Files
MobileGL/MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
T

888 lines
37 KiB
C++

#include "GL_Program.h"
#include "MG_State/GLState/Core.h"
#include "MG_Util/Converters/SPIRVCrossToGL/SpvcTypeConverter.h"
namespace MobileGL {
namespace MG_Impl::GLImpl {
static bool CheckShaderNameValidity(Uint shader) {
if (shader == 0 || !MG_State::pGLContext->ValidateShaderName(shader)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`shader` is not a value generated by OpenGL."));
return false;
}
return true;
}
static SharedPtr<MG_State::GLState::ShaderObject> TryToGetShaderObject(Uint shader) {
if (!CheckShaderNameValidity(shader)) return nullptr;
auto shaderObject = MG_State::pGLContext->GetShaderObject(shader);
if (!shaderObject) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`shader` is not a shader object."));
return nullptr;
}
return shaderObject;
}
static bool CheckProgramNameValidity(GLuint program) {
if (!MG_State::pGLContext->ValidateProgramName(program)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`program` is not a value generated by OpenGL"));
return false;
}
return true;
}
static SharedPtr<MG_State::GLState::ProgramObject> TryToGetProgramObject(GLuint program) {
if (!CheckProgramNameValidity(program)) return nullptr;
auto programObject = MG_State::pGLContext->GetProgramObject(program);
if (!programObject) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`program` is not a program object."));
return nullptr;
}
return programObject;
}
void CopyStr(GLsizei bufSize, GLsizei* length, GLchar* dst, const char* src, GLsizei srcLength) {
auto sz = std::min(bufSize - 1, srcLength);
if (length) *length = sz;
if (bufSize == 0) return;
memcpy(dst, src, sz);
dst[sz] = '\0';
}
void AttachShader_State(GLuint program, GLuint shader) {
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
auto shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
if (!programObject->AttachShader(shaderObject)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`shader` is already attached to `program`."));
return;
}
}
void BindAttribLocation_State(GLuint program, GLuint index, const GLchar* name) {
if (index >= MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`index` is greater than or equal to `GL_MAX_VERTEX_ATTRIBS`."));
return;
}
if (strncmp(name, "gl_", 3) == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`name` starts with the reserved prefix `gl_`."));
return;
}
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
programObject->SetExplicitAttribLocation(index, name);
}
void CompileShader_State(GLuint shader) {
auto shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
shaderObject->Compile();
}
GLuint CreateProgram_State(void) {
return MG_State::pGLContext->CreateProgram();
}
GLuint CreateShader_State(GLenum type) {
auto shaderId =
MG_State::pGLContext->CreateShader(MG_State::GLState::ConvertMGLShaderStageByGLShaderType(type));
if (shaderId == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`shaderType` is not an accepted value."));
return 0;
}
return shaderId;
}
void DeleteProgram_State(GLuint program) {
if (!CheckProgramNameValidity(program)) return;
MG_State::pGLContext->MarkProgramForDeletion(program);
}
void DeleteShader_State(GLuint shader) {
if (!CheckProgramNameValidity(shader)) return;
MG_State::pGLContext->MarkShaderForDeletion(shader);
}
void DetachShader_State(GLuint program, GLuint shader) {
auto shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
auto count = programObject->DetachShader(shaderObject);
if (count <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Shader is not attached to program."));
return;
}
}
void GetActiveAttrib_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
GLenum* type, GLchar* name) {
if (bufSize < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`bufSize` is less than 0."));
return;
}
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
auto attribCount = programObject->GetActiveAttributesCount();
if (index >= attribCount) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
"`index` is greater than or equal to the number of active attribute variables in `program`."));
return;
}
if (type != nullptr) *type = programObject->GetAttribType(index);
if (bufSize == 0) return;
auto& attribName = programObject->GetAttribName(index);
CopyStr(bufSize, length, name, attribName.c_str(), attribName.length());
}
void GetActiveUniform_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
GLenum* type, GLchar* name) {
if (bufSize < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`bufSize` is less than 0."));
return;
}
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
auto uniformCount = programObject->GetUniformCount();
if (index >= uniformCount) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
"`index` is greater than or equal to the number of active uniform variables in `program`."));
return;
}
if (type != nullptr) *type = programObject->GetUniformType(index);
if (bufSize == 0) return;
auto& uniformName = programObject->GetUniformName(index);
CopyStr(bufSize, length, name, uniformName.c_str(), uniformName.length());
}
void GetAttachedShaders_State(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
if (maxCount < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`maxCount` is less than 0."));
return;
}
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
const auto& s = programObject->GetAttachedShaders();
GLsizei c = std::min((GLsizei)s.size(), maxCount);
if (count) *count = c;
for (GLsizei i = 0; i < c; ++i) {
shaders[i] = s[i]->GetId();
}
}
GLint GetAttribLocation_State(GLuint program, const GLchar* name) {
auto programObject = TryToGetProgramObject(program);
if (!programObject) return -1;
if (strncmp(name, "gl_", 3) == 0) return -1;
if (!programObject->GetLinkStatus()) return -1;
return programObject->GetAttributeLocation(name);
}
void GetProgramiv_State(GLuint program, GLenum pname, GLint* params) {
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
switch (pname) {
case GL_DELETE_STATUS:
*params = programObject->GetDeleteStatus();
break;
case GL_LINK_STATUS:
*params = programObject->GetLinkStatus();
break;
case GL_VALIDATE_STATUS:
*params = programObject->GetValidateStatus();
break;
case GL_INFO_LOG_LENGTH: {
const auto& log = programObject->GetInfoLog();
*params = log.length();
break;
}
case GL_ATTACHED_SHADERS: {
const auto& attachedShaders = programObject->GetAttachedShaders();
*params = attachedShaders.size();
break;
}
case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS:
*params = programObject->GetActiveAtomicCounterCount();
break;
case GL_ACTIVE_ATTRIBUTES:
*params = programObject->GetActiveAttributesCount();
break;
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
*params = programObject->GetActiveAttributesMaxLength();
break;
case GL_ACTIVE_UNIFORMS:
*params = programObject->GetUniformCount();
break;
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
*params = programObject->GetUniformMaxLength();
break;
case GL_ACTIVE_UNIFORM_BLOCKS: // GL >= 3.1
*params = programObject->GetActiveUniformBlocksCount();
break;
case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: // ditto.
*params = programObject->GetActiveUniformBlocksMaxNameLength();
break;
case GL_COMPUTE_WORK_GROUP_SIZE: // GL >= 4.3
case GL_PROGRAM_BINARY_LENGTH:
case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
case GL_TRANSFORM_FEEDBACK_VARYINGS:
case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
case GL_GEOMETRY_VERTICES_OUT:
case GL_GEOMETRY_INPUT_TYPE:
case GL_GEOMETRY_OUTPUT_TYPE:
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`pname` is not an accepted value."));
return;
}
}
void GetProgramInfoLog_State(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
const auto& log = programObject->GetInfoLog();
CopyStr(bufSize, length, infoLog, log.c_str(), log.length());
}
void GetShaderiv_State(GLuint shader, GLenum pname, GLint* params) {
auto shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
switch (pname) {
case GL_SHADER_TYPE:
*params = ConvertGLShaderTypeByMGLShaderStage(shaderObject->GetShaderStage());
break;
case GL_DELETE_STATUS:
*params = shaderObject->GetDeleteStatus();
break;
case GL_COMPILE_STATUS:
*params = shaderObject->GetCompileStatus();
break;
case GL_INFO_LOG_LENGTH:
*params = shaderObject->GetInfoLog().length();
break;
case GL_SHADER_SOURCE_LENGTH:
*params = shaderObject->GetShaderSource().length();
break;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`pname` is not an accepted value."));
return;
}
}
void GetShaderInfoLog_State(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
auto shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
const auto& log = shaderObject->GetInfoLog();
CopyStr(bufSize, length, infoLog, log.c_str(), log.length());
}
void GetShaderSource_State(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) {
if (bufSize < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`bufSize` is less than 0."));
}
auto shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
auto& src = shaderObject->GetShaderSource();
CopyStr(bufSize, length, source, src.c_str(), src.length());
}
GLint GetUniformLocation_State(GLuint program, const GLchar* name) {
auto programObject = TryToGetProgramObject(program);
if (!programObject) return -1;
return programObject->GetUniformLocation(name);
}
void GetUniform_State(GLuint program, GLint location, void* params) {
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
if (!programObject->GetLinkStatus()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`program` has not been successfully linked."));
return;
}
// Check if location is valid
if (location < 0 || location > programObject->GetMaxUniformLocation()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` does not correspond to a valid uniform variable location "
"for the specified program object."));
return;
}
// Check if the location corresponds to an active uniform
const auto& uniformName = programObject->GetUniformName(location);
if (uniformName.empty()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` does not correspond to a valid uniform variable location "
"for the specified program object."));
return;
}
auto isOpaque = programObject->IsUniformOpaqueAtLocation(location);
if (!isOpaque) {
// TODO: probably handle int/float differences
auto offset = programObject->GetUniformOffset(location);
auto size = programObject->GetUniformSizesInBytes(location);
char* pUBO = (char*)programObject->MapUBO();
memcpy(params, pUBO + offset, size);
}
// TODO: handle 1i variant as texture unit
}
void GetUniformfv_State(GLuint program, GLint location, GLfloat* params) {
GetUniform_State(program, location, params);
}
void GetUniformiv_State(GLuint program, GLint location, GLint* params) {
GetUniform_State(program, location, params);
}
GLboolean IsProgram_State(GLuint program) {
/* FIXME: Handle situations that:
* A program object marked for deletion with glDeleteProgram but still in use as part of current
* rendering state is still considered a program object and glIsProgram will return GL_TRUE.
*/
return CheckProgramNameValidity(program);
}
GLboolean IsShader_State(GLuint shader) {
/* FIXME: Handle situations that:
* A shader object marked for deletion with glDeleteShader but still attached to a program object is still
* considered a shader object and glIsShader will return GL_TRUE.
*/
return CheckShaderNameValidity(shader);
}
void LinkProgram_State(GLuint program) {
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
programObject->Link();
}
void ShaderSource_State(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) {
if (count < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`count` is less than 0."));
return;
}
auto shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
std::string src;
for (GLsizei i = 0; i < count; i++) {
src += (length == nullptr || length[i] <= 0) ? string[i] : std::string(string[i], length[i]);
}
shaderObject->SetShaderSource(Move(src));
}
void UseProgram_State(GLint program) {
if (program == 0) {
MG_State::pGLContext->UseProgram(0);
return;
}
auto programObject = TryToGetProgramObject(program);
if (!programObject) return;
MG_State::pGLContext->UseProgram(program);
}
template <GLsizei VecCount, typename T>
void Uniform_State(MG_State::GLState::ProgramObject& programObject, GLuint location, T* value) {
auto size = programObject.GetUniformSizesInBytes(location);
auto offset = programObject.GetUniformOffset(location);
assert(size >= VecCount * sizeof(T));
memcpy((char*)programObject.MapUBO() + offset, value, VecCount * sizeof(T));
}
template <GLsizei VecCount, typename T>
void Uniformv_State(GLint location, GLsizei count, T* value) {
if (location == -1) return;
auto programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "There is no current program object."));
return;
}
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` is an invalid uniform location for the current program "
"object and `location` is not equal to -1."));
return;
}
for (GLint offset = 0; offset < count; offset++) {
Uniform_State<VecCount>(*programObject, location + offset, value + offset * VecCount);
}
}
// Helper function to transpose a 2x2 matrix
void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 2]
// [1 3]
//
// Output matrix should be in row-major order if transpose is true
// [0 1]
// [2 3]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[2]; // 0,1 element becomes 1,0
output[2] = input[1]; // 1,0 element becomes 0,1
output[3] = input[3]; // 1,1 element stays the same
}
// Helper function to transpose a 3x3 matrix
void TransposeMatrix3x3(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 3 6]
// [1 4 7]
// [2 5 8]
//
// Output matrix should be in row-major order if transpose is true
// [0 1 2]
// [3 4 5]
// [6 7 8]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[3]; // 0,1 element becomes 1,0
output[2] = input[6]; // 0,2 element becomes 2,0
output[3] = input[1]; // 1,0 element becomes 0,1
output[4] = input[4]; // 1,1 element stays the same
output[5] = input[7]; // 1,2 element becomes 2,1
output[6] = input[2]; // 2,0 element becomes 0,2
output[7] = input[5]; // 2,1 element becomes 1,2
output[8] = input[8]; // 2,2 element stays the same
}
// Helper function to transpose a 4x4 matrix
void TransposeMatrix4x4(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 4 8 12]
// [1 5 9 13]
// [2 6 10 14]
// [3 7 11 15]
//
// Output matrix should be in row-major order if transpose is true
// [0 1 2 3]
// [4 5 6 7]
// [8 9 10 11]
// [12 13 14 15]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[4]; // 0,1 element becomes 1,0
output[2] = input[8]; // 0,2 element becomes 2,0
output[3] = input[12]; // 0,3 element becomes 3,0
output[4] = input[1]; // 1,0 element becomes 0,1
output[5] = input[5]; // 1,1 element stays the same
output[6] = input[9]; // 1,2 element becomes 2,1
output[7] = input[13]; // 1,3 element becomes 3,1
output[8] = input[2]; // 2,0 element becomes 0,2
output[9] = input[6]; // 2,1 element becomes 1,2
output[10] = input[10]; // 2,2 element stays the same
output[11] = input[14]; // 2,3 element becomes 3,2
output[12] = input[3]; // 3,0 element becomes 0,3
output[13] = input[7]; // 3,1 element becomes 1,3
output[14] = input[11]; // 3,2 element becomes 2,3
output[15] = input[15]; // 3,3 element stays the same
}
void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<1>(location, count, value);
}
void Uniform2fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<2>(location, count, value);
}
void Uniform3fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<3>(location, count, value);
}
void Uniform4fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<4>(location, count, value);
}
void Uniform1iv_State(GLint location, GLsizei count, const GLint* value) {
Uniformv_State<1>(location, count, value);
}
void Uniform2iv_State(GLint location, GLsizei count, const GLint* value) {
Uniformv_State<2>(location, count, value);
}
void Uniform3iv_State(GLint location, GLsizei count, const GLint* value) {
Uniformv_State<3>(location, count, value);
}
void Uniform4iv_State(GLint location, GLsizei count, const GLint* value) {
Uniformv_State<4>(location, count, value);
}
void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
// For 2x2 matrices, we have 4 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1) return;
auto programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "There is no current program object."));
return;
}
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` is an invalid uniform location for the current program "
"object and `location` is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[4];
TransposeMatrix2x2(value + i * 4, transposedMatrix);
Uniform_State<4>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<4>(*programObject, location + i, value + i * 4);
}
}
}
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
// For 3x3 matrices, we have 9 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1) return;
auto programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "There is no current program object."));
return;
}
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` is an invalid uniform location for the current program "
"object and `location` is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[9];
TransposeMatrix3x3(value + i * 9, transposedMatrix);
Uniform_State<9>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<9>(*programObject, location + i, value + i * 9);
}
}
}
void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
// For 4x4 matrices, we have 16 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1) return;
auto programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "There is no current program object."));
return;
}
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` is an invalid uniform location for the current program "
"object and `location` is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[16];
TransposeMatrix4x4(value + i * 16, transposedMatrix);
Uniform_State<16>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<16>(*programObject, location + i, value + i * 16);
}
}
}
void ValidateProgram_State(GLuint program) {
THROW_UNIMPL_EXCEPTION;
}
void AttachShader(GLuint program, GLuint shader) {
AttachShader_State(program, shader);
}
void BindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
BindAttribLocation_State(program, index, name);
}
void CompileShader(GLuint shader) {
CompileShader_State(shader);
}
GLuint CreateProgram(void) {
return CreateProgram_State();
}
GLuint CreateShader(GLenum type) {
return CreateShader_State(type);
}
void DeleteProgram(GLuint program) {
DeleteProgram_State(program);
}
void DeleteShader(GLuint shader) {
DeleteShader_State(shader);
}
void DetachShader(GLuint program, GLuint shader) {
DetachShader_State(program, shader);
}
void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
GLchar* name) {
GetActiveAttrib_State(program, index, bufSize, length, size, type, name);
}
void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
GLchar* name) {
GetActiveUniform_State(program, index, bufSize, length, size, type, name);
}
void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
GetAttachedShaders_State(program, maxCount, count, shaders);
}
GLint GetAttribLocation(GLuint program, const GLchar* name) {
return GetAttribLocation_State(program, name);
}
void GetProgramiv(GLuint program, GLenum pname, GLint* params) {
GetProgramiv_State(program, pname, params);
}
void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
GetProgramInfoLog_State(program, bufSize, length, infoLog);
}
void GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
GetShaderiv_State(shader, pname, params);
}
void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
GetShaderInfoLog_State(shader, bufSize, length, infoLog);
}
void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) {
GetShaderSource_State(shader, bufSize, length, source);
}
GLint GetUniformLocation(GLuint program, const GLchar* name) {
return GetUniformLocation_State(program, name);
}
void GetUniformfv(GLuint program, GLint location, GLfloat* params) {
GetUniformfv_State(program, location, params);
}
void GetUniformiv(GLuint program, GLint location, GLint* params) {
GetUniformiv_State(program, location, params);
}
GLboolean IsProgram(GLuint program) {
return IsProgram_State(program);
}
GLboolean IsShader(GLuint shader) {
return IsShader_State(shader);
}
void LinkProgram(GLuint program) {
LinkProgram_State(program);
}
void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) {
ShaderSource_State(shader, count, string, length);
}
void UseProgram(GLuint program) {
UseProgram_State(program);
}
void Uniform1f(GLint location, GLfloat v0) {
Uniform1fv(location, 1, &v0);
}
void Uniform2f(GLint location, GLfloat v0, GLfloat v1) {
GLfloat v[] = {v0, v1};
Uniform2fv(location, 1, v);
}
void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
GLfloat v[] = {v0, v1, v2};
Uniform3fv(location, 1, v);
}
void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
GLfloat v[] = {v0, v1, v2, v3};
Uniform4fv(location, 1, v);
}
void Uniform1i(GLint location, GLint v0) {
Uniform1iv(location, 1, &v0);
}
void Uniform2i(GLint location, GLint v0, GLint v1) {
GLint v[] = {v0, v1};
Uniform2iv(location, 1, v);
}
void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
GLint v[] = {v0, v1, v2};
Uniform3iv(location, 1, v);
}
void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
GLint v[] = {v0, v1, v2, v3};
Uniform4iv(location, 1, v);
}
void Uniform1fv(GLint location, GLsizei count, const GLfloat* value) {
Uniform1fv_State(location, count, value);
}
void Uniform2fv(GLint location, GLsizei count, const GLfloat* value) {
Uniform2fv_State(location, count, value);
}
void Uniform3fv(GLint location, GLsizei count, const GLfloat* value) {
Uniform3fv_State(location, count, value);
}
void Uniform4fv(GLint location, GLsizei count, const GLfloat* value) {
Uniform4fv_State(location, count, value);
}
void Uniform1iv(GLint location, GLsizei count, const GLint* value) {
Uniform1iv_State(location, count, value);
}
void Uniform2iv(GLint location, GLsizei count, const GLint* value) {
Uniform2iv_State(location, count, value);
}
void Uniform3iv(GLint location, GLsizei count, const GLint* value) {
Uniform3iv_State(location, count, value);
}
void Uniform4iv(GLint location, GLsizei count, const GLint* value) {
Uniform4iv_State(location, count, value);
}
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrix2fv_State(location, count, transpose, value);
}
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrix3fv_State(location, count, transpose, value);
}
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrix4fv_State(location, count, transpose, value);
}
void ValidateProgram(GLuint program) {
ValidateProgram_State(program);
}
} // namespace MG_Impl::GLImpl
} // namespace MobileGL