*/
-#include "glheader.h"
-#include "context.h"
-#include "hash.h"
-#include "macros.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/hash.h"
+#include "main/macros.h"
#include "program.h"
#include "prog_parameter.h"
#include "prog_print.h"
}
+/**
+ * As above, but record an error if program is not found.
+ */
+static struct gl_shader_program *
+_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
+ const char *caller)
+{
+ if (!name) {
+ _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ return NULL;
+ }
+ else {
+ struct gl_shader_program *shProg = (struct gl_shader_program *)
+ _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ return NULL;
+ }
+ if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+ return NULL;
+ }
+ return shProg;
+ }
+}
+
+
+
+
/**
* Allocate a new gl_shader object, initialize it.
*/
void
_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
{
- GLuint i;
if (sh->Source)
_mesa_free((void *) sh->Source);
if (sh->InfoLog)
_mesa_free(sh->InfoLog);
- for (i = 0; i < sh->NumPrograms; i++)
- _mesa_reference_program(ctx, &sh->Programs[i], NULL);
- if (sh->Programs)
- _mesa_free(sh->Programs);
+ _mesa_reference_program(ctx, &sh->Program, NULL);
_mesa_free(sh);
}
}
+/**
+ * As above, but record an error if shader is not found.
+ */
+static struct gl_shader *
+_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
+{
+ if (!name) {
+ _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ return NULL;
+ }
+ else {
+ struct gl_shader *sh = (struct gl_shader *)
+ _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+ if (!sh) {
+ _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ return NULL;
+ }
+ if (sh->Type == GL_SHADER_PROGRAM_MESA) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+ return NULL;
+ }
+ return sh;
+ }
+}
+
+
+
/**
* Initialize context's shader state.
*/
}
+static GLboolean
+_mesa_is_program(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
+ return shProg ? GL_TRUE : GL_FALSE;
+}
+
+
+static GLboolean
+_mesa_is_shader(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+ return shader ? GL_TRUE : GL_FALSE;
+}
+
+
/**
* Called via ctx->Driver.AttachShader()
*/
static void
_mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- GLuint n;
- GLuint i;
+ struct gl_shader_program *shProg;
+ struct gl_shader *sh;
+ GLuint i, n;
- if (!shProg || !sh) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glAttachShader(bad program or shader name)");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
+ if (!shProg)
+ return;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
+ if (!sh) {
return;
}
n = shProg->NumShaders;
-
for (i = 0; i < n; i++) {
if (shProg->Shaders[i] == sh) {
/* already attached */
const GLchar *name)
{
struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
+ = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocation");
return -1;
}
_mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
const GLchar *name)
{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
+ struct gl_shader_program *shProg;
const GLint size = -1; /* unknown size */
GLint i, oldIndex;
+ GLenum datatype = GL_FLOAT_VEC4;
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glBindAttribLocation");
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)");
return;
}
return;
}
+ if (index >= ctx->Const.VertexProgram.MaxAttribs) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
+ return;
+ }
+
if (shProg->LinkStatus) {
/* get current index/location for the attribute */
oldIndex = _mesa_get_attrib_location(ctx, program, name);
}
/* 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");
+ return;
}
if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) {
*/
struct gl_shader_program *shProg;
- shProg = _mesa_lookup_shader_program(ctx, name);
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgram(name)");
+ shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
+ if (!shProg)
return;
- }
shProg->DeletePending = GL_TRUE;
static void
_mesa_delete_shader(GLcontext *ctx, GLuint shader)
{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- if (!sh) {
+ struct gl_shader *sh;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
+ if (!sh)
return;
- }
sh->DeletePending = GL_TRUE;
static void
_mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
+ struct gl_shader_program *shProg;
GLuint n;
GLuint i, j;
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glDetachShader(bad program or shader name)");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
+ if (!shProg)
return;
- }
n = shProg->NumShaders;
/* found it */
struct gl_shader **newList;
- /* derefernce */
+ /* release */
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
/* alloc new, smaller array */
}
/* not found */
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glDetachShader(shader not found)");
+ {
+ GLenum err;
+ if (_mesa_is_shader(ctx, shader))
+ err = GL_INVALID_OPERATION;
+ else if (_mesa_is_program(ctx, shader))
+ err = GL_INVALID_OPERATION;
+ else
+ err = GL_INVALID_VALUE;
+ _mesa_error(ctx, err, "glDetachProgram(shader)");
+ return;
+ }
+}
+
+
+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;
+ }
}
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
- = _mesa_lookup_shader_program(ctx, program);
- GLint sz;
+ struct gl_shader_program *shProg;
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
+ if (!shProg)
return;
- }
if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(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;
}
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
- const struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
+ const struct gl_shader_program *shProg;
const struct gl_program *prog;
GLint progPos;
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
+ if (!shProg)
return;
- }
if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(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;
}
_mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
GLsizei *count, GLuint *obj)
{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
if (shProg) {
GLuint i;
- for (i = 0; i < maxCount && i < shProg->NumShaders; i++) {
+ for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
obj[i] = shProg->Shaders[i]->Name;
}
if (count)
*count = i;
}
- else {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders");
- }
}
static void
_mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
{
- struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+ struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
if (!shader) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderiv(shader)");
return;
}
_mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
GLsizei *length, GLchar *sourceOut)
{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ struct gl_shader *sh;
+ sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(shader)");
return;
}
copy_string(sourceOut, maxLength, length, sh->Source);
}
+#define MAX_UNIFORM_ELEMENTS 16
+
/**
- * Called via ctx->Driver.GetUniformfv().
+ * Helper for GetUniformfv(), GetUniformiv()
+ * Returns number of elements written to 'params' output.
*/
-static void
-_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
- GLfloat *params)
+static GLuint
+get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
+ GLfloat *params)
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
if (shProg) {
if (shProg->Uniforms &&
- location >= 0 && location < shProg->Uniforms->NumUniforms) {
+ location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
GLint progPos;
GLuint i;
const struct gl_program *prog = NULL;
ASSERT(prog);
if (prog) {
+ /* See uniformiv() below */
+ assert(prog->Parameters->Parameters[progPos].Size <= MAX_UNIFORM_ELEMENTS);
+
for (i = 0; i < prog->Parameters->Parameters[progPos].Size; i++) {
params[i] = prog->Parameters->ParameterValues[progPos][i];
}
+ return prog->Parameters->Parameters[progPos].Size;
}
}
else {
else {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
}
+ return 0;
}
/**
- * Called via ctx->Driver.GetUniformLocation().
+ * Called via ctx->Driver.GetUniformfv().
*/
-static GLint
-_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
+static void
+_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
+ GLfloat *params)
{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
- if (!shProg)
- return -1;
-
- return _mesa_lookup_uniform(shProg->Uniforms, name);
+ (void) get_uniformfv(ctx, program, location, params);
}
-static GLboolean
-_mesa_is_program(GLcontext *ctx, GLuint name)
+/**
+ * Called via ctx->Driver.GetUniformiv().
+ */
+static void
+_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
+ GLint *params)
{
- struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
- return shProg ? GL_TRUE : GL_FALSE;
+ GLfloat fparams[MAX_UNIFORM_ELEMENTS];
+ GLuint n = get_uniformfv(ctx, program, location, fparams);
+ GLuint i;
+ assert(n <= MAX_UNIFORM_ELEMENTS);
+ for (i = 0; i < n; i++) {
+ params[i] = (GLint) fparams[i];
+ }
}
-static GLboolean
-_mesa_is_shader(GLcontext *ctx, GLuint name)
+/**
+ * Called via ctx->Driver.GetUniformLocation().
+ */
+static GLint
+_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
{
- struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
- return shader ? GL_TRUE : GL_FALSE;
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
+
+ if (!shProg)
+ return -1;
+
+ if (shProg->LinkStatus == GL_FALSE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
+ return -1;
+ }
+
+ /* XXX we should return -1 if the uniform was declared, but not
+ * actually used.
+ */
+
+ return _mesa_lookup_uniform(shProg->Uniforms, name);
}
static void
_mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSource(shaderObj)");
+ struct gl_shader *sh;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
+ if (!sh)
return;
- }
/* free old shader source string and install new one */
if (sh->Source) {
static void
_mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
+ struct gl_shader *sh;
- if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
+ sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
+ if (!sh)
return;
- }
sh->CompileStatus = _slang_compile(ctx, sh);
}
{
struct gl_shader_program *shProg;
- shProg = _mesa_lookup_shader_program(ctx, program);
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
+ if (!shProg)
return;
- }
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
if (program) {
- shProg = _mesa_lookup_shader_program(ctx, program);
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glUseProgramObjectARB(programObj)");
+ return;
+ }
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram");
return;
}
}
}
+static GLboolean
+is_sampler_type(GLenum type)
+{
+ switch (type) {
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_2D_RECT_ARB:
+ case GL_SAMPLER_2D_RECT_SHADOW_ARB:
+ case GL_SAMPLER_1D_ARRAY_EXT:
+ case GL_SAMPLER_2D_ARRAY_EXT:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * 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;
+
+ if (is_sampler_type(targetType) && userType == GL_INT)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+
/**
* Set the value of a program's uniform variable.
* \param program the program whose uniform to update
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;
/* ordinary uniform variable */
GLsizei k, i;
- if (count * elems > program->Parameters->Parameters[location].Size) {
+ if (count * elems > (GLint) program->Parameters->Parameters[location].Size) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
return;
}
if (location == -1)
return; /* The standard specifies this as a no-op */
-
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
return;
}
+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 rows, GLuint cols,
+ 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.
+ * 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;
+
+ /* 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,
if (location == -1)
return; /* The standard specifies this as a no-op */
- if (location < 0 || location >= shProg->Uniforms->NumUniforms) {
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
return;
}
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);
}
}
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);
}
}
}
_mesa_validate_program(GLcontext *ctx, GLuint program)
{
struct gl_shader_program *shProg;
- shProg = _mesa_lookup_shader_program(ctx, program);
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
return;
}
- /* XXX temporary */
- shProg->Validated = GL_TRUE;
- /* From the GL spec:
+ if (!shProg->LinkStatus) {
+ shProg->Validated = GL_FALSE;
+ return;
+ }
+
+ /* From the GL spec, a program is invalid if any of these are true:
+
any two active samplers in the current program object are of
different types, but refer to the same texture image unit,
processing exceeds the combined limit on the total number of texture
image units allowed.
*/
+
+ shProg->Validated = GL_TRUE;
}
driver->GetShaderInfoLog = _mesa_get_shader_info_log;
driver->GetShaderSource = _mesa_get_shader_source;
driver->GetUniformfv = _mesa_get_uniformfv;
+ driver->GetUniformiv = _mesa_get_uniformiv;
driver->GetUniformLocation = _mesa_get_uniform_location;
driver->IsProgram = _mesa_is_program;
driver->IsShader = _mesa_is_shader;