From 09c7d7bf2a5ad4cf222bf78f8d88f9fe6738e0c1 Mon Sep 17 00:00:00 2001 From: Brian Paul Date: Tue, 25 May 2010 18:51:45 -0600 Subject: [PATCH] mesa: consolidate some glUniform code --- src/mesa/shader/shader_api.c | 107 ++++++++++------------------------- 1 file changed, 29 insertions(+), 78 deletions(-) diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index bb8e9725414..cebe899265b 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -840,44 +840,47 @@ _mesa_sizeof_glsl_type(GLenum type) } -static GLboolean -is_boolean_type(GLenum type) +static GLenum +base_uniform_type(GLenum type) { switch (type) { +#if 0 /* not needed, for now */ 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) { + return GL_BOOL; +#endif + case GL_FLOAT: + case GL_FLOAT_VEC2: + case GL_FLOAT_VEC3: + case GL_FLOAT_VEC4: + return GL_FLOAT; + case GL_UNSIGNED_INT: + case GL_UNSIGNED_INT_VEC2: + case GL_UNSIGNED_INT_VEC3: + case GL_UNSIGNED_INT_VEC4: + return GL_UNSIGNED_INT; case GL_INT: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: - return GL_TRUE; + return GL_INT; default: - return GL_FALSE; + _mesa_problem(NULL, "Invalid type in base_uniform_type()"); + return GL_FLOAT; } } static GLboolean -is_uint_type(GLenum type) +is_boolean_type(GLenum type) { switch (type) { - case GL_UNSIGNED_INT: - case GL_UNSIGNED_INT_VEC2: - case GL_UNSIGNED_INT_VEC3: - case GL_UNSIGNED_INT_VEC4: + case GL_BOOL: + case GL_BOOL_VEC2: + case GL_BOOL_VEC3: + case GL_BOOL_VEC4: return GL_TRUE; default: return GL_FALSE; @@ -1812,8 +1815,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, else { /* ordinary uniform variable */ const GLboolean isUniformBool = is_boolean_type(param->DataType); - const GLboolean areIntValues = is_integer_type(type); - const GLboolean areUintValues = is_uint_type(type); + const GLenum basicType = base_uniform_type(type); const GLint slots = (param->Size + 3) / 4; const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); GLsizei k, i; @@ -1844,14 +1846,14 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, /* uniformVal (the destination) is always float[4] */ uniformVal = program->Parameters->ParameterValues[index + offset + k]; - if (areIntValues) { + if (basicType == GL_INT) { /* convert user's ints to floats */ const GLint *iValues = ((const GLint *) values) + k * elems; for (i = 0; i < elems; i++) { uniformVal[i] = (GLfloat) iValues[i]; } } - else if (areUintValues) { + else if (basicType == GL_UNSIGNED_INT) { /* convert user's uints to floats */ const GLuint *iValues = ((const GLuint *) values) + k * elems; for (i = 0; i < elems; i++) { @@ -1860,6 +1862,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, } else { const GLfloat *fValues = ((const GLfloat *) values) + k * elems; + assert(basicType == GL_FLOAT); for (i = 0; i < elems; i++) { uniformVal[i] = fValues[i]; } @@ -1886,7 +1889,6 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; struct gl_uniform *uniform; GLint elems, offset; - GLenum basicType; if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); @@ -1914,65 +1916,14 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, return; } - switch (type) { - case GL_FLOAT: - basicType = GL_FLOAT; - elems = 1; - break; - case GL_INT: - basicType = GL_INT; - elems = 1; - break; - case GL_UNSIGNED_INT: - basicType = GL_UNSIGNED_INT; - elems = 1; - break; - case GL_FLOAT_VEC2: - basicType = GL_FLOAT; - elems = 2; - break; - case GL_INT_VEC2: - basicType = GL_INT; - elems = 2; - break; - case GL_UNSIGNED_INT_VEC2: - basicType = GL_UNSIGNED_INT; - elems = 2; - break; - case GL_FLOAT_VEC3: - basicType = GL_FLOAT; - elems = 3; - break; - case GL_INT_VEC3: - basicType = GL_INT; - elems = 3; - break; - case GL_UNSIGNED_INT_VEC3: - basicType = GL_UNSIGNED_INT; - elems = 3; - break; - case GL_FLOAT_VEC4: - basicType = GL_FLOAT; - elems = 4; - break; - case GL_INT_VEC4: - basicType = GL_INT; - elems = 4; - break; - case GL_UNSIGNED_INT_VEC4: - basicType = GL_UNSIGNED_INT; - elems = 4; - break; - default: - _mesa_problem(ctx, "Invalid type in _mesa_uniform"); - return; - } + elems = _mesa_sizeof_glsl_type(type); FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[location]; if (ctx->Shader.Flags & GLSL_UNIFORMS) { + const GLenum basicType = base_uniform_type(type); GLint i; printf("Mesa: set program %u uniform %s (loc %d) to: ", shProg->Name, uniform->Name, location); -- 2.30.2