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 "main/shaderapi.h"
37 #include "main/shaderobj.h"
41 extern "C" void GLAPIENTRY
42 _mesa_GetActiveUniform(GLhandleARB program
, GLuint index
,
43 GLsizei maxLength
, GLsizei
*length
, GLint
*size
,
44 GLenum
*type
, GLcharARB
*nameOut
)
46 GET_CURRENT_CONTEXT(ctx
);
47 struct gl_shader_program
*shProg
=
48 _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
53 if (index
>= shProg
->NumUserUniformStorage
) {
54 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(index)");
58 const struct gl_uniform_storage
*const uni
= &shProg
->UniformStorage
[index
];
61 _mesa_get_uniform_name(uni
, maxLength
, length
, nameOut
);
65 /* array_elements is zero for non-arrays, but the API requires that 1 be
68 *size
= MAX2(1, uni
->array_elements
);
72 *type
= uni
->type
->gl_type
;
76 extern "C" void GLAPIENTRY
77 _mesa_GetActiveUniformsiv(GLuint program
,
79 const GLuint
*uniformIndices
,
83 GET_CURRENT_CONTEXT(ctx
);
84 struct gl_shader_program
*shProg
;
87 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
91 if (uniformCount
< 0) {
92 _mesa_error(ctx
, GL_INVALID_VALUE
,
93 "glGetUniformIndices(uniformCount < 0)");
97 for (i
= 0; i
< uniformCount
; i
++) {
98 GLuint index
= uniformIndices
[i
];
100 if (index
>= shProg
->NumUserUniformStorage
) {
101 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniformsiv(index)");
106 for (i
= 0; i
< uniformCount
; i
++) {
107 GLuint index
= uniformIndices
[i
];
108 const struct gl_uniform_storage
*uni
= &shProg
->UniformStorage
[index
];
111 case GL_UNIFORM_TYPE
:
112 params
[i
] = uni
->type
->gl_type
;
115 case GL_UNIFORM_SIZE
:
116 /* array_elements is zero for non-arrays, but the API requires that 1 be
119 params
[i
] = MAX2(1, uni
->array_elements
);
122 case GL_UNIFORM_NAME_LENGTH
:
123 params
[i
] = strlen(uni
->name
) + 1;
125 /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
128 * "If the active uniform is an array, the uniform name returned
129 * in name will always be the name of the uniform array appended
132 if (uni
->array_elements
!= 0)
136 case GL_UNIFORM_BLOCK_INDEX
:
137 params
[i
] = uni
->block_index
;
140 case GL_UNIFORM_OFFSET
:
141 params
[i
] = uni
->offset
;
144 case GL_UNIFORM_ARRAY_STRIDE
:
145 params
[i
] = uni
->array_stride
;
148 case GL_UNIFORM_MATRIX_STRIDE
:
149 params
[i
] = uni
->matrix_stride
;
152 case GL_UNIFORM_IS_ROW_MAJOR
:
153 params
[i
] = uni
->row_major
;
157 _mesa_error(ctx
, GL_INVALID_ENUM
, "glGetActiveUniformsiv(pname)");
164 validate_uniform_parameters(struct gl_context
*ctx
,
165 struct gl_shader_program
*shProg
,
166 GLint location
, GLsizei count
,
168 unsigned *array_index
,
170 bool negative_one_is_not_valid
)
172 if (!shProg
|| !shProg
->LinkStatus
) {
173 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)", caller
);
177 if (location
== -1) {
178 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
181 * "The error INVALID_OPERATION is generated if program has not been
182 * linked successfully, or if location is not a valid location for
185 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
188 * "If the value of location is -1, the Uniform* commands will
189 * silently ignore the data passed in, and the current uniform
190 * values will not be changed."
192 * Allowing -1 for the location parameter of glUniform allows
193 * applications to avoid error paths in the case that, for example, some
194 * uniform variable is removed by the compiler / linker after
195 * optimization. In this case, the new value of the uniform is dropped
196 * on the floor. For the case of glGetUniform, there is nothing
197 * sensible to do for a location of -1.
199 * The negative_one_is_not_valid flag selects between the two behaviors.
201 if (negative_one_is_not_valid
) {
202 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
209 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
211 * "If a negative number is provided where an argument of type sizei or
212 * sizeiptr is specified, the error INVALID_VALUE is generated."
215 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(count < 0)", caller
);
219 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
221 * "If any of the following conditions occur, an INVALID_OPERATION
222 * error is generated by the Uniform* commands, and no uniform values
227 * - if no variable with a location of location exists in the
228 * program object currently in use and location is not -1,
229 * - if count is greater than one, and the uniform declared in the
230 * shader is not an array variable,
233 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
238 _mesa_uniform_split_location_offset(location
, loc
, array_index
);
240 if (*loc
>= shProg
->NumUserUniformStorage
) {
241 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
246 if (shProg
->UniformStorage
[*loc
].array_elements
== 0 && count
> 1) {
247 _mesa_error(ctx
, GL_INVALID_OPERATION
,
248 "%s(count > 1 for non-array, location=%d)",
253 /* If the uniform is an array, check that array_index is in bounds.
254 * If not an array, check that array_index is zero.
255 * array_index is unsigned so no need to check for less than zero.
257 unsigned limit
= shProg
->UniformStorage
[*loc
].array_elements
;
260 if (*array_index
>= limit
) {
261 _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");
278 struct gl_uniform_storage
*uni
;
279 unsigned loc
, offset
;
281 if (!validate_uniform_parameters(ctx
, shProg
, location
, 1,
282 &loc
, &offset
, "glGetUniform", true))
285 uni
= &shProg
->UniformStorage
[loc
];
288 unsigned elements
= (uni
->type
->is_sampler())
289 ? 1 : uni
->type
->components();
291 /* Calculate the source base address *BEFORE* modifying elements to
292 * account for the size of the user's buffer.
294 const union gl_constant_value
*const src
=
295 &uni
->storage
[offset
* elements
];
297 assert(returnType
== GLSL_TYPE_FLOAT
|| returnType
== GLSL_TYPE_INT
||
298 returnType
== GLSL_TYPE_UINT
);
299 /* The three (currently) supported types all have the same size,
300 * which is of course the same as their union. That'll change
301 * with glGetUniformdv()...
303 unsigned bytes
= sizeof(src
[0]) * elements
;
304 if (bufSize
< 0 || bytes
> (unsigned) bufSize
) {
305 _mesa_error( ctx
, GL_INVALID_OPERATION
,
306 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
307 " but %u bytes are required)", bufSize
, bytes
);
311 /* If the return type and the uniform's native type are "compatible,"
312 * just memcpy the data. If the types are not compatible, perform a
313 * slower convert-and-copy process.
315 if (returnType
== uni
->type
->base_type
316 || ((returnType
== GLSL_TYPE_INT
317 || returnType
== GLSL_TYPE_UINT
318 || returnType
== GLSL_TYPE_SAMPLER
)
320 (uni
->type
->base_type
== GLSL_TYPE_INT
321 || uni
->type
->base_type
== GLSL_TYPE_UINT
322 || uni
->type
->base_type
== GLSL_TYPE_SAMPLER
))) {
323 memcpy(paramsOut
, src
, bytes
);
325 union gl_constant_value
*const dst
=
326 (union gl_constant_value
*) paramsOut
;
328 /* This code could be optimized by putting the loop inside the switch
329 * statements. However, this is not expected to be
330 * performance-critical code.
332 for (unsigned i
= 0; i
< elements
; i
++) {
333 switch (returnType
) {
334 case GLSL_TYPE_FLOAT
:
335 switch (uni
->type
->base_type
) {
337 dst
[i
].f
= (float) src
[i
].u
;
340 case GLSL_TYPE_SAMPLER
:
341 dst
[i
].f
= (float) src
[i
].i
;
344 dst
[i
].f
= src
[i
].i
? 1.0f
: 0.0f
;
347 assert(!"Should not get here.");
354 switch (uni
->type
->base_type
) {
355 case GLSL_TYPE_FLOAT
:
356 /* While the GL 3.2 core spec doesn't explicitly
357 * state how conversion of float uniforms to integer
358 * values works, in section 6.2 "State Tables" on
361 * "Unless otherwise specified, when floating
362 * point state is returned as integer values or
363 * integer state is returned as floating-point
364 * values it is converted in the fashion
365 * described in section 6.1.2"
367 * That section, on page 248, says:
369 * "If GetIntegerv or GetInteger64v are called,
370 * a floating-point value is rounded to the
371 * nearest integer..."
373 dst
[i
].i
= IROUND(src
[i
].f
);
376 dst
[i
].i
= src
[i
].i
? 1 : 0;
379 assert(!"Should not get here.");
385 assert(!"Should not get here.");
394 log_uniform(const void *values
, enum glsl_base_type basicType
,
395 unsigned rows
, unsigned cols
, unsigned count
,
397 const struct gl_shader_program
*shProg
,
399 const struct gl_uniform_storage
*uni
)
402 const union gl_constant_value
*v
= (const union gl_constant_value
*) values
;
403 const unsigned elems
= rows
* cols
* count
;
404 const char *const extra
= (cols
== 1) ? "uniform" : "uniform matrix";
406 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
407 "transpose = %s) to: ",
408 shProg
->Name
, extra
, uni
->name
, location
, uni
->type
->name
,
409 transpose
? "true" : "false");
410 for (unsigned i
= 0; i
< elems
; i
++) {
411 if (i
!= 0 && ((i
% rows
) == 0))
416 printf("%u ", v
[i
].u
);
419 printf("%d ", v
[i
].i
);
421 case GLSL_TYPE_FLOAT
:
422 printf("%g ", v
[i
].f
);
425 assert(!"Should not get here.");
435 log_program_parameters(const struct gl_shader_program
*shProg
)
437 static const char *stages
[] = {
438 "vertex", "fragment", "geometry"
441 assert(Elements(stages
) == MESA_SHADER_TYPES
);
443 for (unsigned i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
444 if (shProg
->_LinkedShaders
[i
] == NULL
)
447 const struct gl_program
*const prog
= shProg
->_LinkedShaders
[i
]->Program
;
449 printf("Program %d %s shader parameters:\n",
450 shProg
->Name
, stages
[i
]);
451 for (unsigned j
= 0; j
< prog
->Parameters
->NumParameters
; j
++) {
452 printf("%s: %p %f %f %f %f\n",
453 prog
->Parameters
->Parameters
[j
].Name
,
454 prog
->Parameters
->ParameterValues
[j
],
455 prog
->Parameters
->ParameterValues
[j
][0].f
,
456 prog
->Parameters
->ParameterValues
[j
][1].f
,
457 prog
->Parameters
->ParameterValues
[j
][2].f
,
458 prog
->Parameters
->ParameterValues
[j
][3].f
);
466 * Propagate some values from uniform backing storage to driver storage
468 * Values propagated from uniform backing storage to driver storage
469 * have all format / type conversions previously requested by the
470 * driver applied. This function is most often called by the
471 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
474 * \param uni Uniform whose data is to be propagated to driver storage
475 * \param array_index If \c uni is an array, this is the element of
476 * the array to be propagated.
477 * \param count Number of array elements to propagate.
480 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
481 unsigned array_index
,
486 /* vector_elements and matrix_columns can be 0 for samplers.
488 const unsigned components
= MAX2(1, uni
->type
->vector_elements
);
489 const unsigned vectors
= MAX2(1, uni
->type
->matrix_columns
);
491 /* Store the data in the driver's requested type in the driver's storage
494 unsigned src_vector_byte_stride
= components
* 4;
496 for (i
= 0; i
< uni
->num_driver_storage
; i
++) {
497 struct gl_uniform_driver_storage
*const store
= &uni
->driver_storage
[i
];
498 uint8_t *dst
= (uint8_t *) store
->data
;
499 const unsigned extra_stride
=
500 store
->element_stride
- (vectors
* store
->vector_stride
);
502 (uint8_t *) (&uni
->storage
[array_index
* (components
* vectors
)].i
);
505 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
507 __func__
, dst
, array_index
, components
,
508 vectors
, count
, store
->vector_stride
, extra_stride
);
511 dst
+= array_index
* store
->element_stride
;
513 switch (store
->format
) {
515 case uniform_bool_int_0_1
: {
519 for (j
= 0; j
< count
; j
++) {
520 for (v
= 0; v
< vectors
; v
++) {
521 memcpy(dst
, src
, src_vector_byte_stride
);
522 src
+= src_vector_byte_stride
;
523 dst
+= store
->vector_stride
;
531 case uniform_int_float
:
532 case uniform_bool_float
: {
533 const int *isrc
= (const int *) src
;
538 for (j
= 0; j
< count
; j
++) {
539 for (v
= 0; v
< vectors
; v
++) {
540 for (c
= 0; c
< components
; c
++) {
541 ((float *) dst
)[c
] = (float) *isrc
;
545 dst
+= store
->vector_stride
;
553 case uniform_bool_int_0_not0
: {
554 const int *isrc
= (const int *) src
;
559 for (j
= 0; j
< count
; j
++) {
560 for (v
= 0; v
< vectors
; v
++) {
561 for (c
= 0; c
< components
; c
++) {
562 ((int *) dst
)[c
] = *isrc
== 0 ? 0 : ~0;
566 dst
+= store
->vector_stride
;
575 assert(!"Should not get here.");
582 * Called via glUniform*() functions.
585 _mesa_uniform(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
586 GLint location
, GLsizei count
,
587 const GLvoid
*values
, GLenum type
)
589 unsigned loc
, offset
;
591 unsigned src_components
;
592 enum glsl_base_type basicType
;
593 struct gl_uniform_storage
*uni
;
595 if (!validate_uniform_parameters(ctx
, shProg
, location
, count
,
596 &loc
, &offset
, "glUniform", false))
599 uni
= &shProg
->UniformStorage
[loc
];
601 /* Verify that the types are compatible.
605 basicType
= GLSL_TYPE_FLOAT
;
609 basicType
= GLSL_TYPE_FLOAT
;
613 basicType
= GLSL_TYPE_FLOAT
;
617 basicType
= GLSL_TYPE_FLOAT
;
620 case GL_UNSIGNED_INT
:
621 basicType
= GLSL_TYPE_UINT
;
624 case GL_UNSIGNED_INT_VEC2
:
625 basicType
= GLSL_TYPE_UINT
;
628 case GL_UNSIGNED_INT_VEC3
:
629 basicType
= GLSL_TYPE_UINT
;
632 case GL_UNSIGNED_INT_VEC4
:
633 basicType
= GLSL_TYPE_UINT
;
637 basicType
= GLSL_TYPE_INT
;
641 basicType
= GLSL_TYPE_INT
;
645 basicType
= GLSL_TYPE_INT
;
649 basicType
= GLSL_TYPE_INT
;
657 case GL_FLOAT_MAT2x3
:
658 case GL_FLOAT_MAT2x4
:
659 case GL_FLOAT_MAT3x2
:
661 case GL_FLOAT_MAT3x4
:
662 case GL_FLOAT_MAT4x2
:
663 case GL_FLOAT_MAT4x3
:
666 _mesa_problem(NULL
, "Invalid type in %s", __func__
);
670 if (uni
->type
->is_sampler()) {
673 components
= uni
->type
->vector_elements
;
677 switch (uni
->type
->base_type
) {
681 case GLSL_TYPE_SAMPLER
:
682 match
= (basicType
== GLSL_TYPE_INT
);
685 match
= (basicType
== uni
->type
->base_type
);
689 if (uni
->type
->is_matrix() || components
!= src_components
|| !match
) {
690 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glUniform(type mismatch)");
694 if (ctx
->Shader
.Flags
& GLSL_UNIFORMS
) {
695 log_uniform(values
, basicType
, components
, 1, count
,
696 false, shProg
, location
, uni
);
699 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
701 * "Setting a sampler's value to i selects texture image unit number
702 * i. The values of i range from zero to the implementation- dependent
703 * maximum supported number of texture image units."
705 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
708 * "Error Description Offending command
711 * INVALID_VALUE Numeric argument out of range Yes"
713 * Based on that, when an invalid sampler is specified, we generate a
714 * GL_INVALID_VALUE error and ignore the command.
716 if (uni
->type
->is_sampler()) {
719 for (i
= 0; i
< count
; i
++) {
720 const unsigned texUnit
= ((unsigned *) values
)[i
];
722 /* check that the sampler (tex unit index) is legal */
723 if (texUnit
>= ctx
->Const
.MaxCombinedTextureImageUnits
) {
724 _mesa_error(ctx
, GL_INVALID_VALUE
,
725 "glUniform1i(invalid sampler/tex unit index for "
733 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
735 * "When loading N elements starting at an arbitrary position k in a
736 * uniform declared as an array, elements k through k + N - 1 in the
737 * array will be replaced with the new values. Values for any array
738 * element that exceeds the highest array element index used, as
739 * reported by GetActiveUniform, will be ignored by the GL."
741 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
742 * will have already generated an error.
744 if (uni
->array_elements
!= 0) {
745 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
748 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
750 /* Store the data in the "actual type" backing storage for the uniform.
752 if (!uni
->type
->is_boolean()) {
753 memcpy(&uni
->storage
[components
* offset
], values
,
754 sizeof(uni
->storage
[0]) * components
* count
);
756 const union gl_constant_value
*src
=
757 (const union gl_constant_value
*) values
;
758 union gl_constant_value
*dst
= &uni
->storage
[components
* offset
];
759 const unsigned elems
= components
* count
;
762 for (i
= 0; i
< elems
; i
++) {
763 if (basicType
== GLSL_TYPE_FLOAT
) {
764 dst
[i
].i
= src
[i
].f
!= 0.0f
? 1 : 0;
766 dst
[i
].i
= src
[i
].i
!= 0 ? 1 : 0;
771 uni
->initialized
= true;
773 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
775 /* If the uniform is a sampler, do the extra magic necessary to propagate
776 * the changes through.
778 if (uni
->type
->is_sampler()) {
781 for (i
= 0; i
< count
; i
++) {
782 shProg
->SamplerUnits
[uni
->sampler
+ offset
+ i
] =
783 ((unsigned *) values
)[i
];
786 bool flushed
= false;
787 for (i
= 0; i
< MESA_SHADER_TYPES
; i
++) {
788 struct gl_shader
*const sh
= shProg
->_LinkedShaders
[i
];
790 /* If the shader stage doesn't use any samplers, don't bother
791 * checking if any samplers have changed.
793 if (sh
== NULL
|| sh
->active_samplers
== 0)
796 struct gl_program
*const prog
= sh
->Program
;
798 assert(sizeof(prog
->SamplerUnits
) == sizeof(shProg
->SamplerUnits
));
800 /* Determine if any of the samplers used by this shader stage have
803 bool changed
= false;
804 for (unsigned j
= 0; j
< Elements(prog
->SamplerUnits
); j
++) {
805 if ((sh
->active_samplers
& (1U << j
)) != 0
806 && (prog
->SamplerUnits
[j
] != shProg
->SamplerUnits
[j
])) {
814 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
| _NEW_PROGRAM
);
818 memcpy(prog
->SamplerUnits
,
819 shProg
->SamplerUnits
,
820 sizeof(shProg
->SamplerUnits
));
822 _mesa_update_shader_textures_used(shProg
, prog
);
823 if (ctx
->Driver
.SamplerUniformChange
)
824 ctx
->Driver
.SamplerUniformChange(ctx
, prog
->Target
, prog
);
831 * Called by glUniformMatrix*() functions.
832 * Note: cols=2, rows=4 ==> array[2] of vec4
835 _mesa_uniform_matrix(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
836 GLuint cols
, GLuint rows
,
837 GLint location
, GLsizei count
,
838 GLboolean transpose
, const GLfloat
*values
)
840 unsigned loc
, offset
;
844 struct gl_uniform_storage
*uni
;
846 if (!validate_uniform_parameters(ctx
, shProg
, location
, count
,
847 &loc
, &offset
, "glUniformMatrix", false))
850 uni
= &shProg
->UniformStorage
[loc
];
851 if (!uni
->type
->is_matrix()) {
852 _mesa_error(ctx
, GL_INVALID_OPERATION
,
853 "glUniformMatrix(non-matrix uniform)");
857 assert(!uni
->type
->is_sampler());
858 vectors
= uni
->type
->matrix_columns
;
859 components
= uni
->type
->vector_elements
;
861 /* Verify that the types are compatible. This is greatly simplified for
862 * matrices because they can only have a float base type.
864 if (vectors
!= cols
|| components
!= rows
) {
865 _mesa_error(ctx
, GL_INVALID_OPERATION
,
866 "glUniformMatrix(matrix size mismatch)");
870 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
871 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
872 if (ctx
->API
== API_OPENGLES
873 || (ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30)) {
875 _mesa_error(ctx
, GL_INVALID_VALUE
,
876 "glUniformMatrix(matrix transpose is not GL_FALSE)");
881 if (ctx
->Shader
.Flags
& GLSL_UNIFORMS
) {
882 log_uniform(values
, GLSL_TYPE_FLOAT
, components
, vectors
, count
,
883 bool(transpose
), shProg
, location
, uni
);
886 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
888 * "When loading N elements starting at an arbitrary position k in a
889 * uniform declared as an array, elements k through k + N - 1 in the
890 * array will be replaced with the new values. Values for any array
891 * element that exceeds the highest array element index used, as
892 * reported by GetActiveUniform, will be ignored by the GL."
894 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
895 * will have already generated an error.
897 if (uni
->array_elements
!= 0) {
898 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
901 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
903 /* Store the data in the "actual type" backing storage for the uniform.
905 elements
= components
* vectors
;
908 memcpy(&uni
->storage
[elements
* offset
], values
,
909 sizeof(uni
->storage
[0]) * elements
* count
);
911 /* Copy and transpose the matrix.
913 const float *src
= values
;
914 float *dst
= &uni
->storage
[elements
* offset
].f
;
916 for (int i
= 0; i
< count
; i
++) {
917 for (unsigned r
= 0; r
< rows
; r
++) {
918 for (unsigned c
= 0; c
< cols
; c
++) {
919 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
928 uni
->initialized
= true;
930 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
935 * Called via glGetUniformLocation().
937 * Returns the uniform index into UniformStorage (also the
938 * glGetActiveUniformsiv uniform index), and stores the referenced
939 * array offset in *offset, or GL_INVALID_INDEX (-1). Those two
940 * return values can be encoded into a uniform location for
941 * glUniform* using _mesa_uniform_merge_location_offset(index, offset).
944 _mesa_get_uniform_location(struct gl_context
*ctx
,
945 struct gl_shader_program
*shProg
,
947 unsigned *out_offset
)
949 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
951 * "The first element of a uniform array is identified using the
952 * name of the uniform array appended with "[0]". Except if the last
953 * part of the string name indicates a uniform array, then the
954 * location of the first element of that array can be retrieved by
955 * either using the name of the uniform array, or the name of the
956 * uniform array appended with "[0]"."
958 * Note: since uniform names are not allowed to use whitespace, and array
959 * indices within uniform names are not allowed to use "+", "-", or leading
960 * zeros, it follows that each uniform has a unique name up to the possible
961 * ambiguity with "[0]" noted above. Therefore we don't need to worry
962 * about mal-formed inputs--they will properly fail when we try to look up
963 * the uniform name in shProg->UniformHash.
966 const GLchar
*base_name_end
;
967 long offset
= parse_program_resource_name(name
, &base_name_end
);
968 bool array_lookup
= offset
>= 0;
972 name_copy
= (char *) malloc(base_name_end
- name
+ 1);
973 memcpy(name_copy
, name
, base_name_end
- name
);
974 name_copy
[base_name_end
- name
] = '\0';
976 name_copy
= (char *) name
;
980 unsigned location
= 0;
981 const bool found
= shProg
->UniformHash
->get(location
, name_copy
);
984 || strcmp(name_copy
, shProg
->UniformStorage
[location
].name
) == 0);
986 /* Free the temporary buffer *before* possibly returning an error.
988 if (name_copy
!= name
)
992 return GL_INVALID_INDEX
;
994 /* If the uniform is an array, fail if the index is out of bounds.
995 * (A negative index is caught above.) This also fails if the uniform
996 * is not an array, but the user is trying to index it, because
997 * array_elements is zero and offset >= 0.
1000 && offset
>= (long) shProg
->UniformStorage
[location
].array_elements
) {
1001 return GL_INVALID_INDEX
;
1004 *out_offset
= offset
;
1009 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
1010 char *errMsg
, size_t errMsgLength
)
1012 const glsl_type
*unit_types
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1014 memset(unit_types
, 0, sizeof(unit_types
));
1016 for (unsigned i
= 0; i
< shProg
->NumUserUniformStorage
; i
++) {
1017 const struct gl_uniform_storage
*const storage
=
1018 &shProg
->UniformStorage
[i
];
1019 const glsl_type
*const t
= (storage
->type
->is_array())
1020 ? storage
->type
->fields
.array
: storage
->type
;
1022 if (!t
->is_sampler())
1025 const unsigned count
= MAX2(1, storage
->type
->array_size());
1026 for (unsigned j
= 0; j
< count
; j
++) {
1027 const unsigned unit
= storage
->storage
[j
].i
;
1029 /* The types of the samplers associated with a particular texture
1030 * unit must be an exact match. Page 74 (page 89 of the PDF) of the
1031 * OpenGL 3.3 core spec says:
1033 * "It is not allowed to have variables of different sampler
1034 * types pointing to the same texture image unit within a program
1037 if (unit_types
[unit
] == NULL
) {
1038 unit_types
[unit
] = t
;
1039 } else if (unit_types
[unit
] != t
) {
1040 _mesa_snprintf(errMsg
, errMsgLength
,
1041 "Texture unit %d is accessed both as %s and %s",
1042 unit
, unit_types
[unit
]->name
, t
->name
);