diff options
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r-- | src/mesa/shader/shader_api.c | 152 |
1 files changed, 140 insertions, 12 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index ee0e369d7c..e25cb63216 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++) { |