diff options
author | Brian Paul <brianp@vmware.com> | 2010-06-08 08:43:37 -0600 |
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committer | Brian Paul <brianp@vmware.com> | 2010-06-08 08:43:37 -0600 |
commit | 7dbfc2565e23fec69aa8082997fef48464429cef (patch) | |
tree | 3d034e24005aec63f278ebda9fcfa4c6f24cb9be | |
parent | d2f2d0a1b7b1ec83678ece17f5534c594f5b2ea3 (diff) |
glsl: change uniform location/offset encoding
This lets Mesa work like other OpenGL implementations with regard
to indexing uniform arrays. See comments for details.
This is a combination of commits 5d0e136eff54a34258b5adaeda4cb267831e8234
and 1bbf803e3bc8eeabcc2c24b89bc30a30b2445c59 from master which didn't
apply cleanly with git cherry-pick.
-rw-r--r-- | src/mesa/shader/shader_api.c | 79 |
1 files changed, 54 insertions, 25 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index 940fe2d03c..5e87bb4058 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -1260,6 +1260,54 @@ lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location, /** + * GLGL uniform arrays and structs require special handling. + * + * The GL_ARB_shader_objects spec says that if you use + * glGetUniformLocation to get the location of an array, you CANNOT + * access other elements of the array by adding an offset to the + * returned location. For example, you must call + * glGetUniformLocation("foo[16]") if you want to set the 16th element + * of the array with glUniform(). + * + * HOWEVER, some other OpenGL drivers allow accessing array elements + * by adding an offset to the returned array location. And some apps + * seem to depend on that behaviour. + * + * Mesa's gl_uniform_list doesn't directly support this since each + * entry in the list describes one uniform variable, not one uniform + * element. We could insert dummy entries in the list for each array + * element after [0] but that causes complications elsewhere. + * + * We solve this problem by encoding two values in the location that's + * returned by glGetUniformLocation(): + * a) index into gl_uniform_list::Uniforms[] for the uniform + * b) an array/field offset (0 for simple types) + * + * These two values are encoded in the high and low halves of a GLint. + * By putting the uniform number in the high part and the offset in the + * low part, we can support the unofficial ability to index into arrays + * by adding offsets to the location value. + */ +static void +merge_location_offset(GLint *location, GLint offset) +{ + *location = (*location << 16) | offset; +} + + +/** + * Seperate the uniform location and parameter offset. See above. + */ +static void +split_location_offset(GLint *location, GLint *offset) +{ + *offset = *location & 0xffff; + *location = *location >> 16; +} + + + +/** * Called via ctx->Driver.GetUniformfv(). */ static void @@ -1268,6 +1316,9 @@ _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, { struct gl_program *prog; GLint paramPos; + GLint offset; + + split_location_offset(&location, &offset); lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); @@ -1298,7 +1349,10 @@ _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location, { struct gl_program *prog; GLint paramPos; + GLint offset; + split_location_offset(&location, &offset); + lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); if (prog) { @@ -1319,31 +1373,6 @@ _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location, /** - * 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 |