diff options
-rw-r--r-- | src/mesa/shader/shader_api.c | 84 |
1 files changed, 73 insertions, 11 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index 82c2b857fff..4e039cba426 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -399,7 +399,7 @@ sizeof_glsl_type(GLenum type) case GL_FLOAT_MAT4: return 16; case GL_FLOAT_MAT2x3: - return 6; + return 8; /* 2 rows of 4, actually */ case GL_FLOAT_MAT2x4: return 8; case GL_FLOAT_MAT3x2: @@ -409,7 +409,7 @@ sizeof_glsl_type(GLenum type) case GL_FLOAT_MAT4x2: return 16; /* 4 rows of 4, actually */ case GL_FLOAT_MAT4x3: - return 12; + return 16; /* 4 rows of 4, actually */ default: return 0; /* error */ } @@ -680,9 +680,9 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index, shProg->Attributes->Parameters[index].Name); sz = shProg->Attributes->Parameters[index].Size; if (size) - *size = sz; - if (type) - *type = vec_types[sz]; /* XXX this is a temporary hack */ + *size = 1; /* attributes may not be arrays */ + if (type && sz > 0 && sz <= 4) /* XXX this is a temporary hack */ + *type = vec_types[sz - 1]; } @@ -954,9 +954,40 @@ _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, if (shProg) { GLint i; if (location >= 0 && location < shProg->Uniforms->NumParameters) { - for (i = 0; i < shProg->Uniforms->Parameters[location].Size; i++) { - params[i] = shProg->Uniforms->ParameterValues[location][i]; + GLuint uSize; + GLenum uType; + GLint rows = 0; + uType = shProg->Uniforms->Parameters[location].DataType; + uSize = sizeof_glsl_type(uType); + /* Matrix types need special handling, because they span several + * parameters, and may also not be fully packed. + */ + switch (shProg->Uniforms->Parameters[location].DataType) { + case GL_FLOAT_MAT2: + case GL_FLOAT_MAT3x2: + case GL_FLOAT_MAT4x2: + rows = 2; + break; + case GL_FLOAT_MAT2x3: + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT4x3: + rows = 3; + break; + case GL_FLOAT_MAT2x4: + case GL_FLOAT_MAT3x4: + case GL_FLOAT_MAT4: + rows = 4; + } + if (rows != 0) { + GLint r, c; + for (c = 0, i = 0; c * 4 < uSize; c++) + for (r = 0; r < rows; r++, i++) + params[i] = shProg->Uniforms->ParameterValues[location + c][r]; } + else + for (i = 0; i < uSize; i++) { + params[i] = shProg->Uniforms->ParameterValues[location][i]; + } } else { _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)"); @@ -1110,12 +1141,17 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, { struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; GLint elems, i, k; + GLenum uType; + GLsizei maxCount; if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); return; } + if (location == -1) + return; /* The standard specifies this as a no-op */ + if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)"); return; @@ -1123,10 +1159,11 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, FLUSH_VERTICES(ctx, _NEW_PROGRAM); + uType = shProg->Uniforms->Parameters[location].Type; /* * If we're setting a sampler, we must use glUniformi1()! */ - if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) { + if (uType == PROGRAM_SAMPLER) { GLint unit; if (type != GL_INT || count != 1) { _mesa_error(ctx, GL_INVALID_OPERATION, @@ -1170,11 +1207,36 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, return; } - if (count * elems > shProg->Uniforms->Parameters[location].Size) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)"); - return; + /* OpenGL requires types to match exactly, except that one can convert + * float or int array to boolean array. + */ + switch (uType) + { + case GL_BOOL: + case GL_BOOL_VEC2: + case GL_BOOL_VEC3: + case GL_BOOL_VEC4: + if (elems != sizeof_glsl_type(shProg->Uniforms->Parameters[location].DataType)) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count mismatch)"); + } + break; + case PROGRAM_SAMPLER: + break; + default: + if (uType != type) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); + } + break; } + /* XXX if this is a base type, then count must equal 1. However, we + * don't have enough information from the compiler to distinguish a + * base type from a 1-element array of that type. The standard allows + * count to overrun an array, in which case the overflow is ignored. + */ + maxCount = shProg->Uniforms->Parameters[location].Size / elems; + if (count > maxCount) count = maxCount; + for (k = 0; k < count; k++) { GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k]; if (type == GL_INT || |