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glgsg: Pass in osg_FrameNumber input via ShaderMatSpec mechanism
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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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// 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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// 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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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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nassertd(spec._dim[1] > 0) continue;
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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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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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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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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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case Shader::SPT_float:
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data = (float*)ptr_data._ptr;
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break;
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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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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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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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// 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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} 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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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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// 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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} 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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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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// 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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default:
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continue;
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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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@ -91,7 +91,6 @@ private:
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GLint _slider_table_index;
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GLsizei _transform_table_size;
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GLsizei _slider_table_size;
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GLint _frame_number_loc;
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GLint _frame_number;
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#ifndef OPENGLES
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@ -760,6 +760,24 @@ def test_glsl_state_fog(gsg):
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run_glsl_test(gsg, code, preamble, state=node.get_state())
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def test_glsl_frame_number(gsg):
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clock = core.ClockObject.get_global_clock()
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old_frame_count = clock.get_frame_count()
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try:
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clock.set_frame_count(123)
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preamble = """
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uniform int osg_FrameNumber;
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"""
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code = """
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assert(osg_FrameNumber == 123);
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"""
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run_glsl_test(gsg, code, preamble)
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finally:
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clock.set_frame_count(old_frame_count)
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def test_glsl_write_extract_image_buffer(gsg):
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# Tests that we can write to a buffer texture on the GPU, and then extract
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# the data on the CPU. We test two textures since there was in the past a
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