[Mesa-dev] [PATCH 4/5] mesa: Fix glGetUniformfv of native integer uniforms.
Kenneth Graunke
kenneth at whitecape.org
Sat Aug 20 00:16:05 PDT 2011
On 08/19/2011 05:56 PM, Eric Anholt wrote:
> We have to actually convert the values on the way out. Fixes piglit
> ARB_shader_objects/getuniform.
> ---
> src/mesa/main/uniforms.c | 32 ++++++++++++++++++++++++++++----
> 1 files changed, 28 insertions(+), 4 deletions(-)
>
> diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c
> index cda840f..fbaa810 100644
> --- a/src/mesa/main/uniforms.c
> +++ b/src/mesa/main/uniforms.c
> @@ -55,13 +55,11 @@ 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:
> @@ -408,8 +406,12 @@ get_uniform(struct gl_context *ctx, GLuint program, GLint location,
> else {
> const struct gl_program_parameter *p =
> &prog->Parameters->Parameters[paramPos];
> + gl_constant_value (*values)[4];
> GLint rows, cols, i, j, k;
> GLsizei numBytes;
> + GLenum storage_type;
> +
> + values = prog->Parameters->ParameterValues + paramPos + offset;
>
> get_uniform_rows_cols(p, &rows, &cols);
>
> @@ -421,15 +423,37 @@ get_uniform(struct gl_context *ctx, GLuint program, GLint location,
> return;
> }
>
> + if (ctx->Const.NativeIntegers) {
> + storage_type = base_uniform_type(p->DataType);
> + } else {
> + storage_type = GL_FLOAT;
> + }
> +
> switch (returnType) {
> case GL_FLOAT:
> {
> GLfloat *params = (GLfloat *) paramsOut;
> k = 0;
> for (i = 0; i < rows; i++) {
> - const int base = paramPos + offset + i;
> for (j = 0; j < cols; j++ ) {
> - params[k++] = prog->Parameters->ParameterValues[base][j].f;
> + switch (storage_type) {
> + case GL_FLOAT:
> + params[k++] = values[i][j].f;
> + break;
> + case GL_INT:
> + params[k++] = values[i][j].i;
> + break;
> + case GL_UNSIGNED_INT:
> + params[k++] = values[i][j].u;
> + break;
> + case GL_BOOL:
> + params[k++] = values[i][j].b;
> + break;
> + default:
> + _mesa_problem(ctx, "Invalid type in glGetUniform()");
> + params[k++] = 0.0;
> + break;
> + }
> }
> }
> }
Argh. The OpenGL specification is so unclear on what happens when you
call GetUniform{f, i, ui}v on a value of a different type. Your code
here assumes that it's legal to call GetUniformfv on an int/bool/uint
uniform, and that the uniform's value should be implicitly converted to
floating point. That seems plausible.
But what about calling GetUniformiv or GetUniformuiv on a float uniform?
Is it supposed to convert the float value to an int/uint? By what
rounding rules...truncate? We're certainly not doing that now. If
that's the proper behavior, we need your switch statement in the GL_INT
and GL_UNSIGNED_INT returnType cases as well.
We also do need it for the GL_DOUBLE returnType case. (Admittedly
that's a GL 4 function we don't implement, but we may as well get it
right now...)
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