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Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c152
1 files changed, 140 insertions, 12 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index ee0e369d7c7..e25cb632166 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -513,6 +513,7 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
struct gl_shader_program *shProg;
const GLint size = -1; /* unknown size */
GLint i, oldIndex;
+ GLenum datatype;
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glBindAttribLocation");
@@ -537,13 +538,14 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
if (shProg->LinkStatus) {
/* get current index/location for the attribute */
oldIndex = _mesa_get_attrib_location(ctx, program, name);
+ assert(0);
}
else {
oldIndex = -1;
}
/* this will replace the current value if it's already in the list */
- i = _mesa_add_attribute(shProg->Attributes, name, size, index);
+ i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
if (i < 0) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
}
@@ -710,16 +712,51 @@ _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
}
+static GLint
+sizeof_glsl_type(GLenum type)
+{
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ case GL_BOOL:
+ return 1;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ case GL_BOOL_VEC2:
+ return 2;
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ case GL_BOOL_VEC3:
+ return 3;
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ case GL_BOOL_VEC4:
+ return 4;
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT2x4:
+ return 8; /* two float[4] vectors */
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_MAT3x4:
+ return 12; /* three float[4] vectors */
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT4x2:
+ case GL_FLOAT_MAT4x3:
+ return 16; /* four float[4] vectors */
+ default:
+ _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
+ return 1;
+ }
+}
+
+
static void
_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
- static const GLenum vec_types[] = {
- GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
- };
struct gl_shader_program *shProg;
- GLint sz;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
if (!shProg)
@@ -732,11 +769,11 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
copy_string(nameOut, maxLength, length,
shProg->Attributes->Parameters[index].Name);
- sz = shProg->Attributes->Parameters[index].Size;
if (size)
- *size = sz;
+ *size = shProg->Attributes->Parameters[index].Size
+ / sizeof_glsl_type(shProg->Attributes->Parameters[index].DataType);
if (type)
- *type = vec_types[sz]; /* XXX this is a temporary hack */
+ *type = shProg->Attributes->Parameters[index].DataType;
}
@@ -779,8 +816,8 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
copy_string(nameOut, maxLength, length,
prog->Parameters->Parameters[progPos].Name);
if (size)
- *size = prog->Parameters->Parameters[progPos].Size;
-
+ *size = prog->Parameters->Parameters[progPos].Size
+ / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
if (type)
*type = prog->Parameters->Parameters[progPos].DataType;
}
@@ -1173,6 +1210,36 @@ update_textures_used(struct gl_program *prog)
/**
+ * Check if the type given by userType is allowed to set a uniform of the
+ * target type. Generally, equivalence is required, but setting Boolean
+ * uniforms can be done with glUniformiv or glUniformfv.
+ */
+static GLboolean
+compatible_types(GLenum userType, GLenum targetType)
+{
+ if (userType == targetType)
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
+ userType == GL_INT_VEC2))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
+ userType == GL_INT_VEC3))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
+ userType == GL_INT_VEC4))
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+
+/**
* Set the value of a program's uniform variable.
* \param program the program whose uniform to update
* \param location the location/index of the uniform
@@ -1185,6 +1252,12 @@ static void
set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
GLenum type, GLsizei count, GLint elems, const void *values)
{
+ if (!compatible_types(type,
+ program->Parameters->Parameters[location].DataType)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ return;
+ }
+
if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLuint texUnit, sampler;
@@ -1318,18 +1391,73 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
static void
+get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
+{
+ switch (type) {
+ case GL_FLOAT_MAT2:
+ *rows = *cols = 2;
+ break;
+ case GL_FLOAT_MAT2x3:
+ *rows = 3;
+ *cols = 2;
+ break;
+ case GL_FLOAT_MAT2x4:
+ *rows = 4;
+ *cols = 2;
+ break;
+ case GL_FLOAT_MAT3:
+ *rows = 3;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT3x2:
+ *rows = 2;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT3x4:
+ *rows = 4;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT4:
+ *rows = 4;
+ *cols = 4;
+ break;
+ case GL_FLOAT_MAT4x2:
+ *rows = 2;
+ *cols = 4;
+ break;
+ case GL_FLOAT_MAT4x3:
+ *rows = 3;
+ *cols = 4;
+ break;
+ default:
+ *rows = *cols = 0;
+ }
+}
+
+
+static void
set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
GLuint location, GLuint count,
GLuint rows, GLuint cols,
GLboolean transpose, const GLfloat *values)
{
+ GLuint mat, row, col;
+ GLuint dst = location, src = 0;
+ GLint nr, nc;
+
+ /* check that the number of rows, columns is correct */
+ get_matrix_dims(program->Parameters->Parameters[location].DataType, &nr, &nc);
+ if (rows != nr || cols != nc) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(matrix size mismatch");
+ return;
+ }
+
/*
* Note: the _columns_ of a matrix are stored in program registers, not
* the rows. So, the loops below look a little funny.
* XXX could optimize this a bit...
*/
- GLuint mat, row, col;
- GLuint dst = location, src = 0;
/* loop over matrices */
for (mat = 0; mat < count; mat++) {