📄 nativepipeline.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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