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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

import java.nio.*;

import org.lwjgl.system.*;

import static org.lwjgl.system.Checks.*;
import static org.lwjgl.system.JNI.*;
import static org.lwjgl.system.MemoryStack.*;
import static org.lwjgl.system.MemoryUtil.*;

/**
 * Native bindings to the ARB_gpu_shader_fp64 extension.
 * 
 * 

This extension allows GLSL shaders to use double-precision floating-point data types, including vectors and matrices of doubles. Doubles may be used as * inputs, outputs, and uniforms.

* *

The shading language supports various arithmetic and comparison operators on double-precision scalar, vector, and matrix types, and provides a set of * built-in functions including:

* *
    *
  • square roots and inverse square roots;
  • *
  • fused floating-point multiply-add operations;
  • *
  • splitting a floating-point number into a significand and exponent (frexp), or building a floating-point number from a significand and exponent * (ldexp);
  • *
  • absolute value, sign tests, various functions to round to an integer value, modulus, minimum, maximum, clamping, blending two values, step * functions, and testing for infinity and NaN values;
  • *
  • packing and unpacking doubles into a pair of 32-bit unsigned integers;
  • *
  • matrix component-wise multiplication, and computation of outer products, transposes, determinants, and inverses; and
  • *
  • vector relational functions.
  • *
* *

Double-precision versions of angle, trigonometry, and exponential functions are not supported.

* *

Implicit conversions are supported from integer and single-precision floating-point values to doubles, and this extension uses the relaxed function * overloading rules specified by the ARB_gpu_shader5 extension to resolve ambiguities.

* *

This extension provides API functions for specifying double-precision uniforms in the default uniform block, including functions similar to the uniform * functions added by EXT_direct_state_access (if supported).

* *

This extension provides an "LF" suffix for specifying double-precision constants. Floating-point constants without a suffix in GLSL are treated as * single-precision values for backward compatibility with versions not supporting doubles; similar constants are treated as double-precision values in the * "C" programming language.

* *

This extension does not support interpolation of double-precision values; doubles used as fragment shader inputs must be qualified as "flat". * Additionally, this extension does not allow vertex attributes with 64-bit components. That support is added separately by * EXT_vertex_attrib_64bit.

* *

Requires {@link GL32 GL32} and GLSL 1.50. Promoted to core in {@link GL40 OpenGL 4.0}.

*/ public class ARBGPUShaderFP64 { /** Returned in the {@code type} parameter of GetActiveUniform, and GetTransformFeedbackVarying. */ public static final int GL_DOUBLE_VEC2 = 0x8FFC, GL_DOUBLE_VEC3 = 0x8FFD, GL_DOUBLE_VEC4 = 0x8FFE, GL_DOUBLE_MAT2 = 0x8F46, GL_DOUBLE_MAT3 = 0x8F47, GL_DOUBLE_MAT4 = 0x8F48, GL_DOUBLE_MAT2x3 = 0x8F49, GL_DOUBLE_MAT2x4 = 0x8F4A, GL_DOUBLE_MAT3x2 = 0x8F4B, GL_DOUBLE_MAT3x4 = 0x8F4C, GL_DOUBLE_MAT4x2 = 0x8F4D, GL_DOUBLE_MAT4x3 = 0x8F4E; static { GL.initialize(); } protected ARBGPUShaderFP64() { throw new UnsupportedOperationException(); } static boolean isAvailable(GLCapabilities caps, java.util.Set ext) { return checkFunctions( caps.glUniform1d, caps.glUniform2d, caps.glUniform3d, caps.glUniform4d, caps.glUniform1dv, caps.glUniform2dv, caps.glUniform3dv, caps.glUniform4dv, caps.glUniformMatrix2dv, caps.glUniformMatrix3dv, caps.glUniformMatrix4dv, caps.glUniformMatrix2x3dv, caps.glUniformMatrix2x4dv, caps.glUniformMatrix3x2dv, caps.glUniformMatrix3x4dv, caps.glUniformMatrix4x2dv, caps.glUniformMatrix4x3dv, caps.glGetUniformdv ); } // --- [ glUniform1d ] --- /** * Specifies the value of a double uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param x the uniform x value */ public static native void glUniform1d(int location, double x); // --- [ glUniform2d ] --- /** * Specifies the value of a dvec2 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value */ public static native void glUniform2d(int location, double x, double y); // --- [ glUniform3d ] --- /** * Specifies the value of a dvec3 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value */ public static native void glUniform3d(int location, double x, double y, double z); // --- [ glUniform4d ] --- /** * Specifies the value of a dvec4 uniform variable for the current program object. * * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * @param w the uniform w value */ public static native void glUniform4d(int location, double x, double y, double z, double w); // --- [ glUniform1dv ] --- /** * Unsafe version of: {@link #glUniform1dv Uniform1dv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static native void nglUniform1dv(int location, int count, long value); /** * Specifies the value of a single double uniform variable or a double uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable */ public static void glUniform1dv(int location, DoubleBuffer value) { nglUniform1dv(location, value.remaining(), memAddress(value)); } // --- [ glUniform2dv ] --- /** * Unsafe version of: {@link #glUniform2dv Uniform2dv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static native void nglUniform2dv(int location, int count, long value); /** * Specifies the value of a single dvec2 uniform variable or a dvec2 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable */ public static void glUniform2dv(int location, DoubleBuffer value) { nglUniform2dv(location, value.remaining() >> 1, memAddress(value)); } // --- [ glUniform3dv ] --- /** * Unsafe version of: {@link #glUniform3dv Uniform3dv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static native void nglUniform3dv(int location, int count, long value); /** * Specifies the value of a single dvec3 uniform variable or a dvec3 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable */ public static void glUniform3dv(int location, DoubleBuffer value) { nglUniform3dv(location, value.remaining() / 3, memAddress(value)); } // --- [ glUniform4dv ] --- /** * Unsafe version of: {@link #glUniform4dv Uniform4dv} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static native void nglUniform4dv(int location, int count, long value); /** * Specifies the value of a single dvec4 uniform variable or a dvec4 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable */ public static void glUniform4dv(int location, DoubleBuffer value) { nglUniform4dv(location, value.remaining() >> 2, memAddress(value)); } // --- [ glUniformMatrix2dv ] --- /** * Unsafe version of: {@link #glUniformMatrix2dv UniformMatrix2dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix2dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat2 uniform variable or a dmat2 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix2dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix2dv(location, value.remaining() >> 2, transpose, memAddress(value)); } // --- [ glUniformMatrix3dv ] --- /** * Unsafe version of: {@link #glUniformMatrix3dv UniformMatrix3dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix3dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat3 uniform variable or a dmat3 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix3dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix3dv(location, value.remaining() / 9, transpose, memAddress(value)); } // --- [ glUniformMatrix4dv ] --- /** * Unsafe version of: {@link #glUniformMatrix4dv UniformMatrix4dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix4dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat4 uniform variable or a dmat4 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix4dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix4dv(location, value.remaining() >> 4, transpose, memAddress(value)); } // --- [ glUniformMatrix2x3dv ] --- /** * Unsafe version of: {@link #glUniformMatrix2x3dv UniformMatrix2x3dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix2x3dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat2x3 uniform variable or a dmat2x3 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix2x3dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix2x3dv(location, value.remaining() / 6, transpose, memAddress(value)); } // --- [ glUniformMatrix2x4dv ] --- /** * Unsafe version of: {@link #glUniformMatrix2x4dv UniformMatrix2x4dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix2x4dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat2x4 uniform variable or a dmat2x4 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix2x4dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix2x4dv(location, value.remaining() >> 3, transpose, memAddress(value)); } // --- [ glUniformMatrix3x2dv ] --- /** * Unsafe version of: {@link #glUniformMatrix3x2dv UniformMatrix3x2dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix3x2dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat3x2 uniform variable or a dmat3x2 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix3x2dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix3x2dv(location, value.remaining() / 6, transpose, memAddress(value)); } // --- [ glUniformMatrix3x4dv ] --- /** * Unsafe version of: {@link #glUniformMatrix3x4dv UniformMatrix3x4dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix3x4dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat3x4 uniform variable or a dmat3x4 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix3x4dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix3x4dv(location, value.remaining() / 12, transpose, memAddress(value)); } // --- [ glUniformMatrix4x2dv ] --- /** * Unsafe version of: {@link #glUniformMatrix4x2dv UniformMatrix4x2dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix4x2dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat4x2 uniform variable or a dmat4x2 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix4x2dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix4x2dv(location, value.remaining() >> 3, transpose, memAddress(value)); } // --- [ glUniformMatrix4x3dv ] --- /** * Unsafe version of: {@link #glUniformMatrix4x3dv UniformMatrix4x3dv} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglUniformMatrix4x3dv(int location, int count, boolean transpose, long value); /** * Specifies the value of a single dmat4x3 uniform variable or a dmat4x3 uniform variable array for the current program object. * * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glUniformMatrix4x3dv(int location, boolean transpose, DoubleBuffer value) { nglUniformMatrix4x3dv(location, value.remaining() / 12, transpose, memAddress(value)); } // --- [ glGetUniformdv ] --- /** Unsafe version of: {@link #glGetUniformdv GetUniformdv} */ public static native void nglGetUniformdv(int program, int location, long params); /** * Returns the double value(s) of a uniform variable. * * @param program the program object to be queried * @param location the location of the uniform variable to be queried * @param params the value of the specified uniform variable */ public static void glGetUniformdv(int program, int location, DoubleBuffer params) { if (CHECKS) { check(params, 1); } nglGetUniformdv(program, location, memAddress(params)); } /** * Returns the double value(s) of a uniform variable. * * @param program the program object to be queried * @param location the location of the uniform variable to be queried */ public static double glGetUniformd(int program, int location) { MemoryStack stack = stackGet(); int stackPointer = stack.getPointer(); try { DoubleBuffer params = stack.callocDouble(1); nglGetUniformdv(program, location, memAddress(params)); return params.get(0); } finally { stack.setPointer(stackPointer); } } // --- [ glProgramUniform1dEXT ] --- /** * DSA version of {@link #glUniform1d Uniform1d}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param x the uniform x value */ public static native void glProgramUniform1dEXT(int program, int location, double x); // --- [ glProgramUniform2dEXT ] --- /** * DSA version of {@link #glUniform2d Uniform2d}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value */ public static native void glProgramUniform2dEXT(int program, int location, double x, double y); // --- [ glProgramUniform3dEXT ] --- /** * DSA version of {@link #glUniform3d Uniform3d}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value */ public static native void glProgramUniform3dEXT(int program, int location, double x, double y, double z); // --- [ glProgramUniform4dEXT ] --- /** * DSA version of {@link #glUniform4d Uniform4d}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param x the uniform x value * @param y the uniform y value * @param z the uniform z value * @param w the uniform w value */ public static native void glProgramUniform4dEXT(int program, int location, double x, double y, double z, double w); // --- [ glProgramUniform1dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniform1dvEXT ProgramUniform1dvEXT} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static native void nglProgramUniform1dvEXT(int program, int location, int count, long value); /** * DSA version of {@link #glUniform1dv Uniform1dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable */ public static void glProgramUniform1dvEXT(int program, int location, DoubleBuffer value) { nglProgramUniform1dvEXT(program, location, value.remaining(), memAddress(value)); } // --- [ glProgramUniform2dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniform2dvEXT ProgramUniform2dvEXT} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static native void nglProgramUniform2dvEXT(int program, int location, int count, long value); /** * DSA version of {@link #glUniform2dv Uniform2dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable */ public static void glProgramUniform2dvEXT(int program, int location, DoubleBuffer value) { nglProgramUniform2dvEXT(program, location, value.remaining() >> 1, memAddress(value)); } // --- [ glProgramUniform3dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniform3dvEXT ProgramUniform3dvEXT} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static native void nglProgramUniform3dvEXT(int program, int location, int count, long value); /** * DSA version of {@link #glUniform3dv Uniform3dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable */ public static void glProgramUniform3dvEXT(int program, int location, DoubleBuffer value) { nglProgramUniform3dvEXT(program, location, value.remaining() / 3, memAddress(value)); } // --- [ glProgramUniform4dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniform4dvEXT ProgramUniform4dvEXT} * * @param count the number of elements that are to be modified. This should be 1 if the targeted uniform variable is not an array, and 1 or more if it is an array. */ public static native void nglProgramUniform4dvEXT(int program, int location, int count, long value); /** * DSA version of {@link #glUniform4dv Uniform4dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform variable */ public static void glProgramUniform4dvEXT(int program, int location, DoubleBuffer value) { nglProgramUniform4dvEXT(program, location, value.remaining() >> 2, memAddress(value)); } // --- [ glProgramUniformMatrix2dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2dvEXT ProgramUniformMatrix2dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix2dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix2dv UniformMatrix2dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix2dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix2dvEXT(program, location, value.remaining() >> 2, transpose, memAddress(value)); } // --- [ glProgramUniformMatrix3dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3dvEXT ProgramUniformMatrix3dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix3dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix3dv UniformMatrix3dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix3dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix3dvEXT(program, location, value.remaining() / 9, transpose, memAddress(value)); } // --- [ glProgramUniformMatrix4dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4dvEXT ProgramUniformMatrix4dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix4dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix4dv UniformMatrix4dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix4dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix4dvEXT(program, location, value.remaining() >> 4, transpose, memAddress(value)); } // --- [ glProgramUniformMatrix2x3dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2x3dvEXT ProgramUniformMatrix2x3dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix2x3dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix2x3dv UniformMatrix2x3dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix2x3dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix2x3dvEXT(program, location, value.remaining() / 6, transpose, memAddress(value)); } // --- [ glProgramUniformMatrix2x4dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix2x4dvEXT ProgramUniformMatrix2x4dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix2x4dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix2x4dv UniformMatrix2x4dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix2x4dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix2x4dvEXT(program, location, value.remaining() >> 3, transpose, memAddress(value)); } // --- [ glProgramUniformMatrix3x2dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3x2dvEXT ProgramUniformMatrix3x2dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix3x2dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix3x2dv UniformMatrix3x2dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix3x2dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix3x2dvEXT(program, location, value.remaining() / 6, transpose, memAddress(value)); } // --- [ glProgramUniformMatrix3x4dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix3x4dvEXT ProgramUniformMatrix3x4dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix3x4dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix3x4dv UniformMatrix3x4dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix3x4dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix3x4dvEXT(program, location, value.remaining() / 12, transpose, memAddress(value)); } // --- [ glProgramUniformMatrix4x2dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4x2dvEXT ProgramUniformMatrix4x2dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix4x2dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix4x2dv UniformMatrix4x2dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix4x2dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix4x2dvEXT(program, location, value.remaining() >> 3, transpose, memAddress(value)); } // --- [ glProgramUniformMatrix4x3dvEXT ] --- /** * Unsafe version of: {@link #glProgramUniformMatrix4x3dvEXT ProgramUniformMatrix4x3dvEXT} * * @param count the number of matrices that are to be modified. This should be 1 if the targeted uniform variable is not an array of matrices, and 1 or more if it is an array of matrices. */ public static native void nglProgramUniformMatrix4x3dvEXT(int program, int location, int count, boolean transpose, long value); /** * DSA version of {@link #glUniformMatrix4x3dv UniformMatrix4x3dv}. * * @param program the program object to update * @param location the location of the uniform variable to be modified * @param transpose whether to transpose the matrix as the values are loaded into the uniform variable * @param value a pointer to an array of {@code count} values that will be used to update the specified uniform matrix variable */ public static void glProgramUniformMatrix4x3dvEXT(int program, int location, boolean transpose, DoubleBuffer value) { nglProgramUniformMatrix4x3dvEXT(program, location, value.remaining() / 12, transpose, memAddress(value)); } /** Array version of: {@link #glUniform1dv Uniform1dv} */ public static void glUniform1dv(int location, double[] value) { long __functionAddress = GL.getICD().glUniform1dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length, value); } /** Array version of: {@link #glUniform2dv Uniform2dv} */ public static void glUniform2dv(int location, double[] value) { long __functionAddress = GL.getICD().glUniform2dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length >> 1, value); } /** Array version of: {@link #glUniform3dv Uniform3dv} */ public static void glUniform3dv(int location, double[] value) { long __functionAddress = GL.getICD().glUniform3dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length / 3, value); } /** Array version of: {@link #glUniform4dv Uniform4dv} */ public static void glUniform4dv(int location, double[] value) { long __functionAddress = GL.getICD().glUniform4dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length >> 2, value); } /** Array version of: {@link #glUniformMatrix2dv UniformMatrix2dv} */ public static void glUniformMatrix2dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix2dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length >> 2, transpose, value); } /** Array version of: {@link #glUniformMatrix3dv UniformMatrix3dv} */ public static void glUniformMatrix3dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix3dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length / 9, transpose, value); } /** Array version of: {@link #glUniformMatrix4dv UniformMatrix4dv} */ public static void glUniformMatrix4dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix4dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length >> 4, transpose, value); } /** Array version of: {@link #glUniformMatrix2x3dv UniformMatrix2x3dv} */ public static void glUniformMatrix2x3dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix2x3dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length / 6, transpose, value); } /** Array version of: {@link #glUniformMatrix2x4dv UniformMatrix2x4dv} */ public static void glUniformMatrix2x4dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix2x4dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length >> 3, transpose, value); } /** Array version of: {@link #glUniformMatrix3x2dv UniformMatrix3x2dv} */ public static void glUniformMatrix3x2dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix3x2dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length / 6, transpose, value); } /** Array version of: {@link #glUniformMatrix3x4dv UniformMatrix3x4dv} */ public static void glUniformMatrix3x4dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix3x4dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length / 12, transpose, value); } /** Array version of: {@link #glUniformMatrix4x2dv UniformMatrix4x2dv} */ public static void glUniformMatrix4x2dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix4x2dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length >> 3, transpose, value); } /** Array version of: {@link #glUniformMatrix4x3dv UniformMatrix4x3dv} */ public static void glUniformMatrix4x3dv(int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glUniformMatrix4x3dv; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, location, value.length / 12, transpose, value); } /** Array version of: {@link #glGetUniformdv GetUniformdv} */ public static void glGetUniformdv(int program, int location, double[] params) { long __functionAddress = GL.getICD().glGetUniformdv; if (CHECKS) { check(__functionAddress); check(params, 1); } callPV(__functionAddress, program, location, params); } /** Array version of: {@link #glProgramUniform1dvEXT ProgramUniform1dvEXT} */ public static void glProgramUniform1dvEXT(int program, int location, double[] value) { long __functionAddress = GL.getICD().glProgramUniform1dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length, value); } /** Array version of: {@link #glProgramUniform2dvEXT ProgramUniform2dvEXT} */ public static void glProgramUniform2dvEXT(int program, int location, double[] value) { long __functionAddress = GL.getICD().glProgramUniform2dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length >> 1, value); } /** Array version of: {@link #glProgramUniform3dvEXT ProgramUniform3dvEXT} */ public static void glProgramUniform3dvEXT(int program, int location, double[] value) { long __functionAddress = GL.getICD().glProgramUniform3dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length / 3, value); } /** Array version of: {@link #glProgramUniform4dvEXT ProgramUniform4dvEXT} */ public static void glProgramUniform4dvEXT(int program, int location, double[] value) { long __functionAddress = GL.getICD().glProgramUniform4dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length >> 2, value); } /** Array version of: {@link #glProgramUniformMatrix2dvEXT ProgramUniformMatrix2dvEXT} */ public static void glProgramUniformMatrix2dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix2dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length >> 2, transpose, value); } /** Array version of: {@link #glProgramUniformMatrix3dvEXT ProgramUniformMatrix3dvEXT} */ public static void glProgramUniformMatrix3dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix3dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length / 9, transpose, value); } /** Array version of: {@link #glProgramUniformMatrix4dvEXT ProgramUniformMatrix4dvEXT} */ public static void glProgramUniformMatrix4dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix4dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length >> 4, transpose, value); } /** Array version of: {@link #glProgramUniformMatrix2x3dvEXT ProgramUniformMatrix2x3dvEXT} */ public static void glProgramUniformMatrix2x3dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix2x3dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length / 6, transpose, value); } /** Array version of: {@link #glProgramUniformMatrix2x4dvEXT ProgramUniformMatrix2x4dvEXT} */ public static void glProgramUniformMatrix2x4dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix2x4dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length >> 3, transpose, value); } /** Array version of: {@link #glProgramUniformMatrix3x2dvEXT ProgramUniformMatrix3x2dvEXT} */ public static void glProgramUniformMatrix3x2dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix3x2dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length / 6, transpose, value); } /** Array version of: {@link #glProgramUniformMatrix3x4dvEXT ProgramUniformMatrix3x4dvEXT} */ public static void glProgramUniformMatrix3x4dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix3x4dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length / 12, transpose, value); } /** Array version of: {@link #glProgramUniformMatrix4x2dvEXT ProgramUniformMatrix4x2dvEXT} */ public static void glProgramUniformMatrix4x2dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix4x2dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length >> 3, transpose, value); } /** Array version of: {@link #glProgramUniformMatrix4x3dvEXT ProgramUniformMatrix4x3dvEXT} */ public static void glProgramUniformMatrix4x3dvEXT(int program, int location, boolean transpose, double[] value) { long __functionAddress = GL.getICD().glProgramUniformMatrix4x3dvEXT; if (CHECKS) { check(__functionAddress); } callPV(__functionAddress, program, location, value.length / 12, transpose, value); } }




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