diff options
author | Brian Paul <[email protected]> | 2008-07-18 12:51:39 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2008-07-18 14:46:41 -0600 |
commit | b64882d0f8674df3e4e60f5786eb48027518c279 (patch) | |
tree | 1c086d0190dc2c586705355c10149940ea62a7ae /src/mesa/shader/shader_api.c | |
parent | 583b9ccbd5961678fa7e594c3117d7c895ef6b41 (diff) |
mesa: fix set_program_uniform_matrix(): need to loop over matrix count
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r-- | src/mesa/shader/shader_api.c | 42 |
1 files changed, 24 insertions, 18 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index 53bf2108aa9..ee0e369d7c7 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -1319,37 +1319,43 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, static void set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program, - GLuint location, GLuint rows, GLuint cols, + GLuint location, GLuint count, + GLuint rows, GLuint cols, GLboolean transpose, const GLfloat *values) { /* * Note: the _columns_ of a matrix are stored in program registers, not - * the rows. + * the rows. So, the loops below look a little funny. + * XXX could optimize this a bit... */ - /* XXXX need to test 3x3 and 2x2 matrices... */ - if (transpose) { - GLuint row, col; - for (col = 0; col < cols; col++) { - GLfloat *v = program->Parameters->ParameterValues[location + col]; - for (row = 0; row < rows; row++) { - v[row] = values[row * cols + col]; - } - } - } - else { - GLuint row, col; + GLuint mat, row, col; + GLuint dst = location, src = 0; + + /* loop over matrices */ + for (mat = 0; mat < count; mat++) { + + /* each matrix: */ for (col = 0; col < cols; col++) { - GLfloat *v = program->Parameters->ParameterValues[location + col]; + GLfloat *v = program->Parameters->ParameterValues[dst]; for (row = 0; row < rows; row++) { - v[row] = values[col * rows + row]; + if (transpose) { + v[row] = values[src + row * cols + col]; + } + else { + v[row] = values[src + col * rows + row]; + } } + dst++; } + + src += rows * cols; /* next matrix */ } } /** * Called by ctx->Driver.UniformMatrix(). + * Note: cols=2, rows=4 ==> array[2] of vec4 */ static void _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, @@ -1382,7 +1388,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, GLint loc = shProg->Uniforms->Uniforms[location].VertPos; if (loc >= 0) { set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base, - loc, rows, cols, transpose, values); + loc, count, rows, cols, transpose, values); } } @@ -1390,7 +1396,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, GLint loc = shProg->Uniforms->Uniforms[location].FragPos; if (loc >= 0) { set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base, - loc, rows, cols, transpose, values); + loc, count, rows, cols, transpose, values); } } } |