summaryrefslogtreecommitdiff
path: root/src/mesa/shader/shader_api.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c113
1 files changed, 72 insertions, 41 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index 9f6c54dd4c..bc5ecdaa15 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -1045,6 +1045,28 @@ _mesa_use_program(GLcontext *ctx, GLuint program)
}
+
+/**
+ * Update the vertex and fragment program's TexturesUsed arrays.
+ */
+static void
+update_textures_used(struct gl_program *prog)
+{
+ GLuint s;
+
+ memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
+
+ for (s = 0; s < MAX_SAMPLERS; s++) {
+ if (prog->SamplersUsed & (1 << s)) {
+ GLuint u = prog->SamplerUnits[s];
+ GLuint t = prog->SamplerTargets[s];
+ assert(u < MAX_TEXTURE_IMAGE_UNITS);
+ prog->TexturesUsed[u] |= (1 << t);
+ }
+ }
+}
+
+
/**
* Called via ctx->Driver.Uniform().
*/
@@ -1067,26 +1089,6 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
- /*
- * If we're setting a sampler, we must use glUniformi1()!
- */
- if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
- GLint unit;
- if (type != GL_INT || count != 1) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniform(only glUniform1i can be used "
- "to set sampler uniforms)");
- return;
- }
- /* check that the sampler (tex unit index) is legal */
- unit = ((GLint *) values)[0];
- if (unit >= ctx->Const.MaxTextureImageUnits) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glUniform1(invalid sampler/tex unit index)");
- return;
- }
- }
-
if (count < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
return;
@@ -1119,32 +1121,61 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
return;
}
- for (k = 0; k < count; k++) {
- GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k];
- if (type == GL_INT ||
- type == GL_INT_VEC2 ||
- type == GL_INT_VEC3 ||
- type == GL_INT_VEC4) {
- const GLint *iValues = ((const GLint *) values) + k * elems;
- for (i = 0; i < elems; i++) {
- uniformVal[i] = (GLfloat) iValues[i];
- }
+ if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
+ /* This controls which texture unit which is used by a sampler */
+ GLuint texUnit, sampler;
+
+ /* data type for setting samplers must be int */
+ if (type != GL_INT || count != 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform(only glUniform1i can be used "
+ "to set sampler uniforms)");
+ return;
}
- else {
- const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
- for (i = 0; i < elems; i++) {
- uniformVal[i] = fValues[i];
- }
+
+ sampler = (GLuint) shProg->Uniforms->ParameterValues[location][0];
+ texUnit = ((GLuint *) values)[0];
+
+ /* 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)");
+ return;
}
- }
- if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
- if (shProg->VertexProgram)
- _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
- if (shProg->FragmentProgram)
- _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
+ if (shProg->VertexProgram) {
+ shProg->VertexProgram->Base.SamplerUnits[sampler] = texUnit;
+ update_textures_used(&shProg->VertexProgram->Base);
+ }
+ if (shProg->FragmentProgram) {
+ shProg->FragmentProgram->Base.SamplerUnits[sampler] = texUnit;
+ update_textures_used(&shProg->FragmentProgram->Base);
+ }
+
+
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
}
+ else {
+ /* ordinary uniform variable */
+ for (k = 0; k < count; k++) {
+ GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k];
+ if (type == GL_INT ||
+ type == GL_INT_VEC2 ||
+ type == GL_INT_VEC3 ||
+ type == GL_INT_VEC4) {
+ const GLint *iValues = ((const GLint *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = (GLfloat) iValues[i];
+ }
+ }
+ else {
+ const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = fValues[i];
+ }
+ }
+ }
+ }
}