diff options
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r-- | src/mesa/shader/shader_api.c | 41 |
1 files changed, 30 insertions, 11 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index 266ecc4ef2..7a8501dcdd 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -1422,10 +1422,22 @@ _mesa_use_program(GLcontext *ctx, GLuint program) /** - * Update the vertex and fragment program's TexturesUsed arrays. + * Update the vertex/fragment program's TexturesUsed array. + * + * This needs to be called after glUniform(set sampler var) is called. + * A call to glUniform(samplerVar, value) causes a sampler to point to a + * particular texture unit. We know the sampler's texture target + * (1D/2D/3D/etc) from compile time but the sampler's texture unit is + * set by glUniform() calls. + * + * So, scan the program->SamplerUnits[] and program->SamplerTargets[] + * information to update the prog->TexturesUsed[] values. + * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX, + * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc. + * We'll use that info for state validation before rendering. */ -static void -update_textures_used(struct gl_program *prog) +void +_mesa_update_shader_textures_used(struct gl_program *prog) { GLuint s; @@ -1512,10 +1524,12 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLenum type, GLsizei count, GLint elems, const void *values) { + struct gl_program_parameter *param = + &program->Parameters->Parameters[index]; + assert(offset >= 0); - if (!compatible_types(type, - program->Parameters->Parameters[index].DataType)) { + if (!compatible_types(type, param->DataType)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); return; } @@ -1525,7 +1539,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, return; } - if (program->Parameters->Parameters[index].Type == PROGRAM_SAMPLER) { + if (param->Type == PROGRAM_SAMPLER) { /* This controls which texture unit which is used by a sampler */ GLuint texUnit, sampler; @@ -1549,16 +1563,16 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, /* This maps a sampler to a texture unit: */ program->SamplerUnits[sampler] = texUnit; - update_textures_used(program); + _mesa_update_shader_textures_used(program); FLUSH_VERTICES(ctx, _NEW_TEXTURE); } else { /* ordinary uniform variable */ GLsizei k, i; - GLint slots = (program->Parameters->Parameters[index].Size + 3) / 4; + GLint slots = (param->Size + 3) / 4; - if (count * elems > (GLint) program->Parameters->Parameters[index].Size) { + if (count * elems > (GLint) param->Size) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)"); return; } @@ -1567,7 +1581,8 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, count = slots; for (k = 0; k < count; k++) { - GLfloat *uniformVal = program->Parameters->ParameterValues[index + offset + k]; + GLfloat *uniformVal = + program->Parameters->ParameterValues[index + offset + k]; if (is_integer_type(type)) { const GLint *iValues = ((const GLint *) values) + k * elems; for (i = 0; i < elems; i++) { @@ -1582,7 +1597,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, } /* if the uniform is bool-valued, convert to 1.0 or 0.0 */ - if (is_boolean_type(program->Parameters->Parameters[index].DataType)) { + if (is_boolean_type(param->DataType)) { for (i = 0; i < elems; i++) { uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f; } @@ -1666,6 +1681,8 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, index, offset, type, count, elems, values); } } + + shProg->Uniforms->Uniforms[location].Initialized = GL_TRUE; } @@ -1776,6 +1793,8 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, count, rows, cols, transpose, values); } } + + shProg->Uniforms->Uniforms[location].Initialized = GL_TRUE; } |