diff options
-rw-r--r-- | src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java | 24 |
1 files changed, 13 insertions, 11 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java index 9f0a77976..c916a6671 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderCode.java @@ -122,7 +122,7 @@ public class ShaderCode { /** * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param count number of shaders * @param source CharSequence array containing the shader sources, organized as <code>source[count][strings-per-shader]</code>. * May be either an immutable <code>String</code> - or mutable <code>StringBuilder</code> array. @@ -159,7 +159,7 @@ public class ShaderCode { /** * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param count number of shaders * @param binary binary buffer containing the shader binaries, */ @@ -189,7 +189,7 @@ public class ShaderCode { * * @param gl current GL object to determine whether a shader compiler is available. If null, no validation is performed. * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param count number of shaders * @param context class used to help resolving the source location * @param sourceFiles array of source locations, organized as <code>sourceFiles[count]</code> -> <code>shaderSources[count][1]</code> @@ -236,7 +236,7 @@ public class ShaderCode { * * @param gl current GL object to determine whether a shader compiler is available. If null, no validation is performed. * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param count number of shaders * @param sourceLocations array of {@link Uri} source locations, organized as <code>sourceFiles[count]</code> -> <code>shaderSources[count][1]</code> * @param mutableStringBuilder if <code>true</code> method returns a mutable <code>StringBuilder</code> instance @@ -282,7 +282,7 @@ public class ShaderCode { * which location is resolved using the <code>context</code> class, see {@link #readShaderBinary(Class, String)}. * * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param count number of shaders * @param context class used to help resolving the source location * @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}. @@ -313,7 +313,7 @@ public class ShaderCode { * Creates a complete {@link ShaderCode} object while reading the shader binary from {@link Uri} <code>binLocations</code> * via {@link #readShaderBinary(Uri)}. * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param count number of shaders * @param binFormat a valid native binary format as they can be queried by {@link ShaderUtil#getShaderBinaryFormats(GL)}. * @param binLocations {@link Uri} binary location @@ -360,7 +360,7 @@ public class ShaderCode { * </ul> * @param binary true for a binary resource, false for a source resource * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * * @throws GLException if <code>type</code> is not supported * @@ -378,6 +378,8 @@ public class ShaderCode { return binary?SUFFIX_TESS_CONTROL_BINARY:SUFFIX_TESS_CONTROL_SOURCE; case GL3.GL_TESS_EVALUATION_SHADER: return binary?SUFFIX_TESS_EVALUATION_BINARY:SUFFIX_TESS_EVALUATION_SOURCE; + //case GL3ES3.GL_COMPUTE_SHADER: + //FIXME default: throw new GLException("illegal shader type: "+type); } @@ -460,7 +462,7 @@ public class ShaderCode { * @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used), * or to determine the shader binary format (if <code>binary</code> is used). * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param count number of shaders * @param context class used to help resolving the source and binary location * @param srcRoot relative <i>root</i> path for <code>srcBasenames</code> optional @@ -594,7 +596,7 @@ public class ShaderCode { * @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used), * or to determine the shader binary format (if <code>binary</code> is used). * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param count number of shaders * @param context class used to help resolving the source and binary location * @param srcRoot relative <i>root</i> path for <code>srcBasenames</code> optional @@ -662,7 +664,7 @@ public class ShaderCode { * @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used), * or to determine the shader binary format (if <code>binary</code> is used). * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param context class used to help resolving the source and binary location * @param srcRoot relative <i>root</i> path for <code>basename</code> optional * @param binRoot relative <i>root</i> path for <code>basename</code> @@ -729,7 +731,7 @@ public class ShaderCode { * @param gl current GL object to determine whether a shader compiler is available (if <code>source</code> is used), * or to determine the shader binary format (if <code>binary</code> is used). * @param type either {@link GL2ES2#GL_VERTEX_SHADER}, {@link GL2ES2#GL_FRAGMENT_SHADER}, {@link GL3#GL_GEOMETRY_SHADER}, - * {@link GL4#GL_TESS_CONTROL_SHADER} or {@link GL4#GL_TESS_EVALUATION_SHADER}. + * {@link GL4#GL_TESS_CONTROL_SHADER}, {@link GL4#GL_TESS_EVALUATION_SHADER} or {@link GL3ES3#GL_COMPUTE_SHADER}. * @param context class used to help resolving the source and binary location * @param srcRoot relative <i>root</i> path for <code>basename</code> optional * @param binRoot relative <i>root</i> path for <code>basename</code> |