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📄 nativepipeline.java

📁 JAVA3D矩陈的相关类
💻 JAVA
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        native ShaderError setCgUniform1iArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            int[] value);        ShaderError setCgUniform1iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return setCgUniform1iArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniform1fArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            float[] value);        ShaderError setCgUniform1fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return setCgUniform1fArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniform2iArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            int[] value);        ShaderError setCgUniform2iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return setCgUniform2iArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniform2fArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            float[] value);        ShaderError setCgUniform2fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return setCgUniform2fArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniform3iArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            int[] value);        ShaderError setCgUniform3iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return setCgUniform3iArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniform3fArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            float[] value);        ShaderError setCgUniform3fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return setCgUniform3fArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniform4iArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            int[] value);        ShaderError setCgUniform4iArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            int[] value) {        return setCgUniform4iArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniform4fArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            float[] value);        ShaderError setCgUniform4fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return setCgUniform4fArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniformMatrix3fArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            float[] value);        ShaderError setCgUniformMatrix3fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return setCgUniformMatrix3fArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        native ShaderError setCgUniformMatrix4fArray(long ctx,            long shaderProgramId,            long uniformLocation,            int numElements,            float[] value);        ShaderError setCgUniformMatrix4fArray(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int numElements,            float[] value) {        return setCgUniformMatrix4fArray(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                numElements,                value);    }        // Native interfaces for shader compilation, etc.    native ShaderError createCgShader(long ctx, int shaderType, long[] shaderId);        ShaderError createCgShader(Context ctx, int shaderType, ShaderId[] shaderId) {        long[] nativeId = new long[1];        ShaderError err = createCgShader(unbox(ctx), shaderType, nativeId);        shaderId[0] = boxShaderId(nativeId[0]);        return err;    }        native ShaderError destroyCgShader(long ctx, long shaderId);        ShaderError destroyCgShader(Context ctx, ShaderId shaderId) {        return destroyCgShader(unbox(ctx), unbox(shaderId));    }        native ShaderError compileCgShader(long ctx, long shaderId, String program);        ShaderError compileCgShader(Context ctx, ShaderId shaderId, String program) {        return compileCgShader(unbox(ctx), unbox(shaderId), program);    }        native ShaderError createCgShaderProgram(long ctx, long[] shaderProgramId);        ShaderError createCgShaderProgram(Context ctx, ShaderProgramId[] shaderProgramId) {        long[] nativeId = new long[1];        ShaderError err = createCgShaderProgram(unbox(ctx), nativeId);        shaderProgramId[0] = boxShaderProgramId(nativeId[0]);        return err;    }        native ShaderError destroyCgShaderProgram(long ctx, long shaderProgramId);        ShaderError destroyCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId) {        return destroyCgShaderProgram(unbox(ctx), unbox(shaderProgramId));    }        native ShaderError linkCgShaderProgram(long ctx, long shaderProgramId,            long[] shaderIds);        ShaderError linkCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId,            ShaderId[] shaderIds) {                assert shaderIds != null;        long[] nativeIds = new long[shaderIds.length];        for (int i = 0; i < shaderIds.length; i++) {            nativeIds[i] = unbox(shaderIds[i]);        }        return linkCgShaderProgram(unbox(ctx), unbox(shaderProgramId),                nativeIds);    }        native void lookupCgVertexAttrNames(long ctx, long shaderProgramId,            int numAttrNames, String[] attrNames, boolean[] errArr);        void lookupCgVertexAttrNames(Context ctx, ShaderProgramId shaderProgramId,            int numAttrNames, String[] attrNames, boolean[] errArr) {        lookupCgVertexAttrNames(unbox(ctx), unbox(shaderProgramId),                numAttrNames, attrNames, errArr);    }        native void lookupCgShaderAttrNames(long ctx, long shaderProgramId,            int numAttrNames, String[] attrNames, long[] locArr,            int[] typeArr, int[] sizeArr, boolean[] isArrayArr);        void lookupCgShaderAttrNames(Context ctx, ShaderProgramId shaderProgramId,            int numAttrNames, String[] attrNames, ShaderAttrLoc[] locArr,            int[] typeArr, int[] sizeArr, boolean[] isArrayArr) {                assert numAttrNames == locArr.length;        long[] nativeLocArr = new long[numAttrNames];        for (int i = 0; i < numAttrNames; i++) {            // Initialize to invalid native location            nativeLocArr[i] = -1;        }        lookupCgShaderAttrNames(unbox(ctx), unbox(shaderProgramId),                numAttrNames, attrNames, nativeLocArr,                typeArr, sizeArr, isArrayArr);        for (int i = 0; i < numAttrNames; i++) {            locArr[i] = boxShaderAttrLoc(nativeLocArr[i]);        }    }        native ShaderError useCgShaderProgram(long ctx, long shaderProgramId);        ShaderError useCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId) {        return useCgShaderProgram(unbox(ctx), unbox(shaderProgramId));    }        // ---------------------------------------------------------------------        //    // GLSLShaderProgramRetained methods    //        // ShaderAttributeValue methods        native ShaderError setGLSLUniform1i(long ctx,            long shaderProgramId,            long uniformLocation,            int value);        ShaderError setGLSLUniform1i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int value) {        return setGLSLUniform1i(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                value);    }        native ShaderError setGLSLUniform1f(long ctx,            long shaderProgramId,            long uniformLocation,            float value);        ShaderError setGLSLUniform1f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float value) {        return setGLSLUniform1f(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                value);    }        native ShaderError setGLSLUniform2i(long ctx,            long shaderProgramId,            long uniformLocation,            int[] value);        ShaderError setGLSLUniform2i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value) {        return setGLSLUniform2i(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                value);    }        native ShaderError setGLSLUniform2f(long ctx,            long shaderProgramId,            long uniformLocation,            float[] value);        ShaderError setGLSLUniform2f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value) {        return setGLSLUniform2f(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                value);    }        native ShaderError setGLSLUniform3i(long ctx,            long shaderProgramId,            long uniformLocation,            int[] value);        ShaderError setGLSLUniform3i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            int[] value) {        return setGLSLUniform3i(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                value);    }        native ShaderError setGLSLUniform3f(long ctx,            long shaderProgramId,            long uniformLocation,            float[] value);        ShaderError setGLSLUniform3f(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,            float[] value) {        return setGLSLUniform3f(unbox(ctx),                unbox(shaderProgramId),                unbox(uniformLocation),                value);    }        native ShaderError setGLSLUniform4i(long ctx,            long shaderProgramId,            long uniformLocation,            int[] value);        ShaderError setGLSLUniform4i(Context ctx,            ShaderProgramId shaderProgramId,            ShaderAttrLoc uniformLocation,

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