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authorBrian Paul <[email protected]>2008-07-18 12:51:39 -0600
committerBrian Paul <[email protected]>2008-07-18 14:46:41 -0600
commitb64882d0f8674df3e4e60f5786eb48027518c279 (patch)
tree1c086d0190dc2c586705355c10149940ea62a7ae /src
parent583b9ccbd5961678fa7e594c3117d7c895ef6b41 (diff)
mesa: fix set_program_uniform_matrix(): need to loop over matrix count
Diffstat (limited to 'src')
-rw-r--r--src/mesa/shader/shader_api.c42
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);
}
}
}