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Making Program use the currently active context device.
authorBen Vanik <ben.vanik@gmail.com>
Mon, 10 Jul 2017 21:08:12 +0000 (14:08 -0700)
committerBen Vanik <benvanik@google.com>
Wed, 12 Jul 2017 14:57:40 +0000 (14:57 +0000)
Fixes bug swiftshader:73.

Change-Id: I6d36348996d22cf507a4badc3af90ce8d654eb71
Reviewed-on: https://swiftshader-review.googlesource.com/10510
Reviewed-by: Alexis Hétu <sugoi@google.com>
Reviewed-by: Nicolas Capens <nicolascapens@google.com>
Tested-by: Nicolas Capens <nicolascapens@google.com>
src/OpenGL/libGLESv2/Context.cpp
src/OpenGL/libGLESv2/Program.cpp
src/OpenGL/libGLESv2/Program.h
src/OpenGL/libGLESv2/libGLESv2.cpp

index dbb5cf2..2265aa6 100644 (file)
@@ -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()
index 400da5d..24d1f3c 100644 (file)
@@ -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;
index ff4bc5f..56f7df7 100644 (file)
@@ -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;
 
index 8be9056..920e1a0 100644 (file)
@@ -5970,7 +5970,7 @@ void ValidateProgram(GLuint program)
                        }
                }
 
-               programObject->validate();
+               programObject->validate(context->getDevice());
        }
 }