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authorBrian Paul <[email protected]>2008-11-10 12:33:17 -0700
committerBrian Paul <[email protected]>2008-11-10 12:39:36 -0700
commit2d76a0d77af7be9539f89cba37ce84338c1cdda4 (patch)
tree6e722f4d0f8356707ed9402dc9eeeb5dc56704b4 /src/mesa/shader/shader_api.c
parent379ff8c9567940ebff44870cf7b0202882445fa6 (diff)
mesa: track initialization status of uniform variables. Plus, asst clean-ups.
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c20
1 files changed, 13 insertions, 7 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index e883f8b8be1..b3d66c5babd 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -1608,6 +1608,7 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
const GLvoid *values, GLenum type)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+ struct gl_uniform *uniform;
GLint elems, offset;
if (!shProg || !shProg->LinkStatus) {
@@ -1654,12 +1655,14 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ uniform = &shProg->Uniforms->Uniforms[location];
+
/* A uniform var may be used by both a vertex shader and a fragment
* shader. We may need to update one or both shader's uniform here:
*/
if (shProg->VertexProgram) {
/* convert uniform location to program parameter index */
- GLint index = shProg->Uniforms->Uniforms[location].VertPos;
+ GLint index = uniform->VertPos;
if (index >= 0) {
set_program_uniform(ctx, &shProg->VertexProgram->Base,
index, offset, type, count, elems, values);
@@ -1668,14 +1671,14 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
if (shProg->FragmentProgram) {
/* convert uniform location to program parameter index */
- GLint index = shProg->Uniforms->Uniforms[location].FragPos;
+ GLint index = uniform->FragPos;
if (index >= 0) {
set_program_uniform(ctx, &shProg->FragmentProgram->Base,
index, offset, type, count, elems, values);
}
}
- shProg->Uniforms->Uniforms[location].Initialized = GL_TRUE;
+ uniform->Initialized = GL_TRUE;
}
@@ -1742,8 +1745,9 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
- GLint offset;
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+ struct gl_uniform *uniform;
+ GLint offset;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
@@ -1767,9 +1771,11 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ uniform = &shProg->Uniforms->Uniforms[location];
+
if (shProg->VertexProgram) {
/* convert uniform location to program parameter index */
- GLint index = shProg->Uniforms->Uniforms[location].VertPos;
+ GLint index = uniform->VertPos;
if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
index, offset,
@@ -1779,7 +1785,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
if (shProg->FragmentProgram) {
/* convert uniform location to program parameter index */
- GLint index = shProg->Uniforms->Uniforms[location].FragPos;
+ GLint index = uniform->FragPos;
if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
index, offset,
@@ -1787,7 +1793,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
}
}
- shProg->Uniforms->Uniforms[location].Initialized = GL_TRUE;
+ uniform->Initialized = GL_TRUE;
}