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-rw-r--r--src/mesa/shader/shader_api.c84
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 ||