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https://github.com/love2d/love.git
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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:
@@ -237,6 +237,10 @@ void Shader::mapActiveUniforms()
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datasize = sizeof(int) * u.components * u.count;
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u.data = malloc(datasize);
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break;
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case UNIFORM_UINT:
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datasize = sizeof(unsigned int) * u.components * u.count;
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u.data = malloc(datasize);
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break;
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case UNIFORM_MATRIX:
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datasize = sizeof(float) * (u.matrix.rows * u.matrix.columns) * u.count;
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u.data = malloc(datasize);
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@@ -291,6 +295,10 @@ void Shader::mapActiveUniforms()
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glGetUniformiv(program, location, &u.ints[offset]);
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offset += u.components;
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break;
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case UNIFORM_UINT:
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glGetUniformuiv(program, location, &u.uints[offset]);
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offset += u.components;
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break;
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case UNIFORM_MATRIX:
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glGetUniformfv(program, location, &u.floats[offset]);
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offset += u.matrix.rows * u.matrix.columns;
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@@ -427,7 +435,7 @@ bool Shader::loadVolatile()
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// make sure glUseProgram gets called.
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current = nullptr;
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attach();
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checkSetBuiltinUniforms();
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updateBuiltinUniforms();
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}
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return true;
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@@ -581,6 +589,24 @@ void Shader::updateUniform(const UniformInfo *info, int count, bool internalUpda
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break;
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}
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}
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else if (type == UNIFORM_UINT)
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{
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switch (info->components)
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{
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case 1:
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glUniform1uiv(location, count, info->uints);
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break;
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case 2:
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glUniform2uiv(location, count, info->uints);
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break;
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case 3:
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glUniform3uiv(location, count, info->uints);
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break;
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case 4:
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glUniform4uiv(location, count, info->uints);
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break;
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}
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}
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else if (type == UNIFORM_MATRIX)
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{
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int columns = info->matrix.columns;
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@@ -764,7 +790,7 @@ void Shader::setVideoTextures(ptrdiff_t ytexture, ptrdiff_t cbtexture, ptrdiff_t
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}
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}
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void Shader::checkSetScreenParams()
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void Shader::updateScreenParams()
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{
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Rect view = gl.getViewport();
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@@ -804,7 +830,7 @@ void Shader::checkSetScreenParams()
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lastViewport = view;
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}
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void Shader::checkSetPointSize(float size)
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void Shader::updatePointSize(float size)
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{
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if (size == lastPointSize || current != this)
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return;
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@@ -816,15 +842,15 @@ void Shader::checkSetPointSize(float size)
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lastPointSize = size;
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}
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void Shader::checkSetBuiltinUniforms()
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void Shader::updateBuiltinUniforms()
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{
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if (current != this)
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return;
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checkSetScreenParams();
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updateScreenParams();
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if (GLAD_ES_VERSION_2_0)
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checkSetPointSize(gl.getPointSize());
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updatePointSize(gl.getPointSize());
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auto gfx = Module::getInstance<graphics::Graphics>(Module::M_GRAPHICS);
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@@ -902,6 +928,7 @@ int Shader::getUniformTypeComponents(GLenum type) const
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switch (type)
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{
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_FLOAT:
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case GL_BOOL:
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case GL_SAMPLER_1D:
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@@ -909,16 +936,19 @@ int Shader::getUniformTypeComponents(GLenum type) const
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case GL_SAMPLER_3D:
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return 1;
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case GL_INT_VEC2:
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case GL_UNSIGNED_INT_VEC2:
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case GL_FLOAT_VEC2:
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case GL_FLOAT_MAT2:
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case GL_BOOL_VEC2:
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return 2;
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case GL_INT_VEC3:
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case GL_UNSIGNED_INT_VEC3:
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case GL_FLOAT_VEC3:
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case GL_FLOAT_MAT3:
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case GL_BOOL_VEC3:
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return 3;
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case GL_INT_VEC4:
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case GL_UNSIGNED_INT_VEC4:
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case GL_FLOAT_VEC4:
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case GL_FLOAT_MAT4:
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case GL_BOOL_VEC4:
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@@ -981,6 +1011,11 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
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case GL_INT_VEC3:
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case GL_INT_VEC4:
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return UNIFORM_INT;
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case GL_UNSIGNED_INT:
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case GL_UNSIGNED_INT_VEC2:
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case GL_UNSIGNED_INT_VEC3:
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case GL_UNSIGNED_INT_VEC4:
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return UNIFORM_UINT;
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case GL_FLOAT:
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case GL_FLOAT_VEC2:
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case GL_FLOAT_VEC3:
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