mesa: assorted glsl uniform/attribute fixes
Fix incorrect uniform/attribute size query results. Add missing error checking for glUniform, glUniformMatrix params Fix an array size/allocation error.
This commit is contained in:
@@ -62,29 +62,6 @@ _mesa_free_parameter_list(struct gl_program_parameter_list *paramList)
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}
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static GLint
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_mesa_fit_type_in_vec4(GLenum type)
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{
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switch (type) {
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case GL_FLOAT:
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case GL_INT:
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return 4;
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break;
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case GL_FLOAT_VEC2:
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case GL_INT_VEC2:
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return 2;
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break;
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case GL_FLOAT_VEC3:
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case GL_INT_VEC3:
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return 1;
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break;
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case GL_FLOAT_VEC4:
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case GL_INT_VEC4:
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default:
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return 1;
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}
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}
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/**
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* Add a new parameter to a parameter list.
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* Note that parameter values are usually 4-element GLfloat vectors.
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@@ -294,7 +271,7 @@ _mesa_add_uniform(struct gl_program_parameter_list *paramList,
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}
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else {
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i = _mesa_add_parameter(paramList, PROGRAM_UNIFORM, name,
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size * _mesa_fit_type_in_vec4(datatype), datatype, NULL, NULL);
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size, datatype, NULL, NULL);
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return i;
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}
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}
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@@ -362,7 +339,7 @@ _mesa_add_varying(struct gl_program_parameter_list *paramList,
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*/
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GLint
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_mesa_add_attribute(struct gl_program_parameter_list *paramList,
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const char *name, GLint size, GLint attrib)
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const char *name, GLint size, GLenum datatype, GLint attrib)
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{
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GLint i = _mesa_lookup_parameter_index(paramList, -1, name);
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if (i >= 0) {
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@@ -378,7 +355,7 @@ _mesa_add_attribute(struct gl_program_parameter_list *paramList,
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if (size < 0)
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size = 4;
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i = _mesa_add_parameter(paramList, PROGRAM_INPUT, name,
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size, GL_NONE, NULL, state);
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size, datatype, NULL, state);
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}
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return i;
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}
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@@ -122,7 +122,7 @@ _mesa_add_varying(struct gl_program_parameter_list *paramList,
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extern GLint
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_mesa_add_attribute(struct gl_program_parameter_list *paramList,
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const char *name, GLint size, GLint attrib);
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const char *name, GLint size, GLenum datatype, GLint attrib);
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extern GLint
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_mesa_add_state_reference(struct gl_program_parameter_list *paramList,
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@@ -513,6 +513,7 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
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struct gl_shader_program *shProg;
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const GLint size = -1; /* unknown size */
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GLint i, oldIndex;
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GLenum datatype;
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shProg = _mesa_lookup_shader_program_err(ctx, program,
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"glBindAttribLocation");
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@@ -537,13 +538,14 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
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if (shProg->LinkStatus) {
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/* get current index/location for the attribute */
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oldIndex = _mesa_get_attrib_location(ctx, program, name);
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assert(0);
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}
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else {
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oldIndex = -1;
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}
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/* this will replace the current value if it's already in the list */
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i = _mesa_add_attribute(shProg->Attributes, name, size, index);
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i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
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if (i < 0) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
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}
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@@ -710,16 +712,51 @@ _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
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}
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static GLint
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sizeof_glsl_type(GLenum type)
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{
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switch (type) {
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case GL_FLOAT:
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case GL_INT:
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case GL_BOOL:
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return 1;
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case GL_FLOAT_VEC2:
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case GL_INT_VEC2:
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case GL_BOOL_VEC2:
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return 2;
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case GL_FLOAT_VEC3:
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case GL_INT_VEC3:
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case GL_BOOL_VEC3:
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return 3;
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case GL_FLOAT_VEC4:
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case GL_INT_VEC4:
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case GL_BOOL_VEC4:
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return 4;
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case GL_FLOAT_MAT2:
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case GL_FLOAT_MAT2x3:
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case GL_FLOAT_MAT2x4:
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return 8; /* two float[4] vectors */
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case GL_FLOAT_MAT3:
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case GL_FLOAT_MAT3x2:
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case GL_FLOAT_MAT3x4:
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return 12; /* three float[4] vectors */
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case GL_FLOAT_MAT4:
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case GL_FLOAT_MAT4x2:
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case GL_FLOAT_MAT4x3:
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return 16; /* four float[4] vectors */
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default:
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_mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
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return 1;
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}
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}
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static void
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_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
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GLsizei maxLength, GLsizei *length, GLint *size,
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GLenum *type, GLchar *nameOut)
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{
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static const GLenum vec_types[] = {
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GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
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};
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struct gl_shader_program *shProg;
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GLint sz;
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shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
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if (!shProg)
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@@ -732,11 +769,11 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
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copy_string(nameOut, maxLength, length,
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shProg->Attributes->Parameters[index].Name);
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sz = shProg->Attributes->Parameters[index].Size;
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if (size)
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*size = sz;
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*size = shProg->Attributes->Parameters[index].Size
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/ sizeof_glsl_type(shProg->Attributes->Parameters[index].DataType);
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if (type)
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*type = vec_types[sz]; /* XXX this is a temporary hack */
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*type = shProg->Attributes->Parameters[index].DataType;
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}
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@@ -779,8 +816,8 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
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copy_string(nameOut, maxLength, length,
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prog->Parameters->Parameters[progPos].Name);
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if (size)
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*size = prog->Parameters->Parameters[progPos].Size;
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*size = prog->Parameters->Parameters[progPos].Size
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/ sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
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if (type)
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*type = prog->Parameters->Parameters[progPos].DataType;
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}
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@@ -1172,6 +1209,36 @@ update_textures_used(struct gl_program *prog)
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}
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/**
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* Check if the type given by userType is allowed to set a uniform of the
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* target type. Generally, equivalence is required, but setting Boolean
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* uniforms can be done with glUniformiv or glUniformfv.
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*/
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static GLboolean
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compatible_types(GLenum userType, GLenum targetType)
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{
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if (userType == targetType)
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return GL_TRUE;
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if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT))
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return GL_TRUE;
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if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
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userType == GL_INT_VEC2))
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return GL_TRUE;
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if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
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userType == GL_INT_VEC3))
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return GL_TRUE;
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if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
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userType == GL_INT_VEC4))
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return GL_TRUE;
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return GL_FALSE;
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}
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/**
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* Set the value of a program's uniform variable.
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* \param program the program whose uniform to update
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@@ -1185,6 +1252,12 @@ static void
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set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
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GLenum type, GLsizei count, GLint elems, const void *values)
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{
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if (!compatible_types(type,
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program->Parameters->Parameters[location].DataType)) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
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return;
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}
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if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
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/* This controls which texture unit which is used by a sampler */
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GLuint texUnit, sampler;
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@@ -1317,19 +1390,74 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
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}
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static void
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get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
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{
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switch (type) {
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case GL_FLOAT_MAT2:
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*rows = *cols = 2;
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break;
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case GL_FLOAT_MAT2x3:
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*rows = 3;
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*cols = 2;
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break;
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case GL_FLOAT_MAT2x4:
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*rows = 4;
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*cols = 2;
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break;
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case GL_FLOAT_MAT3:
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*rows = 3;
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*cols = 3;
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break;
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case GL_FLOAT_MAT3x2:
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*rows = 2;
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*cols = 3;
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break;
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case GL_FLOAT_MAT3x4:
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*rows = 4;
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*cols = 3;
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break;
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case GL_FLOAT_MAT4:
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*rows = 4;
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*cols = 4;
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break;
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case GL_FLOAT_MAT4x2:
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*rows = 2;
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*cols = 4;
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break;
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case GL_FLOAT_MAT4x3:
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*rows = 3;
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*cols = 4;
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break;
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default:
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*rows = *cols = 0;
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}
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}
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static void
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set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
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GLuint location, GLuint count,
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GLuint rows, GLuint cols,
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GLboolean transpose, const GLfloat *values)
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{
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GLuint mat, row, col;
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GLuint dst = location, src = 0;
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GLint nr, nc;
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/* check that the number of rows, columns is correct */
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get_matrix_dims(program->Parameters->Parameters[location].DataType, &nr, &nc);
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if (rows != nr || cols != nc) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glUniformMatrix(matrix size mismatch");
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return;
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}
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/*
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* Note: the _columns_ of a matrix are stored in program registers, not
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* the rows. So, the loops below look a little funny.
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* XXX could optimize this a bit...
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*/
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GLuint mat, row, col;
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GLuint dst = location, src = 0;
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/* loop over matrices */
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for (mat = 0; mat < count; mat++) {
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@@ -3037,6 +3037,23 @@ _slang_gen_operation(slang_assemble_ctx * A, slang_operation *oper)
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}
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/**
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* Compute total size of array give size of element, number of elements.
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*/
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static GLint
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array_size(GLint baseSize, GLint arrayLen)
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{
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GLint total;
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if (arrayLen > 1) {
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/* round up base type to multiple of 4 */
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total = ((baseSize + 3) & ~0x3) * MAX2(arrayLen, 1);
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}
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else {
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total = baseSize;
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}
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return total;
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}
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/**
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* Called by compiler when a global variable has been parsed/compiled.
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@@ -3076,7 +3093,7 @@ _slang_codegen_global_variable(slang_assemble_ctx *A, slang_variable *var,
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}
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else if (var->type.qualifier == SLANG_QUAL_UNIFORM) {
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/* Uniform variable */
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const GLint totalSize = size * MAX2(var->array_len, 1);
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const GLint totalSize = array_size(size, var->array_len);
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const GLuint swizzle = _slang_var_swizzle(totalSize, 0);
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if (prog) {
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/* user-defined uniform */
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@@ -3161,7 +3178,7 @@ _slang_codegen_global_variable(slang_assemble_ctx *A, slang_variable *var,
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/* user-defined vertex attribute */
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const GLint attr = -1; /* unknown */
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GLint index = _mesa_add_attribute(prog->Attributes, varName,
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size, attr);
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size, datatype, attr);
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assert(index >= 0);
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store = _slang_new_ir_storage(PROGRAM_INPUT,
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VERT_ATTRIB_GENERIC0 + index, size);
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@@ -211,7 +211,6 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
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{
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GLuint i, j;
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GLbitfield usedAttributes;
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GLint size = 4; /* XXX fix */
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assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
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@@ -253,6 +252,8 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
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* Start at 1 since generic attribute 0 always aliases
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* glVertex/position.
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*/
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GLint size = prog->Attributes->Parameters[k].Size;
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GLenum datatype = prog->Attributes->Parameters[k].DataType;
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for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
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if (((1 << attr) & usedAttributes) == 0)
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break;
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@@ -261,7 +262,7 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
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/* too many! XXX record error log */
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return GL_FALSE;
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}
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_mesa_add_attribute(shProg->Attributes, name, size, attr);
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_mesa_add_attribute(shProg->Attributes, name, size, datatype,attr);
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/* set the attribute as used */
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usedAttributes |= 1<<attr;
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