fcb14c4e2df6cf7b8219bd79429d59f0472da5b7
[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 * 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.
25 */
26
27 #include <stdlib.h>
28
29 #include "main/core.h"
30 #include "main/context.h"
31 #include "ir.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"
39 #include "uniforms.h"
40
41
42 extern "C" void GLAPIENTRY
43 _mesa_GetActiveUniform(GLuint program, GLuint index,
44 GLsizei maxLength, GLsizei *length, GLint *size,
45 GLenum *type, GLcharARB *nameOut)
46 {
47 GET_CURRENT_CONTEXT(ctx);
48 struct gl_shader_program *shProg =
49 _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
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_get_uniform_name(uni, maxLength, length, nameOut);
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 "glGetActiveUniformsiv(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
126 /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
127 * spec says:
128 *
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
131 * with "[0]"."
132 */
133 if (uni->array_elements != 0)
134 params[i] += 3;
135 break;
136
137 case GL_UNIFORM_BLOCK_INDEX:
138 params[i] = uni->block_index;
139 break;
140
141 case GL_UNIFORM_OFFSET:
142 params[i] = uni->offset;
143 break;
144
145 case GL_UNIFORM_ARRAY_STRIDE:
146 params[i] = uni->array_stride;
147 break;
148
149 case GL_UNIFORM_MATRIX_STRIDE:
150 params[i] = uni->matrix_stride;
151 break;
152
153 case GL_UNIFORM_IS_ROW_MAJOR:
154 params[i] = uni->row_major;
155 break;
156
157 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
158 if (!ctx->Extensions.ARB_shader_atomic_counters)
159 goto invalid_enum;
160 params[i] = uni->atomic_buffer_index;
161 break;
162
163 default:
164 goto invalid_enum;
165 }
166 }
167
168 return;
169
170 invalid_enum:
171 _mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)");
172 }
173
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,
179 const char *caller,
180 bool negative_one_is_not_valid)
181 {
182 if (!shProg || !shProg->LinkStatus) {
183 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
184 return NULL;
185 }
186
187 if (location == -1) {
188 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
189 * spec says:
190 *
191 * "The error INVALID_OPERATION is generated if program has not been
192 * linked successfully, or if location is not a valid location for
193 * program."
194 *
195 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
196 * says:
197 *
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."
201 *
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.
208 *
209 * The negative_one_is_not_valid flag selects between the two behaviors.
210 */
211 if (negative_one_is_not_valid) {
212 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
213 caller, location);
214 }
215
216 return NULL;
217 }
218
219 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
220 *
221 * "If a negative number is provided where an argument of type sizei or
222 * sizeiptr is specified, the error INVALID_VALUE is generated."
223 */
224 if (count < 0) {
225 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
226 return NULL;
227 }
228
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)",
232 caller, location);
233 return NULL;
234 }
235
236 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
237 *
238 * "If any of the following conditions occur, an INVALID_OPERATION
239 * error is generated by the Uniform* commands, and no uniform values
240 * are changed:
241 *
242 * ...
243 *
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,
248 */
249 if (location < -1 || !shProg->UniformRemapTable[location]) {
250 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
251 caller, location);
252 return NULL;
253 }
254
255 /* If the driver storage pointer in remap table is -1, we ignore silently.
256 *
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
260 * linker?
261 *
262 * RESOLVED: The call is ignored for inactive uniform variables and
263 * no error is generated."
264 *
265 */
266 if (shProg->UniformRemapTable[location] ==
267 INACTIVE_UNIFORM_EXPLICIT_LOCATION)
268 return NULL;
269
270 struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
271
272 if (uni->array_elements == 0 && count > 1) {
273 _mesa_error(ctx, GL_INVALID_OPERATION,
274 "%s(count > 1 for non-array, location=%d)",
275 caller, location);
276 return NULL;
277 }
278
279 /* The array index specified by the uniform location is just the uniform
280 * location minus the base location of of the uniform.
281 */
282 *array_index = location - uni->remap_location;
283
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.
287 */
288 const unsigned limit = MAX2(uni->array_elements, 1);
289 if (*array_index >= limit) {
290 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
291 caller, location);
292 return NULL;
293 }
294 return uni;
295 }
296
297 /**
298 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
299 */
300 extern "C" void
301 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
302 GLsizei bufSize, enum glsl_base_type returnType,
303 GLvoid *paramsOut)
304 {
305 struct gl_shader_program *shProg =
306 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
307 unsigned offset;
308
309 struct gl_uniform_storage *const uni =
310 validate_uniform_parameters(ctx, shProg, location, 1,
311 &offset, "glGetUniform", true);
312 if (uni == NULL)
313 return;
314
315 {
316 unsigned elements = (uni->type->is_sampler())
317 ? 1 : uni->type->components();
318
319 /* Calculate the source base address *BEFORE* modifying elements to
320 * account for the size of the user's buffer.
321 */
322 const union gl_constant_value *const src =
323 &uni->storage[offset * elements];
324
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()...
330 */
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 );
336 return;
337 }
338
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.
342 */
343 if (returnType == uni->type->base_type
344 || ((returnType == GLSL_TYPE_INT
345 || returnType == GLSL_TYPE_UINT
346 || returnType == GLSL_TYPE_SAMPLER)
347 &&
348 (uni->type->base_type == GLSL_TYPE_INT
349 || uni->type->base_type == GLSL_TYPE_UINT
350 || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
351 memcpy(paramsOut, src, bytes);
352 } else {
353 union gl_constant_value *const dst =
354 (union gl_constant_value *) paramsOut;
355
356 /* This code could be optimized by putting the loop inside the switch
357 * statements. However, this is not expected to be
358 * performance-critical code.
359 */
360 for (unsigned i = 0; i < elements; i++) {
361 switch (returnType) {
362 case GLSL_TYPE_FLOAT:
363 switch (uni->type->base_type) {
364 case GLSL_TYPE_UINT:
365 dst[i].f = (float) src[i].u;
366 break;
367 case GLSL_TYPE_INT:
368 case GLSL_TYPE_SAMPLER:
369 dst[i].f = (float) src[i].i;
370 break;
371 case GLSL_TYPE_BOOL:
372 dst[i].f = src[i].i ? 1.0f : 0.0f;
373 break;
374 default:
375 assert(!"Should not get here.");
376 break;
377 }
378 break;
379
380 case GLSL_TYPE_INT:
381 case GLSL_TYPE_UINT:
382 switch (uni->type->base_type) {
383 case GLSL_TYPE_FLOAT:
384 /* While the GL 3.2 core spec doesn't explicitly
385 * state how conversion of float uniforms to integer
386 * values works, in section 6.2 "State Tables" on
387 * page 267 it says:
388 *
389 * "Unless otherwise specified, when floating
390 * point state is returned as integer values or
391 * integer state is returned as floating-point
392 * values it is converted in the fashion
393 * described in section 6.1.2"
394 *
395 * That section, on page 248, says:
396 *
397 * "If GetIntegerv or GetInteger64v are called,
398 * a floating-point value is rounded to the
399 * nearest integer..."
400 */
401 dst[i].i = IROUND(src[i].f);
402 break;
403 case GLSL_TYPE_BOOL:
404 dst[i].i = src[i].i ? 1 : 0;
405 break;
406 default:
407 assert(!"Should not get here.");
408 break;
409 }
410 break;
411
412 default:
413 assert(!"Should not get here.");
414 break;
415 }
416 }
417 }
418 }
419 }
420
421 static void
422 log_uniform(const void *values, enum glsl_base_type basicType,
423 unsigned rows, unsigned cols, unsigned count,
424 bool transpose,
425 const struct gl_shader_program *shProg,
426 GLint location,
427 const struct gl_uniform_storage *uni)
428 {
429
430 const union gl_constant_value *v = (const union gl_constant_value *) values;
431 const unsigned elems = rows * cols * count;
432 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
433
434 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
435 "transpose = %s) to: ",
436 shProg->Name, extra, uni->name, location, uni->type->name,
437 transpose ? "true" : "false");
438 for (unsigned i = 0; i < elems; i++) {
439 if (i != 0 && ((i % rows) == 0))
440 printf(", ");
441
442 switch (basicType) {
443 case GLSL_TYPE_UINT:
444 printf("%u ", v[i].u);
445 break;
446 case GLSL_TYPE_INT:
447 printf("%d ", v[i].i);
448 break;
449 case GLSL_TYPE_FLOAT:
450 printf("%g ", v[i].f);
451 break;
452 default:
453 assert(!"Should not get here.");
454 break;
455 }
456 }
457 printf("\n");
458 fflush(stdout);
459 }
460
461 #if 0
462 static void
463 log_program_parameters(const struct gl_shader_program *shProg)
464 {
465 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
466 if (shProg->_LinkedShaders[i] == NULL)
467 continue;
468
469 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
470
471 printf("Program %d %s shader parameters:\n",
472 shProg->Name, _mesa_shader_stage_to_string(i));
473 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
474 printf("%s: %p %f %f %f %f\n",
475 prog->Parameters->Parameters[j].Name,
476 prog->Parameters->ParameterValues[j],
477 prog->Parameters->ParameterValues[j][0].f,
478 prog->Parameters->ParameterValues[j][1].f,
479 prog->Parameters->ParameterValues[j][2].f,
480 prog->Parameters->ParameterValues[j][3].f);
481 }
482 }
483 fflush(stdout);
484 }
485 #endif
486
487 /**
488 * Propagate some values from uniform backing storage to driver storage
489 *
490 * Values propagated from uniform backing storage to driver storage
491 * have all format / type conversions previously requested by the
492 * driver applied. This function is most often called by the
493 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
494 * etc.
495 *
496 * \param uni Uniform whose data is to be propagated to driver storage
497 * \param array_index If \c uni is an array, this is the element of
498 * the array to be propagated.
499 * \param count Number of array elements to propagate.
500 */
501 extern "C" void
502 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
503 unsigned array_index,
504 unsigned count)
505 {
506 unsigned i;
507
508 /* vector_elements and matrix_columns can be 0 for samplers.
509 */
510 const unsigned components = MAX2(1, uni->type->vector_elements);
511 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
512
513 /* Store the data in the driver's requested type in the driver's storage
514 * areas.
515 */
516 unsigned src_vector_byte_stride = components * 4;
517
518 for (i = 0; i < uni->num_driver_storage; i++) {
519 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
520 uint8_t *dst = (uint8_t *) store->data;
521 const unsigned extra_stride =
522 store->element_stride - (vectors * store->vector_stride);
523 const uint8_t *src =
524 (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
525
526 #if 0
527 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
528 "extra_stride=%u\n",
529 __func__, dst, array_index, components,
530 vectors, count, store->vector_stride, extra_stride);
531 #endif
532
533 dst += array_index * store->element_stride;
534
535 switch (store->format) {
536 case uniform_native: {
537 unsigned j;
538 unsigned v;
539
540 for (j = 0; j < count; j++) {
541 for (v = 0; v < vectors; v++) {
542 memcpy(dst, src, src_vector_byte_stride);
543 src += src_vector_byte_stride;
544 dst += store->vector_stride;
545 }
546
547 dst += extra_stride;
548 }
549 break;
550 }
551
552 case uniform_int_float: {
553 const int *isrc = (const int *) src;
554 unsigned j;
555 unsigned v;
556 unsigned c;
557
558 for (j = 0; j < count; j++) {
559 for (v = 0; v < vectors; v++) {
560 for (c = 0; c < components; c++) {
561 ((float *) dst)[c] = (float) *isrc;
562 isrc++;
563 }
564
565 dst += store->vector_stride;
566 }
567
568 dst += extra_stride;
569 }
570 break;
571 }
572
573 default:
574 assert(!"Should not get here.");
575 break;
576 }
577 }
578 }
579
580 /**
581 * Called via glUniform*() functions.
582 */
583 extern "C" void
584 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
585 GLint location, GLsizei count,
586 const GLvoid *values, GLenum type)
587 {
588 unsigned offset;
589 unsigned components;
590 unsigned src_components;
591 enum glsl_base_type basicType;
592
593 struct gl_uniform_storage *const uni =
594 validate_uniform_parameters(ctx, shProg, location, count,
595 &offset, "glUniform", false);
596 if (uni == NULL)
597 return;
598
599 /* Verify that the types are compatible.
600 */
601 switch (type) {
602 case GL_FLOAT:
603 basicType = GLSL_TYPE_FLOAT;
604 src_components = 1;
605 break;
606 case GL_FLOAT_VEC2:
607 basicType = GLSL_TYPE_FLOAT;
608 src_components = 2;
609 break;
610 case GL_FLOAT_VEC3:
611 basicType = GLSL_TYPE_FLOAT;
612 src_components = 3;
613 break;
614 case GL_FLOAT_VEC4:
615 basicType = GLSL_TYPE_FLOAT;
616 src_components = 4;
617 break;
618 case GL_UNSIGNED_INT:
619 basicType = GLSL_TYPE_UINT;
620 src_components = 1;
621 break;
622 case GL_UNSIGNED_INT_VEC2:
623 basicType = GLSL_TYPE_UINT;
624 src_components = 2;
625 break;
626 case GL_UNSIGNED_INT_VEC3:
627 basicType = GLSL_TYPE_UINT;
628 src_components = 3;
629 break;
630 case GL_UNSIGNED_INT_VEC4:
631 basicType = GLSL_TYPE_UINT;
632 src_components = 4;
633 break;
634 case GL_INT:
635 basicType = GLSL_TYPE_INT;
636 src_components = 1;
637 break;
638 case GL_INT_VEC2:
639 basicType = GLSL_TYPE_INT;
640 src_components = 2;
641 break;
642 case GL_INT_VEC3:
643 basicType = GLSL_TYPE_INT;
644 src_components = 3;
645 break;
646 case GL_INT_VEC4:
647 basicType = GLSL_TYPE_INT;
648 src_components = 4;
649 break;
650 case GL_BOOL:
651 case GL_BOOL_VEC2:
652 case GL_BOOL_VEC3:
653 case GL_BOOL_VEC4:
654 case GL_FLOAT_MAT2:
655 case GL_FLOAT_MAT2x3:
656 case GL_FLOAT_MAT2x4:
657 case GL_FLOAT_MAT3x2:
658 case GL_FLOAT_MAT3:
659 case GL_FLOAT_MAT3x4:
660 case GL_FLOAT_MAT4x2:
661 case GL_FLOAT_MAT4x3:
662 case GL_FLOAT_MAT4:
663 default:
664 _mesa_problem(NULL, "Invalid type in %s", __func__);
665 return;
666 }
667
668 if (uni->type->is_sampler()) {
669 components = 1;
670 } else {
671 components = uni->type->vector_elements;
672 }
673
674 bool match;
675 switch (uni->type->base_type) {
676 case GLSL_TYPE_BOOL:
677 match = true;
678 break;
679 case GLSL_TYPE_SAMPLER:
680 case GLSL_TYPE_IMAGE:
681 match = (basicType == GLSL_TYPE_INT);
682 break;
683 default:
684 match = (basicType == uni->type->base_type);
685 break;
686 }
687
688 if (uni->type->is_matrix() || components != src_components || !match) {
689 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
690 return;
691 }
692
693 if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
694 log_uniform(values, basicType, components, 1, count,
695 false, shProg, location, uni);
696 }
697
698 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
699 *
700 * "Setting a sampler's value to i selects texture image unit number
701 * i. The values of i range from zero to the implementation- dependent
702 * maximum supported number of texture image units."
703 *
704 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
705 * the PDF) says:
706 *
707 * "Error Description Offending command
708 * ignored?
709 * ...
710 * INVALID_VALUE Numeric argument out of range Yes"
711 *
712 * Based on that, when an invalid sampler is specified, we generate a
713 * GL_INVALID_VALUE error and ignore the command.
714 */
715 if (uni->type->is_sampler()) {
716 int i;
717
718 for (i = 0; i < count; i++) {
719 const unsigned texUnit = ((unsigned *) values)[i];
720
721 /* check that the sampler (tex unit index) is legal */
722 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
723 _mesa_error(ctx, GL_INVALID_VALUE,
724 "glUniform1i(invalid sampler/tex unit index for "
725 "uniform %d)",
726 location);
727 return;
728 }
729 }
730 }
731
732 if (uni->type->is_image()) {
733 int i;
734
735 for (i = 0; i < count; i++) {
736 const int unit = ((GLint *) values)[i];
737
738 /* check that the image unit is legal */
739 if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
740 _mesa_error(ctx, GL_INVALID_VALUE,
741 "glUniform1i(invalid image unit index for uniform %d)",
742 location);
743 return;
744 }
745 }
746 }
747
748 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
749 *
750 * "When loading N elements starting at an arbitrary position k in a
751 * uniform declared as an array, elements k through k + N - 1 in the
752 * array will be replaced with the new values. Values for any array
753 * element that exceeds the highest array element index used, as
754 * reported by GetActiveUniform, will be ignored by the GL."
755 *
756 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
757 * will have already generated an error.
758 */
759 if (uni->array_elements != 0) {
760 count = MIN2(count, (int) (uni->array_elements - offset));
761 }
762
763 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
764
765 /* Store the data in the "actual type" backing storage for the uniform.
766 */
767 if (!uni->type->is_boolean()) {
768 memcpy(&uni->storage[components * offset], values,
769 sizeof(uni->storage[0]) * components * count);
770 } else {
771 const union gl_constant_value *src =
772 (const union gl_constant_value *) values;
773 union gl_constant_value *dst = &uni->storage[components * offset];
774 const unsigned elems = components * count;
775 unsigned i;
776
777 for (i = 0; i < elems; i++) {
778 if (basicType == GLSL_TYPE_FLOAT) {
779 dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
780 } else {
781 dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
782 }
783 }
784 }
785
786 uni->initialized = true;
787
788 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
789
790 /* If the uniform is a sampler, do the extra magic necessary to propagate
791 * the changes through.
792 */
793 if (uni->type->is_sampler()) {
794 int i;
795
796 bool flushed = false;
797 for (i = 0; i < MESA_SHADER_STAGES; i++) {
798 struct gl_shader *const sh = shProg->_LinkedShaders[i];
799 int j;
800
801 /* If the shader stage doesn't use the sampler uniform, skip this.
802 */
803 if (sh == NULL || !uni->sampler[i].active)
804 continue;
805
806 for (j = 0; j < count; j++) {
807 sh->SamplerUnits[uni->sampler[i].index + offset + j] =
808 ((unsigned *) values)[j];
809 }
810
811 struct gl_program *const prog = sh->Program;
812
813 assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits));
814
815 /* Determine if any of the samplers used by this shader stage have
816 * been modified.
817 */
818 bool changed = false;
819 for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
820 if ((sh->active_samplers & (1U << j)) != 0
821 && (prog->SamplerUnits[j] != sh->SamplerUnits[j])) {
822 changed = true;
823 break;
824 }
825 }
826
827 if (changed) {
828 if (!flushed) {
829 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
830 flushed = true;
831 }
832
833 memcpy(prog->SamplerUnits,
834 sh->SamplerUnits,
835 sizeof(sh->SamplerUnits));
836
837 _mesa_update_shader_textures_used(shProg, prog);
838 if (ctx->Driver.SamplerUniformChange)
839 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
840 }
841 }
842 }
843
844 /* If the uniform is an image, update the mapping from image
845 * uniforms to image units present in the shader data structure.
846 */
847 if (uni->type->is_image()) {
848 int i, j;
849
850 for (i = 0; i < MESA_SHADER_STAGES; i++) {
851 if (uni->image[i].active) {
852 struct gl_shader *sh = shProg->_LinkedShaders[i];
853
854 for (j = 0; j < count; j++)
855 sh->ImageUnits[uni->image[i].index + offset + j] =
856 ((GLint *) values)[j];
857 }
858 }
859
860 ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
861 }
862 }
863
864 /**
865 * Called by glUniformMatrix*() functions.
866 * Note: cols=2, rows=4 ==> array[2] of vec4
867 */
868 extern "C" void
869 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
870 GLuint cols, GLuint rows,
871 GLint location, GLsizei count,
872 GLboolean transpose, const GLfloat *values)
873 {
874 unsigned offset;
875 unsigned vectors;
876 unsigned components;
877 unsigned elements;
878
879 struct gl_uniform_storage *const uni =
880 validate_uniform_parameters(ctx, shProg, location, count,
881 &offset, "glUniformMatrix", false);
882 if (uni == NULL)
883 return;
884
885 if (!uni->type->is_matrix()) {
886 _mesa_error(ctx, GL_INVALID_OPERATION,
887 "glUniformMatrix(non-matrix uniform)");
888 return;
889 }
890
891 assert(!uni->type->is_sampler());
892 vectors = uni->type->matrix_columns;
893 components = uni->type->vector_elements;
894
895 /* Verify that the types are compatible. This is greatly simplified for
896 * matrices because they can only have a float base type.
897 */
898 if (vectors != cols || components != rows) {
899 _mesa_error(ctx, GL_INVALID_OPERATION,
900 "glUniformMatrix(matrix size mismatch)");
901 return;
902 }
903
904 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
905 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
906 if (ctx->API == API_OPENGLES
907 || (ctx->API == API_OPENGLES2 && ctx->Version < 30)) {
908 if (transpose) {
909 _mesa_error(ctx, GL_INVALID_VALUE,
910 "glUniformMatrix(matrix transpose is not GL_FALSE)");
911 return;
912 }
913 }
914
915 if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
916 log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
917 bool(transpose), shProg, location, uni);
918 }
919
920 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
921 *
922 * "When loading N elements starting at an arbitrary position k in a
923 * uniform declared as an array, elements k through k + N - 1 in the
924 * array will be replaced with the new values. Values for any array
925 * element that exceeds the highest array element index used, as
926 * reported by GetActiveUniform, will be ignored by the GL."
927 *
928 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
929 * will have already generated an error.
930 */
931 if (uni->array_elements != 0) {
932 count = MIN2(count, (int) (uni->array_elements - offset));
933 }
934
935 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
936
937 /* Store the data in the "actual type" backing storage for the uniform.
938 */
939 elements = components * vectors;
940
941 if (!transpose) {
942 memcpy(&uni->storage[elements * offset], values,
943 sizeof(uni->storage[0]) * elements * count);
944 } else {
945 /* Copy and transpose the matrix.
946 */
947 const float *src = values;
948 float *dst = &uni->storage[elements * offset].f;
949
950 for (int i = 0; i < count; i++) {
951 for (unsigned r = 0; r < rows; r++) {
952 for (unsigned c = 0; c < cols; c++) {
953 dst[(c * components) + r] = src[c + (r * vectors)];
954 }
955 }
956
957 dst += elements;
958 src += elements;
959 }
960 }
961
962 uni->initialized = true;
963
964 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
965 }
966
967
968 /**
969 * Called via glGetUniformLocation().
970 *
971 * Returns the uniform index into UniformStorage (also the
972 * glGetActiveUniformsiv uniform index), and stores the referenced
973 * array offset in *offset, or GL_INVALID_INDEX (-1).
974 */
975 extern "C" unsigned
976 _mesa_get_uniform_location(struct gl_shader_program *shProg,
977 const GLchar *name,
978 unsigned *out_offset)
979 {
980 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
981 *
982 * "The first element of a uniform array is identified using the
983 * name of the uniform array appended with "[0]". Except if the last
984 * part of the string name indicates a uniform array, then the
985 * location of the first element of that array can be retrieved by
986 * either using the name of the uniform array, or the name of the
987 * uniform array appended with "[0]"."
988 *
989 * Note: since uniform names are not allowed to use whitespace, and array
990 * indices within uniform names are not allowed to use "+", "-", or leading
991 * zeros, it follows that each uniform has a unique name up to the possible
992 * ambiguity with "[0]" noted above. Therefore we don't need to worry
993 * about mal-formed inputs--they will properly fail when we try to look up
994 * the uniform name in shProg->UniformHash.
995 */
996
997 const GLchar *base_name_end;
998 long offset = parse_program_resource_name(name, &base_name_end);
999 bool array_lookup = offset >= 0;
1000 char *name_copy;
1001
1002 if (array_lookup) {
1003 name_copy = (char *) malloc(base_name_end - name + 1);
1004 memcpy(name_copy, name, base_name_end - name);
1005 name_copy[base_name_end - name] = '\0';
1006 } else {
1007 name_copy = (char *) name;
1008 offset = 0;
1009 }
1010
1011 unsigned location = 0;
1012 const bool found = shProg->UniformHash->get(location, name_copy);
1013
1014 assert(!found
1015 || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
1016
1017 /* Free the temporary buffer *before* possibly returning an error.
1018 */
1019 if (name_copy != name)
1020 free(name_copy);
1021
1022 if (!found)
1023 return GL_INVALID_INDEX;
1024
1025 /* If the uniform is an array, fail if the index is out of bounds.
1026 * (A negative index is caught above.) This also fails if the uniform
1027 * is not an array, but the user is trying to index it, because
1028 * array_elements is zero and offset >= 0.
1029 */
1030 if (array_lookup
1031 && offset >= (long) shProg->UniformStorage[location].array_elements) {
1032 return GL_INVALID_INDEX;
1033 }
1034
1035 *out_offset = offset;
1036 return location;
1037 }
1038
1039 extern "C" bool
1040 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
1041 char *errMsg, size_t errMsgLength)
1042 {
1043 /* Shader does not have samplers. */
1044 if (shProg->NumUserUniformStorage == 0)
1045 return true;
1046
1047 if (!shProg->SamplersValidated) {
1048 _mesa_snprintf(errMsg, errMsgLength,
1049 "active samplers with a different type "
1050 "refer to the same texture image unit");
1051 return false;
1052 }
1053 return true;
1054 }
1055
1056 extern "C" bool
1057 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
1058 {
1059 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1060 * OpenGL 4.1 spec says:
1061 *
1062 * "[INVALID_OPERATION] is generated by any command that transfers
1063 * vertices to the GL if:
1064 *
1065 * ...
1066 *
1067 * - Any two active samplers in the current program object are of
1068 * different types, but refer to the same texture image unit.
1069 *
1070 * - The number of active samplers in the program exceeds the
1071 * maximum number of texture image units allowed."
1072 */
1073 unsigned active_samplers = 0;
1074 const struct gl_shader_program **shProg =
1075 (const struct gl_shader_program **) pipeline->CurrentProgram;
1076
1077 const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1078 memset(unit_types, 0, sizeof(unit_types));
1079
1080 for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
1081 if (!shProg[idx])
1082 continue;
1083
1084 for (unsigned i = 0; i < shProg[idx]->NumUserUniformStorage; i++) {
1085 const struct gl_uniform_storage *const storage =
1086 &shProg[idx]->UniformStorage[i];
1087 const glsl_type *const t = (storage->type->is_array())
1088 ? storage->type->fields.array : storage->type;
1089
1090 if (!t->is_sampler())
1091 continue;
1092
1093 active_samplers++;
1094
1095 const unsigned count = MAX2(1, storage->type->array_size());
1096 for (unsigned j = 0; j < count; j++) {
1097 const unsigned unit = storage->storage[j].i;
1098
1099 /* The types of the samplers associated with a particular texture
1100 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1101 * the OpenGL 3.3 core spec says:
1102 *
1103 * "It is not allowed to have variables of different sampler
1104 * types pointing to the same texture image unit within a
1105 * program object."
1106 */
1107 if (unit_types[unit] == NULL) {
1108 unit_types[unit] = t;
1109 } else if (unit_types[unit] != t) {
1110 pipeline->InfoLog =
1111 ralloc_asprintf(pipeline,
1112 "Texture unit %d is accessed both as %s "
1113 "and %s",
1114 unit, unit_types[unit]->name, t->name);
1115 return false;
1116 }
1117 }
1118 }
1119 }
1120
1121 if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
1122 pipeline->InfoLog =
1123 ralloc_asprintf(pipeline,
1124 "the number of active samplers %d exceed the "
1125 "maximum %d",
1126 active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1127 return false;
1128 }
1129
1130 return true;
1131 }