mesa: Standardize names of OpenGL functions.
[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 const struct gl_uniform_storage *uni = &shProg->UniformStorage[index];
101
102 if (index >= shProg->NumUserUniformStorage) {
103 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
104 return;
105 }
106
107 switch (pname) {
108 case GL_UNIFORM_TYPE:
109 params[i] = uni->type->gl_type;
110 break;
111
112 case GL_UNIFORM_SIZE:
113 /* array_elements is zero for non-arrays, but the API requires that 1 be
114 * returned.
115 */
116 params[i] = MAX2(1, uni->array_elements);
117 break;
118
119 case GL_UNIFORM_NAME_LENGTH:
120 params[i] = strlen(uni->name) + 1;
121 break;
122
123 case GL_UNIFORM_BLOCK_INDEX:
124 params[i] = uni->block_index;
125 break;
126
127 case GL_UNIFORM_OFFSET:
128 params[i] = uni->offset;
129 break;
130
131 case GL_UNIFORM_ARRAY_STRIDE:
132 params[i] = uni->array_stride;
133 break;
134
135 case GL_UNIFORM_MATRIX_STRIDE:
136 params[i] = uni->matrix_stride;
137 break;
138
139 case GL_UNIFORM_IS_ROW_MAJOR:
140 params[i] = uni->row_major;
141 break;
142
143 default:
144 _mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)");
145 return;
146 }
147 }
148 }
149
150 static bool
151 validate_uniform_parameters(struct gl_context *ctx,
152 struct gl_shader_program *shProg,
153 GLint location, GLsizei count,
154 unsigned *loc,
155 unsigned *array_index,
156 const char *caller,
157 bool negative_one_is_not_valid)
158 {
159 if (!shProg || !shProg->LinkStatus) {
160 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
161 return false;
162 }
163
164 if (location == -1) {
165 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
166 * spec says:
167 *
168 * "The error INVALID_OPERATION is generated if program has not been
169 * linked successfully, or if location is not a valid location for
170 * program."
171 *
172 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
173 * says:
174 *
175 * "If the value of location is -1, the Uniform* commands will
176 * silently ignore the data passed in, and the current uniform
177 * values will not be changed."
178 *
179 * Allowing -1 for the location parameter of glUniform allows
180 * applications to avoid error paths in the case that, for example, some
181 * uniform variable is removed by the compiler / linker after
182 * optimization. In this case, the new value of the uniform is dropped
183 * on the floor. For the case of glGetUniform, there is nothing
184 * sensible to do for a location of -1.
185 *
186 * The negative_one_is_not_valid flag selects between the two behaviors.
187 */
188 if (negative_one_is_not_valid) {
189 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
190 caller, location);
191 }
192
193 return false;
194 }
195
196 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
197 *
198 * "If a negative number is provided where an argument of type sizei or
199 * sizeiptr is specified, the error INVALID_VALUE is generated."
200 */
201 if (count < 0) {
202 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
203 return false;
204 }
205
206 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
207 *
208 * "If any of the following conditions occur, an INVALID_OPERATION
209 * error is generated by the Uniform* commands, and no uniform values
210 * are changed:
211 *
212 * ...
213 *
214 * - if no variable with a location of location exists in the
215 * program object currently in use and location is not -1,
216 * - if count is greater than one, and the uniform declared in the
217 * shader is not an array variable,
218 */
219 if (location < -1) {
220 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
221 caller, location);
222 return false;
223 }
224
225 _mesa_uniform_split_location_offset(location, loc, array_index);
226
227 if (*loc >= shProg->NumUserUniformStorage) {
228 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
229 caller, location);
230 return false;
231 }
232
233 if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
234 _mesa_error(ctx, GL_INVALID_OPERATION,
235 "%s(count > 1 for non-array, location=%d)",
236 caller, location);
237 return false;
238 }
239
240 /* This case should be impossible. The implication is that a call like
241 * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an
242 * array.
243 */
244 if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) {
245 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
246 caller, location);
247 return false;
248 }
249 return true;
250 }
251
252 /**
253 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
254 */
255 extern "C" void
256 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
257 GLsizei bufSize, enum glsl_base_type returnType,
258 GLvoid *paramsOut)
259 {
260 struct gl_shader_program *shProg =
261 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
262 struct gl_uniform_storage *uni;
263 unsigned loc, offset;
264
265 if (!validate_uniform_parameters(ctx, shProg, location, 1,
266 &loc, &offset, "glGetUniform", true))
267 return;
268
269 uni = &shProg->UniformStorage[loc];
270
271 {
272 unsigned elements = (uni->type->is_sampler())
273 ? 1 : uni->type->components();
274
275 /* Calculate the source base address *BEFORE* modifying elements to
276 * account for the size of the user's buffer.
277 */
278 const union gl_constant_value *const src =
279 &uni->storage[offset * elements];
280
281 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
282 returnType == GLSL_TYPE_UINT);
283 /* The three (currently) supported types all have the same size,
284 * which is of course the same as their union. That'll change
285 * with glGetUniformdv()...
286 */
287 unsigned bytes = sizeof(src[0]) * elements;
288 if (bufSize < 0 || bytes > (unsigned) bufSize) {
289 _mesa_error( ctx, GL_INVALID_OPERATION,
290 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
291 " but %u bytes are required)", bufSize, bytes );
292 return;
293 }
294
295 /* If the return type and the uniform's native type are "compatible,"
296 * just memcpy the data. If the types are not compatible, perform a
297 * slower convert-and-copy process.
298 */
299 if (returnType == uni->type->base_type
300 || ((returnType == GLSL_TYPE_INT
301 || returnType == GLSL_TYPE_UINT
302 || returnType == GLSL_TYPE_SAMPLER)
303 &&
304 (uni->type->base_type == GLSL_TYPE_INT
305 || uni->type->base_type == GLSL_TYPE_UINT
306 || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
307 memcpy(paramsOut, src, bytes);
308 } else {
309 union gl_constant_value *const dst =
310 (union gl_constant_value *) paramsOut;
311
312 /* This code could be optimized by putting the loop inside the switch
313 * statements. However, this is not expected to be
314 * performance-critical code.
315 */
316 for (unsigned i = 0; i < elements; i++) {
317 switch (returnType) {
318 case GLSL_TYPE_FLOAT:
319 switch (uni->type->base_type) {
320 case GLSL_TYPE_UINT:
321 dst[i].f = (float) src[i].u;
322 break;
323 case GLSL_TYPE_INT:
324 case GLSL_TYPE_SAMPLER:
325 dst[i].f = (float) src[i].i;
326 break;
327 case GLSL_TYPE_BOOL:
328 dst[i].f = src[i].i ? 1.0f : 0.0f;
329 break;
330 default:
331 assert(!"Should not get here.");
332 break;
333 }
334 break;
335
336 case GLSL_TYPE_INT:
337 case GLSL_TYPE_UINT:
338 switch (uni->type->base_type) {
339 case GLSL_TYPE_FLOAT:
340 /* While the GL 3.2 core spec doesn't explicitly
341 * state how conversion of float uniforms to integer
342 * values works, in section 6.2 "State Tables" on
343 * page 267 it says:
344 *
345 * "Unless otherwise specified, when floating
346 * point state is returned as integer values or
347 * integer state is returned as floating-point
348 * values it is converted in the fashion
349 * described in section 6.1.2"
350 *
351 * That section, on page 248, says:
352 *
353 * "If GetIntegerv or GetInteger64v are called,
354 * a floating-point value is rounded to the
355 * nearest integer..."
356 */
357 dst[i].i = IROUND(src[i].f);
358 break;
359 case GLSL_TYPE_BOOL:
360 dst[i].i = src[i].i ? 1 : 0;
361 break;
362 default:
363 assert(!"Should not get here.");
364 break;
365 }
366 break;
367
368 default:
369 assert(!"Should not get here.");
370 break;
371 }
372 }
373 }
374 }
375 }
376
377 static void
378 log_uniform(const void *values, enum glsl_base_type basicType,
379 unsigned rows, unsigned cols, unsigned count,
380 bool transpose,
381 const struct gl_shader_program *shProg,
382 GLint location,
383 const struct gl_uniform_storage *uni)
384 {
385
386 const union gl_constant_value *v = (const union gl_constant_value *) values;
387 const unsigned elems = rows * cols * count;
388 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
389
390 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
391 "transpose = %s) to: ",
392 shProg->Name, extra, uni->name, location, uni->type->name,
393 transpose ? "true" : "false");
394 for (unsigned i = 0; i < elems; i++) {
395 if (i != 0 && ((i % rows) == 0))
396 printf(", ");
397
398 switch (basicType) {
399 case GLSL_TYPE_UINT:
400 printf("%u ", v[i].u);
401 break;
402 case GLSL_TYPE_INT:
403 printf("%d ", v[i].i);
404 break;
405 case GLSL_TYPE_FLOAT:
406 printf("%g ", v[i].f);
407 break;
408 default:
409 assert(!"Should not get here.");
410 break;
411 }
412 }
413 printf("\n");
414 fflush(stdout);
415 }
416
417 #if 0
418 static void
419 log_program_parameters(const struct gl_shader_program *shProg)
420 {
421 static const char *stages[] = {
422 "vertex", "fragment", "geometry"
423 };
424
425 assert(Elements(stages) == MESA_SHADER_TYPES);
426
427 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
428 if (shProg->_LinkedShaders[i] == NULL)
429 continue;
430
431 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
432
433 printf("Program %d %s shader parameters:\n",
434 shProg->Name, stages[i]);
435 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
436 printf("%s: %p %f %f %f %f\n",
437 prog->Parameters->Parameters[j].Name,
438 prog->Parameters->ParameterValues[j],
439 prog->Parameters->ParameterValues[j][0].f,
440 prog->Parameters->ParameterValues[j][1].f,
441 prog->Parameters->ParameterValues[j][2].f,
442 prog->Parameters->ParameterValues[j][3].f);
443 }
444 }
445 fflush(stdout);
446 }
447 #endif
448
449 /**
450 * Propagate some values from uniform backing storage to driver storage
451 *
452 * Values propagated from uniform backing storage to driver storage
453 * have all format / type conversions previously requested by the
454 * driver applied. This function is most often called by the
455 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
456 * etc.
457 *
458 * \param uni Uniform whose data is to be propagated to driver storage
459 * \param array_index If \c uni is an array, this is the element of
460 * the array to be propagated.
461 * \param count Number of array elements to propagate.
462 */
463 extern "C" void
464 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
465 unsigned array_index,
466 unsigned count)
467 {
468 unsigned i;
469
470 /* vector_elements and matrix_columns can be 0 for samplers.
471 */
472 const unsigned components = MAX2(1, uni->type->vector_elements);
473 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
474
475 /* Store the data in the driver's requested type in the driver's storage
476 * areas.
477 */
478 unsigned src_vector_byte_stride = components * 4;
479
480 for (i = 0; i < uni->num_driver_storage; i++) {
481 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
482 uint8_t *dst = (uint8_t *) store->data;
483 const unsigned extra_stride =
484 store->element_stride - (vectors * store->vector_stride);
485 const uint8_t *src =
486 (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
487
488 #if 0
489 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
490 "extra_stride=%u\n",
491 __func__, dst, array_index, components,
492 vectors, count, store->vector_stride, extra_stride);
493 #endif
494
495 dst += array_index * store->element_stride;
496
497 switch (store->format) {
498 case uniform_native:
499 case uniform_bool_int_0_1: {
500 unsigned j;
501 unsigned v;
502
503 for (j = 0; j < count; j++) {
504 for (v = 0; v < vectors; v++) {
505 memcpy(dst, src, src_vector_byte_stride);
506 src += src_vector_byte_stride;
507 dst += store->vector_stride;
508 }
509
510 dst += extra_stride;
511 }
512 break;
513 }
514
515 case uniform_int_float:
516 case uniform_bool_float: {
517 const int *isrc = (const int *) src;
518 unsigned j;
519 unsigned v;
520 unsigned c;
521
522 for (j = 0; j < count; j++) {
523 for (v = 0; v < vectors; v++) {
524 for (c = 0; c < components; c++) {
525 ((float *) dst)[c] = (float) *isrc;
526 isrc++;
527 }
528
529 dst += store->vector_stride;
530 }
531
532 dst += extra_stride;
533 }
534 break;
535 }
536
537 case uniform_bool_int_0_not0: {
538 const int *isrc = (const int *) src;
539 unsigned j;
540 unsigned v;
541 unsigned c;
542
543 for (j = 0; j < count; j++) {
544 for (v = 0; v < vectors; v++) {
545 for (c = 0; c < components; c++) {
546 ((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
547 isrc++;
548 }
549
550 dst += store->vector_stride;
551 }
552
553 dst += extra_stride;
554 }
555 break;
556 }
557
558 default:
559 assert(!"Should not get here.");
560 break;
561 }
562 }
563 }
564
565 /**
566 * Called via glUniform*() functions.
567 */
568 extern "C" void
569 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
570 GLint location, GLsizei count,
571 const GLvoid *values, GLenum type)
572 {
573 unsigned loc, offset;
574 unsigned components;
575 unsigned src_components;
576 enum glsl_base_type basicType;
577 struct gl_uniform_storage *uni;
578
579 ASSERT_OUTSIDE_BEGIN_END(ctx);
580
581 if (!validate_uniform_parameters(ctx, shProg, location, count,
582 &loc, &offset, "glUniform", false))
583 return;
584
585 uni = &shProg->UniformStorage[loc];
586
587 /* Verify that the types are compatible.
588 */
589 switch (type) {
590 case GL_FLOAT:
591 basicType = GLSL_TYPE_FLOAT;
592 src_components = 1;
593 break;
594 case GL_FLOAT_VEC2:
595 basicType = GLSL_TYPE_FLOAT;
596 src_components = 2;
597 break;
598 case GL_FLOAT_VEC3:
599 basicType = GLSL_TYPE_FLOAT;
600 src_components = 3;
601 break;
602 case GL_FLOAT_VEC4:
603 basicType = GLSL_TYPE_FLOAT;
604 src_components = 4;
605 break;
606 case GL_UNSIGNED_INT:
607 basicType = GLSL_TYPE_UINT;
608 src_components = 1;
609 break;
610 case GL_UNSIGNED_INT_VEC2:
611 basicType = GLSL_TYPE_UINT;
612 src_components = 2;
613 break;
614 case GL_UNSIGNED_INT_VEC3:
615 basicType = GLSL_TYPE_UINT;
616 src_components = 3;
617 break;
618 case GL_UNSIGNED_INT_VEC4:
619 basicType = GLSL_TYPE_UINT;
620 src_components = 4;
621 break;
622 case GL_INT:
623 basicType = GLSL_TYPE_INT;
624 src_components = 1;
625 break;
626 case GL_INT_VEC2:
627 basicType = GLSL_TYPE_INT;
628 src_components = 2;
629 break;
630 case GL_INT_VEC3:
631 basicType = GLSL_TYPE_INT;
632 src_components = 3;
633 break;
634 case GL_INT_VEC4:
635 basicType = GLSL_TYPE_INT;
636 src_components = 4;
637 break;
638 case GL_BOOL:
639 case GL_BOOL_VEC2:
640 case GL_BOOL_VEC3:
641 case GL_BOOL_VEC4:
642 case GL_FLOAT_MAT2:
643 case GL_FLOAT_MAT2x3:
644 case GL_FLOAT_MAT2x4:
645 case GL_FLOAT_MAT3x2:
646 case GL_FLOAT_MAT3:
647 case GL_FLOAT_MAT3x4:
648 case GL_FLOAT_MAT4x2:
649 case GL_FLOAT_MAT4x3:
650 case GL_FLOAT_MAT4:
651 default:
652 _mesa_problem(NULL, "Invalid type in %s", __func__);
653 return;
654 }
655
656 if (uni->type->is_sampler()) {
657 components = 1;
658 } else {
659 components = uni->type->vector_elements;
660 }
661
662 bool match;
663 switch (uni->type->base_type) {
664 case GLSL_TYPE_BOOL:
665 match = true;
666 break;
667 case GLSL_TYPE_SAMPLER:
668 match = (basicType == GLSL_TYPE_INT);
669 break;
670 default:
671 match = (basicType == uni->type->base_type);
672 break;
673 }
674
675 if (uni->type->is_matrix() || components != src_components || !match) {
676 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
677 return;
678 }
679
680 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
681 log_uniform(values, basicType, components, 1, count,
682 false, shProg, location, uni);
683 }
684
685 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
686 *
687 * "Setting a sampler's value to i selects texture image unit number
688 * i. The values of i range from zero to the implementation- dependent
689 * maximum supported number of texture image units."
690 *
691 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
692 * the PDF) says:
693 *
694 * "Error Description Offending command
695 * ignored?
696 * ...
697 * INVALID_VALUE Numeric argument out of range Yes"
698 *
699 * Based on that, when an invalid sampler is specified, we generate a
700 * GL_INVALID_VALUE error and ignore the command.
701 */
702 if (uni->type->is_sampler()) {
703 int i;
704
705 for (i = 0; i < count; i++) {
706 const unsigned texUnit = ((unsigned *) values)[i];
707
708 /* check that the sampler (tex unit index) is legal */
709 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
710 _mesa_error(ctx, GL_INVALID_VALUE,
711 "glUniform1i(invalid sampler/tex unit index for "
712 "uniform %d)",
713 location);
714 return;
715 }
716 }
717 }
718
719 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
720 *
721 * "When loading N elements starting at an arbitrary position k in a
722 * uniform declared as an array, elements k through k + N - 1 in the
723 * array will be replaced with the new values. Values for any array
724 * element that exceeds the highest array element index used, as
725 * reported by GetActiveUniform, will be ignored by the GL."
726 *
727 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
728 * will have already generated an error.
729 */
730 if (uni->array_elements != 0) {
731 if (offset >= uni->array_elements)
732 return;
733
734 count = MIN2(count, (int) (uni->array_elements - offset));
735 }
736
737 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
738
739 /* Store the data in the "actual type" backing storage for the uniform.
740 */
741 if (!uni->type->is_boolean()) {
742 memcpy(&uni->storage[components * offset], values,
743 sizeof(uni->storage[0]) * components * count);
744 } else {
745 const union gl_constant_value *src =
746 (const union gl_constant_value *) values;
747 union gl_constant_value *dst = &uni->storage[components * offset];
748 const unsigned elems = components * count;
749 unsigned i;
750
751 for (i = 0; i < elems; i++) {
752 if (basicType == GLSL_TYPE_FLOAT) {
753 dst[i].i = src[i].f != 0.0f ? 1 : 0;
754 } else {
755 dst[i].i = src[i].i != 0 ? 1 : 0;
756 }
757 }
758 }
759
760 uni->initialized = true;
761
762 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
763
764 /* If the uniform is a sampler, do the extra magic necessary to propagate
765 * the changes through.
766 */
767 if (uni->type->is_sampler()) {
768 int i;
769
770 for (i = 0; i < count; i++) {
771 shProg->SamplerUnits[uni->sampler + offset + i] =
772 ((unsigned *) values)[i];
773 }
774
775 bool flushed = false;
776 for (i = 0; i < MESA_SHADER_TYPES; i++) {
777 struct gl_shader *const sh = shProg->_LinkedShaders[i];
778
779 /* If the shader stage doesn't use any samplers, don't bother
780 * checking if any samplers have changed.
781 */
782 if (sh == NULL || sh->active_samplers == 0)
783 continue;
784
785 struct gl_program *const prog = sh->Program;
786
787 assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
788
789 /* Determine if any of the samplers used by this shader stage have
790 * been modified.
791 */
792 bool changed = false;
793 for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
794 if ((sh->active_samplers & (1U << j)) != 0
795 && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
796 changed = true;
797 break;
798 }
799 }
800
801 if (changed) {
802 if (!flushed) {
803 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
804 flushed = true;
805 }
806
807 memcpy(prog->SamplerUnits,
808 shProg->SamplerUnits,
809 sizeof(shProg->SamplerUnits));
810
811 _mesa_update_shader_textures_used(shProg, prog);
812 if (ctx->Driver.SamplerUniformChange)
813 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
814 }
815 }
816 }
817 }
818
819 /**
820 * Called by glUniformMatrix*() functions.
821 * Note: cols=2, rows=4 ==> array[2] of vec4
822 */
823 extern "C" void
824 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
825 GLuint cols, GLuint rows,
826 GLint location, GLsizei count,
827 GLboolean transpose, const GLfloat *values)
828 {
829 unsigned loc, offset;
830 unsigned vectors;
831 unsigned components;
832 unsigned elements;
833 struct gl_uniform_storage *uni;
834
835 ASSERT_OUTSIDE_BEGIN_END(ctx);
836
837 if (!validate_uniform_parameters(ctx, shProg, location, count,
838 &loc, &offset, "glUniformMatrix", false))
839 return;
840
841 uni = &shProg->UniformStorage[loc];
842 if (!uni->type->is_matrix()) {
843 _mesa_error(ctx, GL_INVALID_OPERATION,
844 "glUniformMatrix(non-matrix uniform)");
845 return;
846 }
847
848 assert(!uni->type->is_sampler());
849 vectors = uni->type->matrix_columns;
850 components = uni->type->vector_elements;
851
852 /* Verify that the types are compatible. This is greatly simplified for
853 * matrices because they can only have a float base type.
854 */
855 if (vectors != cols || components != rows) {
856 _mesa_error(ctx, GL_INVALID_OPERATION,
857 "glUniformMatrix(matrix size mismatch)");
858 return;
859 }
860
861 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
862 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
863 if (ctx->API == API_OPENGLES || ctx->API == API_OPENGLES2) {
864 if (transpose) {
865 _mesa_error(ctx, GL_INVALID_VALUE,
866 "glUniformMatrix(matrix transpose is not GL_FALSE)");
867 return;
868 }
869 }
870
871 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
872 log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
873 bool(transpose), shProg, location, uni);
874 }
875
876 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
877 *
878 * "When loading N elements starting at an arbitrary position k in a
879 * uniform declared as an array, elements k through k + N - 1 in the
880 * array will be replaced with the new values. Values for any array
881 * element that exceeds the highest array element index used, as
882 * reported by GetActiveUniform, will be ignored by the GL."
883 *
884 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
885 * will have already generated an error.
886 */
887 if (uni->array_elements != 0) {
888 if (offset >= uni->array_elements)
889 return;
890
891 count = MIN2(count, (int) (uni->array_elements - offset));
892 }
893
894 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
895
896 /* Store the data in the "actual type" backing storage for the uniform.
897 */
898 elements = components * vectors;
899
900 if (!transpose) {
901 memcpy(&uni->storage[elements * offset], values,
902 sizeof(uni->storage[0]) * elements * count);
903 } else {
904 /* Copy and transpose the matrix.
905 */
906 const float *src = values;
907 float *dst = &uni->storage[elements * offset].f;
908
909 for (int i = 0; i < count; i++) {
910 for (unsigned r = 0; r < rows; r++) {
911 for (unsigned c = 0; c < cols; c++) {
912 dst[(c * components) + r] = src[c + (r * vectors)];
913 }
914 }
915
916 dst += elements;
917 src += elements;
918 }
919 }
920
921 uni->initialized = true;
922
923 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
924 }
925
926 /**
927 * Called via glGetUniformLocation().
928 *
929 * Returns the uniform index into UniformStorage (also the
930 * glGetActiveUniformsiv uniform index), and stores the referenced
931 * array offset in *offset, or GL_INVALID_INDEX (-1). Those two
932 * return values can be encoded into a uniform location for
933 * glUniform* using _mesa_uniform_merge_location_offset(index, offset).
934 */
935 extern "C" unsigned
936 _mesa_get_uniform_location(struct gl_context *ctx,
937 struct gl_shader_program *shProg,
938 const GLchar *name,
939 unsigned *out_offset)
940 {
941 const size_t len = strlen(name);
942 long offset;
943 bool array_lookup;
944 char *name_copy;
945
946 /* If the name ends with a ']', assume that it refers to some element of an
947 * array. Malformed array references will fail the hash table look up
948 * below, so it doesn't matter that they are not caught here. This code
949 * only wants to catch the "leaf" array references so that arrays of
950 * structures containing arrays will be handled correctly.
951 */
952 if (name[len-1] == ']') {
953 unsigned i;
954
955 /* Walk backwards over the string looking for a non-digit character.
956 * This had better be the opening bracket for an array index.
957 *
958 * Initially, i specifies the location of the ']'. Since the string may
959 * contain only the ']' charcater, walk backwards very carefully.
960 */
961 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
962 /* empty */ ;
963
964 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
965 *
966 * "The first element of a uniform array is identified using the
967 * name of the uniform array appended with "[0]". Except if the last
968 * part of the string name indicates a uniform array, then the
969 * location of the first element of that array can be retrieved by
970 * either using the name of the uniform array, or the name of the
971 * uniform array appended with "[0]"."
972 *
973 * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
974 *
975 * "name must be a null terminated string, without white space."
976 *
977 * Return an error if there is no opening '[' to match the closing ']'.
978 * An error will also be returned if there is intervening white space
979 * (or other non-digit characters) before the opening '['.
980 */
981 if ((i == 0) || name[i-1] != '[')
982 return GL_INVALID_INDEX;
983
984 /* Return an error if there are no digits between the opening '[' to
985 * match the closing ']'.
986 */
987 if (i == (len - 1))
988 return GL_INVALID_INDEX;
989
990 /* Make a new string that is a copy of the old string up to (but not
991 * including) the '[' character.
992 */
993 name_copy = (char *) malloc(i);
994 memcpy(name_copy, name, i - 1);
995 name_copy[i-1] = '\0';
996
997 offset = strtol(&name[i], NULL, 10);
998 if (offset < 0) {
999 free(name_copy);
1000 return GL_INVALID_INDEX;
1001 }
1002
1003 array_lookup = true;
1004 } else {
1005 name_copy = (char *) name;
1006 offset = 0;
1007 array_lookup = false;
1008 }
1009
1010 unsigned location = 0;
1011 const bool found = shProg->UniformHash->get(location, name_copy);
1012
1013 assert(!found
1014 || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
1015
1016 /* Free the temporary buffer *before* possibly returning an error.
1017 */
1018 if (name_copy != name)
1019 free(name_copy);
1020
1021 if (!found)
1022 return GL_INVALID_INDEX;
1023
1024 /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]'
1025 * to (correctly) fail if 'a' is not an array.
1026 */
1027 if (array_lookup && shProg->UniformStorage[location].array_elements == 0) {
1028 return GL_INVALID_INDEX;
1029 }
1030
1031 *out_offset = offset;
1032 return location;
1033 }
1034
1035 extern "C" bool
1036 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
1037 char *errMsg, size_t errMsgLength)
1038 {
1039 const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1040
1041 memset(unit_types, 0, sizeof(unit_types));
1042
1043 for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
1044 const struct gl_uniform_storage *const storage =
1045 &shProg->UniformStorage[i];
1046 const glsl_type *const t = (storage->type->is_array())
1047 ? storage->type->fields.array : storage->type;
1048
1049 if (!t->is_sampler())
1050 continue;
1051
1052 const unsigned count = MAX2(1, storage->type->array_size());
1053 for (unsigned j = 0; j < count; j++) {
1054 const unsigned unit = storage->storage[j].i;
1055
1056 /* The types of the samplers associated with a particular texture
1057 * unit must be an exact match. Page 74 (page 89 of the PDF) of the
1058 * OpenGL 3.3 core spec says:
1059 *
1060 * "It is not allowed to have variables of different sampler
1061 * types pointing to the same texture image unit within a program
1062 * object."
1063 */
1064 if (unit_types[unit] == NULL) {
1065 unit_types[unit] = t;
1066 } else if (unit_types[unit] != t) {
1067 _mesa_snprintf(errMsg, errMsgLength,
1068 "Texture unit %d is accessed both as %s and %s",
1069 unit, unit_types[unit]->name, t->name);
1070 return false;
1071 }
1072 }
1073 }
1074
1075 return true;
1076 }