mesa: consolidate some glUniform code

This commit is contained in:
Brian Paul 2010-05-25 18:51:45 -06:00
parent 07b0529e55
commit 09c7d7bf2a
1 changed files with 39 additions and 88 deletions

View File

@ -840,6 +840,39 @@ _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)
{
@ -855,36 +888,6 @@ is_boolean_type(GLenum type)
}
static GLboolean
is_integer_type(GLenum type)
{
switch (type) {
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
return GL_TRUE;
default:
return GL_FALSE;
}
}
static GLboolean
is_uint_type(GLenum type)
{
switch (type) {
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
return GL_TRUE;
default:
return GL_FALSE;
}
}
static GLboolean
is_sampler_type(GLenum type)
{
@ -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);