📄 pipeline.java
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GeometryArrayRetained geo, int geo_type, boolean isNonUniformScale, boolean updateAlpha, float alpha, boolean ignoreVertexColors, int vcount, int vformat, int vdefined, int coordIndex, Object vcoords, int colorIndex, Object cdata, int normalIndex, Object ndata, int texcoordmaplength, int[] texcoordoffset, int[] texIndex, int texstride, Object[] texCoords, double[] xform, double[] nxform); */ // --------------------------------------------------------------------- // // IndexedGeometryArrayRetained methods // // by-copy or interleaved, by reference, Java arrays abstract void executeIndexedGeometry(Context ctx, GeometryArrayRetained geo, int geo_type, boolean isNonUniformScale, boolean useAlpha, boolean ignoreVertexColors, int initialIndexIndex, int indexCount, int vertexCount, int vformat, int vertexAttrCount, int[] vertexAttrSizes, int texCoordSetCount, int[] texCoordSetMap, int texCoordSetMapLen, int[] texCoordSetOffset, int numActiveTexUnitState, float[] varray, float[] cdata, int cdirty, int[] indexCoord); // interleaved, by reference, nio buffer abstract void executeIndexedGeometryBuffer(Context ctx, GeometryArrayRetained geo, int geo_type, boolean isNonUniformScale, boolean useAlpha, boolean ignoreVertexColors, int initialIndexIndex, int indexCount, int vertexCount, int vformat, int texCoordSetCount, int[] texCoordSetMap, int texCoordSetMapLen, int[] texCoordSetOffset, int numActiveTexUnitState, Object varray, float[] cdata, int cdirty, int[] indexCoord); // non interleaved, by reference, Java arrays abstract void executeIndexedGeometryVA(Context ctx, GeometryArrayRetained geo, int geo_type, boolean isNonUniformScale, boolean ignoreVertexColors, int initialIndexIndex, int validIndexCount, int vertexCount, int vformat, int vdefined, float[] vfcoords, double[] vdcoords, float[] cfdata, byte[] cbdata, float[] ndata, int vertexAttrCount, int[] vertexAttrSizes, float[][] vertexAttrData, int texcoordmaplength, int[] texcoordoffset, int numActiveTexUnitState, int texstride, Object[] texCoords, int cdirty, int[] indexCoord); // non interleaved, by reference, nio buffer abstract void executeIndexedGeometryVABuffer(Context ctx, GeometryArrayRetained geo, int geo_type, boolean isNonUniformScale, boolean ignoreVertexColors, int initialIndexIndex, int validIndexCount, int vertexCount, int vformat, int vdefined, Object vcoords, Object cdataBuffer, float[] cfdata, byte[] cbdata, Object normal, int vertexAttrCount, int[] vertexAttrSizes, Object[] vertexAttrData, int texcoordmaplength, int[] texcoordoffset, int numActiveTexUnitState, int texstride, Object[] texCoords, int cdirty, int[] indexCoord); // by-copy geometry abstract void buildIndexedGeometry(Context ctx, GeometryArrayRetained geo, int geo_type, boolean isNonUniformScale, boolean updateAlpha, float alpha, boolean ignoreVertexColors, int initialIndexIndex, int validIndexCount, int vertexCount, int vformat, int vertexAttrCount, int[] vertexAttrSizes, int texCoordSetCount, int[] texCoordSetMap, int texCoordSetMapLen, int[] texCoordSetMapOffset, double[] xform, double[] nxform, float[] varray, int[] indexCoord); // --------------------------------------------------------------------- // // GraphicsContext3D methods // // Native method for readRaster abstract void readRaster(Context ctx, int type, int xSrcOffset, int ySrcOffset, int width, int height, int hCanvas, int imageDataType, int imageFormat, Object imageBuffer, int depthFormat, Object depthBuffer); // --------------------------------------------------------------------- // // CgShaderProgramRetained methods // // ShaderAttributeValue methods abstract ShaderError setCgUniform1i(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int value); abstract ShaderError setCgUniform1f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float value); abstract ShaderError setCgUniform2i(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int[] value); abstract ShaderError setCgUniform2f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); abstract ShaderError setCgUniform3i(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int[] value); abstract ShaderError setCgUniform3f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); abstract ShaderError setCgUniform4i(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int[] value); abstract ShaderError setCgUniform4f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); abstract ShaderError setCgUniformMatrix3f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); abstract ShaderError setCgUniformMatrix4f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); // ShaderAttributeArray methods abstract ShaderError setCgUniform1iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value); abstract ShaderError setCgUniform1fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value); abstract ShaderError setCgUniform2iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value); abstract ShaderError setCgUniform2fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value); abstract ShaderError setCgUniform3iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value); abstract ShaderError setCgUniform3fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value); abstract ShaderError setCgUniform4iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value); abstract ShaderError setCgUniform4fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value); abstract ShaderError setCgUniformMatrix3fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value); abstract ShaderError setCgUniformMatrix4fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value); // abstract interfaces for shader compilation, etc. abstract ShaderError createCgShader(Context ctx, int shaderType, ShaderId[] shaderId); abstract ShaderError destroyCgShader(Context ctx, ShaderId shaderId); abstract ShaderError compileCgShader(Context ctx, ShaderId shaderId, String program); abstract ShaderError createCgShaderProgram(Context ctx, ShaderProgramId[] shaderProgramId); abstract ShaderError destroyCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId); abstract ShaderError linkCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId, ShaderId[] shaderIds); abstract void lookupCgVertexAttrNames(Context ctx, ShaderProgramId shaderProgramId, int numAttrNames, String[] attrNames, boolean[] errArr); abstract void lookupCgShaderAttrNames(Context ctx, ShaderProgramId shaderProgramId, int numAttrNames, String[] attrNames, ShaderAttrLoc[] locArr, int[] typeArr, int[] sizeArr, boolean[] isArrayArr); abstract ShaderError useCgShaderProgram(Context ctx, ShaderProgramId shaderProgramId); // --------------------------------------------------------------------- // // GLSLShaderProgramRetained methods // // ShaderAttributeValue methods abstract ShaderError setGLSLUniform1i(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int value); abstract ShaderError setGLSLUniform1f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float value); abstract ShaderError setGLSLUniform2i(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int[] value); abstract ShaderError setGLSLUniform2f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); abstract ShaderError setGLSLUniform3i(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int[] value); abstract ShaderError setGLSLUniform3f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); abstract ShaderError setGLSLUniform4i(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int[] value); abstract ShaderError setGLSLUniform4f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); abstract ShaderError setGLSLUniformMatrix3f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); abstract ShaderError setGLSLUniformMatrix4f(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, float[] value); // ShaderAttributeArray methods abstract ShaderError setGLSLUniform1iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value); abstract ShaderError setGLSLUniform1fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value); abstract ShaderError setGLSLUniform2iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value); abstract ShaderError setGLSLUniform2fArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, float[] value); abstract ShaderError setGLSLUniform3iArray(Context ctx, ShaderProgramId shaderProgramId, ShaderAttrLoc uniformLocation, int numElements, int[] value); abstract ShaderError setGLSLUniform3fArray(Context ctx,
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