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)
{
/*
* 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;
+ GLuint mat, row, col;
+ GLuint dst = location, src = 0;
+
+ /* 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,
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);
}
}
}