2 * Mesa 3-D graphics library
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 * Copyright © 2010, 2011 Intel Corporation
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
29 #include "main/core.h"
30 #include "main/context.h"
32 #include "ir_uniform.h"
33 #include "program/hash_table.h"
34 #include "../glsl/program.h"
35 #include "../glsl/ir_uniform.h"
36 #include "../glsl/glsl_parser_extras.h"
37 #include "main/shaderapi.h"
38 #include "main/shaderobj.h"
42 extern "C" void GLAPIENTRY
43 _mesa_GetActiveUniform(GLuint program
, GLuint index
,
44 GLsizei maxLength
, GLsizei
*length
, GLint
*size
,
45 GLenum
*type
, GLcharARB
*nameOut
)
47 GET_CURRENT_CONTEXT(ctx
);
48 struct gl_shader_program
*shProg
;
49 struct gl_program_resource
*res
;
52 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(maxLength < 0)");
56 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
60 res
= _mesa_program_resource_find_index((struct gl_shader_program
*) shProg
,
64 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(index)");
69 _mesa_get_program_resource_name(shProg
, GL_UNIFORM
, index
, maxLength
,
70 length
, nameOut
, "glGetActiveUniform");
72 _mesa_program_resource_prop((struct gl_shader_program
*) shProg
,
73 res
, index
, GL_TYPE
, (GLint
*) type
,
74 "glGetActiveUniform");
76 _mesa_program_resource_prop((struct gl_shader_program
*) shProg
,
77 res
, index
, GL_ARRAY_SIZE
, (GLint
*) size
,
78 "glGetActiveUniform");
82 resource_prop_from_uniform_prop(GLenum uni_prop
)
89 case GL_UNIFORM_NAME_LENGTH
:
90 return GL_NAME_LENGTH
;
91 case GL_UNIFORM_BLOCK_INDEX
:
92 return GL_BLOCK_INDEX
;
93 case GL_UNIFORM_OFFSET
:
95 case GL_UNIFORM_ARRAY_STRIDE
:
96 return GL_ARRAY_STRIDE
;
97 case GL_UNIFORM_MATRIX_STRIDE
:
98 return GL_MATRIX_STRIDE
;
99 case GL_UNIFORM_IS_ROW_MAJOR
:
100 return GL_IS_ROW_MAJOR
;
101 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX
:
102 return GL_ATOMIC_COUNTER_BUFFER_INDEX
;
108 extern "C" void GLAPIENTRY
109 _mesa_GetActiveUniformsiv(GLuint program
,
110 GLsizei uniformCount
,
111 const GLuint
*uniformIndices
,
115 GET_CURRENT_CONTEXT(ctx
);
116 struct gl_shader_program
*shProg
;
117 struct gl_program_resource
*res
;
120 if (uniformCount
< 0) {
121 _mesa_error(ctx
, GL_INVALID_VALUE
,
122 "glGetActiveUniformsiv(uniformCount < 0)");
126 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
130 res_prop
= resource_prop_from_uniform_prop(pname
);
132 /* We need to first verify that each entry exists as active uniform. If
133 * not, generate error and do not cause any other side effects.
135 * In the case of and error condition, Page 16 (section 2.3.1 Errors)
136 * of the OpenGL 4.5 spec says:
138 * "If the generating command modifies values through a pointer argu-
139 * ment, no change is made to these values."
141 for (int i
= 0; i
< uniformCount
; i
++) {
142 if (!_mesa_program_resource_find_index(shProg
, GL_UNIFORM
,
143 uniformIndices
[i
])) {
144 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniformsiv(index)");
149 for (int i
= 0; i
< uniformCount
; i
++) {
150 res
= _mesa_program_resource_find_index(shProg
, GL_UNIFORM
,
152 if (!_mesa_program_resource_prop(shProg
, res
, uniformIndices
[i
],
153 res_prop
, ¶ms
[i
],
154 "glGetActiveUniformsiv"))
159 static struct gl_uniform_storage
*
160 validate_uniform_parameters(struct gl_context
*ctx
,
161 struct gl_shader_program
*shProg
,
162 GLint location
, GLsizei count
,
163 unsigned *array_index
,
166 if (shProg
== NULL
) {
167 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)", caller
);
171 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
173 * "If a negative number is provided where an argument of type sizei or
174 * sizeiptr is specified, the error INVALID_VALUE is generated."
177 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(count < 0)", caller
);
181 /* Check that the given location is in bounds of uniform remap table.
182 * Unlinked programs will have NumUniformRemapTable == 0, so we can take
183 * the shProg->LinkStatus check out of the main path.
185 if (unlikely(location
>= (GLint
) shProg
->NumUniformRemapTable
)) {
186 if (!shProg
->LinkStatus
)
187 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)",
190 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
196 if (location
== -1) {
197 if (!shProg
->LinkStatus
)
198 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)",
204 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
206 * "If any of the following conditions occur, an INVALID_OPERATION
207 * error is generated by the Uniform* commands, and no uniform values
212 * - if no variable with a location of location exists in the
213 * program object currently in use and location is not -1,
214 * - if count is greater than one, and the uniform declared in the
215 * shader is not an array variable,
217 if (location
< -1 || !shProg
->UniformRemapTable
[location
]) {
218 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
223 /* If the driver storage pointer in remap table is -1, we ignore silently.
225 * GL_ARB_explicit_uniform_location spec says:
226 * "What happens if Uniform* is called with an explicitly defined
227 * uniform location, but that uniform is deemed inactive by the
230 * RESOLVED: The call is ignored for inactive uniform variables and
231 * no error is generated."
234 if (shProg
->UniformRemapTable
[location
] ==
235 INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
238 struct gl_uniform_storage
*const uni
= shProg
->UniformRemapTable
[location
];
240 if (uni
->array_elements
== 0) {
242 _mesa_error(ctx
, GL_INVALID_OPERATION
,
243 "%s(count = %u for non-array \"%s\"@%d)",
244 caller
, count
, uni
->name
, location
);
248 assert((location
- uni
->remap_location
) == 0);
251 /* The array index specified by the uniform location is just the uniform
252 * location minus the base location of of the uniform.
254 *array_index
= location
- uni
->remap_location
;
256 /* If the uniform is an array, check that array_index is in bounds.
257 * array_index is unsigned so no need to check for less than zero.
259 if (*array_index
>= uni
->array_elements
) {
260 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
269 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
272 _mesa_get_uniform(struct gl_context
*ctx
, GLuint program
, GLint location
,
273 GLsizei bufSize
, enum glsl_base_type returnType
,
276 struct gl_shader_program
*shProg
=
277 _mesa_lookup_shader_program_err(ctx
, program
, "glGetUniformfv");
280 struct gl_uniform_storage
*const uni
=
281 validate_uniform_parameters(ctx
, shProg
, location
, 1,
282 &offset
, "glGetUniform");
284 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
287 * "The error INVALID_OPERATION is generated if program has not been
288 * linked successfully, or if location is not a valid location for
291 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
294 * "If the value of location is -1, the Uniform* commands will
295 * silently ignore the data passed in, and the current uniform
296 * values will not be changed."
298 * Allowing -1 for the location parameter of glUniform allows
299 * applications to avoid error paths in the case that, for example, some
300 * uniform variable is removed by the compiler / linker after
301 * optimization. In this case, the new value of the uniform is dropped
302 * on the floor. For the case of glGetUniform, there is nothing
303 * sensible to do for a location of -1.
305 * If the location was -1, validate_unfirom_parameters will return NULL
306 * without raising an error. Raise the error here.
308 if (location
== -1) {
309 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glGetUniform(location=%d)",
317 unsigned elements
= (uni
->type
->is_sampler())
318 ? 1 : uni
->type
->components();
320 /* Calculate the source base address *BEFORE* modifying elements to
321 * account for the size of the user's buffer.
323 const union gl_constant_value
*const src
=
324 &uni
->storage
[offset
* elements
];
326 assert(returnType
== GLSL_TYPE_FLOAT
|| returnType
== GLSL_TYPE_INT
||
327 returnType
== GLSL_TYPE_UINT
);
328 /* The three (currently) supported types all have the same size,
329 * which is of course the same as their union. That'll change
330 * with glGetUniformdv()...
332 unsigned bytes
= sizeof(src
[0]) * elements
;
333 if (bufSize
< 0 || bytes
> (unsigned) bufSize
) {
334 _mesa_error( ctx
, GL_INVALID_OPERATION
,
335 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
336 " but %u bytes are required)", bufSize
, bytes
);
340 /* If the return type and the uniform's native type are "compatible,"
341 * just memcpy the data. If the types are not compatible, perform a
342 * slower convert-and-copy process.
344 if (returnType
== uni
->type
->base_type
345 || ((returnType
== GLSL_TYPE_INT
346 || returnType
== GLSL_TYPE_UINT
)
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
);
353 union gl_constant_value
*const dst
=
354 (union gl_constant_value
*) paramsOut
;
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.
360 for (unsigned i
= 0; i
< elements
; i
++) {
361 switch (returnType
) {
362 case GLSL_TYPE_FLOAT
:
363 switch (uni
->type
->base_type
) {
365 dst
[i
].f
= (float) src
[i
].u
;
368 case GLSL_TYPE_SAMPLER
:
369 dst
[i
].f
= (float) src
[i
].i
;
372 dst
[i
].f
= src
[i
].i
? 1.0f
: 0.0f
;
375 assert(!"Should not get here.");
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
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"
395 * That section, on page 248, says:
397 * "If GetIntegerv or GetInteger64v are called,
398 * a floating-point value is rounded to the
399 * nearest integer..."
401 dst
[i
].i
= IROUND(src
[i
].f
);
404 dst
[i
].i
= src
[i
].i
? 1 : 0;
407 assert(!"Should not get here.");
413 assert(!"Should not get here.");
422 log_uniform(const void *values
, enum glsl_base_type basicType
,
423 unsigned rows
, unsigned cols
, unsigned count
,
425 const struct gl_shader_program
*shProg
,
427 const struct gl_uniform_storage
*uni
)
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";
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))
444 printf("%u ", v
[i
].u
);
447 printf("%d ", v
[i
].i
);
449 case GLSL_TYPE_FLOAT
:
450 printf("%g ", v
[i
].f
);
452 case GLSL_TYPE_DOUBLE
:
453 printf("%g ", *(double* )&v
[i
* 2].f
);
456 assert(!"Should not get here.");
466 log_program_parameters(const struct gl_shader_program
*shProg
)
468 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
469 if (shProg
->_LinkedShaders
[i
] == NULL
)
472 const struct gl_program
*const prog
= shProg
->_LinkedShaders
[i
]->Program
;
474 printf("Program %d %s shader parameters:\n",
475 shProg
->Name
, _mesa_shader_stage_to_string(i
));
476 for (unsigned j
= 0; j
< prog
->Parameters
->NumParameters
; j
++) {
477 printf("%s: %p %f %f %f %f\n",
478 prog
->Parameters
->Parameters
[j
].Name
,
479 prog
->Parameters
->ParameterValues
[j
],
480 prog
->Parameters
->ParameterValues
[j
][0].f
,
481 prog
->Parameters
->ParameterValues
[j
][1].f
,
482 prog
->Parameters
->ParameterValues
[j
][2].f
,
483 prog
->Parameters
->ParameterValues
[j
][3].f
);
491 * Propagate some values from uniform backing storage to driver storage
493 * Values propagated from uniform backing storage to driver storage
494 * have all format / type conversions previously requested by the
495 * driver applied. This function is most often called by the
496 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
499 * \param uni Uniform whose data is to be propagated to driver storage
500 * \param array_index If \c uni is an array, this is the element of
501 * the array to be propagated.
502 * \param count Number of array elements to propagate.
505 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
506 unsigned array_index
,
511 /* vector_elements and matrix_columns can be 0 for samplers.
513 const unsigned components
= MAX2(1, uni
->type
->vector_elements
);
514 const unsigned vectors
= MAX2(1, uni
->type
->matrix_columns
);
515 const int dmul
= uni
->type
->base_type
== GLSL_TYPE_DOUBLE
? 2 : 1;
517 /* Store the data in the driver's requested type in the driver's storage
520 unsigned src_vector_byte_stride
= components
* 4 * dmul
;
522 for (i
= 0; i
< uni
->num_driver_storage
; i
++) {
523 struct gl_uniform_driver_storage
*const store
= &uni
->driver_storage
[i
];
524 uint8_t *dst
= (uint8_t *) store
->data
;
525 const unsigned extra_stride
=
526 store
->element_stride
- (vectors
* store
->vector_stride
);
528 (uint8_t *) (&uni
->storage
[array_index
* (dmul
* components
* vectors
)].i
);
531 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
533 __func__
, dst
, array_index
, components
,
534 vectors
, count
, store
->vector_stride
, extra_stride
);
537 dst
+= array_index
* store
->element_stride
;
539 switch (store
->format
) {
540 case uniform_native
: {
544 for (j
= 0; j
< count
; j
++) {
545 for (v
= 0; v
< vectors
; v
++) {
546 memcpy(dst
, src
, src_vector_byte_stride
);
547 src
+= src_vector_byte_stride
;
548 dst
+= store
->vector_stride
;
556 case uniform_int_float
: {
557 const int *isrc
= (const int *) src
;
562 for (j
= 0; j
< count
; j
++) {
563 for (v
= 0; v
< vectors
; v
++) {
564 for (c
= 0; c
< components
; c
++) {
565 ((float *) dst
)[c
] = (float) *isrc
;
569 dst
+= store
->vector_stride
;
578 assert(!"Should not get here.");
586 * Return printable string for a given GLSL_TYPE_x
589 glsl_type_name(enum glsl_base_type type
)
596 case GLSL_TYPE_FLOAT
:
598 case GLSL_TYPE_DOUBLE
:
602 case GLSL_TYPE_SAMPLER
:
604 case GLSL_TYPE_IMAGE
:
606 case GLSL_TYPE_ATOMIC_UINT
:
607 return "atomic_uint";
608 case GLSL_TYPE_STRUCT
:
610 case GLSL_TYPE_INTERFACE
:
612 case GLSL_TYPE_ARRAY
:
616 case GLSL_TYPE_ERROR
:
625 * Called via glUniform*() functions.
628 _mesa_uniform(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
629 GLint location
, GLsizei count
,
630 const GLvoid
*values
,
631 enum glsl_base_type basicType
,
632 unsigned src_components
)
635 int size_mul
= basicType
== GLSL_TYPE_DOUBLE
? 2 : 1;
637 struct gl_uniform_storage
*const uni
=
638 validate_uniform_parameters(ctx
, shProg
, location
, count
,
639 &offset
, "glUniform");
643 if (uni
->type
->is_matrix()) {
644 /* Can't set matrix uniforms (like mat4) with glUniform */
645 _mesa_error(ctx
, GL_INVALID_OPERATION
,
646 "glUniform%u(uniform \"%s\"@%d is matrix)",
647 src_components
, uni
->name
, location
);
651 /* Verify that the types are compatible.
653 const unsigned components
= uni
->type
->is_sampler()
654 ? 1 : uni
->type
->vector_elements
;
656 if (components
!= src_components
) {
657 /* glUniformN() must match float/vecN type */
658 _mesa_error(ctx
, GL_INVALID_OPERATION
,
659 "glUniform%u(\"%s\"@%u has %u components, not %u)",
660 src_components
, uni
->name
, location
,
661 components
, src_components
);
666 switch (uni
->type
->base_type
) {
668 match
= (basicType
!= GLSL_TYPE_DOUBLE
);
670 case GLSL_TYPE_SAMPLER
:
671 case GLSL_TYPE_IMAGE
:
672 match
= (basicType
== GLSL_TYPE_INT
);
675 match
= (basicType
== uni
->type
->base_type
);
680 _mesa_error(ctx
, GL_INVALID_OPERATION
,
681 "glUniform%u(\"%s\"@%d is %s, not %s)",
682 src_components
, uni
->name
, location
,
683 glsl_type_name(uni
->type
->base_type
),
684 glsl_type_name(basicType
));
688 if (unlikely(ctx
->_Shader
->Flags
& GLSL_UNIFORMS
)) {
689 log_uniform(values
, basicType
, components
, 1, count
,
690 false, shProg
, location
, uni
);
693 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
695 * "Setting a sampler's value to i selects texture image unit number
696 * i. The values of i range from zero to the implementation- dependent
697 * maximum supported number of texture image units."
699 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
702 * "Error Description Offending command
705 * INVALID_VALUE Numeric argument out of range Yes"
707 * Based on that, when an invalid sampler is specified, we generate a
708 * GL_INVALID_VALUE error and ignore the command.
710 if (uni
->type
->is_sampler()) {
711 for (int i
= 0; i
< count
; i
++) {
712 const unsigned texUnit
= ((unsigned *) values
)[i
];
714 /* check that the sampler (tex unit index) is legal */
715 if (texUnit
>= ctx
->Const
.MaxCombinedTextureImageUnits
) {
716 _mesa_error(ctx
, GL_INVALID_VALUE
,
717 "glUniform1i(invalid sampler/tex unit index for "
725 if (uni
->type
->is_image()) {
726 for (int i
= 0; i
< count
; i
++) {
727 const int unit
= ((GLint
*) values
)[i
];
729 /* check that the image unit is legal */
730 if (unit
< 0 || unit
>= (int)ctx
->Const
.MaxImageUnits
) {
731 _mesa_error(ctx
, GL_INVALID_VALUE
,
732 "glUniform1i(invalid image unit index for uniform %d)",
739 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
741 * "When loading N elements starting at an arbitrary position k in a
742 * uniform declared as an array, elements k through k + N - 1 in the
743 * array will be replaced with the new values. Values for any array
744 * element that exceeds the highest array element index used, as
745 * reported by GetActiveUniform, will be ignored by the GL."
747 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
748 * will have already generated an error.
750 if (uni
->array_elements
!= 0) {
751 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
754 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
756 /* Store the data in the "actual type" backing storage for the uniform.
758 if (!uni
->type
->is_boolean()) {
759 memcpy(&uni
->storage
[size_mul
* components
* offset
], values
,
760 sizeof(uni
->storage
[0]) * components
* count
* size_mul
);
762 const union gl_constant_value
*src
=
763 (const union gl_constant_value
*) values
;
764 union gl_constant_value
*dst
= &uni
->storage
[components
* offset
];
765 const unsigned elems
= components
* count
;
767 for (unsigned i
= 0; i
< elems
; i
++) {
768 if (basicType
== GLSL_TYPE_FLOAT
) {
769 dst
[i
].i
= src
[i
].f
!= 0.0f
? ctx
->Const
.UniformBooleanTrue
: 0;
771 dst
[i
].i
= src
[i
].i
!= 0 ? ctx
->Const
.UniformBooleanTrue
: 0;
776 uni
->initialized
= true;
778 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
780 /* If the uniform is a sampler, do the extra magic necessary to propagate
781 * the changes through.
783 if (uni
->type
->is_sampler()) {
784 bool flushed
= false;
785 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
786 struct gl_shader
*const sh
= shProg
->_LinkedShaders
[i
];
788 /* If the shader stage doesn't use the sampler uniform, skip this.
790 if (sh
== NULL
|| !uni
->sampler
[i
].active
)
793 for (int j
= 0; j
< count
; j
++) {
794 sh
->SamplerUnits
[uni
->sampler
[i
].index
+ offset
+ j
] =
795 ((unsigned *) values
)[j
];
798 struct gl_program
*const prog
= sh
->Program
;
800 assert(sizeof(prog
->SamplerUnits
) == sizeof(sh
->SamplerUnits
));
802 /* Determine if any of the samplers used by this shader stage have
805 bool changed
= false;
806 for (unsigned j
= 0; j
< ARRAY_SIZE(prog
->SamplerUnits
); j
++) {
807 if ((sh
->active_samplers
& (1U << j
)) != 0
808 && (prog
->SamplerUnits
[j
] != sh
->SamplerUnits
[j
])) {
816 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
| _NEW_PROGRAM
);
820 memcpy(prog
->SamplerUnits
,
822 sizeof(sh
->SamplerUnits
));
824 _mesa_update_shader_textures_used(shProg
, prog
);
825 if (ctx
->Driver
.SamplerUniformChange
)
826 ctx
->Driver
.SamplerUniformChange(ctx
, prog
->Target
, prog
);
831 /* If the uniform is an image, update the mapping from image
832 * uniforms to image units present in the shader data structure.
834 if (uni
->type
->is_image()) {
835 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
836 if (uni
->image
[i
].active
) {
837 struct gl_shader
*sh
= shProg
->_LinkedShaders
[i
];
839 for (int j
= 0; j
< count
; j
++)
840 sh
->ImageUnits
[uni
->image
[i
].index
+ offset
+ j
] =
841 ((GLint
*) values
)[j
];
845 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewImageUnits
;
850 * Called by glUniformMatrix*() functions.
851 * Note: cols=2, rows=4 ==> array[2] of vec4
854 _mesa_uniform_matrix(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
855 GLuint cols
, GLuint rows
,
856 GLint location
, GLsizei count
,
858 const GLvoid
*values
, GLenum type
)
865 struct gl_uniform_storage
*const uni
=
866 validate_uniform_parameters(ctx
, shProg
, location
, count
,
867 &offset
, "glUniformMatrix");
871 if (!uni
->type
->is_matrix()) {
872 _mesa_error(ctx
, GL_INVALID_OPERATION
,
873 "glUniformMatrix(non-matrix uniform)");
877 assert(type
== GL_FLOAT
|| type
== GL_DOUBLE
);
878 size_mul
= type
== GL_DOUBLE
? 2 : 1;
880 assert(!uni
->type
->is_sampler());
881 vectors
= uni
->type
->matrix_columns
;
882 components
= uni
->type
->vector_elements
;
884 /* Verify that the types are compatible. This is greatly simplified for
885 * matrices because they can only have a float base type.
887 if (vectors
!= cols
|| components
!= rows
) {
888 _mesa_error(ctx
, GL_INVALID_OPERATION
,
889 "glUniformMatrix(matrix size mismatch)");
893 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
894 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
897 if (ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30) {
898 _mesa_error(ctx
, GL_INVALID_VALUE
,
899 "glUniformMatrix(matrix transpose is not GL_FALSE)");
904 if (unlikely(ctx
->_Shader
->Flags
& GLSL_UNIFORMS
)) {
905 log_uniform(values
, uni
->type
->base_type
, components
, vectors
, count
,
906 bool(transpose
), shProg
, location
, uni
);
909 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
911 * "When loading N elements starting at an arbitrary position k in a
912 * uniform declared as an array, elements k through k + N - 1 in the
913 * array will be replaced with the new values. Values for any array
914 * element that exceeds the highest array element index used, as
915 * reported by GetActiveUniform, will be ignored by the GL."
917 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
918 * will have already generated an error.
920 if (uni
->array_elements
!= 0) {
921 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
924 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
926 /* Store the data in the "actual type" backing storage for the uniform.
928 elements
= components
* vectors
;
931 memcpy(&uni
->storage
[elements
* offset
], values
,
932 sizeof(uni
->storage
[0]) * elements
* count
* size_mul
);
933 } else if (type
== GL_FLOAT
) {
934 /* Copy and transpose the matrix.
936 const float *src
= (const float *)values
;
937 float *dst
= &uni
->storage
[elements
* offset
].f
;
939 for (int i
= 0; i
< count
; i
++) {
940 for (unsigned r
= 0; r
< rows
; r
++) {
941 for (unsigned c
= 0; c
< cols
; c
++) {
942 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
950 assert(type
== GL_DOUBLE
);
951 const double *src
= (const double *)values
;
952 double *dst
= (double *)&uni
->storage
[elements
* offset
].f
;
954 for (int i
= 0; i
< count
; i
++) {
955 for (unsigned r
= 0; r
< rows
; r
++) {
956 for (unsigned c
= 0; c
< cols
; c
++) {
957 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
966 uni
->initialized
= true;
968 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
973 * Called via glGetUniformLocation().
975 * Returns the uniform index into UniformStorage (also the
976 * glGetActiveUniformsiv uniform index), and stores the referenced
977 * array offset in *offset, or GL_INVALID_INDEX (-1).
980 _mesa_get_uniform_location(struct gl_shader_program
*shProg
,
982 unsigned *out_offset
)
984 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
986 * "The first element of a uniform array is identified using the
987 * name of the uniform array appended with "[0]". Except if the last
988 * part of the string name indicates a uniform array, then the
989 * location of the first element of that array can be retrieved by
990 * either using the name of the uniform array, or the name of the
991 * uniform array appended with "[0]"."
993 * Note: since uniform names are not allowed to use whitespace, and array
994 * indices within uniform names are not allowed to use "+", "-", or leading
995 * zeros, it follows that each uniform has a unique name up to the possible
996 * ambiguity with "[0]" noted above. Therefore we don't need to worry
997 * about mal-formed inputs--they will properly fail when we try to look up
998 * the uniform name in shProg->UniformHash.
1001 const GLchar
*base_name_end
;
1002 long offset
= parse_program_resource_name(name
, &base_name_end
);
1003 bool array_lookup
= offset
>= 0;
1007 name_copy
= (char *) malloc(base_name_end
- name
+ 1);
1008 memcpy(name_copy
, name
, base_name_end
- name
);
1009 name_copy
[base_name_end
- name
] = '\0';
1011 name_copy
= (char *) name
;
1015 unsigned location
= 0;
1016 const bool found
= shProg
->UniformHash
->get(location
, name_copy
);
1019 || strcmp(name_copy
, shProg
->UniformStorage
[location
].name
) == 0);
1021 /* Free the temporary buffer *before* possibly returning an error.
1023 if (name_copy
!= name
)
1027 return GL_INVALID_INDEX
;
1029 /* If the uniform is an array, fail if the index is out of bounds.
1030 * (A negative index is caught above.) This also fails if the uniform
1031 * is not an array, but the user is trying to index it, because
1032 * array_elements is zero and offset >= 0.
1035 && offset
>= (long) shProg
->UniformStorage
[location
].array_elements
) {
1036 return GL_INVALID_INDEX
;
1039 *out_offset
= offset
;
1044 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
1045 char *errMsg
, size_t errMsgLength
)
1047 /* Shader does not have samplers. */
1048 if (shProg
->NumUserUniformStorage
== 0)
1051 if (!shProg
->SamplersValidated
) {
1052 _mesa_snprintf(errMsg
, errMsgLength
,
1053 "active samplers with a different type "
1054 "refer to the same texture image unit");
1061 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object
*pipeline
)
1063 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1064 * OpenGL 4.1 spec says:
1066 * "[INVALID_OPERATION] is generated by any command that transfers
1067 * vertices to the GL if:
1071 * - Any two active samplers in the current program object are of
1072 * different types, but refer to the same texture image unit.
1074 * - The number of active samplers in the program exceeds the
1075 * maximum number of texture image units allowed."
1077 unsigned active_samplers
= 0;
1078 const struct gl_shader_program
**shProg
=
1079 (const struct gl_shader_program
**) pipeline
->CurrentProgram
;
1081 const glsl_type
*unit_types
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1082 memset(unit_types
, 0, sizeof(unit_types
));
1084 for (unsigned idx
= 0; idx
< ARRAY_SIZE(pipeline
->CurrentProgram
); idx
++) {
1088 for (unsigned i
= 0; i
< shProg
[idx
]->NumUserUniformStorage
; i
++) {
1089 const struct gl_uniform_storage
*const storage
=
1090 &shProg
[idx
]->UniformStorage
[i
];
1091 const glsl_type
*const t
= (storage
->type
->is_array())
1092 ? storage
->type
->fields
.array
: storage
->type
;
1094 if (!t
->is_sampler())
1099 const unsigned count
= MAX2(1, storage
->type
->array_size());
1100 for (unsigned j
= 0; j
< count
; j
++) {
1101 const unsigned unit
= storage
->storage
[j
].i
;
1103 /* The types of the samplers associated with a particular texture
1104 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1105 * the OpenGL 3.3 core spec says:
1107 * "It is not allowed to have variables of different sampler
1108 * types pointing to the same texture image unit within a
1111 if (unit_types
[unit
] == NULL
) {
1112 unit_types
[unit
] = t
;
1113 } else if (unit_types
[unit
] != t
) {
1115 ralloc_asprintf(pipeline
,
1116 "Texture unit %d is accessed both as %s "
1118 unit
, unit_types
[unit
]->name
, t
->name
);
1125 if (active_samplers
> MAX_COMBINED_TEXTURE_IMAGE_UNITS
) {
1127 ralloc_asprintf(pipeline
,
1128 "the number of active samplers %d exceed the "
1130 active_samplers
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);