Commit c634fb61 by Alexis Hetu Committed by Nicolas Capens

Fixed some virtual function related warnings

Some virtual functions with common names had different signature, which generates warnings. These functions didn't need to be virtual, so they are no longer virtual in order to fix the warnings. Change-Id: I4d8f5a9fdb3f4f520efe1aea0ce5d179b519bf8b Reviewed-on: https://swiftshader-review.googlesource.com/5461Reviewed-by: 's avatarAlexis Hétu <sugoi@google.com> Reviewed-by: 's avatarNicolas Capens <capn@google.com> Tested-by: 's avatarNicolas Capens <capn@google.com>
parent 7eaa10a3
......@@ -51,22 +51,22 @@ namespace gl
virtual ~Device();
virtual void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
virtual void clearDepth(float z);
virtual void clearStencil(unsigned int stencil, unsigned int mask);
virtual Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
virtual Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
virtual void drawIndexedPrimitive(PrimitiveType type, unsigned int indexOffset, unsigned int primitiveCount, int indexSize);
virtual void drawPrimitive(PrimitiveType primitiveType, unsigned int primiveCount);
virtual void setDepthStencilSurface(Image *newDepthStencil);
virtual void setPixelShader(sw::PixelShader *shader);
virtual void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
virtual void setScissorEnable(bool enable);
virtual void setRenderTarget(int index, Image *renderTarget);
virtual void setScissorRect(const sw::Rect &rect);
virtual void setVertexShader(sw::VertexShader *shader);
virtual void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
virtual void setViewport(const Viewport &viewport);
void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
void clearDepth(float z);
void clearStencil(unsigned int stencil, unsigned int mask);
Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
void drawIndexedPrimitive(PrimitiveType type, unsigned int indexOffset, unsigned int primitiveCount, int indexSize);
void drawPrimitive(PrimitiveType primitiveType, unsigned int primiveCount);
void setDepthStencilSurface(Image *newDepthStencil);
void setPixelShader(sw::PixelShader *shader);
void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setScissorEnable(bool enable);
void setRenderTarget(int index, Image *renderTarget);
void setScissorRect(const sw::Rect &rect);
void setVertexShader(sw::VertexShader *shader);
void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setViewport(const Viewport &viewport);
virtual bool stretchRect(Image *sourceSurface, const sw::SliceRect *sourceRect, Image *destSurface, const sw::SliceRect *destRect, bool filter);
virtual void finish();
......
......@@ -43,22 +43,22 @@ namespace es1
virtual ~Device();
virtual void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
virtual void clearDepth(float z);
virtual void clearStencil(unsigned int stencil, unsigned int mask);
virtual egl::Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
virtual egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
virtual void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
virtual void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
virtual void setScissorEnable(bool enable);
virtual void setRenderTarget(int index, egl::Image *renderTarget);
virtual void setDepthBuffer(egl::Image *depthBuffer);
virtual void setStencilBuffer(egl::Image *stencilBuffer);
virtual void setScissorRect(const sw::Rect &rect);
virtual void setViewport(const Viewport &viewport);
void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
void clearDepth(float z);
void clearStencil(unsigned int stencil, unsigned int mask);
egl::Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
void setScissorEnable(bool enable);
void setRenderTarget(int index, egl::Image *renderTarget);
void setDepthBuffer(egl::Image *depthBuffer);
void setStencilBuffer(egl::Image *stencilBuffer);
void setScissorRect(const sw::Rect &rect);
void setViewport(const Viewport &viewport);
virtual bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
virtual void finish();
bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
void finish();
private:
sw::Context *const context;
......
......@@ -43,27 +43,27 @@ namespace es2
virtual ~Device();
virtual void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
virtual void clearDepth(float z);
virtual void clearStencil(unsigned int stencil, unsigned int mask);
virtual egl::Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
virtual egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
virtual void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
virtual void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
virtual void setPixelShader(sw::PixelShader *shader);
virtual void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
virtual void setScissorEnable(bool enable);
virtual void setRenderTarget(int index, egl::Image *renderTarget);
virtual void setDepthBuffer(egl::Image *depthBuffer);
virtual void setStencilBuffer(egl::Image *stencilBuffer);
virtual void setScissorRect(const sw::Rect &rect);
virtual void setVertexShader(sw::VertexShader *shader);
virtual void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
virtual void setViewport(const Viewport &viewport);
virtual bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
virtual bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface);
virtual void finish();
void clearColor(float red, float green, float blue, float alpha, unsigned int rgbaMask);
void clearDepth(float z);
void clearStencil(unsigned int stencil, unsigned int mask);
egl::Image *createDepthStencilSurface(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool discard);
egl::Image *createRenderTarget(unsigned int width, unsigned int height, sw::Format format, int multiSampleDepth, bool lockable);
void drawIndexedPrimitive(sw::DrawType type, unsigned int indexOffset, unsigned int primitiveCount);
void drawPrimitive(sw::DrawType type, unsigned int primiveCount);
void setPixelShader(sw::PixelShader *shader);
void setPixelShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setScissorEnable(bool enable);
void setRenderTarget(int index, egl::Image *renderTarget);
void setDepthBuffer(egl::Image *depthBuffer);
void setStencilBuffer(egl::Image *stencilBuffer);
void setScissorRect(const sw::Rect &rect);
void setVertexShader(sw::VertexShader *shader);
void setVertexShaderConstantF(unsigned int startRegister, const float *constantData, unsigned int count);
void setViewport(const Viewport &viewport);
bool stretchRect(sw::Surface *sourceSurface, const sw::SliceRect *sourceRect, sw::Surface *destSurface, const sw::SliceRect *destRect, bool filter);
bool stretchCube(sw::Surface *sourceSurface, sw::Surface *destSurface);
void finish();
private:
sw::Context *const context;
......
......@@ -318,73 +318,73 @@ namespace sw
virtual ~Renderer();
virtual void clear(void* pixel, Format format, Surface *dest, const SliceRect &dRect, unsigned int rgbaMask);
virtual void blit(Surface *source, const SliceRect &sRect, Surface *dest, const SliceRect &dRect, bool filter);
virtual void blit3D(Surface *source, Surface *dest);
virtual void draw(DrawType drawType, unsigned int indexOffset, unsigned int count, bool update = true);
virtual void setIndexBuffer(Resource *indexBuffer);
virtual void setMultiSampleMask(unsigned int mask);
virtual void setTransparencyAntialiasing(TransparencyAntialiasing transparencyAntialiasing);
virtual void setTextureResource(unsigned int sampler, Resource *resource);
virtual void setTextureLevel(unsigned int sampler, unsigned int face, unsigned int level, Surface *surface, TextureType type);
virtual void setTextureFilter(SamplerType type, int sampler, FilterType textureFilter);
virtual void setMipmapFilter(SamplerType type, int sampler, MipmapType mipmapFilter);
virtual void setGatherEnable(SamplerType type, int sampler, bool enable);
virtual void setAddressingModeU(SamplerType type, int sampler, AddressingMode addressingMode);
virtual void setAddressingModeV(SamplerType type, int sampler, AddressingMode addressingMode);
virtual void setAddressingModeW(SamplerType type, int sampler, AddressingMode addressingMode);
virtual void setReadSRGB(SamplerType type, int sampler, bool sRGB);
virtual void setMipmapLOD(SamplerType type, int sampler, float bias);
virtual void setBorderColor(SamplerType type, int sampler, const Color<float> &borderColor);
virtual void setMaxAnisotropy(SamplerType type, int sampler, float maxAnisotropy);
virtual void setSwizzleR(SamplerType type, int sampler, SwizzleType swizzleR);
virtual void setSwizzleG(SamplerType type, int sampler, SwizzleType swizzleG);
virtual void setSwizzleB(SamplerType type, int sampler, SwizzleType swizzleB);
virtual void setSwizzleA(SamplerType type, int sampler, SwizzleType swizzleA);
virtual void setBaseLevel(SamplerType type, int sampler, int baseLevel);
virtual void setMaxLevel(SamplerType type, int sampler, int maxLevel);
virtual void setMinLod(SamplerType type, int sampler, float minLod);
virtual void setMaxLod(SamplerType type, int sampler, float maxLod);
virtual void setPointSpriteEnable(bool pointSpriteEnable);
virtual void setPointScaleEnable(bool pointScaleEnable);
virtual void setLineWidth(float width);
virtual void setDepthBias(float bias);
virtual void setSlopeDepthBias(float slopeBias);
virtual void setRasterizerDiscard(bool rasterizerDiscard);
void clear(void* pixel, Format format, Surface *dest, const SliceRect &dRect, unsigned int rgbaMask);
void blit(Surface *source, const SliceRect &sRect, Surface *dest, const SliceRect &dRect, bool filter);
void blit3D(Surface *source, Surface *dest);
void draw(DrawType drawType, unsigned int indexOffset, unsigned int count, bool update = true);
void setIndexBuffer(Resource *indexBuffer);
void setMultiSampleMask(unsigned int mask);
void setTransparencyAntialiasing(TransparencyAntialiasing transparencyAntialiasing);
void setTextureResource(unsigned int sampler, Resource *resource);
void setTextureLevel(unsigned int sampler, unsigned int face, unsigned int level, Surface *surface, TextureType type);
void setTextureFilter(SamplerType type, int sampler, FilterType textureFilter);
void setMipmapFilter(SamplerType type, int sampler, MipmapType mipmapFilter);
void setGatherEnable(SamplerType type, int sampler, bool enable);
void setAddressingModeU(SamplerType type, int sampler, AddressingMode addressingMode);
void setAddressingModeV(SamplerType type, int sampler, AddressingMode addressingMode);
void setAddressingModeW(SamplerType type, int sampler, AddressingMode addressingMode);
void setReadSRGB(SamplerType type, int sampler, bool sRGB);
void setMipmapLOD(SamplerType type, int sampler, float bias);
void setBorderColor(SamplerType type, int sampler, const Color<float> &borderColor);
void setMaxAnisotropy(SamplerType type, int sampler, float maxAnisotropy);
void setSwizzleR(SamplerType type, int sampler, SwizzleType swizzleR);
void setSwizzleG(SamplerType type, int sampler, SwizzleType swizzleG);
void setSwizzleB(SamplerType type, int sampler, SwizzleType swizzleB);
void setSwizzleA(SamplerType type, int sampler, SwizzleType swizzleA);
void setBaseLevel(SamplerType type, int sampler, int baseLevel);
void setMaxLevel(SamplerType type, int sampler, int maxLevel);
void setMinLod(SamplerType type, int sampler, float minLod);
void setMaxLod(SamplerType type, int sampler, float maxLod);
void setPointSpriteEnable(bool pointSpriteEnable);
void setPointScaleEnable(bool pointScaleEnable);
void setLineWidth(float width);
void setDepthBias(float bias);
void setSlopeDepthBias(float slopeBias);
void setRasterizerDiscard(bool rasterizerDiscard);
// Programmable pipelines
virtual void setPixelShader(const PixelShader *shader);
virtual void setVertexShader(const VertexShader *shader);
void setPixelShader(const PixelShader *shader);
void setVertexShader(const VertexShader *shader);
virtual void setPixelShaderConstantF(int index, const float value[4], int count = 1);
virtual void setPixelShaderConstantI(int index, const int value[4], int count = 1);
virtual void setPixelShaderConstantB(int index, const int *boolean, int count = 1);
void setPixelShaderConstantF(int index, const float value[4], int count = 1);
void setPixelShaderConstantI(int index, const int value[4], int count = 1);
void setPixelShaderConstantB(int index, const int *boolean, int count = 1);
virtual void setVertexShaderConstantF(int index, const float value[4], int count = 1);
virtual void setVertexShaderConstantI(int index, const int value[4], int count = 1);
virtual void setVertexShaderConstantB(int index, const int *boolean, int count = 1);
void setVertexShaderConstantF(int index, const float value[4], int count = 1);
void setVertexShaderConstantI(int index, const int value[4], int count = 1);
void setVertexShaderConstantB(int index, const int *boolean, int count = 1);
// Viewport & Clipper
virtual void setViewport(const Viewport &viewport);
virtual void setScissor(const Rect &scissor);
virtual void setClipFlags(int flags);
virtual void setClipPlane(unsigned int index, const float plane[4]);
void setViewport(const Viewport &viewport);
void setScissor(const Rect &scissor);
void setClipFlags(int flags);
void setClipPlane(unsigned int index, const float plane[4]);
// Partial transform
virtual void setModelMatrix(const Matrix &M, int i = 0);
virtual void setViewMatrix(const Matrix &V);
virtual void setBaseMatrix(const Matrix &B);
virtual void setProjectionMatrix(const Matrix &P);
void setModelMatrix(const Matrix &M, int i = 0);
void setViewMatrix(const Matrix &V);
void setBaseMatrix(const Matrix &B);
void setProjectionMatrix(const Matrix &P);
virtual void addQuery(Query *query);
virtual void removeQuery(Query *query);
void addQuery(Query *query);
void removeQuery(Query *query);
void synchronize();
......
......@@ -185,95 +185,95 @@ namespace sw
virtual ~VertexProcessor();
virtual void setInputStream(int index, const Stream &stream);
virtual void resetInputStreams(bool preTransformed);
void setInputStream(int index, const Stream &stream);
void resetInputStreams(bool preTransformed);
virtual void setFloatConstant(unsigned int index, const float value[4]);
virtual void setIntegerConstant(unsigned int index, const int integer[4]);
virtual void setBooleanConstant(unsigned int index, int boolean);
void setFloatConstant(unsigned int index, const float value[4]);
void setIntegerConstant(unsigned int index, const int integer[4]);
void setBooleanConstant(unsigned int index, int boolean);
virtual void setUniformBuffer(int index, sw::Resource* uniformBuffer, int offset);
virtual void lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]);
void setUniformBuffer(int index, sw::Resource* uniformBuffer, int offset);
void lockUniformBuffers(byte** u, sw::Resource* uniformBuffers[]);
virtual void setTransformFeedbackBuffer(int index, sw::Resource* transformFeedbackBuffer, int offset, unsigned int reg, unsigned int row, unsigned int col, size_t stride);
virtual void lockTransformFeedbackBuffers(byte** t, unsigned int* v, unsigned int* r, unsigned int* c, unsigned int* s, sw::Resource* transformFeedbackBuffers[]);
void setTransformFeedbackBuffer(int index, sw::Resource* transformFeedbackBuffer, int offset, unsigned int reg, unsigned int row, unsigned int col, size_t stride);
void lockTransformFeedbackBuffers(byte** t, unsigned int* v, unsigned int* r, unsigned int* c, unsigned int* s, sw::Resource* transformFeedbackBuffers[]);
// Transformations
virtual void setModelMatrix(const Matrix &M, int i = 0);
virtual void setViewMatrix(const Matrix &V);
virtual void setBaseMatrix(const Matrix &B);
virtual void setProjectionMatrix(const Matrix &P);
void setModelMatrix(const Matrix &M, int i = 0);
void setViewMatrix(const Matrix &V);
void setBaseMatrix(const Matrix &B);
void setProjectionMatrix(const Matrix &P);
// Lighting
virtual void setLightingEnable(bool lightingEnable);
virtual void setLightEnable(unsigned int light, bool lightEnable);
virtual void setSpecularEnable(bool specularEnable);
virtual void setGlobalAmbient(const Color<float> &globalAmbient);
virtual void setLightPosition(unsigned int light, const Point &lightPosition);
virtual void setLightViewPosition(unsigned int light, const Point &lightPosition);
virtual void setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse);
virtual void setLightSpecular(unsigned int light, const Color<float> &lightSpecular);
virtual void setLightAmbient(unsigned int light, const Color<float> &lightAmbient);
virtual void setLightAttenuation(unsigned int light, float constant, float linear, float quadratic);
virtual void setLightRange(unsigned int light, float lightRange);
virtual void setInstanceID(int instanceID);
virtual void setFogEnable(bool fogEnable);
virtual void setVertexFogMode(FogMode fogMode);
virtual void setRangeFogEnable(bool enable);
virtual void setColorVertexEnable(bool colorVertexEnable);
virtual void setDiffuseMaterialSource(MaterialSource diffuseMaterialSource);
virtual void setSpecularMaterialSource(MaterialSource specularMaterialSource);
virtual void setAmbientMaterialSource(MaterialSource ambientMaterialSource);
virtual void setEmissiveMaterialSource(MaterialSource emissiveMaterialSource);
virtual void setMaterialEmission(const Color<float> &emission);
virtual void setMaterialAmbient(const Color<float> &materialAmbient);
virtual void setMaterialDiffuse(const Color<float> &diffuseColor);
virtual void setMaterialSpecular(const Color<float> &specularColor);
virtual void setMaterialShininess(float specularPower);
virtual void setIndexedVertexBlendEnable(bool indexedVertexBlendEnable);
virtual void setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount);
virtual void setTextureWrap(unsigned int stage, int mask);
virtual void setTexGen(unsigned int stage, TexGen texGen);
virtual void setLocalViewer(bool localViewer);
virtual void setNormalizeNormals(bool normalizeNormals);
virtual void setTextureMatrix(int stage, const Matrix &T);
virtual void setTextureTransform(int stage, int count, bool project);
virtual void setTextureFilter(unsigned int sampler, FilterType textureFilter);
virtual void setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter);
virtual void setGatherEnable(unsigned int sampler, bool enable);
virtual void setAddressingModeU(unsigned int sampler, AddressingMode addressingMode);
virtual void setAddressingModeV(unsigned int sampler, AddressingMode addressingMode);
virtual void setAddressingModeW(unsigned int sampler, AddressingMode addressingMode);
virtual void setReadSRGB(unsigned int sampler, bool sRGB);
virtual void setMipmapLOD(unsigned int sampler, float bias);
virtual void setBorderColor(unsigned int sampler, const Color<float> &borderColor);
virtual void setMaxAnisotropy(unsigned int stage, float maxAnisotropy);
virtual void setSwizzleR(unsigned int sampler, SwizzleType swizzleR);
virtual void setSwizzleG(unsigned int sampler, SwizzleType swizzleG);
virtual void setSwizzleB(unsigned int sampler, SwizzleType swizzleB);
virtual void setSwizzleA(unsigned int sampler, SwizzleType swizzleA);
virtual void setBaseLevel(unsigned int sampler, int baseLevel);
virtual void setMaxLevel(unsigned int sampler, int maxLevel);
virtual void setMinLod(unsigned int sampler, float minLod);
virtual void setMaxLod(unsigned int sampler, float maxLod);
virtual void setPointSize(float pointSize);
virtual void setPointSizeMin(float pointSizeMin);
virtual void setPointSizeMax(float pointSizeMax);
virtual void setPointScaleA(float pointScaleA);
virtual void setPointScaleB(float pointScaleB);
virtual void setPointScaleC(float pointScaleC);
virtual void setTransformFeedbackQueryEnabled(bool enable);
virtual void enableTransformFeedback(uint64_t enable);
void setLightingEnable(bool lightingEnable);
void setLightEnable(unsigned int light, bool lightEnable);
void setSpecularEnable(bool specularEnable);
void setGlobalAmbient(const Color<float> &globalAmbient);
void setLightPosition(unsigned int light, const Point &lightPosition);
void setLightViewPosition(unsigned int light, const Point &lightPosition);
void setLightDiffuse(unsigned int light, const Color<float> &lightDiffuse);
void setLightSpecular(unsigned int light, const Color<float> &lightSpecular);
void setLightAmbient(unsigned int light, const Color<float> &lightAmbient);
void setLightAttenuation(unsigned int light, float constant, float linear, float quadratic);
void setLightRange(unsigned int light, float lightRange);
void setInstanceID(int instanceID);
void setFogEnable(bool fogEnable);
void setVertexFogMode(FogMode fogMode);
void setRangeFogEnable(bool enable);
void setColorVertexEnable(bool colorVertexEnable);
void setDiffuseMaterialSource(MaterialSource diffuseMaterialSource);
void setSpecularMaterialSource(MaterialSource specularMaterialSource);
void setAmbientMaterialSource(MaterialSource ambientMaterialSource);
void setEmissiveMaterialSource(MaterialSource emissiveMaterialSource);
void setMaterialEmission(const Color<float> &emission);
void setMaterialAmbient(const Color<float> &materialAmbient);
void setMaterialDiffuse(const Color<float> &diffuseColor);
void setMaterialSpecular(const Color<float> &specularColor);
void setMaterialShininess(float specularPower);
void setIndexedVertexBlendEnable(bool indexedVertexBlendEnable);
void setVertexBlendMatrixCount(unsigned int vertexBlendMatrixCount);
void setTextureWrap(unsigned int stage, int mask);
void setTexGen(unsigned int stage, TexGen texGen);
void setLocalViewer(bool localViewer);
void setNormalizeNormals(bool normalizeNormals);
void setTextureMatrix(int stage, const Matrix &T);
void setTextureTransform(int stage, int count, bool project);
void setTextureFilter(unsigned int sampler, FilterType textureFilter);
void setMipmapFilter(unsigned int sampler, MipmapType mipmapFilter);
void setGatherEnable(unsigned int sampler, bool enable);
void setAddressingModeU(unsigned int sampler, AddressingMode addressingMode);
void setAddressingModeV(unsigned int sampler, AddressingMode addressingMode);
void setAddressingModeW(unsigned int sampler, AddressingMode addressingMode);
void setReadSRGB(unsigned int sampler, bool sRGB);
void setMipmapLOD(unsigned int sampler, float bias);
void setBorderColor(unsigned int sampler, const Color<float> &borderColor);
void setMaxAnisotropy(unsigned int stage, float maxAnisotropy);
void setSwizzleR(unsigned int sampler, SwizzleType swizzleR);
void setSwizzleG(unsigned int sampler, SwizzleType swizzleG);
void setSwizzleB(unsigned int sampler, SwizzleType swizzleB);
void setSwizzleA(unsigned int sampler, SwizzleType swizzleA);
void setBaseLevel(unsigned int sampler, int baseLevel);
void setMaxLevel(unsigned int sampler, int maxLevel);
void setMinLod(unsigned int sampler, float minLod);
void setMaxLod(unsigned int sampler, float maxLod);
void setPointSize(float pointSize);
void setPointSizeMin(float pointSizeMin);
void setPointSizeMax(float pointSizeMax);
void setPointScaleA(float pointScaleA);
void setPointScaleB(float pointScaleB);
void setPointScaleC(float pointScaleC);
void setTransformFeedbackQueryEnabled(bool enable);
void enableTransformFeedback(uint64_t enable);
protected:
const Matrix &getModelTransform(int i);
......
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