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https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-01-10 06:00:14 +01:00
mesa: glsl: fix a number of glUniform issues
Additional error checking. Allow setting elements of uniform arrays. This involves encoding both a uniform location and a parameter offset in the value returned by glGetUniformLocation(). Limit glUniform[if]v()'s count to the size of the uniform array. When setting bool-valued uniforms, convert all float/int values to 0 or 1.
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bda6ad273d
commit
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1 changed files with 199 additions and 31 deletions
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@ -765,6 +765,36 @@ sizeof_glsl_type(GLenum type)
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}
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static GLboolean
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is_boolean_type(GLenum type)
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{
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switch (type) {
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case GL_BOOL:
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case GL_BOOL_VEC2:
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case GL_BOOL_VEC3:
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case GL_BOOL_VEC4:
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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static GLboolean
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is_integer_type(GLenum type)
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{
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switch (type) {
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case GL_INT:
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case GL_INT_VEC2:
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case GL_INT_VEC3:
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case GL_INT_VEC4:
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return GL_TRUE;
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default:
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return GL_FALSE;
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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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@ -796,6 +826,30 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
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}
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static struct gl_program_parameter *
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get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
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{
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const struct gl_program *prog;
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GLint progPos;
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progPos = shProg->Uniforms->Uniforms[index].VertPos;
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if (progPos >= 0) {
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prog = &shProg->VertexProgram->Base;
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}
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else {
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progPos = shProg->Uniforms->Uniforms[index].FragPos;
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if (progPos >= 0) {
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prog = &shProg->FragmentProgram->Base;
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}
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}
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if (!prog || progPos < 0)
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return NULL; /* should never happen */
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return &prog->Parameters->Parameters[progPos];
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}
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/**
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* Called via ctx->Driver.GetActiveUniform().
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*/
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@ -1096,12 +1150,42 @@ _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
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}
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/**
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* The value returned by GetUniformLocation actually encodes two things:
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* 1. the index into the prog->Uniforms[] array for the uniform
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* 2. an offset in the prog->ParameterValues[] array for specifying array
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* elements or structure fields.
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* This function merges those two values.
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*/
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static void
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merge_location_offset(GLint *location, GLint offset)
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{
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*location = *location | (offset << 16);
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}
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/**
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* Seperate the uniform location and parameter offset. See above.
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*/
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static void
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split_location_offset(GLint *location, GLint *offset)
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{
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*offset = (*location >> 16);
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*location = *location & 0xffff;
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}
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/**
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* Called via ctx->Driver.GetUniformLocation().
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*
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* The return value will encode two values, the uniform location and an
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* offset (used for arrays, structs).
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*/
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static GLint
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_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
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{
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GLint offset = 0, location = -1;
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
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@ -1117,7 +1201,54 @@ _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
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* actually used.
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*/
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return _mesa_lookup_uniform(shProg->Uniforms, name);
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/* XXX we need to be able to parse uniform names for structs and arrays
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* such as:
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* mymatrix[1]
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* mystruct.field1
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*/
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{
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/* handle 1-dimension arrays here... */
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char *c = strchr(name, '[');
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if (c) {
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/* truncate name at [ */
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const GLint len = c - name;
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GLchar *newName = _mesa_malloc(len + 1);
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if (!newName)
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return -1; /* out of mem */
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_mesa_memcpy(newName, name, len);
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newName[len] = 0;
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location = _mesa_lookup_uniform(shProg->Uniforms, newName);
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if (location >= 0) {
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const GLint element = _mesa_atoi(c + 1);
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if (element > 0) {
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/* get type of the uniform array element */
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struct gl_program_parameter *p;
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p = get_uniform_parameter(shProg, location);
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if (p) {
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GLint rows, cols;
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get_matrix_dims(p->DataType, &rows, &cols);
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if (rows < 1)
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rows = 1;
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offset = element * rows;
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}
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}
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}
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_mesa_free(newName);
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}
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}
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if (location < 0) {
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location = _mesa_lookup_uniform(shProg->Uniforms, name);
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}
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if (location >= 0) {
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merge_location_offset(&location, offset);
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}
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return location;
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}
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@ -1290,23 +1421,33 @@ compatible_types(GLenum userType, GLenum targetType)
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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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* \param location the location/index of the uniform
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* \param index the index of the program parameter for the uniform
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* \param offset additional parameter slot offset (for arrays)
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* \param type the datatype of the uniform
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* \param count the number of uniforms to set
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* \param elems number of elements per uniform
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* \param values the new values
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*/
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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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set_program_uniform(GLcontext *ctx, struct gl_program *program,
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GLint index, GLint offset,
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GLenum type, GLsizei count, GLint elems,
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const void *values)
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{
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assert(offset >= 0);
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if (!compatible_types(type,
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program->Parameters->Parameters[location].DataType)) {
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program->Parameters->Parameters[index].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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if (index + offset > program->Parameters->Size) {
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/* out of bounds! */
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return;
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}
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if (program->Parameters->Parameters[index].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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@ -1318,7 +1459,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
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return;
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}
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sampler = (GLuint) program->Parameters->ParameterValues[location][0];
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sampler = (GLuint) program->Parameters->ParameterValues[index][0];
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texUnit = ((GLuint *) values)[0];
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/* check that the sampler (tex unit index) is legal */
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@ -1337,18 +1478,19 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
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else {
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/* ordinary uniform variable */
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GLsizei k, i;
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GLint slots = (program->Parameters->Parameters[index].Size + 3) / 4;
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if (count * elems > (GLint) program->Parameters->Parameters[location].Size) {
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if (count * elems > (GLint) program->Parameters->Parameters[index].Size) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
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return;
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}
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if (count > slots)
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count = slots;
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for (k = 0; k < count; k++) {
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GLfloat *uniformVal = program->Parameters->ParameterValues[location + k];
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if (type == GL_INT ||
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type == GL_INT_VEC2 ||
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type == GL_INT_VEC3 ||
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type == GL_INT_VEC4) {
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GLfloat *uniformVal = program->Parameters->ParameterValues[index + offset + k];
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if (is_integer_type(type)) {
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const GLint *iValues = ((const GLint *) values) + k * elems;
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for (i = 0; i < elems; i++) {
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uniformVal[i] = (GLfloat) iValues[i];
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@ -1360,6 +1502,13 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
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uniformVal[i] = fValues[i];
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}
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}
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/* if the uniform is bool-valued, convert to 1.0 or 0.0 */
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if (is_boolean_type(program->Parameters->Parameters[index].DataType)) {
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for (i = 0; i < elems; i++) {
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uniformVal[i] = uniformVal[i] ? 1.0 : 0.0;
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}
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}
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}
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}
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}
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@ -1373,7 +1522,7 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
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const GLvoid *values, GLenum type)
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{
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struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
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GLint elems;
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GLint elems, offset;
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if (!shProg || !shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
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@ -1383,6 +1532,8 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
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if (location == -1)
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return; /* The standard specifies this as a no-op */
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split_location_offset(&location, &offset);
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if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
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return;
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@ -1421,23 +1572,28 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
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* shader. We may need to update one or both shader's uniform here:
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*/
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if (shProg->VertexProgram) {
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GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
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if (loc >= 0) {
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/* convert uniform location to program parameter index */
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GLint index = shProg->Uniforms->Uniforms[location].VertPos;
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if (index >= 0) {
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set_program_uniform(ctx, &shProg->VertexProgram->Base,
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loc, type, count, elems, values);
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index, offset, type, count, elems, values);
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}
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}
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if (shProg->FragmentProgram) {
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GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
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if (loc >= 0) {
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/* convert uniform location to program parameter index */
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GLint index = shProg->Uniforms->Uniforms[location].FragPos;
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if (index >= 0) {
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set_program_uniform(ctx, &shProg->FragmentProgram->Base,
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loc, type, count, elems, values);
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index, offset, type, count, elems, values);
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}
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}
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}
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/**
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* Set a matrix-valued program parameter.
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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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@ -1485,19 +1641,24 @@ get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
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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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GLuint index, GLuint offset,
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GLuint count, 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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GLuint dst = index + offset, 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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get_matrix_dims(program->Parameters->Parameters[index].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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"glUniformMatrix(matrix size mismatch)");
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return;
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}
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if (index + offset > program->Parameters->Size) {
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/* out of bounds! */
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return;
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}
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@ -1538,6 +1699,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
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GLenum matrixType, GLint location, GLsizei count,
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GLboolean transpose, const GLfloat *values)
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{
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GLint offset;
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struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
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if (!shProg || !shProg->LinkStatus) {
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@ -1549,6 +1711,8 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
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if (location == -1)
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return; /* The standard specifies this as a no-op */
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split_location_offset(&location, &offset);
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if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
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return;
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@ -1561,18 +1725,22 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
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FLUSH_VERTICES(ctx, _NEW_PROGRAM);
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if (shProg->VertexProgram) {
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GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
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if (loc >= 0) {
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/* convert uniform location to program parameter index */
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GLint index = shProg->Uniforms->Uniforms[location].VertPos;
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if (index >= 0) {
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set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
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loc, count, rows, cols, transpose, values);
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index, offset,
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count, rows, cols, transpose, values);
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}
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}
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if (shProg->FragmentProgram) {
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GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
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if (loc >= 0) {
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/* convert uniform location to program parameter index */
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GLint index = shProg->Uniforms->Uniforms[location].FragPos;
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if (index >= 0) {
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set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
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loc, count, rows, cols, transpose, values);
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index, offset,
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count, rows, cols, transpose, values);
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}
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}
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}
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