Allow GLSL matrix arrays
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816bedc8ae
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29385dca31
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@ -299,11 +299,26 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_UNIFORMS, ¶m_count);
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gsg->_glGetProgramiv(_glsl_program, GL_ACTIVE_UNIFORM_MAX_LENGTH, ¶m_maxlength);
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char* param_name_cstr = (char *)alloca(param_maxlength);
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for (int i = 0; i < param_count; ++i) {
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param_name_cstr[0] = 0;
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gsg->_glGetActiveUniform(_glsl_program, i, param_maxlength, NULL, ¶m_size, ¶m_type, param_name_cstr);
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string param_name(param_name_cstr);
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GLint p = gsg->_glGetUniformLocation(_glsl_program, param_name_cstr);
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if (GLCAT.is_debug()) {
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GLCAT.debug()
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<< "Active uniform " << param_name << " with size " << param_size
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<< " and type " << param_type << " is bound to location " << p << "\n";
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}
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if (p > -1) {
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// Strip off [0] suffix that some drivers append to arrays.
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size_t size = param_name.size();
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if (size > 3 && param_name.substr(size - 3, 3) == "[0]") {
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param_name = param_name.substr(0, size - 3);
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}
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Shader::ShaderArgId arg_id;
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arg_id._name = param_name;
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arg_id._seqno = seqno++;
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@ -317,7 +332,6 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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bool transpose = false;
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bool inverse = false;
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string matrix_name (noprefix);
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size_t size = matrix_name.size();
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// Check for and chop off any "Transpose" or "Inverse" suffix.
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if (size > 15 && matrix_name.compare(size - 9, 9, "Transpose") == 0) {
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@ -616,7 +630,6 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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} else {
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switch (param_type) {
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case GL_FLOAT_MAT2:
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case GL_FLOAT_MAT3:
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#ifndef OPENGLES
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case GL_FLOAT_MAT2x3:
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case GL_FLOAT_MAT2x4:
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@ -627,9 +640,6 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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#endif
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GLCAT.warning() << "GLSL shader requested an unrecognized matrix array type\n";
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continue;
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case GL_FLOAT_MAT4: {
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GLCAT.warning() << "GLSL shader does not yet support passing matrix arrays\n";
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continue; }
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case GL_BOOL:
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case GL_BOOL_VEC2:
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case GL_BOOL_VEC3:
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@ -637,7 +647,9 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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case GL_FLOAT:
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case GL_FLOAT_VEC2:
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case GL_FLOAT_VEC3:
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case GL_FLOAT_VEC4: {
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case GL_FLOAT_VEC4:
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case GL_FLOAT_MAT3:
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case GL_FLOAT_MAT4: {
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Shader::ShaderPtrSpec bind;
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bind._id = arg_id;
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switch (param_type) {
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@ -649,8 +661,10 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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case GL_FLOAT_VEC3: bind._dim[1] = 3; break;
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case GL_BOOL_VEC4:
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case GL_FLOAT_VEC4: bind._dim[1] = 4; break;
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case GL_FLOAT_MAT3: bind._dim[1] = 9; break;
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case GL_FLOAT_MAT4: bind._dim[1] = 16; break;
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}
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bind._arg = InternalName::make(param_name);;
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bind._arg = InternalName::make(param_name);
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bind._dim[0] = param_size;
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bind._dep[0] = Shader::SSD_general | Shader::SSD_shaderinputs;
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bind._dep[1] = Shader::SSD_NONE;
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@ -675,6 +689,7 @@ CLP(ShaderContext)(Shader *s, GSG *gsg) : ShaderContext(s) {
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param_name_cstr = (char *)alloca(param_maxlength);
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for (int i = 0; i < param_count; ++i) {
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param_name_cstr[0] = 0;
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gsg->_glGetActiveAttrib(_glsl_program, i, param_maxlength, NULL, ¶m_size, ¶m_type, param_name_cstr);
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string param_name(param_name_cstr);
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@ -958,6 +973,8 @@ issue_parameters(GSG *gsg, int altered) {
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case 2: gsg->_glUniform2fv(p, _ptr._dim[0], (float*)_ptr_data->_ptr); continue;
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case 3: gsg->_glUniform3fv(p, _ptr._dim[0], (float*)_ptr_data->_ptr); continue;
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case 4: gsg->_glUniform4fv(p, _ptr._dim[0], (float*)_ptr_data->_ptr); continue;
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case 9: gsg->_glUniformMatrix3fv(p, _ptr._dim[0], GL_FALSE, (float*)_ptr_data->_ptr); continue;
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case 16: gsg->_glUniformMatrix4fv(p, _ptr._dim[0], GL_FALSE, (float*)_ptr_data->_ptr); continue;
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}
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}
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#if defined(HAVE_CG) && !defined(OPENGLES)
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@ -1069,8 +1086,8 @@ issue_parameters(GSG *gsg, int altered) {
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if (_shader->get_language() == Shader::SL_GLSL) {
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GLint p = _glsl_parameter_map[_shader->_mat_spec[i]._id._seqno];
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switch (_shader->_mat_spec[i]._piece) {
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case Shader::SMP_whole: gsg->_glUniformMatrix4fv(p, 1, false, data); continue;
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case Shader::SMP_transpose: gsg->_glUniformMatrix4fv(p, 1, true, data); continue;
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case Shader::SMP_whole: gsg->_glUniformMatrix4fv(p, 1, GL_FALSE, data); continue;
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case Shader::SMP_transpose: gsg->_glUniformMatrix4fv(p, 1, GL_TRUE, data); continue;
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case Shader::SMP_col0: gsg->_glUniform4f(p, data[0], data[4], data[ 8], data[12]); continue;
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case Shader::SMP_col1: gsg->_glUniform4f(p, data[1], data[5], data[ 9], data[13]); continue;
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case Shader::SMP_col2: gsg->_glUniform4f(p, data[2], data[6], data[10], data[14]); continue;
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