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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
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@@ -200,7 +200,11 @@ void Shader::mapActiveUniforms()
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u.name = std::string(cname, (size_t) namelen);
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(gltype);
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u.components = getUniformTypeSize(gltype);
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if (u.baseType == UNIFORM_MATRIX)
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u.matrix = getMatrixSize(gltype);
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else
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u.components = getUniformTypeComponents(gltype);
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// Initialize all samplers to 0. Both GLSL and GLSL ES are supposed to
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// do this themselves, but some Android devices (galaxy tab 3 and 4)
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@@ -517,19 +521,27 @@ void Shader::sendMatrices(const UniformInfo *info, const float *m, int count)
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int location = info->location;
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switch (info->components)
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{
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case 4:
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glUniformMatrix4fv(location, count, GL_FALSE, m);
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break;
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case 3:
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glUniformMatrix3fv(location, count, GL_FALSE, m);
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break;
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case 2:
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default:
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int columns = info->matrix.columns;
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int rows = info->matrix.rows;
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if (columns == 2 && rows == 2)
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glUniformMatrix2fv(location, count, GL_FALSE, m);
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break;
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}
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else if (columns == 3 && rows == 3)
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glUniformMatrix3fv(location, count, GL_FALSE, m);
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else if (columns == 4 && rows == 4)
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glUniformMatrix4fv(location, count, GL_FALSE, m);
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else if (columns == 2 && rows == 3)
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glUniformMatrix2x3fv(location, count, GL_FALSE, m);
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else if (columns == 2 && rows == 4)
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glUniformMatrix2x4fv(location, count, GL_FALSE, m);
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else if (columns == 3 && rows == 2)
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glUniformMatrix3x2fv(location, count, GL_FALSE, m);
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else if (columns == 3 && rows == 4)
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glUniformMatrix3x4fv(location, count, GL_FALSE, m);
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else if (columns == 4 && rows == 2)
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glUniformMatrix4x2fv(location, count, GL_FALSE, m);
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else if (columns == 4 && rows == 3)
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glUniformMatrix4x3fv(location, count, GL_FALSE, m);
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}
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void Shader::sendTexture(const UniformInfo *info, Texture *texture)
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@@ -819,7 +831,7 @@ bool Shader::isSupported()
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return GLAD_ES_VERSION_2_0 || (getGLSLVersion() >= "1.2");
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}
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int Shader::getUniformTypeSize(GLenum type) const
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int Shader::getUniformTypeComponents(GLenum type) const
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{
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switch (type)
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{
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@@ -850,6 +862,50 @@ int Shader::getUniformTypeSize(GLenum type) const
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}
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}
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Shader::MatrixSize Shader::getMatrixSize(GLenum type) const
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{
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MatrixSize m;
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switch (type)
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{
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case GL_FLOAT_MAT2:
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m.columns = m.rows = 2;
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break;
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case GL_FLOAT_MAT3:
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m.columns = m.rows = 3;
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break;
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case GL_FLOAT_MAT4:
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m.columns = m.rows = 4;
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break;
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case GL_FLOAT_MAT2x3:
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m.columns = 2;
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m.rows = 3;
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break;
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case GL_FLOAT_MAT2x4:
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m.columns = 2;
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m.rows = 4;
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break;
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case GL_FLOAT_MAT3x2:
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m.columns = 3;
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m.rows = 2;
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break;
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case GL_FLOAT_MAT3x4:
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m.columns = 3;
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m.rows = 4;
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break;
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case GL_FLOAT_MAT4x2:
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m.columns = 4;
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m.rows = 2;
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break;
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case GL_FLOAT_MAT4x3:
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m.columns = 4;
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m.rows = 3;
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break;
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}
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return m;
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}
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Shader::UniformType Shader::getUniformBaseType(GLenum type) const
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{
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switch (type)
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