mesa: Pass the type to _mesa_uniform_matrix as a glsl_base_type

This matches _mesa_uniform, and it enables the bug fix in the next
patch.

v2: s/type/basicType/ in the assert in _mesa_uniform_matrix.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Reviewed-by: Timothy Arceri <t_arceri@yahoo.com.au> [v1]
Cc: Dave Airlie <airlied@redhat.com>
Cc: "10.6 11.0" <mesa-stable@lists.freedesktop.org>
This commit is contained in:
Ian Romanick 2015-08-31 18:30:48 -07:00
parent 882aab00ab
commit a6976f0972
3 changed files with 42 additions and 42 deletions

View file

@ -873,7 +873,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
GLuint cols, GLuint rows,
GLint location, GLsizei count,
GLboolean transpose,
const GLvoid *values, GLenum type)
const GLvoid *values, enum glsl_base_type basicType)
{
unsigned offset;
unsigned vectors;
@ -892,8 +892,8 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
return;
}
assert(type == GL_FLOAT || type == GL_DOUBLE);
size_mul = type == GL_DOUBLE ? 2 : 1;
assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
assert(!uni->type->is_sampler());
vectors = uni->type->matrix_columns;
@ -948,7 +948,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
if (!transpose) {
memcpy(&uni->storage[elements * offset], values,
sizeof(uni->storage[0]) * elements * count * size_mul);
} else if (type == GL_FLOAT) {
} else if (basicType == GLSL_TYPE_FLOAT) {
/* Copy and transpose the matrix.
*/
const float *src = (const float *)values;
@ -965,7 +965,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
src += elements;
}
} else {
assert(type == GL_DOUBLE);
assert(basicType == GLSL_TYPE_DOUBLE);
const double *src = (const double *)values;
double *dst = (double *)&uni->storage[elements * offset].f;

View file

@ -553,7 +553,7 @@ _mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 2, location, count, transpose, value, GL_FLOAT);
2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -562,7 +562,7 @@ _mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 3, location, count, transpose, value, GL_FLOAT);
3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -571,7 +571,7 @@ _mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 4, location, count, transpose, value, GL_FLOAT);
4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
/** Same as above with direct state access **/
@ -683,7 +683,7 @@ _mesa_ProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2fv");
_mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -694,7 +694,7 @@ _mesa_ProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3fv");
_mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -705,7 +705,7 @@ _mesa_ProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4fv");
_mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
@ -718,7 +718,7 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 3, location, count, transpose, value, GL_FLOAT);
2, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -727,7 +727,7 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 2, location, count, transpose, value, GL_FLOAT);
3, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -736,7 +736,7 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 4, location, count, transpose, value, GL_FLOAT);
2, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -745,7 +745,7 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 2, location, count, transpose, value, GL_FLOAT);
4, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -754,7 +754,7 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 4, location, count, transpose, value, GL_FLOAT);
3, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -763,7 +763,7 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 3, location, count, transpose, value, GL_FLOAT);
4, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
/** Same as above with direct state access **/
@ -776,7 +776,7 @@ _mesa_ProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x3fv");
_mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -787,7 +787,7 @@ _mesa_ProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x2fv");
_mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -798,7 +798,7 @@ _mesa_ProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x4fv");
_mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -809,7 +809,7 @@ _mesa_ProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x2fv");
_mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -820,7 +820,7 @@ _mesa_ProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x4fv");
_mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
void GLAPIENTRY
@ -831,7 +831,7 @@ _mesa_ProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x3fv");
_mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GL_FLOAT);
_mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
}
@ -1303,7 +1303,7 @@ _mesa_UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 2, location, count, transpose, value, GL_DOUBLE);
2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1312,7 +1312,7 @@ _mesa_UniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 3, location, count, transpose, value, GL_DOUBLE);
3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1321,7 +1321,7 @@ _mesa_UniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 4, location, count, transpose, value, GL_DOUBLE);
4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1330,7 +1330,7 @@ _mesa_UniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 3, location, count, transpose, value, GL_DOUBLE);
2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1339,7 +1339,7 @@ _mesa_UniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 2, location, count, transpose, value, GL_DOUBLE);
3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1348,7 +1348,7 @@ _mesa_UniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
2, 4, location, count, transpose, value, GL_DOUBLE);
2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1357,7 +1357,7 @@ _mesa_UniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 2, location, count, transpose, value, GL_DOUBLE);
4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1366,7 +1366,7 @@ _mesa_UniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
3, 4, location, count, transpose, value, GL_DOUBLE);
3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1375,7 +1375,7 @@ _mesa_UniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose,
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
4, 3, location, count, transpose, value, GL_DOUBLE);
4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1481,7 +1481,7 @@ _mesa_ProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2dv");
_mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1492,7 +1492,7 @@ _mesa_ProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3dv");
_mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1503,7 +1503,7 @@ _mesa_ProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4dv");
_mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1514,7 +1514,7 @@ _mesa_ProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x3dv");
_mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1525,7 +1525,7 @@ _mesa_ProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x2dv");
_mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1536,7 +1536,7 @@ _mesa_ProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix2x4dv");
_mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1547,7 +1547,7 @@ _mesa_ProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x2dv");
_mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1558,7 +1558,7 @@ _mesa_ProgramUniformMatrix3x4dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix3x4dv");
_mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}
void GLAPIENTRY
@ -1569,5 +1569,5 @@ _mesa_ProgramUniformMatrix4x3dv(GLuint program, GLint location, GLsizei count,
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program,
"glProgramUniformMatrix4x3dv");
_mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GL_DOUBLE);
_mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
}

View file

@ -355,7 +355,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
GLuint cols, GLuint rows,
GLint location, GLsizei count,
GLboolean transpose,
const GLvoid *values, GLenum type);
const GLvoid *values, enum glsl_base_type basicType);
void
_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,