Make use of count in _mesa_uniform_matrix

This commit is contained in:
Bruce Merry
2007-12-21 16:04:43 +02:00
committed by Brian
parent 239be839be
commit 3f948025db

View File

@@ -1278,6 +1278,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
GLsizei maxCount, i;
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
@@ -1297,6 +1298,10 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
return;
}
if (count < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(count < 0)");
return;
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
@@ -1305,23 +1310,30 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
* the rows.
*/
/* XXXX need to test 3x3 and 2x2 matrices... */
if (transpose) {
GLuint row, col;
for (col = 0; col < cols; col++) {
GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
for (row = 0; row < rows; row++) {
v[row] = values[row * cols + col];
maxCount = shProg->Uniforms->Parameters[location].Size / (4 * cols);
if (count > maxCount)
count = maxCount;
for (i = 0; i < count; i++) {
if (transpose) {
GLuint row, col;
for (col = 0; col < cols; col++) {
GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
for (row = 0; row < rows; row++) {
v[row] = values[row * cols + col];
}
}
}
}
else {
GLuint row, col;
for (col = 0; col < cols; col++) {
GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
for (row = 0; row < rows; row++) {
v[row] = values[col * rows + row];
else {
GLuint row, col;
for (col = 0; col < cols; col++) {
GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
for (row = 0; row < rows; row++) {
v[row] = values[col * rows + row];
}
}
}
location += cols;
values += rows * cols;
}
}