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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Feat] (MG_State/Program): glUniformMatrix* with transpose,
This commit is contained in:
@@ -396,13 +396,25 @@ namespace MobileGL {
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return;
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}
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if (location >= programObject->GetUniformCount() || programObject->GetUniformName(location).empty()) {
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// Check if location is valid
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if (location < 0 || location > programObject->GetMaxUniformLocation()) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`location` does not correspond to a valid uniform variable location for the specified program object."));
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return;
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}
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// Check if the location corresponds to an active uniform
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const auto& uniformName = programObject->GetUniformName(location);
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if (uniformName.empty()) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`location` does not correspond to a valid uniform variable location for the specified program object."));
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return;
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}
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auto isOpaque = programObject->IsUniformOpaqueAtLocation(location);
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if (!isOpaque) {
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// TODO: probably handle int/float differences
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@@ -513,6 +525,74 @@ namespace MobileGL {
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}
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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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// [0 2]
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// [1 3]
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//
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// Output matrix should be in row-major order if transpose is true
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// [0 1]
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// [2 3]
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output[0] = input[0]; // 0,0 element stays the same
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output[1] = input[2]; // 0,1 element becomes 1,0
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output[2] = input[1]; // 1,0 element becomes 0,1
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output[3] = input[3]; // 1,1 element stays the same
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}
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// Helper function to transpose a 3x3 matrix
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void TransposeMatrix3x3(const GLfloat* input, GLfloat* output) {
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// Input matrix is in column-major order (OpenGL default)
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// [0 3 6]
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// [1 4 7]
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// [2 5 8]
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//
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// Output matrix should be in row-major order if transpose is true
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// [0 1 2]
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// [3 4 5]
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// [6 7 8]
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output[0] = input[0]; // 0,0 element stays the same
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output[1] = input[3]; // 0,1 element becomes 1,0
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output[2] = input[6]; // 0,2 element becomes 2,0
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output[3] = input[1]; // 1,0 element becomes 0,1
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output[4] = input[4]; // 1,1 element stays the same
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output[5] = input[7]; // 1,2 element becomes 2,1
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output[6] = input[2]; // 2,0 element becomes 0,2
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output[7] = input[5]; // 2,1 element becomes 1,2
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output[8] = input[8]; // 2,2 element stays the same
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}
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// Helper function to transpose a 4x4 matrix
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void TransposeMatrix4x4(const GLfloat* input, GLfloat* output) {
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// Input matrix is in column-major order (OpenGL default)
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// [0 4 8 12]
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// [1 5 9 13]
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// [2 6 10 14]
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// [3 7 11 15]
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//
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// Output matrix should be in row-major order if transpose is true
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// [0 1 2 3]
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// [4 5 6 7]
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// [8 9 10 11]
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// [12 13 14 15]
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output[0] = input[0]; // 0,0 element stays the same
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output[1] = input[4]; // 0,1 element becomes 1,0
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output[2] = input[8]; // 0,2 element becomes 2,0
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output[3] = input[12]; // 0,3 element becomes 3,0
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output[4] = input[1]; // 1,0 element becomes 0,1
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output[5] = input[5]; // 1,1 element stays the same
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output[6] = input[9]; // 1,2 element becomes 2,1
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output[7] = input[13]; // 1,3 element becomes 3,1
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output[8] = input[2]; // 2,0 element becomes 0,2
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output[9] = input[6]; // 2,1 element becomes 1,2
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output[10] = input[10]; // 2,2 element stays the same
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output[11] = input[14]; // 2,3 element becomes 3,2
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output[12] = input[3]; // 3,0 element becomes 0,3
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output[13] = input[7]; // 3,1 element becomes 1,3
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output[14] = input[11]; // 3,2 element becomes 2,3
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output[15] = input[15]; // 3,3 element stays the same
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}
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void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
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Uniformv_State<1>(location, count, value);
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}
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@@ -560,7 +640,7 @@ namespace MobileGL {
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return;
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}
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if (location >= programObject->GetUniformCount() || location < -1) {
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if (location > programObject->GetMaxUniformLocation() || location < -1) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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@@ -570,12 +650,15 @@ namespace MobileGL {
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// For matrix uniforms, we handle each matrix individually
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for (GLint i = 0; i < count; i++) {
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// Note: In this implementation, we're not actually transposing the matrix data
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// as we're directly copying to UBO. The transpose parameter is typically used
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// in OpenGL to indicate whether the matrix should be transposed before being
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// loaded into the uniform variable. In our case, we assume the shader compiler
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// has handled the appropriate matrix layout.
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Uniform_State<4>(*programObject, location + i, value + i * 4);
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if (transpose == GL_TRUE) {
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// Transpose the matrix before uploading
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GLfloat transposedMatrix[4];
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TransposeMatrix2x2(value + i * 4, transposedMatrix);
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Uniform_State<4>(*programObject, location + i, transposedMatrix);
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} else {
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// No transpose needed, directly copy the matrix data
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Uniform_State<4>(*programObject, location + i, value + i * 4);
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}
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}
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}
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@@ -594,7 +677,7 @@ namespace MobileGL {
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return;
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}
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if (location >= programObject->GetUniformCount() || location < -1) {
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if (location > programObject->GetMaxUniformLocation() || location < -1) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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@@ -604,12 +687,15 @@ namespace MobileGL {
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// For matrix uniforms, we handle each matrix individually
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for (GLint i = 0; i < count; i++) {
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// Note: In this implementation, we're not actually transposing the matrix data
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// as we're directly copying to UBO. The transpose parameter is typically used
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// in OpenGL to indicate whether the matrix should be transposed before being
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// loaded into the uniform variable. In our case, we assume the shader compiler
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// has handled the appropriate matrix layout.
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Uniform_State<9>(*programObject, location + i, value + i * 9);
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if (transpose == GL_TRUE) {
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// Transpose the matrix before uploading
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GLfloat transposedMatrix[9];
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TransposeMatrix3x3(value + i * 9, transposedMatrix);
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Uniform_State<9>(*programObject, location + i, transposedMatrix);
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} else {
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// No transpose needed, directly copy the matrix data
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Uniform_State<9>(*programObject, location + i, value + i * 9);
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}
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}
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}
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@@ -628,7 +714,7 @@ namespace MobileGL {
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return;
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}
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if (location >= programObject->GetUniformCount() || location < -1) {
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if (location > programObject->GetMaxUniformLocation() || location < -1) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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@@ -638,12 +724,15 @@ namespace MobileGL {
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// For matrix uniforms, we handle each matrix individually
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for (GLint i = 0; i < count; i++) {
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// Note: In this implementation, we're not actually transposing the matrix data
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// as we're directly copying to UBO. The transpose parameter is typically used
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// in OpenGL to indicate whether the matrix should be transposed before being
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// loaded into the uniform variable. In our case, we assume the shader compiler
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// has handled the appropriate matrix layout.
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Uniform_State<16>(*programObject, location + i, value + i * 16);
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if (transpose == GL_TRUE) {
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// Transpose the matrix before uploading
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GLfloat transposedMatrix[16];
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TransposeMatrix4x4(value + i * 16, transposedMatrix);
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Uniform_State<16>(*programObject, location + i, transposedMatrix);
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} else {
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// No transpose needed, directly copy the matrix data
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Uniform_State<16>(*programObject, location + i, value + i * 16);
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}
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}
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}
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