Allow GLSL matrix arrays

This commit is contained in:
rdb 2014-06-10 13:35:33 +00:00
parent 816bedc8ae
commit 29385dca31
1 changed files with 26 additions and 9 deletions

View File

@ -299,11 +299,26 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_UNIFORMS, &param_count);
gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &param_maxlength);
char* param_name_cstr = (char *)alloca(param_maxlength);
for (int i = 0; i < param_count; ++i) {
param_name_cstr[0] = 0;
gsg->_glGetActiveUniform(_glsl_program, i, param_maxlength, NULL, &param_size, &param_type, param_name_cstr);
string param_name(param_name_cstr);
GLint p = gsg->_glGetUniformLocation(_glsl_program, param_name_cstr);
if (GLCAT.is_debug()) {
GLCAT.debug()
<< "Active uniform " << param_name << " with size " << param_size
<< " and type " << param_type << " is bound to location " << p << "\n";
}
if (p > -1) {
// Strip off [0] suffix that some drivers append to arrays.
size_t size = param_name.size();
if (size > 3 && param_name.substr(size - 3, 3) == "[0]") {
param_name = param_name.substr(0, size - 3);
}
Shader::ShaderArgId arg_id;
arg_id._name = param_name;
arg_id._seqno = seqno++;
@ -317,7 +332,6 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
bool transpose = false;
bool inverse = false;
string matrix_name (noprefix);
size_t size = matrix_name.size();
// Check for and chop off any "Transpose" or "Inverse" suffix.
if (size > 15 && matrix_name.compare(size - 9, 9, "Transpose") == 0) {
@ -616,7 +630,6 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
} else {
switch (param_type) {
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT3:
#ifndef OPENGLES
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
@ -627,9 +640,6 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
#endif
GLCAT.warning() << "GLSL shader requested an unrecognized matrix array type\n";
continue;
case GL_FLOAT_MAT4: {
GLCAT.warning() << "GLSL shader does not yet support passing matrix arrays\n";
continue; }
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
@ -637,7 +647,9 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4: {
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT4: {
Shader::ShaderPtrSpec bind;
bind._id = arg_id;
switch (param_type) {
@ -649,8 +661,10 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
case GL_FLOAT_VEC3: bind._dim[1] = 3; break;
case GL_BOOL_VEC4:
case GL_FLOAT_VEC4: bind._dim[1] = 4; break;
case GL_FLOAT_MAT3: bind._dim[1] = 9; break;
case GL_FLOAT_MAT4: bind._dim[1] = 16; break;
}
bind._arg = InternalName::make(param_name);;
bind._arg = InternalName::make(param_name);
bind._dim[0] = param_size;
bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
bind._dep[1] = Shader::SSD_NONE;
@ -675,6 +689,7 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
param_name_cstr = (char *)alloca(param_maxlength);
for (int i = 0; i < param_count; ++i) {
param_name_cstr[0] = 0;
gsg->_glGetActiveAttrib(_glsl_program, i, param_maxlength, NULL, &param_size, &param_type, param_name_cstr);
string param_name(param_name_cstr);
@ -958,6 +973,8 @@ issue_parameters(GSG *gsg, int altered) {
case 2: gsg->_glUniform2fv(p, _ptr._dim[0], (float*)_ptr_data->_ptr); continue;
case 3: gsg->_glUniform3fv(p, _ptr._dim[0], (float*)_ptr_data->_ptr); continue;
case 4: gsg->_glUniform4fv(p, _ptr._dim[0], (float*)_ptr_data->_ptr); continue;
case 9: gsg->_glUniformMatrix3fv(p, _ptr._dim[0], GL_FALSE, (float*)_ptr_data->_ptr); continue;
case 16: gsg->_glUniformMatrix4fv(p, _ptr._dim[0], GL_FALSE, (float*)_ptr_data->_ptr); continue;
}
}
#if defined(HAVE_CG) && !defined(OPENGLES)
@ -1069,8 +1086,8 @@ issue_parameters(GSG *gsg, int altered) {
if (_shader->get_language() == Shader::SL_GLSL) {
GLint p = _glsl_parameter_map[_shader->_mat_spec[i]._id._seqno];
switch (_shader->_mat_spec[i]._piece) {
case Shader::SMP_whole: gsg->_glUniformMatrix4fv(p, 1, false, data); continue;
case Shader::SMP_transpose: gsg->_glUniformMatrix4fv(p, 1, true, data); continue;
case Shader::SMP_whole: gsg->_glUniformMatrix4fv(p, 1, GL_FALSE, data); continue;
case Shader::SMP_transpose: gsg->_glUniformMatrix4fv(p, 1, GL_TRUE, data); continue;
case Shader::SMP_col0: gsg->_glUniform4f(p, data[0], data[4], data[ 8], data[12]); continue;
case Shader::SMP_col1: gsg->_glUniform4f(p, data[1], data[5], data[ 9], data[13]); continue;
case Shader::SMP_col2: gsg->_glUniform4f(p, data[2], data[6], data[10], data[14]); continue;