[Fix] (MG_State/Program): does it still crash?

This commit is contained in:
2025-08-14 21:23:55 +08:00
parent 634fb4fa57
commit c1966c5f04
3 changed files with 16 additions and 13 deletions
@@ -20,26 +20,26 @@ namespace MobileGL {
if (matCol > 1) {
switch (baseType) {
case GL_FLOAT:
if (vecSize == 4 && matCol == 4) return GL_FLOAT_MAT4;
if (vecSize == 3 && matCol == 3) return GL_FLOAT_MAT3;
if (vecSize == 2 && matCol == 2) return GL_FLOAT_MAT2;
if (vecSize == 2 && matCol == 3) return GL_FLOAT_MAT3x2;
if (vecSize == 2 && matCol == 4) return GL_FLOAT_MAT4x2;
if (vecSize == 3 && matCol == 2) return GL_FLOAT_MAT2x3;
if (vecSize == 3 && matCol == 3) return GL_FLOAT_MAT3;
if (vecSize == 3 && matCol == 4) return GL_FLOAT_MAT4x3;
if (vecSize == 4 && matCol == 2) return GL_FLOAT_MAT2x4;
if (vecSize == 4 && matCol == 3) return GL_FLOAT_MAT3x4;
if (vecSize == 4 && matCol == 4) return GL_FLOAT_MAT4;
break;
case GL_DOUBLE:
if (vecSize == 4 && matCol == 4) return GL_DOUBLE_MAT4;
if (vecSize == 3 && matCol == 3) return GL_DOUBLE_MAT3;
if (vecSize == 2 && matCol == 2) return GL_DOUBLE_MAT2;
if (vecSize == 2 && matCol == 3) return GL_DOUBLE_MAT3x2;
if (vecSize == 2 && matCol == 4) return GL_DOUBLE_MAT4x2;
if (vecSize == 3 && matCol == 2) return GL_DOUBLE_MAT2x3;
if (vecSize == 3 && matCol == 3) return GL_DOUBLE_MAT3;
if (vecSize == 3 && matCol == 4) return GL_DOUBLE_MAT4x3;
if (vecSize == 4 && matCol == 2) return GL_DOUBLE_MAT2x4;
if (vecSize == 4 && matCol == 3) return GL_DOUBLE_MAT3x4;
if (vecSize == 4 && matCol == 4) return GL_DOUBLE_MAT4;
break;
default:
return GL_FALSE;
@@ -50,17 +50,17 @@ namespace MobileGL {
switch (baseType) {
case GL_BOOL:
switch (vecSize) {
case 2: return GL_BOOL_VEC2;
case 3: return GL_BOOL_VEC3;
case 4: return GL_BOOL_VEC4;
case 3: return GL_BOOL_VEC3;
case 2: return GL_BOOL_VEC2;
}
case GL_FLOAT:
return GL_FLOAT_VEC2 + (vecSize - 2); // GL_FLOAT_VEC* is contiguous
case GL_DOUBLE:
switch (vecSize) {
case 2: return GL_DOUBLE_VEC2;
case 3: return GL_DOUBLE_VEC3;
case 4: return GL_DOUBLE_VEC4;
case 4: return GL_DOUBLE_VEC4;
case 3: return GL_DOUBLE_VEC3;
case 2: return GL_DOUBLE_VEC2;
}
break;
case GL_INT: