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mirror of https://github.com/TomHarte/CLK.git synced 2024-07-04 18:29:40 +00:00

Ensured values aren't dangling pointers.

This commit is contained in:
Thomas Harte 2016-05-14 18:15:10 -04:00
parent 492dc7ccbf
commit 328fabcd10

View File

@ -123,7 +123,13 @@ void Shader::enable_vertex_attribute_with_pointer(const char *name, GLint size,
}
// The various set_uniforms...
#define location() glGetUniformLocation(_shader_program, name.c_str())
GLint fglGetUniformLocation(GLuint program, const GLchar *name)
{
GLint result = glGetUniformLocation(program, name);
printf("Resolved %s to %d\n", name, result);
return result;
}
#define location() fglGetUniformLocation(_shader_program, name.c_str())
void Shader::set_uniform(const std::string &name, GLint value)
{
enqueue_function([name, value, this] {
@ -214,40 +220,49 @@ void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2,
void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values)
{
enqueue_function([name, size, count, values, this] {
GLint *values_copy = new GLint[count];
memcpy(values_copy, values, sizeof(GLint) * (size_t)count);
enqueue_function([name, size, count, values_copy, this] {
switch(size)
{
case 1: glUniform1iv(location(), count, values); break;
case 2: glUniform2iv(location(), count, values); break;
case 3: glUniform3iv(location(), count, values); break;
case 4: glUniform4iv(location(), count, values); break;
case 1: glUniform1iv(location(), count, values_copy); break;
case 2: glUniform2iv(location(), count, values_copy); break;
case 3: glUniform3iv(location(), count, values_copy); break;
case 4: glUniform4iv(location(), count, values_copy); break;
}
delete[] values_copy;
});
}
void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values)
{
enqueue_function([name, size, count, values, this] {
GLfloat *values_copy = new GLfloat[count];
memcpy(values_copy, values, sizeof(GLfloat) * (size_t)count);
enqueue_function([name, size, count, values_copy, this] {
switch(size)
{
case 1: glUniform1fv(location(), count, values); break;
case 2: glUniform2fv(location(), count, values); break;
case 3: glUniform3fv(location(), count, values); break;
case 4: glUniform4fv(location(), count, values); break;
case 1: glUniform1fv(location(), count, values_copy); break;
case 2: glUniform2fv(location(), count, values_copy); break;
case 3: glUniform3fv(location(), count, values_copy); break;
case 4: glUniform4fv(location(), count, values_copy); break;
}
delete[] values_copy;
});
}
void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values)
{
enqueue_function([name, size, count, values, this] {
GLuint *values_copy = new GLuint[count];
memcpy(values_copy, values, sizeof(GLuint) * (size_t)count);
enqueue_function([name, size, count, values_copy, this] {
switch(size)
{
case 1: glUniform1uiv(location(), count, values); break;
case 2: glUniform2uiv(location(), count, values); break;
case 3: glUniform3uiv(location(), count, values); break;
case 4: glUniform4uiv(location(), count, values); break;
case 1: glUniform1uiv(location(), count, values_copy); break;
case 2: glUniform2uiv(location(), count, values_copy); break;
case 3: glUniform3uiv(location(), count, values_copy); break;
case 4: glUniform4uiv(location(), count, values_copy); break;
}
delete[] values_copy;
});
}
@ -258,14 +273,17 @@ void Shader::set_uniform_matrix(const std::string &name, GLint size, bool transp
void Shader::set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values)
{
enqueue_function([name, size, count, transpose, values, this] {
GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE;
GLfloat *values_copy = new GLfloat[count*size];
memcpy(values_copy, values, sizeof(GLfloat) * (size_t)count * (size_t)size);
enqueue_function([name, size, count, transpose, values_copy, this] {
GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE;
switch(size)
{
case 2: glUniformMatrix2fv(location(), count, glTranspose, values); break;
case 3: glUniformMatrix3fv(location(), count, glTranspose, values); break;
case 4: glUniformMatrix4fv(location(), count, glTranspose, values); break;
case 2: glUniformMatrix2fv(location(), count, glTranspose, values_copy); break;
case 3: glUniformMatrix3fv(location(), count, glTranspose, values_copy); break;
case 4: glUniformMatrix4fv(location(), count, glTranspose, values_copy); break;
}
delete[] values_copy;
});
}