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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:
parent
882aab00ab
commit
a6976f0972
3 changed files with 42 additions and 42 deletions
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@ -873,7 +873,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
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GLuint cols, GLuint rows,
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GLint location, GLsizei count,
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GLboolean transpose,
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const GLvoid *values, GLenum type)
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const GLvoid *values, enum glsl_base_type basicType)
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{
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unsigned offset;
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unsigned vectors;
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@ -892,8 +892,8 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
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return;
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}
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assert(type == GL_FLOAT || type == GL_DOUBLE);
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size_mul = type == GL_DOUBLE ? 2 : 1;
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assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
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size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
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assert(!uni->type->is_sampler());
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vectors = uni->type->matrix_columns;
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@ -948,7 +948,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
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if (!transpose) {
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memcpy(&uni->storage[elements * offset], values,
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sizeof(uni->storage[0]) * elements * count * size_mul);
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} else if (type == GL_FLOAT) {
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} else if (basicType == GLSL_TYPE_FLOAT) {
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/* Copy and transpose the matrix.
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*/
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const float *src = (const float *)values;
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@ -965,7 +965,7 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
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src += elements;
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}
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} else {
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assert(type == GL_DOUBLE);
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assert(basicType == GLSL_TYPE_DOUBLE);
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const double *src = (const double *)values;
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double *dst = (double *)&uni->storage[elements * offset].f;
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@ -553,7 +553,7 @@ _mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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2, 2, location, count, transpose, value, GL_FLOAT);
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2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -562,7 +562,7 @@ _mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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3, 3, location, count, transpose, value, GL_FLOAT);
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3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -571,7 +571,7 @@ _mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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4, 4, location, count, transpose, value, GL_FLOAT);
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4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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/** Same as above with direct state access **/
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@ -683,7 +683,7 @@ _mesa_ProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix2fv");
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_mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -694,7 +694,7 @@ _mesa_ProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix3fv");
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_mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -705,7 +705,7 @@ _mesa_ProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix4fv");
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_mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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@ -718,7 +718,7 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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2, 3, location, count, transpose, value, GL_FLOAT);
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2, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -727,7 +727,7 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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3, 2, location, count, transpose, value, GL_FLOAT);
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3, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -736,7 +736,7 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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2, 4, location, count, transpose, value, GL_FLOAT);
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2, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -745,7 +745,7 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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4, 2, location, count, transpose, value, GL_FLOAT);
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4, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -754,7 +754,7 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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3, 4, location, count, transpose, value, GL_FLOAT);
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3, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -763,7 +763,7 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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4, 3, location, count, transpose, value, GL_FLOAT);
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4, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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/** Same as above with direct state access **/
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@ -776,7 +776,7 @@ _mesa_ProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix2x3fv");
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_mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -787,7 +787,7 @@ _mesa_ProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix3x2fv");
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_mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -798,7 +798,7 @@ _mesa_ProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix2x4fv");
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_mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -809,7 +809,7 @@ _mesa_ProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix4x2fv");
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_mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -820,7 +820,7 @@ _mesa_ProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix3x4fv");
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_mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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void GLAPIENTRY
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@ -831,7 +831,7 @@ _mesa_ProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix4x3fv");
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_mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GL_FLOAT);
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_mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value, GLSL_TYPE_FLOAT);
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}
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@ -1303,7 +1303,7 @@ _mesa_UniformMatrix2dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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2, 2, location, count, transpose, value, GL_DOUBLE);
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2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1312,7 +1312,7 @@ _mesa_UniformMatrix3dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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3, 3, location, count, transpose, value, GL_DOUBLE);
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3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1321,7 +1321,7 @@ _mesa_UniformMatrix4dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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4, 4, location, count, transpose, value, GL_DOUBLE);
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4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1330,7 +1330,7 @@ _mesa_UniformMatrix2x3dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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2, 3, location, count, transpose, value, GL_DOUBLE);
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2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1339,7 +1339,7 @@ _mesa_UniformMatrix3x2dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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3, 2, location, count, transpose, value, GL_DOUBLE);
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3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1348,7 +1348,7 @@ _mesa_UniformMatrix2x4dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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2, 4, location, count, transpose, value, GL_DOUBLE);
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2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1357,7 +1357,7 @@ _mesa_UniformMatrix4x2dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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4, 2, location, count, transpose, value, GL_DOUBLE);
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4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1366,7 +1366,7 @@ _mesa_UniformMatrix3x4dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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3, 4, location, count, transpose, value, GL_DOUBLE);
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3, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1375,7 +1375,7 @@ _mesa_UniformMatrix4x3dv(GLint location, GLsizei count, GLboolean transpose,
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{
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GET_CURRENT_CONTEXT(ctx);
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_mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram,
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4, 3, location, count, transpose, value, GL_DOUBLE);
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4, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1481,7 +1481,7 @@ _mesa_ProgramUniformMatrix2dv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix2dv");
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_mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GL_DOUBLE);
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_mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1492,7 +1492,7 @@ _mesa_ProgramUniformMatrix3dv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix3dv");
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_mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GL_DOUBLE);
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_mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1503,7 +1503,7 @@ _mesa_ProgramUniformMatrix4dv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix4dv");
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_mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GL_DOUBLE);
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_mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1514,7 +1514,7 @@ _mesa_ProgramUniformMatrix2x3dv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix2x3dv");
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_mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GL_DOUBLE);
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_mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1525,7 +1525,7 @@ _mesa_ProgramUniformMatrix3x2dv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix3x2dv");
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_mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GL_DOUBLE);
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_mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1536,7 +1536,7 @@ _mesa_ProgramUniformMatrix2x4dv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix2x4dv");
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_mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GL_DOUBLE);
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_mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -1547,7 +1547,7 @@ _mesa_ProgramUniformMatrix4x2dv(GLuint program, GLint location, GLsizei count,
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program,
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"glProgramUniformMatrix4x2dv");
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_mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GL_DOUBLE);
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_mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value, GLSL_TYPE_DOUBLE);
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}
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void GLAPIENTRY
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@ -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);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue