991df7896b41fad6567a3c823a094144d30ccc09
[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 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 #include <stdlib.h>
27
28 #include "main/core.h"
29 #include "main/context.h"
30 #include "ir.h"
31 #include "ir_uniform.h"
32 #include "program/hash_table.h"
33 #include "../glsl/program.h"
34 #include "../glsl/ir_uniform.h"
35 #include "main/shaderapi.h"
36 #include "main/shaderobj.h"
37 #include "uniforms.h"
38
39
40 extern "C" void GLAPIENTRY
41 _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
42 GLsizei maxLength, GLsizei *length, GLint *size,
43 GLenum *type, GLcharARB *nameOut)
44 {
45 GET_CURRENT_CONTEXT(ctx);
46 struct gl_shader_program *shProg =
47 _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
48
49 if (!shProg)
50 return;
51
52 if (index >= shProg->NumUserUniformStorage) {
53 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
54 return;
55 }
56
57 const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
58
59 if (nameOut) {
60 _mesa_copy_string(nameOut, maxLength, length, uni->name);
61 }
62
63 if (size) {
64 /* array_elements is zero for non-arrays, but the API requires that 1 be
65 * returned.
66 */
67 *size = MAX2(1, uni->array_elements);
68 }
69
70 if (type) {
71 *type = uni->type->gl_type;
72 }
73 }
74
75 static bool
76 validate_uniform_parameters(struct gl_context *ctx,
77 struct gl_shader_program *shProg,
78 GLint location, GLsizei count,
79 unsigned *loc,
80 unsigned *array_index,
81 const char *caller,
82 bool negative_one_is_not_valid)
83 {
84 if (!shProg || !shProg->LinkStatus) {
85 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
86 return false;
87 }
88
89 if (location == -1) {
90 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
91 * spec says:
92 *
93 * "The error INVALID_OPERATION is generated if program has not been
94 * linked successfully, or if location is not a valid location for
95 * program."
96 *
97 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
98 * says:
99 *
100 * "If the value of location is -1, the Uniform* commands will
101 * silently ignore the data passed in, and the current uniform
102 * values will not be changed."
103 *
104 * Allowing -1 for the location parameter of glUniform allows
105 * applications to avoid error paths in the case that, for example, some
106 * uniform variable is removed by the compiler / linker after
107 * optimization. In this case, the new value of the uniform is dropped
108 * on the floor. For the case of glGetUniform, there is nothing
109 * sensible to do for a location of -1.
110 *
111 * The negative_one_is_not_valid flag selects between the two behaviors.
112 */
113 if (negative_one_is_not_valid) {
114 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
115 caller, location);
116 }
117
118 return false;
119 }
120
121 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
122 *
123 * "If a negative number is provided where an argument of type sizei or
124 * sizeiptr is specified, the error INVALID_VALUE is generated."
125 */
126 if (count < 0) {
127 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
128 return false;
129 }
130
131 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
132 *
133 * "If any of the following conditions occur, an INVALID_OPERATION
134 * error is generated by the Uniform* commands, and no uniform values
135 * are changed:
136 *
137 * ...
138 *
139 * - if no variable with a location of location exists in the
140 * program object currently in use and location is not -1,
141 * - if count is greater than one, and the uniform declared in the
142 * shader is not an array variable,
143 */
144 if (location < -1) {
145 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
146 caller, location);
147 return false;
148 }
149
150 _mesa_uniform_split_location_offset(location, loc, array_index);
151
152 if (*loc >= shProg->NumUserUniformStorage) {
153 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
154 caller, location);
155 return false;
156 }
157
158 if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
159 _mesa_error(ctx, GL_INVALID_OPERATION,
160 "%s(count > 1 for non-array, location=%d)",
161 caller, location);
162 return false;
163 }
164
165 /* This case should be impossible. The implication is that a call like
166 * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an
167 * array.
168 */
169 if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) {
170 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
171 caller, location);
172 return false;
173 }
174 return true;
175 }
176
177 /**
178 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
179 */
180 extern "C" void
181 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
182 GLsizei bufSize, enum glsl_base_type returnType,
183 GLvoid *paramsOut)
184 {
185 struct gl_shader_program *shProg =
186 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
187 struct gl_uniform_storage *uni;
188 unsigned loc, offset;
189
190 if (!validate_uniform_parameters(ctx, shProg, location, 1,
191 &loc, &offset, "glGetUniform", true))
192 return;
193
194 uni = &shProg->UniformStorage[loc];
195
196 {
197 unsigned elements = (uni->type->is_sampler())
198 ? 1 : uni->type->components();
199
200 /* Calculate the source base address *BEFORE* modifying elements to
201 * account for the size of the user's buffer.
202 */
203 const union gl_constant_value *const src =
204 &uni->storage[offset * elements];
205
206 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
207 returnType == GLSL_TYPE_UINT);
208 /* The three (currently) supported types all have the same size,
209 * which is of course the same as their union. That'll change
210 * with glGetUniformdv()...
211 */
212 unsigned bytes = sizeof(src[0]) * elements;
213 if (bufSize < 0 || bytes > (unsigned) bufSize) {
214 _mesa_error( ctx, GL_INVALID_OPERATION,
215 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
216 " but %u bytes are required)", bufSize, bytes );
217 return;
218 }
219
220 /* If the return type and the uniform's native type are "compatible,"
221 * just memcpy the data. If the types are not compatible, perform a
222 * slower convert-and-copy process.
223 */
224 if (returnType == uni->type->base_type
225 || ((returnType == GLSL_TYPE_INT
226 || returnType == GLSL_TYPE_UINT
227 || returnType == GLSL_TYPE_SAMPLER)
228 &&
229 (uni->type->base_type == GLSL_TYPE_INT
230 || uni->type->base_type == GLSL_TYPE_UINT
231 || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
232 memcpy(paramsOut, src, bytes);
233 } else {
234 union gl_constant_value *const dst =
235 (union gl_constant_value *) paramsOut;
236
237 /* This code could be optimized by putting the loop inside the switch
238 * statements. However, this is not expected to be
239 * performance-critical code.
240 */
241 for (unsigned i = 0; i < elements; i++) {
242 switch (returnType) {
243 case GLSL_TYPE_FLOAT:
244 switch (uni->type->base_type) {
245 case GLSL_TYPE_UINT:
246 dst[i].f = (float) src[i].u;
247 break;
248 case GLSL_TYPE_INT:
249 case GLSL_TYPE_SAMPLER:
250 dst[i].f = (float) src[i].i;
251 break;
252 case GLSL_TYPE_BOOL:
253 dst[i].f = src[i].i ? 1.0f : 0.0f;
254 break;
255 default:
256 assert(!"Should not get here.");
257 break;
258 }
259 break;
260
261 case GLSL_TYPE_INT:
262 case GLSL_TYPE_UINT:
263 switch (uni->type->base_type) {
264 case GLSL_TYPE_FLOAT:
265 /* While the GL 3.2 core spec doesn't explicitly
266 * state how conversion of float uniforms to integer
267 * values works, in section 6.2 "State Tables" on
268 * page 267 it says:
269 *
270 * "Unless otherwise specified, when floating
271 * point state is returned as integer values or
272 * integer state is returned as floating-point
273 * values it is converted in the fashion
274 * described in section 6.1.2"
275 *
276 * That section, on page 248, says:
277 *
278 * "If GetIntegerv or GetInteger64v are called,
279 * a floating-point value is rounded to the
280 * nearest integer..."
281 */
282 dst[i].i = IROUND(src[i].f);
283 break;
284 case GLSL_TYPE_BOOL:
285 dst[i].i = src[i].i ? 1 : 0;
286 break;
287 default:
288 assert(!"Should not get here.");
289 break;
290 }
291 break;
292
293 default:
294 assert(!"Should not get here.");
295 break;
296 }
297 }
298 }
299 }
300 }
301
302 static void
303 log_uniform(const void *values, enum glsl_base_type basicType,
304 unsigned rows, unsigned cols, unsigned count,
305 bool transpose,
306 const struct gl_shader_program *shProg,
307 GLint location,
308 const struct gl_uniform_storage *uni)
309 {
310
311 const union gl_constant_value *v = (const union gl_constant_value *) values;
312 const unsigned elems = rows * cols * count;
313 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
314
315 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
316 "transpose = %s) to: ",
317 shProg->Name, extra, uni->name, location, uni->type->name,
318 transpose ? "true" : "false");
319 for (unsigned i = 0; i < elems; i++) {
320 if (i != 0 && ((i % rows) == 0))
321 printf(", ");
322
323 switch (basicType) {
324 case GLSL_TYPE_UINT:
325 printf("%u ", v[i].u);
326 break;
327 case GLSL_TYPE_INT:
328 printf("%d ", v[i].i);
329 break;
330 case GLSL_TYPE_FLOAT:
331 printf("%g ", v[i].f);
332 break;
333 default:
334 assert(!"Should not get here.");
335 break;
336 }
337 }
338 printf("\n");
339 fflush(stdout);
340 }
341
342 #if 0
343 static void
344 log_program_parameters(const struct gl_shader_program *shProg)
345 {
346 static const char *stages[] = {
347 "vertex", "fragment", "geometry"
348 };
349
350 assert(Elements(stages) == MESA_SHADER_TYPES);
351
352 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
353 if (shProg->_LinkedShaders[i] == NULL)
354 continue;
355
356 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
357
358 printf("Program %d %s shader parameters:\n",
359 shProg->Name, stages[i]);
360 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
361 printf("%s: %p %f %f %f %f\n",
362 prog->Parameters->Parameters[j].Name,
363 prog->Parameters->ParameterValues[j],
364 prog->Parameters->ParameterValues[j][0].f,
365 prog->Parameters->ParameterValues[j][1].f,
366 prog->Parameters->ParameterValues[j][2].f,
367 prog->Parameters->ParameterValues[j][3].f);
368 }
369 }
370 fflush(stdout);
371 }
372 #endif
373
374 /**
375 * Propagate some values from uniform backing storage to driver storage
376 *
377 * Values propagated from uniform backing storage to driver storage
378 * have all format / type conversions previously requested by the
379 * driver applied. This function is most often called by the
380 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
381 * etc.
382 *
383 * \param uni Uniform whose data is to be propagated to driver storage
384 * \param array_index If \c uni is an array, this is the element of
385 * the array to be propagated.
386 * \param count Number of array elements to propagate.
387 */
388 extern "C" void
389 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
390 unsigned array_index,
391 unsigned count)
392 {
393 unsigned i;
394
395 /* vector_elements and matrix_columns can be 0 for samplers.
396 */
397 const unsigned components = MAX2(1, uni->type->vector_elements);
398 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
399
400 /* Store the data in the driver's requested type in the driver's storage
401 * areas.
402 */
403 unsigned src_vector_byte_stride = components * 4;
404
405 for (i = 0; i < uni->num_driver_storage; i++) {
406 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
407 uint8_t *dst = (uint8_t *) store->data;
408 const unsigned extra_stride =
409 store->element_stride - (vectors * store->vector_stride);
410 const uint8_t *src =
411 (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
412
413 #if 0
414 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
415 "extra_stride=%u\n",
416 __func__, dst, array_index, components,
417 vectors, count, store->vector_stride, extra_stride);
418 #endif
419
420 dst += array_index * store->element_stride;
421
422 switch (store->format) {
423 case uniform_native:
424 case uniform_bool_int_0_1: {
425 unsigned j;
426 unsigned v;
427
428 for (j = 0; j < count; j++) {
429 for (v = 0; v < vectors; v++) {
430 memcpy(dst, src, src_vector_byte_stride);
431 src += src_vector_byte_stride;
432 dst += store->vector_stride;
433 }
434
435 dst += extra_stride;
436 }
437 break;
438 }
439
440 case uniform_int_float:
441 case uniform_bool_float: {
442 const int *isrc = (const int *) src;
443 unsigned j;
444 unsigned v;
445 unsigned c;
446
447 for (j = 0; j < count; j++) {
448 for (v = 0; v < vectors; v++) {
449 for (c = 0; c < components; c++) {
450 ((float *) dst)[c] = (float) *isrc;
451 isrc++;
452 }
453
454 dst += store->vector_stride;
455 }
456
457 dst += extra_stride;
458 }
459 break;
460 }
461
462 case uniform_bool_int_0_not0: {
463 const int *isrc = (const int *) src;
464 unsigned j;
465 unsigned v;
466 unsigned c;
467
468 for (j = 0; j < count; j++) {
469 for (v = 0; v < vectors; v++) {
470 for (c = 0; c < components; c++) {
471 ((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
472 isrc++;
473 }
474
475 dst += store->vector_stride;
476 }
477
478 dst += extra_stride;
479 }
480 break;
481 }
482
483 default:
484 assert(!"Should not get here.");
485 break;
486 }
487 }
488 }
489
490 /**
491 * Called via glUniform*() functions.
492 */
493 extern "C" void
494 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
495 GLint location, GLsizei count,
496 const GLvoid *values, GLenum type)
497 {
498 unsigned loc, offset;
499 unsigned components;
500 unsigned src_components;
501 enum glsl_base_type basicType;
502 struct gl_uniform_storage *uni;
503
504 ASSERT_OUTSIDE_BEGIN_END(ctx);
505
506 if (!validate_uniform_parameters(ctx, shProg, location, count,
507 &loc, &offset, "glUniform", false))
508 return;
509
510 uni = &shProg->UniformStorage[loc];
511
512 /* Verify that the types are compatible.
513 */
514 switch (type) {
515 case GL_FLOAT:
516 basicType = GLSL_TYPE_FLOAT;
517 src_components = 1;
518 break;
519 case GL_FLOAT_VEC2:
520 basicType = GLSL_TYPE_FLOAT;
521 src_components = 2;
522 break;
523 case GL_FLOAT_VEC3:
524 basicType = GLSL_TYPE_FLOAT;
525 src_components = 3;
526 break;
527 case GL_FLOAT_VEC4:
528 basicType = GLSL_TYPE_FLOAT;
529 src_components = 4;
530 break;
531 case GL_UNSIGNED_INT:
532 basicType = GLSL_TYPE_UINT;
533 src_components = 1;
534 break;
535 case GL_UNSIGNED_INT_VEC2:
536 basicType = GLSL_TYPE_UINT;
537 src_components = 2;
538 break;
539 case GL_UNSIGNED_INT_VEC3:
540 basicType = GLSL_TYPE_UINT;
541 src_components = 3;
542 break;
543 case GL_UNSIGNED_INT_VEC4:
544 basicType = GLSL_TYPE_UINT;
545 src_components = 4;
546 break;
547 case GL_INT:
548 basicType = GLSL_TYPE_INT;
549 src_components = 1;
550 break;
551 case GL_INT_VEC2:
552 basicType = GLSL_TYPE_INT;
553 src_components = 2;
554 break;
555 case GL_INT_VEC3:
556 basicType = GLSL_TYPE_INT;
557 src_components = 3;
558 break;
559 case GL_INT_VEC4:
560 basicType = GLSL_TYPE_INT;
561 src_components = 4;
562 break;
563 case GL_BOOL:
564 case GL_BOOL_VEC2:
565 case GL_BOOL_VEC3:
566 case GL_BOOL_VEC4:
567 case GL_FLOAT_MAT2:
568 case GL_FLOAT_MAT2x3:
569 case GL_FLOAT_MAT2x4:
570 case GL_FLOAT_MAT3x2:
571 case GL_FLOAT_MAT3:
572 case GL_FLOAT_MAT3x4:
573 case GL_FLOAT_MAT4x2:
574 case GL_FLOAT_MAT4x3:
575 case GL_FLOAT_MAT4:
576 default:
577 _mesa_problem(NULL, "Invalid type in %s", __func__);
578 return;
579 }
580
581 if (uni->type->is_sampler()) {
582 components = 1;
583 } else {
584 components = uni->type->vector_elements;
585 }
586
587 bool match;
588 switch (uni->type->base_type) {
589 case GLSL_TYPE_BOOL:
590 match = true;
591 break;
592 case GLSL_TYPE_SAMPLER:
593 match = (basicType == GLSL_TYPE_INT);
594 break;
595 default:
596 match = (basicType == uni->type->base_type);
597 break;
598 }
599
600 if (uni->type->is_matrix() || components != src_components || !match) {
601 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
602 return;
603 }
604
605 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
606 log_uniform(values, basicType, components, 1, count,
607 false, shProg, location, uni);
608 }
609
610 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
611 *
612 * "Setting a sampler's value to i selects texture image unit number
613 * i. The values of i range from zero to the implementation- dependent
614 * maximum supported number of texture image units."
615 *
616 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
617 * the PDF) says:
618 *
619 * "Error Description Offending command
620 * ignored?
621 * ...
622 * INVALID_VALUE Numeric argument out of range Yes"
623 *
624 * Based on that, when an invalid sampler is specified, we generate a
625 * GL_INVALID_VALUE error and ignore the command.
626 */
627 if (uni->type->is_sampler()) {
628 int i;
629
630 for (i = 0; i < count; i++) {
631 const unsigned texUnit = ((unsigned *) values)[i];
632
633 /* check that the sampler (tex unit index) is legal */
634 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
635 _mesa_error(ctx, GL_INVALID_VALUE,
636 "glUniform1i(invalid sampler/tex unit index for "
637 "uniform %d)",
638 location);
639 return;
640 }
641 }
642 }
643
644 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
645 *
646 * "When loading N elements starting at an arbitrary position k in a
647 * uniform declared as an array, elements k through k + N - 1 in the
648 * array will be replaced with the new values. Values for any array
649 * element that exceeds the highest array element index used, as
650 * reported by GetActiveUniform, will be ignored by the GL."
651 *
652 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
653 * will have already generated an error.
654 */
655 if (uni->array_elements != 0) {
656 if (offset >= uni->array_elements)
657 return;
658
659 count = MIN2(count, (int) (uni->array_elements - offset));
660 }
661
662 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
663
664 /* Store the data in the "actual type" backing storage for the uniform.
665 */
666 if (!uni->type->is_boolean()) {
667 memcpy(&uni->storage[components * offset], values,
668 sizeof(uni->storage[0]) * components * count);
669 } else {
670 const union gl_constant_value *src =
671 (const union gl_constant_value *) values;
672 union gl_constant_value *dst = &uni->storage[components * offset];
673 const unsigned elems = components * count;
674 unsigned i;
675
676 for (i = 0; i < elems; i++) {
677 if (basicType == GLSL_TYPE_FLOAT) {
678 dst[i].i = src[i].f != 0.0f ? 1 : 0;
679 } else {
680 dst[i].i = src[i].i != 0 ? 1 : 0;
681 }
682 }
683 }
684
685 uni->initialized = true;
686
687 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
688
689 /* If the uniform is a sampler, do the extra magic necessary to propagate
690 * the changes through.
691 */
692 if (uni->type->is_sampler()) {
693 int i;
694
695 for (i = 0; i < count; i++) {
696 shProg->SamplerUnits[uni->sampler + offset + i] =
697 ((unsigned *) values)[i];
698 }
699
700 bool flushed = false;
701 for (i = 0; i < MESA_SHADER_TYPES; i++) {
702 struct gl_shader *const sh = shProg->_LinkedShaders[i];
703
704 /* If the shader stage doesn't use any samplers, don't bother
705 * checking if any samplers have changed.
706 */
707 if (sh == NULL || sh->active_samplers == 0)
708 continue;
709
710 struct gl_program *const prog = sh->Program;
711
712 assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
713
714 /* Determine if any of the samplers used by this shader stage have
715 * been modified.
716 */
717 bool changed = false;
718 for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
719 if ((sh->active_samplers & (1U << j)) != 0
720 && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
721 changed = true;
722 break;
723 }
724 }
725
726 if (changed) {
727 if (!flushed) {
728 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
729 flushed = true;
730 }
731
732 memcpy(prog->SamplerUnits,
733 shProg->SamplerUnits,
734 sizeof(shProg->SamplerUnits));
735
736 _mesa_update_shader_textures_used(shProg, prog);
737 (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog);
738 }
739 }
740 }
741 }
742
743 /**
744 * Called by glUniformMatrix*() functions.
745 * Note: cols=2, rows=4 ==> array[2] of vec4
746 */
747 extern "C" void
748 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
749 GLuint cols, GLuint rows,
750 GLint location, GLsizei count,
751 GLboolean transpose, const GLfloat *values)
752 {
753 unsigned loc, offset;
754 unsigned vectors;
755 unsigned components;
756 unsigned elements;
757 struct gl_uniform_storage *uni;
758
759 ASSERT_OUTSIDE_BEGIN_END(ctx);
760
761 if (!validate_uniform_parameters(ctx, shProg, location, count,
762 &loc, &offset, "glUniformMatrix", false))
763 return;
764
765 uni = &shProg->UniformStorage[loc];
766 if (!uni->type->is_matrix()) {
767 _mesa_error(ctx, GL_INVALID_OPERATION,
768 "glUniformMatrix(non-matrix uniform)");
769 return;
770 }
771
772 assert(!uni->type->is_sampler());
773 vectors = uni->type->matrix_columns;
774 components = uni->type->vector_elements;
775
776 /* Verify that the types are compatible. This is greatly simplified for
777 * matrices because they can only have a float base type.
778 */
779 if (vectors != cols || components != rows) {
780 _mesa_error(ctx, GL_INVALID_OPERATION,
781 "glUniformMatrix(matrix size mismatch)");
782 return;
783 }
784
785 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
786 log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
787 bool(transpose), shProg, location, uni);
788 }
789
790 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
791 *
792 * "When loading N elements starting at an arbitrary position k in a
793 * uniform declared as an array, elements k through k + N - 1 in the
794 * array will be replaced with the new values. Values for any array
795 * element that exceeds the highest array element index used, as
796 * reported by GetActiveUniform, will be ignored by the GL."
797 *
798 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
799 * will have already generated an error.
800 */
801 if (uni->array_elements != 0) {
802 if (offset >= uni->array_elements)
803 return;
804
805 count = MIN2(count, (int) (uni->array_elements - offset));
806 }
807
808 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
809
810 /* Store the data in the "actual type" backing storage for the uniform.
811 */
812 elements = components * vectors;
813
814 if (!transpose) {
815 memcpy(&uni->storage[elements * offset], values,
816 sizeof(uni->storage[0]) * elements * count);
817 } else {
818 /* Copy and transpose the matrix.
819 */
820 const float *src = values;
821 float *dst = &uni->storage[elements * offset].f;
822
823 for (int i = 0; i < count; i++) {
824 for (unsigned r = 0; r < rows; r++) {
825 for (unsigned c = 0; c < cols; c++) {
826 dst[(c * components) + r] = src[c + (r * vectors)];
827 }
828 }
829
830 dst += elements;
831 src += elements;
832 }
833 }
834
835 uni->initialized = true;
836
837 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
838 }
839
840 /**
841 * Called via glGetUniformLocation().
842 *
843 * The return value will encode two values, the uniform location and an
844 * offset (used for arrays, structs).
845 */
846 extern "C" GLint
847 _mesa_get_uniform_location(struct gl_context *ctx,
848 struct gl_shader_program *shProg,
849 const GLchar *name)
850 {
851 const size_t len = strlen(name);
852 long offset;
853 bool array_lookup;
854 char *name_copy;
855
856 /* If the name ends with a ']', assume that it refers to some element of an
857 * array. Malformed array references will fail the hash table look up
858 * below, so it doesn't matter that they are not caught here. This code
859 * only wants to catch the "leaf" array references so that arrays of
860 * structures containing arrays will be handled correctly.
861 */
862 if (name[len-1] == ']') {
863 unsigned i;
864
865 /* Walk backwards over the string looking for a non-digit character.
866 * This had better be the opening bracket for an array index.
867 *
868 * Initially, i specifies the location of the ']'. Since the string may
869 * contain only the ']' charcater, walk backwards very carefully.
870 */
871 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
872 /* empty */ ;
873
874 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
875 *
876 * "The first element of a uniform array is identified using the
877 * name of the uniform array appended with "[0]". Except if the last
878 * part of the string name indicates a uniform array, then the
879 * location of the first element of that array can be retrieved by
880 * either using the name of the uniform array, or the name of the
881 * uniform array appended with "[0]"."
882 *
883 * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
884 *
885 * "name must be a null terminated string, without white space."
886 *
887 * Return an error if there is no opening '[' to match the closing ']'.
888 * An error will also be returned if there is intervening white space
889 * (or other non-digit characters) before the opening '['.
890 */
891 if ((i == 0) || name[i-1] != '[')
892 return -1;
893
894 /* Return an error if there are no digits between the opening '[' to
895 * match the closing ']'.
896 */
897 if (i == (len - 1))
898 return -1;
899
900 /* Make a new string that is a copy of the old string up to (but not
901 * including) the '[' character.
902 */
903 name_copy = (char *) malloc(i);
904 memcpy(name_copy, name, i - 1);
905 name_copy[i-1] = '\0';
906
907 offset = strtol(&name[i], NULL, 10);
908 if (offset < 0)
909 return -1;
910
911 array_lookup = true;
912 } else {
913 name_copy = (char *) name;
914 offset = 0;
915 array_lookup = false;
916 }
917
918 unsigned location = 0;
919 const bool found = shProg->UniformHash->get(location, name_copy);
920
921 assert(!found
922 || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
923
924 /* Free the temporary buffer *before* possibly returning an error.
925 */
926 if (name_copy != name)
927 free(name_copy);
928
929 if (!found)
930 return -1;
931
932 /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]'
933 * to (correctly) fail if 'a' is not an array.
934 */
935 if (array_lookup && shProg->UniformStorage[location].array_elements == 0) {
936 return -1;
937 }
938
939 return _mesa_uniform_merge_location_offset(location, offset);
940 }
941
942 extern "C" bool
943 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
944 char *errMsg, size_t errMsgLength)
945 {
946 const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
947
948 memset(unit_types, 0, sizeof(unit_types));
949
950 for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
951 const struct gl_uniform_storage *const storage =
952 &shProg->UniformStorage[i];
953 const glsl_type *const t = (storage->type->is_array())
954 ? storage->type->fields.array : storage->type;
955
956 if (!t->is_sampler())
957 continue;
958
959 const unsigned count = MAX2(1, storage->type->array_size());
960 for (unsigned j = 0; j < count; j++) {
961 const unsigned unit = storage->storage[j].i;
962
963 /* The types of the samplers associated with a particular texture
964 * unit must be an exact match. Page 74 (page 89 of the PDF) of the
965 * OpenGL 3.3 core spec says:
966 *
967 * "It is not allowed to have variables of different sampler
968 * types pointing to the same texture image unit within a program
969 * object."
970 */
971 if (unit_types[unit] == NULL) {
972 unit_types[unit] = t;
973 } else if (unit_types[unit] != t) {
974 _mesa_snprintf(errMsg, errMsgLength,
975 "Texture unit %d is accessed both as %s and %s",
976 unit, unit_types[unit]->name, t->name);
977 return false;
978 }
979 }
980 }
981
982 return true;
983 }