Convert to 0/1 when setting boolean uniforms

Also add some extra tests to the shader_api regression tests
This commit is contained in:
Bruce Merry 2007-12-21 23:18:40 +02:00 committed by Brian
parent 3f948025db
commit 2bf2a8cc6d
2 changed files with 47 additions and 1 deletions

View file

@ -49,7 +49,7 @@ static void check_status(GLuint id, GLenum pname, void (*query)(GLuint, GLenum,
query(id, pname, &status);
if (!status)
{
char info[1024];
char info[65536];
fprintf(stderr, "Compilation/link failure:\n");
glGetInfoLogARB(id, sizeof(info), NULL, info);
@ -272,6 +272,42 @@ static void test_uniform_neg_location(void)
glUniformMatrix2fv(-1, 1, GL_FALSE, data);
assert_no_error();
glUniformMatrix2fv(-200, 1, GL_FALSE, data);
assert_error(GL_INVALID_OPERATION);
}
static void test_uniform_bool_conversion(void)
{
GLuint program;
GLint location;
GLint value[16]; /* in case glGetUniformiv goes nuts on the stack */
assert_no_error();
program = make_program("uniform bool b;\nvoid main() { gl_Position.x = b ? 1.5 : 0.5; }\n", NULL);
location = glGetUniformLocation(program, "b");
assert(location != -1);
assert_no_error();
glUniform1i(location, 5);
assert_no_error();
glGetUniformiv(program, location, &value[0]);
assert_no_error();
assert(value[0] == 1);
}
static void test_uniform_multiple_samplers(void)
{
GLuint program;
GLint location;
GLint values[2] = {0, 1};
assert_no_error();
program = make_program(NULL, "uniform sampler2D s[2];\nvoid main() { gl_FragColor = texture2D(s[1], vec2(0.0, 0.0)); }\n");
location = glGetUniformLocation(program, "s[0]");
if (location == -1) /* Mesa doesn't currently support indexing */
location = glGetUniformLocation(program, "s");
assert(location != -1);
assert_no_error();
glUniform1iv(location, 2, values);
assert_no_error();
}
static void run_test(const char *name, void (*callback)(void))
@ -294,5 +330,8 @@ int main(int argc, char **argv)
RUN_TEST(test_uniform_scalar_count);
RUN_TEST(test_uniform_query_matrix);
RUN_TEST(test_uniform_neg_location);
RUN_TEST(test_uniform_bool_conversion);
/* Leave this one at the end, since it crashes Mesa's shader compiler */
RUN_TEST(test_uniform_multiple_samplers);
return 0;
}

View file

@ -1258,6 +1258,13 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
uniformVal[i] = fValues[i];
}
}
if (uType == GL_BOOL ||
uType == GL_BOOL_VEC2 ||
uType == GL_BOOL_VEC3 ||
uType == GL_BOOL_VEC4) {
for (i = 0; i < elems; i++)
uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
}
}
if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {