16e08d44cd67076fe1cd50657d62f798f54df9fa
[mesa.git] / src / mesa / main / uniform_query.cpp
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 * Copyright © 2010, 2011 Intel Corporation
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 #include <stdlib.h>
28
29 #include "main/core.h"
30 #include "main/context.h"
31 #include "ir.h"
32 #include "ir_uniform.h"
33 #include "program/hash_table.h"
34 #include "../glsl/program.h"
35 #include "../glsl/ir_uniform.h"
36 #include "../glsl/glsl_parser_extras.h"
37 #include "main/shaderapi.h"
38 #include "main/shaderobj.h"
39 #include "uniforms.h"
40
41
42 extern "C" void GLAPIENTRY
43 _mesa_GetActiveUniform(GLuint program, GLuint index,
44 GLsizei maxLength, GLsizei *length, GLint *size,
45 GLenum *type, GLcharARB *nameOut)
46 {
47 GET_CURRENT_CONTEXT(ctx);
48 struct gl_shader_program *shProg =
49 _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
50
51 if (!shProg)
52 return;
53
54 if (index >= shProg->NumUserUniformStorage) {
55 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
56 return;
57 }
58
59 const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
60
61 if (nameOut) {
62 _mesa_get_uniform_name(uni, maxLength, length, nameOut);
63 }
64
65 if (size) {
66 /* array_elements is zero for non-arrays, but the API requires that 1 be
67 * returned.
68 */
69 *size = MAX2(1, uni->array_elements);
70 }
71
72 if (type) {
73 *type = uni->type->gl_type;
74 }
75 }
76
77 extern "C" void GLAPIENTRY
78 _mesa_GetActiveUniformsiv(GLuint program,
79 GLsizei uniformCount,
80 const GLuint *uniformIndices,
81 GLenum pname,
82 GLint *params)
83 {
84 GET_CURRENT_CONTEXT(ctx);
85 struct gl_shader_program *shProg;
86 GLsizei i;
87
88 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
89 if (!shProg)
90 return;
91
92 if (uniformCount < 0) {
93 _mesa_error(ctx, GL_INVALID_VALUE,
94 "glGetActiveUniformsiv(uniformCount < 0)");
95 return;
96 }
97
98 for (i = 0; i < uniformCount; i++) {
99 GLuint index = uniformIndices[i];
100
101 if (index >= shProg->NumUserUniformStorage) {
102 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
103 return;
104 }
105 }
106
107 for (i = 0; i < uniformCount; i++) {
108 GLuint index = uniformIndices[i];
109 const struct gl_uniform_storage *uni = &shProg->UniformStorage[index];
110
111 switch (pname) {
112 case GL_UNIFORM_TYPE:
113 params[i] = uni->type->gl_type;
114 break;
115
116 case GL_UNIFORM_SIZE:
117 /* array_elements is zero for non-arrays, but the API requires that 1 be
118 * returned.
119 */
120 params[i] = MAX2(1, uni->array_elements);
121 break;
122
123 case GL_UNIFORM_NAME_LENGTH:
124 params[i] = strlen(uni->name) + 1;
125
126 /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
127 * spec says:
128 *
129 * "If the active uniform is an array, the uniform name returned
130 * in name will always be the name of the uniform array appended
131 * with "[0]"."
132 */
133 if (uni->array_elements != 0)
134 params[i] += 3;
135 break;
136
137 case GL_UNIFORM_BLOCK_INDEX:
138 params[i] = uni->block_index;
139 break;
140
141 case GL_UNIFORM_OFFSET:
142 params[i] = uni->offset;
143 break;
144
145 case GL_UNIFORM_ARRAY_STRIDE:
146 params[i] = uni->array_stride;
147 break;
148
149 case GL_UNIFORM_MATRIX_STRIDE:
150 params[i] = uni->matrix_stride;
151 break;
152
153 case GL_UNIFORM_IS_ROW_MAJOR:
154 params[i] = uni->row_major;
155 break;
156
157 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
158 if (!ctx->Extensions.ARB_shader_atomic_counters)
159 goto invalid_enum;
160 params[i] = uni->atomic_buffer_index;
161 break;
162
163 default:
164 goto invalid_enum;
165 }
166 }
167
168 return;
169
170 invalid_enum:
171 _mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)");
172 }
173
174 static struct gl_uniform_storage *
175 validate_uniform_parameters(struct gl_context *ctx,
176 struct gl_shader_program *shProg,
177 GLint location, GLsizei count,
178 unsigned *array_index,
179 const char *caller)
180 {
181 if (shProg == NULL) {
182 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
183 return NULL;
184 }
185
186 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
187 *
188 * "If a negative number is provided where an argument of type sizei or
189 * sizeiptr is specified, the error INVALID_VALUE is generated."
190 */
191 if (count < 0) {
192 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
193 return NULL;
194 }
195
196 /* Check that the given location is in bounds of uniform remap table.
197 * Unlinked programs will have NumUniformRemapTable == 0, so we can take
198 * the shProg->LinkStatus check out of the main path.
199 */
200 if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
201 if (!shProg->LinkStatus)
202 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
203 caller);
204 else
205 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
206 caller, location);
207
208 return NULL;
209 }
210
211 if (location == -1) {
212 if (!shProg->LinkStatus)
213 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
214 caller);
215
216 return NULL;
217 }
218
219 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
220 *
221 * "If any of the following conditions occur, an INVALID_OPERATION
222 * error is generated by the Uniform* commands, and no uniform values
223 * are changed:
224 *
225 * ...
226 *
227 * - if no variable with a location of location exists in the
228 * program object currently in use and location is not -1,
229 * - if count is greater than one, and the uniform declared in the
230 * shader is not an array variable,
231 */
232 if (location < -1 || !shProg->UniformRemapTable[location]) {
233 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
234 caller, location);
235 return NULL;
236 }
237
238 /* If the driver storage pointer in remap table is -1, we ignore silently.
239 *
240 * GL_ARB_explicit_uniform_location spec says:
241 * "What happens if Uniform* is called with an explicitly defined
242 * uniform location, but that uniform is deemed inactive by the
243 * linker?
244 *
245 * RESOLVED: The call is ignored for inactive uniform variables and
246 * no error is generated."
247 *
248 */
249 if (shProg->UniformRemapTable[location] ==
250 INACTIVE_UNIFORM_EXPLICIT_LOCATION)
251 return NULL;
252
253 struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
254
255 if (uni->array_elements == 0 && count > 1) {
256 _mesa_error(ctx, GL_INVALID_OPERATION,
257 "%s(count > 1 for non-array, location=%d)",
258 caller, location);
259 return NULL;
260 }
261
262 /* The array index specified by the uniform location is just the uniform
263 * location minus the base location of of the uniform.
264 */
265 *array_index = location - uni->remap_location;
266
267 /* If the uniform is an array, check that array_index is in bounds.
268 * If not an array, check that array_index is zero.
269 * array_index is unsigned so no need to check for less than zero.
270 */
271 const unsigned limit = MAX2(uni->array_elements, 1);
272 if (*array_index >= limit) {
273 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
274 caller, location);
275 return NULL;
276 }
277 return uni;
278 }
279
280 /**
281 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
282 */
283 extern "C" void
284 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
285 GLsizei bufSize, enum glsl_base_type returnType,
286 GLvoid *paramsOut)
287 {
288 struct gl_shader_program *shProg =
289 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
290 unsigned offset;
291
292 struct gl_uniform_storage *const uni =
293 validate_uniform_parameters(ctx, shProg, location, 1,
294 &offset, "glGetUniform");
295 if (uni == NULL) {
296 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
297 * spec says:
298 *
299 * "The error INVALID_OPERATION is generated if program has not been
300 * linked successfully, or if location is not a valid location for
301 * program."
302 *
303 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
304 * says:
305 *
306 * "If the value of location is -1, the Uniform* commands will
307 * silently ignore the data passed in, and the current uniform
308 * values will not be changed."
309 *
310 * Allowing -1 for the location parameter of glUniform allows
311 * applications to avoid error paths in the case that, for example, some
312 * uniform variable is removed by the compiler / linker after
313 * optimization. In this case, the new value of the uniform is dropped
314 * on the floor. For the case of glGetUniform, there is nothing
315 * sensible to do for a location of -1.
316 *
317 * If the location was -1, validate_unfirom_parameters will return NULL
318 * without raising an error. Raise the error here.
319 */
320 if (location == -1) {
321 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)",
322 location);
323 }
324
325 return;
326 }
327
328 {
329 unsigned elements = (uni->type->is_sampler())
330 ? 1 : uni->type->components();
331
332 /* Calculate the source base address *BEFORE* modifying elements to
333 * account for the size of the user's buffer.
334 */
335 const union gl_constant_value *const src =
336 &uni->storage[offset * elements];
337
338 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
339 returnType == GLSL_TYPE_UINT);
340 /* The three (currently) supported types all have the same size,
341 * which is of course the same as their union. That'll change
342 * with glGetUniformdv()...
343 */
344 unsigned bytes = sizeof(src[0]) * elements;
345 if (bufSize < 0 || bytes > (unsigned) bufSize) {
346 _mesa_error( ctx, GL_INVALID_OPERATION,
347 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
348 " but %u bytes are required)", bufSize, bytes );
349 return;
350 }
351
352 /* If the return type and the uniform's native type are "compatible,"
353 * just memcpy the data. If the types are not compatible, perform a
354 * slower convert-and-copy process.
355 */
356 if (returnType == uni->type->base_type
357 || ((returnType == GLSL_TYPE_INT
358 || returnType == GLSL_TYPE_UINT)
359 &&
360 (uni->type->base_type == GLSL_TYPE_INT
361 || uni->type->base_type == GLSL_TYPE_UINT
362 || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
363 memcpy(paramsOut, src, bytes);
364 } else {
365 union gl_constant_value *const dst =
366 (union gl_constant_value *) paramsOut;
367
368 /* This code could be optimized by putting the loop inside the switch
369 * statements. However, this is not expected to be
370 * performance-critical code.
371 */
372 for (unsigned i = 0; i < elements; i++) {
373 switch (returnType) {
374 case GLSL_TYPE_FLOAT:
375 switch (uni->type->base_type) {
376 case GLSL_TYPE_UINT:
377 dst[i].f = (float) src[i].u;
378 break;
379 case GLSL_TYPE_INT:
380 case GLSL_TYPE_SAMPLER:
381 dst[i].f = (float) src[i].i;
382 break;
383 case GLSL_TYPE_BOOL:
384 dst[i].f = src[i].i ? 1.0f : 0.0f;
385 break;
386 default:
387 assert(!"Should not get here.");
388 break;
389 }
390 break;
391
392 case GLSL_TYPE_INT:
393 case GLSL_TYPE_UINT:
394 switch (uni->type->base_type) {
395 case GLSL_TYPE_FLOAT:
396 /* While the GL 3.2 core spec doesn't explicitly
397 * state how conversion of float uniforms to integer
398 * values works, in section 6.2 "State Tables" on
399 * page 267 it says:
400 *
401 * "Unless otherwise specified, when floating
402 * point state is returned as integer values or
403 * integer state is returned as floating-point
404 * values it is converted in the fashion
405 * described in section 6.1.2"
406 *
407 * That section, on page 248, says:
408 *
409 * "If GetIntegerv or GetInteger64v are called,
410 * a floating-point value is rounded to the
411 * nearest integer..."
412 */
413 dst[i].i = IROUND(src[i].f);
414 break;
415 case GLSL_TYPE_BOOL:
416 dst[i].i = src[i].i ? 1 : 0;
417 break;
418 default:
419 assert(!"Should not get here.");
420 break;
421 }
422 break;
423
424 default:
425 assert(!"Should not get here.");
426 break;
427 }
428 }
429 }
430 }
431 }
432
433 static void
434 log_uniform(const void *values, enum glsl_base_type basicType,
435 unsigned rows, unsigned cols, unsigned count,
436 bool transpose,
437 const struct gl_shader_program *shProg,
438 GLint location,
439 const struct gl_uniform_storage *uni)
440 {
441
442 const union gl_constant_value *v = (const union gl_constant_value *) values;
443 const unsigned elems = rows * cols * count;
444 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
445
446 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
447 "transpose = %s) to: ",
448 shProg->Name, extra, uni->name, location, uni->type->name,
449 transpose ? "true" : "false");
450 for (unsigned i = 0; i < elems; i++) {
451 if (i != 0 && ((i % rows) == 0))
452 printf(", ");
453
454 switch (basicType) {
455 case GLSL_TYPE_UINT:
456 printf("%u ", v[i].u);
457 break;
458 case GLSL_TYPE_INT:
459 printf("%d ", v[i].i);
460 break;
461 case GLSL_TYPE_FLOAT:
462 printf("%g ", v[i].f);
463 break;
464 default:
465 assert(!"Should not get here.");
466 break;
467 }
468 }
469 printf("\n");
470 fflush(stdout);
471 }
472
473 #if 0
474 static void
475 log_program_parameters(const struct gl_shader_program *shProg)
476 {
477 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
478 if (shProg->_LinkedShaders[i] == NULL)
479 continue;
480
481 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
482
483 printf("Program %d %s shader parameters:\n",
484 shProg->Name, _mesa_shader_stage_to_string(i));
485 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
486 printf("%s: %p %f %f %f %f\n",
487 prog->Parameters->Parameters[j].Name,
488 prog->Parameters->ParameterValues[j],
489 prog->Parameters->ParameterValues[j][0].f,
490 prog->Parameters->ParameterValues[j][1].f,
491 prog->Parameters->ParameterValues[j][2].f,
492 prog->Parameters->ParameterValues[j][3].f);
493 }
494 }
495 fflush(stdout);
496 }
497 #endif
498
499 /**
500 * Propagate some values from uniform backing storage to driver storage
501 *
502 * Values propagated from uniform backing storage to driver storage
503 * have all format / type conversions previously requested by the
504 * driver applied. This function is most often called by the
505 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
506 * etc.
507 *
508 * \param uni Uniform whose data is to be propagated to driver storage
509 * \param array_index If \c uni is an array, this is the element of
510 * the array to be propagated.
511 * \param count Number of array elements to propagate.
512 */
513 extern "C" void
514 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
515 unsigned array_index,
516 unsigned count)
517 {
518 unsigned i;
519
520 /* vector_elements and matrix_columns can be 0 for samplers.
521 */
522 const unsigned components = MAX2(1, uni->type->vector_elements);
523 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
524
525 /* Store the data in the driver's requested type in the driver's storage
526 * areas.
527 */
528 unsigned src_vector_byte_stride = components * 4;
529
530 for (i = 0; i < uni->num_driver_storage; i++) {
531 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
532 uint8_t *dst = (uint8_t *) store->data;
533 const unsigned extra_stride =
534 store->element_stride - (vectors * store->vector_stride);
535 const uint8_t *src =
536 (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
537
538 #if 0
539 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
540 "extra_stride=%u\n",
541 __func__, dst, array_index, components,
542 vectors, count, store->vector_stride, extra_stride);
543 #endif
544
545 dst += array_index * store->element_stride;
546
547 switch (store->format) {
548 case uniform_native: {
549 unsigned j;
550 unsigned v;
551
552 for (j = 0; j < count; j++) {
553 for (v = 0; v < vectors; v++) {
554 memcpy(dst, src, src_vector_byte_stride);
555 src += src_vector_byte_stride;
556 dst += store->vector_stride;
557 }
558
559 dst += extra_stride;
560 }
561 break;
562 }
563
564 case uniform_int_float: {
565 const int *isrc = (const int *) src;
566 unsigned j;
567 unsigned v;
568 unsigned c;
569
570 for (j = 0; j < count; j++) {
571 for (v = 0; v < vectors; v++) {
572 for (c = 0; c < components; c++) {
573 ((float *) dst)[c] = (float) *isrc;
574 isrc++;
575 }
576
577 dst += store->vector_stride;
578 }
579
580 dst += extra_stride;
581 }
582 break;
583 }
584
585 default:
586 assert(!"Should not get here.");
587 break;
588 }
589 }
590 }
591
592 /**
593 * Called via glUniform*() functions.
594 */
595 extern "C" void
596 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
597 GLint location, GLsizei count,
598 const GLvoid *values,
599 enum glsl_base_type basicType,
600 unsigned src_components)
601 {
602 unsigned offset;
603
604 struct gl_uniform_storage *const uni =
605 validate_uniform_parameters(ctx, shProg, location, count,
606 &offset, "glUniform");
607 if (uni == NULL)
608 return;
609
610 /* Verify that the types are compatible.
611 */
612 const unsigned components = uni->type->is_sampler()
613 ? 1 : uni->type->vector_elements;
614
615 bool match;
616 switch (uni->type->base_type) {
617 case GLSL_TYPE_BOOL:
618 match = true;
619 break;
620 case GLSL_TYPE_SAMPLER:
621 case GLSL_TYPE_IMAGE:
622 match = (basicType == GLSL_TYPE_INT);
623 break;
624 default:
625 match = (basicType == uni->type->base_type);
626 break;
627 }
628
629 if (uni->type->is_matrix() || components != src_components || !match) {
630 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
631 return;
632 }
633
634 if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
635 log_uniform(values, basicType, components, 1, count,
636 false, shProg, location, uni);
637 }
638
639 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
640 *
641 * "Setting a sampler's value to i selects texture image unit number
642 * i. The values of i range from zero to the implementation- dependent
643 * maximum supported number of texture image units."
644 *
645 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
646 * the PDF) says:
647 *
648 * "Error Description Offending command
649 * ignored?
650 * ...
651 * INVALID_VALUE Numeric argument out of range Yes"
652 *
653 * Based on that, when an invalid sampler is specified, we generate a
654 * GL_INVALID_VALUE error and ignore the command.
655 */
656 if (uni->type->is_sampler()) {
657 for (int i = 0; i < count; i++) {
658 const unsigned texUnit = ((unsigned *) values)[i];
659
660 /* check that the sampler (tex unit index) is legal */
661 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
662 _mesa_error(ctx, GL_INVALID_VALUE,
663 "glUniform1i(invalid sampler/tex unit index for "
664 "uniform %d)",
665 location);
666 return;
667 }
668 }
669 }
670
671 if (uni->type->is_image()) {
672 for (int i = 0; i < count; i++) {
673 const int unit = ((GLint *) values)[i];
674
675 /* check that the image unit is legal */
676 if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
677 _mesa_error(ctx, GL_INVALID_VALUE,
678 "glUniform1i(invalid image unit index for uniform %d)",
679 location);
680 return;
681 }
682 }
683 }
684
685 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
686 *
687 * "When loading N elements starting at an arbitrary position k in a
688 * uniform declared as an array, elements k through k + N - 1 in the
689 * array will be replaced with the new values. Values for any array
690 * element that exceeds the highest array element index used, as
691 * reported by GetActiveUniform, will be ignored by the GL."
692 *
693 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
694 * will have already generated an error.
695 */
696 if (uni->array_elements != 0) {
697 count = MIN2(count, (int) (uni->array_elements - offset));
698 }
699
700 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
701
702 /* Store the data in the "actual type" backing storage for the uniform.
703 */
704 if (!uni->type->is_boolean()) {
705 memcpy(&uni->storage[components * offset], values,
706 sizeof(uni->storage[0]) * components * count);
707 } else {
708 const union gl_constant_value *src =
709 (const union gl_constant_value *) values;
710 union gl_constant_value *dst = &uni->storage[components * offset];
711 const unsigned elems = components * count;
712
713 for (unsigned i = 0; i < elems; i++) {
714 if (basicType == GLSL_TYPE_FLOAT) {
715 dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
716 } else {
717 dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
718 }
719 }
720 }
721
722 uni->initialized = true;
723
724 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
725
726 /* If the uniform is a sampler, do the extra magic necessary to propagate
727 * the changes through.
728 */
729 if (uni->type->is_sampler()) {
730 bool flushed = false;
731 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
732 struct gl_shader *const sh = shProg->_LinkedShaders[i];
733
734 /* If the shader stage doesn't use the sampler uniform, skip this.
735 */
736 if (sh == NULL || !uni->sampler[i].active)
737 continue;
738
739 for (int j = 0; j < count; j++) {
740 sh->SamplerUnits[uni->sampler[i].index + offset + j] =
741 ((unsigned *) values)[j];
742 }
743
744 struct gl_program *const prog = sh->Program;
745
746 assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits));
747
748 /* Determine if any of the samplers used by this shader stage have
749 * been modified.
750 */
751 bool changed = false;
752 for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
753 if ((sh->active_samplers & (1U << j)) != 0
754 && (prog->SamplerUnits[j] != sh->SamplerUnits[j])) {
755 changed = true;
756 break;
757 }
758 }
759
760 if (changed) {
761 if (!flushed) {
762 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
763 flushed = true;
764 }
765
766 memcpy(prog->SamplerUnits,
767 sh->SamplerUnits,
768 sizeof(sh->SamplerUnits));
769
770 _mesa_update_shader_textures_used(shProg, prog);
771 if (ctx->Driver.SamplerUniformChange)
772 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
773 }
774 }
775 }
776
777 /* If the uniform is an image, update the mapping from image
778 * uniforms to image units present in the shader data structure.
779 */
780 if (uni->type->is_image()) {
781 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
782 if (uni->image[i].active) {
783 struct gl_shader *sh = shProg->_LinkedShaders[i];
784
785 for (int j = 0; j < count; j++)
786 sh->ImageUnits[uni->image[i].index + offset + j] =
787 ((GLint *) values)[j];
788 }
789 }
790
791 ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
792 }
793 }
794
795 /**
796 * Called by glUniformMatrix*() functions.
797 * Note: cols=2, rows=4 ==> array[2] of vec4
798 */
799 extern "C" void
800 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
801 GLuint cols, GLuint rows,
802 GLint location, GLsizei count,
803 GLboolean transpose, const GLfloat *values)
804 {
805 unsigned offset;
806 unsigned vectors;
807 unsigned components;
808 unsigned elements;
809
810 struct gl_uniform_storage *const uni =
811 validate_uniform_parameters(ctx, shProg, location, count,
812 &offset, "glUniformMatrix");
813 if (uni == NULL)
814 return;
815
816 if (!uni->type->is_matrix()) {
817 _mesa_error(ctx, GL_INVALID_OPERATION,
818 "glUniformMatrix(non-matrix uniform)");
819 return;
820 }
821
822 assert(!uni->type->is_sampler());
823 vectors = uni->type->matrix_columns;
824 components = uni->type->vector_elements;
825
826 /* Verify that the types are compatible. This is greatly simplified for
827 * matrices because they can only have a float base type.
828 */
829 if (vectors != cols || components != rows) {
830 _mesa_error(ctx, GL_INVALID_OPERATION,
831 "glUniformMatrix(matrix size mismatch)");
832 return;
833 }
834
835 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
836 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
837 if (ctx->API == API_OPENGLES
838 || (ctx->API == API_OPENGLES2 && ctx->Version < 30)) {
839 if (transpose) {
840 _mesa_error(ctx, GL_INVALID_VALUE,
841 "glUniformMatrix(matrix transpose is not GL_FALSE)");
842 return;
843 }
844 }
845
846 if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
847 log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
848 bool(transpose), shProg, location, uni);
849 }
850
851 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
852 *
853 * "When loading N elements starting at an arbitrary position k in a
854 * uniform declared as an array, elements k through k + N - 1 in the
855 * array will be replaced with the new values. Values for any array
856 * element that exceeds the highest array element index used, as
857 * reported by GetActiveUniform, will be ignored by the GL."
858 *
859 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
860 * will have already generated an error.
861 */
862 if (uni->array_elements != 0) {
863 count = MIN2(count, (int) (uni->array_elements - offset));
864 }
865
866 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
867
868 /* Store the data in the "actual type" backing storage for the uniform.
869 */
870 elements = components * vectors;
871
872 if (!transpose) {
873 memcpy(&uni->storage[elements * offset], values,
874 sizeof(uni->storage[0]) * elements * count);
875 } else {
876 /* Copy and transpose the matrix.
877 */
878 const float *src = values;
879 float *dst = &uni->storage[elements * offset].f;
880
881 for (int i = 0; i < count; i++) {
882 for (unsigned r = 0; r < rows; r++) {
883 for (unsigned c = 0; c < cols; c++) {
884 dst[(c * components) + r] = src[c + (r * vectors)];
885 }
886 }
887
888 dst += elements;
889 src += elements;
890 }
891 }
892
893 uni->initialized = true;
894
895 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
896 }
897
898
899 /**
900 * Called via glGetUniformLocation().
901 *
902 * Returns the uniform index into UniformStorage (also the
903 * glGetActiveUniformsiv uniform index), and stores the referenced
904 * array offset in *offset, or GL_INVALID_INDEX (-1).
905 */
906 extern "C" unsigned
907 _mesa_get_uniform_location(struct gl_shader_program *shProg,
908 const GLchar *name,
909 unsigned *out_offset)
910 {
911 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
912 *
913 * "The first element of a uniform array is identified using the
914 * name of the uniform array appended with "[0]". Except if the last
915 * part of the string name indicates a uniform array, then the
916 * location of the first element of that array can be retrieved by
917 * either using the name of the uniform array, or the name of the
918 * uniform array appended with "[0]"."
919 *
920 * Note: since uniform names are not allowed to use whitespace, and array
921 * indices within uniform names are not allowed to use "+", "-", or leading
922 * zeros, it follows that each uniform has a unique name up to the possible
923 * ambiguity with "[0]" noted above. Therefore we don't need to worry
924 * about mal-formed inputs--they will properly fail when we try to look up
925 * the uniform name in shProg->UniformHash.
926 */
927
928 const GLchar *base_name_end;
929 long offset = parse_program_resource_name(name, &base_name_end);
930 bool array_lookup = offset >= 0;
931 char *name_copy;
932
933 if (array_lookup) {
934 name_copy = (char *) malloc(base_name_end - name + 1);
935 memcpy(name_copy, name, base_name_end - name);
936 name_copy[base_name_end - name] = '\0';
937 } else {
938 name_copy = (char *) name;
939 offset = 0;
940 }
941
942 unsigned location = 0;
943 const bool found = shProg->UniformHash->get(location, name_copy);
944
945 assert(!found
946 || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
947
948 /* Free the temporary buffer *before* possibly returning an error.
949 */
950 if (name_copy != name)
951 free(name_copy);
952
953 if (!found)
954 return GL_INVALID_INDEX;
955
956 /* If the uniform is an array, fail if the index is out of bounds.
957 * (A negative index is caught above.) This also fails if the uniform
958 * is not an array, but the user is trying to index it, because
959 * array_elements is zero and offset >= 0.
960 */
961 if (array_lookup
962 && offset >= (long) shProg->UniformStorage[location].array_elements) {
963 return GL_INVALID_INDEX;
964 }
965
966 *out_offset = offset;
967 return location;
968 }
969
970 extern "C" bool
971 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
972 char *errMsg, size_t errMsgLength)
973 {
974 /* Shader does not have samplers. */
975 if (shProg->NumUserUniformStorage == 0)
976 return true;
977
978 if (!shProg->SamplersValidated) {
979 _mesa_snprintf(errMsg, errMsgLength,
980 "active samplers with a different type "
981 "refer to the same texture image unit");
982 return false;
983 }
984 return true;
985 }
986
987 extern "C" bool
988 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
989 {
990 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
991 * OpenGL 4.1 spec says:
992 *
993 * "[INVALID_OPERATION] is generated by any command that transfers
994 * vertices to the GL if:
995 *
996 * ...
997 *
998 * - Any two active samplers in the current program object are of
999 * different types, but refer to the same texture image unit.
1000 *
1001 * - The number of active samplers in the program exceeds the
1002 * maximum number of texture image units allowed."
1003 */
1004 unsigned active_samplers = 0;
1005 const struct gl_shader_program **shProg =
1006 (const struct gl_shader_program **) pipeline->CurrentProgram;
1007
1008 const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1009 memset(unit_types, 0, sizeof(unit_types));
1010
1011 for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
1012 if (!shProg[idx])
1013 continue;
1014
1015 for (unsigned i = 0; i < shProg[idx]->NumUserUniformStorage; i++) {
1016 const struct gl_uniform_storage *const storage =
1017 &shProg[idx]->UniformStorage[i];
1018 const glsl_type *const t = (storage->type->is_array())
1019 ? storage->type->fields.array : storage->type;
1020
1021 if (!t->is_sampler())
1022 continue;
1023
1024 active_samplers++;
1025
1026 const unsigned count = MAX2(1, storage->type->array_size());
1027 for (unsigned j = 0; j < count; j++) {
1028 const unsigned unit = storage->storage[j].i;
1029
1030 /* The types of the samplers associated with a particular texture
1031 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1032 * the OpenGL 3.3 core spec says:
1033 *
1034 * "It is not allowed to have variables of different sampler
1035 * types pointing to the same texture image unit within a
1036 * program object."
1037 */
1038 if (unit_types[unit] == NULL) {
1039 unit_types[unit] = t;
1040 } else if (unit_types[unit] != t) {
1041 pipeline->InfoLog =
1042 ralloc_asprintf(pipeline,
1043 "Texture unit %d is accessed both as %s "
1044 "and %s",
1045 unit, unit_types[unit]->name, t->name);
1046 return false;
1047 }
1048 }
1049 }
1050 }
1051
1052 if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
1053 pipeline->InfoLog =
1054 ralloc_asprintf(pipeline,
1055 "the number of active samplers %d exceed the "
1056 "maximum %d",
1057 active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1058 return false;
1059 }
1060
1061 return true;
1062 }