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authorIan Romanick <ian.d.romanick@intel.com>2010-10-11 16:07:08 -0700
committerIan Romanick <ian.d.romanick@intel.com>2010-10-27 13:35:53 -0700
commit75c6f472880706dcbb9d1e20727fa8f71db8b11c (patch)
treefae106114612981994bbfb5642aec517929de47b /src/mesa/main/uniforms.c
parent01abcf3b79c9ba18fef2de423b51e7e1f9bb1b3f (diff)
mesa: Track an ActiveProgram distinct from CurrentProgram
ActiveProgram is the GL_EXT_separate_shader_objects state variable used for glUniform calls. glUseProgram also sets this.
Diffstat (limited to 'src/mesa/main/uniforms.c')
-rw-r--r--src/mesa/main/uniforms.c66
1 files changed, 33 insertions, 33 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 9359db1892..b5bae0337b 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -1227,7 +1227,7 @@ void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
}
void GLAPIENTRY
@@ -1237,7 +1237,7 @@ _mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
GLfloat v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
}
void GLAPIENTRY
@@ -1248,7 +1248,7 @@ _mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
}
void GLAPIENTRY
@@ -1261,14 +1261,14 @@ _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1iARB(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_INT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
}
void GLAPIENTRY
@@ -1278,7 +1278,7 @@ _mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
GLint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
}
void GLAPIENTRY
@@ -1289,7 +1289,7 @@ _mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
}
void GLAPIENTRY
@@ -1301,63 +1301,63 @@ _mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_INT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_FLOAT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
}
void GLAPIENTRY
_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_INT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4);
}
@@ -1366,7 +1366,7 @@ void GLAPIENTRY
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, &v0, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT);
}
void GLAPIENTRY
@@ -1376,7 +1376,7 @@ _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
GLuint v[2];
v[0] = v0;
v[1] = v1;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
@@ -1387,7 +1387,7 @@ _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
v[0] = v0;
v[1] = v1;
v[2] = v2;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
@@ -1399,35 +1399,35 @@ _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
v[1] = v1;
v[2] = v2;
v[3] = v3;
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT);
}
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform(ctx, ctx->Shader.CurrentProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
+ _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
}
@@ -1437,7 +1437,7 @@ _mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
2, 2, location, count, transpose, value);
}
@@ -1446,7 +1446,7 @@ _mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
3, 3, location, count, transpose, value);
}
@@ -1455,7 +1455,7 @@ _mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
4, 4, location, count, transpose, value);
}
@@ -1468,7 +1468,7 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
2, 3, location, count, transpose, value);
}
@@ -1477,7 +1477,7 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
3, 2, location, count, transpose, value);
}
@@ -1486,7 +1486,7 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
2, 4, location, count, transpose, value);
}
@@ -1495,7 +1495,7 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
4, 2, location, count, transpose, value);
}
@@ -1504,7 +1504,7 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
3, 4, location, count, transpose, value);
}
@@ -1513,7 +1513,7 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
- _mesa_uniform_matrix(ctx, ctx->Shader.CurrentProgram,
+ _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
4, 3, location, count, transpose, value);
}