diff --git a/Test/baseResults/matrix.frag.out b/Test/baseResults/matrix.frag.out index f3bea4b22..5fd4eb67d 100644 --- a/Test/baseResults/matrix.frag.out +++ b/Test/baseResults/matrix.frag.out @@ -242,6 +242,36 @@ Shader version: 130 0:54 'un34' ( uniform 4X4 matrix of float) 0:54 'um43' ( uniform 4X4 matrix of float) 0:54 'v' ( smooth in 4-component vector of float) +0:56 Sequence +0:56 move second child to first child ( temp 4X2 matrix of float) +0:56 'm42' ( temp 4X2 matrix of float) +0:56 Constant: +0:56 42.000000 +0:56 0.000000 +0:56 0.000000 +0:56 42.000000 +0:56 0.000000 +0:56 0.000000 +0:56 0.000000 +0:56 0.000000 +0:57 Test condition and select ( temp void) +0:57 Condition +0:57 Compare Equal ( temp bool) +0:57 'm42' ( temp 4X2 matrix of float) +0:57 Constant: +0:57 42.000000 +0:57 0.000000 +0:57 0.000000 +0:57 42.000000 +0:57 0.000000 +0:57 0.000000 +0:57 0.000000 +0:57 0.000000 +0:57 true case +0:58 Sequence +0:58 add second child into first child ( temp 4-component vector of float) +0:58 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:58 'v' ( smooth in 4-component vector of float) 0:? Linker Objects 0:? 'colorTransform' ( uniform 3X3 matrix of float) 0:? 'Color' ( smooth in 3-component vector of float) @@ -495,6 +525,36 @@ Shader version: 130 0:54 'un34' ( uniform 4X4 matrix of float) 0:54 'um43' ( uniform 4X4 matrix of float) 0:54 'v' ( smooth in 4-component vector of float) +0:56 Sequence +0:56 move second child to first child ( temp 4X2 matrix of float) +0:56 'm42' ( temp 4X2 matrix of float) +0:56 Constant: +0:56 42.000000 +0:56 0.000000 +0:56 0.000000 +0:56 42.000000 +0:56 0.000000 +0:56 0.000000 +0:56 0.000000 +0:56 0.000000 +0:57 Test condition and select ( temp void) +0:57 Condition +0:57 Compare Equal ( temp bool) +0:57 'm42' ( temp 4X2 matrix of float) +0:57 Constant: +0:57 42.000000 +0:57 0.000000 +0:57 0.000000 +0:57 42.000000 +0:57 0.000000 +0:57 0.000000 +0:57 0.000000 +0:57 0.000000 +0:57 true case +0:58 Sequence +0:58 add second child into first child ( temp 4-component vector of float) +0:58 'gl_FragColor' ( fragColor 4-component vector of float FragColor) +0:58 'v' ( smooth in 4-component vector of float) 0:? Linker Objects 0:? 'colorTransform' ( uniform 3X3 matrix of float) 0:? 'Color' ( smooth in 3-component vector of float) diff --git a/Test/matrix.frag b/Test/matrix.frag index 150e0434f..afafa3493 100644 --- a/Test/matrix.frag +++ b/Test/matrix.frag @@ -1,55 +1,60 @@ -#version 130 - -//#define TEST_POST_110 - -uniform mat3 colorTransform; -varying vec3 Color; -uniform mat4 m, n; - -#ifdef TEST_POST_110 -uniform mat4x3 um43; -uniform mat3x4 un34; -#else -uniform mat4 um43; -uniform mat4 un34; -#endif - -varying vec4 v; - -#ifdef TEST_POST_110 -varying vec3 u; -#else -varying vec4 u; -#endif - -void main() -{ - gl_FragColor = vec4(un34[1]); - gl_FragColor += vec4(Color * colorTransform, 1.0); - - if (m != n) - gl_FragColor += v; - else { - gl_FragColor += m * v; - gl_FragColor += v * (m - n); - } - -#ifdef TEST_POST_110 - mat3x4 m34 = outerProduct(v, u); - m34 += mat4(v.x); - m34 += mat4(u, u.x, u, u.x, u, u.x, u.x); -#else - mat4 m34 = mat4(v.x*u.x, v.x*u.y, v.x*u.z, v.x*u.w, - v.y*u.x, v.y*u.y, v.y*u.z, v.y*u.w, - v.z*u.x, v.z*u.y, v.z*u.z, v.z*u.w, - v.w*u.x, v.w*u.y, v.w*u.z, v.w*u.w); - m34 += mat4(v.x); - m34 += mat4(u, u.x, u, u.x, u, u.x, u.x); - -#endif - - if (m34 == un34) - gl_FragColor += m34 * u; - else - gl_FragColor += (un34 * um43) * v; -} +#version 130 + +//#define TEST_POST_110 + +uniform mat3 colorTransform; +varying vec3 Color; +uniform mat4 m, n; + +#ifdef TEST_POST_110 +uniform mat4x3 um43; +uniform mat3x4 un34; +#else +uniform mat4 um43; +uniform mat4 un34; +#endif + +varying vec4 v; + +#ifdef TEST_POST_110 +varying vec3 u; +#else +varying vec4 u; +#endif + +void main() +{ + gl_FragColor = vec4(un34[1]); + gl_FragColor += vec4(Color * colorTransform, 1.0); + + if (m != n) + gl_FragColor += v; + else { + gl_FragColor += m * v; + gl_FragColor += v * (m - n); + } + +#ifdef TEST_POST_110 + mat3x4 m34 = outerProduct(v, u); + m34 += mat4(v.x); + m34 += mat4(u, u.x, u, u.x, u, u.x, u.x); +#else + mat4 m34 = mat4(v.x*u.x, v.x*u.y, v.x*u.z, v.x*u.w, + v.y*u.x, v.y*u.y, v.y*u.z, v.y*u.w, + v.z*u.x, v.z*u.y, v.z*u.z, v.z*u.w, + v.w*u.x, v.w*u.y, v.w*u.z, v.w*u.w); + m34 += mat4(v.x); + m34 += mat4(u, u.x, u, u.x, u, u.x, u.x); + +#endif + + if (m34 == un34) + gl_FragColor += m34 * u; + else + gl_FragColor += (un34 * um43) * v; + + mat4x2 m42 = mat4x2(42); + if (m42 == mat4x2(42, 0, 0, 42, 0, 0, 0, 0)) { + gl_FragColor += v; + } +} diff --git a/glslang/MachineIndependent/parseConst.cpp b/glslang/MachineIndependent/parseConst.cpp index 7c04743ba..6c182991f 100644 --- a/glslang/MachineIndependent/parseConst.cpp +++ b/glslang/MachineIndependent/parseConst.cpp @@ -166,31 +166,30 @@ void TConstTraverser::visitConstantUnion(TIntermConstantUnion* node) } } else { // matrix from vector or scalar - int count = 0; - const int startIndex = index; int nodeComps = node->getType().computeNumComponents(); - for (int i = startIndex; i < endIndex; i++) { - if (i >= instanceSize) - return; - if (nodeComps == 1) { - // If there is a single scalar parameter to a matrix - // constructor, it is used to initialize all the - // components on the matrix's diagonal, with the - // remaining components initialized to 0.0. - if (i == startIndex || (i - startIndex) % (matrixRows + 1) == 0 ) - leftUnionArray[i] = rightUnionArray[count]; - else - leftUnionArray[i].setDConst(0.0); - } else { + if (nodeComps == 1) { + for (int c = 0; c < matrixCols; ++c) { + for (int r = 0; r < matrixRows; ++r) { + if (r == c) + leftUnionArray[index] = rightUnionArray[0]; + else + leftUnionArray[index].setDConst(0.0); + index++; + } + } + } else { + int count = 0; + for (int i = index; i < endIndex; i++) { + if (i >= instanceSize) + return; + // construct the matrix in column-major order, from // the components provided, in order leftUnionArray[i] = rightUnionArray[count]; - } - index++; - - if (nodeComps > 1) + index++; count++; + } } } }