Add support for non-square matrix uniforms in desktop GLSL. The notation is columns x rows, e.g. a mat4x2 has 4 columns and 2 rows.

Fixed the memory layout of matrices sent to shaders via Shader:send. Note that this is a breaking fix and will probably cause matrices designed to work with older versions of LÖVE to be transposed in shaders compared to what they were previously, if Shader:send or sendMatrix was used to put them in the shader.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2016-09-11 14:53:23 -03:00
parent a853ef6c3a
commit 593f96a08c
3 changed files with 105 additions and 29 deletions
+70 -14
View File
@@ -200,7 +200,11 @@ void Shader::mapActiveUniforms()
u.name = std::string(cname, (size_t) namelen);
u.location = glGetUniformLocation(program, u.name.c_str());
u.baseType = getUniformBaseType(gltype);
u.components = getUniformTypeSize(gltype);
if (u.baseType == UNIFORM_MATRIX)
u.matrix = getMatrixSize(gltype);
else
u.components = getUniformTypeComponents(gltype);
// Initialize all samplers to 0. Both GLSL and GLSL ES are supposed to
// do this themselves, but some Android devices (galaxy tab 3 and 4)
@@ -517,19 +521,27 @@ void Shader::sendMatrices(const UniformInfo *info, const float *m, int count)
int location = info->location;
switch (info->components)
{
case 4:
glUniformMatrix4fv(location, count, GL_FALSE, m);
break;
case 3:
glUniformMatrix3fv(location, count, GL_FALSE, m);
break;
case 2:
default:
int columns = info->matrix.columns;
int rows = info->matrix.rows;
if (columns == 2 && rows == 2)
glUniformMatrix2fv(location, count, GL_FALSE, m);
break;
}
else if (columns == 3 && rows == 3)
glUniformMatrix3fv(location, count, GL_FALSE, m);
else if (columns == 4 && rows == 4)
glUniformMatrix4fv(location, count, GL_FALSE, m);
else if (columns == 2 && rows == 3)
glUniformMatrix2x3fv(location, count, GL_FALSE, m);
else if (columns == 2 && rows == 4)
glUniformMatrix2x4fv(location, count, GL_FALSE, m);
else if (columns == 3 && rows == 2)
glUniformMatrix3x2fv(location, count, GL_FALSE, m);
else if (columns == 3 && rows == 4)
glUniformMatrix3x4fv(location, count, GL_FALSE, m);
else if (columns == 4 && rows == 2)
glUniformMatrix4x2fv(location, count, GL_FALSE, m);
else if (columns == 4 && rows == 3)
glUniformMatrix4x3fv(location, count, GL_FALSE, m);
}
void Shader::sendTexture(const UniformInfo *info, Texture *texture)
@@ -819,7 +831,7 @@ bool Shader::isSupported()
return GLAD_ES_VERSION_2_0 || (getGLSLVersion() >= "1.2");
}
int Shader::getUniformTypeSize(GLenum type) const
int Shader::getUniformTypeComponents(GLenum type) const
{
switch (type)
{
@@ -850,6 +862,50 @@ int Shader::getUniformTypeSize(GLenum type) const
}
}
Shader::MatrixSize Shader::getMatrixSize(GLenum type) const
{
MatrixSize m;
switch (type)
{
case GL_FLOAT_MAT2:
m.columns = m.rows = 2;
break;
case GL_FLOAT_MAT3:
m.columns = m.rows = 3;
break;
case GL_FLOAT_MAT4:
m.columns = m.rows = 4;
break;
case GL_FLOAT_MAT2x3:
m.columns = 2;
m.rows = 3;
break;
case GL_FLOAT_MAT2x4:
m.columns = 2;
m.rows = 4;
break;
case GL_FLOAT_MAT3x2:
m.columns = 3;
m.rows = 2;
break;
case GL_FLOAT_MAT3x4:
m.columns = 3;
m.rows = 4;
break;
case GL_FLOAT_MAT4x2:
m.columns = 4;
m.rows = 2;
break;
case GL_FLOAT_MAT4x3:
m.columns = 4;
m.rows = 3;
break;
}
return m;
}
Shader::UniformType Shader::getUniformBaseType(GLenum type) const
{
switch (type)
+13 -2
View File
@@ -88,11 +88,21 @@ public:
std::string pixel;
};
struct MatrixSize
{
short columns;
short rows;
};
struct UniformInfo
{
int location;
int count;
int components;
union
{
int components;
MatrixSize matrix;
};
UniformType baseType;
std::string name;
};
@@ -195,7 +205,8 @@ private:
// Map active uniform names to their locations.
void mapActiveUniforms();
int getUniformTypeSize(GLenum type) const;
int getUniformTypeComponents(GLenum type) const;
MatrixSize getMatrixSize(GLenum type) const;
UniformType getUniformBaseType(GLenum type) const;
GLuint compileCode(ShaderStage stage, const std::string &code);
+22 -13
View File
@@ -151,8 +151,9 @@ int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shad
int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
{
int count = _getCount(L, startidx, info);
int dimension = info->components;
int elements = dimension * dimension;
int columns = info->matrix.columns;
int rows = info->matrix.rows;
int elements = columns * rows;
float *values = shader->getScratchBuffer<float>(elements * count);
@@ -166,28 +167,36 @@ int w_Shader_sendMatrices(lua_State *L, int startidx, Shader *shader, const Shad
if (table_of_tables)
{
int n = 0;
int n = i * elements;
for (int j = 1; j <= dimension; j++)
for (int row = 0; row < rows; row++)
{
lua_rawgeti(L, startidx + i, j);
lua_rawgeti(L, startidx + i, row + 1);
for (int k = 1; k <= dimension; k++)
for (int column = 0; column < columns; column++)
{
lua_rawgeti(L, -k, k);
values[i * elements + n] = (float) luaL_checknumber(L, -1);
n++;
// The table has the matrix elements laid out in row-major
// order, but we need to store them column-major in memory.
lua_rawgeti(L, -(column + 1), column + 1);
values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1);
}
lua_pop(L, dimension + 1);
lua_pop(L, columns + 1);
}
}
else
{
for (int k = 1; k <= elements; k++)
int n = i * elements;
for (int column = 0; column < columns; column++)
{
lua_rawgeti(L, startidx + i, k);
values[i * elements + (k - 1)] = (float) luaL_checknumber(L, -1);
for (int row = 0; row < rows; row++)
{
// The table has the matrix elements laid out in row-major
// order, but we need to store them column-major in memory.
lua_rawgeti(L, startidx + i, row * columns + column + 1);
values[n + (column * rows + row)] = (float) luaL_checknumber(L, -1);
}
}
lua_pop(L, elements);