Commit 1fd3b280 by Ben Vanik Committed by Ben Vanik

Making Program use the currently active context device.

Fixes bug swiftshader:73. Change-Id: I6d36348996d22cf507a4badc3af90ce8d654eb71 Reviewed-on: https://swiftshader-review.googlesource.com/10510Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <nicolascapens@google.com> Tested-by: 's avatarNicolas Capens <nicolascapens@google.com>
parent deaf0bc7
......@@ -2981,9 +2981,9 @@ void Context::applyShaders()
mAppliedProgramSerial = programObject->getSerial();
}
programObject->applyTransformFeedback(getTransformFeedback());
programObject->applyUniformBuffers(mState.uniformBuffers);
programObject->applyUniforms();
programObject->applyTransformFeedback(device, getTransformFeedback());
programObject->applyUniformBuffers(device, mState.uniformBuffers);
programObject->applyUniforms(device);
}
void Context::applyTextures()
......
......@@ -151,8 +151,6 @@ namespace es2
Program::Program(ResourceManager *manager, GLuint handle) : serial(issueSerial()), resourceManager(manager), handle(handle)
{
device = getDevice();
fragmentShader = 0;
vertexShader = 0;
pixelBinary = 0;
......@@ -1064,7 +1062,7 @@ namespace es2
}
// Applies all the uniforms set for this program object to the device
void Program::applyUniforms()
void Program::applyUniforms(Device *device)
{
GLint numUniforms = static_cast<GLint>(uniformIndex.size());
for(GLint location = 0; location < numUniforms; location++)
......@@ -1086,23 +1084,23 @@ namespace es2
switch(targetUniform->type)
{
case GL_BOOL: applyUniform1bv(location, size, b); break;
case GL_BOOL_VEC2: applyUniform2bv(location, size, b); break;
case GL_BOOL_VEC3: applyUniform3bv(location, size, b); break;
case GL_BOOL_VEC4: applyUniform4bv(location, size, b); break;
case GL_FLOAT: applyUniform1fv(location, size, f); break;
case GL_FLOAT_VEC2: applyUniform2fv(location, size, f); break;
case GL_FLOAT_VEC3: applyUniform3fv(location, size, f); break;
case GL_FLOAT_VEC4: applyUniform4fv(location, size, f); break;
case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, size, f); break;
case GL_FLOAT_MAT2x3: applyUniformMatrix2x3fv(location, size, f); break;
case GL_FLOAT_MAT2x4: applyUniformMatrix2x4fv(location, size, f); break;
case GL_FLOAT_MAT3x2: applyUniformMatrix3x2fv(location, size, f); break;
case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, size, f); break;
case GL_FLOAT_MAT3x4: applyUniformMatrix3x4fv(location, size, f); break;
case GL_FLOAT_MAT4x2: applyUniformMatrix4x2fv(location, size, f); break;
case GL_FLOAT_MAT4x3: applyUniformMatrix4x3fv(location, size, f); break;
case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, size, f); break;
case GL_BOOL: applyUniform1bv(device, location, size, b); break;
case GL_BOOL_VEC2: applyUniform2bv(device, location, size, b); break;
case GL_BOOL_VEC3: applyUniform3bv(device, location, size, b); break;
case GL_BOOL_VEC4: applyUniform4bv(device, location, size, b); break;
case GL_FLOAT: applyUniform1fv(device, location, size, f); break;
case GL_FLOAT_VEC2: applyUniform2fv(device, location, size, f); break;
case GL_FLOAT_VEC3: applyUniform3fv(device, location, size, f); break;
case GL_FLOAT_VEC4: applyUniform4fv(device, location, size, f); break;
case GL_FLOAT_MAT2: applyUniformMatrix2fv(device, location, size, f); break;
case GL_FLOAT_MAT2x3: applyUniformMatrix2x3fv(device, location, size, f); break;
case GL_FLOAT_MAT2x4: applyUniformMatrix2x4fv(device, location, size, f); break;
case GL_FLOAT_MAT3x2: applyUniformMatrix3x2fv(device, location, size, f); break;
case GL_FLOAT_MAT3: applyUniformMatrix3fv(device, location, size, f); break;
case GL_FLOAT_MAT3x4: applyUniformMatrix3x4fv(device, location, size, f); break;
case GL_FLOAT_MAT4x2: applyUniformMatrix4x2fv(device, location, size, f); break;
case GL_FLOAT_MAT4x3: applyUniformMatrix4x3fv(device, location, size, f); break;
case GL_FLOAT_MAT4: applyUniformMatrix4fv(device, location, size, f); break;
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_EXTERNAL_OES:
......@@ -1119,14 +1117,14 @@ namespace es2
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_INT: applyUniform1iv(location, size, i); break;
case GL_INT_VEC2: applyUniform2iv(location, size, i); break;
case GL_INT_VEC3: applyUniform3iv(location, size, i); break;
case GL_INT_VEC4: applyUniform4iv(location, size, i); break;
case GL_UNSIGNED_INT: applyUniform1uiv(location, size, ui); break;
case GL_UNSIGNED_INT_VEC2: applyUniform2uiv(location, size, ui); break;
case GL_UNSIGNED_INT_VEC3: applyUniform3uiv(location, size, ui); break;
case GL_UNSIGNED_INT_VEC4: applyUniform4uiv(location, size, ui); break;
case GL_INT: applyUniform1iv(device, location, size, i); break;
case GL_INT_VEC2: applyUniform2iv(device, location, size, i); break;
case GL_INT_VEC3: applyUniform3iv(device, location, size, i); break;
case GL_INT_VEC4: applyUniform4iv(device, location, size, i); break;
case GL_UNSIGNED_INT: applyUniform1uiv(device, location, size, ui); break;
case GL_UNSIGNED_INT_VEC2: applyUniform2uiv(device, location, size, ui); break;
case GL_UNSIGNED_INT_VEC3: applyUniform3uiv(device, location, size, ui); break;
case GL_UNSIGNED_INT_VEC4: applyUniform4uiv(device, location, size, ui); break;
default:
UNREACHABLE(targetUniform->type);
}
......@@ -1136,7 +1134,7 @@ namespace es2
}
}
void Program::applyUniformBuffers(BufferBinding* uniformBuffers)
void Program::applyUniformBuffers(Device *device, BufferBinding* uniformBuffers)
{
GLint vertexUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS];
GLint fragmentUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS];
......@@ -1189,7 +1187,7 @@ namespace es2
}
}
void Program::applyTransformFeedback(TransformFeedback* transformFeedback)
void Program::applyTransformFeedback(Device *device, TransformFeedback* transformFeedback)
{
// Make sure the flags will fit in a 64 bit unsigned int variable
ASSERT(sw::max<int>(MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS) <= 64);
......@@ -1930,7 +1928,7 @@ namespace es2
return true;
}
bool Program::applyUniform(GLint location, float* data)
bool Program::applyUniform(Device *device, GLint location, float* data)
{
Uniform *targetUniform = uniforms[uniformIndex[location].index];
......@@ -1947,7 +1945,7 @@ namespace es2
return true;
}
bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
bool Program::applyUniform1bv(Device *device, GLint location, GLsizei count, const GLboolean *v)
{
int vector[MAX_UNIFORM_VECTORS][4];
......@@ -1961,10 +1959,10 @@ namespace es2
v += 1;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
bool Program::applyUniform2bv(Device *device, GLint location, GLsizei count, const GLboolean *v)
{
int vector[MAX_UNIFORM_VECTORS][4];
......@@ -1978,10 +1976,10 @@ namespace es2
v += 2;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
bool Program::applyUniform3bv(Device *device, GLint location, GLsizei count, const GLboolean *v)
{
int vector[MAX_UNIFORM_VECTORS][4];
......@@ -1995,10 +1993,10 @@ namespace es2
v += 3;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
bool Program::applyUniform4bv(Device *device, GLint location, GLsizei count, const GLboolean *v)
{
int vector[MAX_UNIFORM_VECTORS][4];
......@@ -2012,10 +2010,10 @@ namespace es2
v += 4;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
bool Program::applyUniform1fv(Device *device, GLint location, GLsizei count, const GLfloat *v)
{
float vector[MAX_UNIFORM_VECTORS][4];
......@@ -2029,10 +2027,10 @@ namespace es2
v += 1;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
bool Program::applyUniform2fv(Device *device, GLint location, GLsizei count, const GLfloat *v)
{
float vector[MAX_UNIFORM_VECTORS][4];
......@@ -2046,10 +2044,10 @@ namespace es2
v += 2;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
bool Program::applyUniform3fv(Device *device, GLint location, GLsizei count, const GLfloat *v)
{
float vector[MAX_UNIFORM_VECTORS][4];
......@@ -2063,15 +2061,15 @@ namespace es2
v += 3;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
bool Program::applyUniform4fv(Device *device, GLint location, GLsizei count, const GLfloat *v)
{
return applyUniform(location, (float*)v);
return applyUniform(device, location, (float*)v);
}
bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix2fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4];
......@@ -2083,10 +2081,10 @@ namespace es2
value += 4;
}
return applyUniform(location, (float*)matrix);
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix2x3fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix2x3fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4];
......@@ -2098,10 +2096,10 @@ namespace es2
value += 6;
}
return applyUniform(location, (float*)matrix);
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix2x4fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix2x4fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4];
......@@ -2113,10 +2111,10 @@ namespace es2
value += 8;
}
return applyUniform(location, (float*)matrix);
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix3fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4];
......@@ -2129,10 +2127,10 @@ namespace es2
value += 9;
}
return applyUniform(location, (float*)matrix);
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix3x2fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix3x2fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4];
......@@ -2145,10 +2143,10 @@ namespace es2
value += 6;
}
return applyUniform(location, (float*)matrix);
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix3x4fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix3x4fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4];
......@@ -2161,15 +2159,15 @@ namespace es2
value += 12;
}
return applyUniform(location, (float*)matrix);
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix4fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
return applyUniform(location, (float*)value);
return applyUniform(device, location, (float*)value);
}
bool Program::applyUniformMatrix4x2fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix4x2fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 3) / 4][4][4];
......@@ -2183,10 +2181,10 @@ namespace es2
value += 8;
}
return applyUniform(location, (float*)matrix);
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix4x3fv(GLint location, GLsizei count, const GLfloat *value)
bool Program::applyUniformMatrix4x3fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 3) / 4][4][4];
......@@ -2200,10 +2198,10 @@ namespace es2
value += 12;
}
return applyUniform(location, (float*)matrix);
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
bool Program::applyUniform1iv(Device *device, GLint location, GLsizei count, const GLint *v)
{
GLint vector[MAX_UNIFORM_VECTORS][4];
......@@ -2248,13 +2246,13 @@ namespace es2
}
else
{
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
return true;
}
bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
bool Program::applyUniform2iv(Device *device, GLint location, GLsizei count, const GLint *v)
{
GLint vector[MAX_UNIFORM_VECTORS][4];
......@@ -2268,10 +2266,10 @@ namespace es2
v += 2;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
bool Program::applyUniform3iv(Device *device, GLint location, GLsizei count, const GLint *v)
{
GLint vector[MAX_UNIFORM_VECTORS][4];
......@@ -2285,10 +2283,10 @@ namespace es2
v += 3;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
bool Program::applyUniform4iv(Device *device, GLint location, GLsizei count, const GLint *v)
{
GLint vector[MAX_UNIFORM_VECTORS][4];
......@@ -2302,10 +2300,10 @@ namespace es2
v += 4;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform1uiv(GLint location, GLsizei count, const GLuint *v)
bool Program::applyUniform1uiv(Device *device, GLint location, GLsizei count, const GLuint *v)
{
GLuint vector[MAX_UNIFORM_VECTORS][4];
......@@ -2350,13 +2348,13 @@ namespace es2
}
else
{
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
return true;
}
bool Program::applyUniform2uiv(GLint location, GLsizei count, const GLuint *v)
bool Program::applyUniform2uiv(Device *device, GLint location, GLsizei count, const GLuint *v)
{
GLuint vector[MAX_UNIFORM_VECTORS][4];
......@@ -2370,10 +2368,10 @@ namespace es2
v += 2;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform3uiv(GLint location, GLsizei count, const GLuint *v)
bool Program::applyUniform3uiv(Device *device, GLint location, GLsizei count, const GLuint *v)
{
GLuint vector[MAX_UNIFORM_VECTORS][4];
......@@ -2387,10 +2385,10 @@ namespace es2
v += 3;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform4uiv(GLint location, GLsizei count, const GLuint *v)
bool Program::applyUniform4uiv(Device *device, GLint location, GLsizei count, const GLuint *v)
{
GLuint vector[MAX_UNIFORM_VECTORS][4];
......@@ -2404,7 +2402,7 @@ namespace es2
v += 4;
}
return applyUniform(location, (float*)vector);
return applyUniform(device, location, (float*)vector);
}
void Program::appendToInfoLog(const char *format, ...)
......@@ -2875,7 +2873,7 @@ namespace es2
return orphaned;
}
void Program::validate()
void Program::validate(Device* device)
{
resetInfoLog();
......@@ -2886,7 +2884,7 @@ namespace es2
}
else
{
applyUniforms();
applyUniforms(device);
if(!validateSamplers(true))
{
validated = false;
......
......@@ -172,9 +172,9 @@ namespace es2
bool getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params);
void dirtyAllUniforms();
void applyUniforms();
void applyUniformBuffers(BufferBinding* uniformBuffers);
void applyTransformFeedback(TransformFeedback* transformFeedback);
void applyUniforms(Device *device);
void applyUniformBuffers(Device *device, BufferBinding* uniformBuffers);
void applyTransformFeedback(Device *device, TransformFeedback* transformFeedback);
void link();
bool isLinked() const;
......@@ -207,7 +207,7 @@ namespace es2
void flagForDeletion();
bool isFlaggedForDeletion() const;
void validate();
void validate(Device* device);
bool validateSamplers(bool logErrors);
bool isValidated() const;
......@@ -232,32 +232,32 @@ namespace es2
bool areMatchingUniformBlocks(const glsl::UniformBlock &block1, const glsl::UniformBlock &block2, const Shader *shader1, const Shader *shader2);
bool defineUniform(GLenum shader, GLenum type, GLenum precision, const std::string &_name, unsigned int arraySize, int registerIndex, const Uniform::BlockInfo& blockInfo);
bool defineUniformBlock(const Shader *shader, const glsl::UniformBlock &block);
bool applyUniform(GLint location, float* data);
bool applyUniform1bv(GLint location, GLsizei count, const GLboolean *v);
bool applyUniform2bv(GLint location, GLsizei count, const GLboolean *v);
bool applyUniform3bv(GLint location, GLsizei count, const GLboolean *v);
bool applyUniform4bv(GLint location, GLsizei count, const GLboolean *v);
bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix2x3fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix2x4fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3x2fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3x4fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4x2fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4x3fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
bool applyUniform2iv(GLint location, GLsizei count, const GLint *v);
bool applyUniform3iv(GLint location, GLsizei count, const GLint *v);
bool applyUniform4iv(GLint location, GLsizei count, const GLint *v);
bool applyUniform1uiv(GLint location, GLsizei count, const GLuint *v);
bool applyUniform2uiv(GLint location, GLsizei count, const GLuint *v);
bool applyUniform3uiv(GLint location, GLsizei count, const GLuint *v);
bool applyUniform4uiv(GLint location, GLsizei count, const GLuint *v);
bool applyUniform(Device *device, GLint location, float* data);
bool applyUniform1bv(Device *device, GLint location, GLsizei count, const GLboolean *v);
bool applyUniform2bv(Device *device, GLint location, GLsizei count, const GLboolean *v);
bool applyUniform3bv(Device *device, GLint location, GLsizei count, const GLboolean *v);
bool applyUniform4bv(Device *device, GLint location, GLsizei count, const GLboolean *v);
bool applyUniform1fv(Device *device, GLint location, GLsizei count, const GLfloat *v);
bool applyUniform2fv(Device *device, GLint location, GLsizei count, const GLfloat *v);
bool applyUniform3fv(Device *device, GLint location, GLsizei count, const GLfloat *v);
bool applyUniform4fv(Device *device, GLint location, GLsizei count, const GLfloat *v);
bool applyUniformMatrix2fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix2x3fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix2x4fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3x2fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3x4fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4x2fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4x3fv(Device *device, GLint location, GLsizei count, const GLfloat *value);
bool applyUniform1iv(Device *device, GLint location, GLsizei count, const GLint *v);
bool applyUniform2iv(Device *device, GLint location, GLsizei count, const GLint *v);
bool applyUniform3iv(Device *device, GLint location, GLsizei count, const GLint *v);
bool applyUniform4iv(Device *device, GLint location, GLsizei count, const GLint *v);
bool applyUniform1uiv(Device *device, GLint location, GLsizei count, const GLuint *v);
bool applyUniform2uiv(Device *device, GLint location, GLsizei count, const GLuint *v);
bool applyUniform3uiv(Device *device, GLint location, GLsizei count, const GLuint *v);
bool applyUniform4uiv(Device *device, GLint location, GLsizei count, const GLuint *v);
bool setUniformfv(GLint location, GLsizei count, const GLfloat *v, int numElements);
bool setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum type);
......@@ -270,7 +270,6 @@ namespace es2
static unsigned int issueSerial();
private:
es2::Device *device;
FragmentShader *fragmentShader;
VertexShader *vertexShader;
......
......@@ -5970,7 +5970,7 @@ void ValidateProgram(GLuint program)
}
}
programObject->validate();
programObject->validate(context->getDevice());
}
}
......
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