[Mesa-dev] [PATCH 2/2] mesa: simplify code setting boolean uniforms
Brian Paul
brianp at vmware.com
Thu Mar 19 10:45:46 PDT 2015
On 03/19/2015 09:26 AM, Matt Turner wrote:
> On Thu, Mar 19, 2015 at 7:53 AM, Brian Paul <brianp at vmware.com> wrote:
>> src[i] is a union. Just check if src[i].u is non-zero to choose
>> between ctx->Const.UniformBooleanTrue and zero.
>> ---
>> src/mesa/main/uniform_query.cpp | 6 +-----
>> 1 file changed, 1 insertion(+), 5 deletions(-)
>>
>> diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
>> index 2ab5528..9ce45ee 100644
>> --- a/src/mesa/main/uniform_query.cpp
>> +++ b/src/mesa/main/uniform_query.cpp
>> @@ -785,11 +785,7 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
>> const unsigned elems = components * count;
>>
>> for (unsigned i = 0; i < elems; i++) {
>> - if (basicType == GLSL_TYPE_FLOAT) {
>> - dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
>
> I guess this also handles -0.0f as well, which isn't 0u. I'm not sure
> if that's desired behavior or not?
Good question. But it seems a little far-fetched that a real app would
rely on glUniform1f(loc, -0.0) to set a boolean to false.
I don't see any spec language about this case.
What do you think?
-Brian
>
>> - } else {
>> - dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
>> - }
>> + dst[i].i = src[i].u ? ctx->Const.UniformBooleanTrue : 0;
>> }
>> }
>>
>> --
>> 1.9.1
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