Add C++ side support for unsigned int shader uniforms. Note that the shader languages love currently supports (glsl 1.20, glsl es 1.00) don’t support uints at the moment.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-01-02 20:41:07 -04:00
parent abb72cb813
commit 8899c03651
8 changed files with 60 additions and 12 deletions
+1 -1
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@@ -1,5 +1,5 @@
/**
* Copyright (c) 2006-2011 LOVE Development Team
* Copyright (c) 2006-2017 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
+1 -1
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@@ -49,7 +49,7 @@ class Reference;
namespace graphics
{
const int MAX_COLOR_RENDER_TARGETS = 16;
const int MAX_COLOR_RENDER_TARGETS = 8;
/**
* Globally sets whether gamma correction is enabled. Ideally this should be set
+1
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@@ -109,6 +109,7 @@ StringMap<Shader::UniformType, Shader::UNIFORM_MAX_ENUM>::Entry Shader::uniformT
{"float", Shader::UNIFORM_FLOAT},
{"matrix", Shader::UNIFORM_MATRIX},
{"int", Shader::UNIFORM_INT},
{"uint", Shader::UNIFORM_UINT},
{"bool", Shader::UNIFORM_BOOL},
{"image", Shader::UNIFORM_SAMPLER},
{"unknown", Shader::UNIFORM_UNKNOWN},
+2
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@@ -71,6 +71,7 @@ public:
UNIFORM_FLOAT,
UNIFORM_MATRIX,
UNIFORM_INT,
UNIFORM_UINT,
UNIFORM_BOOL,
UNIFORM_SAMPLER,
UNIFORM_UNKNOWN,
@@ -108,6 +109,7 @@ public:
void *data;
float *floats;
int *ints;
unsigned int *uints;
};
Texture **textures;
+1 -1
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@@ -340,7 +340,7 @@ void OpenGL::prepareDraw()
// Make sure the active shader's love-provided uniforms are up to date.
if (Shader::current != nullptr)
((Shader *)Shader::current)->checkSetBuiltinUniforms();
((Shader *)Shader::current)->updateBuiltinUniforms();
if (state.constantColor != state.lastConstantColor)
{
+41 -6
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@@ -237,6 +237,10 @@ void Shader::mapActiveUniforms()
datasize = sizeof(int) * u.components * u.count;
u.data = malloc(datasize);
break;
case UNIFORM_UINT:
datasize = sizeof(unsigned int) * u.components * u.count;
u.data = malloc(datasize);
break;
case UNIFORM_MATRIX:
datasize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count;
u.data = malloc(datasize);
@@ -291,6 +295,10 @@ void Shader::mapActiveUniforms()
glGetUniformiv(program, location, &u.ints[offset]);
offset += u.components;
break;
case UNIFORM_UINT:
glGetUniformuiv(program, location, &u.uints[offset]);
offset += u.components;
break;
case UNIFORM_MATRIX:
glGetUniformfv(program, location, &u.floats[offset]);
offset += u.matrix.rows * u.matrix.columns;
@@ -427,7 +435,7 @@ bool Shader::loadVolatile()
// make sure glUseProgram gets called.
current = nullptr;
attach();
checkSetBuiltinUniforms();
updateBuiltinUniforms();
}
return true;
@@ -581,6 +589,24 @@ void Shader::updateUniform(const UniformInfo *info, int count, bool internalUpda
break;
}
}
else if (type == UNIFORM_UINT)
{
switch (info->components)
{
case 1:
glUniform1uiv(location, count, info->uints);
break;
case 2:
glUniform2uiv(location, count, info->uints);
break;
case 3:
glUniform3uiv(location, count, info->uints);
break;
case 4:
glUniform4uiv(location, count, info->uints);
break;
}
}
else if (type == UNIFORM_MATRIX)
{
int columns = info->matrix.columns;
@@ -764,7 +790,7 @@ void Shader::setVideoTextures(ptrdiff_t ytexture, ptrdiff_t cbtexture, ptrdiff_t
}
}
void Shader::checkSetScreenParams()
void Shader::updateScreenParams()
{
Rect view = gl.getViewport();
@@ -804,7 +830,7 @@ void Shader::checkSetScreenParams()
lastViewport = view;
}
void Shader::checkSetPointSize(float size)
void Shader::updatePointSize(float size)
{
if (size == lastPointSize || current != this)
return;
@@ -816,15 +842,15 @@ void Shader::checkSetPointSize(float size)
lastPointSize = size;
}
void Shader::checkSetBuiltinUniforms()
void Shader::updateBuiltinUniforms()
{
if (current != this)
return;
checkSetScreenParams();
updateScreenParams();
if (GLAD_ES_VERSION_2_0)
checkSetPointSize(gl.getPointSize());
updatePointSize(gl.getPointSize());
auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
@@ -902,6 +928,7 @@ int Shader::getUniformTypeComponents(GLenum type) const
switch (type)
{
case GL_INT:
case GL_UNSIGNED_INT:
case GL_FLOAT:
case GL_BOOL:
case GL_SAMPLER_1D:
@@ -909,16 +936,19 @@ int Shader::getUniformTypeComponents(GLenum type) const
case GL_SAMPLER_3D:
return 1;
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
case GL_FLOAT_VEC2:
case GL_FLOAT_MAT2:
case GL_BOOL_VEC2:
return 2;
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
case GL_FLOAT_VEC3:
case GL_FLOAT_MAT3:
case GL_BOOL_VEC3:
return 3;
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
case GL_FLOAT_VEC4:
case GL_FLOAT_MAT4:
case GL_BOOL_VEC4:
@@ -981,6 +1011,11 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
case GL_INT_VEC3:
case GL_INT_VEC4:
return UNIFORM_INT;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
return UNIFORM_UINT;
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
+3 -3
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@@ -66,9 +66,9 @@ public:
GLint getAttribLocation(const std::string &name);
void checkSetScreenParams();
void checkSetPointSize(float size);
void checkSetBuiltinUniforms();
void updateScreenParams();
void updatePointSize(float size);
void updateBuiltinUniforms();
GLuint getProgram() const
{
+10
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@@ -108,6 +108,14 @@ int w_Shader_sendInts(lua_State *L, int startidx, Shader *shader, const Shader::
return 0;
}
int w_Shader_sendUnsignedInts(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
{
int count = _getCount(L, startidx, info);
_updateNumbers(L, startidx, info->uints, info->components, count);
luax_catchexcept(L, [&]() { shader->updateUniform(info, count); });
return 0;
}
int w_Shader_sendBooleans(lua_State *L, int startidx, Shader *shader, const Shader::UniformInfo *info)
{
int count = _getCount(L, startidx, info);
@@ -284,6 +292,8 @@ int w_Shader_send(lua_State *L)
return w_Shader_sendMatrices(L, startidx, shader, info);
case Shader::UNIFORM_INT:
return w_Shader_sendInts(L, startidx, shader, info);
case Shader::UNIFORM_UINT:
return w_Shader_sendUnsignedInts(L, startidx, shader, info);
case Shader::UNIFORM_BOOL:
return w_Shader_sendBooleans(L, startidx, shader, info);
case Shader::UNIFORM_SAMPLER: