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
;
51 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(maxLength < 0)");
55 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
59 if (index
>= shProg
->NumUserUniformStorage
) {
60 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(index)");
64 const struct gl_uniform_storage
*const uni
= &shProg
->UniformStorage
[index
];
67 _mesa_get_uniform_name(uni
, maxLength
, length
, nameOut
);
71 /* array_elements is zero for non-arrays, but the API requires that 1 be
74 *size
= MAX2(1, uni
->array_elements
);
78 *type
= uni
->type
->gl_type
;
82 extern "C" void GLAPIENTRY
83 _mesa_GetActiveUniformsiv(GLuint program
,
85 const GLuint
*uniformIndices
,
89 GET_CURRENT_CONTEXT(ctx
);
90 struct gl_shader_program
*shProg
;
93 if (uniformCount
< 0) {
94 _mesa_error(ctx
, GL_INVALID_VALUE
,
95 "glGetActiveUniformsiv(uniformCount < 0)");
99 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
103 for (i
= 0; i
< uniformCount
; i
++) {
104 GLuint index
= uniformIndices
[i
];
106 if (index
>= shProg
->NumUserUniformStorage
) {
107 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniformsiv(index)");
112 for (i
= 0; i
< uniformCount
; i
++) {
113 GLuint index
= uniformIndices
[i
];
114 const struct gl_uniform_storage
*uni
= &shProg
->UniformStorage
[index
];
117 case GL_UNIFORM_TYPE
:
118 params
[i
] = uni
->type
->gl_type
;
121 case GL_UNIFORM_SIZE
:
122 /* array_elements is zero for non-arrays, but the API requires that 1 be
125 params
[i
] = MAX2(1, uni
->array_elements
);
128 case GL_UNIFORM_NAME_LENGTH
:
129 params
[i
] = strlen(uni
->name
) + 1;
131 /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
134 * "If the active uniform is an array, the uniform name returned
135 * in name will always be the name of the uniform array appended
138 if (uni
->array_elements
!= 0)
142 case GL_UNIFORM_BLOCK_INDEX
:
143 params
[i
] = uni
->block_index
;
146 case GL_UNIFORM_OFFSET
:
147 params
[i
] = uni
->offset
;
150 case GL_UNIFORM_ARRAY_STRIDE
:
151 params
[i
] = uni
->array_stride
;
154 case GL_UNIFORM_MATRIX_STRIDE
:
155 params
[i
] = uni
->matrix_stride
;
158 case GL_UNIFORM_IS_ROW_MAJOR
:
159 params
[i
] = uni
->row_major
;
162 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX
:
163 if (!ctx
->Extensions
.ARB_shader_atomic_counters
)
165 params
[i
] = uni
->atomic_buffer_index
;
176 _mesa_error(ctx
, GL_INVALID_ENUM
, "glGetActiveUniformsiv(pname)");
179 static struct gl_uniform_storage
*
180 validate_uniform_parameters(struct gl_context
*ctx
,
181 struct gl_shader_program
*shProg
,
182 GLint location
, GLsizei count
,
183 unsigned *array_index
,
186 if (shProg
== NULL
) {
187 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)", caller
);
191 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
193 * "If a negative number is provided where an argument of type sizei or
194 * sizeiptr is specified, the error INVALID_VALUE is generated."
197 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(count < 0)", caller
);
201 /* Check that the given location is in bounds of uniform remap table.
202 * Unlinked programs will have NumUniformRemapTable == 0, so we can take
203 * the shProg->LinkStatus check out of the main path.
205 if (unlikely(location
>= (GLint
) shProg
->NumUniformRemapTable
)) {
206 if (!shProg
->LinkStatus
)
207 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)",
210 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
216 if (location
== -1) {
217 if (!shProg
->LinkStatus
)
218 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)",
224 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
226 * "If any of the following conditions occur, an INVALID_OPERATION
227 * error is generated by the Uniform* commands, and no uniform values
232 * - if no variable with a location of location exists in the
233 * program object currently in use and location is not -1,
234 * - if count is greater than one, and the uniform declared in the
235 * shader is not an array variable,
237 if (location
< -1 || !shProg
->UniformRemapTable
[location
]) {
238 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
243 /* If the driver storage pointer in remap table is -1, we ignore silently.
245 * GL_ARB_explicit_uniform_location spec says:
246 * "What happens if Uniform* is called with an explicitly defined
247 * uniform location, but that uniform is deemed inactive by the
250 * RESOLVED: The call is ignored for inactive uniform variables and
251 * no error is generated."
254 if (shProg
->UniformRemapTable
[location
] ==
255 INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
258 struct gl_uniform_storage
*const uni
= shProg
->UniformRemapTable
[location
];
260 if (uni
->array_elements
== 0) {
262 _mesa_error(ctx
, GL_INVALID_OPERATION
,
263 "%s(count > 1 for non-array, location=%d)",
268 assert((location
- uni
->remap_location
) == 0);
271 /* The array index specified by the uniform location is just the uniform
272 * location minus the base location of of the uniform.
274 *array_index
= location
- uni
->remap_location
;
276 /* If the uniform is an array, check that array_index is in bounds.
277 * array_index is unsigned so no need to check for less than zero.
279 if (*array_index
>= uni
->array_elements
) {
280 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
289 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
292 _mesa_get_uniform(struct gl_context
*ctx
, GLuint program
, GLint location
,
293 GLsizei bufSize
, enum glsl_base_type returnType
,
296 struct gl_shader_program
*shProg
=
297 _mesa_lookup_shader_program_err(ctx
, program
, "glGetUniformfv");
300 struct gl_uniform_storage
*const uni
=
301 validate_uniform_parameters(ctx
, shProg
, location
, 1,
302 &offset
, "glGetUniform");
304 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
307 * "The error INVALID_OPERATION is generated if program has not been
308 * linked successfully, or if location is not a valid location for
311 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
314 * "If the value of location is -1, the Uniform* commands will
315 * silently ignore the data passed in, and the current uniform
316 * values will not be changed."
318 * Allowing -1 for the location parameter of glUniform allows
319 * applications to avoid error paths in the case that, for example, some
320 * uniform variable is removed by the compiler / linker after
321 * optimization. In this case, the new value of the uniform is dropped
322 * on the floor. For the case of glGetUniform, there is nothing
323 * sensible to do for a location of -1.
325 * If the location was -1, validate_unfirom_parameters will return NULL
326 * without raising an error. Raise the error here.
328 if (location
== -1) {
329 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glGetUniform(location=%d)",
337 unsigned elements
= (uni
->type
->is_sampler())
338 ? 1 : uni
->type
->components();
340 /* Calculate the source base address *BEFORE* modifying elements to
341 * account for the size of the user's buffer.
343 const union gl_constant_value
*const src
=
344 &uni
->storage
[offset
* elements
];
346 assert(returnType
== GLSL_TYPE_FLOAT
|| returnType
== GLSL_TYPE_INT
||
347 returnType
== GLSL_TYPE_UINT
);
348 /* The three (currently) supported types all have the same size,
349 * which is of course the same as their union. That'll change
350 * with glGetUniformdv()...
352 unsigned bytes
= sizeof(src
[0]) * elements
;
353 if (bufSize
< 0 || bytes
> (unsigned) bufSize
) {
354 _mesa_error( ctx
, GL_INVALID_OPERATION
,
355 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
356 " but %u bytes are required)", bufSize
, bytes
);
360 /* If the return type and the uniform's native type are "compatible,"
361 * just memcpy the data. If the types are not compatible, perform a
362 * slower convert-and-copy process.
364 if (returnType
== uni
->type
->base_type
365 || ((returnType
== GLSL_TYPE_INT
366 || returnType
== GLSL_TYPE_UINT
)
368 (uni
->type
->base_type
== GLSL_TYPE_INT
369 || uni
->type
->base_type
== GLSL_TYPE_UINT
370 || uni
->type
->base_type
== GLSL_TYPE_SAMPLER
))) {
371 memcpy(paramsOut
, src
, bytes
);
373 union gl_constant_value
*const dst
=
374 (union gl_constant_value
*) paramsOut
;
376 /* This code could be optimized by putting the loop inside the switch
377 * statements. However, this is not expected to be
378 * performance-critical code.
380 for (unsigned i
= 0; i
< elements
; i
++) {
381 switch (returnType
) {
382 case GLSL_TYPE_FLOAT
:
383 switch (uni
->type
->base_type
) {
385 dst
[i
].f
= (float) src
[i
].u
;
388 case GLSL_TYPE_SAMPLER
:
389 dst
[i
].f
= (float) src
[i
].i
;
392 dst
[i
].f
= src
[i
].i
? 1.0f
: 0.0f
;
395 assert(!"Should not get here.");
402 switch (uni
->type
->base_type
) {
403 case GLSL_TYPE_FLOAT
:
404 /* While the GL 3.2 core spec doesn't explicitly
405 * state how conversion of float uniforms to integer
406 * values works, in section 6.2 "State Tables" on
409 * "Unless otherwise specified, when floating
410 * point state is returned as integer values or
411 * integer state is returned as floating-point
412 * values it is converted in the fashion
413 * described in section 6.1.2"
415 * That section, on page 248, says:
417 * "If GetIntegerv or GetInteger64v are called,
418 * a floating-point value is rounded to the
419 * nearest integer..."
421 dst
[i
].i
= IROUND(src
[i
].f
);
424 dst
[i
].i
= src
[i
].i
? 1 : 0;
427 assert(!"Should not get here.");
433 assert(!"Should not get here.");
442 log_uniform(const void *values
, enum glsl_base_type basicType
,
443 unsigned rows
, unsigned cols
, unsigned count
,
445 const struct gl_shader_program
*shProg
,
447 const struct gl_uniform_storage
*uni
)
450 const union gl_constant_value
*v
= (const union gl_constant_value
*) values
;
451 const unsigned elems
= rows
* cols
* count
;
452 const char *const extra
= (cols
== 1) ? "uniform" : "uniform matrix";
454 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
455 "transpose = %s) to: ",
456 shProg
->Name
, extra
, uni
->name
, location
, uni
->type
->name
,
457 transpose
? "true" : "false");
458 for (unsigned i
= 0; i
< elems
; i
++) {
459 if (i
!= 0 && ((i
% rows
) == 0))
464 printf("%u ", v
[i
].u
);
467 printf("%d ", v
[i
].i
);
469 case GLSL_TYPE_FLOAT
:
470 printf("%g ", v
[i
].f
);
473 assert(!"Should not get here.");
483 log_program_parameters(const struct gl_shader_program
*shProg
)
485 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
486 if (shProg
->_LinkedShaders
[i
] == NULL
)
489 const struct gl_program
*const prog
= shProg
->_LinkedShaders
[i
]->Program
;
491 printf("Program %d %s shader parameters:\n",
492 shProg
->Name
, _mesa_shader_stage_to_string(i
));
493 for (unsigned j
= 0; j
< prog
->Parameters
->NumParameters
; j
++) {
494 printf("%s: %p %f %f %f %f\n",
495 prog
->Parameters
->Parameters
[j
].Name
,
496 prog
->Parameters
->ParameterValues
[j
],
497 prog
->Parameters
->ParameterValues
[j
][0].f
,
498 prog
->Parameters
->ParameterValues
[j
][1].f
,
499 prog
->Parameters
->ParameterValues
[j
][2].f
,
500 prog
->Parameters
->ParameterValues
[j
][3].f
);
508 * Propagate some values from uniform backing storage to driver storage
510 * Values propagated from uniform backing storage to driver storage
511 * have all format / type conversions previously requested by the
512 * driver applied. This function is most often called by the
513 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
516 * \param uni Uniform whose data is to be propagated to driver storage
517 * \param array_index If \c uni is an array, this is the element of
518 * the array to be propagated.
519 * \param count Number of array elements to propagate.
522 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
523 unsigned array_index
,
528 /* vector_elements and matrix_columns can be 0 for samplers.
530 const unsigned components
= MAX2(1, uni
->type
->vector_elements
);
531 const unsigned vectors
= MAX2(1, uni
->type
->matrix_columns
);
533 /* Store the data in the driver's requested type in the driver's storage
536 unsigned src_vector_byte_stride
= components
* 4;
538 for (i
= 0; i
< uni
->num_driver_storage
; i
++) {
539 struct gl_uniform_driver_storage
*const store
= &uni
->driver_storage
[i
];
540 uint8_t *dst
= (uint8_t *) store
->data
;
541 const unsigned extra_stride
=
542 store
->element_stride
- (vectors
* store
->vector_stride
);
544 (uint8_t *) (&uni
->storage
[array_index
* (components
* vectors
)].i
);
547 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
549 __func__
, dst
, array_index
, components
,
550 vectors
, count
, store
->vector_stride
, extra_stride
);
553 dst
+= array_index
* store
->element_stride
;
555 switch (store
->format
) {
556 case uniform_native
: {
560 for (j
= 0; j
< count
; j
++) {
561 for (v
= 0; v
< vectors
; v
++) {
562 memcpy(dst
, src
, src_vector_byte_stride
);
563 src
+= src_vector_byte_stride
;
564 dst
+= store
->vector_stride
;
572 case uniform_int_float
: {
573 const int *isrc
= (const int *) src
;
578 for (j
= 0; j
< count
; j
++) {
579 for (v
= 0; v
< vectors
; v
++) {
580 for (c
= 0; c
< components
; c
++) {
581 ((float *) dst
)[c
] = (float) *isrc
;
585 dst
+= store
->vector_stride
;
594 assert(!"Should not get here.");
601 * Called via glUniform*() functions.
604 _mesa_uniform(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
605 GLint location
, GLsizei count
,
606 const GLvoid
*values
,
607 enum glsl_base_type basicType
,
608 unsigned src_components
)
612 struct gl_uniform_storage
*const uni
=
613 validate_uniform_parameters(ctx
, shProg
, location
, count
,
614 &offset
, "glUniform");
618 /* Verify that the types are compatible.
620 const unsigned components
= uni
->type
->is_sampler()
621 ? 1 : uni
->type
->vector_elements
;
624 switch (uni
->type
->base_type
) {
628 case GLSL_TYPE_SAMPLER
:
629 case GLSL_TYPE_IMAGE
:
630 match
= (basicType
== GLSL_TYPE_INT
);
633 match
= (basicType
== uni
->type
->base_type
);
637 if (uni
->type
->is_matrix() || components
!= src_components
|| !match
) {
638 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glUniform(type mismatch)");
642 if (unlikely(ctx
->_Shader
->Flags
& GLSL_UNIFORMS
)) {
643 log_uniform(values
, basicType
, components
, 1, count
,
644 false, shProg
, location
, uni
);
647 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
649 * "Setting a sampler's value to i selects texture image unit number
650 * i. The values of i range from zero to the implementation- dependent
651 * maximum supported number of texture image units."
653 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
656 * "Error Description Offending command
659 * INVALID_VALUE Numeric argument out of range Yes"
661 * Based on that, when an invalid sampler is specified, we generate a
662 * GL_INVALID_VALUE error and ignore the command.
664 if (uni
->type
->is_sampler()) {
665 for (int i
= 0; i
< count
; i
++) {
666 const unsigned texUnit
= ((unsigned *) values
)[i
];
668 /* check that the sampler (tex unit index) is legal */
669 if (texUnit
>= ctx
->Const
.MaxCombinedTextureImageUnits
) {
670 _mesa_error(ctx
, GL_INVALID_VALUE
,
671 "glUniform1i(invalid sampler/tex unit index for "
679 if (uni
->type
->is_image()) {
680 for (int i
= 0; i
< count
; i
++) {
681 const int unit
= ((GLint
*) values
)[i
];
683 /* check that the image unit is legal */
684 if (unit
< 0 || unit
>= (int)ctx
->Const
.MaxImageUnits
) {
685 _mesa_error(ctx
, GL_INVALID_VALUE
,
686 "glUniform1i(invalid image unit index for uniform %d)",
693 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
695 * "When loading N elements starting at an arbitrary position k in a
696 * uniform declared as an array, elements k through k + N - 1 in the
697 * array will be replaced with the new values. Values for any array
698 * element that exceeds the highest array element index used, as
699 * reported by GetActiveUniform, will be ignored by the GL."
701 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
702 * will have already generated an error.
704 if (uni
->array_elements
!= 0) {
705 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
708 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
710 /* Store the data in the "actual type" backing storage for the uniform.
712 if (!uni
->type
->is_boolean()) {
713 memcpy(&uni
->storage
[components
* offset
], values
,
714 sizeof(uni
->storage
[0]) * components
* count
);
716 const union gl_constant_value
*src
=
717 (const union gl_constant_value
*) values
;
718 union gl_constant_value
*dst
= &uni
->storage
[components
* offset
];
719 const unsigned elems
= components
* count
;
721 for (unsigned i
= 0; i
< elems
; i
++) {
722 if (basicType
== GLSL_TYPE_FLOAT
) {
723 dst
[i
].i
= src
[i
].f
!= 0.0f
? ctx
->Const
.UniformBooleanTrue
: 0;
725 dst
[i
].i
= src
[i
].i
!= 0 ? ctx
->Const
.UniformBooleanTrue
: 0;
730 uni
->initialized
= true;
732 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
734 /* If the uniform is a sampler, do the extra magic necessary to propagate
735 * the changes through.
737 if (uni
->type
->is_sampler()) {
738 bool flushed
= false;
739 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
740 struct gl_shader
*const sh
= shProg
->_LinkedShaders
[i
];
742 /* If the shader stage doesn't use the sampler uniform, skip this.
744 if (sh
== NULL
|| !uni
->sampler
[i
].active
)
747 for (int j
= 0; j
< count
; j
++) {
748 sh
->SamplerUnits
[uni
->sampler
[i
].index
+ offset
+ j
] =
749 ((unsigned *) values
)[j
];
752 struct gl_program
*const prog
= sh
->Program
;
754 assert(sizeof(prog
->SamplerUnits
) == sizeof(sh
->SamplerUnits
));
756 /* Determine if any of the samplers used by this shader stage have
759 bool changed
= false;
760 for (unsigned j
= 0; j
< Elements(prog
->SamplerUnits
); j
++) {
761 if ((sh
->active_samplers
& (1U << j
)) != 0
762 && (prog
->SamplerUnits
[j
] != sh
->SamplerUnits
[j
])) {
770 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
| _NEW_PROGRAM
);
774 memcpy(prog
->SamplerUnits
,
776 sizeof(sh
->SamplerUnits
));
778 _mesa_update_shader_textures_used(shProg
, prog
);
779 if (ctx
->Driver
.SamplerUniformChange
)
780 ctx
->Driver
.SamplerUniformChange(ctx
, prog
->Target
, prog
);
785 /* If the uniform is an image, update the mapping from image
786 * uniforms to image units present in the shader data structure.
788 if (uni
->type
->is_image()) {
789 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
790 if (uni
->image
[i
].active
) {
791 struct gl_shader
*sh
= shProg
->_LinkedShaders
[i
];
793 for (int j
= 0; j
< count
; j
++)
794 sh
->ImageUnits
[uni
->image
[i
].index
+ offset
+ j
] =
795 ((GLint
*) values
)[j
];
799 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewImageUnits
;
804 * Called by glUniformMatrix*() functions.
805 * Note: cols=2, rows=4 ==> array[2] of vec4
808 _mesa_uniform_matrix(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
809 GLuint cols
, GLuint rows
,
810 GLint location
, GLsizei count
,
811 GLboolean transpose
, const GLfloat
*values
)
818 struct gl_uniform_storage
*const uni
=
819 validate_uniform_parameters(ctx
, shProg
, location
, count
,
820 &offset
, "glUniformMatrix");
824 if (!uni
->type
->is_matrix()) {
825 _mesa_error(ctx
, GL_INVALID_OPERATION
,
826 "glUniformMatrix(non-matrix uniform)");
830 assert(!uni
->type
->is_sampler());
831 vectors
= uni
->type
->matrix_columns
;
832 components
= uni
->type
->vector_elements
;
834 /* Verify that the types are compatible. This is greatly simplified for
835 * matrices because they can only have a float base type.
837 if (vectors
!= cols
|| components
!= rows
) {
838 _mesa_error(ctx
, GL_INVALID_OPERATION
,
839 "glUniformMatrix(matrix size mismatch)");
843 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
844 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
847 if (ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30) {
848 _mesa_error(ctx
, GL_INVALID_VALUE
,
849 "glUniformMatrix(matrix transpose is not GL_FALSE)");
854 if (unlikely(ctx
->_Shader
->Flags
& GLSL_UNIFORMS
)) {
855 log_uniform(values
, GLSL_TYPE_FLOAT
, components
, vectors
, count
,
856 bool(transpose
), shProg
, location
, uni
);
859 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
861 * "When loading N elements starting at an arbitrary position k in a
862 * uniform declared as an array, elements k through k + N - 1 in the
863 * array will be replaced with the new values. Values for any array
864 * element that exceeds the highest array element index used, as
865 * reported by GetActiveUniform, will be ignored by the GL."
867 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
868 * will have already generated an error.
870 if (uni
->array_elements
!= 0) {
871 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
874 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
876 /* Store the data in the "actual type" backing storage for the uniform.
878 elements
= components
* vectors
;
881 memcpy(&uni
->storage
[elements
* offset
], values
,
882 sizeof(uni
->storage
[0]) * elements
* count
);
884 /* Copy and transpose the matrix.
886 const float *src
= values
;
887 float *dst
= &uni
->storage
[elements
* offset
].f
;
889 for (int i
= 0; i
< count
; i
++) {
890 for (unsigned r
= 0; r
< rows
; r
++) {
891 for (unsigned c
= 0; c
< cols
; c
++) {
892 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
901 uni
->initialized
= true;
903 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
908 * Called via glGetUniformLocation().
910 * Returns the uniform index into UniformStorage (also the
911 * glGetActiveUniformsiv uniform index), and stores the referenced
912 * array offset in *offset, or GL_INVALID_INDEX (-1).
915 _mesa_get_uniform_location(struct gl_shader_program
*shProg
,
917 unsigned *out_offset
)
919 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
921 * "The first element of a uniform array is identified using the
922 * name of the uniform array appended with "[0]". Except if the last
923 * part of the string name indicates a uniform array, then the
924 * location of the first element of that array can be retrieved by
925 * either using the name of the uniform array, or the name of the
926 * uniform array appended with "[0]"."
928 * Note: since uniform names are not allowed to use whitespace, and array
929 * indices within uniform names are not allowed to use "+", "-", or leading
930 * zeros, it follows that each uniform has a unique name up to the possible
931 * ambiguity with "[0]" noted above. Therefore we don't need to worry
932 * about mal-formed inputs--they will properly fail when we try to look up
933 * the uniform name in shProg->UniformHash.
936 const GLchar
*base_name_end
;
937 long offset
= parse_program_resource_name(name
, &base_name_end
);
938 bool array_lookup
= offset
>= 0;
942 name_copy
= (char *) malloc(base_name_end
- name
+ 1);
943 memcpy(name_copy
, name
, base_name_end
- name
);
944 name_copy
[base_name_end
- name
] = '\0';
946 name_copy
= (char *) name
;
950 unsigned location
= 0;
951 const bool found
= shProg
->UniformHash
->get(location
, name_copy
);
954 || strcmp(name_copy
, shProg
->UniformStorage
[location
].name
) == 0);
956 /* Free the temporary buffer *before* possibly returning an error.
958 if (name_copy
!= name
)
962 return GL_INVALID_INDEX
;
964 /* If the uniform is an array, fail if the index is out of bounds.
965 * (A negative index is caught above.) This also fails if the uniform
966 * is not an array, but the user is trying to index it, because
967 * array_elements is zero and offset >= 0.
970 && offset
>= (long) shProg
->UniformStorage
[location
].array_elements
) {
971 return GL_INVALID_INDEX
;
974 *out_offset
= offset
;
979 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
980 char *errMsg
, size_t errMsgLength
)
982 /* Shader does not have samplers. */
983 if (shProg
->NumUserUniformStorage
== 0)
986 if (!shProg
->SamplersValidated
) {
987 _mesa_snprintf(errMsg
, errMsgLength
,
988 "active samplers with a different type "
989 "refer to the same texture image unit");
996 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object
*pipeline
)
998 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
999 * OpenGL 4.1 spec says:
1001 * "[INVALID_OPERATION] is generated by any command that transfers
1002 * vertices to the GL if:
1006 * - Any two active samplers in the current program object are of
1007 * different types, but refer to the same texture image unit.
1009 * - The number of active samplers in the program exceeds the
1010 * maximum number of texture image units allowed."
1012 unsigned active_samplers
= 0;
1013 const struct gl_shader_program
**shProg
=
1014 (const struct gl_shader_program
**) pipeline
->CurrentProgram
;
1016 const glsl_type
*unit_types
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1017 memset(unit_types
, 0, sizeof(unit_types
));
1019 for (unsigned idx
= 0; idx
< ARRAY_SIZE(pipeline
->CurrentProgram
); idx
++) {
1023 for (unsigned i
= 0; i
< shProg
[idx
]->NumUserUniformStorage
; i
++) {
1024 const struct gl_uniform_storage
*const storage
=
1025 &shProg
[idx
]->UniformStorage
[i
];
1026 const glsl_type
*const t
= (storage
->type
->is_array())
1027 ? storage
->type
->fields
.array
: storage
->type
;
1029 if (!t
->is_sampler())
1034 const unsigned count
= MAX2(1, storage
->type
->array_size());
1035 for (unsigned j
= 0; j
< count
; j
++) {
1036 const unsigned unit
= storage
->storage
[j
].i
;
1038 /* The types of the samplers associated with a particular texture
1039 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1040 * the OpenGL 3.3 core spec says:
1042 * "It is not allowed to have variables of different sampler
1043 * types pointing to the same texture image unit within a
1046 if (unit_types
[unit
] == NULL
) {
1047 unit_types
[unit
] = t
;
1048 } else if (unit_types
[unit
] != t
) {
1050 ralloc_asprintf(pipeline
,
1051 "Texture unit %d is accessed both as %s "
1053 unit
, unit_types
[unit
]->name
, t
->name
);
1060 if (active_samplers
> MAX_COMBINED_TEXTURE_IMAGE_UNITS
) {
1062 ralloc_asprintf(pipeline
,
1063 "the number of active samplers %d exceed the "
1065 active_samplers
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);