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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-13 22:58:30 +09:00
[Fix, Test] (MG_Impl, MG_State, MG_IntegrationTest): glUniform*d stores what the demoted shader reads
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@@ -909,7 +909,13 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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if (!TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) {
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Memcpy(params, pUBO + offset, size);
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// Never more than the uniform actually occupies. `size` is the GL type size,
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// which for a `double` uniform is twice its storage - every 64-bit float is
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// narrowed before the module reaches a backend, so the slot holds floats. The
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// typed entry points (glGetUniformdv and friends) go through
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// GetUniformScalar_State, which converts component by component; this raw
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// copy has no type to convert with, so it is bounded rather than converted.
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Memcpy(params, pUBO + offset, std::min<SizeT>(size, span));
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}
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}
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// TODO: handle 1i variant as texture unit
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@@ -960,22 +966,27 @@ namespace MobileGL::MG_Impl::GLImpl {
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if (TryGatherFloatMatrixColumns(ttype, pUBO + offset, params)) return;
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}
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// A double-precision uniform is the one case where the stored component type can
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// differ from the queried one for a non-opaque uniform, and the difference is not
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// just a reinterpretation: it is twice as wide, so a raw copy would overrun the
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// caller's buffer as well as return nonsense. Read component by component and let
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// GL's conversion rules (7.6: round to nearest for the integer queries) apply.
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// A double-precision uniform is the one case where the stored component type differs
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// from the DECLARED one for a non-opaque uniform: the shader's 64-bit floats are
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// narrowed to 32 bits before the module reaches a backend
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// (ShaderTranspiler::DemoteFloat64Pass), so what is in the global UBO is a float per
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// component, laid out exactly like the float-typed twin of this uniform - std140
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// 16-byte column stride for a matrix included. Reading it as a GLdouble would return
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// two components reinterpreted as one. Read component by component and let GL's
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// conversion rules (7.6: round to nearest for the integer queries) apply; the value
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// widens back to the queried type, having lost precision at the glUniform*d that
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// stored it and not here.
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if (ttype->getBasicType() == glslang::EbtDouble) {
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const Int columns = ttype->isMatrix() ? ttype->getMatrixCols() : 1;
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const Int rows = ttype->isMatrix() ? ttype->getMatrixRows()
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: (ttype->isVector() ? ttype->getVectorSize() : 1);
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// The slot the linker handed out is exactly `columns` columns wide, so it also
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// states the column stride - which for a double matrix is not a float's 16 bytes.
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const SizeT columnStride = columns > 0 ? size / static_cast<SizeT>(columns) : size;
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// std140 gives every matrix column its own 16-byte slot; a non-matrix is one
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// tightly packed run and never reaches the stride at all.
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const SizeT columnStride = 4 * sizeof(GLfloat);
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for (Int column = 0; column < columns; ++column) {
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for (Int row = 0; row < rows; ++row) {
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GLdouble component = 0.0;
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Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLdouble),
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GLfloat component = 0.0f;
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Memcpy(&component, pUBO + offset + column * columnStride + row * sizeof(GLfloat),
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sizeof(component));
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if constexpr (std::is_integral_v<T>) {
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// Rounded to the nearest integer and clamped into the queried type's
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@@ -1248,36 +1259,39 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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}
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// glUniform*d / glUniformMatrix*dv. The vector forms need nothing beyond the shared
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// upload template - it is already typed on the component - but a matrix does: the
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// column stride the linker used for a double matrix is not the 16 bytes a float one
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// gets. It is not guessed here; the slot the uniform was given is exactly `columns`
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// columns wide, so dividing states the stride the rest of the pipeline agreed on.
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template <typename Program>
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void UniformMatrixdv_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose,
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const GLdouble* value, Int columns, Int rows) {
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const SizeT slotSize = programObject.GetUniformSizesInBytes(location);
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const SizeT columnStride = columns > 0 ? slotSize / static_cast<SizeT>(columns) : slotSize;
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const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
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Vector<GLdouble> column(static_cast<SizeT>(rows));
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for (GLint matrix = 0; matrix < count; ++matrix) {
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if (matrix > 0 && !programObject.UniformLocationsAliasSameUniform(location, location + matrix)) break;
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if (!programObject.IsValidUniformLocation(location + matrix)) {
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RecordInvalidUniformLocationError(__func__, location + matrix, "the current program object");
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return;
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}
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const GLdouble* source = value + matrix * componentCount;
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for (Int c = 0; c < columns; ++c) {
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for (Int r = 0; r < rows; ++r) {
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column[r] = transpose == GL_TRUE ? source[r * columns + c] : source[c * rows + r];
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}
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Uniform_State<1>(programObject, location + matrix, column.data(), c * columnStride);
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for (Int r = 1; r < rows; ++r) {
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Uniform_State<1>(programObject, location + matrix, column.data() + r,
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c * columnStride + r * sizeof(GLdouble));
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}
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}
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// glUniform*d / glUniformMatrix*dv. Neither needs a layout of its own any more: the
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// transpile chain narrows every 64-bit float in the shader to 32 bits
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// (ShaderTranspiler::DemoteFloat64Pass) and the global UBO is laid out by reflecting that
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// demoted module, so a double uniform's storage IS a float uniform's - same offset, same
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// 4-byte components, same std140 column padding for matrices. Narrowing here, at the one
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// place the 64-bit value enters, and then handing the bytes to the ordinary float upload
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// path is what keeps the two in step; a separate double-shaped layout here would write
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// 8-byte components into 4-byte slots and silently address the wrong ones.
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//
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// The narrowing is the same static_cast the shader's own arithmetic now performs, so the
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// value the shader reads is the value glUniform*d was given, at float precision.
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template <GLsizei ItemCount>
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void UniformvNarrowed_State(GLint location, GLsizei count, const GLdouble* value) {
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if (value == nullptr || count <= 0) {
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// Same shape as the float entry points: the location validation still runs, and a
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// null pointer is left to fault exactly where glUniform*fv would.
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Uniformv_State<ItemCount>(location, count, reinterpret_cast<const GLfloat*>(value));
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return;
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}
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Vector<GLfloat> narrowed(static_cast<SizeT>(count) * ItemCount);
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for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
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Uniformv_State<ItemCount>(location, count, narrowed.data());
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}
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template <GLsizei ItemCount>
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void ProgramUniformvNarrowed_State(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
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if (value == nullptr || count <= 0) {
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ProgramUniformv_State<ItemCount>(program, location, count, reinterpret_cast<const GLfloat*>(value));
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return;
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}
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Vector<GLfloat> narrowed(static_cast<SizeT>(count) * ItemCount);
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for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
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ProgramUniformv_State<ItemCount>(program, location, count, narrowed.data());
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}
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// glUniformMatrix*fv / glProgramUniformMatrix*fv, every shape (square and non-square).
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@@ -1326,6 +1340,22 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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}
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// glUniformMatrix*dv / glProgramUniformMatrix*dv. Narrowed to the float form and handed
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// straight to it: after DemoteFloat64Pass a `dmat4` uniform is a `mat4` in the shader and a
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// mat4-shaped slot in the global UBO, columns padded to a vec4 and all. Everything else
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// about the call - transpose handling, the array-element walk, the opaque-uniform refusal -
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// is then the one implementation both spellings share.
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template <typename Program>
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void UniformMatrixdv_Object(Program& programObject, GLint location, GLsizei count, GLboolean transpose,
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const GLdouble* value, Int columns, Int rows) {
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if (value == nullptr || count <= 0) return;
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const SizeT componentCount = static_cast<SizeT>(columns) * static_cast<SizeT>(rows);
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Vector<GLfloat> narrowed(static_cast<SizeT>(count) * componentCount);
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for (SizeT i = 0; i < narrowed.size(); ++i) narrowed[i] = static_cast<GLfloat>(value[i]);
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UniformMatrixfv_Object(programObject, "glUniformMatrixdv", location, count, transpose, narrowed.data(),
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columns, rows, "the current program object");
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}
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// Helper function to transpose a 2x2 matrix
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void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
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// Input matrix is in column-major order (OpenGL default)
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@@ -2089,71 +2119,71 @@ namespace MobileGL::MG_Impl::GLImpl {
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}
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void Uniform1d(GLint location, GLdouble v0) {
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const GLdouble v[] = {v0};
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Uniformv_State<1>(location, 1, v);
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UniformvNarrowed_State<1>(location, 1, v);
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}
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void Uniform1dv(GLint location, GLsizei count, const GLdouble* value) {
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Uniformv_State<1>(location, count, value);
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UniformvNarrowed_State<1>(location, count, value);
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}
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void ProgramUniform1d(GLuint program, GLint location, GLdouble v0) {
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const GLdouble v[] = {v0};
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ProgramUniformv_State<1>(program, location, 1, v);
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ProgramUniformvNarrowed_State<1>(program, location, 1, v);
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}
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void ProgramUniform1dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
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ProgramUniformv_State<1>(program, location, count, value);
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ProgramUniformvNarrowed_State<1>(program, location, count, value);
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}
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void Uniform2d(GLint location, GLdouble v0, GLdouble v1) {
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const GLdouble v[] = {v0, v1};
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Uniformv_State<2>(location, 1, v);
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UniformvNarrowed_State<2>(location, 1, v);
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}
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void Uniform2dv(GLint location, GLsizei count, const GLdouble* value) {
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Uniformv_State<2>(location, count, value);
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UniformvNarrowed_State<2>(location, count, value);
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}
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void ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1) {
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const GLdouble v[] = {v0, v1};
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ProgramUniformv_State<2>(program, location, 1, v);
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ProgramUniformvNarrowed_State<2>(program, location, 1, v);
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}
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void ProgramUniform2dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
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ProgramUniformv_State<2>(program, location, count, value);
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ProgramUniformvNarrowed_State<2>(program, location, count, value);
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}
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void Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2) {
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const GLdouble v[] = {v0, v1, v2};
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Uniformv_State<3>(location, 1, v);
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UniformvNarrowed_State<3>(location, 1, v);
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}
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void Uniform3dv(GLint location, GLsizei count, const GLdouble* value) {
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Uniformv_State<3>(location, count, value);
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UniformvNarrowed_State<3>(location, count, value);
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}
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void ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2) {
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const GLdouble v[] = {v0, v1, v2};
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ProgramUniformv_State<3>(program, location, 1, v);
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ProgramUniformvNarrowed_State<3>(program, location, 1, v);
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}
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void ProgramUniform3dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
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ProgramUniformv_State<3>(program, location, count, value);
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ProgramUniformvNarrowed_State<3>(program, location, count, value);
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}
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void Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {
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const GLdouble v[] = {v0, v1, v2, v3};
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Uniformv_State<4>(location, 1, v);
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UniformvNarrowed_State<4>(location, 1, v);
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}
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void Uniform4dv(GLint location, GLsizei count, const GLdouble* value) {
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Uniformv_State<4>(location, count, value);
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UniformvNarrowed_State<4>(location, count, value);
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}
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void ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3) {
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const GLdouble v[] = {v0, v1, v2, v3};
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ProgramUniformv_State<4>(program, location, 1, v);
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ProgramUniformvNarrowed_State<4>(program, location, 1, v);
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}
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void ProgramUniform4dv(GLuint program, GLint location, GLsizei count, const GLdouble* value) {
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ProgramUniformv_State<4>(program, location, count, value);
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ProgramUniformvNarrowed_State<4>(program, location, count, value);
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}
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void UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose, const GLdouble* value) {
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if (location == -1) return;
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