/** * Copyright (c) 2006-2017 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ // LOVE #include "common/config.h" #include "Shader.h" #include "Graphics.h" // C++ #include #include #include namespace love { namespace graphics { namespace opengl { Shader::Shader(const ShaderSource &source) : love::graphics::Shader(source) , program(0) , builtinUniforms() , builtinAttributes() , canvasWasActive(false) , lastViewport() , lastPointSize(0.0f) , videoTextureUnits() { // load shader source and create program object loadVolatile(); } Shader::~Shader() { unloadVolatile(); for (const auto &p : uniforms) { // Allocated with malloc(). if (p.second.data != nullptr) free(p.second.data); if (p.second.baseType == UNIFORM_SAMPLER) { for (int i = 0; i < p.second.count; i++) { if (p.second.textures[i] != nullptr) p.second.textures[i]->release(); } delete[] p.second.textures; } } } GLuint Shader::compileCode(ShaderStage stage, const std::string &code) { GLenum glstage; const char *typestr; if (!getConstant(stage, typestr)) typestr = ""; switch (stage) { case STAGE_VERTEX: glstage = GL_VERTEX_SHADER; break; case STAGE_PIXEL: glstage = GL_FRAGMENT_SHADER; break; default: throw love::Exception("Cannot create shader object: unknown shader type."); break; } GLuint shaderid = glCreateShader(glstage); if (shaderid == 0) { if (glGetError() == GL_INVALID_ENUM) throw love::Exception("Cannot create %s shader object: %s shaders not supported.", typestr, typestr); else throw love::Exception("Cannot create %s shader object.", typestr); } const char *src = code.c_str(); GLint srclen = (GLint) code.length(); glShaderSource(shaderid, 1, (const GLchar **)&src, &srclen); glCompileShader(shaderid); GLint infologlen; glGetShaderiv(shaderid, GL_INFO_LOG_LENGTH, &infologlen); // Get any warnings the shader compiler may have produced. if (infologlen > 0) { GLchar *infolog = new GLchar[infologlen]; glGetShaderInfoLog(shaderid, infologlen, nullptr, infolog); // Save any warnings for later querying. shaderWarnings[stage] = infolog; delete[] infolog; } GLint status; glGetShaderiv(shaderid, GL_COMPILE_STATUS, &status); if (status == GL_FALSE) { glDeleteShader(shaderid); throw love::Exception("Cannot compile %s shader code:\n%s", typestr, shaderWarnings[stage].c_str()); } return shaderid; } void Shader::mapActiveUniforms() { // Built-in uniform locations default to -1 (nonexistent.) for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) builtinUniforms[i] = -1; GLint activeprogram = 0; glGetIntegerv(GL_CURRENT_PROGRAM, &activeprogram); gl.useProgram(program); GLint numuniforms; glGetProgramiv(program, GL_ACTIVE_UNIFORMS, &numuniforms); GLchar cname[256]; const GLint bufsize = (GLint) (sizeof(cname) / sizeof(GLchar)); std::map olduniforms = uniforms; uniforms.clear(); for (int i = 0; i < numuniforms; i++) { GLsizei namelen = 0; GLenum gltype = 0; UniformInfo u = {}; glGetActiveUniform(program, (GLuint) i, bufsize, &namelen, &u.count, &gltype, cname); u.name = std::string(cname, (size_t) namelen); u.location = glGetUniformLocation(program, u.name.c_str()); u.baseType = getUniformBaseType(gltype); if (u.baseType == UNIFORM_MATRIX) u.matrix = getMatrixSize(gltype); else u.components = getUniformTypeComponents(gltype); // glGetActiveUniform appends "[0]" to the end of array uniform names... if (u.name.length() > 3) { size_t findpos = u.name.find("[0]"); if (findpos != std::string::npos && findpos == u.name.length() - 3) u.name.erase(u.name.length() - 3); } // If this is a built-in (LOVE-created) uniform, store the location. BuiltinUniform builtin; if (getConstant(u.name.c_str(), builtin)) builtinUniforms[int(builtin)] = u.location; if (u.location == -1) continue; // Make sure previously set uniform data is preserved, and shader- // initialized values are retrieved. auto oldu = olduniforms.find(u.name); if (oldu != olduniforms.end()) { u.data = oldu->second.data; u.textures = oldu->second.textures; updateUniform(&u, u.count, true); if (u.baseType == UNIFORM_SAMPLER) { // Make sure all stored textures have their Volatiles loaded // before the sendTextures call, since it calls getHandle(). for (int i = 0; i < u.count; i++) { if (u.textures[i] == nullptr) continue; Volatile *v = dynamic_cast(u.textures[i]); if (v != nullptr) v->loadVolatile(); } sendTextures(&u, u.textures, u.count, true); } } else { size_t datasize = 0; switch (u.baseType) { case UNIFORM_FLOAT: datasize = sizeof(float) * u.components * u.count; u.data = malloc(datasize); break; case UNIFORM_INT: case UNIFORM_BOOL: case UNIFORM_SAMPLER: datasize = sizeof(int) * u.components * u.count; u.data = malloc(datasize); break; case UNIFORM_UINT: datasize = sizeof(unsigned int) * u.components * u.count; u.data = malloc(datasize); break; case UNIFORM_MATRIX: datasize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count; u.data = malloc(datasize); break; default: break; } if (datasize > 0) { memset(u.data, 0, datasize); if (u.baseType == UNIFORM_SAMPLER) { // Initialize all samplers to 0. Both GLSL and GLSL ES are // supposed to do this themselves, but some Android devices // (galaxy tab 3 and 4) don't seem to do it... glUniform1iv(u.location, u.count, u.ints); u.textures = new Texture*[u.count]; memset(u.textures, 0, sizeof(Texture *) * u.count); } } size_t offset = 0; // Store any shader-initialized values in our own memory. for (int i = 0; i < u.count; i++) { GLint location = u.location; if (u.count > 1) { std::ostringstream ss; ss << i; std::string indexname = u.name + "[" + ss.str() + "]"; location = glGetUniformLocation(program, indexname.c_str()); } if (location == -1) continue; switch (u.baseType) { case UNIFORM_FLOAT: glGetUniformfv(program, location, &u.floats[offset]); offset += u.components; break; case UNIFORM_INT: case UNIFORM_BOOL: glGetUniformiv(program, location, &u.ints[offset]); offset += u.components; break; case UNIFORM_UINT: glGetUniformuiv(program, location, &u.uints[offset]); offset += u.components; break; case UNIFORM_MATRIX: glGetUniformfv(program, location, &u.floats[offset]); offset += u.matrix.rows * u.matrix.columns; break; default: break; } } } uniforms[u.name] = u; } // Make sure uniforms that existed before but don't exist anymore are // cleaned up. This theoretically shouldn't happen, but... for (const auto &p : olduniforms) { if (uniforms.find(p.first) == uniforms.end()) { free(p.second.data); if (p.second.baseType != UNIFORM_SAMPLER) continue; for (int i = 0; i < p.second.count; i++) { if (p.second.textures[i] != nullptr) p.second.textures[i]->release(); } delete[] p.second.textures; } } gl.useProgram(activeprogram); } bool Shader::loadVolatile() { OpenGL::TempDebugGroup debuggroup("Shader load"); // Recreating the shader program will invalidate uniforms that rely on these. canvasWasActive = false; lastViewport = Rect(); lastPointSize = -1.0f; // Invalidate the cached matrices by setting some elements to NaN. float nan = std::numeric_limits::quiet_NaN(); lastProjectionMatrix.setTranslation(nan, nan); lastTransformMatrix.setTranslation(nan, nan); for (int i = 0; i < 3; i++) videoTextureUnits[i] = 0; // zero out active texture list textureUnits.clear(); textureUnits.resize(gl.getMaxTextureUnits(), TextureUnit()); std::vector shaderids; auto gfx = Module::getInstance(Module::M_GRAPHICS); const ShaderSource &defaults = gfx->getCurrentDefaultShaderCode(); // The shader program must have both vertex and pixel shader stages. const std::string &vertexcode = shaderSource.vertex.empty() ? defaults.vertex : shaderSource.vertex; const std::string &pixelcode = shaderSource.pixel.empty() ? defaults.pixel : shaderSource.pixel; try { shaderids.push_back(compileCode(STAGE_VERTEX, vertexcode)); shaderids.push_back(compileCode(STAGE_PIXEL, pixelcode)); } catch (love::Exception &) { for (GLuint id : shaderids) glDeleteShader(id); throw; } program = glCreateProgram(); if (program == 0) { for (GLuint id : shaderids) glDeleteShader(id); throw love::Exception("Cannot create shader program object."); } for (GLuint id : shaderids) glAttachShader(program, id); // Bind generic vertex attribute indices to names in the shader. for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) { const char *name = nullptr; if (getConstant((VertexAttribID) i, name)) glBindAttribLocation(program, i, (const GLchar *) name); } glLinkProgram(program); // Flag shaders for auto-deletion when the program object is deleted. for (GLuint id : shaderids) glDeleteShader(id); GLint status; glGetProgramiv(program, GL_LINK_STATUS, &status); if (status == GL_FALSE) { std::string warnings = getProgramWarnings(); glDeleteProgram(program); program = 0; throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str()); } // Get all active uniform variables in this shader from OpenGL. mapActiveUniforms(); for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++) { const char *name = nullptr; if (getConstant(VertexAttribID(i), name)) builtinAttributes[i] = glGetAttribLocation(program, name); else builtinAttributes[i] = -1; } if (current == this) { // make sure glUseProgram gets called. current = nullptr; attach(); updateBuiltinUniforms(); } return true; } void Shader::unloadVolatile() { if (program != 0) { if (current == this) gl.useProgram(0); glDeleteProgram(program); program = 0; } // active texture list is probably invalid, clear it textureUnits.clear(); textureUnits.resize(gl.getMaxTextureUnits(), TextureUnit()); attributes.clear(); // And the locations of any built-in uniform variables. for (int i = 0; i < int(BUILTIN_MAX_ENUM); i++) builtinUniforms[i] = -1; shaderWarnings.clear(); } std::string Shader::getProgramWarnings() const { GLint strsize, nullpos; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &strsize); if (strsize == 0) return ""; char *tempstr = new char[strsize]; // be extra sure that the error string will be 0-terminated memset(tempstr, '\0', strsize); glGetProgramInfoLog(program, strsize, &nullpos, tempstr); tempstr[nullpos] = '\0'; std::string warnings(tempstr); delete[] tempstr; return warnings; } std::string Shader::getWarnings() const { std::string warnings; const char *stagestr; // Get the individual shader stage warnings for (const auto &warning : shaderWarnings) { if (getConstant(warning.first, stagestr)) warnings += std::string(stagestr) + std::string(" shader:\n") + warning.second; } warnings += getProgramWarnings(); return warnings; } void Shader::attach(bool temporary) { if (current != this) { gl.useProgram(program); current = this; // retain/release happens in Graphics::setShader. if (!temporary) { // Make sure all textures are properly bound to their respective // texture units. for (int i = 1; i < (int) textureUnits.size(); ++i) { if (textureUnits[i].active) gl.bindTextureToUnit(textureUnits[i].texture, i, false); } // send any pending uniforms to the shader program. for (const auto &p : pendingUniformUpdates) updateUniform(p.first, p.second); pendingUniformUpdates.clear(); } } } const Shader::UniformInfo *Shader::getUniformInfo(const std::string &name) const { const auto it = uniforms.find(name); if (it == uniforms.end()) return nullptr; return &(it->second); } void Shader::updateUniform(const UniformInfo *info, int count, bool internalUpdate) { if (current != this) { pendingUniformUpdates.push_back(std::make_pair(info, count)); return; } if (!internalUpdate) flushStreamDraws(); int location = info->location; UniformType type = info->baseType; if (type == UNIFORM_FLOAT) { switch (info->components) { case 1: glUniform1fv(location, count, info->floats); break; case 2: glUniform2fv(location, count, info->floats); break; case 3: glUniform3fv(location, count, info->floats); break; case 4: glUniform4fv(location, count, info->floats); break; } } else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER) { switch (info->components) { case 1: glUniform1iv(location, count, info->ints); break; case 2: glUniform2iv(location, count, info->ints); break; case 3: glUniform3iv(location, count, info->ints); break; case 4: glUniform4iv(location, count, info->ints); break; } } else if (type == UNIFORM_UINT) { switch (info->components) { case 1: glUniform1uiv(location, count, info->uints); break; case 2: glUniform2uiv(location, count, info->uints); break; case 3: glUniform3uiv(location, count, info->uints); break; case 4: glUniform4uiv(location, count, info->uints); break; } } else if (type == UNIFORM_MATRIX) { int columns = info->matrix.columns; int rows = info->matrix.rows; if (columns == 2 && rows == 2) glUniformMatrix2fv(location, count, GL_FALSE, info->floats); else if (columns == 3 && rows == 3) glUniformMatrix3fv(location, count, GL_FALSE, info->floats); else if (columns == 4 && rows == 4) glUniformMatrix4fv(location, count, GL_FALSE, info->floats); else if (columns == 2 && rows == 3) glUniformMatrix2x3fv(location, count, GL_FALSE, info->floats); else if (columns == 2 && rows == 4) glUniformMatrix2x4fv(location, count, GL_FALSE, info->floats); else if (columns == 3 && rows == 2) glUniformMatrix3x2fv(location, count, GL_FALSE, info->floats); else if (columns == 3 && rows == 4) glUniformMatrix3x4fv(location, count, GL_FALSE, info->floats); else if (columns == 4 && rows == 2) glUniformMatrix4x2fv(location, count, GL_FALSE, info->floats); else if (columns == 4 && rows == 3) glUniformMatrix4x3fv(location, count, GL_FALSE, info->floats); } } int Shader::getFreeTextureUnits(int count) { int startunit = -1; // Ignore the first texture unit for Shader-local texture bindings. for (int i = 1; i < (int) textureUnits.size(); i++) { if (!textureUnits[i].active && i + count <= (int) textureUnits.size()) { startunit = i; break; } } if (startunit == -1) throw love::Exception("No more texture units available for shader."); return startunit; } void Shader::sendTextures(const UniformInfo *info, Texture **textures, int count, bool internalUpdate) { if (info->baseType != UNIFORM_SAMPLER) return; bool shaderactive = current == this; if (!internalUpdate && shaderactive) flushStreamDraws(); count = std::min(count, info->count); bool updateuniform = false; // Make sure the shader's samplers are associated with texture units. for (int i = 0; i < count; i++) { if (info->ints[i] == 0 && textures[i] != nullptr) { int texunit = getFreeTextureUnits(1); textureUnits[texunit].active = true; info->ints[i] = texunit; updateuniform = true; } } if (updateuniform) updateUniform(info, count, internalUpdate); // Bind the textures to the texture units. for (int i = 0; i < count; i++) { if (textures[i] != nullptr) textures[i]->retain(); if (info->textures[i] != nullptr) info->textures[i]->release(); info->textures[i] = textures[i]; int texunit = info->ints[i]; if (textures[i] != nullptr) { GLuint gltex = (GLuint) textures[i]->getHandle(); if (shaderactive) gl.bindTextureToUnit(gltex, texunit, false); // Store texture id so it can be re-bound to the texture unit later. textureUnits[texunit].texture = gltex; } else { if (shaderactive) gl.bindTextureToUnit((GLuint) 0, texunit, false); textureUnits[texunit].texture = 0; textureUnits[texunit].active = false; } } } void Shader::flushStreamDraws() const { if (current == this) { auto gfx = Module::getInstance(Module::M_GRAPHICS); if (gfx != nullptr) gfx->flushStreamDraws(); } } bool Shader::hasUniform(const std::string &name) const { return uniforms.find(name) != uniforms.end(); } GLint Shader::getAttribLocation(const std::string &name) { auto it = attributes.find(name); if (it != attributes.end()) return it->second; GLint location = glGetAttribLocation(program, name.c_str()); attributes[name] = location; return location; } void Shader::setVideoTextures(ptrdiff_t ytexture, ptrdiff_t cbtexture, ptrdiff_t crtexture) { // Set up the texture units that will be used by the shader to sample from // the textures, if they haven't been set up yet. if (videoTextureUnits[0] == 0) { const BuiltinUniform builtins[3] = { BUILTIN_VIDEO_Y_CHANNEL, BUILTIN_VIDEO_CB_CHANNEL, BUILTIN_VIDEO_CR_CHANNEL, }; for (int i = 0; i < 3; i++) { GLint loc = builtinUniforms[builtins[i]]; const char *name = nullptr;; if (loc >= 0 && getConstant(builtins[i], name) && name != nullptr) { const UniformInfo *info = getUniformInfo(name); if (info == nullptr) continue; videoTextureUnits[i] = getFreeTextureUnits(1); textureUnits[videoTextureUnits[i]].active = true; info->ints[0] = videoTextureUnits[i]; updateUniform(info, 1); } } } const GLuint textures[3] = {(GLuint) ytexture, (GLuint) cbtexture, (GLuint) crtexture}; // Bind the textures to their respective texture units. for (int i = 0; i < 3; i++) { if (videoTextureUnits[i] != 0) { // Store texture id so it can be re-bound later. textureUnits[videoTextureUnits[i]].texture = textures[i]; if (current == this) gl.bindTextureToUnit(textures[i], videoTextureUnits[i], false); } } } void Shader::updateScreenParams() { Rect view = gl.getViewport(); auto gfx = Module::getInstance(Module::M_GRAPHICS); bool canvasActive = gfx->isCanvasActive(); if ((view == lastViewport && canvasWasActive == canvasActive) || current != this) return; // In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w. // This lets us flip pixcoord.y when needed, to be consistent (drawing with // no Canvas active makes the y-values for pixel coordinates flipped.) GLfloat params[] = { (GLfloat) view.w, (GLfloat) view.h, 0.0f, 0.0f, }; if (canvasActive) { // No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0. params[2] = 1.0f; params[3] = 0.0f; } else { // gl_FragCoord.y is flipped when drawing to the screen, so we un-flip: // pixcoord.y = gl_FragCoord.y * -1.0 + height. params[2] = -1.0f; params[3] = (GLfloat) view.h; } GLint location = builtinUniforms[BUILTIN_SCREEN_SIZE]; if (location >= 0) glUniform4fv(location, 1, params); canvasWasActive = canvasActive; lastViewport = view; } void Shader::updatePointSize(float size) { if (size == lastPointSize || current != this) return; GLint location = builtinUniforms[BUILTIN_POINT_SIZE]; if (location >= 0) glUniform1f(location, size); lastPointSize = size; } void Shader::updateBuiltinUniforms() { if (current != this) return; updateScreenParams(); if (GLAD_ES_VERSION_2_0) updatePointSize(gl.getPointSize()); auto gfx = Module::getInstance(Module::M_GRAPHICS); const Matrix4 &curproj = gfx->getProjection(); const Matrix4 &curxform = gfx->getTransform(); bool tpmatrixneedsupdate = false; // Only upload the matrices if they've changed. if (memcmp(curxform.getElements(), lastTransformMatrix.getElements(), sizeof(float) * 16) != 0) { GLint location = builtinUniforms[BUILTIN_TRANSFORM_MATRIX]; if (location >= 0) glUniformMatrix4fv(location, 1, GL_FALSE, curxform.getElements()); // Also upload the re-calculated normal matrix, if possible. The normal // matrix is the transpose of the inverse of the rotation portion // (top-left 3x3) of the transform matrix. location = builtinUniforms[BUILTIN_NORMAL_MATRIX]; if (location >= 0) { Matrix3 normalmatrix = Matrix3(curxform).transposedInverse(); glUniformMatrix3fv(location, 1, GL_FALSE, normalmatrix.getElements()); } tpmatrixneedsupdate = true; lastTransformMatrix = curxform; } if (memcmp(curproj.getElements(), lastProjectionMatrix.getElements(), sizeof(float) * 16) != 0) { GLint location = builtinUniforms[BUILTIN_PROJECTION_MATRIX]; if (location >= 0) glUniformMatrix4fv(location, 1, GL_FALSE, curproj.getElements()); tpmatrixneedsupdate = true; lastProjectionMatrix = curproj; } if (tpmatrixneedsupdate) { GLint location = builtinUniforms[BUILTIN_TRANSFORM_PROJECTION_MATRIX]; if (location >= 0) { Matrix4 tp_matrix(curproj, curxform); glUniformMatrix4fv(location, 1, GL_FALSE, tp_matrix.getElements()); } } } std::string Shader::getGLSLVersion() { const char *tmp = (const char *) glGetString(GL_SHADING_LANGUAGE_VERSION); if (tmp == nullptr) return "0.0"; // the version string always begins with a version number of the format // major_number.minor_number // or // major_number.minor_number.release_number // we can keep release_number, since it does not affect the check below. std::string versionstring(tmp); size_t minorendpos = versionstring.find(' '); return versionstring.substr(0, minorendpos); } bool Shader::isSupported() { return GLAD_ES_VERSION_2_0 || (getGLSLVersion() >= "1.2"); } int Shader::getUniformTypeComponents(GLenum type) const { switch (type) { case GL_INT: case GL_UNSIGNED_INT: case GL_FLOAT: case GL_BOOL: case GL_SAMPLER_1D: case GL_SAMPLER_2D: case GL_SAMPLER_3D: return 1; case GL_INT_VEC2: case GL_UNSIGNED_INT_VEC2: case GL_FLOAT_VEC2: case GL_FLOAT_MAT2: case GL_BOOL_VEC2: return 2; case GL_INT_VEC3: case GL_UNSIGNED_INT_VEC3: case GL_FLOAT_VEC3: case GL_FLOAT_MAT3: case GL_BOOL_VEC3: return 3; case GL_INT_VEC4: case GL_UNSIGNED_INT_VEC4: case GL_FLOAT_VEC4: case GL_FLOAT_MAT4: case GL_BOOL_VEC4: return 4; default: return 1; } } Shader::MatrixSize Shader::getMatrixSize(GLenum type) const { MatrixSize m; switch (type) { case GL_FLOAT_MAT2: m.columns = m.rows = 2; break; case GL_FLOAT_MAT3: m.columns = m.rows = 3; break; case GL_FLOAT_MAT4: m.columns = m.rows = 4; break; case GL_FLOAT_MAT2x3: m.columns = 2; m.rows = 3; break; case GL_FLOAT_MAT2x4: m.columns = 2; m.rows = 4; break; case GL_FLOAT_MAT3x2: m.columns = 3; m.rows = 2; break; case GL_FLOAT_MAT3x4: m.columns = 3; m.rows = 4; break; case GL_FLOAT_MAT4x2: m.columns = 4; m.rows = 2; break; case GL_FLOAT_MAT4x3: m.columns = 4; m.rows = 3; break; } return m; } Shader::UniformType Shader::getUniformBaseType(GLenum type) const { switch (type) { case GL_INT: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: return UNIFORM_INT; case GL_UNSIGNED_INT: case GL_UNSIGNED_INT_VEC2: case GL_UNSIGNED_INT_VEC3: case GL_UNSIGNED_INT_VEC4: return UNIFORM_UINT; case GL_FLOAT: case GL_FLOAT_VEC2: case GL_FLOAT_VEC3: case GL_FLOAT_VEC4: return UNIFORM_FLOAT; case GL_FLOAT_MAT2: case GL_FLOAT_MAT3: case GL_FLOAT_MAT4: case GL_FLOAT_MAT2x3: case GL_FLOAT_MAT2x4: case GL_FLOAT_MAT3x2: case GL_FLOAT_MAT3x4: case GL_FLOAT_MAT4x2: case GL_FLOAT_MAT4x3: return UNIFORM_MATRIX; case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: return UNIFORM_BOOL; case GL_SAMPLER_1D: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_1D_ARRAY: case GL_SAMPLER_1D_ARRAY_SHADOW: case GL_SAMPLER_2D: case GL_SAMPLER_2D_MULTISAMPLE: case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_SAMPLER_2D_RECT: case GL_SAMPLER_2D_RECT_SHADOW: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_2D_ARRAY: case GL_SAMPLER_2D_ARRAY_SHADOW: case GL_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_CUBE_MAP_ARRAY: case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: return UNIFORM_SAMPLER; default: return UNIFORM_UNKNOWN; } } } // opengl } // graphics } // love