2 * Mesa 3-D graphics library
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
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
29 #include "main/core.h"
30 #include "main/context.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"
42 extern "C" void GLAPIENTRY
43 _mesa_GetActiveUniform(GLuint program
, GLuint index
,
44 GLsizei maxLength
, GLsizei
*length
, GLint
*size
,
45 GLenum
*type
, GLcharARB
*nameOut
)
47 GET_CURRENT_CONTEXT(ctx
);
48 struct gl_shader_program
*shProg
=
49 _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
54 if (index
>= shProg
->NumUserUniformStorage
) {
55 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(index)");
59 const struct gl_uniform_storage
*const uni
= &shProg
->UniformStorage
[index
];
62 _mesa_get_uniform_name(uni
, maxLength
, length
, nameOut
);
66 /* array_elements is zero for non-arrays, but the API requires that 1 be
69 *size
= MAX2(1, uni
->array_elements
);
73 *type
= uni
->type
->gl_type
;
77 extern "C" void GLAPIENTRY
78 _mesa_GetActiveUniformsiv(GLuint program
,
80 const GLuint
*uniformIndices
,
84 GET_CURRENT_CONTEXT(ctx
);
85 struct gl_shader_program
*shProg
;
88 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
92 if (uniformCount
< 0) {
93 _mesa_error(ctx
, GL_INVALID_VALUE
,
94 "glGetActiveUniformsiv(uniformCount < 0)");
98 for (i
= 0; i
< uniformCount
; i
++) {
99 GLuint index
= uniformIndices
[i
];
101 if (index
>= shProg
->NumUserUniformStorage
) {
102 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniformsiv(index)");
107 for (i
= 0; i
< uniformCount
; i
++) {
108 GLuint index
= uniformIndices
[i
];
109 const struct gl_uniform_storage
*uni
= &shProg
->UniformStorage
[index
];
112 case GL_UNIFORM_TYPE
:
113 params
[i
] = uni
->type
->gl_type
;
116 case GL_UNIFORM_SIZE
:
117 /* array_elements is zero for non-arrays, but the API requires that 1 be
120 params
[i
] = MAX2(1, uni
->array_elements
);
123 case GL_UNIFORM_NAME_LENGTH
:
124 params
[i
] = strlen(uni
->name
) + 1;
126 /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
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
133 if (uni
->array_elements
!= 0)
137 case GL_UNIFORM_BLOCK_INDEX
:
138 params
[i
] = uni
->block_index
;
141 case GL_UNIFORM_OFFSET
:
142 params
[i
] = uni
->offset
;
145 case GL_UNIFORM_ARRAY_STRIDE
:
146 params
[i
] = uni
->array_stride
;
149 case GL_UNIFORM_MATRIX_STRIDE
:
150 params
[i
] = uni
->matrix_stride
;
153 case GL_UNIFORM_IS_ROW_MAJOR
:
154 params
[i
] = uni
->row_major
;
157 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX
:
158 if (!ctx
->Extensions
.ARB_shader_atomic_counters
)
160 params
[i
] = uni
->atomic_buffer_index
;
171 _mesa_error(ctx
, GL_INVALID_ENUM
, "glGetActiveUniformsiv(pname)");
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
,
180 bool negative_one_is_not_valid
)
182 if (!shProg
|| !shProg
->LinkStatus
) {
183 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)", caller
);
187 if (location
== -1) {
188 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
191 * "The error INVALID_OPERATION is generated if program has not been
192 * linked successfully, or if location is not a valid location for
195 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
198 * "If the value of location is -1, the Uniform* commands will
199 * silently ignore the data passed in, and the current uniform
200 * values will not be changed."
202 * Allowing -1 for the location parameter of glUniform allows
203 * applications to avoid error paths in the case that, for example, some
204 * uniform variable is removed by the compiler / linker after
205 * optimization. In this case, the new value of the uniform is dropped
206 * on the floor. For the case of glGetUniform, there is nothing
207 * sensible to do for a location of -1.
209 * The negative_one_is_not_valid flag selects between the two behaviors.
211 if (negative_one_is_not_valid
) {
212 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
219 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
221 * "If a negative number is provided where an argument of type sizei or
222 * sizeiptr is specified, the error INVALID_VALUE is generated."
225 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(count < 0)", caller
);
229 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
231 * "If any of the following conditions occur, an INVALID_OPERATION
232 * error is generated by the Uniform* commands, and no uniform values
237 * - if no variable with a location of location exists in the
238 * program object currently in use and location is not -1,
239 * - if count is greater than one, and the uniform declared in the
240 * shader is not an array variable,
243 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
248 /* Check that the given location is in bounds of uniform remap table. */
249 if (location
>= (GLint
) shProg
->NumUniformRemapTable
) {
250 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
255 /* If the driver storage pointer in remap table is -1, we ignore silently.
257 * GL_ARB_explicit_uniform_location spec says:
258 * "What happens if Uniform* is called with an explicitly defined
259 * uniform location, but that uniform is deemed inactive by the
262 * RESOLVED: The call is ignored for inactive uniform variables and
263 * no error is generated."
266 if (shProg
->UniformRemapTable
[location
] ==
267 INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
270 struct gl_uniform_storage
*const uni
= shProg
->UniformRemapTable
[location
];
272 if (uni
->array_elements
== 0 && count
> 1) {
273 _mesa_error(ctx
, GL_INVALID_OPERATION
,
274 "%s(count > 1 for non-array, location=%d)",
279 /* The array index specified by the uniform location is just the uniform
280 * location minus the base location of of the uniform.
282 *array_index
= location
- uni
->remap_location
;
284 /* If the uniform is an array, check that array_index is in bounds.
285 * If not an array, check that array_index is zero.
286 * array_index is unsigned so no need to check for less than zero.
288 const unsigned limit
= MAX2(uni
->array_elements
, 1);
289 if (*array_index
>= limit
) {
290 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
298 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
301 _mesa_get_uniform(struct gl_context
*ctx
, GLuint program
, GLint location
,
302 GLsizei bufSize
, enum glsl_base_type returnType
,
305 struct gl_shader_program
*shProg
=
306 _mesa_lookup_shader_program_err(ctx
, program
, "glGetUniformfv");
309 struct gl_uniform_storage
*const uni
=
310 validate_uniform_parameters(ctx
, shProg
, location
, 1,
311 &offset
, "glGetUniform", true);
316 unsigned elements
= (uni
->type
->is_sampler())
317 ? 1 : uni
->type
->components();
319 /* Calculate the source base address *BEFORE* modifying elements to
320 * account for the size of the user's buffer.
322 const union gl_constant_value
*const src
=
323 &uni
->storage
[offset
* elements
];
325 assert(returnType
== GLSL_TYPE_FLOAT
|| returnType
== GLSL_TYPE_INT
||
326 returnType
== GLSL_TYPE_UINT
);
327 /* The three (currently) supported types all have the same size,
328 * which is of course the same as their union. That'll change
329 * with glGetUniformdv()...
331 unsigned bytes
= sizeof(src
[0]) * elements
;
332 if (bufSize
< 0 || bytes
> (unsigned) bufSize
) {
333 _mesa_error( ctx
, GL_INVALID_OPERATION
,
334 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
335 " but %u bytes are required)", bufSize
, bytes
);
339 /* If the return type and the uniform's native type are "compatible,"
340 * just memcpy the data. If the types are not compatible, perform a
341 * slower convert-and-copy process.
343 if (returnType
== uni
->type
->base_type
344 || ((returnType
== GLSL_TYPE_INT
345 || returnType
== GLSL_TYPE_UINT
346 || returnType
== GLSL_TYPE_SAMPLER
)
348 (uni
->type
->base_type
== GLSL_TYPE_INT
349 || uni
->type
->base_type
== GLSL_TYPE_UINT
350 || uni
->type
->base_type
== GLSL_TYPE_SAMPLER
))) {
351 memcpy(paramsOut
, src
, bytes
);
353 union gl_constant_value
*const dst
=
354 (union gl_constant_value
*) paramsOut
;
356 /* This code could be optimized by putting the loop inside the switch
357 * statements. However, this is not expected to be
358 * performance-critical code.
360 for (unsigned i
= 0; i
< elements
; i
++) {
361 switch (returnType
) {
362 case GLSL_TYPE_FLOAT
:
363 switch (uni
->type
->base_type
) {
365 dst
[i
].f
= (float) src
[i
].u
;
368 case GLSL_TYPE_SAMPLER
:
369 dst
[i
].f
= (float) src
[i
].i
;
372 dst
[i
].f
= src
[i
].i
? 1.0f
: 0.0f
;
375 assert(!"Should not get here.");
382 switch (uni
->type
->base_type
) {
383 case GLSL_TYPE_FLOAT
:
384 /* While the GL 3.2 core spec doesn't explicitly
385 * state how conversion of float uniforms to integer
386 * values works, in section 6.2 "State Tables" on
389 * "Unless otherwise specified, when floating
390 * point state is returned as integer values or
391 * integer state is returned as floating-point
392 * values it is converted in the fashion
393 * described in section 6.1.2"
395 * That section, on page 248, says:
397 * "If GetIntegerv or GetInteger64v are called,
398 * a floating-point value is rounded to the
399 * nearest integer..."
401 dst
[i
].i
= IROUND(src
[i
].f
);
404 dst
[i
].i
= src
[i
].i
? 1 : 0;
407 assert(!"Should not get here.");
413 assert(!"Should not get here.");
422 log_uniform(const void *values
, enum glsl_base_type basicType
,
423 unsigned rows
, unsigned cols
, unsigned count
,
425 const struct gl_shader_program
*shProg
,
427 const struct gl_uniform_storage
*uni
)
430 const union gl_constant_value
*v
= (const union gl_constant_value
*) values
;
431 const unsigned elems
= rows
* cols
* count
;
432 const char *const extra
= (cols
== 1) ? "uniform" : "uniform matrix";
434 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
435 "transpose = %s) to: ",
436 shProg
->Name
, extra
, uni
->name
, location
, uni
->type
->name
,
437 transpose
? "true" : "false");
438 for (unsigned i
= 0; i
< elems
; i
++) {
439 if (i
!= 0 && ((i
% rows
) == 0))
444 printf("%u ", v
[i
].u
);
447 printf("%d ", v
[i
].i
);
449 case GLSL_TYPE_FLOAT
:
450 printf("%g ", v
[i
].f
);
453 assert(!"Should not get here.");
463 log_program_parameters(const struct gl_shader_program
*shProg
)
465 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
466 if (shProg
->_LinkedShaders
[i
] == NULL
)
469 const struct gl_program
*const prog
= shProg
->_LinkedShaders
[i
]->Program
;
471 printf("Program %d %s shader parameters:\n",
472 shProg
->Name
, _mesa_shader_stage_to_string(i
));
473 for (unsigned j
= 0; j
< prog
->Parameters
->NumParameters
; j
++) {
474 printf("%s: %p %f %f %f %f\n",
475 prog
->Parameters
->Parameters
[j
].Name
,
476 prog
->Parameters
->ParameterValues
[j
],
477 prog
->Parameters
->ParameterValues
[j
][0].f
,
478 prog
->Parameters
->ParameterValues
[j
][1].f
,
479 prog
->Parameters
->ParameterValues
[j
][2].f
,
480 prog
->Parameters
->ParameterValues
[j
][3].f
);
488 * Propagate some values from uniform backing storage to driver storage
490 * Values propagated from uniform backing storage to driver storage
491 * have all format / type conversions previously requested by the
492 * driver applied. This function is most often called by the
493 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
496 * \param uni Uniform whose data is to be propagated to driver storage
497 * \param array_index If \c uni is an array, this is the element of
498 * the array to be propagated.
499 * \param count Number of array elements to propagate.
502 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
503 unsigned array_index
,
508 /* vector_elements and matrix_columns can be 0 for samplers.
510 const unsigned components
= MAX2(1, uni
->type
->vector_elements
);
511 const unsigned vectors
= MAX2(1, uni
->type
->matrix_columns
);
513 /* Store the data in the driver's requested type in the driver's storage
516 unsigned src_vector_byte_stride
= components
* 4;
518 for (i
= 0; i
< uni
->num_driver_storage
; i
++) {
519 struct gl_uniform_driver_storage
*const store
= &uni
->driver_storage
[i
];
520 uint8_t *dst
= (uint8_t *) store
->data
;
521 const unsigned extra_stride
=
522 store
->element_stride
- (vectors
* store
->vector_stride
);
524 (uint8_t *) (&uni
->storage
[array_index
* (components
* vectors
)].i
);
527 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
529 __func__
, dst
, array_index
, components
,
530 vectors
, count
, store
->vector_stride
, extra_stride
);
533 dst
+= array_index
* store
->element_stride
;
535 switch (store
->format
) {
537 case uniform_bool_int_0_1
: {
541 for (j
= 0; j
< count
; j
++) {
542 for (v
= 0; v
< vectors
; v
++) {
543 memcpy(dst
, src
, src_vector_byte_stride
);
544 src
+= src_vector_byte_stride
;
545 dst
+= store
->vector_stride
;
553 case uniform_int_float
:
554 case uniform_bool_float
: {
555 const int *isrc
= (const int *) src
;
560 for (j
= 0; j
< count
; j
++) {
561 for (v
= 0; v
< vectors
; v
++) {
562 for (c
= 0; c
< components
; c
++) {
563 ((float *) dst
)[c
] = (float) *isrc
;
567 dst
+= store
->vector_stride
;
575 case uniform_bool_int_0_not0
: {
576 const int *isrc
= (const int *) src
;
581 for (j
= 0; j
< count
; j
++) {
582 for (v
= 0; v
< vectors
; v
++) {
583 for (c
= 0; c
< components
; c
++) {
584 ((int *) dst
)[c
] = *isrc
== 0 ? 0 : ~0;
588 dst
+= store
->vector_stride
;
597 assert(!"Should not get here.");
604 * Called via glUniform*() functions.
607 _mesa_uniform(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
608 GLint location
, GLsizei count
,
609 const GLvoid
*values
, GLenum type
)
613 unsigned src_components
;
614 enum glsl_base_type basicType
;
616 struct gl_uniform_storage
*const uni
=
617 validate_uniform_parameters(ctx
, shProg
, location
, count
,
618 &offset
, "glUniform", false);
622 /* Verify that the types are compatible.
626 basicType
= GLSL_TYPE_FLOAT
;
630 basicType
= GLSL_TYPE_FLOAT
;
634 basicType
= GLSL_TYPE_FLOAT
;
638 basicType
= GLSL_TYPE_FLOAT
;
641 case GL_UNSIGNED_INT
:
642 basicType
= GLSL_TYPE_UINT
;
645 case GL_UNSIGNED_INT_VEC2
:
646 basicType
= GLSL_TYPE_UINT
;
649 case GL_UNSIGNED_INT_VEC3
:
650 basicType
= GLSL_TYPE_UINT
;
653 case GL_UNSIGNED_INT_VEC4
:
654 basicType
= GLSL_TYPE_UINT
;
658 basicType
= GLSL_TYPE_INT
;
662 basicType
= GLSL_TYPE_INT
;
666 basicType
= GLSL_TYPE_INT
;
670 basicType
= GLSL_TYPE_INT
;
678 case GL_FLOAT_MAT2x3
:
679 case GL_FLOAT_MAT2x4
:
680 case GL_FLOAT_MAT3x2
:
682 case GL_FLOAT_MAT3x4
:
683 case GL_FLOAT_MAT4x2
:
684 case GL_FLOAT_MAT4x3
:
687 _mesa_problem(NULL
, "Invalid type in %s", __func__
);
691 if (uni
->type
->is_sampler()) {
694 components
= uni
->type
->vector_elements
;
698 switch (uni
->type
->base_type
) {
702 case GLSL_TYPE_SAMPLER
:
703 case GLSL_TYPE_IMAGE
:
704 match
= (basicType
== GLSL_TYPE_INT
);
707 match
= (basicType
== uni
->type
->base_type
);
711 if (uni
->type
->is_matrix() || components
!= src_components
|| !match
) {
712 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glUniform(type mismatch)");
716 if (ctx
->_Shader
->Flags
& GLSL_UNIFORMS
) {
717 log_uniform(values
, basicType
, components
, 1, count
,
718 false, shProg
, location
, uni
);
721 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
723 * "Setting a sampler's value to i selects texture image unit number
724 * i. The values of i range from zero to the implementation- dependent
725 * maximum supported number of texture image units."
727 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
730 * "Error Description Offending command
733 * INVALID_VALUE Numeric argument out of range Yes"
735 * Based on that, when an invalid sampler is specified, we generate a
736 * GL_INVALID_VALUE error and ignore the command.
738 if (uni
->type
->is_sampler()) {
741 for (i
= 0; i
< count
; i
++) {
742 const unsigned texUnit
= ((unsigned *) values
)[i
];
744 /* check that the sampler (tex unit index) is legal */
745 if (texUnit
>= ctx
->Const
.MaxCombinedTextureImageUnits
) {
746 _mesa_error(ctx
, GL_INVALID_VALUE
,
747 "glUniform1i(invalid sampler/tex unit index for "
755 if (uni
->type
->is_image()) {
758 for (i
= 0; i
< count
; i
++) {
759 const int unit
= ((GLint
*) values
)[i
];
761 /* check that the image unit is legal */
762 if (unit
< 0 || unit
>= (int)ctx
->Const
.MaxImageUnits
) {
763 _mesa_error(ctx
, GL_INVALID_VALUE
,
764 "glUniform1i(invalid image unit index for uniform %d)",
771 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
773 * "When loading N elements starting at an arbitrary position k in a
774 * uniform declared as an array, elements k through k + N - 1 in the
775 * array will be replaced with the new values. Values for any array
776 * element that exceeds the highest array element index used, as
777 * reported by GetActiveUniform, will be ignored by the GL."
779 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
780 * will have already generated an error.
782 if (uni
->array_elements
!= 0) {
783 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
786 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
788 /* Store the data in the "actual type" backing storage for the uniform.
790 if (!uni
->type
->is_boolean()) {
791 memcpy(&uni
->storage
[components
* offset
], values
,
792 sizeof(uni
->storage
[0]) * components
* count
);
794 const union gl_constant_value
*src
=
795 (const union gl_constant_value
*) values
;
796 union gl_constant_value
*dst
= &uni
->storage
[components
* offset
];
797 const unsigned elems
= components
* count
;
800 for (i
= 0; i
< elems
; i
++) {
801 if (basicType
== GLSL_TYPE_FLOAT
) {
802 dst
[i
].i
= src
[i
].f
!= 0.0f
? ctx
->Const
.UniformBooleanTrue
: 0;
804 dst
[i
].i
= src
[i
].i
!= 0 ? ctx
->Const
.UniformBooleanTrue
: 0;
809 uni
->initialized
= true;
811 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
813 /* If the uniform is a sampler, do the extra magic necessary to propagate
814 * the changes through.
816 if (uni
->type
->is_sampler()) {
819 bool flushed
= false;
820 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
821 struct gl_shader
*const sh
= shProg
->_LinkedShaders
[i
];
824 /* If the shader stage doesn't use the sampler uniform, skip this.
826 if (sh
== NULL
|| !uni
->sampler
[i
].active
)
829 for (j
= 0; j
< count
; j
++) {
830 sh
->SamplerUnits
[uni
->sampler
[i
].index
+ offset
+ j
] =
831 ((unsigned *) values
)[j
];
834 struct gl_program
*const prog
= sh
->Program
;
836 assert(sizeof(prog
->SamplerUnits
) == sizeof(sh
->SamplerUnits
));
838 /* Determine if any of the samplers used by this shader stage have
841 bool changed
= false;
842 for (unsigned j
= 0; j
< Elements(prog
->SamplerUnits
); j
++) {
843 if ((sh
->active_samplers
& (1U << j
)) != 0
844 && (prog
->SamplerUnits
[j
] != sh
->SamplerUnits
[j
])) {
852 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
| _NEW_PROGRAM
);
856 memcpy(prog
->SamplerUnits
,
858 sizeof(sh
->SamplerUnits
));
860 _mesa_update_shader_textures_used(shProg
, prog
);
861 if (ctx
->Driver
.SamplerUniformChange
)
862 ctx
->Driver
.SamplerUniformChange(ctx
, prog
->Target
, prog
);
867 /* If the uniform is an image, update the mapping from image
868 * uniforms to image units present in the shader data structure.
870 if (uni
->type
->is_image()) {
873 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
874 if (uni
->image
[i
].active
) {
875 struct gl_shader
*sh
= shProg
->_LinkedShaders
[i
];
877 for (j
= 0; j
< count
; j
++)
878 sh
->ImageUnits
[uni
->image
[i
].index
+ offset
+ j
] =
879 ((GLint
*) values
)[j
];
883 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewImageUnits
;
888 * Called by glUniformMatrix*() functions.
889 * Note: cols=2, rows=4 ==> array[2] of vec4
892 _mesa_uniform_matrix(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
893 GLuint cols
, GLuint rows
,
894 GLint location
, GLsizei count
,
895 GLboolean transpose
, const GLfloat
*values
)
902 struct gl_uniform_storage
*const uni
=
903 validate_uniform_parameters(ctx
, shProg
, location
, count
,
904 &offset
, "glUniformMatrix", false);
908 if (!uni
->type
->is_matrix()) {
909 _mesa_error(ctx
, GL_INVALID_OPERATION
,
910 "glUniformMatrix(non-matrix uniform)");
914 assert(!uni
->type
->is_sampler());
915 vectors
= uni
->type
->matrix_columns
;
916 components
= uni
->type
->vector_elements
;
918 /* Verify that the types are compatible. This is greatly simplified for
919 * matrices because they can only have a float base type.
921 if (vectors
!= cols
|| components
!= rows
) {
922 _mesa_error(ctx
, GL_INVALID_OPERATION
,
923 "glUniformMatrix(matrix size mismatch)");
927 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
928 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
929 if (ctx
->API
== API_OPENGLES
930 || (ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30)) {
932 _mesa_error(ctx
, GL_INVALID_VALUE
,
933 "glUniformMatrix(matrix transpose is not GL_FALSE)");
938 if (ctx
->_Shader
->Flags
& GLSL_UNIFORMS
) {
939 log_uniform(values
, GLSL_TYPE_FLOAT
, components
, vectors
, count
,
940 bool(transpose
), shProg
, location
, uni
);
943 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
945 * "When loading N elements starting at an arbitrary position k in a
946 * uniform declared as an array, elements k through k + N - 1 in the
947 * array will be replaced with the new values. Values for any array
948 * element that exceeds the highest array element index used, as
949 * reported by GetActiveUniform, will be ignored by the GL."
951 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
952 * will have already generated an error.
954 if (uni
->array_elements
!= 0) {
955 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
958 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
960 /* Store the data in the "actual type" backing storage for the uniform.
962 elements
= components
* vectors
;
965 memcpy(&uni
->storage
[elements
* offset
], values
,
966 sizeof(uni
->storage
[0]) * elements
* count
);
968 /* Copy and transpose the matrix.
970 const float *src
= values
;
971 float *dst
= &uni
->storage
[elements
* offset
].f
;
973 for (int i
= 0; i
< count
; i
++) {
974 for (unsigned r
= 0; r
< rows
; r
++) {
975 for (unsigned c
= 0; c
< cols
; c
++) {
976 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
985 uni
->initialized
= true;
987 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
992 * Called via glGetUniformLocation().
994 * Returns the uniform index into UniformStorage (also the
995 * glGetActiveUniformsiv uniform index), and stores the referenced
996 * array offset in *offset, or GL_INVALID_INDEX (-1).
999 _mesa_get_uniform_location(struct gl_context
*ctx
,
1000 struct gl_shader_program
*shProg
,
1002 unsigned *out_offset
)
1004 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
1006 * "The first element of a uniform array is identified using the
1007 * name of the uniform array appended with "[0]". Except if the last
1008 * part of the string name indicates a uniform array, then the
1009 * location of the first element of that array can be retrieved by
1010 * either using the name of the uniform array, or the name of the
1011 * uniform array appended with "[0]"."
1013 * Note: since uniform names are not allowed to use whitespace, and array
1014 * indices within uniform names are not allowed to use "+", "-", or leading
1015 * zeros, it follows that each uniform has a unique name up to the possible
1016 * ambiguity with "[0]" noted above. Therefore we don't need to worry
1017 * about mal-formed inputs--they will properly fail when we try to look up
1018 * the uniform name in shProg->UniformHash.
1021 const GLchar
*base_name_end
;
1022 long offset
= parse_program_resource_name(name
, &base_name_end
);
1023 bool array_lookup
= offset
>= 0;
1027 name_copy
= (char *) malloc(base_name_end
- name
+ 1);
1028 memcpy(name_copy
, name
, base_name_end
- name
);
1029 name_copy
[base_name_end
- name
] = '\0';
1031 name_copy
= (char *) name
;
1035 unsigned location
= 0;
1036 const bool found
= shProg
->UniformHash
->get(location
, name_copy
);
1039 || strcmp(name_copy
, shProg
->UniformStorage
[location
].name
) == 0);
1041 /* Free the temporary buffer *before* possibly returning an error.
1043 if (name_copy
!= name
)
1047 return GL_INVALID_INDEX
;
1049 /* If the uniform is an array, fail if the index is out of bounds.
1050 * (A negative index is caught above.) This also fails if the uniform
1051 * is not an array, but the user is trying to index it, because
1052 * array_elements is zero and offset >= 0.
1055 && offset
>= (long) shProg
->UniformStorage
[location
].array_elements
) {
1056 return GL_INVALID_INDEX
;
1059 *out_offset
= offset
;
1064 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
1065 char *errMsg
, size_t errMsgLength
)
1067 const glsl_type
*unit_types
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1069 memset(unit_types
, 0, sizeof(unit_types
));
1071 for (unsigned i
= 0; i
< shProg
->NumUserUniformStorage
; i
++) {
1072 const struct gl_uniform_storage
*const storage
=
1073 &shProg
->UniformStorage
[i
];
1074 const glsl_type
*const t
= (storage
->type
->is_array())
1075 ? storage
->type
->fields
.array
: storage
->type
;
1077 if (!t
->is_sampler())
1080 const unsigned count
= MAX2(1, storage
->type
->array_size());
1081 for (unsigned j
= 0; j
< count
; j
++) {
1082 const unsigned unit
= storage
->storage
[j
].i
;
1084 /* The types of the samplers associated with a particular texture
1085 * unit must be an exact match. Page 74 (page 89 of the PDF) of the
1086 * OpenGL 3.3 core spec says:
1088 * "It is not allowed to have variables of different sampler
1089 * types pointing to the same texture image unit within a program
1092 if (unit_types
[unit
] == NULL
) {
1093 unit_types
[unit
] = t
;
1094 } else if (unit_types
[unit
] != t
) {
1095 _mesa_snprintf(errMsg
, errMsgLength
,
1096 "Texture unit %d is accessed both as %s and %s",
1097 unit
, unit_types
[unit
]->name
, t
->name
);
1107 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object
*pipeline
)
1109 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1110 * OpenGL 4.1 spec says:
1112 * "[INVALID_OPERATION] is generated by any command that transfers
1113 * vertices to the GL if:
1117 * - Any two active samplers in the current program object are of
1118 * different types, but refer to the same texture image unit.
1120 * - The number of active samplers in the program exceeds the
1121 * maximum number of texture image units allowed."
1123 unsigned active_samplers
= 0;
1124 const struct gl_shader_program
**shProg
=
1125 (const struct gl_shader_program
**) pipeline
->CurrentProgram
;
1127 const glsl_type
*unit_types
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1128 memset(unit_types
, 0, sizeof(unit_types
));
1130 for (unsigned idx
= 0; idx
< ARRAY_SIZE(pipeline
->CurrentProgram
); idx
++) {
1134 for (unsigned i
= 0; i
< shProg
[idx
]->NumUserUniformStorage
; i
++) {
1135 const struct gl_uniform_storage
*const storage
=
1136 &shProg
[idx
]->UniformStorage
[i
];
1137 const glsl_type
*const t
= (storage
->type
->is_array())
1138 ? storage
->type
->fields
.array
: storage
->type
;
1140 if (!t
->is_sampler())
1145 const unsigned count
= MAX2(1, storage
->type
->array_size());
1146 for (unsigned j
= 0; j
< count
; j
++) {
1147 const unsigned unit
= storage
->storage
[j
].i
;
1149 /* The types of the samplers associated with a particular texture
1150 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1151 * the OpenGL 3.3 core spec says:
1153 * "It is not allowed to have variables of different sampler
1154 * types pointing to the same texture image unit within a
1157 if (unit_types
[unit
] == NULL
) {
1158 unit_types
[unit
] = t
;
1159 } else if (unit_types
[unit
] != t
) {
1161 ralloc_asprintf(pipeline
,
1162 "Texture unit %d is accessed both as %s "
1164 unit
, unit_types
[unit
]->name
, t
->name
);
1171 if (active_samplers
> MAX_COMBINED_TEXTURE_IMAGE_UNITS
) {
1173 ralloc_asprintf(pipeline
,
1174 "the number of active samplers %d exceed the "
1176 active_samplers
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);