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authorBrian Paul <brianp@vmware.com>2010-05-25 18:51:45 -0600
committerBrian Paul <brianp@vmware.com>2010-05-25 21:18:32 -0600
commit09c7d7bf2a5ad4cf222bf78f8d88f9fe6738e0c1 (patch)
treee5066d95e8c7ff1b8bdd1ea2e1856bf6262b316f
parent07b0529e55b1883d361f42846fb77e7d8521c746 (diff)
mesa: consolidate some glUniform code
-rw-r--r--src/mesa/shader/shader_api.c107
1 files changed, 29 insertions, 78 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index bb8e972541..cebe899265 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -840,44 +840,47 @@ _mesa_sizeof_glsl_type(GLenum type)
}
-static GLboolean
-is_boolean_type(GLenum type)
+static GLenum
+base_uniform_type(GLenum type)
{
switch (type) {
+#if 0 /* not needed, for now */
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
-
-
-static GLboolean
-is_integer_type(GLenum type)
-{
- switch (type) {
+ return GL_BOOL;
+#endif
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_FLOAT_VEC4:
+ return GL_FLOAT;
+ case GL_UNSIGNED_INT:
+ case GL_UNSIGNED_INT_VEC2:
+ case GL_UNSIGNED_INT_VEC3:
+ case GL_UNSIGNED_INT_VEC4:
+ return GL_UNSIGNED_INT;
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
- return GL_TRUE;
+ return GL_INT;
default:
- return GL_FALSE;
+ _mesa_problem(NULL, "Invalid type in base_uniform_type()");
+ return GL_FLOAT;
}
}
static GLboolean
-is_uint_type(GLenum type)
+is_boolean_type(GLenum type)
{
switch (type) {
- case GL_UNSIGNED_INT:
- case GL_UNSIGNED_INT_VEC2:
- case GL_UNSIGNED_INT_VEC3:
- case GL_UNSIGNED_INT_VEC4:
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
return GL_TRUE;
default:
return GL_FALSE;
@@ -1812,8 +1815,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
else {
/* ordinary uniform variable */
const GLboolean isUniformBool = is_boolean_type(param->DataType);
- const GLboolean areIntValues = is_integer_type(type);
- const GLboolean areUintValues = is_uint_type(type);
+ const GLenum basicType = base_uniform_type(type);
const GLint slots = (param->Size + 3) / 4;
const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
GLsizei k, i;
@@ -1844,14 +1846,14 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
/* uniformVal (the destination) is always float[4] */
uniformVal = program->Parameters->ParameterValues[index + offset + k];
- if (areIntValues) {
+ if (basicType == GL_INT) {
/* convert user's ints to floats */
const GLint *iValues = ((const GLint *) values) + k * elems;
for (i = 0; i < elems; i++) {
uniformVal[i] = (GLfloat) iValues[i];
}
}
- else if (areUintValues) {
+ else if (basicType == GL_UNSIGNED_INT) {
/* convert user's uints to floats */
const GLuint *iValues = ((const GLuint *) values) + k * elems;
for (i = 0; i < elems; i++) {
@@ -1860,6 +1862,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
}
else {
const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
+ assert(basicType == GL_FLOAT);
for (i = 0; i < elems; i++) {
uniformVal[i] = fValues[i];
}
@@ -1886,7 +1889,6 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
struct gl_uniform *uniform;
GLint elems, offset;
- GLenum basicType;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
@@ -1914,65 +1916,14 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
return;
}
- switch (type) {
- case GL_FLOAT:
- basicType = GL_FLOAT;
- elems = 1;
- break;
- case GL_INT:
- basicType = GL_INT;
- elems = 1;
- break;
- case GL_UNSIGNED_INT:
- basicType = GL_UNSIGNED_INT;
- elems = 1;
- break;
- case GL_FLOAT_VEC2:
- basicType = GL_FLOAT;
- elems = 2;
- break;
- case GL_INT_VEC2:
- basicType = GL_INT;
- elems = 2;
- break;
- case GL_UNSIGNED_INT_VEC2:
- basicType = GL_UNSIGNED_INT;
- elems = 2;
- break;
- case GL_FLOAT_VEC3:
- basicType = GL_FLOAT;
- elems = 3;
- break;
- case GL_INT_VEC3:
- basicType = GL_INT;
- elems = 3;
- break;
- case GL_UNSIGNED_INT_VEC3:
- basicType = GL_UNSIGNED_INT;
- elems = 3;
- break;
- case GL_FLOAT_VEC4:
- basicType = GL_FLOAT;
- elems = 4;
- break;
- case GL_INT_VEC4:
- basicType = GL_INT;
- elems = 4;
- break;
- case GL_UNSIGNED_INT_VEC4:
- basicType = GL_UNSIGNED_INT;
- elems = 4;
- break;
- default:
- _mesa_problem(ctx, "Invalid type in _mesa_uniform");
- return;
- }
+ elems = _mesa_sizeof_glsl_type(type);
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
uniform = &shProg->Uniforms->Uniforms[location];
if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ const GLenum basicType = base_uniform_type(type);
GLint i;
printf("Mesa: set program %u uniform %s (loc %d) to: ",
shProg->Name, uniform->Name, location);