mirror of
https://github.com/MobileGL-Dev/MobileGL
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[Perf|Improvement] (All): Improve performance & optimize code.
This commit is contained in:
@@ -9,61 +9,59 @@
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#pragma once
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#include <Includes.h>
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namespace MobileGL {
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namespace MG_Impl::GLImpl {
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void AttachShader(GLuint program, GLuint shader);
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void BindAttribLocation(GLuint program, GLuint index, const GLchar* name);
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void CompileShader(GLuint shader);
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GLuint CreateProgram(void);
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GLuint CreateShader(GLenum type);
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void DeleteProgram(GLuint program);
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void DeleteShader(GLuint shader);
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void DetachShader(GLuint program, GLuint shader);
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void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
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GLchar* name);
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void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
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GLchar* name);
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void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);
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GLint GetAttribLocation(GLuint program, const GLchar* name);
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void GetProgramiv(GLuint program, GLenum pname, GLint* params);
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void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
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void GetShaderiv(GLuint shader, GLenum pname, GLint* params);
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void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
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void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source);
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GLint GetUniformLocation(GLuint program, const GLchar* name);
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void GetUniformfv(GLuint program, GLint location, GLfloat* params);
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void GetUniformiv(GLuint program, GLint location, GLint* params);
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GLboolean IsProgram(GLuint program);
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GLboolean IsShader(GLuint shader);
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void LinkProgram(GLuint program);
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void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
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void UseProgram(GLuint program);
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void Uniform1f(GLint location, GLfloat v0);
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void Uniform2f(GLint location, GLfloat v0, GLfloat v1);
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void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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void Uniform1i(GLint location, GLint v0);
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void Uniform2i(GLint location, GLint v0, GLint v1);
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void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
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void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
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void Uniform1fv(GLint location, GLsizei count, const GLfloat* value);
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void Uniform2fv(GLint location, GLsizei count, const GLfloat* value);
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void Uniform3fv(GLint location, GLsizei count, const GLfloat* value);
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void Uniform4fv(GLint location, GLsizei count, const GLfloat* value);
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void Uniform1iv(GLint location, GLsizei count, const GLint* value);
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void Uniform2iv(GLint location, GLsizei count, const GLint* value);
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void Uniform3iv(GLint location, GLsizei count, const GLint* value);
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void Uniform4iv(GLint location, GLsizei count, const GLint* value);
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void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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GLuint GetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName);
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void UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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void GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
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void GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length,
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GLchar* uniformBlockName);
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void BindFragDataLocation(GLuint program, GLuint colorNumber, const char* name);
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GLint GetFragDataLocation(GLuint program, const char* name);
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void ValidateProgram(GLuint program);
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} // namespace MG_Impl::GLImpl
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} // namespace MobileGL
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namespace MobileGL::MG_Impl::GLImpl {
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void AttachShader(GLuint program, GLuint shader);
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void BindAttribLocation(GLuint program, GLuint index, const GLchar* name);
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void CompileShader(GLuint shader);
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GLuint CreateProgram(void);
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GLuint CreateShader(GLenum type);
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void DeleteProgram(GLuint program);
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void DeleteShader(GLuint shader);
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void DetachShader(GLuint program, GLuint shader);
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void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
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GLchar* name);
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void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
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GLchar* name);
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void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders);
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GLint GetAttribLocation(GLuint program, const GLchar* name);
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void GetProgramiv(GLuint program, GLenum pname, GLint* params);
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void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
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void GetShaderiv(GLuint shader, GLenum pname, GLint* params);
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void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog);
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void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source);
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GLint GetUniformLocation(GLuint program, const GLchar* name);
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void GetUniformfv(GLuint program, GLint location, GLfloat* params);
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void GetUniformiv(GLuint program, GLint location, GLint* params);
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GLboolean IsProgram(GLuint program);
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GLboolean IsShader(GLuint shader);
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void LinkProgram(GLuint program);
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void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length);
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void UseProgram(GLuint program);
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void Uniform1f(GLint location, GLfloat v0);
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void Uniform2f(GLint location, GLfloat v0, GLfloat v1);
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void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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void Uniform1i(GLint location, GLint v0);
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void Uniform2i(GLint location, GLint v0, GLint v1);
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void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
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void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
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void Uniform1fv(GLint location, GLsizei count, const GLfloat* value);
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void Uniform2fv(GLint location, GLsizei count, const GLfloat* value);
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void Uniform3fv(GLint location, GLsizei count, const GLfloat* value);
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void Uniform4fv(GLint location, GLsizei count, const GLfloat* value);
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void Uniform1iv(GLint location, GLsizei count, const GLint* value);
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void Uniform2iv(GLint location, GLsizei count, const GLint* value);
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void Uniform3iv(GLint location, GLsizei count, const GLint* value);
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void Uniform4iv(GLint location, GLsizei count, const GLint* value);
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void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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GLuint GetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName);
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void UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding);
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void GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params);
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void GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length,
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GLchar* uniformBlockName);
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void BindFragDataLocation(GLuint program, GLuint colorNumber, const char* name);
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GLint GetFragDataLocation(GLuint program, const char* name);
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void ValidateProgram(GLuint program);
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} // namespace MobileGL::MG_Impl::GLImpl
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