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authorDave Airlie <[email protected]>2014-06-11 13:28:32 +1000
committerIlia Mirkin <[email protected]>2015-02-19 00:28:33 -0500
commit5cc486b4e3a169fd2d82c463ca793e48343daef3 (patch)
tree143275fd7beee53c38a5be2ebee8dd618e9efe86 /src/mesa/main/uniforms.c
parentbf257d2c909681139f6880555d896745289152e7 (diff)
mesa: add double uniform support. (v5)
This adds support for the new uniform interfaces from ARB_gpu_shader_fp64. v2: support ARB_separate_shader_objects ProgramUniform*d* (Ian) don't allow boolean uniforms to be updated (issue 15) (Ian) v3: fix size_mul v4: Teach uniform update to take into account double precision (Topi) v5: add transpose for double case (Ilia) Signed-off-by: Dave Airlie <[email protected]> Reviewed-by: Ilia Mirkin <[email protected]>
Diffstat (limited to 'src/mesa/main/uniforms.c')
-rw-r--r--src/mesa/main/uniforms.c185
1 files changed, 167 insertions, 18 deletions
diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
index 4e3c1abd920..e471b878ce6 100644
--- a/src/mesa/main/uniforms.c
+++ b/src/mesa/main/uniforms.c
@@ -553,7 +553,7 @@ _mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 2, location, count, transpose, value);
+ 2, 2, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -562,7 +562,7 @@ _mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 3, location, count, transpose, value);
+ 3, 3, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -571,7 +571,7 @@ _mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 4, location, count, transpose, value);
+ 4, 4, location, count, transpose, value, GL_FLOAT);
}
/** Same as above with direct state access **/
@@ -683,7 +683,7 @@ _mesa_ProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2fv");
- _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -694,7 +694,7 @@ _mesa_ProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3fv");
- _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -705,7 +705,7 @@ _mesa_ProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4fv");
- _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GL_FLOAT);
}
@@ -718,7 +718,7 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 3, location, count, transpose, value);
+ 2, 3, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -727,7 +727,7 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 2, location, count, transpose, value);
+ 3, 2, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -736,7 +736,7 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 2, 4, location, count, transpose, value);
+ 2, 4, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -745,7 +745,7 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 2, location, count, transpose, value);
+ 4, 2, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -754,7 +754,7 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 3, 4, location, count, transpose, value);
+ 3, 4, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -763,7 +763,7 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
- 4, 3, location, count, transpose, value);
+ 4, 3, location, count, transpose, value, GL_FLOAT);
}
/** Same as above with direct state access **/
@@ -776,7 +776,7 @@ _mesa_ProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x3fv");
- _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -787,7 +787,7 @@ _mesa_ProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x2fv");
- _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -798,7 +798,7 @@ _mesa_ProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x4fv");
- _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -809,7 +809,7 @@ _mesa_ProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x2fv");
- _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -820,7 +820,7 @@ _mesa_ProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x4fv");
- _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GL_FLOAT);
}
void GLAPIENTRY
@@ -831,7 +831,7 @@ _mesa_ProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x3fv");
- _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value);
+ _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GL_FLOAT);
}
@@ -1342,194 +1342,343 @@ _mesa_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex,
void GLAPIENTRY
_mesa_Uniform1d(GLint location, GLdouble v0)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GLSL_TYPE_DOUBLE, 1);
}
void GLAPIENTRY
_mesa_Uniform2d(GLint location, GLdouble v0, GLdouble v1)
{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[2];
+ v[0] = v0;
+ v[1] = v1;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 2);
}
void GLAPIENTRY
_mesa_Uniform3d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2)
{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 3);
}
void GLAPIENTRY
_mesa_Uniform4d(GLint location, GLdouble v0, GLdouble v1, GLdouble v2,
GLdouble v3)
{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GLSL_TYPE_DOUBLE, 4);
}
void GLAPIENTRY
_mesa_Uniform1dv(GLint location, GLsizei count, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 1);
}
void GLAPIENTRY
_mesa_Uniform2dv(GLint location, GLsizei count, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 2);
}
void GLAPIENTRY
_mesa_Uniform3dv(GLint location, GLsizei count, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 3);
}
void GLAPIENTRY
_mesa_Uniform4dv(GLint location, GLsizei count, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GLSL_TYPE_DOUBLE, 4);
}
void GLAPIENTRY
_mesa_UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 2, 2, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_UniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 3, 3, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_UniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 4, 4, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_UniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 2, 3, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_UniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 3, 2, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_UniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 2, 4, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_UniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 4, 2, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_UniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 3, 4, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_UniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose,
const GLdouble *value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
+ 4, 3, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniform1d(GLuint program, GLint location, GLdouble v0)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1d");
+ _mesa_uniform(ctx, shProg, location, 1, &v0, GLSL_TYPE_DOUBLE, 1);
}
void GLAPIENTRY
_mesa_ProgramUniform2d(GLuint program, GLint location, GLdouble v0, GLdouble v1)
{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[2];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2d");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 2);
}
void GLAPIENTRY
_mesa_ProgramUniform3d(GLuint program, GLint location, GLdouble v0, GLdouble v1,
GLdouble v2)
{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[3];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3d");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 3);
}
void GLAPIENTRY
_mesa_ProgramUniform4d(GLuint program, GLint location, GLdouble v0, GLdouble v1,
GLdouble v2, GLdouble v3)
{
+ GET_CURRENT_CONTEXT(ctx);
+ GLdouble v[4];
+ struct gl_shader_program *shProg;
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4d");
+ _mesa_uniform(ctx, shProg, location, 1, v, GLSL_TYPE_DOUBLE, 4);
}
void GLAPIENTRY
_mesa_ProgramUniform1dv(GLuint program, GLint location, GLsizei count,
const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform1dv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 1);
}
void GLAPIENTRY
_mesa_ProgramUniform2dv(GLuint program, GLint location, GLsizei count,
const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform2dv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 2);
}
void GLAPIENTRY
_mesa_ProgramUniform3dv(GLuint program, GLint location, GLsizei count,
const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform3dv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 3);
}
void GLAPIENTRY
_mesa_ProgramUniform4dv(GLuint program, GLint location, GLsizei count,
const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniform4dv");
+ _mesa_uniform(ctx, shProg, location, count, value, GLSL_TYPE_DOUBLE, 4);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2dv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3dv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4dv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2x3dv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3x2dv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix2x4dv");
+ _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4x2dv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix3x4dv");
+ _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GL_DOUBLE);
}
void GLAPIENTRY
_mesa_ProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count,
GLboolean transpose, const GLdouble * value)
{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program,
+ "glProgramUniformMatrix4x3dv");
+ _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GL_DOUBLE);
}