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authorIan Romanick <[email protected]>2011-10-13 13:42:56 -0700
committerIan Romanick <[email protected]>2011-11-07 13:33:16 -0800
commit637a7eb9e981d7dbe3bdb0c39712a9183ea19e9c (patch)
tree532d5cb5ce26d31dbc2a80a06bc48da683a231ea
parent4ad460991cb1f4d8904b075133af414a624a27f3 (diff)
mesa: Move {split,merge}_location_offset to uniforms.h
Prepend _mesa_uniform_ to the names and rework the calling convention. The calling convention was changed for a couple reasons. 1. Having a single variable named 'location' have completely different meanings at different places in the function is confusing. Before calling split_location_offset the location is the encoded value returned by glGetUniformLocation. After calling split_location_offset it's the index of the uniform in the gl_uniform_list::Uniforms array. 2. In a later commit the original value of 'location' is needed after split_location_offset has been called. Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
-rw-r--r--src/mesa/main/uniforms.c61
-rw-r--r--src/mesa/main/uniforms.h51
2 files changed, 57 insertions, 55 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 3170cc80a58..041e0db2203 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -318,55 +318,6 @@ get_uniform_rows_cols(const struct gl_program_parameter *p,
}
}
-
-/**
- * GLSL uniform arrays and structs require special handling.
- *
- * The GL_ARB_shader_objects spec says that if you use
- * glGetUniformLocation to get the location of an array, you CANNOT
- * access other elements of the array by adding an offset to the
- * returned location. For example, you must call
- * glGetUniformLocation("foo[16]") if you want to set the 16th element
- * of the array with glUniform().
- *
- * HOWEVER, some other OpenGL drivers allow accessing array elements
- * by adding an offset to the returned array location. And some apps
- * seem to depend on that behaviour.
- *
- * Mesa's gl_uniform_list doesn't directly support this since each
- * entry in the list describes one uniform variable, not one uniform
- * element. We could insert dummy entries in the list for each array
- * element after [0] but that causes complications elsewhere.
- *
- * We solve this problem by encoding two values in the location that's
- * returned by glGetUniformLocation():
- * a) index into gl_uniform_list::Uniforms[] for the uniform
- * b) an array/field offset (0 for simple types)
- *
- * These two values are encoded in the high and low halves of a GLint.
- * By putting the uniform number in the high part and the offset in the
- * low part, we can support the unofficial ability to index into arrays
- * by adding offsets to the location value.
- */
-static void
-merge_location_offset(GLint *location, GLint offset)
-{
- *location = (*location << 16) | offset;
-}
-
-
-/**
- * Separate the uniform location and parameter offset. See above.
- */
-static void
-split_location_offset(GLint *location, GLint *offset)
-{
- *offset = *location & 0xffff;
- *location = *location >> 16;
-}
-
-
-
/**
* Called via glGetUniform[fiui]v() to get the current value of a uniform.
*/
@@ -382,7 +333,7 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
if (!shProg)
return;
- split_location_offset(&location, &offset);
+ _mesa_uniform_split_location_offset(location, &location, &offset);
if (!find_uniform_parameter_pos(shProg, location, &prog, &paramPos)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
@@ -538,11 +489,11 @@ _mesa_get_uniform_location(struct gl_context *ctx,
location = _mesa_lookup_uniform(shProg->Uniforms, name);
}
- if (location >= 0) {
- merge_location_offset(&location, offset);
+ if (location < 0) {
+ return -1;
}
- return location;
+ return _mesa_uniform_merge_location_offset(location, offset);
}
@@ -811,7 +762,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
return;
}
- split_location_offset(&location, &offset);
+ _mesa_uniform_split_location_offset(location, &location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
@@ -992,7 +943,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
return;
}
- split_location_offset(&location, &offset);
+ _mesa_uniform_split_location_offset(location, &location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
diff --git a/src/mesa/main/uniforms.h b/src/mesa/main/uniforms.h
index 5c1ddedf7a4..3630ad0eeb7 100644
--- a/src/mesa/main/uniforms.h
+++ b/src/mesa/main/uniforms.h
@@ -212,4 +212,55 @@ struct gl_builtin_uniform_desc {
extern const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[];
+/**
+ * \name GLSL uniform arrays and structs require special handling.
+ *
+ * The GL_ARB_shader_objects spec says that if you use
+ * glGetUniformLocation to get the location of an array, you CANNOT
+ * access other elements of the array by adding an offset to the
+ * returned location. For example, you must call
+ * glGetUniformLocation("foo[16]") if you want to set the 16th element
+ * of the array with glUniform().
+ *
+ * HOWEVER, some other OpenGL drivers allow accessing array elements
+ * by adding an offset to the returned array location. And some apps
+ * seem to depend on that behaviour.
+ *
+ * Mesa's gl_uniform_list doesn't directly support this since each
+ * entry in the list describes one uniform variable, not one uniform
+ * element. We could insert dummy entries in the list for each array
+ * element after [0] but that causes complications elsewhere.
+ *
+ * We solve this problem by encoding two values in the location that's
+ * returned by glGetUniformLocation():
+ * a) index into gl_uniform_list::Uniforms[] for the uniform
+ * b) an array/field offset (0 for simple types)
+ *
+ * These two values are encoded in the high and low halves of a GLint.
+ * By putting the uniform number in the high part and the offset in the
+ * low part, we can support the unofficial ability to index into arrays
+ * by adding offsets to the location value.
+ */
+/*@{*/
+/**
+ * Combine the uniform's base location and the offset
+ */
+static inline GLint
+_mesa_uniform_merge_location_offset(unsigned base_location, unsigned offset)
+{
+ return (base_location << 16) | offset;
+}
+
+/**
+ * Separate the uniform base location and parameter offset
+ */
+static inline void
+_mesa_uniform_split_location_offset(GLint location, unsigned *base_location,
+ unsigned *offset)
+{
+ *offset = location & 0xffff;
+ *base_location = location >> 16;
+}
+/*@}*/
+
#endif /* UNIFORMS_H */