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//
// Shader.cpp
// Clock Signal
//
// Created by Thomas Harte on 07/02/2016.
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// Copyright 2016 Thomas Harte. All rights reserved.
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//
# include "Shader.hpp"
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# include "../../Log.hpp"
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# include <vector>
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using namespace Outputs : : Display : : OpenGL ;
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namespace {
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// The below is disabled because it isn't context/thread-specific. Which makes it
// fairly 'unuseful'.
// Shader *bound_shader = nullptr;
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}
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GLuint Shader : : compile_shader ( const std : : string & source , GLenum type ) {
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GLuint shader = glCreateShader ( type ) ;
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const char * c_str = source . c_str ( ) ;
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test_gl ( glShaderSource , shader , 1 , & c_str , NULL ) ;
test_gl ( glCompileShader , shader ) ;
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# ifndef NDEBUG
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GLint isCompiled = 0 ;
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test_gl ( glGetShaderiv , shader , GL_COMPILE_STATUS , & isCompiled ) ;
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if ( isCompiled = = GL_FALSE ) {
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GLint logLength ;
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test_gl ( glGetShaderiv , shader , GL_INFO_LOG_LENGTH , & logLength ) ;
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if ( logLength > 0 ) {
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const auto length = std : : vector < GLchar > : : size_type ( logLength ) ;
std : : vector < GLchar > log ( length ) ;
test_gl ( glGetShaderInfoLog , shader , logLength , & logLength , log . data ( ) ) ;
LOG ( " Compile log: \n " < < log . data ( ) ) ;
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}
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throw ( type = = GL_VERTEX_SHADER ) ? VertexShaderCompilationError : FragmentShaderCompilationError ;
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}
# endif
return shader ;
}
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Shader : : Shader ( const std : : string & vertex_shader , const std : : string & fragment_shader , const std : : vector < AttributeBinding > & attribute_bindings ) {
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init ( vertex_shader , fragment_shader , attribute_bindings ) ;
}
Shader : : Shader ( const std : : string & vertex_shader , const std : : string & fragment_shader , const std : : vector < std : : string > & binding_names ) {
std : : vector < AttributeBinding > bindings ;
GLuint index = 0 ;
for ( const auto & name : binding_names ) {
bindings . emplace_back ( name , index ) ;
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+ + index ;
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}
init ( vertex_shader , fragment_shader , bindings ) ;
}
void Shader : : init ( const std : : string & vertex_shader , const std : : string & fragment_shader , const std : : vector < AttributeBinding > & attribute_bindings ) {
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shader_program_ = glCreateProgram ( ) ;
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const GLuint vertex = compile_shader ( vertex_shader , GL_VERTEX_SHADER ) ;
const GLuint fragment = compile_shader ( fragment_shader , GL_FRAGMENT_SHADER ) ;
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test_gl ( glAttachShader , shader_program_ , vertex ) ;
test_gl ( glAttachShader , shader_program_ , fragment ) ;
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for ( const auto & binding : attribute_bindings ) {
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test_gl ( glBindAttribLocation , shader_program_ , binding . index , binding . name . c_str ( ) ) ;
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# ifndef NDEBUG
const auto error = glGetError ( ) ;
switch ( error ) {
case 0 : break ;
case GL_INVALID_VALUE :
LOG ( " GL_INVALID_VALUE when attempting to bind " < < binding . name < < " to index " < < binding . index < < " (i.e. index is greater than or equal to GL_MAX_VERTEX_ATTRIBS) " ) ;
break ;
case GL_INVALID_OPERATION :
LOG ( " GL_INVALID_OPERATION when attempting to bind " < < binding . name < < " to index " < < binding . index < < " (i.e. name begins with gl_) " ) ;
break ;
default :
LOG ( " Error " < < error < < " when attempting to bind " < < binding . name < < " to index " < < binding . index ) ;
break ;
}
# endif
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}
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test_gl ( glLinkProgram , shader_program_ ) ;
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# ifndef NDEBUG
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GLint logLength ;
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test_gl ( glGetProgramiv , shader_program_ , GL_INFO_LOG_LENGTH , & logLength ) ;
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if ( logLength > 0 ) {
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GLchar * log = new GLchar [ std : : size_t ( logLength ) ] ;
test_gl ( glGetProgramInfoLog , shader_program_ , logLength , & logLength , log ) ;
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LOG ( " Link log: \n " < < log ) ;
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delete [ ] log ;
}
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GLint didLink = 0 ;
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test_gl ( glGetProgramiv , shader_program_ , GL_LINK_STATUS , & didLink ) ;
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if ( didLink = = GL_FALSE ) {
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throw ProgramLinkageError ;
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}
# endif
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}
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Shader : : ~ Shader ( ) {
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// if(bound_shader == this) Shader::unbind();
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glDeleteProgram ( shader_program_ ) ;
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}
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void Shader : : bind ( ) const {
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// if(bound_shader != this) {
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test_gl ( glUseProgram , shader_program_ ) ;
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// bound_shader = this;
// }
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flush_functions ( ) ;
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}
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void Shader : : unbind ( ) {
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// bound_shader = nullptr;
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test_gl ( glUseProgram , 0 ) ;
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}
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GLint Shader : : get_attrib_location ( const std : : string & name ) const {
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return glGetAttribLocation ( shader_program_ , name . c_str ( ) ) ;
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}
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GLint Shader : : get_uniform_location ( const std : : string & name ) const {
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return glGetUniformLocation ( shader_program_ , name . c_str ( ) ) ;
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}
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void Shader : : enable_vertex_attribute_with_pointer ( const std : : string & name , GLint size , GLenum type , GLboolean normalised , GLsizei stride , const GLvoid * pointer , GLuint divisor ) {
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GLint location = get_attrib_location ( name ) ;
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if ( location > = 0 ) {
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test_gl ( glEnableVertexAttribArray , GLuint ( location ) ) ;
test_gl ( glVertexAttribPointer , GLuint ( location ) , size , type , normalised , stride , pointer ) ;
test_gl ( glVertexAttribDivisor , GLuint ( location ) , divisor ) ;
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} else {
LOG ( " Couldn't enable vertex attribute " < < name ) ;
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}
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}
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// The various set_uniforms...
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# define with_location(func, ...) {\
const GLint location = glGetUniformLocation ( shader_program_ , name . c_str ( ) ) ; \
if ( location = = - 1 ) { \
LOG ( " Couldn't get location for uniform " < < name ) ; \
} else { \
func ( location , __VA_ARGS__ ) ; \
if ( glGetError ( ) ) LOG ( " Error setting uniform " < < name < < " via " < < # func ) ; \
} \
}
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void Shader : : set_uniform ( const std : : string & name , GLint value ) {
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enqueue_function ( [ name , value , this ] {
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with_location ( glUniform1i , value ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLuint value ) {
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enqueue_function ( [ name , value , this ] {
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with_location ( glUniform1ui , value ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLfloat value ) {
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enqueue_function ( [ name , value , this ] {
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with_location ( glUniform1f , value ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLint value1 , GLint value2 ) {
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enqueue_function ( [ name , value1 , value2 , this ] {
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with_location ( glUniform2i , value1 , value2 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLfloat value1 , GLfloat value2 ) {
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enqueue_function ( [ name , value1 , value2 , this ] {
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with_location ( glUniform2f , value1 , value2 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLuint value1 , GLuint value2 ) {
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enqueue_function ( [ name , value1 , value2 , this ] {
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with_location ( glUniform2ui , value1 , value2 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLint value1 , GLint value2 , GLint value3 ) {
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enqueue_function ( [ name , value1 , value2 , value3 , this ] {
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with_location ( glUniform3i , value1 , value2 , value3 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLfloat value1 , GLfloat value2 , GLfloat value3 ) {
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enqueue_function ( [ name , value1 , value2 , value3 , this ] {
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with_location ( glUniform3f , value1 , value2 , value3 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLuint value1 , GLuint value2 , GLuint value3 ) {
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enqueue_function ( [ name , value1 , value2 , value3 , this ] {
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with_location ( glUniform3ui , value1 , value2 , value3 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLint value1 , GLint value2 , GLint value3 , GLint value4 ) {
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enqueue_function ( [ name , value1 , value2 , value3 , value4 , this ] {
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with_location ( glUniform4i , value1 , value2 , value3 , value4 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLfloat value1 , GLfloat value2 , GLfloat value3 , GLfloat value4 ) {
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enqueue_function ( [ name , value1 , value2 , value3 , value4 , this ] {
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with_location ( glUniform4f , value1 , value2 , value3 , value4 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLuint value1 , GLuint value2 , GLuint value3 , GLuint value4 ) {
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enqueue_function ( [ name , value1 , value2 , value3 , value4 , this ] {
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with_location ( glUniform4ui , value1 , value2 , value3 , value4 ) ;
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} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLint size , GLsizei count , const GLint * values ) {
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std : : size_t number_of_values = std : : size_t ( count ) * std : : size_t ( size ) ;
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std : : vector < GLint > values_copy ( values , values + number_of_values ) ;
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enqueue_function ( [ name , size , count , values_copy , this ] {
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switch ( size ) {
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case 1 : with_location ( glUniform1iv , count , values_copy . data ( ) ) ; break ;
case 2 : with_location ( glUniform2iv , count , values_copy . data ( ) ) ; break ;
case 3 : with_location ( glUniform3iv , count , values_copy . data ( ) ) ; break ;
case 4 : with_location ( glUniform4iv , count , values_copy . data ( ) ) ; break ;
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}
} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLint size , GLsizei count , const GLfloat * values ) {
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std : : size_t number_of_values = std : : size_t ( count ) * std : : size_t ( size ) ;
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std : : vector < GLfloat > values_copy ( values , values + number_of_values ) ;
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enqueue_function ( [ name , size , count , values_copy , this ] {
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switch ( size ) {
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case 1 : with_location ( glUniform1fv , count , values_copy . data ( ) ) ; break ;
case 2 : with_location ( glUniform2fv , count , values_copy . data ( ) ) ; break ;
case 3 : with_location ( glUniform3fv , count , values_copy . data ( ) ) ; break ;
case 4 : with_location ( glUniform4fv , count , values_copy . data ( ) ) ; break ;
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}
} ) ;
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}
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void Shader : : set_uniform ( const std : : string & name , GLint size , GLsizei count , const GLuint * values ) {
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std : : size_t number_of_values = std : : size_t ( count ) * std : : size_t ( size ) ;
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std : : vector < GLuint > values_copy ( values , values + number_of_values ) ;
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enqueue_function ( [ name , size , count , values_copy , this ] {
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switch ( size ) {
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case 1 : with_location ( glUniform1uiv , count , values_copy . data ( ) ) ; break ;
case 2 : with_location ( glUniform2uiv , count , values_copy . data ( ) ) ; break ;
case 3 : with_location ( glUniform3uiv , count , values_copy . data ( ) ) ; break ;
case 4 : with_location ( glUniform4uiv , count , values_copy . data ( ) ) ; break ;
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}
} ) ;
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}
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void Shader : : set_uniform_matrix ( const std : : string & name , GLint size , bool transpose , const GLfloat * values ) {
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set_uniform_matrix ( name , size , 1 , transpose , values ) ;
}
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void Shader : : set_uniform_matrix ( const std : : string & name , GLint size , GLsizei count , bool transpose , const GLfloat * values ) {
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std : : size_t number_of_values = std : : size_t ( count ) * std : : size_t ( size ) * std : : size_t ( size ) ;
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std : : vector < GLfloat > values_copy ( values , values + number_of_values ) ;
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enqueue_function ( [ name , size , count , transpose , values_copy , this ] {
GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE ;
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switch ( size ) {
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case 2 : with_location ( glUniformMatrix2fv , count , glTranspose , values_copy . data ( ) ) ; break ;
case 3 : with_location ( glUniformMatrix3fv , count , glTranspose , values_copy . data ( ) ) ; break ;
case 4 : with_location ( glUniformMatrix4fv , count , glTranspose , values_copy . data ( ) ) ; break ;
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}
} ) ;
}
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void Shader : : enqueue_function ( std : : function < void ( void ) > function ) {
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std : : lock_guard < std : : mutex > function_guard ( function_mutex_ ) ;
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enqueued_functions_ . push_back ( function ) ;
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}
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void Shader : : flush_functions ( ) const {
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std : : lock_guard < std : : mutex > function_guard ( function_mutex_ ) ;
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for ( std : : function < void ( void ) > function : enqueued_functions_ ) {
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function ( ) ;
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}
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enqueued_functions_ . clear ( ) ;
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}