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 /* Even though no location is assigned to a built-in uniform and this
241 * function should already have returned NULL, this test makes it explicit
242 * that we are not allowing to update the value of a built-in.
247 if (uni
->array_elements
== 0) {
249 _mesa_error(ctx
, GL_INVALID_OPERATION
,
250 "%s(count = %u for non-array \"%s\"@%d)",
251 caller
, count
, uni
->name
, location
);
255 assert((location
- uni
->remap_location
) == 0);
258 /* The array index specified by the uniform location is just the uniform
259 * location minus the base location of of the uniform.
261 *array_index
= location
- uni
->remap_location
;
263 /* If the uniform is an array, check that array_index is in bounds.
264 * array_index is unsigned so no need to check for less than zero.
266 if (*array_index
>= uni
->array_elements
) {
267 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
276 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
279 _mesa_get_uniform(struct gl_context
*ctx
, GLuint program
, GLint location
,
280 GLsizei bufSize
, enum glsl_base_type returnType
,
283 struct gl_shader_program
*shProg
=
284 _mesa_lookup_shader_program_err(ctx
, program
, "glGetUniformfv");
287 struct gl_uniform_storage
*const uni
=
288 validate_uniform_parameters(ctx
, shProg
, location
, 1,
289 &offset
, "glGetUniform");
291 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
294 * "The error INVALID_OPERATION is generated if program has not been
295 * linked successfully, or if location is not a valid location for
298 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
301 * "If the value of location is -1, the Uniform* commands will
302 * silently ignore the data passed in, and the current uniform
303 * values will not be changed."
305 * Allowing -1 for the location parameter of glUniform allows
306 * applications to avoid error paths in the case that, for example, some
307 * uniform variable is removed by the compiler / linker after
308 * optimization. In this case, the new value of the uniform is dropped
309 * on the floor. For the case of glGetUniform, there is nothing
310 * sensible to do for a location of -1.
312 * If the location was -1, validate_unfirom_parameters will return NULL
313 * without raising an error. Raise the error here.
315 if (location
== -1) {
316 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glGetUniform(location=%d)",
322 if ((uni
->type
->base_type
== GLSL_TYPE_DOUBLE
&&
323 returnType
!= GLSL_TYPE_DOUBLE
) ||
324 (uni
->type
->base_type
!= GLSL_TYPE_DOUBLE
&&
325 returnType
== GLSL_TYPE_DOUBLE
)) {
326 _mesa_error( ctx
, GL_INVALID_OPERATION
,
327 "glGetnUniform*vARB(incompatible uniform types)");
332 unsigned elements
= (uni
->type
->is_sampler())
333 ? 1 : uni
->type
->components();
334 const int dmul
= uni
->type
->base_type
== GLSL_TYPE_DOUBLE
? 2 : 1;
336 /* Calculate the source base address *BEFORE* modifying elements to
337 * account for the size of the user's buffer.
339 const union gl_constant_value
*const src
=
340 &uni
->storage
[offset
* elements
* dmul
];
342 assert(returnType
== GLSL_TYPE_FLOAT
|| returnType
== GLSL_TYPE_INT
||
343 returnType
== GLSL_TYPE_UINT
|| returnType
== GLSL_TYPE_DOUBLE
);
345 /* doubles have a different size than the other 3 types */
346 unsigned bytes
= sizeof(src
[0]) * elements
* dmul
;
347 if (bufSize
< 0 || bytes
> (unsigned) bufSize
) {
348 _mesa_error( ctx
, GL_INVALID_OPERATION
,
349 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
350 " but %u bytes are required)", bufSize
, bytes
);
354 /* If the return type and the uniform's native type are "compatible,"
355 * just memcpy the data. If the types are not compatible, perform a
356 * slower convert-and-copy process.
358 if (returnType
== uni
->type
->base_type
359 || ((returnType
== GLSL_TYPE_INT
360 || returnType
== GLSL_TYPE_UINT
)
362 (uni
->type
->base_type
== GLSL_TYPE_INT
363 || uni
->type
->base_type
== GLSL_TYPE_UINT
364 || uni
->type
->base_type
== GLSL_TYPE_SAMPLER
365 || uni
->type
->base_type
== GLSL_TYPE_IMAGE
))) {
366 memcpy(paramsOut
, src
, bytes
);
368 union gl_constant_value
*const dst
=
369 (union gl_constant_value
*) paramsOut
;
371 /* This code could be optimized by putting the loop inside the switch
372 * statements. However, this is not expected to be
373 * performance-critical code.
375 for (unsigned i
= 0; i
< elements
; i
++) {
376 switch (returnType
) {
377 case GLSL_TYPE_FLOAT
:
378 switch (uni
->type
->base_type
) {
380 dst
[i
].f
= (float) src
[i
].u
;
383 case GLSL_TYPE_SAMPLER
:
384 case GLSL_TYPE_IMAGE
:
385 dst
[i
].f
= (float) src
[i
].i
;
388 dst
[i
].f
= src
[i
].i
? 1.0f
: 0.0f
;
391 assert(!"Should not get here.");
398 switch (uni
->type
->base_type
) {
399 case GLSL_TYPE_FLOAT
:
400 /* While the GL 3.2 core spec doesn't explicitly
401 * state how conversion of float uniforms to integer
402 * values works, in section 6.2 "State Tables" on
405 * "Unless otherwise specified, when floating
406 * point state is returned as integer values or
407 * integer state is returned as floating-point
408 * values it is converted in the fashion
409 * described in section 6.1.2"
411 * That section, on page 248, says:
413 * "If GetIntegerv or GetInteger64v are called,
414 * a floating-point value is rounded to the
415 * nearest integer..."
417 dst
[i
].i
= IROUND(src
[i
].f
);
420 dst
[i
].i
= src
[i
].i
? 1 : 0;
423 assert(!"Should not get here.");
429 assert(!"Should not get here.");
438 log_uniform(const void *values
, enum glsl_base_type basicType
,
439 unsigned rows
, unsigned cols
, unsigned count
,
441 const struct gl_shader_program
*shProg
,
443 const struct gl_uniform_storage
*uni
)
446 const union gl_constant_value
*v
= (const union gl_constant_value
*) values
;
447 const unsigned elems
= rows
* cols
* count
;
448 const char *const extra
= (cols
== 1) ? "uniform" : "uniform matrix";
450 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
451 "transpose = %s) to: ",
452 shProg
->Name
, extra
, uni
->name
, location
, uni
->type
->name
,
453 transpose
? "true" : "false");
454 for (unsigned i
= 0; i
< elems
; i
++) {
455 if (i
!= 0 && ((i
% rows
) == 0))
460 printf("%u ", v
[i
].u
);
463 printf("%d ", v
[i
].i
);
465 case GLSL_TYPE_FLOAT
:
466 printf("%g ", v
[i
].f
);
468 case GLSL_TYPE_DOUBLE
:
469 printf("%g ", *(double* )&v
[i
* 2].f
);
472 assert(!"Should not get here.");
482 log_program_parameters(const struct gl_shader_program
*shProg
)
484 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
485 if (shProg
->_LinkedShaders
[i
] == NULL
)
488 const struct gl_program
*const prog
= shProg
->_LinkedShaders
[i
]->Program
;
490 printf("Program %d %s shader parameters:\n",
491 shProg
->Name
, _mesa_shader_stage_to_string(i
));
492 for (unsigned j
= 0; j
< prog
->Parameters
->NumParameters
; j
++) {
493 printf("%s: %p %f %f %f %f\n",
494 prog
->Parameters
->Parameters
[j
].Name
,
495 prog
->Parameters
->ParameterValues
[j
],
496 prog
->Parameters
->ParameterValues
[j
][0].f
,
497 prog
->Parameters
->ParameterValues
[j
][1].f
,
498 prog
->Parameters
->ParameterValues
[j
][2].f
,
499 prog
->Parameters
->ParameterValues
[j
][3].f
);
507 * Propagate some values from uniform backing storage to driver storage
509 * Values propagated from uniform backing storage to driver storage
510 * have all format / type conversions previously requested by the
511 * driver applied. This function is most often called by the
512 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
515 * \param uni Uniform whose data is to be propagated to driver storage
516 * \param array_index If \c uni is an array, this is the element of
517 * the array to be propagated.
518 * \param count Number of array elements to propagate.
521 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
522 unsigned array_index
,
527 /* vector_elements and matrix_columns can be 0 for samplers.
529 const unsigned components
= MAX2(1, uni
->type
->vector_elements
);
530 const unsigned vectors
= MAX2(1, uni
->type
->matrix_columns
);
531 const int dmul
= uni
->type
->base_type
== GLSL_TYPE_DOUBLE
? 2 : 1;
533 /* Store the data in the driver's requested type in the driver's storage
536 unsigned src_vector_byte_stride
= components
* 4 * dmul
;
538 for (i
= 0; i
< uni
->num_driver_storage
; i
++) {
539 struct gl_uniform_driver_storage
*const store
= &uni
->driver_storage
[i
];
540 uint8_t *dst
= (uint8_t *) store
->data
;
541 const unsigned extra_stride
=
542 store
->element_stride
- (vectors
* store
->vector_stride
);
544 (uint8_t *) (&uni
->storage
[array_index
* (dmul
* components
* vectors
)].i
);
547 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
549 __func__
, dst
, array_index
, components
,
550 vectors
, count
, store
->vector_stride
, extra_stride
);
553 dst
+= array_index
* store
->element_stride
;
555 switch (store
->format
) {
556 case uniform_native
: {
560 for (j
= 0; j
< count
; j
++) {
561 for (v
= 0; v
< vectors
; v
++) {
562 memcpy(dst
, src
, src_vector_byte_stride
);
563 src
+= src_vector_byte_stride
;
564 dst
+= store
->vector_stride
;
572 case uniform_int_float
: {
573 const int *isrc
= (const int *) src
;
578 for (j
= 0; j
< count
; j
++) {
579 for (v
= 0; v
< vectors
; v
++) {
580 for (c
= 0; c
< components
; c
++) {
581 ((float *) dst
)[c
] = (float) *isrc
;
585 dst
+= store
->vector_stride
;
594 assert(!"Should not get here.");
602 * Return printable string for a given GLSL_TYPE_x
605 glsl_type_name(enum glsl_base_type type
)
612 case GLSL_TYPE_FLOAT
:
614 case GLSL_TYPE_DOUBLE
:
618 case GLSL_TYPE_SAMPLER
:
620 case GLSL_TYPE_IMAGE
:
622 case GLSL_TYPE_ATOMIC_UINT
:
623 return "atomic_uint";
624 case GLSL_TYPE_STRUCT
:
626 case GLSL_TYPE_INTERFACE
:
628 case GLSL_TYPE_ARRAY
:
632 case GLSL_TYPE_ERROR
:
641 * Called via glUniform*() functions.
644 _mesa_uniform(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
645 GLint location
, GLsizei count
,
646 const GLvoid
*values
,
647 enum glsl_base_type basicType
,
648 unsigned src_components
)
651 int size_mul
= basicType
== GLSL_TYPE_DOUBLE
? 2 : 1;
653 struct gl_uniform_storage
*const uni
=
654 validate_uniform_parameters(ctx
, shProg
, location
, count
,
655 &offset
, "glUniform");
659 if (uni
->type
->is_matrix()) {
660 /* Can't set matrix uniforms (like mat4) with glUniform */
661 _mesa_error(ctx
, GL_INVALID_OPERATION
,
662 "glUniform%u(uniform \"%s\"@%d is matrix)",
663 src_components
, uni
->name
, location
);
667 /* Verify that the types are compatible.
669 const unsigned components
= uni
->type
->is_sampler()
670 ? 1 : uni
->type
->vector_elements
;
672 if (components
!= src_components
) {
673 /* glUniformN() must match float/vecN type */
674 _mesa_error(ctx
, GL_INVALID_OPERATION
,
675 "glUniform%u(\"%s\"@%u has %u components, not %u)",
676 src_components
, uni
->name
, location
,
677 components
, src_components
);
682 switch (uni
->type
->base_type
) {
684 match
= (basicType
!= GLSL_TYPE_DOUBLE
);
686 case GLSL_TYPE_SAMPLER
:
687 match
= (basicType
== GLSL_TYPE_INT
);
689 case GLSL_TYPE_IMAGE
:
690 match
= (basicType
== GLSL_TYPE_INT
&& _mesa_is_desktop_gl(ctx
));
693 match
= (basicType
== uni
->type
->base_type
);
698 _mesa_error(ctx
, GL_INVALID_OPERATION
,
699 "glUniform%u(\"%s\"@%d is %s, not %s)",
700 src_components
, uni
->name
, location
,
701 glsl_type_name(uni
->type
->base_type
),
702 glsl_type_name(basicType
));
706 if (unlikely(ctx
->_Shader
->Flags
& GLSL_UNIFORMS
)) {
707 log_uniform(values
, basicType
, components
, 1, count
,
708 false, shProg
, location
, uni
);
711 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
713 * "Setting a sampler's value to i selects texture image unit number
714 * i. The values of i range from zero to the implementation- dependent
715 * maximum supported number of texture image units."
717 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
720 * "Error Description Offending command
723 * INVALID_VALUE Numeric argument out of range Yes"
725 * Based on that, when an invalid sampler is specified, we generate a
726 * GL_INVALID_VALUE error and ignore the command.
728 if (uni
->type
->is_sampler()) {
729 for (int i
= 0; i
< count
; i
++) {
730 const unsigned texUnit
= ((unsigned *) values
)[i
];
732 /* check that the sampler (tex unit index) is legal */
733 if (texUnit
>= ctx
->Const
.MaxCombinedTextureImageUnits
) {
734 _mesa_error(ctx
, GL_INVALID_VALUE
,
735 "glUniform1i(invalid sampler/tex unit index for "
743 if (uni
->type
->is_image()) {
744 for (int i
= 0; i
< count
; i
++) {
745 const int unit
= ((GLint
*) values
)[i
];
747 /* check that the image unit is legal */
748 if (unit
< 0 || unit
>= (int)ctx
->Const
.MaxImageUnits
) {
749 _mesa_error(ctx
, GL_INVALID_VALUE
,
750 "glUniform1i(invalid image unit index for uniform %d)",
757 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
759 * "When loading N elements starting at an arbitrary position k in a
760 * uniform declared as an array, elements k through k + N - 1 in the
761 * array will be replaced with the new values. Values for any array
762 * element that exceeds the highest array element index used, as
763 * reported by GetActiveUniform, will be ignored by the GL."
765 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
766 * will have already generated an error.
768 if (uni
->array_elements
!= 0) {
769 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
772 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
774 /* Store the data in the "actual type" backing storage for the uniform.
776 if (!uni
->type
->is_boolean()) {
777 memcpy(&uni
->storage
[size_mul
* components
* offset
], values
,
778 sizeof(uni
->storage
[0]) * components
* count
* size_mul
);
780 const union gl_constant_value
*src
=
781 (const union gl_constant_value
*) values
;
782 union gl_constant_value
*dst
= &uni
->storage
[components
* offset
];
783 const unsigned elems
= components
* count
;
785 for (unsigned i
= 0; i
< elems
; i
++) {
786 if (basicType
== GLSL_TYPE_FLOAT
) {
787 dst
[i
].i
= src
[i
].f
!= 0.0f
? ctx
->Const
.UniformBooleanTrue
: 0;
789 dst
[i
].i
= src
[i
].i
!= 0 ? ctx
->Const
.UniformBooleanTrue
: 0;
794 uni
->initialized
= true;
796 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
798 /* If the uniform is a sampler, do the extra magic necessary to propagate
799 * the changes through.
801 if (uni
->type
->is_sampler()) {
802 bool flushed
= false;
803 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
804 struct gl_shader
*const sh
= shProg
->_LinkedShaders
[i
];
806 /* If the shader stage doesn't use the sampler uniform, skip this.
808 if (sh
== NULL
|| !uni
->sampler
[i
].active
)
811 for (int j
= 0; j
< count
; j
++) {
812 sh
->SamplerUnits
[uni
->sampler
[i
].index
+ offset
+ j
] =
813 ((unsigned *) values
)[j
];
816 struct gl_program
*const prog
= sh
->Program
;
818 assert(sizeof(prog
->SamplerUnits
) == sizeof(sh
->SamplerUnits
));
820 /* Determine if any of the samplers used by this shader stage have
823 bool changed
= false;
824 for (unsigned j
= 0; j
< ARRAY_SIZE(prog
->SamplerUnits
); j
++) {
825 if ((sh
->active_samplers
& (1U << j
)) != 0
826 && (prog
->SamplerUnits
[j
] != sh
->SamplerUnits
[j
])) {
834 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
| _NEW_PROGRAM
);
838 memcpy(prog
->SamplerUnits
,
840 sizeof(sh
->SamplerUnits
));
842 _mesa_update_shader_textures_used(shProg
, prog
);
843 if (ctx
->Driver
.SamplerUniformChange
)
844 ctx
->Driver
.SamplerUniformChange(ctx
, prog
->Target
, prog
);
849 /* If the uniform is an image, update the mapping from image
850 * uniforms to image units present in the shader data structure.
852 if (uni
->type
->is_image()) {
853 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
854 if (uni
->image
[i
].active
) {
855 struct gl_shader
*sh
= shProg
->_LinkedShaders
[i
];
857 for (int j
= 0; j
< count
; j
++)
858 sh
->ImageUnits
[uni
->image
[i
].index
+ offset
+ j
] =
859 ((GLint
*) values
)[j
];
863 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewImageUnits
;
868 * Called by glUniformMatrix*() functions.
869 * Note: cols=2, rows=4 ==> array[2] of vec4
872 _mesa_uniform_matrix(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
873 GLuint cols
, GLuint rows
,
874 GLint location
, GLsizei count
,
876 const GLvoid
*values
, enum glsl_base_type basicType
)
883 struct gl_uniform_storage
*const uni
=
884 validate_uniform_parameters(ctx
, shProg
, location
, count
,
885 &offset
, "glUniformMatrix");
889 if (!uni
->type
->is_matrix()) {
890 _mesa_error(ctx
, GL_INVALID_OPERATION
,
891 "glUniformMatrix(non-matrix uniform)");
895 assert(basicType
== GLSL_TYPE_FLOAT
|| basicType
== GLSL_TYPE_DOUBLE
);
896 size_mul
= basicType
== GLSL_TYPE_DOUBLE
? 2 : 1;
898 assert(!uni
->type
->is_sampler());
899 vectors
= uni
->type
->matrix_columns
;
900 components
= uni
->type
->vector_elements
;
902 /* Verify that the types are compatible. This is greatly simplified for
903 * matrices because they can only have a float base type.
905 if (vectors
!= cols
|| components
!= rows
) {
906 _mesa_error(ctx
, GL_INVALID_OPERATION
,
907 "glUniformMatrix(matrix size mismatch)");
911 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
912 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
915 if (ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30) {
916 _mesa_error(ctx
, GL_INVALID_VALUE
,
917 "glUniformMatrix(matrix transpose is not GL_FALSE)");
922 /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec
925 * "If any of the following conditions occur, an INVALID_OPERATION
926 * error is generated by the Uniform* commands, and no uniform values
931 * - if the uniform declared in the shader is not of type boolean and
932 * the type indicated in the name of the Uniform* command used does
933 * not match the type of the uniform"
935 * There are no Boolean matrix types, so we do not need to allow
936 * GLSL_TYPE_BOOL here (as _mesa_uniform does).
938 if (uni
->type
->base_type
!= basicType
) {
939 _mesa_error(ctx
, GL_INVALID_OPERATION
,
940 "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
941 cols
, rows
, uni
->name
, location
,
942 glsl_type_name(uni
->type
->base_type
),
943 glsl_type_name(basicType
));
947 if (unlikely(ctx
->_Shader
->Flags
& GLSL_UNIFORMS
)) {
948 log_uniform(values
, uni
->type
->base_type
, components
, vectors
, count
,
949 bool(transpose
), shProg
, location
, uni
);
952 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
954 * "When loading N elements starting at an arbitrary position k in a
955 * uniform declared as an array, elements k through k + N - 1 in the
956 * array will be replaced with the new values. Values for any array
957 * element that exceeds the highest array element index used, as
958 * reported by GetActiveUniform, will be ignored by the GL."
960 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
961 * will have already generated an error.
963 if (uni
->array_elements
!= 0) {
964 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
967 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
969 /* Store the data in the "actual type" backing storage for the uniform.
971 elements
= components
* vectors
;
974 memcpy(&uni
->storage
[elements
* offset
], values
,
975 sizeof(uni
->storage
[0]) * elements
* count
* size_mul
);
976 } else if (basicType
== GLSL_TYPE_FLOAT
) {
977 /* Copy and transpose the matrix.
979 const float *src
= (const float *)values
;
980 float *dst
= &uni
->storage
[elements
* offset
].f
;
982 for (int i
= 0; i
< count
; i
++) {
983 for (unsigned r
= 0; r
< rows
; r
++) {
984 for (unsigned c
= 0; c
< cols
; c
++) {
985 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
993 assert(basicType
== GLSL_TYPE_DOUBLE
);
994 const double *src
= (const double *)values
;
995 double *dst
= (double *)&uni
->storage
[elements
* offset
].f
;
997 for (int i
= 0; i
< count
; i
++) {
998 for (unsigned r
= 0; r
< rows
; r
++) {
999 for (unsigned c
= 0; c
< cols
; c
++) {
1000 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
1009 uni
->initialized
= true;
1011 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
1016 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
1017 char *errMsg
, size_t errMsgLength
)
1019 /* Shader does not have samplers. */
1020 if (shProg
->NumUniformStorage
== 0)
1023 if (!shProg
->SamplersValidated
) {
1024 _mesa_snprintf(errMsg
, errMsgLength
,
1025 "active samplers with a different type "
1026 "refer to the same texture image unit");
1033 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object
*pipeline
)
1035 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1036 * OpenGL 4.1 spec says:
1038 * "[INVALID_OPERATION] is generated by any command that transfers
1039 * vertices to the GL if:
1043 * - Any two active samplers in the current program object are of
1044 * different types, but refer to the same texture image unit.
1046 * - The number of active samplers in the program exceeds the
1047 * maximum number of texture image units allowed."
1049 unsigned active_samplers
= 0;
1050 const struct gl_shader_program
**shProg
=
1051 (const struct gl_shader_program
**) pipeline
->CurrentProgram
;
1053 const glsl_type
*unit_types
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1054 memset(unit_types
, 0, sizeof(unit_types
));
1056 for (unsigned idx
= 0; idx
< ARRAY_SIZE(pipeline
->CurrentProgram
); idx
++) {
1060 for (unsigned i
= 0; i
< shProg
[idx
]->NumUniformStorage
; i
++) {
1061 const struct gl_uniform_storage
*const storage
=
1062 &shProg
[idx
]->UniformStorage
[i
];
1064 if (!storage
->type
->is_sampler())
1069 const unsigned count
= MAX2(1, storage
->array_elements
);
1070 for (unsigned j
= 0; j
< count
; j
++) {
1071 const unsigned unit
= storage
->storage
[j
].i
;
1073 /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
1074 * great job of eliminating unused uniforms currently so for now
1075 * don't throw an error if two sampler types both point to 0.
1080 /* The types of the samplers associated with a particular texture
1081 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1082 * the OpenGL 3.3 core spec says:
1084 * "It is not allowed to have variables of different sampler
1085 * types pointing to the same texture image unit within a
1088 if (unit_types
[unit
] == NULL
) {
1089 unit_types
[unit
] = storage
->type
;
1090 } else if (unit_types
[unit
] != storage
->type
) {
1092 ralloc_asprintf(pipeline
,
1093 "Texture unit %d is accessed both as %s "
1095 unit
, unit_types
[unit
]->name
,
1096 storage
->type
->name
);
1103 if (active_samplers
> MAX_COMBINED_TEXTURE_IMAGE_UNITS
) {
1105 ralloc_asprintf(pipeline
,
1106 "the number of active samplers %d exceed the "
1108 active_samplers
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);