderConstantF(targetUniform->ps.float4Index, (const float*)vector, targetUniform->ps.registerCount);
- }
- }
-
- if (targetUniform->vs.registerCount)
- {
- if (targetUniform->vs.samplerIndex >= 0)
- {
- unsigned int firstIndex = targetUniform->vs.samplerIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
- {
- ASSERT(mSamplersVS[samplerIndex].active);
- mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
- }
- }
- }
- else
- {
- ASSERT(targetUniform->vs.float4Index >= 0);
- device->SetVertexShaderConstantF(targetUniform->vs.float4Index, (const float *)vector, targetUniform->vs.registerCount);
- }
- }
-
- return true;
-}
-
-bool ProgramBinary::applyUniform2iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v)
-{
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
-
- for (int i = 0; i < count; i++)
- {
- vector[i] = Vector4((float)v[0], (float)v[1], 0, 0);
-
- v += 2;
- }
-
- applyUniformniv(device, targetUniform, count, vector);
-
- return true;
-}
-
-bool ProgramBinary::applyUniform3iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v)
-{
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
-
- for (int i = 0; i < count; i++)
- {
- vector[i] = Vector4((float)v[0], (float)v[1], (float)v[2], 0);
-
- v += 3;
- }
-
- applyUniformniv(device, targetUniform, count, vector);
-
- return true;
-}
-
-bool ProgramBinary::applyUniform4iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v)
-{
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- Vector4 vector[D3D9_MAX_FLOAT_CONSTANTS];
-
- for (int i = 0; i < count; i++)
- {
- vector[i] = Vector4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
-
- v += 4;
- }
-
- applyUniformniv(device, targetUniform, count, vector);
-
- return true;
-}
-
-void ProgramBinary::applyUniformniv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const Vector4 *vector)
-{
- if (targetUniform->ps.registerCount)
- {
- ASSERT(targetUniform->ps.float4Index >= 0);
- device->SetPixelShaderConstantF(targetUniform->ps.float4Index, (const float *)vector, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->vs.registerCount)
- {
- ASSERT(targetUniform->vs.float4Index >= 0);
- device->SetVertexShaderConstantF(targetUniform->vs.float4Index, (const float *)vector, targetUniform->vs.registerCount);
- }
-}
-// D3D9_REPLACE end
-
bool ProgramBinary::isValidated() const
{
return mValidated;
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
index 0e98528..3b0022d 100644
--- a/src/libGLESv2/ProgramBinary.h
+++ b/src/libGLESv2/ProgramBinary.h
@@ -81,6 +81,8 @@
RegisterInfo vs;
};
+typedef std::vector<Uniform*> UniformArray;
+
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct UniformLocation
{
@@ -174,14 +176,7 @@
rx::D3DConstantTable *vsConstantTable, rx::D3DConstantTable *psConstantTable);
bool defineUniform(GLenum shader, const rx::D3DConstant *constant, const std::string &name);
Uniform *createUniform(const rx::D3DConstant *constant, const std::string &name);
- bool applyUniformnfv(IDirect3DDevice9 *device, Uniform *targetUniform, const GLfloat *v); // D3D9_REPLACE
- bool applyUniform1iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v);
- bool applyUniform2iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v);
- bool applyUniform3iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v);
- bool applyUniform4iv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const GLint *v);
- void applyUniformniv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, const Vector4 *vector);
- void applyUniformnbv(IDirect3DDevice9 *device, Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
-
+
rx::Renderer *const mRenderer;
rx::ShaderExecutable *mPixelExecutable;
@@ -205,7 +200,6 @@
GLuint mUsedPixelSamplerRange;
bool mUsesPointSize;
- typedef std::vector<Uniform*> UniformArray;
UniformArray mUniforms;
typedef std::vector<UniformLocation> UniformIndex;
UniformIndex mUniformIndex;
diff --git a/src/libGLESv2/renderer/Renderer9.cpp b/src/libGLESv2/renderer/Renderer9.cpp
index fb4b5a3..6ae6f44 100644
--- a/src/libGLESv2/renderer/Renderer9.cpp
+++ b/src/libGLESv2/renderer/Renderer9.cpp
@@ -1431,6 +1431,215 @@
}
}
+void Renderer9::applyUniforms(const gl::UniformArray *uniformArray)
+{
+ for (std::vector<gl::Uniform*>::const_iterator ub = uniformArray->begin(), ue = uniformArray->end(); ub != ue; ++ub)
+ {
+ gl::Uniform *targetUniform = *ub;
+
+ if (targetUniform->dirty)
+ {
+ int arraySize = targetUniform->arraySize;
+ GLfloat *f = (GLfloat*)targetUniform->data;
+ GLint *i = (GLint*)targetUniform->data;
+ GLboolean *b = (GLboolean*)targetUniform->data;
+
+ switch (targetUniform->type)
+ {
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ break;
+ case GL_BOOL: applyUniformnbv(targetUniform, arraySize, 1, b); break;
+ case GL_BOOL_VEC2: applyUniformnbv(targetUniform, arraySize, 2, b); break;
+ case GL_BOOL_VEC3: applyUniformnbv(targetUniform, arraySize, 3, b); break;
+ case GL_BOOL_VEC4: applyUniformnbv(targetUniform, arraySize, 4, b); break;
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_FLOAT_VEC4:
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
+ case GL_INT: applyUniform1iv(targetUniform, arraySize, i); break;
+ case GL_INT_VEC2: applyUniform2iv(targetUniform, arraySize, i); break;
+ case GL_INT_VEC3: applyUniform3iv(targetUniform, arraySize, i); break;
+ case GL_INT_VEC4: applyUniform4iv(targetUniform, arraySize, i); break;
+ default:
+ UNREACHABLE();
+ }
+
+ targetUniform->dirty = false;
+ }
+ }
+}
+
+void Renderer9::applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
+{
+ float vector[gl::D3D9_MAX_FLOAT_CONSTANTS * 4];
+ BOOL boolVector[gl::D3D9_MAX_BOOL_CONSTANTS];
+
+ if (targetUniform->ps.float4Index >= 0 || targetUniform->vs.float4Index >= 0)
+ {
+ ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
+ for (int i = 0; i < count; i++)
+ {
+ for (int j = 0; j < 4; j++)
+ {
+ if (j < width)
+ {
+ vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
+ }
+ else
+ {
+ vector[i * 4 + j] = 0.0f;
+ }
+ }
+ }
+ }
+
+ if (targetUniform->ps.boolIndex >= 0 || targetUniform->vs.boolIndex >= 0)
+ {
+ int psCount = targetUniform->ps.boolIndex >= 0 ? targetUniform->ps.registerCount : 0;
+ int vsCount = targetUniform->vs.boolIndex >= 0 ? targetUniform->vs.registerCount : 0;
+ int copyCount = std::min(count * width, std::max(psCount, vsCount));
+ ASSERT(copyCount <= gl::D3D9_MAX_BOOL_CONSTANTS);
+ for (int i = 0; i < copyCount; i++)
+ {
+ boolVector[i] = v[i] != GL_FALSE;
+ }
+ }
+
+ if (targetUniform->ps.float4Index >= 0)
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, vector, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->ps.boolIndex >= 0)
+ {
+ mDevice->SetPixelShaderConstantB(targetUniform->ps.boolIndex, boolVector, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->vs.float4Index >= 0)
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, vector, targetUniform->vs.registerCount);
+ }
+
+ if (targetUniform->vs.boolIndex >= 0)
+ {
+ mDevice->SetVertexShaderConstantB(targetUniform->vs.boolIndex, boolVector, targetUniform->vs.registerCount);
+ }
+}
+
+bool Renderer9::applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v)
+{
+ if (targetUniform->ps.registerCount)
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, v, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->vs.registerCount)
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, v, targetUniform->vs.registerCount);
+ }
+
+ return true;
+}
+
+bool Renderer9::applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
+{
+ ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
+ gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
+
+ for (int i = 0; i < count; i++)
+ {
+ vector[i] = gl::Vector4((float)v[i], 0, 0, 0);
+ }
+
+ if (targetUniform->ps.registerCount)
+ {
+ if (targetUniform->ps.float4Index >= 0)
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, (const float*)vector, targetUniform->ps.registerCount);
+ }
+ }
+
+ if (targetUniform->vs.registerCount)
+ {
+ if (targetUniform->vs.float4Index >= 0)
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, (const float *)vector, targetUniform->vs.registerCount);
+ }
+ }
+
+ return true;
+}
+
+bool Renderer9::applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
+{
+ ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
+ gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
+
+ for (int i = 0; i < count; i++)
+ {
+ vector[i] = gl::Vector4((float)v[0], (float)v[1], 0, 0);
+
+ v += 2;
+ }
+
+ applyUniformniv(targetUniform, count, vector);
+
+ return true;
+}
+
+bool Renderer9::applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
+{
+ ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
+ gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
+
+ for (int i = 0; i < count; i++)
+ {
+ vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], 0);
+
+ v += 3;
+ }
+
+ applyUniformniv(targetUniform, count, vector);
+
+ return true;
+}
+
+bool Renderer9::applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v)
+{
+ ASSERT(count <= gl::D3D9_MAX_FLOAT_CONSTANTS);
+ gl::Vector4 vector[gl::D3D9_MAX_FLOAT_CONSTANTS];
+
+ for (int i = 0; i < count; i++)
+ {
+ vector[i] = gl::Vector4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
+
+ v += 4;
+ }
+
+ applyUniformniv(targetUniform, count, vector);
+
+ return true;
+}
+
+void Renderer9::applyUniformniv(gl::Uniform *targetUniform, GLsizei count, const gl::Vector4 *vector)
+{
+ if (targetUniform->ps.registerCount)
+ {
+ ASSERT(targetUniform->ps.float4Index >= 0);
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, (const float *)vector, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->vs.registerCount)
+ {
+ ASSERT(targetUniform->vs.float4Index >= 0);
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, (const float *)vector, targetUniform->vs.registerCount);
+ }
+}
+
void Renderer9::clear(const gl::ClearParameters &clearParams, gl::Framebuffer *frameBuffer)
{
D3DCOLOR color = D3DCOLOR_ARGB(gl::unorm<8>(clearParams.colorClearValue.alpha),
diff --git a/src/libGLESv2/renderer/Renderer9.h b/src/libGLESv2/renderer/Renderer9.h
index 9f431b3..aed2a67 100644
--- a/src/libGLESv2/renderer/Renderer9.h
+++ b/src/libGLESv2/renderer/Renderer9.h
@@ -22,7 +22,9 @@
#include <d3d9.h>
#include "common/angleutils.h"
+#include "libGLESv2/mathutil.h"
#include "libGLESv2/Context.h"
+#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/renderer/ShaderCache.h"
#include "libGLESv2/renderer/VertexDeclarationCache.h"
#include "libGLESv2/renderer/Renderer.h"
@@ -90,6 +92,7 @@
virtual bool applyRenderTarget(gl::Framebuffer *frameBuffer);
virtual void applyShaders(gl::ProgramBinary *programBinary);
+ virtual void applyUniforms(const gl::UniformArray *uniformArray);
virtual bool applyPrimitiveType(GLenum primitiveType, GLsizei elementCount);
virtual GLenum applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances);
virtual GLenum applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo);
@@ -181,6 +184,14 @@
private:
DISALLOW_COPY_AND_ASSIGN(Renderer9);
+ bool applyUniformnfv(gl::Uniform *targetUniform, const GLfloat *v);
+ bool applyUniform1iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v);
+ bool applyUniform2iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v);
+ bool applyUniform3iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v);
+ bool applyUniform4iv(gl::Uniform *targetUniform, GLsizei count, const GLint *v);
+ void applyUniformniv(gl::Uniform *targetUniform, GLsizei count, const gl::Vector4 *vector);
+ void applyUniformnbv(gl::Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
+
void drawLineLoop(GLsizei count, GLenum type, const GLvoid *indices, int minIndex, gl::Buffer *elementArrayBuffer);
void getMultiSampleSupport(D3DFORMAT format, bool *multiSampleArray);