glsl: set InnerCoverage directly in gl_program
[mesa.git] / src / mesa / main / shaderapi.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file shaderapi.c
28 * \author Brian Paul
29 *
30 * Implementation of GLSL-related API functions.
31 * The glUniform* functions are in uniforms.c
32 *
33 *
34 * XXX things to do:
35 * 1. Check that the right error code is generated for all _mesa_error() calls.
36 * 2. Insert FLUSH_VERTICES calls in various places
37 */
38
39
40 #include <stdbool.h>
41 #include "main/glheader.h"
42 #include "main/context.h"
43 #include "main/dispatch.h"
44 #include "main/enums.h"
45 #include "main/hash.h"
46 #include "main/mtypes.h"
47 #include "main/pipelineobj.h"
48 #include "main/shaderapi.h"
49 #include "main/shaderobj.h"
50 #include "main/transformfeedback.h"
51 #include "main/uniforms.h"
52 #include "compiler/glsl/glsl_parser_extras.h"
53 #include "compiler/glsl/ir.h"
54 #include "compiler/glsl/ir_uniform.h"
55 #include "compiler/glsl/program.h"
56 #include "program/program.h"
57 #include "program/prog_print.h"
58 #include "program/prog_parameter.h"
59 #include "util/ralloc.h"
60 #include "util/hash_table.h"
61 #include "util/mesa-sha1.h"
62 #include "util/crc32.h"
63
64 /**
65 * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
66 */
67 GLbitfield
68 _mesa_get_shader_flags(void)
69 {
70 GLbitfield flags = 0x0;
71 const char *env = getenv("MESA_GLSL");
72
73 if (env) {
74 if (strstr(env, "dump_on_error"))
75 flags |= GLSL_DUMP_ON_ERROR;
76 else if (strstr(env, "dump"))
77 flags |= GLSL_DUMP;
78 if (strstr(env, "log"))
79 flags |= GLSL_LOG;
80 if (strstr(env, "nopvert"))
81 flags |= GLSL_NOP_VERT;
82 if (strstr(env, "nopfrag"))
83 flags |= GLSL_NOP_FRAG;
84 if (strstr(env, "nopt"))
85 flags |= GLSL_NO_OPT;
86 else if (strstr(env, "opt"))
87 flags |= GLSL_OPT;
88 if (strstr(env, "uniform"))
89 flags |= GLSL_UNIFORMS;
90 if (strstr(env, "useprog"))
91 flags |= GLSL_USE_PROG;
92 if (strstr(env, "errors"))
93 flags |= GLSL_REPORT_ERRORS;
94 }
95
96 return flags;
97 }
98
99 /**
100 * Memoized version of getenv("MESA_SHADER_CAPTURE_PATH").
101 */
102 const char *
103 _mesa_get_shader_capture_path(void)
104 {
105 static bool read_env_var = false;
106 static const char *path = NULL;
107
108 if (!read_env_var) {
109 path = getenv("MESA_SHADER_CAPTURE_PATH");
110 read_env_var = true;
111 }
112
113 return path;
114 }
115
116 /**
117 * Initialize context's shader state.
118 */
119 void
120 _mesa_init_shader_state(struct gl_context *ctx)
121 {
122 /* Device drivers may override these to control what kind of instructions
123 * are generated by the GLSL compiler.
124 */
125 struct gl_shader_compiler_options options;
126 gl_shader_stage sh;
127 int i;
128
129 memset(&options, 0, sizeof(options));
130 options.MaxUnrollIterations = 32;
131 options.MaxIfDepth = UINT_MAX;
132
133 for (sh = 0; sh < MESA_SHADER_STAGES; ++sh)
134 memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
135
136 ctx->Shader.Flags = _mesa_get_shader_flags();
137
138 if (ctx->Shader.Flags != 0)
139 ctx->Const.GenerateTemporaryNames = true;
140
141 /* Extended for ARB_separate_shader_objects */
142 ctx->Shader.RefCount = 1;
143 mtx_init(&ctx->Shader.Mutex, mtx_plain);
144
145 ctx->TessCtrlProgram.patch_vertices = 3;
146 for (i = 0; i < 4; ++i)
147 ctx->TessCtrlProgram.patch_default_outer_level[i] = 1.0;
148 for (i = 0; i < 2; ++i)
149 ctx->TessCtrlProgram.patch_default_inner_level[i] = 1.0;
150 }
151
152
153 /**
154 * Free the per-context shader-related state.
155 */
156 void
157 _mesa_free_shader_state(struct gl_context *ctx)
158 {
159 int i;
160 for (i = 0; i < MESA_SHADER_STAGES; i++) {
161 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram[i],
162 NULL);
163 }
164 _mesa_reference_program(ctx, &ctx->Shader._CurrentFragmentProgram, NULL);
165 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
166
167 /* Extended for ARB_separate_shader_objects */
168 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
169
170 assert(ctx->Shader.RefCount == 1);
171 mtx_destroy(&ctx->Shader.Mutex);
172 }
173
174
175 /**
176 * Copy string from <src> to <dst>, up to maxLength characters, returning
177 * length of <dst> in <length>.
178 * \param src the strings source
179 * \param maxLength max chars to copy
180 * \param length returns number of chars copied
181 * \param dst the string destination
182 */
183 void
184 _mesa_copy_string(GLchar *dst, GLsizei maxLength,
185 GLsizei *length, const GLchar *src)
186 {
187 GLsizei len;
188 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
189 dst[len] = src[len];
190 if (maxLength > 0)
191 dst[len] = 0;
192 if (length)
193 *length = len;
194 }
195
196
197
198 /**
199 * Confirm that the a shader type is valid and supported by the implementation
200 *
201 * \param ctx Current GL context
202 * \param type Shader target
203 *
204 */
205 bool
206 _mesa_validate_shader_target(const struct gl_context *ctx, GLenum type)
207 {
208 /* Note: when building built-in GLSL functions, this function may be
209 * invoked with ctx == NULL. In that case, we can only validate that it's
210 * a shader target we recognize, not that it's supported in the current
211 * context. But that's fine--we don't need any further validation than
212 * that when building built-in GLSL functions.
213 */
214
215 switch (type) {
216 case GL_FRAGMENT_SHADER:
217 return ctx == NULL || ctx->Extensions.ARB_fragment_shader;
218 case GL_VERTEX_SHADER:
219 return ctx == NULL || ctx->Extensions.ARB_vertex_shader;
220 case GL_GEOMETRY_SHADER_ARB:
221 return ctx == NULL || _mesa_has_geometry_shaders(ctx);
222 case GL_TESS_CONTROL_SHADER:
223 case GL_TESS_EVALUATION_SHADER:
224 return ctx == NULL || _mesa_has_tessellation(ctx);
225 case GL_COMPUTE_SHADER:
226 return ctx == NULL || _mesa_has_compute_shaders(ctx);
227 default:
228 return false;
229 }
230 }
231
232
233 static GLboolean
234 is_program(struct gl_context *ctx, GLuint name)
235 {
236 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
237 return shProg ? GL_TRUE : GL_FALSE;
238 }
239
240
241 static GLboolean
242 is_shader(struct gl_context *ctx, GLuint name)
243 {
244 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
245 return shader ? GL_TRUE : GL_FALSE;
246 }
247
248
249 /**
250 * Attach shader to a shader program.
251 */
252 static void
253 attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
254 {
255 struct gl_shader_program *shProg;
256 struct gl_shader *sh;
257 GLuint i, n;
258
259 const bool same_type_disallowed = _mesa_is_gles(ctx);
260
261 shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
262 if (!shProg)
263 return;
264
265 sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
266 if (!sh) {
267 return;
268 }
269
270 n = shProg->NumShaders;
271 for (i = 0; i < n; i++) {
272 if (shProg->Shaders[i] == sh) {
273 /* The shader is already attched to this program. The
274 * GL_ARB_shader_objects spec says:
275 *
276 * "The error INVALID_OPERATION is generated by AttachObjectARB
277 * if <obj> is already attached to <containerObj>."
278 */
279 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
280 return;
281 } else if (same_type_disallowed &&
282 shProg->Shaders[i]->Stage == sh->Stage) {
283 /* Shader with the same type is already attached to this program,
284 * OpenGL ES 2.0 and 3.0 specs say:
285 *
286 * "Multiple shader objects of the same type may not be attached
287 * to a single program object. [...] The error INVALID_OPERATION
288 * is generated if [...] another shader object of the same type
289 * as shader is already attached to program."
290 */
291 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
292 return;
293 }
294 }
295
296 /* grow list */
297 shProg->Shaders = realloc(shProg->Shaders,
298 (n + 1) * sizeof(struct gl_shader *));
299 if (!shProg->Shaders) {
300 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
301 return;
302 }
303
304 /* append */
305 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
306 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
307 shProg->NumShaders++;
308 }
309
310
311 static GLuint
312 create_shader(struct gl_context *ctx, GLenum type)
313 {
314 struct gl_shader *sh;
315 GLuint name;
316
317 if (!_mesa_validate_shader_target(ctx, type)) {
318 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(%s)",
319 _mesa_enum_to_string(type));
320 return 0;
321 }
322
323 _mesa_HashLockMutex(ctx->Shared->ShaderObjects);
324 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
325 sh = _mesa_new_shader(name, _mesa_shader_enum_to_shader_stage(type));
326 sh->Type = type;
327 _mesa_HashInsertLocked(ctx->Shared->ShaderObjects, name, sh);
328 _mesa_HashUnlockMutex(ctx->Shared->ShaderObjects);
329
330 return name;
331 }
332
333
334 static GLuint
335 create_shader_program(struct gl_context *ctx)
336 {
337 GLuint name;
338 struct gl_shader_program *shProg;
339
340 _mesa_HashLockMutex(ctx->Shared->ShaderObjects);
341
342 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
343
344 shProg = _mesa_new_shader_program(name);
345
346 _mesa_HashInsertLocked(ctx->Shared->ShaderObjects, name, shProg);
347
348 assert(shProg->RefCount == 1);
349
350 _mesa_HashUnlockMutex(ctx->Shared->ShaderObjects);
351
352 return name;
353 }
354
355
356 /**
357 * Delete a shader program. Actually, just decrement the program's
358 * reference count and mark it as DeletePending.
359 * Used to implement glDeleteProgram() and glDeleteObjectARB().
360 */
361 static void
362 delete_shader_program(struct gl_context *ctx, GLuint name)
363 {
364 /*
365 * NOTE: deleting shaders/programs works a bit differently than
366 * texture objects (and buffer objects, etc). Shader/program
367 * handles/IDs exist in the hash table until the object is really
368 * deleted (refcount==0). With texture objects, the handle/ID is
369 * removed from the hash table in glDeleteTextures() while the tex
370 * object itself might linger until its refcount goes to zero.
371 */
372 struct gl_shader_program *shProg;
373
374 shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
375 if (!shProg)
376 return;
377
378 if (!shProg->DeletePending) {
379 shProg->DeletePending = GL_TRUE;
380
381 /* effectively, decr shProg's refcount */
382 _mesa_reference_shader_program(ctx, &shProg, NULL);
383 }
384 }
385
386
387 static void
388 delete_shader(struct gl_context *ctx, GLuint shader)
389 {
390 struct gl_shader *sh;
391
392 sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
393 if (!sh)
394 return;
395
396 if (!sh->DeletePending) {
397 sh->DeletePending = GL_TRUE;
398
399 /* effectively, decr sh's refcount */
400 _mesa_reference_shader(ctx, &sh, NULL);
401 }
402 }
403
404
405 static void
406 detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
407 {
408 struct gl_shader_program *shProg;
409 GLuint n;
410 GLuint i, j;
411
412 shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
413 if (!shProg)
414 return;
415
416 n = shProg->NumShaders;
417
418 for (i = 0; i < n; i++) {
419 if (shProg->Shaders[i]->Name == shader) {
420 /* found it */
421 struct gl_shader **newList;
422
423 /* release */
424 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
425
426 /* alloc new, smaller array */
427 newList = malloc((n - 1) * sizeof(struct gl_shader *));
428 if (!newList) {
429 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
430 return;
431 }
432 /* Copy old list entries to new list, skipping removed entry at [i] */
433 for (j = 0; j < i; j++) {
434 newList[j] = shProg->Shaders[j];
435 }
436 while (++i < n) {
437 newList[j++] = shProg->Shaders[i];
438 }
439
440 /* Free old list and install new one */
441 free(shProg->Shaders);
442 shProg->Shaders = newList;
443 shProg->NumShaders = n - 1;
444
445 #ifdef DEBUG
446 /* sanity check - make sure the new list's entries are sensible */
447 for (j = 0; j < shProg->NumShaders; j++) {
448 assert(shProg->Shaders[j]->Stage == MESA_SHADER_VERTEX ||
449 shProg->Shaders[j]->Stage == MESA_SHADER_TESS_CTRL ||
450 shProg->Shaders[j]->Stage == MESA_SHADER_TESS_EVAL ||
451 shProg->Shaders[j]->Stage == MESA_SHADER_GEOMETRY ||
452 shProg->Shaders[j]->Stage == MESA_SHADER_FRAGMENT);
453 assert(shProg->Shaders[j]->RefCount > 0);
454 }
455 #endif
456
457 return;
458 }
459 }
460
461 /* not found */
462 {
463 GLenum err;
464 if (is_shader(ctx, shader) || is_program(ctx, shader))
465 err = GL_INVALID_OPERATION;
466 else
467 err = GL_INVALID_VALUE;
468 _mesa_error(ctx, err, "glDetachShader(shader)");
469 return;
470 }
471 }
472
473
474 /**
475 * Return list of shaders attached to shader program.
476 */
477 static void
478 get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
479 GLsizei *count, GLuint *obj)
480 {
481 struct gl_shader_program *shProg;
482
483 if (maxCount < 0) {
484 _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders(maxCount < 0)");
485 return;
486 }
487
488 shProg =
489 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
490
491 if (shProg) {
492 GLuint i;
493 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
494 obj[i] = shProg->Shaders[i]->Name;
495 }
496 if (count)
497 *count = i;
498 }
499 }
500
501
502 /**
503 * glGetHandleARB() - return ID/name of currently bound shader program.
504 */
505 static GLuint
506 get_handle(struct gl_context *ctx, GLenum pname)
507 {
508 if (pname == GL_PROGRAM_OBJECT_ARB) {
509 if (ctx->_Shader->ActiveProgram)
510 return ctx->_Shader->ActiveProgram->Name;
511 else
512 return 0;
513 }
514 else {
515 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
516 return 0;
517 }
518 }
519
520
521 /**
522 * Check if a geometry shader query is valid at this time. If not, report an
523 * error and return false.
524 *
525 * From GL 3.2 section 6.1.16 (Shader and Program Queries):
526 *
527 * "If GEOMETRY_VERTICES_OUT, GEOMETRY_INPUT_TYPE, or GEOMETRY_OUTPUT_TYPE
528 * are queried for a program which has not been linked successfully, or
529 * which does not contain objects to form a geometry shader, then an
530 * INVALID_OPERATION error is generated."
531 */
532 static bool
533 check_gs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
534 {
535 if (shProg->data->LinkStatus &&
536 shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
537 return true;
538 }
539
540 _mesa_error(ctx, GL_INVALID_OPERATION,
541 "glGetProgramv(linked geometry shader required)");
542 return false;
543 }
544
545
546 /**
547 * Check if a tessellation control shader query is valid at this time.
548 * If not, report an error and return false.
549 *
550 * From GL 4.0 section 6.1.12 (Shader and Program Queries):
551 *
552 * "If TESS_CONTROL_OUTPUT_VERTICES is queried for a program which has
553 * not been linked successfully, or which does not contain objects to
554 * form a tessellation control shader, then an INVALID_OPERATION error is
555 * generated."
556 */
557 static bool
558 check_tcs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
559 {
560 if (shProg->data->LinkStatus &&
561 shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL] != NULL) {
562 return true;
563 }
564
565 _mesa_error(ctx, GL_INVALID_OPERATION,
566 "glGetProgramv(linked tessellation control shader required)");
567 return false;
568 }
569
570
571 /**
572 * Check if a tessellation evaluation shader query is valid at this time.
573 * If not, report an error and return false.
574 *
575 * From GL 4.0 section 6.1.12 (Shader and Program Queries):
576 *
577 * "If any of the pname values in this paragraph are queried for a program
578 * which has not been linked successfully, or which does not contain
579 * objects to form a tessellation evaluation shader, then an
580 * INVALID_OPERATION error is generated."
581 *
582 */
583 static bool
584 check_tes_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
585 {
586 if (shProg->data->LinkStatus &&
587 shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL] != NULL) {
588 return true;
589 }
590
591 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramv(linked tessellation "
592 "evaluation shader required)");
593 return false;
594 }
595
596
597 /**
598 * glGetProgramiv() - get shader program state.
599 * Note that this is for GLSL shader programs, not ARB vertex/fragment
600 * programs (see glGetProgramivARB).
601 */
602 static void
603 get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
604 GLint *params)
605 {
606 struct gl_shader_program *shProg
607 = _mesa_lookup_shader_program_err(ctx, program, "glGetProgramiv(program)");
608
609 /* Is transform feedback available in this context?
610 */
611 const bool has_xfb =
612 (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_transform_feedback)
613 || ctx->API == API_OPENGL_CORE
614 || _mesa_is_gles3(ctx);
615
616 /* True if geometry shaders (of the form that was adopted into GLSL 1.50
617 * and GL 3.2) are available in this context
618 */
619 const bool has_core_gs = _mesa_has_geometry_shaders(ctx);
620 const bool has_tess = _mesa_has_tessellation(ctx);
621
622 /* Are uniform buffer objects available in this context?
623 */
624 const bool has_ubo =
625 (ctx->API == API_OPENGL_COMPAT &&
626 ctx->Extensions.ARB_uniform_buffer_object)
627 || ctx->API == API_OPENGL_CORE
628 || _mesa_is_gles3(ctx);
629
630 if (!shProg) {
631 return;
632 }
633
634 switch (pname) {
635 case GL_DELETE_STATUS:
636 *params = shProg->DeletePending;
637 return;
638 case GL_LINK_STATUS:
639 *params = shProg->data->LinkStatus;
640 return;
641 case GL_VALIDATE_STATUS:
642 *params = shProg->data->Validated;
643 return;
644 case GL_INFO_LOG_LENGTH:
645 *params = (shProg->data->InfoLog && shProg->data->InfoLog[0] != '\0') ?
646 strlen(shProg->data->InfoLog) + 1 : 0;
647 return;
648 case GL_ATTACHED_SHADERS:
649 *params = shProg->NumShaders;
650 return;
651 case GL_ACTIVE_ATTRIBUTES:
652 *params = _mesa_count_active_attribs(shProg);
653 return;
654 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
655 *params = _mesa_longest_attribute_name_length(shProg);
656 return;
657 case GL_ACTIVE_UNIFORMS: {
658 unsigned i;
659 const unsigned num_uniforms =
660 shProg->data->NumUniformStorage - shProg->data->NumHiddenUniforms;
661 for (*params = 0, i = 0; i < num_uniforms; i++) {
662 if (!shProg->data->UniformStorage[i].is_shader_storage)
663 (*params)++;
664 }
665 return;
666 }
667 case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
668 unsigned i;
669 GLint max_len = 0;
670 const unsigned num_uniforms =
671 shProg->data->NumUniformStorage - shProg->data->NumHiddenUniforms;
672
673 for (i = 0; i < num_uniforms; i++) {
674 if (shProg->data->UniformStorage[i].is_shader_storage)
675 continue;
676
677 /* Add one for the terminating NUL character for a non-array, and
678 * 4 for the "[0]" and the NUL for an array.
679 */
680 const GLint len = strlen(shProg->data->UniformStorage[i].name) + 1 +
681 ((shProg->data->UniformStorage[i].array_elements != 0) ? 3 : 0);
682
683 if (len > max_len)
684 max_len = len;
685 }
686
687 *params = max_len;
688 return;
689 }
690 case GL_TRANSFORM_FEEDBACK_VARYINGS:
691 if (!has_xfb)
692 break;
693 *params = shProg->TransformFeedback.NumVarying;
694 return;
695 case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: {
696 unsigned i;
697 GLint max_len = 0;
698 if (!has_xfb)
699 break;
700
701 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
702 /* Add one for the terminating NUL character.
703 */
704 const GLint len =
705 strlen(shProg->TransformFeedback.VaryingNames[i]) + 1;
706
707 if (len > max_len)
708 max_len = len;
709 }
710
711 *params = max_len;
712 return;
713 }
714 case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
715 if (!has_xfb)
716 break;
717 *params = shProg->TransformFeedback.BufferMode;
718 return;
719 case GL_GEOMETRY_VERTICES_OUT:
720 if (!has_core_gs)
721 break;
722 if (check_gs_query(ctx, shProg)) {
723 *params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
724 info.Geom.VerticesOut;
725 }
726 return;
727 case GL_GEOMETRY_SHADER_INVOCATIONS:
728 if (!has_core_gs || !ctx->Extensions.ARB_gpu_shader5)
729 break;
730 if (check_gs_query(ctx, shProg)) {
731 *params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
732 info.Geom.Invocations;
733 }
734 return;
735 case GL_GEOMETRY_INPUT_TYPE:
736 if (!has_core_gs)
737 break;
738 if (check_gs_query(ctx, shProg)) {
739 *params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
740 info.Geom.InputType;
741 }
742 return;
743 case GL_GEOMETRY_OUTPUT_TYPE:
744 if (!has_core_gs)
745 break;
746 if (check_gs_query(ctx, shProg)) {
747 *params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
748 info.Geom.OutputType;
749 }
750 return;
751 case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: {
752 unsigned i;
753 GLint max_len = 0;
754
755 if (!has_ubo)
756 break;
757
758 for (i = 0; i < shProg->data->NumUniformBlocks; i++) {
759 /* Add one for the terminating NUL character.
760 */
761 const GLint len = strlen(shProg->data->UniformBlocks[i].Name) + 1;
762
763 if (len > max_len)
764 max_len = len;
765 }
766
767 *params = max_len;
768 return;
769 }
770 case GL_ACTIVE_UNIFORM_BLOCKS:
771 if (!has_ubo)
772 break;
773
774 *params = shProg->data->NumUniformBlocks;
775 return;
776 case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
777 /* This enum isn't part of the OES extension for OpenGL ES 2.0. It is
778 * only available with desktop OpenGL 3.0+ with the
779 * GL_ARB_get_program_binary extension or OpenGL ES 3.0.
780 *
781 * On desktop, we ignore the 3.0+ requirement because it is silly.
782 */
783 if (!_mesa_is_desktop_gl(ctx) && !_mesa_is_gles3(ctx))
784 break;
785
786 *params = shProg->BinaryRetreivableHint;
787 return;
788 case GL_PROGRAM_BINARY_LENGTH:
789 *params = 0;
790 return;
791 case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS:
792 if (!ctx->Extensions.ARB_shader_atomic_counters)
793 break;
794
795 *params = shProg->data->NumAtomicBuffers;
796 return;
797 case GL_COMPUTE_WORK_GROUP_SIZE: {
798 int i;
799 if (!_mesa_has_compute_shaders(ctx))
800 break;
801 if (!shProg->data->LinkStatus) {
802 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramiv(program not "
803 "linked)");
804 return;
805 }
806 if (shProg->_LinkedShaders[MESA_SHADER_COMPUTE] == NULL) {
807 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramiv(no compute "
808 "shaders)");
809 return;
810 }
811 for (i = 0; i < 3; i++)
812 params[i] = shProg->Comp.LocalSize[i];
813 return;
814 }
815 case GL_PROGRAM_SEPARABLE:
816 /* If the program has not been linked, return initial value 0. */
817 *params = (shProg->data->LinkStatus == GL_FALSE) ? 0 : shProg->SeparateShader;
818 return;
819
820 /* ARB_tessellation_shader */
821 case GL_TESS_CONTROL_OUTPUT_VERTICES:
822 if (!has_tess)
823 break;
824 if (check_tcs_query(ctx, shProg)) {
825 *params = shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->
826 Program->info.tess.tcs_vertices_out;
827 }
828 return;
829 case GL_TESS_GEN_MODE:
830 if (!has_tess)
831 break;
832 if (check_tes_query(ctx, shProg)) {
833 *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
834 info.TessEval.PrimitiveMode;
835 }
836 return;
837 case GL_TESS_GEN_SPACING:
838 if (!has_tess)
839 break;
840 if (check_tes_query(ctx, shProg)) {
841 const struct gl_linked_shader *tes =
842 shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL];
843 switch (tes->info.TessEval.Spacing) {
844 case TESS_SPACING_EQUAL:
845 *params = GL_EQUAL;
846 break;
847 case TESS_SPACING_FRACTIONAL_ODD:
848 *params = GL_FRACTIONAL_ODD;
849 break;
850 case TESS_SPACING_FRACTIONAL_EVEN:
851 *params = GL_FRACTIONAL_EVEN;
852 break;
853 case TESS_SPACING_UNSPECIFIED:
854 *params = 0;
855 break;
856 }
857 }
858 return;
859 case GL_TESS_GEN_VERTEX_ORDER:
860 if (!has_tess)
861 break;
862 if (check_tes_query(ctx, shProg)) {
863 *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
864 info.TessEval.VertexOrder;
865 }
866 return;
867 case GL_TESS_GEN_POINT_MODE:
868 if (!has_tess)
869 break;
870 if (check_tes_query(ctx, shProg)) {
871 *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
872 info.TessEval.PointMode;
873 }
874 return;
875 default:
876 break;
877 }
878
879 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname=%s)",
880 _mesa_enum_to_string(pname));
881 }
882
883
884 /**
885 * glGetShaderiv() - get GLSL shader state
886 */
887 static void
888 get_shaderiv(struct gl_context *ctx, GLuint name, GLenum pname, GLint *params)
889 {
890 struct gl_shader *shader =
891 _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
892
893 if (!shader) {
894 return;
895 }
896
897 switch (pname) {
898 case GL_SHADER_TYPE:
899 *params = shader->Type;
900 break;
901 case GL_DELETE_STATUS:
902 *params = shader->DeletePending;
903 break;
904 case GL_COMPILE_STATUS:
905 *params = shader->CompileStatus;
906 break;
907 case GL_INFO_LOG_LENGTH:
908 *params = (shader->InfoLog && shader->InfoLog[0] != '\0') ?
909 strlen(shader->InfoLog) + 1 : 0;
910 break;
911 case GL_SHADER_SOURCE_LENGTH:
912 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
913 break;
914 default:
915 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
916 return;
917 }
918 }
919
920
921 static void
922 get_program_info_log(struct gl_context *ctx, GLuint program, GLsizei bufSize,
923 GLsizei *length, GLchar *infoLog)
924 {
925 struct gl_shader_program *shProg;
926
927 /* Section 2.5 GL Errors (page 18) of the OpenGL ES 3.0.4 spec and
928 * section 2.3.1 (Errors) of the OpenGL 4.5 spec say:
929 *
930 * "If a negative number is provided where an argument of type sizei or
931 * sizeiptr is specified, an INVALID_VALUE error is generated."
932 */
933 if (bufSize < 0) {
934 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(bufSize < 0)");
935 return;
936 }
937
938 shProg = _mesa_lookup_shader_program_err(ctx, program,
939 "glGetProgramInfoLog(program)");
940 if (!shProg) {
941 return;
942 }
943
944 _mesa_copy_string(infoLog, bufSize, length, shProg->data->InfoLog);
945 }
946
947
948 static void
949 get_shader_info_log(struct gl_context *ctx, GLuint shader, GLsizei bufSize,
950 GLsizei *length, GLchar *infoLog)
951 {
952 struct gl_shader *sh;
953
954 /* Section 2.5 GL Errors (page 18) of the OpenGL ES 3.0.4 spec and
955 * section 2.3.1 (Errors) of the OpenGL 4.5 spec say:
956 *
957 * "If a negative number is provided where an argument of type sizei or
958 * sizeiptr is specified, an INVALID_VALUE error is generated."
959 */
960 if (bufSize < 0) {
961 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(bufSize < 0)");
962 return;
963 }
964
965 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderInfoLog(shader)");
966 if (!sh) {
967 return;
968 }
969
970 _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
971 }
972
973
974 /**
975 * Return shader source code.
976 */
977 static void
978 get_shader_source(struct gl_context *ctx, GLuint shader, GLsizei maxLength,
979 GLsizei *length, GLchar *sourceOut)
980 {
981 struct gl_shader *sh;
982
983 if (maxLength < 0) {
984 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(bufSize < 0)");
985 return;
986 }
987
988 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
989 if (!sh) {
990 return;
991 }
992 _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
993 }
994
995
996 /**
997 * Set/replace shader source code. A helper function used by
998 * glShaderSource[ARB].
999 */
1000 static void
1001 shader_source(struct gl_shader *sh, const GLchar *source)
1002 {
1003 assert(sh);
1004
1005 /* free old shader source string and install new one */
1006 free((void *)sh->Source);
1007 sh->Source = source;
1008 #ifdef DEBUG
1009 sh->SourceChecksum = util_hash_crc32(sh->Source, strlen(sh->Source));
1010 #endif
1011 }
1012
1013
1014 /**
1015 * Compile a shader.
1016 */
1017 void
1018 _mesa_compile_shader(struct gl_context *ctx, struct gl_shader *sh)
1019 {
1020 if (!sh)
1021 return;
1022
1023 if (!sh->Source) {
1024 /* If the user called glCompileShader without first calling
1025 * glShaderSource, we should fail to compile, but not raise a GL_ERROR.
1026 */
1027 sh->CompileStatus = GL_FALSE;
1028 } else {
1029 if (ctx->_Shader->Flags & GLSL_DUMP) {
1030 _mesa_log("GLSL source for %s shader %d:\n",
1031 _mesa_shader_stage_to_string(sh->Stage), sh->Name);
1032 _mesa_log("%s\n", sh->Source);
1033 }
1034
1035 /* this call will set the shader->CompileStatus field to indicate if
1036 * compilation was successful.
1037 */
1038 _mesa_glsl_compile_shader(ctx, sh, false, false);
1039
1040 if (ctx->_Shader->Flags & GLSL_LOG) {
1041 _mesa_write_shader_to_file(sh);
1042 }
1043
1044 if (ctx->_Shader->Flags & GLSL_DUMP) {
1045 if (sh->CompileStatus) {
1046 if (sh->ir) {
1047 _mesa_log("GLSL IR for shader %d:\n", sh->Name);
1048 _mesa_print_ir(_mesa_get_log_file(), sh->ir, NULL);
1049 } else {
1050 _mesa_log("No GLSL IR for shader %d (shader may be from "
1051 "cache)\n", sh->Name);
1052 }
1053 _mesa_log("\n\n");
1054 } else {
1055 _mesa_log("GLSL shader %d failed to compile.\n", sh->Name);
1056 }
1057 if (sh->InfoLog && sh->InfoLog[0] != 0) {
1058 _mesa_log("GLSL shader %d info log:\n", sh->Name);
1059 _mesa_log("%s\n", sh->InfoLog);
1060 }
1061 }
1062 }
1063
1064 if (!sh->CompileStatus) {
1065 if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) {
1066 _mesa_log("GLSL source for %s shader %d:\n",
1067 _mesa_shader_stage_to_string(sh->Stage), sh->Name);
1068 _mesa_log("%s\n", sh->Source);
1069 _mesa_log("Info Log:\n%s\n", sh->InfoLog);
1070 }
1071
1072 if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) {
1073 _mesa_debug(ctx, "Error compiling shader %u:\n%s\n",
1074 sh->Name, sh->InfoLog);
1075 }
1076 }
1077 }
1078
1079
1080 /**
1081 * Link a program's shaders.
1082 */
1083 void
1084 _mesa_link_program(struct gl_context *ctx, struct gl_shader_program *shProg)
1085 {
1086 if (!shProg)
1087 return;
1088
1089 /* From the ARB_transform_feedback2 specification:
1090 * "The error INVALID_OPERATION is generated by LinkProgram if <program> is
1091 * the name of a program being used by one or more transform feedback
1092 * objects, even if the objects are not currently bound or are paused."
1093 */
1094 if (_mesa_transform_feedback_is_using_program(ctx, shProg)) {
1095 _mesa_error(ctx, GL_INVALID_OPERATION,
1096 "glLinkProgram(transform feedback is using the program)");
1097 return;
1098 }
1099
1100 unsigned programs_in_use = 0;
1101 if (ctx->_Shader)
1102 for (unsigned stage = 0; stage < MESA_SHADER_STAGES; stage++) {
1103 if (ctx->_Shader->CurrentProgram[stage] == shProg) {
1104 programs_in_use |= 1 << stage;
1105 }
1106 }
1107
1108 FLUSH_VERTICES(ctx, 0);
1109 _mesa_glsl_link_shader(ctx, shProg);
1110
1111 /* From section 7.3 (Program Objects) of the OpenGL 4.5 spec:
1112 *
1113 * "If LinkProgram or ProgramBinary successfully re-links a program
1114 * object that is active for any shader stage, then the newly generated
1115 * executable code will be installed as part of the current rendering
1116 * state for all shader stages where the program is active.
1117 * Additionally, the newly generated executable code is made part of
1118 * the state of any program pipeline for all stages where the program
1119 * is attached."
1120 */
1121 if (shProg->data->LinkStatus && programs_in_use) {
1122 ctx->NewState |= _NEW_PROGRAM;
1123 }
1124
1125 /* Capture .shader_test files. */
1126 const char *capture_path = _mesa_get_shader_capture_path();
1127 if (shProg->Name != 0 && shProg->Name != ~0 && capture_path != NULL) {
1128 FILE *file;
1129 char *filename = ralloc_asprintf(NULL, "%s/%u.shader_test",
1130 capture_path, shProg->Name);
1131 file = fopen(filename, "w");
1132 if (file) {
1133 fprintf(file, "[require]\nGLSL%s >= %u.%02u\n",
1134 shProg->IsES ? " ES" : "",
1135 shProg->data->Version / 100, shProg->data->Version % 100);
1136 if (shProg->SeparateShader)
1137 fprintf(file, "GL_ARB_separate_shader_objects\nSSO ENABLED\n");
1138 fprintf(file, "\n");
1139
1140 for (unsigned i = 0; i < shProg->NumShaders; i++) {
1141 fprintf(file, "[%s shader]\n%s\n",
1142 _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
1143 shProg->Shaders[i]->Source);
1144 }
1145 fclose(file);
1146 } else {
1147 _mesa_warning(ctx, "Failed to open %s", filename);
1148 }
1149
1150 ralloc_free(filename);
1151 }
1152
1153 if (shProg->data->LinkStatus == GL_FALSE &&
1154 (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) {
1155 _mesa_debug(ctx, "Error linking program %u:\n%s\n",
1156 shProg->Name, shProg->data->InfoLog);
1157 }
1158
1159 /* debug code */
1160 if (0) {
1161 GLuint i;
1162
1163 printf("Link %u shaders in program %u: %s\n",
1164 shProg->NumShaders, shProg->Name,
1165 shProg->data->LinkStatus ? "Success" : "Failed");
1166
1167 for (i = 0; i < shProg->NumShaders; i++) {
1168 printf(" shader %u, stage %u\n",
1169 shProg->Shaders[i]->Name,
1170 shProg->Shaders[i]->Stage);
1171 }
1172 }
1173 }
1174
1175
1176 /**
1177 * Print basic shader info (for debug).
1178 */
1179 static void
1180 print_shader_info(const struct gl_shader_program *shProg)
1181 {
1182 GLuint i;
1183
1184 printf("Mesa: glUseProgram(%u)\n", shProg->Name);
1185 for (i = 0; i < shProg->NumShaders; i++) {
1186 #ifdef DEBUG
1187 printf(" %s shader %u, checksum %u\n",
1188 _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
1189 shProg->Shaders[i]->Name,
1190 shProg->Shaders[i]->SourceChecksum);
1191 #else
1192 printf(" %s shader %u\n",
1193 _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
1194 shProg->Shaders[i]->Name);
1195 #endif
1196 }
1197 if (shProg->_LinkedShaders[MESA_SHADER_VERTEX])
1198 printf(" vert prog %u\n",
1199 shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program->Id);
1200 if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT])
1201 printf(" frag prog %u\n",
1202 shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program->Id);
1203 if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY])
1204 printf(" geom prog %u\n",
1205 shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->Id);
1206 if (shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL])
1207 printf(" tesc prog %u\n",
1208 shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program->Id);
1209 if (shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL])
1210 printf(" tese prog %u\n",
1211 shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program->Id);
1212 }
1213
1214
1215 /**
1216 * Use the named shader program for subsequent glUniform calls
1217 */
1218 void
1219 _mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
1220 const char *caller)
1221 {
1222 if ((shProg != NULL) && !shProg->data->LinkStatus) {
1223 _mesa_error(ctx, GL_INVALID_OPERATION,
1224 "%s(program %u not linked)", caller, shProg->Name);
1225 return;
1226 }
1227
1228 if (ctx->Shader.ActiveProgram != shProg) {
1229 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
1230 }
1231 }
1232
1233
1234 static void
1235 use_shader_program(struct gl_context *ctx, gl_shader_stage stage,
1236 struct gl_shader_program *shProg,
1237 struct gl_pipeline_object *shTarget)
1238 {
1239 struct gl_shader_program **target;
1240
1241 target = &shTarget->CurrentProgram[stage];
1242 if ((shProg != NULL) && (shProg->_LinkedShaders[stage] == NULL))
1243 shProg = NULL;
1244
1245 if (shProg) {
1246 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
1247 struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
1248 if (!sh)
1249 continue;
1250
1251 _mesa_program_init_subroutine_defaults(ctx, sh->Program);
1252 }
1253 }
1254
1255 if (*target != shProg) {
1256 /* Program is current, flush it */
1257 if (shTarget == ctx->_Shader) {
1258 FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
1259 }
1260
1261 /* If the shader is also bound as the current rendering shader, unbind
1262 * it from that binding point as well. This ensures that the correct
1263 * semantics of glDeleteProgram are maintained.
1264 */
1265 switch (stage) {
1266 case MESA_SHADER_VERTEX:
1267 case MESA_SHADER_TESS_CTRL:
1268 case MESA_SHADER_TESS_EVAL:
1269 case MESA_SHADER_GEOMETRY:
1270 case MESA_SHADER_COMPUTE:
1271 /* Empty for now. */
1272 break;
1273 case MESA_SHADER_FRAGMENT:
1274 if (*target != NULL &&
1275 ((*target)->_LinkedShaders[MESA_SHADER_FRAGMENT] &&
1276 (*target)->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program ==
1277 ctx->_Shader->_CurrentFragmentProgram)) {
1278 _mesa_reference_program(ctx,
1279 &ctx->_Shader->_CurrentFragmentProgram,
1280 NULL);
1281 }
1282 break;
1283 }
1284
1285 _mesa_reference_shader_program(ctx, target, shProg);
1286 return;
1287 }
1288 }
1289
1290
1291 /**
1292 * Use the named shader program for subsequent rendering.
1293 */
1294 void
1295 _mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
1296 {
1297 int i;
1298 for (i = 0; i < MESA_SHADER_STAGES; i++)
1299 use_shader_program(ctx, i, shProg, &ctx->Shader);
1300 _mesa_active_program(ctx, shProg, "glUseProgram");
1301 }
1302
1303
1304 /**
1305 * Do validation of the given shader program.
1306 * \param errMsg returns error message if validation fails.
1307 * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
1308 */
1309 static GLboolean
1310 validate_shader_program(const struct gl_shader_program *shProg,
1311 char *errMsg)
1312 {
1313 if (!shProg->data->LinkStatus) {
1314 return GL_FALSE;
1315 }
1316
1317 /* From the GL spec, a program is invalid if any of these are true:
1318
1319 any two active samplers in the current program object are of
1320 different types, but refer to the same texture image unit,
1321
1322 any active sampler in the current program object refers to a texture
1323 image unit where fixed-function fragment processing accesses a
1324 texture target that does not match the sampler type, or
1325
1326 the sum of the number of active samplers in the program and the
1327 number of texture image units enabled for fixed-function fragment
1328 processing exceeds the combined limit on the total number of texture
1329 image units allowed.
1330 */
1331
1332 /*
1333 * Check: any two active samplers in the current program object are of
1334 * different types, but refer to the same texture image unit,
1335 */
1336 if (!_mesa_sampler_uniforms_are_valid(shProg, errMsg, 100))
1337 return GL_FALSE;
1338
1339 return GL_TRUE;
1340 }
1341
1342
1343 /**
1344 * Called via glValidateProgram()
1345 */
1346 static void
1347 validate_program(struct gl_context *ctx, GLuint program)
1348 {
1349 struct gl_shader_program *shProg;
1350 char errMsg[100] = "";
1351
1352 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
1353 if (!shProg) {
1354 return;
1355 }
1356
1357 shProg->data->Validated = validate_shader_program(shProg, errMsg);
1358 if (!shProg->data->Validated) {
1359 /* update info log */
1360 if (shProg->data->InfoLog) {
1361 ralloc_free(shProg->data->InfoLog);
1362 }
1363 shProg->data->InfoLog = ralloc_strdup(shProg->data, errMsg);
1364 }
1365 }
1366
1367
1368
1369 void GLAPIENTRY
1370 _mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
1371 {
1372 GET_CURRENT_CONTEXT(ctx);
1373 attach_shader(ctx, program, shader);
1374 }
1375
1376
1377 void GLAPIENTRY
1378 _mesa_AttachShader(GLuint program, GLuint shader)
1379 {
1380 GET_CURRENT_CONTEXT(ctx);
1381 attach_shader(ctx, program, shader);
1382 }
1383
1384
1385 void GLAPIENTRY
1386 _mesa_CompileShader(GLuint shaderObj)
1387 {
1388 GET_CURRENT_CONTEXT(ctx);
1389 if (MESA_VERBOSE & VERBOSE_API)
1390 _mesa_debug(ctx, "glCompileShader %u\n", shaderObj);
1391 _mesa_compile_shader(ctx, _mesa_lookup_shader_err(ctx, shaderObj,
1392 "glCompileShader"));
1393 }
1394
1395
1396 GLuint GLAPIENTRY
1397 _mesa_CreateShader(GLenum type)
1398 {
1399 GET_CURRENT_CONTEXT(ctx);
1400 if (MESA_VERBOSE & VERBOSE_API)
1401 _mesa_debug(ctx, "glCreateShader %s\n", _mesa_enum_to_string(type));
1402 return create_shader(ctx, type);
1403 }
1404
1405
1406 GLhandleARB GLAPIENTRY
1407 _mesa_CreateShaderObjectARB(GLenum type)
1408 {
1409 GET_CURRENT_CONTEXT(ctx);
1410 return create_shader(ctx, type);
1411 }
1412
1413
1414 GLuint GLAPIENTRY
1415 _mesa_CreateProgram(void)
1416 {
1417 GET_CURRENT_CONTEXT(ctx);
1418 if (MESA_VERBOSE & VERBOSE_API)
1419 _mesa_debug(ctx, "glCreateProgram\n");
1420 return create_shader_program(ctx);
1421 }
1422
1423
1424 GLhandleARB GLAPIENTRY
1425 _mesa_CreateProgramObjectARB(void)
1426 {
1427 GET_CURRENT_CONTEXT(ctx);
1428 return create_shader_program(ctx);
1429 }
1430
1431
1432 void GLAPIENTRY
1433 _mesa_DeleteObjectARB(GLhandleARB obj)
1434 {
1435 if (MESA_VERBOSE & VERBOSE_API) {
1436 GET_CURRENT_CONTEXT(ctx);
1437 _mesa_debug(ctx, "glDeleteObjectARB(%lu)\n", (unsigned long)obj);
1438 }
1439
1440 if (obj) {
1441 GET_CURRENT_CONTEXT(ctx);
1442 FLUSH_VERTICES(ctx, 0);
1443 if (is_program(ctx, obj)) {
1444 delete_shader_program(ctx, obj);
1445 }
1446 else if (is_shader(ctx, obj)) {
1447 delete_shader(ctx, obj);
1448 }
1449 else {
1450 /* error? */
1451 }
1452 }
1453 }
1454
1455
1456 void GLAPIENTRY
1457 _mesa_DeleteProgram(GLuint name)
1458 {
1459 if (name) {
1460 GET_CURRENT_CONTEXT(ctx);
1461 FLUSH_VERTICES(ctx, 0);
1462 delete_shader_program(ctx, name);
1463 }
1464 }
1465
1466
1467 void GLAPIENTRY
1468 _mesa_DeleteShader(GLuint name)
1469 {
1470 if (name) {
1471 GET_CURRENT_CONTEXT(ctx);
1472 FLUSH_VERTICES(ctx, 0);
1473 delete_shader(ctx, name);
1474 }
1475 }
1476
1477
1478 void GLAPIENTRY
1479 _mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
1480 {
1481 GET_CURRENT_CONTEXT(ctx);
1482 detach_shader(ctx, program, shader);
1483 }
1484
1485
1486 void GLAPIENTRY
1487 _mesa_DetachShader(GLuint program, GLuint shader)
1488 {
1489 GET_CURRENT_CONTEXT(ctx);
1490 detach_shader(ctx, program, shader);
1491 }
1492
1493
1494 void GLAPIENTRY
1495 _mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
1496 GLsizei * count, GLhandleARB * obj)
1497 {
1498 GET_CURRENT_CONTEXT(ctx);
1499 get_attached_shaders(ctx, container, maxCount, count, obj);
1500 }
1501
1502
1503 void GLAPIENTRY
1504 _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
1505 GLsizei *count, GLuint *obj)
1506 {
1507 GET_CURRENT_CONTEXT(ctx);
1508 get_attached_shaders(ctx, program, maxCount, count, obj);
1509 }
1510
1511
1512 void GLAPIENTRY
1513 _mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
1514 GLcharARB * infoLog)
1515 {
1516 GET_CURRENT_CONTEXT(ctx);
1517 if (is_program(ctx, object)) {
1518 get_program_info_log(ctx, object, maxLength, length, infoLog);
1519 }
1520 else if (is_shader(ctx, object)) {
1521 get_shader_info_log(ctx, object, maxLength, length, infoLog);
1522 }
1523 else {
1524 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
1525 }
1526 }
1527
1528
1529 void GLAPIENTRY
1530 _mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
1531 {
1532 GET_CURRENT_CONTEXT(ctx);
1533 /* Implement in terms of GetProgramiv, GetShaderiv */
1534 if (is_program(ctx, object)) {
1535 if (pname == GL_OBJECT_TYPE_ARB) {
1536 *params = GL_PROGRAM_OBJECT_ARB;
1537 }
1538 else {
1539 get_programiv(ctx, object, pname, params);
1540 }
1541 }
1542 else if (is_shader(ctx, object)) {
1543 if (pname == GL_OBJECT_TYPE_ARB) {
1544 *params = GL_SHADER_OBJECT_ARB;
1545 }
1546 else {
1547 get_shaderiv(ctx, object, pname, params);
1548 }
1549 }
1550 else {
1551 _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
1552 }
1553 }
1554
1555
1556 void GLAPIENTRY
1557 _mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
1558 GLfloat *params)
1559 {
1560 GLint iparams[1] = {0}; /* XXX is one element enough? */
1561 _mesa_GetObjectParameterivARB(object, pname, iparams);
1562 params[0] = (GLfloat) iparams[0];
1563 }
1564
1565
1566 void GLAPIENTRY
1567 _mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
1568 {
1569 GET_CURRENT_CONTEXT(ctx);
1570 get_programiv(ctx, program, pname, params);
1571 }
1572
1573
1574 void GLAPIENTRY
1575 _mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
1576 {
1577 GET_CURRENT_CONTEXT(ctx);
1578 get_shaderiv(ctx, shader, pname, params);
1579 }
1580
1581
1582 void GLAPIENTRY
1583 _mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
1584 GLsizei *length, GLchar *infoLog)
1585 {
1586 GET_CURRENT_CONTEXT(ctx);
1587 get_program_info_log(ctx, program, bufSize, length, infoLog);
1588 }
1589
1590
1591 void GLAPIENTRY
1592 _mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
1593 GLsizei *length, GLchar *infoLog)
1594 {
1595 GET_CURRENT_CONTEXT(ctx);
1596 get_shader_info_log(ctx, shader, bufSize, length, infoLog);
1597 }
1598
1599
1600 void GLAPIENTRY
1601 _mesa_GetShaderSource(GLuint shader, GLsizei maxLength,
1602 GLsizei *length, GLchar *sourceOut)
1603 {
1604 GET_CURRENT_CONTEXT(ctx);
1605 get_shader_source(ctx, shader, maxLength, length, sourceOut);
1606 }
1607
1608
1609 GLhandleARB GLAPIENTRY
1610 _mesa_GetHandleARB(GLenum pname)
1611 {
1612 GET_CURRENT_CONTEXT(ctx);
1613 return get_handle(ctx, pname);
1614 }
1615
1616
1617 GLboolean GLAPIENTRY
1618 _mesa_IsProgram(GLuint name)
1619 {
1620 GET_CURRENT_CONTEXT(ctx);
1621 return is_program(ctx, name);
1622 }
1623
1624
1625 GLboolean GLAPIENTRY
1626 _mesa_IsShader(GLuint name)
1627 {
1628 GET_CURRENT_CONTEXT(ctx);
1629 return is_shader(ctx, name);
1630 }
1631
1632
1633 void GLAPIENTRY
1634 _mesa_LinkProgram(GLuint programObj)
1635 {
1636 GET_CURRENT_CONTEXT(ctx);
1637 if (MESA_VERBOSE & VERBOSE_API)
1638 _mesa_debug(ctx, "glLinkProgram %u\n", programObj);
1639 _mesa_link_program(ctx, _mesa_lookup_shader_program_err(ctx, programObj,
1640 "glLinkProgram"));
1641 }
1642
1643 #ifdef ENABLE_SHADER_CACHE
1644 /**
1645 * Generate a SHA-1 hash value string for given source string.
1646 */
1647 static void
1648 generate_sha1(const char *source, char sha_str[64])
1649 {
1650 unsigned char sha[20];
1651 _mesa_sha1_compute(source, strlen(source), sha);
1652 _mesa_sha1_format(sha_str, sha);
1653 }
1654
1655 /**
1656 * Construct a full path for shader replacement functionality using
1657 * following format:
1658 *
1659 * <path>/<stage prefix>_<CHECKSUM>.glsl
1660 */
1661 static char *
1662 construct_name(const gl_shader_stage stage, const char *source,
1663 const char *path)
1664 {
1665 char sha[64];
1666 static const char *types[] = {
1667 "VS", "TC", "TE", "GS", "FS", "CS",
1668 };
1669
1670 generate_sha1(source, sha);
1671 return ralloc_asprintf(NULL, "%s/%s_%s.glsl", path, types[stage], sha);
1672 }
1673
1674 /**
1675 * Write given shader source to a file in MESA_SHADER_DUMP_PATH.
1676 */
1677 static void
1678 dump_shader(const gl_shader_stage stage, const char *source)
1679 {
1680 static bool path_exists = true;
1681 char *dump_path;
1682 FILE *f;
1683
1684 if (!path_exists)
1685 return;
1686
1687 dump_path = getenv("MESA_SHADER_DUMP_PATH");
1688 if (!dump_path) {
1689 path_exists = false;
1690 return;
1691 }
1692
1693 char *name = construct_name(stage, source, dump_path);
1694
1695 f = fopen(name, "w");
1696 if (f) {
1697 fputs(source, f);
1698 fclose(f);
1699 } else {
1700 GET_CURRENT_CONTEXT(ctx);
1701 _mesa_warning(ctx, "could not open %s for dumping shader (%s)", name,
1702 strerror(errno));
1703 }
1704 ralloc_free(name);
1705 }
1706
1707 /**
1708 * Read shader source code from a file.
1709 * Useful for debugging to override an app's shader.
1710 */
1711 static GLcharARB *
1712 read_shader(const gl_shader_stage stage, const char *source)
1713 {
1714 char *read_path;
1715 static bool path_exists = true;
1716 int len, shader_size = 0;
1717 GLcharARB *buffer;
1718 FILE *f;
1719
1720 if (!path_exists)
1721 return NULL;
1722
1723 read_path = getenv("MESA_SHADER_READ_PATH");
1724 if (!read_path) {
1725 path_exists = false;
1726 return NULL;
1727 }
1728
1729 char *name = construct_name(stage, source, read_path);
1730 f = fopen(name, "r");
1731 ralloc_free(name);
1732 if (!f)
1733 return NULL;
1734
1735 /* allocate enough room for the entire shader */
1736 fseek(f, 0, SEEK_END);
1737 shader_size = ftell(f);
1738 rewind(f);
1739 assert(shader_size);
1740
1741 /* add one for terminating zero */
1742 shader_size++;
1743
1744 buffer = malloc(shader_size);
1745 assert(buffer);
1746
1747 len = fread(buffer, 1, shader_size, f);
1748 buffer[len] = 0;
1749
1750 fclose(f);
1751
1752 return buffer;
1753 }
1754
1755 #endif /* ENABLE_SHADER_CACHE */
1756
1757 /**
1758 * Called via glShaderSource() and glShaderSourceARB() API functions.
1759 * Basically, concatenate the source code strings into one long string
1760 * and pass it to _mesa_shader_source().
1761 */
1762 void GLAPIENTRY
1763 _mesa_ShaderSource(GLuint shaderObj, GLsizei count,
1764 const GLchar * const * string, const GLint * length)
1765 {
1766 GET_CURRENT_CONTEXT(ctx);
1767 GLint *offsets;
1768 GLsizei i, totalLength;
1769 GLcharARB *source;
1770 struct gl_shader *sh;
1771
1772 GLcharARB *replacement;
1773
1774 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glShaderSourceARB");
1775 if (!sh)
1776 return;
1777
1778 if (string == NULL) {
1779 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
1780 return;
1781 }
1782
1783 /*
1784 * This array holds offsets of where the appropriate string ends, thus the
1785 * last element will be set to the total length of the source code.
1786 */
1787 offsets = malloc(count * sizeof(GLint));
1788 if (offsets == NULL) {
1789 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1790 return;
1791 }
1792
1793 for (i = 0; i < count; i++) {
1794 if (string[i] == NULL) {
1795 free((GLvoid *) offsets);
1796 _mesa_error(ctx, GL_INVALID_OPERATION,
1797 "glShaderSourceARB(null string)");
1798 return;
1799 }
1800 if (length == NULL || length[i] < 0)
1801 offsets[i] = strlen(string[i]);
1802 else
1803 offsets[i] = length[i];
1804 /* accumulate string lengths */
1805 if (i > 0)
1806 offsets[i] += offsets[i - 1];
1807 }
1808
1809 /* Total length of source string is sum off all strings plus two.
1810 * One extra byte for terminating zero, another extra byte to silence
1811 * valgrind warnings in the parser/grammer code.
1812 */
1813 totalLength = offsets[count - 1] + 2;
1814 source = malloc(totalLength * sizeof(GLcharARB));
1815 if (source == NULL) {
1816 free((GLvoid *) offsets);
1817 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1818 return;
1819 }
1820
1821 for (i = 0; i < count; i++) {
1822 GLint start = (i > 0) ? offsets[i - 1] : 0;
1823 memcpy(source + start, string[i],
1824 (offsets[i] - start) * sizeof(GLcharARB));
1825 }
1826 source[totalLength - 1] = '\0';
1827 source[totalLength - 2] = '\0';
1828
1829 #ifdef ENABLE_SHADER_CACHE
1830 /* Dump original shader source to MESA_SHADER_DUMP_PATH and replace
1831 * if corresponding entry found from MESA_SHADER_READ_PATH.
1832 */
1833 dump_shader(sh->Stage, source);
1834
1835 replacement = read_shader(sh->Stage, source);
1836 if (replacement) {
1837 free(source);
1838 source = replacement;
1839 }
1840 #endif /* ENABLE_SHADER_CACHE */
1841
1842 shader_source(sh, source);
1843
1844 free(offsets);
1845 }
1846
1847
1848 void GLAPIENTRY
1849 _mesa_UseProgram(GLuint program)
1850 {
1851 GET_CURRENT_CONTEXT(ctx);
1852 struct gl_shader_program *shProg;
1853
1854 if (MESA_VERBOSE & VERBOSE_API)
1855 _mesa_debug(ctx, "glUseProgram %u\n", program);
1856
1857 if (_mesa_is_xfb_active_and_unpaused(ctx)) {
1858 _mesa_error(ctx, GL_INVALID_OPERATION,
1859 "glUseProgram(transform feedback active)");
1860 return;
1861 }
1862
1863 if (program) {
1864 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1865 if (!shProg) {
1866 return;
1867 }
1868 if (!shProg->data->LinkStatus) {
1869 _mesa_error(ctx, GL_INVALID_OPERATION,
1870 "glUseProgram(program %u not linked)", program);
1871 return;
1872 }
1873
1874 /* debug code */
1875 if (ctx->_Shader->Flags & GLSL_USE_PROG) {
1876 print_shader_info(shProg);
1877 }
1878 }
1879 else {
1880 shProg = NULL;
1881 }
1882
1883 /* The ARB_separate_shader_object spec says:
1884 *
1885 * "The executable code for an individual shader stage is taken from
1886 * the current program for that stage. If there is a current program
1887 * object established by UseProgram, that program is considered current
1888 * for all stages. Otherwise, if there is a bound program pipeline
1889 * object (section 2.14.PPO), the program bound to the appropriate
1890 * stage of the pipeline object is considered current."
1891 */
1892 if (program) {
1893 /* Attach shader state to the binding point */
1894 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
1895 /* Update the program */
1896 _mesa_use_program(ctx, shProg);
1897 } else {
1898 /* Must be done first: detach the progam */
1899 _mesa_use_program(ctx, shProg);
1900 /* Unattach shader_state binding point */
1901 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);
1902 /* If a pipeline was bound, rebind it */
1903 if (ctx->Pipeline.Current) {
1904 _mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
1905 }
1906 }
1907 }
1908
1909
1910 void GLAPIENTRY
1911 _mesa_ValidateProgram(GLuint program)
1912 {
1913 GET_CURRENT_CONTEXT(ctx);
1914 validate_program(ctx, program);
1915 }
1916
1917
1918 /**
1919 * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
1920 */
1921 void GLAPIENTRY
1922 _mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
1923 GLint* range, GLint* precision)
1924 {
1925 const struct gl_program_constants *limits;
1926 const struct gl_precision *p;
1927 GET_CURRENT_CONTEXT(ctx);
1928
1929 switch (shadertype) {
1930 case GL_VERTEX_SHADER:
1931 limits = &ctx->Const.Program[MESA_SHADER_VERTEX];
1932 break;
1933 case GL_FRAGMENT_SHADER:
1934 limits = &ctx->Const.Program[MESA_SHADER_FRAGMENT];
1935 break;
1936 default:
1937 _mesa_error(ctx, GL_INVALID_ENUM,
1938 "glGetShaderPrecisionFormat(shadertype)");
1939 return;
1940 }
1941
1942 switch (precisiontype) {
1943 case GL_LOW_FLOAT:
1944 p = &limits->LowFloat;
1945 break;
1946 case GL_MEDIUM_FLOAT:
1947 p = &limits->MediumFloat;
1948 break;
1949 case GL_HIGH_FLOAT:
1950 p = &limits->HighFloat;
1951 break;
1952 case GL_LOW_INT:
1953 p = &limits->LowInt;
1954 break;
1955 case GL_MEDIUM_INT:
1956 p = &limits->MediumInt;
1957 break;
1958 case GL_HIGH_INT:
1959 p = &limits->HighInt;
1960 break;
1961 default:
1962 _mesa_error(ctx, GL_INVALID_ENUM,
1963 "glGetShaderPrecisionFormat(precisiontype)");
1964 return;
1965 }
1966
1967 range[0] = p->RangeMin;
1968 range[1] = p->RangeMax;
1969 precision[0] = p->Precision;
1970 }
1971
1972
1973 /**
1974 * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
1975 */
1976 void GLAPIENTRY
1977 _mesa_ReleaseShaderCompiler(void)
1978 {
1979 _mesa_destroy_shader_compiler_caches();
1980 }
1981
1982
1983 /**
1984 * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
1985 */
1986 void GLAPIENTRY
1987 _mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
1988 const void* binary, GLint length)
1989 {
1990 GET_CURRENT_CONTEXT(ctx);
1991 (void) shaders;
1992 (void) binaryformat;
1993 (void) binary;
1994
1995 /* Page 68, section 7.2 'Shader Binaries" of the of the OpenGL ES 3.1, and
1996 * page 88 of the OpenGL 4.5 specs state:
1997 *
1998 * "An INVALID_VALUE error is generated if count or length is negative.
1999 * An INVALID_ENUM error is generated if binaryformat is not a supported
2000 * format returned in SHADER_BINARY_FORMATS."
2001 */
2002 if (n < 0 || length < 0) {
2003 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderBinary(count or length < 0)");
2004 return;
2005 }
2006
2007 _mesa_error(ctx, GL_INVALID_ENUM, "glShaderBinary(format)");
2008 }
2009
2010
2011 void GLAPIENTRY
2012 _mesa_GetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length,
2013 GLenum *binaryFormat, GLvoid *binary)
2014 {
2015 struct gl_shader_program *shProg;
2016 GLsizei length_dummy;
2017 GET_CURRENT_CONTEXT(ctx);
2018
2019 if (bufSize < 0){
2020 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramBinary(bufSize < 0)");
2021 return;
2022 }
2023
2024 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetProgramBinary");
2025 if (!shProg)
2026 return;
2027
2028 /* The ARB_get_program_binary spec says:
2029 *
2030 * "If <length> is NULL, then no length is returned."
2031 *
2032 * Ensure that length always points to valid storage to avoid multiple NULL
2033 * pointer checks below.
2034 */
2035 if (length == NULL)
2036 length = &length_dummy;
2037
2038
2039 /* The ARB_get_program_binary spec says:
2040 *
2041 * "When a program object's LINK_STATUS is FALSE, its program binary
2042 * length is zero, and a call to GetProgramBinary will generate an
2043 * INVALID_OPERATION error.
2044 */
2045 if (!shProg->data->LinkStatus) {
2046 _mesa_error(ctx, GL_INVALID_OPERATION,
2047 "glGetProgramBinary(program %u not linked)",
2048 shProg->Name);
2049 *length = 0;
2050 return;
2051 }
2052
2053 *length = 0;
2054 _mesa_error(ctx, GL_INVALID_OPERATION,
2055 "glGetProgramBinary(driver supports zero binary formats)");
2056
2057 (void) binaryFormat;
2058 (void) binary;
2059 }
2060
2061 void GLAPIENTRY
2062 _mesa_ProgramBinary(GLuint program, GLenum binaryFormat,
2063 const GLvoid *binary, GLsizei length)
2064 {
2065 struct gl_shader_program *shProg;
2066 GET_CURRENT_CONTEXT(ctx);
2067
2068 shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramBinary");
2069 if (!shProg)
2070 return;
2071
2072 (void) binaryFormat;
2073 (void) binary;
2074
2075 /* Section 2.3.1 (Errors) of the OpenGL 4.5 spec says:
2076 *
2077 * "If a negative number is provided where an argument of type sizei or
2078 * sizeiptr is specified, an INVALID_VALUE error is generated."
2079 */
2080 if (length < 0) {
2081 _mesa_error(ctx, GL_INVALID_VALUE, "glProgramBinary(length < 0)");
2082 return;
2083 }
2084
2085 /* The ARB_get_program_binary spec says:
2086 *
2087 * "<binaryFormat> and <binary> must be those returned by a previous
2088 * call to GetProgramBinary, and <length> must be the length of the
2089 * program binary as returned by GetProgramBinary or GetProgramiv with
2090 * <pname> PROGRAM_BINARY_LENGTH. Loading the program binary will fail,
2091 * setting the LINK_STATUS of <program> to FALSE, if these conditions
2092 * are not met."
2093 *
2094 * Since any value of binaryFormat passed "is not one of those specified as
2095 * allowable for [this] command, an INVALID_ENUM error is generated."
2096 */
2097 shProg->data->LinkStatus = GL_FALSE;
2098 _mesa_error(ctx, GL_INVALID_ENUM, "glProgramBinary");
2099 }
2100
2101
2102 void GLAPIENTRY
2103 _mesa_ProgramParameteri(GLuint program, GLenum pname, GLint value)
2104 {
2105 struct gl_shader_program *shProg;
2106 GET_CURRENT_CONTEXT(ctx);
2107
2108 shProg = _mesa_lookup_shader_program_err(ctx, program,
2109 "glProgramParameteri");
2110 if (!shProg)
2111 return;
2112
2113 switch (pname) {
2114 case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
2115 /* This enum isn't part of the OES extension for OpenGL ES 2.0, but it
2116 * is part of OpenGL ES 3.0. For the ES2 case, this function shouldn't
2117 * even be in the dispatch table, so we shouldn't need to expclicitly
2118 * check here.
2119 *
2120 * On desktop, we ignore the 3.0+ requirement because it is silly.
2121 */
2122
2123 /* The ARB_get_program_binary extension spec says:
2124 *
2125 * "An INVALID_VALUE error is generated if the <value> argument to
2126 * ProgramParameteri is not TRUE or FALSE."
2127 */
2128 if (value != GL_TRUE && value != GL_FALSE) {
2129 goto invalid_value;
2130 }
2131
2132 /* No need to notify the driver. Any changes will actually take effect
2133 * the next time the shader is linked.
2134 *
2135 * The ARB_get_program_binary extension spec says:
2136 *
2137 * "To indicate that a program binary is likely to be retrieved,
2138 * ProgramParameteri should be called with <pname>
2139 * PROGRAM_BINARY_RETRIEVABLE_HINT and <value> TRUE. This setting
2140 * will not be in effect until the next time LinkProgram or
2141 * ProgramBinary has been called successfully."
2142 *
2143 * The resloution of issue 9 in the extension spec also says:
2144 *
2145 * "The application may use the PROGRAM_BINARY_RETRIEVABLE_HINT hint
2146 * to indicate to the GL implementation that this program will
2147 * likely be saved with GetProgramBinary at some point. This will
2148 * give the GL implementation the opportunity to track any state
2149 * changes made to the program before being saved such that when it
2150 * is loaded again a recompile can be avoided."
2151 */
2152 shProg->BinaryRetreivableHint = value;
2153 return;
2154
2155 case GL_PROGRAM_SEPARABLE:
2156 /* Spec imply that the behavior is the same as ARB_get_program_binary
2157 * Chapter 7.3 Program Objects
2158 */
2159 if (value != GL_TRUE && value != GL_FALSE) {
2160 goto invalid_value;
2161 }
2162 shProg->SeparateShader = value;
2163 return;
2164
2165 default:
2166 _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteri(pname=%s)",
2167 _mesa_enum_to_string(pname));
2168 return;
2169 }
2170
2171 invalid_value:
2172 _mesa_error(ctx, GL_INVALID_VALUE,
2173 "glProgramParameteri(pname=%s, value=%d): "
2174 "value must be 0 or 1.",
2175 _mesa_enum_to_string(pname),
2176 value);
2177 }
2178
2179
2180 void
2181 _mesa_use_shader_program(struct gl_context *ctx, GLenum type,
2182 struct gl_shader_program *shProg,
2183 struct gl_pipeline_object *shTarget)
2184 {
2185 gl_shader_stage stage = _mesa_shader_enum_to_shader_stage(type);
2186 use_shader_program(ctx, stage, shProg, shTarget);
2187 }
2188
2189
2190 /**
2191 * Copy program-specific data generated by linking from the gl_shader_program
2192 * object to the gl_program object referred to by the gl_linked_shader.
2193 *
2194 * This function expects _mesa_reference_program() to have been previously
2195 * called setting the gl_linked_shaders program reference.
2196 */
2197 void
2198 _mesa_copy_linked_program_data(const struct gl_shader_program *src,
2199 struct gl_linked_shader *dst_sh)
2200 {
2201 assert(dst_sh->Program);
2202
2203 struct gl_program *dst = dst_sh->Program;
2204
2205 dst->info.separate_shader = src->SeparateShader;
2206
2207 switch (dst_sh->Stage) {
2208 case MESA_SHADER_VERTEX:
2209 dst->ClipDistanceArraySize = src->Vert.ClipDistanceArraySize;
2210 dst->CullDistanceArraySize = src->Vert.CullDistanceArraySize;
2211 break;
2212 case MESA_SHADER_TESS_EVAL: {
2213 dst->info.tess.primitive_mode = dst_sh->info.TessEval.PrimitiveMode;
2214 dst->info.tess.spacing = dst_sh->info.TessEval.Spacing;
2215 dst->info.tess.ccw = dst_sh->info.TessEval.VertexOrder == GL_CCW;
2216 dst->info.tess.point_mode = dst_sh->info.TessEval.PointMode;
2217 dst->ClipDistanceArraySize = src->TessEval.ClipDistanceArraySize;
2218 dst->CullDistanceArraySize = src->TessEval.CullDistanceArraySize;
2219 break;
2220 }
2221 case MESA_SHADER_GEOMETRY: {
2222 dst->info.gs.vertices_in = src->Geom.VerticesIn;
2223 dst->info.gs.vertices_out = dst_sh->info.Geom.VerticesOut;
2224 dst->info.gs.invocations = dst_sh->info.Geom.Invocations;
2225 dst->info.gs.input_primitive = dst_sh->info.Geom.InputType;
2226 dst->info.gs.output_primitive = dst_sh->info.Geom.OutputType;
2227 dst->ClipDistanceArraySize = src->Geom.ClipDistanceArraySize;
2228 dst->CullDistanceArraySize = src->Geom.CullDistanceArraySize;
2229 dst->info.gs.uses_end_primitive = src->Geom.UsesEndPrimitive;
2230 dst->info.gs.uses_streams = src->Geom.UsesStreams;
2231 break;
2232 }
2233 case MESA_SHADER_FRAGMENT: {
2234 dst->info.fs.depth_layout = src->FragDepthLayout;
2235 break;
2236 }
2237 case MESA_SHADER_COMPUTE: {
2238 for (int i = 0; i < 3; i++)
2239 dst->info.cs.local_size[i] = src->Comp.LocalSize[i];
2240 dst->info.cs.shared_size = src->Comp.SharedSize;
2241 dst->info.cs.local_size_variable = src->Comp.LocalSizeVariable;
2242 break;
2243 }
2244 default:
2245 break;
2246 }
2247 }
2248
2249 /**
2250 * ARB_separate_shader_objects: Compile & Link Program
2251 */
2252 GLuint GLAPIENTRY
2253 _mesa_CreateShaderProgramv(GLenum type, GLsizei count,
2254 const GLchar* const *strings)
2255 {
2256 GET_CURRENT_CONTEXT(ctx);
2257
2258 const GLuint shader = create_shader(ctx, type);
2259 GLuint program = 0;
2260
2261 /*
2262 * According to OpenGL 4.5 and OpenGL ES 3.1 standards, section 7.3:
2263 * GL_INVALID_VALUE should be generated if count < 0
2264 */
2265 if (count < 0) {
2266 _mesa_error(ctx, GL_INVALID_VALUE, "glCreateShaderProgram (count < 0)");
2267 return program;
2268 }
2269
2270 if (shader) {
2271 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
2272
2273 _mesa_ShaderSource(shader, count, strings, NULL);
2274 _mesa_compile_shader(ctx, sh);
2275
2276 program = create_shader_program(ctx);
2277 if (program) {
2278 struct gl_shader_program *shProg;
2279 GLint compiled = GL_FALSE;
2280
2281 shProg = _mesa_lookup_shader_program(ctx, program);
2282
2283 shProg->SeparateShader = GL_TRUE;
2284
2285 get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
2286 if (compiled) {
2287 attach_shader(ctx, program, shader);
2288 _mesa_link_program(ctx, shProg);
2289 detach_shader(ctx, program, shader);
2290
2291 #if 0
2292 /* Possibly... */
2293 if (active-user-defined-varyings-in-linked-program) {
2294 append-error-to-info-log;
2295 shProg->data->LinkStatus = GL_FALSE;
2296 }
2297 #endif
2298 }
2299 if (sh->InfoLog)
2300 ralloc_strcat(&shProg->data->InfoLog, sh->InfoLog);
2301 }
2302
2303 delete_shader(ctx, shader);
2304 }
2305
2306 return program;
2307 }
2308
2309
2310 /**
2311 * For GL_ARB_tessellation_shader
2312 */
2313 extern void GLAPIENTRY
2314 _mesa_PatchParameteri(GLenum pname, GLint value)
2315 {
2316 GET_CURRENT_CONTEXT(ctx);
2317
2318 if (!_mesa_has_tessellation(ctx)) {
2319 _mesa_error(ctx, GL_INVALID_OPERATION, "glPatchParameteri");
2320 return;
2321 }
2322
2323 if (pname != GL_PATCH_VERTICES) {
2324 _mesa_error(ctx, GL_INVALID_ENUM, "glPatchParameteri");
2325 return;
2326 }
2327
2328 if (value <= 0 || value > ctx->Const.MaxPatchVertices) {
2329 _mesa_error(ctx, GL_INVALID_VALUE, "glPatchParameteri");
2330 return;
2331 }
2332
2333 ctx->TessCtrlProgram.patch_vertices = value;
2334 }
2335
2336
2337 extern void GLAPIENTRY
2338 _mesa_PatchParameterfv(GLenum pname, const GLfloat *values)
2339 {
2340 GET_CURRENT_CONTEXT(ctx);
2341
2342 if (!_mesa_has_tessellation(ctx)) {
2343 _mesa_error(ctx, GL_INVALID_OPERATION, "glPatchParameterfv");
2344 return;
2345 }
2346
2347 switch(pname) {
2348 case GL_PATCH_DEFAULT_OUTER_LEVEL:
2349 FLUSH_VERTICES(ctx, 0);
2350 memcpy(ctx->TessCtrlProgram.patch_default_outer_level, values,
2351 4 * sizeof(GLfloat));
2352 ctx->NewDriverState |= ctx->DriverFlags.NewDefaultTessLevels;
2353 return;
2354 case GL_PATCH_DEFAULT_INNER_LEVEL:
2355 FLUSH_VERTICES(ctx, 0);
2356 memcpy(ctx->TessCtrlProgram.patch_default_inner_level, values,
2357 2 * sizeof(GLfloat));
2358 ctx->NewDriverState |= ctx->DriverFlags.NewDefaultTessLevels;
2359 return;
2360 default:
2361 _mesa_error(ctx, GL_INVALID_ENUM, "glPatchParameterfv");
2362 return;
2363 }
2364 }
2365
2366 /**
2367 * ARB_shader_subroutine
2368 */
2369 GLint GLAPIENTRY
2370 _mesa_GetSubroutineUniformLocation(GLuint program, GLenum shadertype,
2371 const GLchar *name)
2372 {
2373 GET_CURRENT_CONTEXT(ctx);
2374 const char *api_name = "glGetSubroutineUniformLocation";
2375 struct gl_shader_program *shProg;
2376 GLenum resource_type;
2377 gl_shader_stage stage;
2378
2379 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2380 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2381 return -1;
2382 }
2383
2384 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2385 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2386 return -1;
2387 }
2388
2389 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2390 if (!shProg)
2391 return -1;
2392
2393 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2394 if (!shProg->_LinkedShaders[stage]) {
2395 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2396 return -1;
2397 }
2398
2399 resource_type = _mesa_shader_stage_to_subroutine_uniform(stage);
2400 return _mesa_program_resource_location(shProg, resource_type, name);
2401 }
2402
2403 GLuint GLAPIENTRY
2404 _mesa_GetSubroutineIndex(GLuint program, GLenum shadertype,
2405 const GLchar *name)
2406 {
2407 GET_CURRENT_CONTEXT(ctx);
2408 const char *api_name = "glGetSubroutineIndex";
2409 struct gl_shader_program *shProg;
2410 struct gl_program_resource *res;
2411 GLenum resource_type;
2412 gl_shader_stage stage;
2413
2414 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2415 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2416 return -1;
2417 }
2418
2419 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2420 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2421 return -1;
2422 }
2423
2424 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2425 if (!shProg)
2426 return -1;
2427
2428 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2429 if (!shProg->_LinkedShaders[stage]) {
2430 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2431 return -1;
2432 }
2433
2434 resource_type = _mesa_shader_stage_to_subroutine(stage);
2435 res = _mesa_program_resource_find_name(shProg, resource_type, name, NULL);
2436 if (!res) {
2437 return -1;
2438 }
2439
2440 return _mesa_program_resource_index(shProg, res);
2441 }
2442
2443
2444 GLvoid GLAPIENTRY
2445 _mesa_GetActiveSubroutineUniformiv(GLuint program, GLenum shadertype,
2446 GLuint index, GLenum pname, GLint *values)
2447 {
2448 GET_CURRENT_CONTEXT(ctx);
2449 const char *api_name = "glGetActiveSubroutineUniformiv";
2450 struct gl_shader_program *shProg;
2451 struct gl_linked_shader *sh;
2452 gl_shader_stage stage;
2453 struct gl_program_resource *res;
2454 const struct gl_uniform_storage *uni;
2455 GLenum resource_type;
2456 int count, i, j;
2457
2458 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2459 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2460 return;
2461 }
2462
2463 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2464 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2465 return;
2466 }
2467
2468 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2469 if (!shProg)
2470 return;
2471
2472 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2473 resource_type = _mesa_shader_stage_to_subroutine_uniform(stage);
2474
2475 sh = shProg->_LinkedShaders[stage];
2476 if (!sh) {
2477 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2478 return;
2479 }
2480
2481 struct gl_program *p = shProg->_LinkedShaders[stage]->Program;
2482 if (index >= p->sh.NumSubroutineUniforms) {
2483 _mesa_error(ctx, GL_INVALID_VALUE, "%s: invalid index greater than GL_ACTIVE_SUBROUTINE_UNIFORMS", api_name);
2484 return;
2485 }
2486
2487 switch (pname) {
2488 case GL_NUM_COMPATIBLE_SUBROUTINES: {
2489 res = _mesa_program_resource_find_index(shProg, resource_type, index);
2490 if (res) {
2491 uni = res->Data;
2492 values[0] = uni->num_compatible_subroutines;
2493 }
2494 break;
2495 }
2496 case GL_COMPATIBLE_SUBROUTINES: {
2497 res = _mesa_program_resource_find_index(shProg, resource_type, index);
2498 if (res) {
2499 uni = res->Data;
2500 count = 0;
2501 for (i = 0; i < p->sh.NumSubroutineFunctions; i++) {
2502 struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[i];
2503 for (j = 0; j < fn->num_compat_types; j++) {
2504 if (fn->types[j] == uni->type) {
2505 values[count++] = i;
2506 break;
2507 }
2508 }
2509 }
2510 }
2511 break;
2512 }
2513 case GL_UNIFORM_SIZE:
2514 res = _mesa_program_resource_find_index(shProg, resource_type, index);
2515 if (res) {
2516 uni = res->Data;
2517 values[0] = uni->array_elements ? uni->array_elements : 1;
2518 }
2519 break;
2520 case GL_UNIFORM_NAME_LENGTH:
2521 res = _mesa_program_resource_find_index(shProg, resource_type, index);
2522 if (res) {
2523 values[0] = strlen(_mesa_program_resource_name(res)) + 1
2524 + ((_mesa_program_resource_array_size(res) != 0) ? 3 : 0);
2525 }
2526 break;
2527 default:
2528 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2529 return;
2530 }
2531 }
2532
2533
2534 GLvoid GLAPIENTRY
2535 _mesa_GetActiveSubroutineUniformName(GLuint program, GLenum shadertype,
2536 GLuint index, GLsizei bufsize,
2537 GLsizei *length, GLchar *name)
2538 {
2539 GET_CURRENT_CONTEXT(ctx);
2540 const char *api_name = "glGetActiveSubroutineUniformName";
2541 struct gl_shader_program *shProg;
2542 GLenum resource_type;
2543 gl_shader_stage stage;
2544
2545 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2546 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2547 return;
2548 }
2549
2550 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2551 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2552 return;
2553 }
2554
2555 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2556 if (!shProg)
2557 return;
2558
2559 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2560 if (!shProg->_LinkedShaders[stage]) {
2561 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2562 return;
2563 }
2564
2565 resource_type = _mesa_shader_stage_to_subroutine_uniform(stage);
2566 /* get program resource name */
2567 _mesa_get_program_resource_name(shProg, resource_type,
2568 index, bufsize,
2569 length, name, api_name);
2570 }
2571
2572
2573 GLvoid GLAPIENTRY
2574 _mesa_GetActiveSubroutineName(GLuint program, GLenum shadertype,
2575 GLuint index, GLsizei bufsize,
2576 GLsizei *length, GLchar *name)
2577 {
2578 GET_CURRENT_CONTEXT(ctx);
2579 const char *api_name = "glGetActiveSubroutineName";
2580 struct gl_shader_program *shProg;
2581 GLenum resource_type;
2582 gl_shader_stage stage;
2583
2584 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2585 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2586 return;
2587 }
2588
2589 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2590 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2591 return;
2592 }
2593
2594 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2595 if (!shProg)
2596 return;
2597
2598 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2599 if (!shProg->_LinkedShaders[stage]) {
2600 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2601 return;
2602 }
2603 resource_type = _mesa_shader_stage_to_subroutine(stage);
2604 _mesa_get_program_resource_name(shProg, resource_type,
2605 index, bufsize,
2606 length, name, api_name);
2607 }
2608
2609 GLvoid GLAPIENTRY
2610 _mesa_UniformSubroutinesuiv(GLenum shadertype, GLsizei count,
2611 const GLuint *indices)
2612 {
2613 GET_CURRENT_CONTEXT(ctx);
2614 const char *api_name = "glUniformSubroutinesuiv";
2615 struct gl_shader_program *shProg;
2616 struct gl_linked_shader *sh;
2617 gl_shader_stage stage;
2618 int i;
2619
2620 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2621 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2622 return;
2623 }
2624
2625 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2626 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2627 return;
2628 }
2629
2630 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2631 shProg = ctx->_Shader->CurrentProgram[stage];
2632 if (!shProg) {
2633 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2634 return;
2635 }
2636
2637 sh = shProg->_LinkedShaders[stage];
2638 if (!sh) {
2639 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2640 return;
2641 }
2642
2643 struct gl_program *p = shProg->_LinkedShaders[stage]->Program;
2644 if (count != p->sh.NumSubroutineUniformRemapTable) {
2645 _mesa_error(ctx, GL_INVALID_VALUE, "%s", api_name);
2646 return;
2647 }
2648
2649 i = 0;
2650 do {
2651 struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[i];
2652 if (uni == NULL) {
2653 i++;
2654 continue;
2655 }
2656
2657 int uni_count = uni->array_elements ? uni->array_elements : 1;
2658 int j, k, f;
2659
2660 for (j = i; j < i + uni_count; j++) {
2661 struct gl_subroutine_function *subfn = NULL;
2662 if (indices[j] > p->sh.MaxSubroutineFunctionIndex) {
2663 _mesa_error(ctx, GL_INVALID_VALUE, "%s", api_name);
2664 return;
2665 }
2666
2667 for (f = 0; f < p->sh.NumSubroutineFunctions; f++) {
2668 if (p->sh.SubroutineFunctions[f].index == indices[j])
2669 subfn = &p->sh.SubroutineFunctions[f];
2670 }
2671
2672 if (!subfn) {
2673 continue;
2674 }
2675
2676 for (k = 0; k < subfn->num_compat_types; k++) {
2677 if (subfn->types[k] == uni->type)
2678 break;
2679 }
2680 if (k == subfn->num_compat_types) {
2681 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2682 return;
2683 }
2684
2685 ctx->SubroutineIndex[p->info.stage].IndexPtr[j] = indices[j];
2686 }
2687 i += uni_count;
2688 } while(i < count);
2689
2690 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
2691 }
2692
2693
2694 GLvoid GLAPIENTRY
2695 _mesa_GetUniformSubroutineuiv(GLenum shadertype, GLint location,
2696 GLuint *params)
2697 {
2698 GET_CURRENT_CONTEXT(ctx);
2699 const char *api_name = "glGetUniformSubroutineuiv";
2700 struct gl_shader_program *shProg;
2701 struct gl_linked_shader *sh;
2702 gl_shader_stage stage;
2703
2704 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2705 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2706 return;
2707 }
2708
2709 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2710 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2711 return;
2712 }
2713
2714 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2715 shProg = ctx->_Shader->CurrentProgram[stage];
2716 if (!shProg) {
2717 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2718 return;
2719 }
2720
2721 sh = shProg->_LinkedShaders[stage];
2722 if (!sh) {
2723 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2724 return;
2725 }
2726
2727 struct gl_program *p = sh->Program;
2728 if (location >= p->sh.NumSubroutineUniformRemapTable) {
2729 _mesa_error(ctx, GL_INVALID_VALUE, "%s", api_name);
2730 return;
2731 }
2732
2733 *params = ctx->SubroutineIndex[p->info.stage].IndexPtr[location];
2734 }
2735
2736
2737 GLvoid GLAPIENTRY
2738 _mesa_GetProgramStageiv(GLuint program, GLenum shadertype,
2739 GLenum pname, GLint *values)
2740 {
2741 GET_CURRENT_CONTEXT(ctx);
2742 const char *api_name = "glGetProgramStageiv";
2743 struct gl_shader_program *shProg;
2744 struct gl_linked_shader *sh;
2745 gl_shader_stage stage;
2746
2747 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2748 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2749 return;
2750 }
2751
2752 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2753 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2754 return;
2755 }
2756
2757 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2758 if (!shProg)
2759 return;
2760
2761 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2762 sh = shProg->_LinkedShaders[stage];
2763
2764 /* ARB_shader_subroutine doesn't ask the program to be linked, or list any
2765 * INVALID_OPERATION in the case of not be linked.
2766 *
2767 * And for some pnames, like GL_ACTIVE_SUBROUTINE_UNIFORMS, you can ask the
2768 * same info using other specs (ARB_program_interface_query), without the
2769 * need of the program to be linked, being the value for that case 0.
2770 *
2771 * But at the same time, some other methods require the program to be
2772 * linked for pname related to locations, so it would be inconsistent to
2773 * not do the same here. So we are:
2774 * * Return GL_INVALID_OPERATION if not linked only for locations.
2775 * * Setting a default value of 0, to be returned if not linked.
2776 */
2777 if (!sh) {
2778 values[0] = 0;
2779 if (pname == GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS) {
2780 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2781 }
2782 return;
2783 }
2784
2785 struct gl_program *p = sh->Program;
2786 switch (pname) {
2787 case GL_ACTIVE_SUBROUTINES:
2788 values[0] = p->sh.NumSubroutineFunctions;
2789 break;
2790 case GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS:
2791 values[0] = p->sh.NumSubroutineUniformRemapTable;
2792 break;
2793 case GL_ACTIVE_SUBROUTINE_UNIFORMS:
2794 values[0] = p->sh.NumSubroutineUniforms;
2795 break;
2796 case GL_ACTIVE_SUBROUTINE_MAX_LENGTH:
2797 {
2798 unsigned i;
2799 GLint max_len = 0;
2800 GLenum resource_type;
2801 struct gl_program_resource *res;
2802
2803 resource_type = _mesa_shader_stage_to_subroutine(stage);
2804 for (i = 0; i < p->sh.NumSubroutineFunctions; i++) {
2805 res = _mesa_program_resource_find_index(shProg, resource_type, i);
2806 if (res) {
2807 const GLint len = strlen(_mesa_program_resource_name(res)) + 1;
2808 if (len > max_len)
2809 max_len = len;
2810 }
2811 }
2812 values[0] = max_len;
2813 break;
2814 }
2815 case GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH:
2816 {
2817 unsigned i;
2818 GLint max_len = 0;
2819 GLenum resource_type;
2820 struct gl_program_resource *res;
2821
2822 resource_type = _mesa_shader_stage_to_subroutine_uniform(stage);
2823 for (i = 0; i < p->sh.NumSubroutineUniformRemapTable; i++) {
2824 res = _mesa_program_resource_find_index(shProg, resource_type, i);
2825 if (res) {
2826 const GLint len = strlen(_mesa_program_resource_name(res)) + 1
2827 + ((_mesa_program_resource_array_size(res) != 0) ? 3 : 0);
2828
2829 if (len > max_len)
2830 max_len = len;
2831 }
2832 }
2833 values[0] = max_len;
2834 break;
2835 }
2836 default:
2837 _mesa_error(ctx, GL_INVALID_ENUM, "%s", api_name);
2838 values[0] = -1;
2839 break;
2840 }
2841 }
2842
2843 static int
2844 find_compat_subroutine(struct gl_program *p, const struct glsl_type *type)
2845 {
2846 int i, j;
2847
2848 for (i = 0; i < p->sh.NumSubroutineFunctions; i++) {
2849 struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[i];
2850 for (j = 0; j < fn->num_compat_types; j++) {
2851 if (fn->types[j] == type)
2852 return i;
2853 }
2854 }
2855 return 0;
2856 }
2857
2858 static void
2859 _mesa_shader_write_subroutine_index(struct gl_context *ctx,
2860 struct gl_program *p)
2861 {
2862 int i, j;
2863
2864 if (p->sh.NumSubroutineUniformRemapTable == 0)
2865 return;
2866
2867 i = 0;
2868 do {
2869 struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[i];
2870 int uni_count;
2871 int val;
2872
2873 if (!uni) {
2874 i++;
2875 continue;
2876 }
2877
2878 uni_count = uni->array_elements ? uni->array_elements : 1;
2879 for (j = 0; j < uni_count; j++) {
2880 val = ctx->SubroutineIndex[p->info.stage].IndexPtr[i + j];
2881 memcpy(&uni->storage[j], &val, sizeof(int));
2882 }
2883
2884 _mesa_propagate_uniforms_to_driver_storage(uni, 0, uni_count);
2885 i += uni_count;
2886 } while(i < p->sh.NumSubroutineUniformRemapTable);
2887 }
2888
2889 void
2890 _mesa_shader_write_subroutine_indices(struct gl_context *ctx,
2891 gl_shader_stage stage)
2892 {
2893 if (ctx->_Shader->CurrentProgram[stage] &&
2894 ctx->_Shader->CurrentProgram[stage]->_LinkedShaders[stage])
2895 _mesa_shader_write_subroutine_index(ctx,
2896 ctx->_Shader->CurrentProgram[stage]->_LinkedShaders[stage]->Program);
2897 }
2898
2899 void
2900 _mesa_program_init_subroutine_defaults(struct gl_context *ctx,
2901 struct gl_program *p)
2902 {
2903 assert(p);
2904
2905 struct gl_subroutine_index_binding *binding = &ctx->SubroutineIndex[p->info.stage];
2906 if (binding->NumIndex != p->sh.NumSubroutineUniformRemapTable) {
2907 binding->IndexPtr = realloc(binding->IndexPtr,
2908 p->sh.NumSubroutineUniformRemapTable * (sizeof(GLuint)));
2909 binding->NumIndex = p->sh.NumSubroutineUniformRemapTable;
2910 }
2911
2912 for (int i = 0; i < p->sh.NumSubroutineUniformRemapTable; i++) {
2913 struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[i];
2914
2915 if (!uni)
2916 continue;
2917
2918 binding->IndexPtr[i] = find_compat_subroutine(p, uni->type);
2919 }
2920 }