
Asm&GLSL Shader Functions (part 1/2) [done!]
Posted Wednesday, 2 January, 2008 - 15:54 by Inertia inPart 2/2 of this topic is located at http://www.opentk.com/node/191
http://www.opengl.org/registry/specs/ARB/shader_objects.txt
http://www.opengl.org/registry/specs/ARB/fragment_shader.txt
http://www.opengl.org/registry/specs/ARB/vertex_shader.txt
http://www.opengl.org/registry/specs/ARB/fragment_program.txt
http://www.opengl.org/registry/specs/ARB/vertex_program.txt
Assembly Program Functions. class GL.Arb
old: GL.Arb.ProgramString( ArbVertexProgram target, ArbVertexProgram format, XX, XX );
new: GL.Arb.ProgramString( AsmProgramTarget target, AsmProgramFormat format, XX, XX );
*
old: GL.Arb.BindProgram( ArbVertexProgram target, XX );
new: GL.Arb.BindProgram( AsmProgramTarget target, XX );
*
old: GL.Arb.ProgramEnvParameter4( ArbVertexProgram target, XX, XX );
new: GL.Arb.ProgramEnvParameter4( AsmProgramTarget target, XX, XX );
*
old: GL.Arb.ProgramLocalParameter4( ArbVertexProgram target, XX, XX );
new: GL.Arb.ProgramLocalParameter4( AsmProgramTarget target, XX, XX );
*
old: GL.Arb.GetProgramEnvParameter( ArbVertexProgram target, XX, XX );
new: GL.Arb.GetProgramEnvParameter( AsmProgramTarget target, XX, XX );
*
old: GL.Arb.GetProgramLocalParameter( ArbVertexProgram target, XX, XX );
new: GL.Arb.GetProgramLocalParameter( AsmProgramTarget target, XX, XX );
*
old: GL.Arb.GetProgram( ArbVertexProgram target, ArbVertexProgram pname, XX );
new: GL.Arb.GetProgram( AsmProgramTarget target, GetAsmProgramParameters pname, XX );
*
old: GL.Arb.GetProgramString( ArbVertexProgram target, ArbVertexProgram pname, XX );
new: GL.Arb.GetProgramString( AsmProgramTarget target, GetAsmProgramString pname, XX );
*
// This is appears correct, Asm programs are created using GL.Arb.BindProgram()
old: GL.Arb.CreateShaderObject( ArbShaderObjects shaderType );
new: GL.Arb.CreateShaderObject( ShaderType shaderType );
*
old: GL.Arb.GetHandle( ArbShaderObjects pname );
new: GL.Arb.GetHandle( ShaderObjectHandle pname );
*
old: GL.Arb.GetObjectParameter( XX, ArbShaderObjects pname, XX );
new: GL.Arb.GetObjectParameter( XX, ObjectParameterName pname, XX );
GLSL Shader Program Functions. class GL
old: GL.CreateShader( Version20 type );
new: GL.CreateShader( ShaderType type );
*
old: GL.GetActiveUniform( XX, XX, XX, XX, XX, out Version20 type, XX );
new: GL.GetActiveUniform( XX, XX, XX, XX, XX, out ActiveUniformType type, XX );
*
old: GL.GetActiveAttrib( XX, XX, XX, XX, XX, out Version20 type, XX );
new: GL.GetActiveAttrib( XX, XX, XX, XX, XX, out ActiveAttribType type, XX );
*
// I had already posted regarding GL.VertexAttribPointer in the forums. See http://www.opentk.com/node/130?page=2 Number 8.
old: GL.VertexAttribPointer( XX, XX, Version20 type, XX, XX, XX );
new: GL.VertexAttribPointer( XX, XX, ColorPointerType type, XX, XX, XX );
*
old: GL.GetVertexAttrib( XX, Version20 pname, XX );
new: GL.GetVertexAttrib( XX, GetAttribParameter pname, XX );
*
old: GL.GetVertexAttribPointer( XX, Version20 pname, xx );
new: GL.GetVertexAttribPointer( XX, GetAttribPointerParameter pname, xx );


Comments
Used a slightly different
Used a slightly different name scheme for parameters in (Get)VertexAttrib* functions, to better match the default naming scheme:
These match the default ones which looked like
VertexAttribPropertyARB(dropped ARB since it's core, Parameter is used instead of Property in core functions).Sure, I just named them in a
Sure, I just named them in a way so it's obvious to me which belongs to what. (It was a huge mountain when I started with it ;) )