/*
* Mesa 3-D graphics library
- * Version: 7.0
+ * Version: 7.2
*
- * Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
+ * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
*/
-#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"
+#ifndef GL_PROGRAM_BINARY_LENGTH_OES
+#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
+#endif
+
+
/**
* Allocate a new gl_shader_program 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);
}
if (!name)
return -1;
- if (shProg->Attributes) {
- GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
- if (i >= 0) {
- return shProg->Attributes->Parameters[i].StateIndexes[0];
+ if (shProg->VertexProgram) {
+ const struct gl_program_parameter_list *attribs =
+ shProg->VertexProgram->Base.Attributes;
+ if (attribs) {
+ GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
+ if (i >= 0) {
+ return attribs->Parameters[i].StateIndexes[0];
+ }
}
}
return -1;
{
struct gl_shader_program *shProg;
const GLint size = -1; /* unknown size */
- GLint i, oldIndex;
+ GLint i;
+ GLenum datatype = GL_FLOAT_VEC4;
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glBindAttribLocation");
return;
}
- if (shProg->LinkStatus) {
- /* get current index/location for the attribute */
- oldIndex = _mesa_get_attrib_location(ctx, program, name);
- }
- 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");
+ return;
}
- if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) {
- /* If the index changed, need to search/replace references to that attribute
- * in the vertex program.
- */
- _slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
- }
+ /*
+ * Note that this attribute binding won't go into effect until
+ * glLinkProgram is called again.
+ */
}
}
+static GLint
+sizeof_glsl_type(GLenum type)
+{
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ case GL_BOOL:
+ 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_SHADOW_EXT:
+ case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
+ case GL_SAMPLER_CUBE_SHADOW_EXT:
+ 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 GLboolean
+is_boolean_type(GLenum type)
+{
+ switch (type) {
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+static GLboolean
+is_integer_type(GLenum type)
+{
+ switch (type) {
+ case GL_INT:
+ case GL_INT_VEC2:
+ case GL_INT_VEC3:
+ case GL_INT_VEC4:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
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
- };
+ const struct gl_program_parameter_list *attribs = NULL;
struct gl_shader_program *shProg;
- GLint sz;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
if (!shProg)
return;
- if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
+ if (shProg->VertexProgram)
+ attribs = shProg->VertexProgram->Base.Attributes;
+
+ if (!attribs || index >= attribs->NumParameters) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
return;
}
- copy_string(nameOut, maxLength, length,
- shProg->Attributes->Parameters[index].Name);
- sz = shProg->Attributes->Parameters[index].Size;
+ copy_string(nameOut, maxLength, length, attribs->Parameters[index].Name);
+
if (size)
- *size = sz;
+ *size = attribs->Parameters[index].Size
+ / sizeof_glsl_type(attribs->Parameters[index].DataType);
+
if (type)
- *type = vec_types[sz]; /* XXX this is a temporary hack */
+ *type = attribs->Parameters[index].DataType;
+}
+
+
+static struct gl_program_parameter *
+get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
+{
+ const struct gl_program *prog;
+ GLint progPos;
+
+ progPos = shProg->Uniforms->Uniforms[index].VertPos;
+ if (progPos >= 0) {
+ prog = &shProg->VertexProgram->Base;
+ }
+ else {
+ progPos = shProg->Uniforms->Uniforms[index].FragPos;
+ if (progPos >= 0) {
+ prog = &shProg->FragmentProgram->Base;
+ }
+ }
+
+ if (!prog || progPos < 0)
+ return NULL; /* should never happen */
+
+ return &prog->Parameters->Parameters[progPos];
}
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_programiv(GLcontext *ctx, GLuint program,
GLenum pname, GLint *params)
{
+ const struct gl_program_parameter_list *attribs;
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
return;
}
+ if (shProg->VertexProgram)
+ attribs = shProg->VertexProgram->Base.Attributes;
+ else
+ attribs = NULL;
+
switch (pname) {
case GL_DELETE_STATUS:
*params = shProg->DeletePending;
*params = shProg->NumShaders;
break;
case GL_ACTIVE_ATTRIBUTES:
- *params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
+ *params = attribs ? attribs->NumParameters : 0;
break;
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
- *params = _mesa_longest_parameter_name(shProg->Attributes,
- PROGRAM_INPUT) + 1;
+ *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
break;
case GL_ACTIVE_UNIFORMS:
*params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
if (*params > 0)
(*params)++; /* add one for terminating zero */
break;
+ case GL_PROGRAM_BINARY_LENGTH_OES:
+ *params = 0;
+ break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
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;
+ }
+}
+
+
+/**
+ * Determine the number of rows and columns occupied by a uniform
+ * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
+ * the number of rows = 1 and cols = number of elements in the vector.
+ */
+static void
+get_uniform_rows_cols(const struct gl_program_parameter *p,
+ GLint *rows, GLint *cols)
+{
+ get_matrix_dims(p->DataType, rows, cols);
+ if (*rows == 0 && *cols == 0) {
+ /* not a matrix type, probably a float or vector */
+ if (p->Size <= 4) {
+ *rows = 1;
+ *cols = p->Size;
+ }
+ else {
+ *rows = p->Size / 4 + 1;
+ if (p->Size % 4 == 0)
+ *cols = 4;
+ else
+ *cols = p->Size % 4;
+ }
+ }
+}
+
+
#define MAX_UNIFORM_ELEMENTS 16
/**
GLfloat *params)
{
struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
+ = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
if (shProg) {
if (shProg->Uniforms &&
location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
GLint progPos;
- GLuint i;
const struct gl_program *prog = NULL;
progPos = shProg->Uniforms->Uniforms[location].VertPos;
ASSERT(prog);
if (prog) {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[progPos];
+ GLint rows, cols, i, j, k;
+
/* See uniformiv() below */
- assert(prog->Parameters->Parameters[progPos].Size <= MAX_UNIFORM_ELEMENTS);
+ assert(p->Size <= MAX_UNIFORM_ELEMENTS);
+
+ get_uniform_rows_cols(p, &rows, &cols);
- for (i = 0; i < prog->Parameters->Parameters[progPos].Size; i++) {
- params[i] = prog->Parameters->ParameterValues[progPos][i];
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ params[k++] = prog->Parameters->ParameterValues[progPos+i][j];
+ }
}
- return prog->Parameters->Parameters[progPos].Size;
+
+ return p->Size;
}
}
else {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
}
}
- else {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
- }
return 0;
}
}
+/**
+ * The value returned by GetUniformLocation actually encodes two things:
+ * 1. the index into the prog->Uniforms[] array for the uniform
+ * 2. an offset in the prog->ParameterValues[] array for specifying array
+ * elements or structure fields.
+ * This function merges those two values.
+ */
+static void
+merge_location_offset(GLint *location, GLint offset)
+{
+ *location = *location | (offset << 16);
+}
+
+
+/**
+ * Seperate the uniform location and parameter offset. See above.
+ */
+static void
+split_location_offset(GLint *location, GLint *offset)
+{
+ *offset = (*location >> 16);
+ *location = *location & 0xffff;
+}
+
+
/**
* Called via ctx->Driver.GetUniformLocation().
+ *
+ * The return value will encode two values, the uniform location and an
+ * offset (used for arrays, structs).
*/
static GLint
_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
{
+ GLint offset = 0, location = -1;
+
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
* actually used.
*/
- return _mesa_lookup_uniform(shProg->Uniforms, name);
+ /* XXX we need to be able to parse uniform names for structs and arrays
+ * such as:
+ * mymatrix[1]
+ * mystruct.field1
+ */
+
+ {
+ /* handle 1-dimension arrays here... */
+ char *c = strchr(name, '[');
+ if (c) {
+ /* truncate name at [ */
+ const GLint len = c - name;
+ GLchar *newName = _mesa_malloc(len + 1);
+ if (!newName)
+ return -1; /* out of mem */
+ _mesa_memcpy(newName, name, len);
+ newName[len] = 0;
+
+ location = _mesa_lookup_uniform(shProg->Uniforms, newName);
+ if (location >= 0) {
+ const GLint element = _mesa_atoi(c + 1);
+ if (element > 0) {
+ /* get type of the uniform array element */
+ struct gl_program_parameter *p;
+ p = get_uniform_parameter(shProg, location);
+ if (p) {
+ GLint rows, cols;
+ get_matrix_dims(p->DataType, &rows, &cols);
+ if (rows < 1)
+ rows = 1;
+ offset = element * rows;
+ }
+ }
+ }
+
+ _mesa_free(newName);
+ }
+ }
+
+ if (location < 0) {
+ location = _mesa_lookup_uniform(shProg->Uniforms, name);
+ }
+
+ if (location >= 0) {
+ merge_location_offset(&location, offset);
+ }
+
+ return location;
}
/**
- * Update the vertex and fragment program's TexturesUsed arrays.
+ * Update the vertex/fragment program's TexturesUsed array.
+ *
+ * This needs to be called after glUniform(set sampler var) is called.
+ * A call to glUniform(samplerVar, value) causes a sampler to point to a
+ * particular texture unit. We know the sampler's texture target
+ * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
+ * set by glUniform() calls.
+ *
+ * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
+ * information to update the prog->TexturesUsed[] values.
+ * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
+ * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
+ * We'll use that info for state validation before rendering.
*/
-static void
-update_textures_used(struct gl_program *prog)
+void
+_mesa_update_shader_textures_used(struct gl_program *prog)
{
GLuint s;
}
+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
- * \param location the location/index of the uniform
+ * \param index the index of the program parameter for the uniform
+ * \param offset additional parameter slot offset (for arrays)
* \param type the datatype of the uniform
* \param count the number of uniforms to set
* \param elems number of elements per uniform
* \param values the new values
*/
static void
-set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
- GLenum type, GLsizei count, GLint elems, const void *values)
+set_program_uniform(GLcontext *ctx, struct gl_program *program,
+ GLint index, GLint offset,
+ GLenum type, GLsizei count, GLint elems,
+ const void *values)
{
- if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
+ struct gl_program_parameter *param =
+ &program->Parameters->Parameters[index];
+
+ assert(offset >= 0);
+
+ if (!compatible_types(type, param->DataType)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ return;
+ }
+
+ if (index + offset > (GLint) program->Parameters->Size) {
+ /* out of bounds! */
+ return;
+ }
+
+ if (param->Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLuint texUnit, sampler;
return;
}
- sampler = (GLuint) program->Parameters->ParameterValues[location][0];
+ sampler = (GLuint) program->Parameters->ParameterValues[index][0];
texUnit = ((GLuint *) values)[0];
/* check that the sampler (tex unit index) is legal */
/* This maps a sampler to a texture unit: */
program->SamplerUnits[sampler] = texUnit;
- update_textures_used(program);
+ _mesa_update_shader_textures_used(program);
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
}
else {
/* ordinary uniform variable */
GLsizei k, i;
+ GLint slots = (param->Size + 3) / 4;
- if (count * elems > (GLint) program->Parameters->Parameters[location].Size) {
+ if (count * elems > (GLint) param->Size) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
return;
}
+ if (count > slots)
+ count = slots;
+
for (k = 0; k < count; k++) {
- GLfloat *uniformVal = program->Parameters->ParameterValues[location + k];
- if (type == GL_INT ||
- type == GL_INT_VEC2 ||
- type == GL_INT_VEC3 ||
- type == GL_INT_VEC4) {
+ GLfloat *uniformVal =
+ program->Parameters->ParameterValues[index + offset + k];
+ if (is_integer_type(type)) {
const GLint *iValues = ((const GLint *) values) + k * elems;
for (i = 0; i < elems; i++) {
uniformVal[i] = (GLfloat) iValues[i];
uniformVal[i] = fValues[i];
}
}
+
+ /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
+ if (is_boolean_type(param->DataType)) {
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
+ }
+ }
}
}
}
const GLvoid *values, GLenum type)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- GLint elems;
+ GLint elems, offset;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
if (location == -1)
return; /* The standard specifies this as a no-op */
+ split_location_offset(&location, &offset);
+
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
return;
* shader. We may need to update one or both shader's uniform here:
*/
if (shProg->VertexProgram) {
- GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
- if (loc >= 0) {
+ /* convert uniform location to program parameter index */
+ GLint index = shProg->Uniforms->Uniforms[location].VertPos;
+ if (index >= 0) {
set_program_uniform(ctx, &shProg->VertexProgram->Base,
- loc, type, count, elems, values);
+ index, offset, type, count, elems, values);
}
}
if (shProg->FragmentProgram) {
- GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
- if (loc >= 0) {
+ /* convert uniform location to program parameter index */
+ GLint index = shProg->Uniforms->Uniforms[location].FragPos;
+ if (index >= 0) {
set_program_uniform(ctx, &shProg->FragmentProgram->Base,
- loc, type, count, elems, values);
+ index, offset, type, count, elems, values);
}
}
+
+ shProg->Uniforms->Uniforms[location].Initialized = GL_TRUE;
}
+/**
+ * Set a matrix-valued program parameter.
+ */
static void
set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
- GLuint location, GLuint count,
- GLuint rows, GLuint cols,
+ GLuint index, GLuint offset,
+ GLuint count, GLuint rows, GLuint cols,
GLboolean transpose, const GLfloat *values)
{
+ GLuint mat, row, col;
+ GLuint dst = index + offset, src = 0;
+ GLint nr, nc;
+
+ /* check that the number of rows, columns is correct */
+ get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc);
+ if (rows != nr || cols != nc) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(matrix size mismatch)");
+ return;
+ }
+
+ if (index + offset > program->Parameters->Size) {
+ /* out of bounds! */
+ 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++) {
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
+ GLint offset;
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (!shProg || !shProg->LinkStatus) {
if (location == -1)
return; /* The standard specifies this as a no-op */
+ split_location_offset(&location, &offset);
+
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
return;
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
if (shProg->VertexProgram) {
- GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
- if (loc >= 0) {
+ /* convert uniform location to program parameter index */
+ GLint index = shProg->Uniforms->Uniforms[location].VertPos;
+ if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
- loc, count, rows, cols, transpose, values);
+ index, offset,
+ count, rows, cols, transpose, values);
}
}
if (shProg->FragmentProgram) {
- GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
- if (loc >= 0) {
+ /* convert uniform location to program parameter index */
+ GLint index = shProg->Uniforms->Uniforms[location].FragPos;
+ if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
- loc, count, rows, cols, transpose, values);
+ index, offset,
+ count, rows, cols, transpose, values);
}
}
+
+ shProg->Uniforms->Uniforms[location].Initialized = GL_TRUE;
}
_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;
}