mesa: Add skeleton implementation of glGetInternalformativ
[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_GetActiveUniform(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 ASSERT_OUTSIDE_BEGIN_END(ctx);
50
51 if (!shProg)
52 return;
53
54 if (index >= shProg->NumUserUniformStorage) {
55 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
56 return;
57 }
58
59 const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
60
61 if (nameOut) {
62 _mesa_copy_string(nameOut, maxLength, length, uni->name);
63 }
64
65 if (size) {
66 /* array_elements is zero for non-arrays, but the API requires that 1 be
67 * returned.
68 */
69 *size = MAX2(1, uni->array_elements);
70 }
71
72 if (type) {
73 *type = uni->type->gl_type;
74 }
75 }
76
77 extern "C" void GLAPIENTRY
78 _mesa_GetActiveUniformsiv(GLuint program,
79 GLsizei uniformCount,
80 const GLuint *uniformIndices,
81 GLenum pname,
82 GLint *params)
83 {
84 GET_CURRENT_CONTEXT(ctx);
85 struct gl_shader_program *shProg;
86 GLsizei i;
87
88 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
89 if (!shProg)
90 return;
91
92 if (uniformCount < 0) {
93 _mesa_error(ctx, GL_INVALID_VALUE,
94 "glGetUniformIndices(uniformCount < 0)");
95 return;
96 }
97
98 for (i = 0; i < uniformCount; i++) {
99 GLuint index = uniformIndices[i];
100
101 if (index >= shProg->NumUserUniformStorage) {
102 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
103 return;
104 }
105 }
106
107 for (i = 0; i < uniformCount; i++) {
108 GLuint index = uniformIndices[i];
109 const struct gl_uniform_storage *uni = &shProg->UniformStorage[index];
110
111 switch (pname) {
112 case GL_UNIFORM_TYPE:
113 params[i] = uni->type->gl_type;
114 break;
115
116 case GL_UNIFORM_SIZE:
117 /* array_elements is zero for non-arrays, but the API requires that 1 be
118 * returned.
119 */
120 params[i] = MAX2(1, uni->array_elements);
121 break;
122
123 case GL_UNIFORM_NAME_LENGTH:
124 params[i] = strlen(uni->name) + 1;
125 break;
126
127 case GL_UNIFORM_BLOCK_INDEX:
128 params[i] = uni->block_index;
129 break;
130
131 case GL_UNIFORM_OFFSET:
132 params[i] = uni->offset;
133 break;
134
135 case GL_UNIFORM_ARRAY_STRIDE:
136 params[i] = uni->array_stride;
137 break;
138
139 case GL_UNIFORM_MATRIX_STRIDE:
140 params[i] = uni->matrix_stride;
141 break;
142
143 case GL_UNIFORM_IS_ROW_MAJOR:
144 params[i] = uni->row_major;
145 break;
146
147 default:
148 _mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)");
149 return;
150 }
151 }
152 }
153
154 static bool
155 validate_uniform_parameters(struct gl_context *ctx,
156 struct gl_shader_program *shProg,
157 GLint location, GLsizei count,
158 unsigned *loc,
159 unsigned *array_index,
160 const char *caller,
161 bool negative_one_is_not_valid)
162 {
163 if (!shProg || !shProg->LinkStatus) {
164 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
165 return false;
166 }
167
168 if (location == -1) {
169 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
170 * spec says:
171 *
172 * "The error INVALID_OPERATION is generated if program has not been
173 * linked successfully, or if location is not a valid location for
174 * program."
175 *
176 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
177 * says:
178 *
179 * "If the value of location is -1, the Uniform* commands will
180 * silently ignore the data passed in, and the current uniform
181 * values will not be changed."
182 *
183 * Allowing -1 for the location parameter of glUniform allows
184 * applications to avoid error paths in the case that, for example, some
185 * uniform variable is removed by the compiler / linker after
186 * optimization. In this case, the new value of the uniform is dropped
187 * on the floor. For the case of glGetUniform, there is nothing
188 * sensible to do for a location of -1.
189 *
190 * The negative_one_is_not_valid flag selects between the two behaviors.
191 */
192 if (negative_one_is_not_valid) {
193 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
194 caller, location);
195 }
196
197 return false;
198 }
199
200 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
201 *
202 * "If a negative number is provided where an argument of type sizei or
203 * sizeiptr is specified, the error INVALID_VALUE is generated."
204 */
205 if (count < 0) {
206 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
207 return false;
208 }
209
210 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
211 *
212 * "If any of the following conditions occur, an INVALID_OPERATION
213 * error is generated by the Uniform* commands, and no uniform values
214 * are changed:
215 *
216 * ...
217 *
218 * - if no variable with a location of location exists in the
219 * program object currently in use and location is not -1,
220 * - if count is greater than one, and the uniform declared in the
221 * shader is not an array variable,
222 */
223 if (location < -1) {
224 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
225 caller, location);
226 return false;
227 }
228
229 _mesa_uniform_split_location_offset(location, loc, array_index);
230
231 if (*loc >= shProg->NumUserUniformStorage) {
232 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
233 caller, location);
234 return false;
235 }
236
237 if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
238 _mesa_error(ctx, GL_INVALID_OPERATION,
239 "%s(count > 1 for non-array, location=%d)",
240 caller, location);
241 return false;
242 }
243
244 /* If the uniform is an array, check that array_index is in bounds.
245 * If not an array, check that array_index is zero.
246 * array_index is unsigned so no need to check for less than zero.
247 */
248 unsigned limit = shProg->UniformStorage[*loc].array_elements;
249 if (limit == 0)
250 limit = 1;
251 if (*array_index >= limit) {
252 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
253 caller, location);
254 return false;
255 }
256 return true;
257 }
258
259 /**
260 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
261 */
262 extern "C" void
263 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
264 GLsizei bufSize, enum glsl_base_type returnType,
265 GLvoid *paramsOut)
266 {
267 struct gl_shader_program *shProg =
268 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
269 struct gl_uniform_storage *uni;
270 unsigned loc, offset;
271
272 if (!validate_uniform_parameters(ctx, shProg, location, 1,
273 &loc, &offset, "glGetUniform", true))
274 return;
275
276 uni = &shProg->UniformStorage[loc];
277
278 {
279 unsigned elements = (uni->type->is_sampler())
280 ? 1 : uni->type->components();
281
282 /* Calculate the source base address *BEFORE* modifying elements to
283 * account for the size of the user's buffer.
284 */
285 const union gl_constant_value *const src =
286 &uni->storage[offset * elements];
287
288 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
289 returnType == GLSL_TYPE_UINT);
290 /* The three (currently) supported types all have the same size,
291 * which is of course the same as their union. That'll change
292 * with glGetUniformdv()...
293 */
294 unsigned bytes = sizeof(src[0]) * elements;
295 if (bufSize < 0 || bytes > (unsigned) bufSize) {
296 _mesa_error( ctx, GL_INVALID_OPERATION,
297 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
298 " but %u bytes are required)", bufSize, bytes );
299 return;
300 }
301
302 /* If the return type and the uniform's native type are "compatible,"
303 * just memcpy the data. If the types are not compatible, perform a
304 * slower convert-and-copy process.
305 */
306 if (returnType == uni->type->base_type
307 || ((returnType == GLSL_TYPE_INT
308 || returnType == GLSL_TYPE_UINT
309 || returnType == GLSL_TYPE_SAMPLER)
310 &&
311 (uni->type->base_type == GLSL_TYPE_INT
312 || uni->type->base_type == GLSL_TYPE_UINT
313 || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
314 memcpy(paramsOut, src, bytes);
315 } else {
316 union gl_constant_value *const dst =
317 (union gl_constant_value *) paramsOut;
318
319 /* This code could be optimized by putting the loop inside the switch
320 * statements. However, this is not expected to be
321 * performance-critical code.
322 */
323 for (unsigned i = 0; i < elements; i++) {
324 switch (returnType) {
325 case GLSL_TYPE_FLOAT:
326 switch (uni->type->base_type) {
327 case GLSL_TYPE_UINT:
328 dst[i].f = (float) src[i].u;
329 break;
330 case GLSL_TYPE_INT:
331 case GLSL_TYPE_SAMPLER:
332 dst[i].f = (float) src[i].i;
333 break;
334 case GLSL_TYPE_BOOL:
335 dst[i].f = src[i].i ? 1.0f : 0.0f;
336 break;
337 default:
338 assert(!"Should not get here.");
339 break;
340 }
341 break;
342
343 case GLSL_TYPE_INT:
344 case GLSL_TYPE_UINT:
345 switch (uni->type->base_type) {
346 case GLSL_TYPE_FLOAT:
347 /* While the GL 3.2 core spec doesn't explicitly
348 * state how conversion of float uniforms to integer
349 * values works, in section 6.2 "State Tables" on
350 * page 267 it says:
351 *
352 * "Unless otherwise specified, when floating
353 * point state is returned as integer values or
354 * integer state is returned as floating-point
355 * values it is converted in the fashion
356 * described in section 6.1.2"
357 *
358 * That section, on page 248, says:
359 *
360 * "If GetIntegerv or GetInteger64v are called,
361 * a floating-point value is rounded to the
362 * nearest integer..."
363 */
364 dst[i].i = IROUND(src[i].f);
365 break;
366 case GLSL_TYPE_BOOL:
367 dst[i].i = src[i].i ? 1 : 0;
368 break;
369 default:
370 assert(!"Should not get here.");
371 break;
372 }
373 break;
374
375 default:
376 assert(!"Should not get here.");
377 break;
378 }
379 }
380 }
381 }
382 }
383
384 static void
385 log_uniform(const void *values, enum glsl_base_type basicType,
386 unsigned rows, unsigned cols, unsigned count,
387 bool transpose,
388 const struct gl_shader_program *shProg,
389 GLint location,
390 const struct gl_uniform_storage *uni)
391 {
392
393 const union gl_constant_value *v = (const union gl_constant_value *) values;
394 const unsigned elems = rows * cols * count;
395 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
396
397 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
398 "transpose = %s) to: ",
399 shProg->Name, extra, uni->name, location, uni->type->name,
400 transpose ? "true" : "false");
401 for (unsigned i = 0; i < elems; i++) {
402 if (i != 0 && ((i % rows) == 0))
403 printf(", ");
404
405 switch (basicType) {
406 case GLSL_TYPE_UINT:
407 printf("%u ", v[i].u);
408 break;
409 case GLSL_TYPE_INT:
410 printf("%d ", v[i].i);
411 break;
412 case GLSL_TYPE_FLOAT:
413 printf("%g ", v[i].f);
414 break;
415 default:
416 assert(!"Should not get here.");
417 break;
418 }
419 }
420 printf("\n");
421 fflush(stdout);
422 }
423
424 #if 0
425 static void
426 log_program_parameters(const struct gl_shader_program *shProg)
427 {
428 static const char *stages[] = {
429 "vertex", "fragment", "geometry"
430 };
431
432 assert(Elements(stages) == MESA_SHADER_TYPES);
433
434 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
435 if (shProg->_LinkedShaders[i] == NULL)
436 continue;
437
438 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
439
440 printf("Program %d %s shader parameters:\n",
441 shProg->Name, stages[i]);
442 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
443 printf("%s: %p %f %f %f %f\n",
444 prog->Parameters->Parameters[j].Name,
445 prog->Parameters->ParameterValues[j],
446 prog->Parameters->ParameterValues[j][0].f,
447 prog->Parameters->ParameterValues[j][1].f,
448 prog->Parameters->ParameterValues[j][2].f,
449 prog->Parameters->ParameterValues[j][3].f);
450 }
451 }
452 fflush(stdout);
453 }
454 #endif
455
456 /**
457 * Propagate some values from uniform backing storage to driver storage
458 *
459 * Values propagated from uniform backing storage to driver storage
460 * have all format / type conversions previously requested by the
461 * driver applied. This function is most often called by the
462 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
463 * etc.
464 *
465 * \param uni Uniform whose data is to be propagated to driver storage
466 * \param array_index If \c uni is an array, this is the element of
467 * the array to be propagated.
468 * \param count Number of array elements to propagate.
469 */
470 extern "C" void
471 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
472 unsigned array_index,
473 unsigned count)
474 {
475 unsigned i;
476
477 /* vector_elements and matrix_columns can be 0 for samplers.
478 */
479 const unsigned components = MAX2(1, uni->type->vector_elements);
480 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
481
482 /* Store the data in the driver's requested type in the driver's storage
483 * areas.
484 */
485 unsigned src_vector_byte_stride = components * 4;
486
487 for (i = 0; i < uni->num_driver_storage; i++) {
488 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
489 uint8_t *dst = (uint8_t *) store->data;
490 const unsigned extra_stride =
491 store->element_stride - (vectors * store->vector_stride);
492 const uint8_t *src =
493 (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
494
495 #if 0
496 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
497 "extra_stride=%u\n",
498 __func__, dst, array_index, components,
499 vectors, count, store->vector_stride, extra_stride);
500 #endif
501
502 dst += array_index * store->element_stride;
503
504 switch (store->format) {
505 case uniform_native:
506 case uniform_bool_int_0_1: {
507 unsigned j;
508 unsigned v;
509
510 for (j = 0; j < count; j++) {
511 for (v = 0; v < vectors; v++) {
512 memcpy(dst, src, src_vector_byte_stride);
513 src += src_vector_byte_stride;
514 dst += store->vector_stride;
515 }
516
517 dst += extra_stride;
518 }
519 break;
520 }
521
522 case uniform_int_float:
523 case uniform_bool_float: {
524 const int *isrc = (const int *) src;
525 unsigned j;
526 unsigned v;
527 unsigned c;
528
529 for (j = 0; j < count; j++) {
530 for (v = 0; v < vectors; v++) {
531 for (c = 0; c < components; c++) {
532 ((float *) dst)[c] = (float) *isrc;
533 isrc++;
534 }
535
536 dst += store->vector_stride;
537 }
538
539 dst += extra_stride;
540 }
541 break;
542 }
543
544 case uniform_bool_int_0_not0: {
545 const int *isrc = (const int *) src;
546 unsigned j;
547 unsigned v;
548 unsigned c;
549
550 for (j = 0; j < count; j++) {
551 for (v = 0; v < vectors; v++) {
552 for (c = 0; c < components; c++) {
553 ((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
554 isrc++;
555 }
556
557 dst += store->vector_stride;
558 }
559
560 dst += extra_stride;
561 }
562 break;
563 }
564
565 default:
566 assert(!"Should not get here.");
567 break;
568 }
569 }
570 }
571
572 /**
573 * Called via glUniform*() functions.
574 */
575 extern "C" void
576 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
577 GLint location, GLsizei count,
578 const GLvoid *values, GLenum type)
579 {
580 unsigned loc, offset;
581 unsigned components;
582 unsigned src_components;
583 enum glsl_base_type basicType;
584 struct gl_uniform_storage *uni;
585
586 ASSERT_OUTSIDE_BEGIN_END(ctx);
587
588 if (!validate_uniform_parameters(ctx, shProg, location, count,
589 &loc, &offset, "glUniform", false))
590 return;
591
592 uni = &shProg->UniformStorage[loc];
593
594 /* Verify that the types are compatible.
595 */
596 switch (type) {
597 case GL_FLOAT:
598 basicType = GLSL_TYPE_FLOAT;
599 src_components = 1;
600 break;
601 case GL_FLOAT_VEC2:
602 basicType = GLSL_TYPE_FLOAT;
603 src_components = 2;
604 break;
605 case GL_FLOAT_VEC3:
606 basicType = GLSL_TYPE_FLOAT;
607 src_components = 3;
608 break;
609 case GL_FLOAT_VEC4:
610 basicType = GLSL_TYPE_FLOAT;
611 src_components = 4;
612 break;
613 case GL_UNSIGNED_INT:
614 basicType = GLSL_TYPE_UINT;
615 src_components = 1;
616 break;
617 case GL_UNSIGNED_INT_VEC2:
618 basicType = GLSL_TYPE_UINT;
619 src_components = 2;
620 break;
621 case GL_UNSIGNED_INT_VEC3:
622 basicType = GLSL_TYPE_UINT;
623 src_components = 3;
624 break;
625 case GL_UNSIGNED_INT_VEC4:
626 basicType = GLSL_TYPE_UINT;
627 src_components = 4;
628 break;
629 case GL_INT:
630 basicType = GLSL_TYPE_INT;
631 src_components = 1;
632 break;
633 case GL_INT_VEC2:
634 basicType = GLSL_TYPE_INT;
635 src_components = 2;
636 break;
637 case GL_INT_VEC3:
638 basicType = GLSL_TYPE_INT;
639 src_components = 3;
640 break;
641 case GL_INT_VEC4:
642 basicType = GLSL_TYPE_INT;
643 src_components = 4;
644 break;
645 case GL_BOOL:
646 case GL_BOOL_VEC2:
647 case GL_BOOL_VEC3:
648 case GL_BOOL_VEC4:
649 case GL_FLOAT_MAT2:
650 case GL_FLOAT_MAT2x3:
651 case GL_FLOAT_MAT2x4:
652 case GL_FLOAT_MAT3x2:
653 case GL_FLOAT_MAT3:
654 case GL_FLOAT_MAT3x4:
655 case GL_FLOAT_MAT4x2:
656 case GL_FLOAT_MAT4x3:
657 case GL_FLOAT_MAT4:
658 default:
659 _mesa_problem(NULL, "Invalid type in %s", __func__);
660 return;
661 }
662
663 if (uni->type->is_sampler()) {
664 components = 1;
665 } else {
666 components = uni->type->vector_elements;
667 }
668
669 bool match;
670 switch (uni->type->base_type) {
671 case GLSL_TYPE_BOOL:
672 match = true;
673 break;
674 case GLSL_TYPE_SAMPLER:
675 match = (basicType == GLSL_TYPE_INT);
676 break;
677 default:
678 match = (basicType == uni->type->base_type);
679 break;
680 }
681
682 if (uni->type->is_matrix() || components != src_components || !match) {
683 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
684 return;
685 }
686
687 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
688 log_uniform(values, basicType, components, 1, count,
689 false, shProg, location, uni);
690 }
691
692 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
693 *
694 * "Setting a sampler's value to i selects texture image unit number
695 * i. The values of i range from zero to the implementation- dependent
696 * maximum supported number of texture image units."
697 *
698 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
699 * the PDF) says:
700 *
701 * "Error Description Offending command
702 * ignored?
703 * ...
704 * INVALID_VALUE Numeric argument out of range Yes"
705 *
706 * Based on that, when an invalid sampler is specified, we generate a
707 * GL_INVALID_VALUE error and ignore the command.
708 */
709 if (uni->type->is_sampler()) {
710 int i;
711
712 for (i = 0; i < count; i++) {
713 const unsigned texUnit = ((unsigned *) values)[i];
714
715 /* check that the sampler (tex unit index) is legal */
716 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
717 _mesa_error(ctx, GL_INVALID_VALUE,
718 "glUniform1i(invalid sampler/tex unit index for "
719 "uniform %d)",
720 location);
721 return;
722 }
723 }
724 }
725
726 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
727 *
728 * "When loading N elements starting at an arbitrary position k in a
729 * uniform declared as an array, elements k through k + N - 1 in the
730 * array will be replaced with the new values. Values for any array
731 * element that exceeds the highest array element index used, as
732 * reported by GetActiveUniform, will be ignored by the GL."
733 *
734 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
735 * will have already generated an error.
736 */
737 if (uni->array_elements != 0) {
738 count = MIN2(count, (int) (uni->array_elements - offset));
739 }
740
741 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
742
743 /* Store the data in the "actual type" backing storage for the uniform.
744 */
745 if (!uni->type->is_boolean()) {
746 memcpy(&uni->storage[components * offset], values,
747 sizeof(uni->storage[0]) * components * count);
748 } else {
749 const union gl_constant_value *src =
750 (const union gl_constant_value *) values;
751 union gl_constant_value *dst = &uni->storage[components * offset];
752 const unsigned elems = components * count;
753 unsigned i;
754
755 for (i = 0; i < elems; i++) {
756 if (basicType == GLSL_TYPE_FLOAT) {
757 dst[i].i = src[i].f != 0.0f ? 1 : 0;
758 } else {
759 dst[i].i = src[i].i != 0 ? 1 : 0;
760 }
761 }
762 }
763
764 uni->initialized = true;
765
766 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
767
768 /* If the uniform is a sampler, do the extra magic necessary to propagate
769 * the changes through.
770 */
771 if (uni->type->is_sampler()) {
772 int i;
773
774 for (i = 0; i < count; i++) {
775 shProg->SamplerUnits[uni->sampler + offset + i] =
776 ((unsigned *) values)[i];
777 }
778
779 bool flushed = false;
780 for (i = 0; i < MESA_SHADER_TYPES; i++) {
781 struct gl_shader *const sh = shProg->_LinkedShaders[i];
782
783 /* If the shader stage doesn't use any samplers, don't bother
784 * checking if any samplers have changed.
785 */
786 if (sh == NULL || sh->active_samplers == 0)
787 continue;
788
789 struct gl_program *const prog = sh->Program;
790
791 assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
792
793 /* Determine if any of the samplers used by this shader stage have
794 * been modified.
795 */
796 bool changed = false;
797 for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
798 if ((sh->active_samplers & (1U << j)) != 0
799 && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
800 changed = true;
801 break;
802 }
803 }
804
805 if (changed) {
806 if (!flushed) {
807 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
808 flushed = true;
809 }
810
811 memcpy(prog->SamplerUnits,
812 shProg->SamplerUnits,
813 sizeof(shProg->SamplerUnits));
814
815 _mesa_update_shader_textures_used(shProg, prog);
816 if (ctx->Driver.SamplerUniformChange)
817 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
818 }
819 }
820 }
821 }
822
823 /**
824 * Called by glUniformMatrix*() functions.
825 * Note: cols=2, rows=4 ==> array[2] of vec4
826 */
827 extern "C" void
828 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
829 GLuint cols, GLuint rows,
830 GLint location, GLsizei count,
831 GLboolean transpose, const GLfloat *values)
832 {
833 unsigned loc, offset;
834 unsigned vectors;
835 unsigned components;
836 unsigned elements;
837 struct gl_uniform_storage *uni;
838
839 ASSERT_OUTSIDE_BEGIN_END(ctx);
840
841 if (!validate_uniform_parameters(ctx, shProg, location, count,
842 &loc, &offset, "glUniformMatrix", false))
843 return;
844
845 uni = &shProg->UniformStorage[loc];
846 if (!uni->type->is_matrix()) {
847 _mesa_error(ctx, GL_INVALID_OPERATION,
848 "glUniformMatrix(non-matrix uniform)");
849 return;
850 }
851
852 assert(!uni->type->is_sampler());
853 vectors = uni->type->matrix_columns;
854 components = uni->type->vector_elements;
855
856 /* Verify that the types are compatible. This is greatly simplified for
857 * matrices because they can only have a float base type.
858 */
859 if (vectors != cols || components != rows) {
860 _mesa_error(ctx, GL_INVALID_OPERATION,
861 "glUniformMatrix(matrix size mismatch)");
862 return;
863 }
864
865 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
866 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
867 if (ctx->API == API_OPENGLES
868 || (ctx->API == API_OPENGLES2 && ctx->Version < 30)) {
869 if (transpose) {
870 _mesa_error(ctx, GL_INVALID_VALUE,
871 "glUniformMatrix(matrix transpose is not GL_FALSE)");
872 return;
873 }
874 }
875
876 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
877 log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
878 bool(transpose), shProg, location, uni);
879 }
880
881 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
882 *
883 * "When loading N elements starting at an arbitrary position k in a
884 * uniform declared as an array, elements k through k + N - 1 in the
885 * array will be replaced with the new values. Values for any array
886 * element that exceeds the highest array element index used, as
887 * reported by GetActiveUniform, will be ignored by the GL."
888 *
889 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
890 * will have already generated an error.
891 */
892 if (uni->array_elements != 0) {
893 count = MIN2(count, (int) (uni->array_elements - offset));
894 }
895
896 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
897
898 /* Store the data in the "actual type" backing storage for the uniform.
899 */
900 elements = components * vectors;
901
902 if (!transpose) {
903 memcpy(&uni->storage[elements * offset], values,
904 sizeof(uni->storage[0]) * elements * count);
905 } else {
906 /* Copy and transpose the matrix.
907 */
908 const float *src = values;
909 float *dst = &uni->storage[elements * offset].f;
910
911 for (int i = 0; i < count; i++) {
912 for (unsigned r = 0; r < rows; r++) {
913 for (unsigned c = 0; c < cols; c++) {
914 dst[(c * components) + r] = src[c + (r * vectors)];
915 }
916 }
917
918 dst += elements;
919 src += elements;
920 }
921 }
922
923 uni->initialized = true;
924
925 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
926 }
927
928 /**
929 * Called via glGetUniformLocation().
930 *
931 * Returns the uniform index into UniformStorage (also the
932 * glGetActiveUniformsiv uniform index), and stores the referenced
933 * array offset in *offset, or GL_INVALID_INDEX (-1). Those two
934 * return values can be encoded into a uniform location for
935 * glUniform* using _mesa_uniform_merge_location_offset(index, offset).
936 */
937 extern "C" unsigned
938 _mesa_get_uniform_location(struct gl_context *ctx,
939 struct gl_shader_program *shProg,
940 const GLchar *name,
941 unsigned *out_offset)
942 {
943 const size_t len = strlen(name);
944 long offset;
945 bool array_lookup;
946 char *name_copy;
947
948 /* If the name ends with a ']', assume that it refers to some element of an
949 * array. Malformed array references will fail the hash table look up
950 * below, so it doesn't matter that they are not caught here. This code
951 * only wants to catch the "leaf" array references so that arrays of
952 * structures containing arrays will be handled correctly.
953 */
954 if (name[len-1] == ']') {
955 unsigned i;
956
957 /* Walk backwards over the string looking for a non-digit character.
958 * This had better be the opening bracket for an array index.
959 *
960 * Initially, i specifies the location of the ']'. Since the string may
961 * contain only the ']' charcater, walk backwards very carefully.
962 */
963 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
964 /* empty */ ;
965
966 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
967 *
968 * "The first element of a uniform array is identified using the
969 * name of the uniform array appended with "[0]". Except if the last
970 * part of the string name indicates a uniform array, then the
971 * location of the first element of that array can be retrieved by
972 * either using the name of the uniform array, or the name of the
973 * uniform array appended with "[0]"."
974 *
975 * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
976 *
977 * "name must be a null terminated string, without white space."
978 *
979 * Return an error if there is no opening '[' to match the closing ']'.
980 * An error will also be returned if there is intervening white space
981 * (or other non-digit characters) before the opening '['.
982 */
983 if ((i == 0) || name[i-1] != '[')
984 return GL_INVALID_INDEX;
985
986 /* Return an error if there are no digits between the opening '[' to
987 * match the closing ']'.
988 */
989 if (i == (len - 1))
990 return GL_INVALID_INDEX;
991
992 /* Make a new string that is a copy of the old string up to (but not
993 * including) the '[' character.
994 */
995 name_copy = (char *) malloc(i);
996 memcpy(name_copy, name, i - 1);
997 name_copy[i-1] = '\0';
998
999 offset = strtol(&name[i], NULL, 10);
1000 if (offset < 0) {
1001 free(name_copy);
1002 return GL_INVALID_INDEX;
1003 }
1004
1005 array_lookup = true;
1006 } else {
1007 name_copy = (char *) name;
1008 offset = 0;
1009 array_lookup = false;
1010 }
1011
1012 unsigned location = 0;
1013 const bool found = shProg->UniformHash->get(location, name_copy);
1014
1015 assert(!found
1016 || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
1017
1018 /* Free the temporary buffer *before* possibly returning an error.
1019 */
1020 if (name_copy != name)
1021 free(name_copy);
1022
1023 if (!found)
1024 return GL_INVALID_INDEX;
1025
1026 /* If the uniform is an array, fail if the index is out of bounds.
1027 * (A negative index is caught above.) This also fails if the uniform
1028 * is not an array, but the user is trying to index it, because
1029 * array_elements is zero and offset >= 0.
1030 */
1031 if (array_lookup
1032 && offset >= (long) shProg->UniformStorage[location].array_elements) {
1033 return GL_INVALID_INDEX;
1034 }
1035
1036 *out_offset = offset;
1037 return location;
1038 }
1039
1040 extern "C" bool
1041 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
1042 char *errMsg, size_t errMsgLength)
1043 {
1044 const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1045
1046 memset(unit_types, 0, sizeof(unit_types));
1047
1048 for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
1049 const struct gl_uniform_storage *const storage =
1050 &shProg->UniformStorage[i];
1051 const glsl_type *const t = (storage->type->is_array())
1052 ? storage->type->fields.array : storage->type;
1053
1054 if (!t->is_sampler())
1055 continue;
1056
1057 const unsigned count = MAX2(1, storage->type->array_size());
1058 for (unsigned j = 0; j < count; j++) {
1059 const unsigned unit = storage->storage[j].i;
1060
1061 /* The types of the samplers associated with a particular texture
1062 * unit must be an exact match. Page 74 (page 89 of the PDF) of the
1063 * OpenGL 3.3 core spec says:
1064 *
1065 * "It is not allowed to have variables of different sampler
1066 * types pointing to the same texture image unit within a program
1067 * object."
1068 */
1069 if (unit_types[unit] == NULL) {
1070 unit_types[unit] = t;
1071 } else if (unit_types[unit] != t) {
1072 _mesa_snprintf(errMsg, errMsgLength,
1073 "Texture unit %d is accessed both as %s and %s",
1074 unit, unit_types[unit]->name, t->name);
1075 return false;
1076 }
1077 }
1078 }
1079
1080 return true;
1081 }