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 /* Check that the given location is in bounds of uniform remap table. */
230 if (location
>= (GLint
) shProg
->NumUniformRemapTable
) {
231 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
236 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
238 * "If any of the following conditions occur, an INVALID_OPERATION
239 * error is generated by the Uniform* commands, and no uniform values
244 * - if no variable with a location of location exists in the
245 * program object currently in use and location is not -1,
246 * - if count is greater than one, and the uniform declared in the
247 * shader is not an array variable,
249 if (location
< -1 || !shProg
->UniformRemapTable
[location
]) {
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
)
347 (uni
->type
->base_type
== GLSL_TYPE_INT
348 || uni
->type
->base_type
== GLSL_TYPE_UINT
349 || uni
->type
->base_type
== GLSL_TYPE_SAMPLER
))) {
350 memcpy(paramsOut
, src
, bytes
);
352 union gl_constant_value
*const dst
=
353 (union gl_constant_value
*) paramsOut
;
355 /* This code could be optimized by putting the loop inside the switch
356 * statements. However, this is not expected to be
357 * performance-critical code.
359 for (unsigned i
= 0; i
< elements
; i
++) {
360 switch (returnType
) {
361 case GLSL_TYPE_FLOAT
:
362 switch (uni
->type
->base_type
) {
364 dst
[i
].f
= (float) src
[i
].u
;
367 case GLSL_TYPE_SAMPLER
:
368 dst
[i
].f
= (float) src
[i
].i
;
371 dst
[i
].f
= src
[i
].i
? 1.0f
: 0.0f
;
374 assert(!"Should not get here.");
381 switch (uni
->type
->base_type
) {
382 case GLSL_TYPE_FLOAT
:
383 /* While the GL 3.2 core spec doesn't explicitly
384 * state how conversion of float uniforms to integer
385 * values works, in section 6.2 "State Tables" on
388 * "Unless otherwise specified, when floating
389 * point state is returned as integer values or
390 * integer state is returned as floating-point
391 * values it is converted in the fashion
392 * described in section 6.1.2"
394 * That section, on page 248, says:
396 * "If GetIntegerv or GetInteger64v are called,
397 * a floating-point value is rounded to the
398 * nearest integer..."
400 dst
[i
].i
= IROUND(src
[i
].f
);
403 dst
[i
].i
= src
[i
].i
? 1 : 0;
406 assert(!"Should not get here.");
412 assert(!"Should not get here.");
421 log_uniform(const void *values
, enum glsl_base_type basicType
,
422 unsigned rows
, unsigned cols
, unsigned count
,
424 const struct gl_shader_program
*shProg
,
426 const struct gl_uniform_storage
*uni
)
429 const union gl_constant_value
*v
= (const union gl_constant_value
*) values
;
430 const unsigned elems
= rows
* cols
* count
;
431 const char *const extra
= (cols
== 1) ? "uniform" : "uniform matrix";
433 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
434 "transpose = %s) to: ",
435 shProg
->Name
, extra
, uni
->name
, location
, uni
->type
->name
,
436 transpose
? "true" : "false");
437 for (unsigned i
= 0; i
< elems
; i
++) {
438 if (i
!= 0 && ((i
% rows
) == 0))
443 printf("%u ", v
[i
].u
);
446 printf("%d ", v
[i
].i
);
448 case GLSL_TYPE_FLOAT
:
449 printf("%g ", v
[i
].f
);
452 assert(!"Should not get here.");
462 log_program_parameters(const struct gl_shader_program
*shProg
)
464 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
465 if (shProg
->_LinkedShaders
[i
] == NULL
)
468 const struct gl_program
*const prog
= shProg
->_LinkedShaders
[i
]->Program
;
470 printf("Program %d %s shader parameters:\n",
471 shProg
->Name
, _mesa_shader_stage_to_string(i
));
472 for (unsigned j
= 0; j
< prog
->Parameters
->NumParameters
; j
++) {
473 printf("%s: %p %f %f %f %f\n",
474 prog
->Parameters
->Parameters
[j
].Name
,
475 prog
->Parameters
->ParameterValues
[j
],
476 prog
->Parameters
->ParameterValues
[j
][0].f
,
477 prog
->Parameters
->ParameterValues
[j
][1].f
,
478 prog
->Parameters
->ParameterValues
[j
][2].f
,
479 prog
->Parameters
->ParameterValues
[j
][3].f
);
487 * Propagate some values from uniform backing storage to driver storage
489 * Values propagated from uniform backing storage to driver storage
490 * have all format / type conversions previously requested by the
491 * driver applied. This function is most often called by the
492 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
495 * \param uni Uniform whose data is to be propagated to driver storage
496 * \param array_index If \c uni is an array, this is the element of
497 * the array to be propagated.
498 * \param count Number of array elements to propagate.
501 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
502 unsigned array_index
,
507 /* vector_elements and matrix_columns can be 0 for samplers.
509 const unsigned components
= MAX2(1, uni
->type
->vector_elements
);
510 const unsigned vectors
= MAX2(1, uni
->type
->matrix_columns
);
512 /* Store the data in the driver's requested type in the driver's storage
515 unsigned src_vector_byte_stride
= components
* 4;
517 for (i
= 0; i
< uni
->num_driver_storage
; i
++) {
518 struct gl_uniform_driver_storage
*const store
= &uni
->driver_storage
[i
];
519 uint8_t *dst
= (uint8_t *) store
->data
;
520 const unsigned extra_stride
=
521 store
->element_stride
- (vectors
* store
->vector_stride
);
523 (uint8_t *) (&uni
->storage
[array_index
* (components
* vectors
)].i
);
526 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
528 __func__
, dst
, array_index
, components
,
529 vectors
, count
, store
->vector_stride
, extra_stride
);
532 dst
+= array_index
* store
->element_stride
;
534 switch (store
->format
) {
535 case uniform_native
: {
539 for (j
= 0; j
< count
; j
++) {
540 for (v
= 0; v
< vectors
; v
++) {
541 memcpy(dst
, src
, src_vector_byte_stride
);
542 src
+= src_vector_byte_stride
;
543 dst
+= store
->vector_stride
;
551 case uniform_int_float
: {
552 const int *isrc
= (const int *) src
;
557 for (j
= 0; j
< count
; j
++) {
558 for (v
= 0; v
< vectors
; v
++) {
559 for (c
= 0; c
< components
; c
++) {
560 ((float *) dst
)[c
] = (float) *isrc
;
564 dst
+= store
->vector_stride
;
573 assert(!"Should not get here.");
580 * Called via glUniform*() functions.
583 _mesa_uniform(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
584 GLint location
, GLsizei count
,
585 const GLvoid
*values
,
586 enum glsl_base_type basicType
,
587 unsigned src_components
)
592 struct gl_uniform_storage
*const uni
=
593 validate_uniform_parameters(ctx
, shProg
, location
, count
,
594 &offset
, "glUniform", false);
598 /* Verify that the types are compatible.
600 if (uni
->type
->is_sampler()) {
603 components
= uni
->type
->vector_elements
;
607 switch (uni
->type
->base_type
) {
611 case GLSL_TYPE_SAMPLER
:
612 case GLSL_TYPE_IMAGE
:
613 match
= (basicType
== GLSL_TYPE_INT
);
616 match
= (basicType
== uni
->type
->base_type
);
620 if (uni
->type
->is_matrix() || components
!= src_components
|| !match
) {
621 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glUniform(type mismatch)");
625 if (ctx
->_Shader
->Flags
& GLSL_UNIFORMS
) {
626 log_uniform(values
, basicType
, components
, 1, count
,
627 false, shProg
, location
, uni
);
630 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
632 * "Setting a sampler's value to i selects texture image unit number
633 * i. The values of i range from zero to the implementation- dependent
634 * maximum supported number of texture image units."
636 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
639 * "Error Description Offending command
642 * INVALID_VALUE Numeric argument out of range Yes"
644 * Based on that, when an invalid sampler is specified, we generate a
645 * GL_INVALID_VALUE error and ignore the command.
647 if (uni
->type
->is_sampler()) {
650 for (i
= 0; i
< count
; i
++) {
651 const unsigned texUnit
= ((unsigned *) values
)[i
];
653 /* check that the sampler (tex unit index) is legal */
654 if (texUnit
>= ctx
->Const
.MaxCombinedTextureImageUnits
) {
655 _mesa_error(ctx
, GL_INVALID_VALUE
,
656 "glUniform1i(invalid sampler/tex unit index for "
664 if (uni
->type
->is_image()) {
667 for (i
= 0; i
< count
; i
++) {
668 const int unit
= ((GLint
*) values
)[i
];
670 /* check that the image unit is legal */
671 if (unit
< 0 || unit
>= (int)ctx
->Const
.MaxImageUnits
) {
672 _mesa_error(ctx
, GL_INVALID_VALUE
,
673 "glUniform1i(invalid image unit index for uniform %d)",
680 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
682 * "When loading N elements starting at an arbitrary position k in a
683 * uniform declared as an array, elements k through k + N - 1 in the
684 * array will be replaced with the new values. Values for any array
685 * element that exceeds the highest array element index used, as
686 * reported by GetActiveUniform, will be ignored by the GL."
688 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
689 * will have already generated an error.
691 if (uni
->array_elements
!= 0) {
692 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
695 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
697 /* Store the data in the "actual type" backing storage for the uniform.
699 if (!uni
->type
->is_boolean()) {
700 memcpy(&uni
->storage
[components
* offset
], values
,
701 sizeof(uni
->storage
[0]) * components
* count
);
703 const union gl_constant_value
*src
=
704 (const union gl_constant_value
*) values
;
705 union gl_constant_value
*dst
= &uni
->storage
[components
* offset
];
706 const unsigned elems
= components
* count
;
709 for (i
= 0; i
< elems
; i
++) {
710 if (basicType
== GLSL_TYPE_FLOAT
) {
711 dst
[i
].i
= src
[i
].f
!= 0.0f
? ctx
->Const
.UniformBooleanTrue
: 0;
713 dst
[i
].i
= src
[i
].i
!= 0 ? ctx
->Const
.UniformBooleanTrue
: 0;
718 uni
->initialized
= true;
720 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
722 /* If the uniform is a sampler, do the extra magic necessary to propagate
723 * the changes through.
725 if (uni
->type
->is_sampler()) {
728 bool flushed
= false;
729 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
730 struct gl_shader
*const sh
= shProg
->_LinkedShaders
[i
];
733 /* If the shader stage doesn't use the sampler uniform, skip this.
735 if (sh
== NULL
|| !uni
->sampler
[i
].active
)
738 for (j
= 0; j
< count
; j
++) {
739 sh
->SamplerUnits
[uni
->sampler
[i
].index
+ offset
+ j
] =
740 ((unsigned *) values
)[j
];
743 struct gl_program
*const prog
= sh
->Program
;
745 assert(sizeof(prog
->SamplerUnits
) == sizeof(sh
->SamplerUnits
));
747 /* Determine if any of the samplers used by this shader stage have
750 bool changed
= false;
751 for (unsigned j
= 0; j
< Elements(prog
->SamplerUnits
); j
++) {
752 if ((sh
->active_samplers
& (1U << j
)) != 0
753 && (prog
->SamplerUnits
[j
] != sh
->SamplerUnits
[j
])) {
761 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
| _NEW_PROGRAM
);
765 memcpy(prog
->SamplerUnits
,
767 sizeof(sh
->SamplerUnits
));
769 _mesa_update_shader_textures_used(shProg
, prog
);
770 if (ctx
->Driver
.SamplerUniformChange
)
771 ctx
->Driver
.SamplerUniformChange(ctx
, prog
->Target
, prog
);
776 /* If the uniform is an image, update the mapping from image
777 * uniforms to image units present in the shader data structure.
779 if (uni
->type
->is_image()) {
782 for (i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
783 if (uni
->image
[i
].active
) {
784 struct gl_shader
*sh
= shProg
->_LinkedShaders
[i
];
786 for (j
= 0; j
< count
; j
++)
787 sh
->ImageUnits
[uni
->image
[i
].index
+ offset
+ j
] =
788 ((GLint
*) values
)[j
];
792 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewImageUnits
;
797 * Called by glUniformMatrix*() functions.
798 * Note: cols=2, rows=4 ==> array[2] of vec4
801 _mesa_uniform_matrix(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
802 GLuint cols
, GLuint rows
,
803 GLint location
, GLsizei count
,
804 GLboolean transpose
, const GLfloat
*values
)
811 struct gl_uniform_storage
*const uni
=
812 validate_uniform_parameters(ctx
, shProg
, location
, count
,
813 &offset
, "glUniformMatrix", false);
817 if (!uni
->type
->is_matrix()) {
818 _mesa_error(ctx
, GL_INVALID_OPERATION
,
819 "glUniformMatrix(non-matrix uniform)");
823 assert(!uni
->type
->is_sampler());
824 vectors
= uni
->type
->matrix_columns
;
825 components
= uni
->type
->vector_elements
;
827 /* Verify that the types are compatible. This is greatly simplified for
828 * matrices because they can only have a float base type.
830 if (vectors
!= cols
|| components
!= rows
) {
831 _mesa_error(ctx
, GL_INVALID_OPERATION
,
832 "glUniformMatrix(matrix size mismatch)");
836 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
837 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
838 if (ctx
->API
== API_OPENGLES
839 || (ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30)) {
841 _mesa_error(ctx
, GL_INVALID_VALUE
,
842 "glUniformMatrix(matrix transpose is not GL_FALSE)");
847 if (ctx
->_Shader
->Flags
& GLSL_UNIFORMS
) {
848 log_uniform(values
, GLSL_TYPE_FLOAT
, components
, vectors
, count
,
849 bool(transpose
), shProg
, location
, uni
);
852 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
854 * "When loading N elements starting at an arbitrary position k in a
855 * uniform declared as an array, elements k through k + N - 1 in the
856 * array will be replaced with the new values. Values for any array
857 * element that exceeds the highest array element index used, as
858 * reported by GetActiveUniform, will be ignored by the GL."
860 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
861 * will have already generated an error.
863 if (uni
->array_elements
!= 0) {
864 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
867 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
869 /* Store the data in the "actual type" backing storage for the uniform.
871 elements
= components
* vectors
;
874 memcpy(&uni
->storage
[elements
* offset
], values
,
875 sizeof(uni
->storage
[0]) * elements
* count
);
877 /* Copy and transpose the matrix.
879 const float *src
= values
;
880 float *dst
= &uni
->storage
[elements
* offset
].f
;
882 for (int i
= 0; i
< count
; i
++) {
883 for (unsigned r
= 0; r
< rows
; r
++) {
884 for (unsigned c
= 0; c
< cols
; c
++) {
885 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
894 uni
->initialized
= true;
896 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
901 * Called via glGetUniformLocation().
903 * Returns the uniform index into UniformStorage (also the
904 * glGetActiveUniformsiv uniform index), and stores the referenced
905 * array offset in *offset, or GL_INVALID_INDEX (-1).
908 _mesa_get_uniform_location(struct gl_shader_program
*shProg
,
910 unsigned *out_offset
)
912 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
914 * "The first element of a uniform array is identified using the
915 * name of the uniform array appended with "[0]". Except if the last
916 * part of the string name indicates a uniform array, then the
917 * location of the first element of that array can be retrieved by
918 * either using the name of the uniform array, or the name of the
919 * uniform array appended with "[0]"."
921 * Note: since uniform names are not allowed to use whitespace, and array
922 * indices within uniform names are not allowed to use "+", "-", or leading
923 * zeros, it follows that each uniform has a unique name up to the possible
924 * ambiguity with "[0]" noted above. Therefore we don't need to worry
925 * about mal-formed inputs--they will properly fail when we try to look up
926 * the uniform name in shProg->UniformHash.
929 const GLchar
*base_name_end
;
930 long offset
= parse_program_resource_name(name
, &base_name_end
);
931 bool array_lookup
= offset
>= 0;
935 name_copy
= (char *) malloc(base_name_end
- name
+ 1);
936 memcpy(name_copy
, name
, base_name_end
- name
);
937 name_copy
[base_name_end
- name
] = '\0';
939 name_copy
= (char *) name
;
943 unsigned location
= 0;
944 const bool found
= shProg
->UniformHash
->get(location
, name_copy
);
947 || strcmp(name_copy
, shProg
->UniformStorage
[location
].name
) == 0);
949 /* Free the temporary buffer *before* possibly returning an error.
951 if (name_copy
!= name
)
955 return GL_INVALID_INDEX
;
957 /* If the uniform is an array, fail if the index is out of bounds.
958 * (A negative index is caught above.) This also fails if the uniform
959 * is not an array, but the user is trying to index it, because
960 * array_elements is zero and offset >= 0.
963 && offset
>= (long) shProg
->UniformStorage
[location
].array_elements
) {
964 return GL_INVALID_INDEX
;
967 *out_offset
= offset
;
972 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
973 char *errMsg
, size_t errMsgLength
)
975 /* Shader does not have samplers. */
976 if (shProg
->NumUserUniformStorage
== 0)
979 if (!shProg
->SamplersValidated
) {
980 _mesa_snprintf(errMsg
, errMsgLength
,
981 "active samplers with a different type "
982 "refer to the same texture image unit");
989 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object
*pipeline
)
991 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
992 * OpenGL 4.1 spec says:
994 * "[INVALID_OPERATION] is generated by any command that transfers
995 * vertices to the GL if:
999 * - Any two active samplers in the current program object are of
1000 * different types, but refer to the same texture image unit.
1002 * - The number of active samplers in the program exceeds the
1003 * maximum number of texture image units allowed."
1005 unsigned active_samplers
= 0;
1006 const struct gl_shader_program
**shProg
=
1007 (const struct gl_shader_program
**) pipeline
->CurrentProgram
;
1009 const glsl_type
*unit_types
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1010 memset(unit_types
, 0, sizeof(unit_types
));
1012 for (unsigned idx
= 0; idx
< ARRAY_SIZE(pipeline
->CurrentProgram
); idx
++) {
1016 for (unsigned i
= 0; i
< shProg
[idx
]->NumUserUniformStorage
; i
++) {
1017 const struct gl_uniform_storage
*const storage
=
1018 &shProg
[idx
]->UniformStorage
[i
];
1019 const glsl_type
*const t
= (storage
->type
->is_array())
1020 ? storage
->type
->fields
.array
: storage
->type
;
1022 if (!t
->is_sampler())
1027 const unsigned count
= MAX2(1, storage
->type
->array_size());
1028 for (unsigned j
= 0; j
< count
; j
++) {
1029 const unsigned unit
= storage
->storage
[j
].i
;
1031 /* The types of the samplers associated with a particular texture
1032 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1033 * the OpenGL 3.3 core spec says:
1035 * "It is not allowed to have variables of different sampler
1036 * types pointing to the same texture image unit within a
1039 if (unit_types
[unit
] == NULL
) {
1040 unit_types
[unit
] = t
;
1041 } else if (unit_types
[unit
] != t
) {
1043 ralloc_asprintf(pipeline
,
1044 "Texture unit %d is accessed both as %s "
1046 unit
, unit_types
[unit
]->name
, t
->name
);
1053 if (active_samplers
> MAX_COMBINED_TEXTURE_IMAGE_UNITS
) {
1055 ralloc_asprintf(pipeline
,
1056 "the number of active samplers %d exceed the "
1058 active_samplers
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);