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authorBrian Paul <brianp@vmware.com>2010-05-26 22:24:58 -0600
committerBrian Paul <brianp@vmware.com>2010-05-26 22:30:10 -0600
commit69861ae49724dd49ae3ba82398239ad892753de7 (patch)
tree0cfaaec4ef982f95d3b46f97850a3157c14ef329 /src/mesa/shader/shader_api.c
parent655c9a0533fea7a2732fce766b9f4c03d7dc641d (diff)
mesa: move GLSL uniform functions into new source file
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c861
1 files changed, 4 insertions, 857 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index cebe899265..25853823a1 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -44,6 +44,7 @@
#include "shader/prog_statevars.h"
#include "shader/prog_uniform.h"
#include "shader/shader_api.h"
+#include "shader/uniforms.h"
#include "shader/slang/slang_compile.h"
#include "shader/slang/slang_link.h"
#include "main/dispatch.h"
@@ -222,7 +223,7 @@ _mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
/**
* As above, but record an error if program is not found.
*/
-static struct gl_shader_program *
+struct gl_shader_program *
_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
const char *caller)
{
@@ -840,77 +841,6 @@ _mesa_sizeof_glsl_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_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_INT;
- default:
- _mesa_problem(NULL, "Invalid type in base_uniform_type()");
- return GL_FLOAT;
- }
-}
-
-
-static GLboolean
-is_boolean_type(GLenum type)
-{
- switch (type) {
- 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_sampler_type(GLenum type)
-{
- switch (type) {
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_1D_SHADOW:
- case GL_SAMPLER_2D_SHADOW:
- case GL_SAMPLER_2D_RECT_ARB:
- case GL_SAMPLER_2D_RECT_SHADOW_ARB:
- case GL_SAMPLER_1D_ARRAY_EXT:
- case GL_SAMPLER_2D_ARRAY_EXT:
- case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
-
-
static void
_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
@@ -943,93 +873,6 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
}
-static struct gl_program_parameter *
-get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
-{
- const struct gl_program *prog = NULL;
- GLint progPos;
-
- progPos = shProg->Uniforms->Uniforms[index].VertPos;
- if (progPos >= 0) {
- prog = &shProg->VertexProgram->Base;
- }
- else {
- progPos = shProg->Uniforms->Uniforms[index].FragPos;
- if (progPos >= 0) {
- prog = &shProg->FragmentProgram->Base;
- }
- }
-
- if (!prog || progPos < 0)
- return NULL; /* should never happen */
-
- return &prog->Parameters->Parameters[progPos];
-}
-
-
-/**
- * Called via ctx->Driver.GetActiveUniform().
- */
-static void
-_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
- GLsizei maxLength, GLsizei *length, GLint *size,
- GLenum *type, GLchar *nameOut)
-{
- const struct gl_shader_program *shProg;
- const struct gl_program *prog = NULL;
- const struct gl_program_parameter *param;
- GLint progPos;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
- if (!shProg)
- return;
-
- if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
- return;
- }
-
- progPos = shProg->Uniforms->Uniforms[index].VertPos;
- if (progPos >= 0) {
- prog = &shProg->VertexProgram->Base;
- }
- else {
- progPos = shProg->Uniforms->Uniforms[index].FragPos;
- if (progPos >= 0) {
- prog = &shProg->FragmentProgram->Base;
- }
- }
-
- if (!prog || progPos < 0)
- return; /* should never happen */
-
- ASSERT(progPos < prog->Parameters->NumParameters);
- param = &prog->Parameters->Parameters[progPos];
-
- if (nameOut) {
- _mesa_copy_string(nameOut, maxLength, length, param->Name);
- }
-
- if (size) {
- GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
- if ((GLint) param->Size > typeSize) {
- /* This is an array.
- * Array elements are placed on vector[4] boundaries so they're
- * a multiple of four floats. We round typeSize up to next multiple
- * of four to get the right size below.
- */
- typeSize = (typeSize + 3) & ~3;
- }
- /* Note that the returned size is in units of the <type>, not bytes */
- *size = param->Size / typeSize;
- }
-
- if (type) {
- *type = param->DataType;
- }
-}
-
-
/**
* Called via ctx->Driver.GetAttachedShaders().
*/
@@ -1209,282 +1052,6 @@ _mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
}
-static void
-get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
-{
- switch (type) {
- case GL_FLOAT_MAT2:
- *rows = *cols = 2;
- break;
- case GL_FLOAT_MAT2x3:
- *rows = 3;
- *cols = 2;
- break;
- case GL_FLOAT_MAT2x4:
- *rows = 4;
- *cols = 2;
- break;
- case GL_FLOAT_MAT3:
- *rows = 3;
- *cols = 3;
- break;
- case GL_FLOAT_MAT3x2:
- *rows = 2;
- *cols = 3;
- break;
- case GL_FLOAT_MAT3x4:
- *rows = 4;
- *cols = 3;
- break;
- case GL_FLOAT_MAT4:
- *rows = 4;
- *cols = 4;
- break;
- case GL_FLOAT_MAT4x2:
- *rows = 2;
- *cols = 4;
- break;
- case GL_FLOAT_MAT4x3:
- *rows = 3;
- *cols = 4;
- break;
- default:
- *rows = *cols = 0;
- }
-}
-
-
-/**
- * Determine the number of rows and columns occupied by a uniform
- * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
- * the number of rows = 1 and cols = number of elements in the vector.
- */
-static void
-get_uniform_rows_cols(const struct gl_program_parameter *p,
- GLint *rows, GLint *cols)
-{
- get_matrix_dims(p->DataType, rows, cols);
- if (*rows == 0 && *cols == 0) {
- /* not a matrix type, probably a float or vector */
- if (p->Size <= 4) {
- *rows = 1;
- *cols = p->Size;
- }
- else {
- *rows = p->Size / 4 + 1;
- if (p->Size % 4 == 0)
- *cols = 4;
- else
- *cols = p->Size % 4;
- }
- }
-}
-
-
-/**
- * Helper for get_uniform[fi]v() functions.
- * Given a shader program name and uniform location, return a pointer
- * to the shader program and return the program parameter position.
- */
-static void
-lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location,
- struct gl_program **progOut, GLint *paramPosOut)
-{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
- struct gl_program *prog = NULL;
- GLint progPos = -1;
-
- /* if shProg is NULL, we'll have already recorded an error */
-
- if (shProg) {
- if (!shProg->Uniforms ||
- location < 0 ||
- location >= (GLint) shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
- }
- else {
- /* OK, find the gl_program and program parameter location */
- progPos = shProg->Uniforms->Uniforms[location].VertPos;
- if (progPos >= 0) {
- prog = &shProg->VertexProgram->Base;
- }
- else {
- progPos = shProg->Uniforms->Uniforms[location].FragPos;
- if (progPos >= 0) {
- prog = &shProg->FragmentProgram->Base;
- }
- }
- }
- }
-
- *progOut = prog;
- *paramPosOut = progPos;
-}
-
-
-/**
- * Called via ctx->Driver.GetUniformfv().
- */
-static void
-_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
- GLfloat *params)
-{
- struct gl_program *prog;
- GLint paramPos;
-
- lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
-
- if (prog) {
- const struct gl_program_parameter *p =
- &prog->Parameters->Parameters[paramPos];
- GLint rows, cols, i, j, k;
-
- get_uniform_rows_cols(p, &rows, &cols);
-
- k = 0;
- for (i = 0; i < rows; i++) {
- for (j = 0; j < cols; j++ ) {
- params[k++] = prog->Parameters->ParameterValues[paramPos+i][j];
- }
- }
- }
-}
-
-
-/**
- * Called via ctx->Driver.GetUniformiv().
- * \sa _mesa_get_uniformfv, only difference is a cast.
- */
-static void
-_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
- GLint *params)
-{
- struct gl_program *prog;
- GLint paramPos;
-
- lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
-
- if (prog) {
- const struct gl_program_parameter *p =
- &prog->Parameters->Parameters[paramPos];
- GLint rows, cols, i, j, k;
-
- get_uniform_rows_cols(p, &rows, &cols);
-
- k = 0;
- for (i = 0; i < rows; i++) {
- for (j = 0; j < cols; j++ ) {
- params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j];
- }
- }
- }
-}
-
-
-/**
- * The value returned by GetUniformLocation actually encodes two things:
- * 1. the index into the prog->Uniforms[] array for the uniform
- * 2. an offset in the prog->ParameterValues[] array for specifying array
- * elements or structure fields.
- * This function merges those two values.
- */
-static void
-merge_location_offset(GLint *location, GLint offset)
-{
- *location = *location | (offset << 16);
-}
-
-
-/**
- * Seperate the uniform location and parameter offset. See above.
- */
-static void
-split_location_offset(GLint *location, GLint *offset)
-{
- *offset = (*location >> 16);
- *location = *location & 0xffff;
-}
-
-
-/**
- * Called via ctx->Driver.GetUniformLocation().
- *
- * The return value will encode two values, the uniform location and an
- * offset (used for arrays, structs).
- */
-static GLint
-_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
-{
- GLint offset = 0, location = -1;
-
- struct gl_shader_program *shProg =
- _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
-
- if (!shProg)
- return -1;
-
- if (shProg->LinkStatus == GL_FALSE) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
- return -1;
- }
-
- /* XXX we should return -1 if the uniform was declared, but not
- * actually used.
- */
-
- /* XXX we need to be able to parse uniform names for structs and arrays
- * such as:
- * mymatrix[1]
- * mystruct.field1
- */
-
- {
- /* handle 1-dimension arrays here... */
- char *c = strchr(name, '[');
- if (c) {
- /* truncate name at [ */
- const GLint len = c - name;
- GLchar *newName = malloc(len + 1);
- if (!newName)
- return -1; /* out of mem */
- memcpy(newName, name, len);
- newName[len] = 0;
-
- location = _mesa_lookup_uniform(shProg->Uniforms, newName);
- if (location >= 0) {
- const GLint element = atoi(c + 1);
- if (element > 0) {
- /* get type of the uniform array element */
- struct gl_program_parameter *p;
- p = get_uniform_parameter(shProg, location);
- if (p) {
- GLint rows, cols;
- get_matrix_dims(p->DataType, &rows, &cols);
- if (rows < 1)
- rows = 1;
- offset = element * rows;
- }
- }
- }
-
- free(newName);
- }
- }
-
- if (location < 0) {
- location = _mesa_lookup_uniform(shProg->Uniforms, name);
- }
-
- if (location >= 0) {
- merge_location_offset(&location, offset);
- }
-
- return location;
-}
-
-
-
/**
* Called via ctx->Driver.ShaderSource()
*/
@@ -1692,422 +1259,6 @@ _mesa_update_shader_textures_used(struct gl_program *prog)
/**
- * Check if the type given by userType is allowed to set a uniform of the
- * target type. Generally, equivalence is required, but setting Boolean
- * uniforms can be done with glUniformiv or glUniformfv.
- */
-static GLboolean
-compatible_types(GLenum userType, GLenum targetType)
-{
- if (userType == targetType)
- return GL_TRUE;
-
- if (targetType == GL_BOOL && (userType == GL_FLOAT ||
- userType == GL_UNSIGNED_INT ||
- userType == GL_INT))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
- userType == GL_UNSIGNED_INT_VEC2 ||
- userType == GL_INT_VEC2))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
- userType == GL_UNSIGNED_INT_VEC3 ||
- userType == GL_INT_VEC3))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
- userType == GL_UNSIGNED_INT_VEC4 ||
- userType == GL_INT_VEC4))
- return GL_TRUE;
-
- if (is_sampler_type(targetType) && userType == GL_INT)
- return GL_TRUE;
-
- return GL_FALSE;
-}
-
-
-/**
- * Set the value of a program's uniform variable.
- * \param program the program whose uniform to update
- * \param index the index of the program parameter for the uniform
- * \param offset additional parameter slot offset (for arrays)
- * \param type the incoming datatype of 'values'
- * \param count the number of uniforms to set
- * \param elems number of elements per uniform (1, 2, 3 or 4)
- * \param values the new values, of datatype 'type'
- */
-static void
-set_program_uniform(GLcontext *ctx, struct gl_program *program,
- GLint index, GLint offset,
- GLenum type, GLsizei count, GLint elems,
- const void *values)
-{
- const struct gl_program_parameter *param =
- &program->Parameters->Parameters[index];
-
- assert(offset >= 0);
- assert(elems >= 1);
- assert(elems <= 4);
-
- if (!compatible_types(type, param->DataType)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
- return;
- }
-
- if (index + offset > (GLint) program->Parameters->Size) {
- /* out of bounds! */
- return;
- }
-
- if (param->Type == PROGRAM_SAMPLER) {
- /* This controls which texture unit which is used by a sampler */
- GLboolean changed = GL_FALSE;
- GLint i;
-
- /* this should have been caught by the compatible_types() check */
- ASSERT(type == GL_INT);
-
- /* loop over number of samplers to change */
- for (i = 0; i < count; i++) {
- GLuint sampler =
- (GLuint) program->Parameters->ParameterValues[index + offset + i][0];
- GLuint texUnit = ((GLuint *) values)[i];
-
- /* check that the sampler (tex unit index) is legal */
- if (texUnit >= ctx->Const.MaxTextureImageUnits) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glUniform1(invalid sampler/tex unit index for '%s')",
- param->Name);
- return;
- }
-
- /* This maps a sampler to a texture unit: */
- if (sampler < MAX_SAMPLERS) {
-#if 0
- printf("Set program %p sampler %d '%s' to unit %u\n",
- program, sampler, param->Name, texUnit);
-#endif
- if (program->SamplerUnits[sampler] != texUnit) {
- program->SamplerUnits[sampler] = texUnit;
- changed = GL_TRUE;
- }
- }
- }
-
- if (changed) {
- /* When a sampler's value changes it usually requires rewriting
- * a GPU program's TEX instructions since there may not be a
- * sampler->texture lookup table. We signal this with the
- * ProgramStringNotify() callback.
- */
- FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
- _mesa_update_shader_textures_used(program);
- /* Do we need to care about the return value here?
- * This should not be the first time the driver was notified of
- * this program.
- */
- (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
- }
- }
- else {
- /* ordinary uniform variable */
- const GLboolean isUniformBool = is_boolean_type(param->DataType);
- 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;
-
- if ((GLint) param->Size > typeSize) {
- /* an array */
- /* we'll ignore extra data below */
- }
- else {
- /* non-array: count must be at most one; count == 0 is handled by the loop below */
- if (count > 1) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniform(uniform '%s' is not an array)",
- param->Name);
- return;
- }
- }
-
- /* loop over number of array elements */
- for (k = 0; k < count; k++) {
- GLfloat *uniformVal;
-
- if (offset + k >= slots) {
- /* Extra array data is ignored */
- break;
- }
-
- /* uniformVal (the destination) is always float[4] */
- uniformVal = program->Parameters->ParameterValues[index + offset + k];
-
- 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 (basicType == GL_UNSIGNED_INT) {
- /* convert user's uints to floats */
- const GLuint *iValues = ((const GLuint *) values) + k * elems;
- for (i = 0; i < elems; i++) {
- uniformVal[i] = (GLfloat) iValues[i];
- }
- }
- else {
- const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
- assert(basicType == GL_FLOAT);
- for (i = 0; i < elems; i++) {
- uniformVal[i] = fValues[i];
- }
- }
-
- /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
- if (isUniformBool) {
- for (i = 0; i < elems; i++) {
- uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
- }
- }
- }
- }
-}
-
-
-/**
- * Called via ctx->Driver.Uniform().
- */
-static void
-_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
- const GLvoid *values, GLenum type)
-{
- struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- struct gl_uniform *uniform;
- GLint elems, offset;
-
- if (!shProg || !shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
- return;
- }
-
- if (location == -1)
- return; /* The standard specifies this as a no-op */
-
- if (location < -1) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
- location);
- return;
- }
-
- split_location_offset(&location, &offset);
-
- if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
- return;
- }
-
- if (count < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
- 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);
- if (basicType == GL_INT) {
- const GLint *v = (const GLint *) values;
- for (i = 0; i < count * elems; i++) {
- printf("%d ", v[i]);
- }
- }
- else if (basicType == GL_UNSIGNED_INT) {
- const GLuint *v = (const GLuint *) values;
- for (i = 0; i < count * elems; i++) {
- printf("%u ", v[i]);
- }
- }
- else {
- const GLfloat *v = (const GLfloat *) values;
- assert(basicType == GL_FLOAT);
- for (i = 0; i < count * elems; i++) {
- printf("%g ", v[i]);
- }
- }
- printf("\n");
- }
-
- /* A uniform var may be used by both a vertex shader and a fragment
- * shader. We may need to update one or both shader's uniform here:
- */
- if (shProg->VertexProgram) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->VertPos;
- if (index >= 0) {
- set_program_uniform(ctx, &shProg->VertexProgram->Base,
- index, offset, type, count, elems, values);
- }
- }
-
- if (shProg->FragmentProgram) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->FragPos;
- if (index >= 0) {
- set_program_uniform(ctx, &shProg->FragmentProgram->Base,
- index, offset, type, count, elems, values);
- }
- }
-
- uniform->Initialized = GL_TRUE;
-}
-
-
-/**
- * Set a matrix-valued program parameter.
- */
-static void
-set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
- GLuint index, GLuint offset,
- GLuint count, GLuint rows, GLuint cols,
- GLboolean transpose, const GLfloat *values)
-{
- GLuint mat, row, col;
- GLuint src = 0;
- const struct gl_program_parameter * param = &program->Parameters->Parameters[index];
- const GLuint slots = (param->Size + 3) / 4;
- const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
- GLint nr, nc;
-
- /* check that the number of rows, columns is correct */
- get_matrix_dims(param->DataType, &nr, &nc);
- if (rows != nr || cols != nc) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(matrix size mismatch)");
- return;
- }
-
- if ((GLint) param->Size <= typeSize) {
- /* non-array: count must be at most one; count == 0 is handled by the loop below */
- if (count > 1) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(uniform is not an array)");
- return;
- }
- }
-
- /*
- * Note: the _columns_ of a matrix are stored in program registers, not
- * the rows. So, the loops below look a little funny.
- * XXX could optimize this a bit...
- */
-
- /* loop over matrices */
- for (mat = 0; mat < count; mat++) {
-
- /* each matrix: */
- for (col = 0; col < cols; col++) {
- GLfloat *v;
- if (offset >= slots) {
- /* Ignore writes beyond the end of (the used part of) an array */
- return;
- }
- v = program->Parameters->ParameterValues[index + offset];
- for (row = 0; row < rows; row++) {
- if (transpose) {
- v[row] = values[src + row * cols + col];
- }
- else {
- v[row] = values[src + col * rows + row];
- }
- }
-
- offset++;
- }
-
- src += rows * cols; /* next matrix */
- }
-}
-
-
-/**
- * Called by ctx->Driver.UniformMatrix().
- * Note: cols=2, rows=4 ==> array[2] of vec4
- */
-static void
-_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
- GLint location, GLsizei count,
- GLboolean transpose, const GLfloat *values)
-{
- struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- struct gl_uniform *uniform;
- GLint offset;
-
- if (!shProg || !shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(program not linked)");
- return;
- }
-
- if (location == -1)
- return; /* The standard specifies this as a no-op */
-
- if (location < -1) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
- return;
- }
-
- split_location_offset(&location, &offset);
-
- if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
- return;
- }
- if (values == NULL) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
- return;
- }
-
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
-
- uniform = &shProg->Uniforms->Uniforms[location];
-
- if (shProg->VertexProgram) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->VertPos;
- if (index >= 0) {
- set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
- index, offset,
- count, rows, cols, transpose, values);
- }
- }
-
- if (shProg->FragmentProgram) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->FragPos;
- if (index >= 0) {
- set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
- index, offset,
- count, rows, cols, transpose, values);
- }
- }
-
- uniform->Initialized = GL_TRUE;
-}
-
-
-/**
* Validate a program's samplers.
* Specifically, check that there aren't two samplers of different types
* pointing to the same texture unit.
@@ -2248,7 +1399,6 @@ _mesa_init_glsl_driver_functions(struct dd_function_table *driver)
driver->DeleteShader = _mesa_delete_shader;
driver->DetachShader = _mesa_detach_shader;
driver->GetActiveAttrib = _mesa_get_active_attrib;
- driver->GetActiveUniform = _mesa_get_active_uniform;
driver->GetAttachedShaders = _mesa_get_attached_shaders;
driver->GetAttribLocation = _mesa_get_attrib_location;
driver->GetHandle = _mesa_get_handle;
@@ -2257,15 +1407,12 @@ _mesa_init_glsl_driver_functions(struct dd_function_table *driver)
driver->GetShaderiv = _mesa_get_shaderiv;
driver->GetShaderInfoLog = _mesa_get_shader_info_log;
driver->GetShaderSource = _mesa_get_shader_source;
- driver->GetUniformfv = _mesa_get_uniformfv;
- driver->GetUniformiv = _mesa_get_uniformiv;
- driver->GetUniformLocation = _mesa_get_uniform_location;
driver->IsProgram = _mesa_is_program;
driver->IsShader = _mesa_is_shader;
driver->LinkProgram = _mesa_link_program;
driver->ShaderSource = _mesa_shader_source;
- driver->Uniform = _mesa_uniform;
- driver->UniformMatrix = _mesa_uniform_matrix;
driver->UseProgram = _mesa_use_program;
driver->ValidateProgram = _mesa_validate_program;
+
+ _mesa_init_uniform_functions(driver);
}