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https://github.com/love2d/love.git
synced 2026-08-16 08:11:02 +02:00
Add C++ side support for unsigned int shader uniforms. Note that the shader languages love currently supports (glsl 1.20, glsl es 1.00) don’t support uints at the moment.
--HG-- branch : minor
This commit is contained in:
@@ -1,5 +1,5 @@
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/**
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* Copyright (c) 2006-2011 LOVE Development Team
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* Copyright (c) 2006-2017 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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@@ -49,7 +49,7 @@ class Reference;
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namespace graphics
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{
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const int MAX_COLOR_RENDER_TARGETS = 16;
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const int MAX_COLOR_RENDER_TARGETS = 8;
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/**
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* Globally sets whether gamma correction is enabled. Ideally this should be set
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@@ -109,6 +109,7 @@ StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformT
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{"float", Shader::UNIFORM_FLOAT},
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{"matrix", Shader::UNIFORM_MATRIX},
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{"int", Shader::UNIFORM_INT},
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{"uint", Shader::UNIFORM_UINT},
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{"bool", Shader::UNIFORM_BOOL},
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{"image", Shader::UNIFORM_SAMPLER},
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{"unknown", Shader::UNIFORM_UNKNOWN},
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@@ -71,6 +71,7 @@ public:
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UNIFORM_FLOAT,
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UNIFORM_MATRIX,
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UNIFORM_INT,
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UNIFORM_UINT,
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UNIFORM_BOOL,
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UNIFORM_SAMPLER,
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UNIFORM_UNKNOWN,
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@@ -108,6 +109,7 @@ public:
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void *data;
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float *floats;
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int *ints;
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unsigned int *uints;
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};
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Texture **textures;
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@@ -340,7 +340,7 @@ void OpenGL::prepareDraw()
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// Make sure the active shader's love-provided uniforms are up to date.
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if (Shader::current != nullptr)
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((Shader *)Shader::current)->checkSetBuiltinUniforms();
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((Shader *)Shader::current)->updateBuiltinUniforms();
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if (state.constantColor != state.lastConstantColor)
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{
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@@ -237,6 +237,10 @@ void Shader::mapActiveUniforms()
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datasize = sizeof(int) * u.components * u.count;
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u.data = malloc(datasize);
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break;
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case UNIFORM_UINT:
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datasize = sizeof(unsigned int) * u.components * u.count;
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u.data = malloc(datasize);
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break;
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case UNIFORM_MATRIX:
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datasize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count;
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u.data = malloc(datasize);
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@@ -291,6 +295,10 @@ void Shader::mapActiveUniforms()
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glGetUniformiv(program, location, &u.ints[offset]);
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offset += u.components;
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break;
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case UNIFORM_UINT:
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glGetUniformuiv(program, location, &u.uints[offset]);
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offset += u.components;
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break;
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case UNIFORM_MATRIX:
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glGetUniformfv(program, location, &u.floats[offset]);
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offset += u.matrix.rows * u.matrix.columns;
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@@ -427,7 +435,7 @@ bool Shader::loadVolatile()
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// make sure glUseProgram gets called.
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current = nullptr;
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attach();
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checkSetBuiltinUniforms();
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updateBuiltinUniforms();
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}
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return true;
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@@ -581,6 +589,24 @@ void Shader::updateUniform(const UniformInfo *info, int count, bool internalUpda
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break;
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}
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}
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else if (type == UNIFORM_UINT)
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{
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switch (info->components)
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{
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case 1:
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glUniform1uiv(location, count, info->uints);
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break;
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case 2:
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glUniform2uiv(location, count, info->uints);
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break;
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case 3:
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glUniform3uiv(location, count, info->uints);
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break;
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case 4:
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glUniform4uiv(location, count, info->uints);
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break;
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}
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}
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else if (type == UNIFORM_MATRIX)
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{
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int columns = info->matrix.columns;
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@@ -764,7 +790,7 @@ void Shader::setVideoTextures(ptrdiff_t ytexture, ptrdiff_t cbtexture, ptrdiff_t
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}
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}
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void Shader::checkSetScreenParams()
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void Shader::updateScreenParams()
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{
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Rect view = gl.getViewport();
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@@ -804,7 +830,7 @@ void Shader::checkSetScreenParams()
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lastViewport = view;
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}
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void Shader::checkSetPointSize(float size)
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void Shader::updatePointSize(float size)
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{
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if (size == lastPointSize || current != this)
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return;
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@@ -816,15 +842,15 @@ void Shader::checkSetPointSize(float size)
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lastPointSize = size;
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}
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void Shader::checkSetBuiltinUniforms()
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void Shader::updateBuiltinUniforms()
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{
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if (current != this)
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return;
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checkSetScreenParams();
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updateScreenParams();
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if (GLAD_ES_VERSION_2_0)
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checkSetPointSize(gl.getPointSize());
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updatePointSize(gl.getPointSize());
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auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
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@@ -902,6 +928,7 @@ int Shader::getUniformTypeComponents(GLenum type) const
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switch (type)
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{
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_FLOAT:
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case GL_BOOL:
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case GL_SAMPLER_1D:
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@@ -909,16 +936,19 @@ int Shader::getUniformTypeComponents(GLenum type) const
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case GL_SAMPLER_3D:
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return 1;
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case GL_INT_VEC2:
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case GL_UNSIGNED_INT_VEC2:
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case GL_FLOAT_VEC2:
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case GL_FLOAT_MAT2:
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case GL_BOOL_VEC2:
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return 2;
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case GL_INT_VEC3:
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case GL_UNSIGNED_INT_VEC3:
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case GL_FLOAT_VEC3:
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case GL_FLOAT_MAT3:
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case GL_BOOL_VEC3:
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return 3;
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case GL_INT_VEC4:
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case GL_UNSIGNED_INT_VEC4:
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case GL_FLOAT_VEC4:
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case GL_FLOAT_MAT4:
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case GL_BOOL_VEC4:
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@@ -981,6 +1011,11 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
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case GL_INT_VEC3:
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case GL_INT_VEC4:
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return UNIFORM_INT;
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case GL_UNSIGNED_INT:
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case GL_UNSIGNED_INT_VEC2:
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case GL_UNSIGNED_INT_VEC3:
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case GL_UNSIGNED_INT_VEC4:
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return UNIFORM_UINT;
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case GL_FLOAT:
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case GL_FLOAT_VEC2:
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case GL_FLOAT_VEC3:
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@@ -66,9 +66,9 @@ public:
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GLint getAttribLocation(const std::string &name);
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void checkSetScreenParams();
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void checkSetPointSize(float size);
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void checkSetBuiltinUniforms();
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void updateScreenParams();
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void updatePointSize(float size);
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void updateBuiltinUniforms();
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GLuint getProgram() const
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{
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@@ -108,6 +108,14 @@ int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::
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return 0;
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}
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int w_Shader_sendUnsignedInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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int count = _getCount(L, startidx, info);
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_updateNumbers(L, startidx, info->uints, info->components, count);
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luax_catchexcept(L, [&]() { shader->updateUniform(info, count); });
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return 0;
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}
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int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
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{
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int count = _getCount(L, startidx, info);
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@@ -284,6 +292,8 @@ int w_Shader_send(lua_State *L)
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return w_Shader_sendMatrices(L, startidx, shader, info);
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case Shader::UNIFORM_INT:
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return w_Shader_sendInts(L, startidx, shader, info);
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case Shader::UNIFORM_UINT:
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return w_Shader_sendUnsignedInts(L, startidx, shader, info);
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case Shader::UNIFORM_BOOL:
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return w_Shader_sendBooleans(L, startidx, shader, info);
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case Shader::UNIFORM_SAMPLER:
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