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@@ -290,7 +290,6 @@ CLP(ShaderContext)(CLP(GraphicsStateGuardian) *glgsg, Shader *s) : ShaderContext
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_color_attrib_index = -1;
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_transform_table_index = -1;
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_slider_table_index = -1;
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- _frame_number_loc = -1;
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_frame_number = -1;
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_validated = !gl_validate_shaders;
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@@ -1528,12 +1527,15 @@ reflect_uniform(int i, char *name_buffer, GLsizei name_buflen) {
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return;
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} else if (noprefix == "FrameNumber") {
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- // We don't currently support ints with this mechanism, so we special-
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- // case this one.
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+ bind._piece = Shader::SMP_scalar;
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+ bind._func = Shader::SMF_first;
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+ bind._part[0] = Shader::SMO_frame_number;
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+ bind._part[1] = Shader::SMO_identity;
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+ bind._numeric_type = Shader::SPT_int;
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if (param_type != GL_INT) {
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GLCAT.error() << "osg_FrameNumber should be uniform int\n";
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} else {
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- _frame_number_loc = p;
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+ _shader->cp_add_mat_spec(bind);
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}
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return;
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}
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@@ -2330,142 +2332,6 @@ issue_parameters(int altered) {
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<< " (altered 0x" << hex << altered << dec << ")\n";
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}
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- // We have no way to track modifications to PTAs, so we assume that they are
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- // modified every frame and when we switch ShaderAttribs.
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- if (altered & (Shader::SSD_shaderinputs | Shader::SSD_frame)) {
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-
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- // If we have an osg_FrameNumber input, set it now.
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- if ((altered & Shader::SSD_frame) != 0 && _frame_number_loc >= 0) {
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- _glgsg->_glUniform1i(_frame_number_loc, _frame_number);
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- }
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-
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- // Iterate through _ptr parameters
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- /*for (int i = 0; i < (int)_shader->_ptr_spec.size(); ++i) {
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- Shader::ShaderPtrSpec &spec = _shader->_ptr_spec[i];
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-
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- Shader::ShaderPtrData ptr_data;
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- if (!_glgsg->fetch_ptr_parameter(spec, ptr_data)) { //the input is not contained in ShaderPtrData
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- release_resources();
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- return;
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- }
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-
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- nassertd(spec._dim[1] > 0) continue;
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-
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- GLint p = spec._id._seqno;
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- int array_size = min(spec._dim[0], (int)ptr_data._size / spec._dim[1]);
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- switch (spec._type) {
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- case Shader::SPT_float:
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- {
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- float *data = nullptr;
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-
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- switch (ptr_data._type) {
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- case Shader::SPT_int:
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- // Convert int data to float data.
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- data = (float*) alloca(sizeof(float) * array_size * spec._dim[1]);
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- for (int i = 0; i < (array_size * spec._dim[1]); ++i) {
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- data[i] = (float)(((int*)ptr_data._ptr)[i]);
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- }
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- break;
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-
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- case Shader::SPT_uint:
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- // Convert unsigned int data to float data.
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- data = (float*) alloca(sizeof(float) * array_size * spec._dim[1]);
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- for (int i = 0; i < (array_size * spec._dim[1]); ++i) {
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- data[i] = (float)(((unsigned int*)ptr_data._ptr)[i]);
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- }
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- break;
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-
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- case Shader::SPT_double:
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- // Downgrade double data to float data.
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- data = (float*) alloca(sizeof(float) * array_size * spec._dim[1]);
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- for (int i = 0; i < (array_size * spec._dim[1]); ++i) {
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- data[i] = (float)(((double*)ptr_data._ptr)[i]);
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- }
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- break;
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-
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- case Shader::SPT_float:
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- data = (float*)ptr_data._ptr;
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- break;
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-
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- default:
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-#ifndef NDEBUG
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- GLCAT.error()
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- << "Invalid ShaderPtrSpec type " << (int)ptr_data._type
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- << " for shader input '" << spec._id._name << "'\n";
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-#endif
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- continue;
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- }
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-
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- switch (spec._dim[1]) {
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- case 1: _glgsg->_glUniform1fv(p, array_size, (float*)data); continue;
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- case 2: _glgsg->_glUniform2fv(p, array_size, (float*)data); continue;
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- case 3: _glgsg->_glUniform3fv(p, array_size, (float*)data); continue;
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- case 4: _glgsg->_glUniform4fv(p, array_size, (float*)data); continue;
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- case 9: _glgsg->_glUniformMatrix3fv(p, array_size, GL_FALSE, (float*)data); continue;
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- case 16: _glgsg->_glUniformMatrix4fv(p, array_size, GL_FALSE, (float*)data); continue;
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- }
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- nassertd(false) continue;
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- }
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- break;
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-
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- case Shader::SPT_int:
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- if (ptr_data._type != Shader::SPT_int &&
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- ptr_data._type != Shader::SPT_uint) {
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- GLCAT.error()
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- << "Cannot pass floating-point data to integer shader input '" << spec._id._name << "'\n";
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-
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- // Deactivate it to make sure the user doesn't get flooded with this
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- // error.
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- spec._dep[0] = 0;
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- spec._dep[1] = 0;
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-
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- } else {
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- switch (spec._dim[1]) {
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- case 1: _glgsg->_glUniform1iv(p, array_size, (int*)ptr_data._ptr); continue;
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- case 2: _glgsg->_glUniform2iv(p, array_size, (int*)ptr_data._ptr); continue;
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- case 3: _glgsg->_glUniform3iv(p, array_size, (int*)ptr_data._ptr); continue;
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- case 4: _glgsg->_glUniform4iv(p, array_size, (int*)ptr_data._ptr); continue;
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- }
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- nassertd(false) continue;
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- }
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- break;
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-
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- case Shader::SPT_uint:
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- if (ptr_data._type != Shader::SPT_uint &&
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- ptr_data._type != Shader::SPT_int) {
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- GLCAT.error()
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- << "Cannot pass floating-point data to integer shader input '" << spec._id._name << "'\n";
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-
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- // Deactivate it to make sure the user doesn't get flooded with this
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- // error.
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- spec._dep[0] = 0;
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- spec._dep[1] = 0;
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-
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- } else {
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- switch (spec._dim[1]) {
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- case 1: _glgsg->_glUniform1uiv(p, array_size, (GLuint *)ptr_data._ptr); continue;
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- case 2: _glgsg->_glUniform2uiv(p, array_size, (GLuint *)ptr_data._ptr); continue;
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- case 3: _glgsg->_glUniform3uiv(p, array_size, (GLuint *)ptr_data._ptr); continue;
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- case 4: _glgsg->_glUniform4uiv(p, array_size, (GLuint *)ptr_data._ptr); continue;
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- }
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- nassertd(false) continue;
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- }
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- break;
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-
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- case Shader::SPT_double:
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- GLCAT.error() << "Passing double-precision shader inputs to GLSL shaders is not currently supported\n";
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-
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- // Deactivate it to make sure the user doesn't get flooded with this
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- // error.
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- spec._dep[0] = 0;
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- spec._dep[1] = 0;
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-
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- default:
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- continue;
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- }
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- }*/
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- }
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-
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if (altered & _shader->_mat_deps) {
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if (altered & _shader->_mat_cache_deps) {
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_glgsg->update_shader_matrix_cache(_shader, _mat_part_cache, altered);
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