#include "main/glheader.h"
#include "main/context.h"
#include "main/hash.h"
-#include "main/macros.h"
#include "shader/program.h"
#include "shader/prog_parameter.h"
-#include "shader/prog_print.h"
#include "shader/prog_statevars.h"
#include "shader/prog_uniform.h"
#include "shader/shader_api.h"
flags |= GLSL_DUMP;
if (_mesa_strstr(env, "log"))
flags |= GLSL_LOG;
+ if (_mesa_strstr(env, "nopvert"))
+ flags |= GLSL_NOP_VERT;
+ if (_mesa_strstr(env, "nopfrag"))
+ flags |= GLSL_NOP_FRAG;
if (_mesa_strstr(env, "nopt"))
flags |= GLSL_NO_OPT;
else if (_mesa_strstr(env, "opt"))
flags |= GLSL_OPT;
if (_mesa_strstr(env, "uniform"))
flags |= GLSL_UNIFORMS;
+ if (_mesa_strstr(env, "useprog"))
+ flags |= GLSL_USE_PROG;
}
return flags;
if (size) {
GLint typeSize = sizeof_glsl_type(param->DataType);
- if (param->Size > typeSize) {
+ if ((GLint) param->Size > typeSize) {
/* This is an array.
* Array elements are placed on vector[4] boundaries so they're
* a multiple of four floats. We round typeSize up to next multiple
}
+/**
+ * Print basic shader info (for debug).
+ */
+static void
+print_shader_info(const struct gl_shader_program *shProg)
+{
+ GLuint i;
+
+ _mesa_printf("Mesa: glUseProgram(%u)\n", shProg->Name);
+ for (i = 0; i < shProg->NumShaders; i++) {
+ const char *s;
+ switch (shProg->Shaders[i]->Type) {
+ case GL_VERTEX_SHADER:
+ s = "vertex";
+ break;
+ case GL_FRAGMENT_SHADER:
+ s = "fragment";
+ break;
+ case GL_GEOMETRY_SHADER:
+ s = "geometry";
+ break;
+ default:
+ s = "";
+ }
+ _mesa_printf(" %s shader %u, checksum %u\n", s,
+ shProg->Shaders[i]->Name,
+ shProg->Shaders[i]->SourceChecksum);
+ }
+ if (shProg->VertexProgram)
+ _mesa_printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
+ if (shProg->FragmentProgram)
+ _mesa_printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
+}
+
+
/**
* Called via ctx->Driver.UseProgram()
*/
return;
}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
-
if (program) {
shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
if (!shProg) {
}
/* debug code */
- if (0) {
- GLuint i;
- _mesa_printf("Use Shader %u\n", shProg->Name);
- for (i = 0; i < shProg->NumShaders; i++) {
- _mesa_printf(" shader %u, type 0x%x, checksum %u\n",
- shProg->Shaders[i]->Name,
- shProg->Shaders[i]->Type,
- shProg->Shaders[i]->SourceChecksum);
- }
- if (shProg->VertexProgram)
- printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
- if (shProg->FragmentProgram)
- printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
+ if (ctx->Shader.Flags & GLSL_USE_PROG) {
+ print_shader_info(shProg);
}
}
else {
shProg = NULL;
}
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
+ if (ctx->Shader.CurrentProgram != shProg) {
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
+ }
}
const GLint typeSize = sizeof_glsl_type(param->DataType);
GLsizei k, i;
- if (param->Size > typeSize) {
+ if ((GLint) param->Size > typeSize) {
/* an array */
/* we'll ignore extra data below */
}
else {
- /* non-array: count must be one */
- if (count != 1) {
+ /* non-array: count must be at most one; count == 0 is handled by the loop below */
+ if (count > 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniform(uniform is not an array)");
return;
GLboolean transpose, const GLfloat *values)
{
GLuint mat, row, col;
- GLuint dst = index + offset, src = 0;
+ GLuint src = 0;
+ const struct gl_program_parameter * param = &program->Parameters->Parameters[index];
+ const GLuint slots = (param->Size + 3) / 4;
+ const GLint typeSize = sizeof_glsl_type(param->DataType);
GLint nr, nc;
/* check that the number of rows, columns is correct */
- get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc);
+ get_matrix_dims(param->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;
+ if ((GLint) param->Size <= typeSize) {
+ /* non-array: count must be at most one; count == 0 is handled by the loop below */
+ if (count > 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(uniform is not an array)");
+ return;
+ }
}
/*
/* each matrix: */
for (col = 0; col < cols; col++) {
- GLfloat *v = program->Parameters->ParameterValues[dst];
+ GLfloat *v;
+ if (offset >= slots) {
+ /* Ignore writes beyond the end of (the used part of) an array */
+ return;
+ }
+ v = program->Parameters->ParameterValues[index + offset];
for (row = 0; row < rows; row++) {
if (transpose) {
v[row] = values[src + row * cols + col];
v[row] = values[src + col * rows + row];
}
}
- dst++;
+
+ offset++;
}
src += rows * cols; /* next matrix */