#include "libANGLE/renderer/gl/ProgramExecutableGL.h"
#include "common/string_utils.h"
#include "libANGLE/Context.h"
#include "libANGLE/Program.h"
#include "libANGLE/Uniform.h"
#include "libANGLE/renderer/gl/ContextGL.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/RendererGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
namespace rx
{
ProgramExecutableGL::ProgramExecutableGL(const gl::ProgramExecutable *executable)
: … { … }
ProgramExecutableGL::~ProgramExecutableGL() { … }
void ProgramExecutableGL::destroy(const gl::Context *context) { … }
void ProgramExecutableGL::reset()
{ … }
void ProgramExecutableGL::postLink(const FunctionsGL *functions,
StateManagerGL *stateManager,
const angle::FeaturesGL &features,
GLuint programID)
{ … }
void ProgramExecutableGL::updateEnabledClipDistances(uint8_t enabledClipDistancesPacked) const
{ … }
void ProgramExecutableGL::updateEmulatedClipOrigin(gl::ClipOrigin origin) const
{ … }
void ProgramExecutableGL::enableLayeredRenderingPath(int baseViewIndex) const
{ … }
void ProgramExecutableGL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{ … }
void ProgramExecutableGL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{ … }
void ProgramExecutableGL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{ … }
void ProgramExecutableGL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{ … }
void ProgramExecutableGL::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{ … }
void ProgramExecutableGL::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{ … }
void ProgramExecutableGL::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{ … }
void ProgramExecutableGL::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{ … }
void ProgramExecutableGL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{ … }
void ProgramExecutableGL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{ … }
void ProgramExecutableGL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{ … }
void ProgramExecutableGL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{ … }
void ProgramExecutableGL::setUniformMatrix2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::setUniformMatrix3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::setUniformMatrix4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::setUniformMatrix2x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::setUniformMatrix3x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::setUniformMatrix2x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::setUniformMatrix4x2fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::setUniformMatrix3x4fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::setUniformMatrix4x3fv(GLint location,
GLsizei count,
GLboolean transpose,
const GLfloat *value)
{ … }
void ProgramExecutableGL::getUniformfv(const gl::Context *context,
GLint location,
GLfloat *params) const
{ … }
void ProgramExecutableGL::getUniformiv(const gl::Context *context,
GLint location,
GLint *params) const
{ … }
void ProgramExecutableGL::getUniformuiv(const gl::Context *context,
GLint location,
GLuint *params) const
{ … }
void ProgramExecutableGL::setUniformBlockBinding(GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{ … }
void ProgramExecutableGL::reapplyUBOBindings()
{ … }
void ProgramExecutableGL::syncUniformBlockBindings()
{ … }
}