OpenGL2: Direct state access, part 2: Uniforms.

This commit is contained in:
SmileTheory 2016-01-18 23:30:36 -08:00
parent 275317fefb
commit f70e9dac01
7 changed files with 147 additions and 78 deletions

View file

@ -753,6 +753,20 @@ extern GLvoid(APIENTRY * qglCompressedTextureSubImage2D)(GLuint texture, GLenum
GLsizei imageSize, const GLvoid *data);
extern GLvoid(APIENTRY * qglGenerateTextureMipmap)(GLuint texture, GLenum target);
extern GLvoid(APIENTRY * qglProgramUniform1i)(GLuint program, GLint location, GLint v0);
extern GLvoid(APIENTRY * qglProgramUniform1f)(GLuint program, GLint location, GLfloat v0);
extern GLvoid(APIENTRY * qglProgramUniform2f)(GLuint program, GLint location,
GLfloat v0, GLfloat v1);
extern GLvoid(APIENTRY * qglProgramUniform3f)(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2);
extern GLvoid(APIENTRY * qglProgramUniform4f)(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
extern GLvoid(APIENTRY * qglProgramUniform1fv)(GLuint program, GLint location,
GLsizei count, const GLfloat *value);
extern GLvoid(APIENTRY * qglProgramUniformMatrix4fv)(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value);
#if defined(WIN32)
// WGL_ARB_create_context

View file

@ -26,6 +26,8 @@ static struct
{
GLuint textures[NUM_TEXTURE_BUNDLES];
GLenum texunit;
GLuint program;
}
glDsaState;
@ -55,15 +57,16 @@ void GL_BindNullTextures()
}
}
void GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
{
GLuint tmu = texunit - GL_TEXTURE0_ARB;
if (glDsaState.textures[tmu] == texture)
return;
return 0;
qglBindMultiTexture(texunit, target, texture);
glDsaState.textures[tmu] = texture;
return 1;
}
GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture)
@ -130,3 +133,67 @@ GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target)
GL_BindMultiTexture(glDsaState.texunit, target, texture);
qglGenerateMipmapEXT(target);
}
void GL_BindNullProgram()
{
qglUseProgramObjectARB(0);
glDsaState.program = 0;
}
int GL_UseProgramObject(GLuint program)
{
if (glDsaState.program == program)
return 0;
qglUseProgramObjectARB(program);
glDsaState.program = program;
return 1;
}
GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0)
{
GL_UseProgramObject(program);
qglUniform1iARB(location, v0);
}
GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
{
GL_UseProgramObject(program);
qglUniform1fARB(location, v0);
}
GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location,
GLfloat v0, GLfloat v1)
{
GL_UseProgramObject(program);
qglUniform2fARB(location, v0, v1);
}
GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2)
{
GL_UseProgramObject(program);
qglUniform3fARB(location, v0, v1, v2);
}
GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3)
{
GL_UseProgramObject(program);
qglUniform4fARB(location, v0, v1, v2, v3);
}
GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location,
GLsizei count, const GLfloat *value)
{
GL_UseProgramObject(program);
qglUniform1fvARB(location, count, value);
}
GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GL_UseProgramObject(program);
qglUniformMatrix4fvARB(location, count, transpose, value);
}

View file

@ -24,7 +24,7 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#include "../renderercommon/qgl.h"
void GL_BindNullTextures(void);
void GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture);
int GL_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture);
GLvoid APIENTRY GLDSA_BindMultiTexture(GLenum texunit, GLenum target, GLuint texture);
GLvoid APIENTRY GLDSA_TextureParameterf(GLuint texture, GLenum target, GLenum pname, GLfloat param);
@ -43,4 +43,21 @@ GLvoid APIENTRY GLDSA_CompressedTextureSubImage2D(GLuint texture, GLenum target,
GLvoid APIENTRY GLDSA_GenerateTextureMipmap(GLuint texture, GLenum target);
void GL_BindNullProgram(void);
int GL_UseProgramObject(GLuint program);
GLvoid APIENTRY GLDSA_ProgramUniform1i(GLuint program, GLint location, GLint v0);
GLvoid APIENTRY GLDSA_ProgramUniform1f(GLuint program, GLint location, GLfloat v0);
GLvoid APIENTRY GLDSA_ProgramUniform2f(GLuint program, GLint location,
GLfloat v0, GLfloat v1);
GLvoid APIENTRY GLDSA_ProgramUniform3f(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2);
GLvoid APIENTRY GLDSA_ProgramUniform4f(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
GLvoid APIENTRY GLDSA_ProgramUniform1fv(GLuint program, GLint location,
GLsizei count, const GLfloat *value);
GLvoid APIENTRY GLDSA_ProgramUniformMatrix4fv(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value);
#endif

View file

@ -202,6 +202,20 @@ GLvoid (APIENTRY * qglCompressedTextureSubImage2D)(GLuint texture, GLenum target
GLsizei imageSize, const GLvoid *data);
GLvoid (APIENTRY * qglGenerateTextureMipmap)(GLuint texture, GLenum target);
GLvoid(APIENTRY * qglProgramUniform1i)(GLuint program, GLint location, GLint v0);
GLvoid(APIENTRY * qglProgramUniform1f)(GLuint program, GLint location, GLfloat v0);
GLvoid(APIENTRY * qglProgramUniform2f)(GLuint program, GLint location,
GLfloat v0, GLfloat v1);
GLvoid(APIENTRY * qglProgramUniform3f)(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2);
GLvoid(APIENTRY * qglProgramUniform4f)(GLuint program, GLint location,
GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
GLvoid(APIENTRY * qglProgramUniform1fv)(GLuint program, GLint location,
GLsizei count, const GLfloat *value);
GLvoid(APIENTRY * qglProgramUniformMatrix4fv)(GLuint program, GLint location,
GLsizei count, GLboolean transpose,
const GLfloat *value);
static qboolean GLimp_HaveExtension(const char *ext)
{
const char *ptr = Q_stristr( glConfig.extensions_string, ext );
@ -770,6 +784,7 @@ void GLimp_InitExtraExtensions()
// GL_EXT_direct_state_access
extension = "GL_EXT_direct_state_access";
qglBindMultiTexture = GLDSA_BindMultiTexture;
qglTextureParameterf = GLDSA_TextureParameterf;
qglTextureParameteri = GLDSA_TextureParameteri;
@ -779,6 +794,15 @@ void GLimp_InitExtraExtensions()
qglCompressedTextureImage2D = GLDSA_CompressedTextureImage2D;
qglCompressedTextureSubImage2D = GLDSA_CompressedTextureSubImage2D;
qglGenerateTextureMipmap = GLDSA_GenerateTextureMipmap;
qglProgramUniform1i = GLDSA_ProgramUniform1i;
qglProgramUniform1f = GLDSA_ProgramUniform1f;
qglProgramUniform2f = GLDSA_ProgramUniform2f;
qglProgramUniform3f = GLDSA_ProgramUniform3f;
qglProgramUniform4f = GLDSA_ProgramUniform4f;
qglProgramUniform1fv = GLDSA_ProgramUniform1fv;
qglProgramUniformMatrix4fv = GLDSA_ProgramUniformMatrix4fv;
glRefConfig.directStateAccess = qfalse;
if (GLimp_HaveExtension(extension))
{
@ -794,6 +818,14 @@ void GLimp_InitExtraExtensions()
qglCompressedTextureImage2D = (void *)SDL_GL_GetProcAddress("glCompressedTextureImage2DEXT");
qglCompressedTextureSubImage2D = (void *)SDL_GL_GetProcAddress("glCompressedTextureSubImage2DEXT");
qglGenerateTextureMipmap = (void *)SDL_GL_GetProcAddress("glGenerateTextureMipmapEXT");
qglProgramUniform1i = (void *)SDL_GL_GetProcAddress("glProgramUniform1iEXT");
qglProgramUniform1f = (void *)SDL_GL_GetProcAddress("glProgramUniform1fEXT");
qglProgramUniform2f = (void *)SDL_GL_GetProcAddress("glProgramUniform2fEXT");
qglProgramUniform3f = (void *)SDL_GL_GetProcAddress("glProgramUniform3fEXT");
qglProgramUniform4f = (void *)SDL_GL_GetProcAddress("glProgramUniform4fEXT");
qglProgramUniform1fv = (void *)SDL_GL_GetProcAddress("glProgramUniform1fvEXT");
qglProgramUniformMatrix4fv = (void *)SDL_GL_GetProcAddress("glProgramUniformMatrix4fvEXT");
}
ri.Printf(PRINT_ALL, result[glRefConfig.directStateAccess ? 1 : 0], extension);

View file

@ -22,7 +22,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
// tr_glsl.c
#include "tr_local.h"
void GLSL_BindNullProgram(void);
#include "tr_dsa.h"
extern const char *fallbackShader_bokeh_vp;
extern const char *fallbackShader_bokeh_fp;
@ -482,11 +482,6 @@ static void GLSL_ShowProgramUniforms(GLhandleARB program)
GLenum type;
char uniformName[1000];
// install the executables in the program object as part of current state.
qglUseProgramObjectARB(program);
// check for GL Errors
// query the number of active uniforms
qglGetObjectParameterivARB(program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &count);
@ -497,8 +492,6 @@ static void GLSL_ShowProgramUniforms(GLhandleARB program)
ri.Printf(PRINT_DEVELOPER, "active uniform: '%s'\n", uniformName);
}
qglUseProgramObjectARB(0);
}
static int GLSL_InitGPUShader2(shaderProgram_t * program, const char *name, int attribs, const char *vpCode, const char *fpCode)
@ -703,7 +696,7 @@ void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value)
*compare = value;
qglUniform1iARB(uniforms[uniformNum], value);
qglProgramUniform1i(program->program, uniforms[uniformNum], value);
}
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value)
@ -727,7 +720,7 @@ void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat valu
*compare = value;
qglUniform1fARB(uniforms[uniformNum], value);
qglProgramUniform1f(program->program, uniforms[uniformNum], value);
}
void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t v)
@ -752,7 +745,7 @@ void GLSL_SetUniformVec2(shaderProgram_t *program, int uniformNum, const vec2_t
compare[0] = v[0];
compare[1] = v[1];
qglUniform2fARB(uniforms[uniformNum], v[0], v[1]);
qglProgramUniform2f(program->program, uniforms[uniformNum], v[0], v[1]);
}
void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t v)
@ -776,7 +769,7 @@ void GLSL_SetUniformVec3(shaderProgram_t *program, int uniformNum, const vec3_t
VectorCopy(v, compare);
qglUniform3fARB(uniforms[uniformNum], v[0], v[1], v[2]);
qglProgramUniform3f(program->program, uniforms[uniformNum], v[0], v[1], v[2]);
}
void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t v)
@ -800,7 +793,7 @@ void GLSL_SetUniformVec4(shaderProgram_t *program, int uniformNum, const vec4_t
VectorCopy4(v, compare);
qglUniform4fARB(uniforms[uniformNum], v[0], v[1], v[2], v[3]);
qglProgramUniform4f(program->program, uniforms[uniformNum], v[0], v[1], v[2], v[3]);
}
void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_t v)
@ -824,7 +817,7 @@ void GLSL_SetUniformFloat5(shaderProgram_t *program, int uniformNum, const vec5_
VectorCopy5(v, compare);
qglUniform1fvARB(uniforms[uniformNum], 5, v);
qglProgramUniform1fv(program->program, uniforms[uniformNum], 5, v);
}
void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t matrix)
@ -848,7 +841,7 @@ void GLSL_SetUniformMat4(shaderProgram_t *program, int uniformNum, const mat4_t
Mat4Copy(matrix, compare);
qglUniformMatrix4fvARB(uniforms[uniformNum], 1, GL_FALSE, matrix);
qglProgramUniformMatrix4fv(program->program, uniforms[uniformNum], 1, GL_FALSE, matrix);
}
void GLSL_DeleteGPUShader(shaderProgram_t *program)
@ -925,10 +918,8 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.genericShader[i]);
qglUseProgramObjectARB(tr.genericShader[i].program);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.genericShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.genericShader[i]);
@ -945,9 +936,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.textureColorShader);
qglUseProgramObjectARB(tr.textureColorShader.program);
GLSL_SetUniformInt(&tr.textureColorShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.textureColorShader);
@ -993,9 +982,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.dlightShader[i]);
qglUseProgramObjectARB(tr.dlightShader[i].program);
GLSL_SetUniformInt(&tr.dlightShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.dlightShader[i]);
@ -1123,7 +1110,6 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.lightallShader[i]);
qglUseProgramObjectARB(tr.lightallShader[i].program);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_DIFFUSEMAP, TB_DIFFUSEMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_LIGHTMAP, TB_LIGHTMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_NORMALMAP, TB_NORMALMAP);
@ -1131,7 +1117,6 @@ void GLSL_InitGPUShaders(void)
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SPECULARMAP, TB_SPECULARMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.lightallShader[i], UNIFORM_CUBEMAP, TB_CUBEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.lightallShader[i]);
@ -1164,9 +1149,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.pshadowShader);
qglUseProgramObjectARB(tr.pshadowShader.program);
GLSL_SetUniformInt(&tr.pshadowShader, UNIFORM_SHADOWMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.pshadowShader);
@ -1183,9 +1166,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.down4xShader);
qglUseProgramObjectARB(tr.down4xShader.program);
GLSL_SetUniformInt(&tr.down4xShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.down4xShader);
@ -1202,9 +1183,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.bokehShader);
qglUseProgramObjectARB(tr.bokehShader.program);
GLSL_SetUniformInt(&tr.bokehShader, UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.bokehShader);
@ -1221,10 +1200,8 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.tonemapShader);
qglUseProgramObjectARB(tr.tonemapShader.program);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.tonemapShader, UNIFORM_LEVELSMAP, TB_LEVELSMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.tonemapShader);
@ -1246,9 +1223,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.calclevels4xShader[i]);
qglUseProgramObjectARB(tr.calclevels4xShader[i].program);
GLSL_SetUniformInt(&tr.calclevels4xShader[i], UNIFORM_TEXTUREMAP, TB_DIFFUSEMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.calclevels4xShader[i]);
@ -1279,13 +1254,11 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.shadowmaskShader);
qglUseProgramObjectARB(tr.shadowmaskShader.program);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP, TB_SHADOWMAP);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP2, TB_SHADOWMAP2);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP3, TB_SHADOWMAP3);
GLSL_SetUniformInt(&tr.shadowmaskShader, UNIFORM_SHADOWMAP4, TB_SHADOWMAP4);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.shadowmaskShader);
@ -1302,9 +1275,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.ssaoShader);
qglUseProgramObjectARB(tr.ssaoShader.program);
GLSL_SetUniformInt(&tr.ssaoShader, UNIFORM_SCREENDEPTHMAP, TB_COLORMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.ssaoShader);
@ -1329,10 +1300,8 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.depthBlurShader[i]);
qglUseProgramObjectARB(tr.depthBlurShader[i].program);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENIMAGEMAP, TB_COLORMAP);
GLSL_SetUniformInt(&tr.depthBlurShader[i], UNIFORM_SCREENDEPTHMAP, TB_LIGHTMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.depthBlurShader[i]);
@ -1350,9 +1319,7 @@ void GLSL_InitGPUShaders(void)
GLSL_InitUniforms(&tr.testcubeShader);
qglUseProgramObjectARB(tr.testcubeShader.program);
GLSL_SetUniformInt(&tr.testcubeShader, UNIFORM_TEXTUREMAP, TB_COLORMAP);
qglUseProgramObjectARB(0);
GLSL_FinishGPUShader(&tr.testcubeShader);
@ -1376,7 +1343,7 @@ void GLSL_ShutdownGPUShaders(void)
for (i = 0; i < ATTR_INDEX_COUNT; i++)
qglDisableVertexAttribArrayARB(i);
GLSL_BindNullProgram();
GL_BindNullProgram();
for ( i = 0; i < GENERICDEF_COUNT; i++)
GLSL_DeleteGPUShader(&tr.genericShader[i]);
@ -1406,47 +1373,22 @@ void GLSL_ShutdownGPUShaders(void)
for ( i = 0; i < 2; i++)
GLSL_DeleteGPUShader(&tr.depthBlurShader[i]);
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
}
void GLSL_BindProgram(shaderProgram_t * program)
{
if(!program)
{
GLSL_BindNullProgram();
return;
}
GLuint programObject = program ? program->program : 0;
char *name = program ? program->name : "NULL";
if(r_logFile->integer)
{
// don't just call LogComment, or we will get a call to va() every frame!
GLimp_LogComment(va("--- GL_BindProgram( %s ) ---\n", program->name));
GLimp_LogComment(va("--- GLSL_BindProgram( %s ) ---\n", name));
}
if(glState.currentProgram != program)
{
qglUseProgramObjectARB(program->program);
glState.currentProgram = program;
if (GL_UseProgramObject(programObject))
backEnd.pc.c_glslShaderBinds++;
}
}
void GLSL_BindNullProgram(void)
{
if(r_logFile->integer)
{
GLimp_LogComment("--- GL_BindNullProgram ---\n");
}
if(glState.currentProgram)
{
qglUseProgramObjectARB(0);
glState.currentProgram = NULL;
}
}

View file

@ -974,8 +974,7 @@ void GL_SetDefaultState( void )
glState.faceCulling = CT_TWO_SIDED;
glState.faceCullFront = qtrue;
glState.currentProgram = 0;
qglUseProgramObjectARB(0);
GL_BindNullProgram();
if (glRefConfig.vertexArrayObject)
qglBindVertexArrayARB(0);

View file

@ -1360,7 +1360,6 @@ typedef struct {
float vertexAttribsInterpolation;
qboolean vertexAnimation;
uint32_t vertexAttribsEnabled; // global if no VAOs, tess only otherwise
shaderProgram_t *currentProgram;
FBO_t *currentFBO;
vao_t *currentVao;
mat4_t modelview;
@ -2213,7 +2212,6 @@ void GLSL_InitGPUShaders(void);
void GLSL_ShutdownGPUShaders(void);
void GLSL_VertexAttribPointers(uint32_t attribBits);
void GLSL_BindProgram(shaderProgram_t * program);
void GLSL_BindNullProgram(void);
void GLSL_SetUniformInt(shaderProgram_t *program, int uniformNum, GLint value);
void GLSL_SetUniformFloat(shaderProgram_t *program, int uniformNum, GLfloat value);