All the glUniformMatrix() functions take GLfloat values and no other types so 
no type conversions are needed.

I guess the matrixType parameter to _mesa_uniform_matrix() isn't actually 
needed since we have the cols/rows parameters to indicate the matrix size.  I 
could remove matrixType someday.  Or feel free to submit a patch...

-Brian


Shachar Kaufman wrote:
> Better, thanks.
> 
> Another issue I've noticed is that when uploading a uniform which isn't
> a matrix there is a conversion from an input integer to the
> program-register-native float when necessary but when uploading a matrix
> uniform the type seems to be ignored and the matrix is always treated as
> floats ("GLenum matrixType" is an unused argument of
> _mesa_uniform_matrix in shader_api.c).
> 
> On Tue, Mar 31, 2009 at 5:09 PM, Brian Paul <[email protected]
> <mailto:[email protected]>> wrote:
> 
>     OK, I see what you're talking about.  Can you try the attached patch?
> 
>     -Brian
> 
>     Shachar Kaufman wrote:
>     > Yes: I'm working on 7.3 sources, and looking at prog_execute.c
>     > mesa_execute_program() under OPCODE_TEX/TXB/TXD.
>     >
>     > My claim was too broad though, I am wondering very specifically about
>     > the use of the inst->TexSrcUnit field. In OPCODE_TXB it is used
>     directly
>     > as an index into the ctx->Texture.Unit array (for the purpose of
>     fetchig
>     > the LOD bias), but in fetch_texel() we have "unit =
>     > machine->Samplers[inst->TexSrcUnit]" that is, there is an indirect
>     > mapping between the instruciton field and the actual texture unit
>     index.
>     >
>     > On Mon, Mar 30, 2009 at 5:32 PM, Brian Paul <[email protected]
>     <mailto:[email protected]>
>     > <mailto:[email protected] <mailto:[email protected]>>> wrote:
>     >
>     >     Shachar Kaufman wrote:
>     >     > Hi all,
>     >     >
>     >     > I noticed shader texture access, when done from TEX
>     instructions,
>     >     takes
>     >     > the TexSrcUnit instruction field into the program's Samplers map
>     >     to find
>     >     > the intended texture unit. When done through TXB or TXD
>     instructions
>     >     > this mapping with Samplers does not take place.
>     >     >
>     >     > Is this on purpose?
>     >
>     >     Can you be more specific about where you're seeing this in the
>     code?
>     >
>     >     Thanks.
>     >
>     >     -Brian
>     >
>     >
> 
> 


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