Converts a matrix from the CPU memory layout, which is a contiguous, unpadded array of values, to the GPU memory layout ( GPU memory layout may change with padding introduced by certain layout qualifiers such as packed, shared, std430, or std140 ).
int32 ConvertToGpuMemoryLayout( ProgramConstantInfo p_oInfo, int32 p_bZeroMemory, int32 p_nCols, int32 p_nRows, Float32Iterator first, Float32Iterator last, Float32Iterator dst )
Parameter Type | Parameter Name | Documentation |
---|---|---|
<ProgramConstantInfo> | p_oInfo | A pointer to a <ProgramConstantInfo> object ( which contains data about the OpenGL configuration of the data ). |
int32 | p_bZeroMemory | Fills the destination memory with zeros before performing the conversion if true. |
int32 | p_nCols | The number of columns in the matrix, as it was declared in the GLSL source code. |
int32 | p_nRows | The number of rows in the matrix, as it was declared in the GLSL source code. |
<Float32Iterator> | first | An iterator at the start of the source range. |
<Float32Iterator> | last | An iterator at the end of the source range. |
<Float32Iterator> | dst | An iterator at the start of the destination range. |
None published. Please look for an example in the Scenome Scripting Language code base.