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authorFrancisco Jerez <[email protected]>2013-11-22 19:59:48 -0800
committerFrancisco Jerez <[email protected]>2014-02-12 18:44:06 +0100
commit76f95ba2721ec3214e39711a991b510bdb3c5a36 (patch)
tree0f81cde10919e99c30e9358de014ad38d9c9af5c /src/mesa/main
parent212122543b5eb69613853bf03f0c4fd5494c06a0 (diff)
mesa: Handle binding of uniforms to image units with glUniform*().
v2: Set driver-specified flag in NewDriverState when glUniform* is used to bind an image unit. v3: Abbreviate argument type check. Reviewed-by: Paul Berry <[email protected]>
Diffstat (limited to 'src/mesa/main')
-rw-r--r--src/mesa/main/uniform_query.cpp36
1 files changed, 36 insertions, 0 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index 82d7628e8d8..8cc5da752ac 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -684,6 +684,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
match = true;
break;
case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
match = (basicType == GLSL_TYPE_INT);
break;
default:
@@ -735,6 +736,22 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
}
}
+ if (uni->type->is_image()) {
+ int i;
+
+ for (i = 0; i < count; i++) {
+ const int unit = ((GLint *) values)[i];
+
+ /* check that the image unit is legal */
+ if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniform1i(invalid image unit index for uniform %d)",
+ location);
+ return;
+ }
+ }
+ }
+
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
*
* "When loading N elements starting at an arbitrary position k in a
@@ -830,6 +847,25 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
}
}
}
+
+ /* If the uniform is an image, update the mapping from image
+ * uniforms to image units present in the shader data structure.
+ */
+ if (uni->type->is_image()) {
+ int i, j;
+
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (uni->image[i].active) {
+ struct gl_shader *sh = shProg->_LinkedShaders[i];
+
+ for (j = 0; j < count; j++)
+ sh->ImageUnits[uni->image[i].index + offset + j] =
+ ((GLint *) values)[j];
+ }
+ }
+
+ ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
+ }
}
/**