diff options
author | Dave Airlie <[email protected]> | 2014-06-11 13:28:32 +1000 |
---|---|---|
committer | Ilia Mirkin <[email protected]> | 2015-02-19 00:28:33 -0500 |
commit | 5cc486b4e3a169fd2d82c463ca793e48343daef3 (patch) | |
tree | 143275fd7beee53c38a5be2ebee8dd618e9efe86 /src/mesa | |
parent | bf257d2c909681139f6880555d896745289152e7 (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')
-rw-r--r-- | src/mesa/main/uniform_query.cpp | 46 | ||||
-rw-r--r-- | src/mesa/main/uniforms.c | 185 | ||||
-rw-r--r-- | src/mesa/main/uniforms.h | 3 | ||||
-rw-r--r-- | src/mesa/program/ir_to_mesa.cpp | 26 |
4 files changed, 228 insertions, 32 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index d36f5067cbd..40327fba4b1 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -469,6 +469,9 @@ log_uniform(const void *values, enum glsl_base_type basicType, case GLSL_TYPE_FLOAT: printf("%g ", v[i].f); break; + case GLSL_TYPE_DOUBLE: + printf("%g ", *(double* )&v[i * 2].f); + break; default: assert(!"Should not get here."); break; @@ -529,11 +532,12 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, */ const unsigned components = MAX2(1, uni->type->vector_elements); const unsigned vectors = MAX2(1, uni->type->matrix_columns); + const int dmul = uni->type->base_type == GLSL_TYPE_DOUBLE ? 2 : 1; /* Store the data in the driver's requested type in the driver's storage * areas. */ - unsigned src_vector_byte_stride = components * 4; + unsigned src_vector_byte_stride = components * 4 * dmul; for (i = 0; i < uni->num_driver_storage; i++) { struct gl_uniform_driver_storage *const store = &uni->driver_storage[i]; @@ -541,7 +545,7 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, const unsigned extra_stride = store->element_stride - (vectors * store->vector_stride); const uint8_t *src = - (uint8_t *) (&uni->storage[array_index * (components * vectors)].i); + (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i); #if 0 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u " @@ -608,6 +612,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, unsigned src_components) { unsigned offset; + int size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1; struct gl_uniform_storage *const uni = validate_uniform_parameters(ctx, shProg, location, count, @@ -623,7 +628,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, bool match; switch (uni->type->base_type) { case GLSL_TYPE_BOOL: - match = true; + match = (basicType != GLSL_TYPE_DOUBLE); break; case GLSL_TYPE_SAMPLER: case GLSL_TYPE_IMAGE: @@ -710,8 +715,8 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, /* Store the data in the "actual type" backing storage for the uniform. */ if (!uni->type->is_boolean()) { - memcpy(&uni->storage[components * offset], values, - sizeof(uni->storage[0]) * components * count); + memcpy(&uni->storage[size_mul * components * offset], values, + sizeof(uni->storage[0]) * components * count * size_mul); } else { const union gl_constant_value *src = (const union gl_constant_value *) values; @@ -808,13 +813,14 @@ extern "C" void _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, GLuint cols, GLuint rows, GLint location, GLsizei count, - GLboolean transpose, const GLfloat *values) + GLboolean transpose, + const GLvoid *values, GLenum type) { unsigned offset; unsigned vectors; unsigned components; unsigned elements; - + int size_mul; struct gl_uniform_storage *const uni = validate_uniform_parameters(ctx, shProg, location, count, &offset, "glUniformMatrix"); @@ -827,6 +833,9 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, return; } + assert(type == GL_FLOAT || type == GL_DOUBLE); + size_mul = type == GL_DOUBLE ? 2 : 1; + assert(!uni->type->is_sampler()); vectors = uni->type->matrix_columns; components = uni->type->vector_elements; @@ -852,7 +861,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, } if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { - log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count, + log_uniform(values, uni->type->base_type, components, vectors, count, bool(transpose), shProg, location, uni); } @@ -879,11 +888,11 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, if (!transpose) { memcpy(&uni->storage[elements * offset], values, - sizeof(uni->storage[0]) * elements * count); - } else { + sizeof(uni->storage[0]) * elements * count * size_mul); + } else if (type == GL_FLOAT) { /* Copy and transpose the matrix. */ - const float *src = values; + const float *src = (const float *)values; float *dst = &uni->storage[elements * offset].f; for (int i = 0; i < count; i++) { @@ -896,6 +905,21 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, dst += elements; src += elements; } + } else { + assert(type == GL_DOUBLE); + const double *src = (const double *)values; + double *dst = (double *)&uni->storage[elements * offset].f; + + for (int i = 0; i < count; i++) { + for (unsigned r = 0; r < rows; r++) { + for (unsigned c = 0; c < cols; c++) { + dst[(c * components) + r] = src[c + (r * vectors)]; + } + } + + dst += elements; + src += elements; + } } uni->initialized = true; 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); } diff --git a/src/mesa/main/uniforms.h b/src/mesa/main/uniforms.h index 520fbbf7887..0e6113fe996 100644 --- a/src/mesa/main/uniforms.h +++ b/src/mesa/main/uniforms.h @@ -362,7 +362,8 @@ void _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, GLuint cols, GLuint rows, GLint location, GLsizei count, - GLboolean transpose, const GLfloat *values); + GLboolean transpose, + const GLvoid *values, GLenum type); void _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, diff --git a/src/mesa/program/ir_to_mesa.cpp b/src/mesa/program/ir_to_mesa.cpp index 725e51d63c3..f2365206ac5 100644 --- a/src/mesa/program/ir_to_mesa.cpp +++ b/src/mesa/program/ir_to_mesa.cpp @@ -606,6 +606,20 @@ type_size(const struct glsl_type *type) */ return 1; } + break; + case GLSL_TYPE_DOUBLE: + if (type->is_matrix()) { + if (type->vector_elements > 2) + return type->matrix_columns * 2; + else + return type->matrix_columns; + } else { + if (type->vector_elements > 2) + return 2; + else + return 1; + } + break; case GLSL_TYPE_ARRAY: assert(type->length > 0); return type_size(type->fields.array) * type->length; @@ -2385,6 +2399,8 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name, if (type->is_vector() || type->is_scalar()) { size = type->vector_elements; + if (type->is_double()) + size *= 2; } else { size = type_size(type) * 4; } @@ -2489,6 +2505,7 @@ _mesa_associate_uniform_storage(struct gl_context *ctx, enum gl_uniform_driver_format format = uniform_native; unsigned columns = 0; + int dmul = 4 * sizeof(float); switch (storage->type->base_type) { case GLSL_TYPE_UINT: assert(ctx->Const.NativeIntegers); @@ -2500,6 +2517,11 @@ _mesa_associate_uniform_storage(struct gl_context *ctx, (ctx->Const.NativeIntegers) ? uniform_native : uniform_int_float; columns = 1; break; + + case GLSL_TYPE_DOUBLE: + if (storage->type->vector_elements > 2) + dmul *= 2; + /* fallthrough */ case GLSL_TYPE_FLOAT: format = uniform_native; columns = storage->type->matrix_columns; @@ -2524,8 +2546,8 @@ _mesa_associate_uniform_storage(struct gl_context *ctx, } _mesa_uniform_attach_driver_storage(storage, - 4 * sizeof(float) * columns, - 4 * sizeof(float), + dmul * columns, + dmul, format, ¶ms->ParameterValues[i]); |