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glsl: fix incorrect indexing for gl_TextureMatrix[i][j]

The two indexes were mixed up when accessing a row of a matrix in an array
of matrices.
tags/intel_2009q2_rc3
Brian Paul 16 years ago
parent
commit
abdb0fdcc0
1 changed files with 6 additions and 5 deletions
  1. 6
    5
      src/mesa/shader/slang/slang_builtin.c

+ 6
- 5
src/mesa/shader/slang/slang_builtin.c View File

@@ -111,10 +111,9 @@ lookup_statevar(const char *var, GLint index1, GLint index2, const char *field,

if (isMatrix) {
if (tokens[0] == STATE_TEXTURE_MATRIX) {
if (index1 >= 0) {
tokens[1] = index1; /* which texture matrix */
index1 = 0; /* prevent extra addition at end of function */
}
/* texture_matrix[index1][index2] */
tokens[1] = index1 >= 0 ? index1 : 0; /* which texture matrix */
index1 = index2; /* move matrix row value to index1 */
}
if (index1 < 0) {
/* index1 is unused: prevent extra addition at end of function */
@@ -682,7 +681,9 @@ _slang_alloc_statevar(slang_ir_node *n,
if (n->Opcode == IR_ELEMENT) {
/* XXX can only handle constant indexes for now */
if (n->Children[1]->Opcode == IR_FLOAT) {
index2 = (GLint) n->Children[1]->Value[0];
/* two-dimensional array index: mat[i][j] */
index2 = index1;
index1 = (GLint) n->Children[1]->Value[0];
}
else {
*direct = GL_FALSE;

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