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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (ProgramState): Implement automatic GLSL uniform management.
- Add SPIRV-Cross/glslang integration for uniform reflection. - Auto-detect and assign locations for uniforms/samplers. - Support most types of uniform. - Implement glUniform* functions with type safety. - Add MG_Util::Program: - GLSL-SPIRV conversion - SPIRV uniform reflection - Program uniform dumping
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@@ -22,6 +22,39 @@ namespace MG_GL::GL {
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GLint GetUniformLocation(GLuint program, const GLchar* name);
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void GetProgramiv(GLuint program, GLenum pname, GLint* params);
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void GetShaderiv(GLuint shader, GLenum pname, GLint* params);
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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 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 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 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 Uniform1ui(GLint location, GLuint v0);
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void Uniform2ui(GLint location, GLuint v0, GLuint v1);
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void Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2);
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void Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3);
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void Uniform1uiv(GLint location, GLsizei count, const GLuint* value);
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void Uniform2uiv(GLint location, GLsizei count, const GLuint* value);
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void Uniform3uiv(GLint location, GLsizei count, const GLuint* value);
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void Uniform4uiv(GLint location, GLsizei count, const GLuint* 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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void UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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void UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
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}
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#endif //MOBILEGL_GL_PROGRAM_H
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