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