📄 shaders.c
字号:
}GLboolean GLAPIENTRY_mesa_IsProgram(GLuint name){ GET_CURRENT_CONTEXT(ctx); return ctx->Driver.IsProgram(ctx, name);}GLboolean GLAPIENTRY_mesa_IsShader(GLuint name){ GET_CURRENT_CONTEXT(ctx); return ctx->Driver.IsShader(ctx, name);}void GLAPIENTRY_mesa_LinkProgramARB(GLhandleARB programObj){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.LinkProgram(ctx, programObj);}/** * Called via glShaderSource() and glShaderSourceARB() API functions. * Basically, concatenate the source code strings into one long string * and pass it to ctx->Driver.ShaderSource(). */void GLAPIENTRY_mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count, const GLcharARB ** string, const GLint * length){ GET_CURRENT_CONTEXT(ctx); GLint *offsets; GLsizei i, totalLength; GLcharARB *source; if (!shaderObj || string == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB"); return; } /* * This array holds offsets of where the appropriate string ends, thus the * last element will be set to the total length of the source code. */ offsets = (GLint *) _mesa_malloc(count * sizeof(GLint)); if (offsets == NULL) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB"); return; } for (i = 0; i < count; i++) { if (string[i] == NULL) { _mesa_free((GLvoid *) offsets); _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderSourceARB(null string)"); return; } if (length == NULL || length[i] < 0) offsets[i] = _mesa_strlen(string[i]); else offsets[i] = length[i]; /* accumulate string lengths */ if (i > 0) offsets[i] += offsets[i - 1]; } /* Total length of source string is sum off all strings plus two. * One extra byte for terminating zero, another extra byte to silence * valgrind warnings in the parser/grammer code. */ totalLength = offsets[count - 1] + 2; source = (GLcharARB *) _mesa_malloc(totalLength * sizeof(GLcharARB)); if (source == NULL) { _mesa_free((GLvoid *) offsets); _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB"); return; } for (i = 0; i < count; i++) { GLint start = (i > 0) ? offsets[i - 1] : 0; _mesa_memcpy(source + start, string[i], (offsets[i] - start) * sizeof(GLcharARB)); } source[totalLength - 1] = '\0'; source[totalLength - 2] = '\0'; ctx->Driver.ShaderSource(ctx, shaderObj, source); _mesa_free(offsets);}void GLAPIENTRY_mesa_Uniform1fARB(GLint location, GLfloat v0){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, 1, &v0, GL_FLOAT);}void GLAPIENTRY_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1){ GET_CURRENT_CONTEXT(ctx); GLfloat v[2]; v[0] = v0; v[1] = v1; ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC2);}void GLAPIENTRY_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2){ GET_CURRENT_CONTEXT(ctx); GLfloat v[3]; v[0] = v0; v[1] = v1; v[2] = v2; ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC3);}void GLAPIENTRY_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3){ GET_CURRENT_CONTEXT(ctx); GLfloat v[4]; v[0] = v0; v[1] = v1; v[2] = v2; v[3] = v3; ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC4);}void GLAPIENTRY_mesa_Uniform1iARB(GLint location, GLint v0){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, 1, &v0, GL_INT);}void GLAPIENTRY_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1){ GET_CURRENT_CONTEXT(ctx); GLint v[2]; v[0] = v0; v[1] = v1; ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC2);}void GLAPIENTRY_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2){ GET_CURRENT_CONTEXT(ctx); GLint v[3]; v[0] = v0; v[1] = v1; v[2] = v2; ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC3);}void GLAPIENTRY_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3){ GET_CURRENT_CONTEXT(ctx); GLint v[4]; v[0] = v0; v[1] = v1; v[2] = v2; v[3] = v3; ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC4);}void GLAPIENTRY_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT);}void GLAPIENTRY_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC2);}void GLAPIENTRY_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC3);}void GLAPIENTRY_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC4);}void GLAPIENTRY_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, count, value, GL_INT);}void GLAPIENTRY_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC2);}void GLAPIENTRY_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC3);}void GLAPIENTRY_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC4);}void GLAPIENTRY_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 2, 2, GL_FLOAT_MAT2, location, count, transpose, value);}void GLAPIENTRY_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 3, 3, GL_FLOAT_MAT3, location, count, transpose, value);}void GLAPIENTRY_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 4, 4, GL_FLOAT_MAT4, location, count, transpose, value);}/** * Non-square UniformMatrix are OpenGL 2.1 */void GLAPIENTRY_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 2, 3, GL_FLOAT_MAT2x3, location, count, transpose, value);}void GLAPIENTRY_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 3, 2, GL_FLOAT_MAT3x2, location, count, transpose, value);}void GLAPIENTRY_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 2, 4, GL_FLOAT_MAT2x4, location, count, transpose, value);}void GLAPIENTRY_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 4, 2, GL_FLOAT_MAT4x2, location, count, transpose, value);}void GLAPIENTRY_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 3, 4, GL_FLOAT_MAT3x4, location, count, transpose, value);}void GLAPIENTRY_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.UniformMatrix(ctx, 4, 3, GL_FLOAT_MAT4x3, location, count, transpose, value);}void GLAPIENTRY_mesa_UseProgramObjectARB(GLhandleARB program){ GET_CURRENT_CONTEXT(ctx); FLUSH_VERTICES(ctx, _NEW_PROGRAM); ctx->Driver.UseProgram(ctx, program);}void GLAPIENTRY_mesa_ValidateProgramARB(GLhandleARB program){ GET_CURRENT_CONTEXT(ctx); ctx->Driver.ValidateProgram(ctx, program);}
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -