Merge remote-tracking branch 'mesa-public/master' into vulkan
[mesa.git] / src / mesa / main / uniform_query.cpp
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 * Copyright © 2010, 2011 Intel Corporation
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 #include <stdlib.h>
28
29 #include "main/core.h"
30 #include "main/context.h"
31 #include "main/shaderapi.h"
32 #include "main/shaderobj.h"
33 #include "main/uniforms.h"
34 #include "glsl/ir.h"
35 #include "glsl/ir_uniform.h"
36 #include "glsl/glsl_parser_extras.h"
37 #include "glsl/program.h"
38 #include "program/hash_table.h"
39
40
41 extern "C" void GLAPIENTRY
42 _mesa_GetActiveUniform(GLuint program, GLuint index,
43 GLsizei maxLength, GLsizei *length, GLint *size,
44 GLenum *type, GLcharARB *nameOut)
45 {
46 GET_CURRENT_CONTEXT(ctx);
47 struct gl_shader_program *shProg;
48 struct gl_program_resource *res;
49
50 if (maxLength < 0) {
51 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(maxLength < 0)");
52 return;
53 }
54
55 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
56 if (!shProg)
57 return;
58
59 res = _mesa_program_resource_find_index((struct gl_shader_program *) shProg,
60 GL_UNIFORM, index);
61
62 if (!res) {
63 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
64 return;
65 }
66
67 if (nameOut)
68 _mesa_get_program_resource_name(shProg, GL_UNIFORM, index, maxLength,
69 length, nameOut, "glGetActiveUniform");
70 if (type)
71 _mesa_program_resource_prop((struct gl_shader_program *) shProg,
72 res, index, GL_TYPE, (GLint*) type,
73 "glGetActiveUniform");
74 if (size)
75 _mesa_program_resource_prop((struct gl_shader_program *) shProg,
76 res, index, GL_ARRAY_SIZE, (GLint*) size,
77 "glGetActiveUniform");
78 }
79
80 static GLenum
81 resource_prop_from_uniform_prop(GLenum uni_prop)
82 {
83 switch (uni_prop) {
84 case GL_UNIFORM_TYPE:
85 return GL_TYPE;
86 case GL_UNIFORM_SIZE:
87 return GL_ARRAY_SIZE;
88 case GL_UNIFORM_NAME_LENGTH:
89 return GL_NAME_LENGTH;
90 case GL_UNIFORM_BLOCK_INDEX:
91 return GL_BLOCK_INDEX;
92 case GL_UNIFORM_OFFSET:
93 return GL_OFFSET;
94 case GL_UNIFORM_ARRAY_STRIDE:
95 return GL_ARRAY_STRIDE;
96 case GL_UNIFORM_MATRIX_STRIDE:
97 return GL_MATRIX_STRIDE;
98 case GL_UNIFORM_IS_ROW_MAJOR:
99 return GL_IS_ROW_MAJOR;
100 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
101 return GL_ATOMIC_COUNTER_BUFFER_INDEX;
102 default:
103 return 0;
104 }
105 }
106
107 extern "C" void GLAPIENTRY
108 _mesa_GetActiveUniformsiv(GLuint program,
109 GLsizei uniformCount,
110 const GLuint *uniformIndices,
111 GLenum pname,
112 GLint *params)
113 {
114 GET_CURRENT_CONTEXT(ctx);
115 struct gl_shader_program *shProg;
116 struct gl_program_resource *res;
117 GLenum res_prop;
118
119 if (uniformCount < 0) {
120 _mesa_error(ctx, GL_INVALID_VALUE,
121 "glGetActiveUniformsiv(uniformCount < 0)");
122 return;
123 }
124
125 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
126 if (!shProg)
127 return;
128
129 res_prop = resource_prop_from_uniform_prop(pname);
130
131 /* We need to first verify that each entry exists as active uniform. If
132 * not, generate error and do not cause any other side effects.
133 *
134 * In the case of and error condition, Page 16 (section 2.3.1 Errors)
135 * of the OpenGL 4.5 spec says:
136 *
137 * "If the generating command modifies values through a pointer argu-
138 * ment, no change is made to these values."
139 */
140 for (int i = 0; i < uniformCount; i++) {
141 if (!_mesa_program_resource_find_index(shProg, GL_UNIFORM,
142 uniformIndices[i])) {
143 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
144 return;
145 }
146 }
147
148 for (int i = 0; i < uniformCount; i++) {
149 res = _mesa_program_resource_find_index(shProg, GL_UNIFORM,
150 uniformIndices[i]);
151 if (!_mesa_program_resource_prop(shProg, res, uniformIndices[i],
152 res_prop, &params[i],
153 "glGetActiveUniformsiv"))
154 break;
155 }
156 }
157
158 static struct gl_uniform_storage *
159 validate_uniform_parameters(struct gl_context *ctx,
160 struct gl_shader_program *shProg,
161 GLint location, GLsizei count,
162 unsigned *array_index,
163 const char *caller)
164 {
165 if (shProg == NULL) {
166 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
167 return NULL;
168 }
169
170 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
171 *
172 * "If a negative number is provided where an argument of type sizei or
173 * sizeiptr is specified, the error INVALID_VALUE is generated."
174 */
175 if (count < 0) {
176 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
177 return NULL;
178 }
179
180 /* Check that the given location is in bounds of uniform remap table.
181 * Unlinked programs will have NumUniformRemapTable == 0, so we can take
182 * the shProg->LinkStatus check out of the main path.
183 */
184 if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
185 if (!shProg->LinkStatus)
186 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
187 caller);
188 else
189 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
190 caller, location);
191
192 return NULL;
193 }
194
195 if (location == -1) {
196 if (!shProg->LinkStatus)
197 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
198 caller);
199
200 return NULL;
201 }
202
203 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
204 *
205 * "If any of the following conditions occur, an INVALID_OPERATION
206 * error is generated by the Uniform* commands, and no uniform values
207 * are changed:
208 *
209 * ...
210 *
211 * - if no variable with a location of location exists in the
212 * program object currently in use and location is not -1,
213 * - if count is greater than one, and the uniform declared in the
214 * shader is not an array variable,
215 */
216 if (location < -1 || !shProg->UniformRemapTable[location]) {
217 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
218 caller, location);
219 return NULL;
220 }
221
222 /* If the driver storage pointer in remap table is -1, we ignore silently.
223 *
224 * GL_ARB_explicit_uniform_location spec says:
225 * "What happens if Uniform* is called with an explicitly defined
226 * uniform location, but that uniform is deemed inactive by the
227 * linker?
228 *
229 * RESOLVED: The call is ignored for inactive uniform variables and
230 * no error is generated."
231 *
232 */
233 if (shProg->UniformRemapTable[location] ==
234 INACTIVE_UNIFORM_EXPLICIT_LOCATION)
235 return NULL;
236
237 struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
238
239 /* Even though no location is assigned to a built-in uniform and this
240 * function should already have returned NULL, this test makes it explicit
241 * that we are not allowing to update the value of a built-in.
242 */
243 if (uni->builtin)
244 return NULL;
245
246 if (uni->array_elements == 0) {
247 if (count > 1) {
248 _mesa_error(ctx, GL_INVALID_OPERATION,
249 "%s(count = %u for non-array \"%s\"@%d)",
250 caller, count, uni->name, location);
251 return NULL;
252 }
253
254 assert((location - uni->remap_location) == 0);
255 *array_index = 0;
256 } else {
257 /* The array index specified by the uniform location is just the uniform
258 * location minus the base location of of the uniform.
259 */
260 *array_index = location - uni->remap_location;
261
262 /* If the uniform is an array, check that array_index is in bounds.
263 * array_index is unsigned so no need to check for less than zero.
264 */
265 if (*array_index >= uni->array_elements) {
266 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
267 caller, location);
268 return NULL;
269 }
270 }
271 return uni;
272 }
273
274 /**
275 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
276 */
277 extern "C" void
278 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
279 GLsizei bufSize, enum glsl_base_type returnType,
280 GLvoid *paramsOut)
281 {
282 struct gl_shader_program *shProg =
283 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
284 unsigned offset;
285
286 struct gl_uniform_storage *const uni =
287 validate_uniform_parameters(ctx, shProg, location, 1,
288 &offset, "glGetUniform");
289 if (uni == NULL) {
290 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
291 * spec says:
292 *
293 * "The error INVALID_OPERATION is generated if program has not been
294 * linked successfully, or if location is not a valid location for
295 * program."
296 *
297 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
298 * says:
299 *
300 * "If the value of location is -1, the Uniform* commands will
301 * silently ignore the data passed in, and the current uniform
302 * values will not be changed."
303 *
304 * Allowing -1 for the location parameter of glUniform allows
305 * applications to avoid error paths in the case that, for example, some
306 * uniform variable is removed by the compiler / linker after
307 * optimization. In this case, the new value of the uniform is dropped
308 * on the floor. For the case of glGetUniform, there is nothing
309 * sensible to do for a location of -1.
310 *
311 * If the location was -1, validate_unfirom_parameters will return NULL
312 * without raising an error. Raise the error here.
313 */
314 if (location == -1) {
315 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)",
316 location);
317 }
318
319 return;
320 }
321 if ((uni->type->base_type == GLSL_TYPE_DOUBLE &&
322 returnType != GLSL_TYPE_DOUBLE) ||
323 (uni->type->base_type != GLSL_TYPE_DOUBLE &&
324 returnType == GLSL_TYPE_DOUBLE)) {
325 _mesa_error( ctx, GL_INVALID_OPERATION,
326 "glGetnUniform*vARB(incompatible uniform types)");
327 return;
328 }
329
330 {
331 unsigned elements = (uni->type->is_sampler())
332 ? 1 : uni->type->components();
333 const int dmul = uni->type->base_type == GLSL_TYPE_DOUBLE ? 2 : 1;
334
335 /* Calculate the source base address *BEFORE* modifying elements to
336 * account for the size of the user's buffer.
337 */
338 const union gl_constant_value *const src =
339 &uni->storage[offset * elements * dmul];
340
341 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
342 returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE);
343
344 /* doubles have a different size than the other 3 types */
345 unsigned bytes = sizeof(src[0]) * elements * dmul;
346 if (bufSize < 0 || bytes > (unsigned) bufSize) {
347 _mesa_error( ctx, GL_INVALID_OPERATION,
348 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
349 " but %u bytes are required)", bufSize, bytes );
350 return;
351 }
352
353 /* If the return type and the uniform's native type are "compatible,"
354 * just memcpy the data. If the types are not compatible, perform a
355 * slower convert-and-copy process.
356 */
357 if (returnType == uni->type->base_type
358 || ((returnType == GLSL_TYPE_INT
359 || returnType == GLSL_TYPE_UINT)
360 &&
361 (uni->type->base_type == GLSL_TYPE_INT
362 || uni->type->base_type == GLSL_TYPE_UINT
363 || uni->type->base_type == GLSL_TYPE_SAMPLER
364 || uni->type->base_type == GLSL_TYPE_IMAGE))) {
365 memcpy(paramsOut, src, bytes);
366 } else {
367 union gl_constant_value *const dst =
368 (union gl_constant_value *) paramsOut;
369
370 /* This code could be optimized by putting the loop inside the switch
371 * statements. However, this is not expected to be
372 * performance-critical code.
373 */
374 for (unsigned i = 0; i < elements; i++) {
375 switch (returnType) {
376 case GLSL_TYPE_FLOAT:
377 switch (uni->type->base_type) {
378 case GLSL_TYPE_UINT:
379 dst[i].f = (float) src[i].u;
380 break;
381 case GLSL_TYPE_INT:
382 case GLSL_TYPE_SAMPLER:
383 case GLSL_TYPE_IMAGE:
384 dst[i].f = (float) src[i].i;
385 break;
386 case GLSL_TYPE_BOOL:
387 dst[i].f = src[i].i ? 1.0f : 0.0f;
388 break;
389 default:
390 assert(!"Should not get here.");
391 break;
392 }
393 break;
394
395 case GLSL_TYPE_INT:
396 case GLSL_TYPE_UINT:
397 switch (uni->type->base_type) {
398 case GLSL_TYPE_FLOAT:
399 /* While the GL 3.2 core spec doesn't explicitly
400 * state how conversion of float uniforms to integer
401 * values works, in section 6.2 "State Tables" on
402 * page 267 it says:
403 *
404 * "Unless otherwise specified, when floating
405 * point state is returned as integer values or
406 * integer state is returned as floating-point
407 * values it is converted in the fashion
408 * described in section 6.1.2"
409 *
410 * That section, on page 248, says:
411 *
412 * "If GetIntegerv or GetInteger64v are called,
413 * a floating-point value is rounded to the
414 * nearest integer..."
415 */
416 dst[i].i = IROUND(src[i].f);
417 break;
418 case GLSL_TYPE_BOOL:
419 dst[i].i = src[i].i ? 1 : 0;
420 break;
421 default:
422 assert(!"Should not get here.");
423 break;
424 }
425 break;
426
427 default:
428 assert(!"Should not get here.");
429 break;
430 }
431 }
432 }
433 }
434 }
435
436 static void
437 log_uniform(const void *values, enum glsl_base_type basicType,
438 unsigned rows, unsigned cols, unsigned count,
439 bool transpose,
440 const struct gl_shader_program *shProg,
441 GLint location,
442 const struct gl_uniform_storage *uni)
443 {
444
445 const union gl_constant_value *v = (const union gl_constant_value *) values;
446 const unsigned elems = rows * cols * count;
447 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
448
449 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
450 "transpose = %s) to: ",
451 shProg->Name, extra, uni->name, location, uni->type->name,
452 transpose ? "true" : "false");
453 for (unsigned i = 0; i < elems; i++) {
454 if (i != 0 && ((i % rows) == 0))
455 printf(", ");
456
457 switch (basicType) {
458 case GLSL_TYPE_UINT:
459 printf("%u ", v[i].u);
460 break;
461 case GLSL_TYPE_INT:
462 printf("%d ", v[i].i);
463 break;
464 case GLSL_TYPE_FLOAT:
465 printf("%g ", v[i].f);
466 break;
467 case GLSL_TYPE_DOUBLE:
468 printf("%g ", *(double* )&v[i * 2].f);
469 break;
470 default:
471 assert(!"Should not get here.");
472 break;
473 }
474 }
475 printf("\n");
476 fflush(stdout);
477 }
478
479 #if 0
480 static void
481 log_program_parameters(const struct gl_shader_program *shProg)
482 {
483 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
484 if (shProg->_LinkedShaders[i] == NULL)
485 continue;
486
487 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
488
489 printf("Program %d %s shader parameters:\n",
490 shProg->Name, _mesa_shader_stage_to_string(i));
491 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
492 printf("%s: %p %f %f %f %f\n",
493 prog->Parameters->Parameters[j].Name,
494 prog->Parameters->ParameterValues[j],
495 prog->Parameters->ParameterValues[j][0].f,
496 prog->Parameters->ParameterValues[j][1].f,
497 prog->Parameters->ParameterValues[j][2].f,
498 prog->Parameters->ParameterValues[j][3].f);
499 }
500 }
501 fflush(stdout);
502 }
503 #endif
504
505 /**
506 * Propagate some values from uniform backing storage to driver storage
507 *
508 * Values propagated from uniform backing storage to driver storage
509 * have all format / type conversions previously requested by the
510 * driver applied. This function is most often called by the
511 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
512 * etc.
513 *
514 * \param uni Uniform whose data is to be propagated to driver storage
515 * \param array_index If \c uni is an array, this is the element of
516 * the array to be propagated.
517 * \param count Number of array elements to propagate.
518 */
519 extern "C" void
520 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
521 unsigned array_index,
522 unsigned count)
523 {
524 unsigned i;
525
526 /* vector_elements and matrix_columns can be 0 for samplers.
527 */
528 const unsigned components = MAX2(1, uni->type->vector_elements);
529 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
530 const int dmul = uni->type->base_type == GLSL_TYPE_DOUBLE ? 2 : 1;
531
532 /* Store the data in the driver's requested type in the driver's storage
533 * areas.
534 */
535 unsigned src_vector_byte_stride = components * 4 * dmul;
536
537 for (i = 0; i < uni->num_driver_storage; i++) {
538 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
539 uint8_t *dst = (uint8_t *) store->data;
540 const unsigned extra_stride =
541 store->element_stride - (vectors * store->vector_stride);
542 const uint8_t *src =
543 (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i);
544
545 #if 0
546 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
547 "extra_stride=%u\n",
548 __func__, dst, array_index, components,
549 vectors, count, store->vector_stride, extra_stride);
550 #endif
551
552 dst += array_index * store->element_stride;
553
554 switch (store->format) {
555 case uniform_native: {
556 unsigned j;
557 unsigned v;
558
559 for (j = 0; j < count; j++) {
560 for (v = 0; v < vectors; v++) {
561 memcpy(dst, src, src_vector_byte_stride);
562 src += src_vector_byte_stride;
563 dst += store->vector_stride;
564 }
565
566 dst += extra_stride;
567 }
568 break;
569 }
570
571 case uniform_int_float: {
572 const int *isrc = (const int *) src;
573 unsigned j;
574 unsigned v;
575 unsigned c;
576
577 for (j = 0; j < count; j++) {
578 for (v = 0; v < vectors; v++) {
579 for (c = 0; c < components; c++) {
580 ((float *) dst)[c] = (float) *isrc;
581 isrc++;
582 }
583
584 dst += store->vector_stride;
585 }
586
587 dst += extra_stride;
588 }
589 break;
590 }
591
592 default:
593 assert(!"Should not get here.");
594 break;
595 }
596 }
597 }
598
599
600 /**
601 * Return printable string for a given GLSL_TYPE_x
602 */
603 static const char *
604 glsl_type_name(enum glsl_base_type type)
605 {
606 switch (type) {
607 case GLSL_TYPE_UINT:
608 return "uint";
609 case GLSL_TYPE_INT:
610 return "int";
611 case GLSL_TYPE_FLOAT:
612 return "float";
613 case GLSL_TYPE_DOUBLE:
614 return "double";
615 case GLSL_TYPE_BOOL:
616 return "bool";
617 case GLSL_TYPE_SAMPLER:
618 return "sampler";
619 case GLSL_TYPE_IMAGE:
620 return "image";
621 case GLSL_TYPE_ATOMIC_UINT:
622 return "atomic_uint";
623 case GLSL_TYPE_STRUCT:
624 return "struct";
625 case GLSL_TYPE_INTERFACE:
626 return "interface";
627 case GLSL_TYPE_ARRAY:
628 return "array";
629 case GLSL_TYPE_VOID:
630 return "void";
631 case GLSL_TYPE_ERROR:
632 return "error";
633 default:
634 return "other";
635 }
636 }
637
638
639 /**
640 * Called via glUniform*() functions.
641 */
642 extern "C" void
643 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
644 GLint location, GLsizei count,
645 const GLvoid *values,
646 enum glsl_base_type basicType,
647 unsigned src_components)
648 {
649 unsigned offset;
650 int size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
651
652 struct gl_uniform_storage *const uni =
653 validate_uniform_parameters(ctx, shProg, location, count,
654 &offset, "glUniform");
655 if (uni == NULL)
656 return;
657
658 if (uni->type->is_matrix()) {
659 /* Can't set matrix uniforms (like mat4) with glUniform */
660 _mesa_error(ctx, GL_INVALID_OPERATION,
661 "glUniform%u(uniform \"%s\"@%d is matrix)",
662 src_components, uni->name, location);
663 return;
664 }
665
666 /* Verify that the types are compatible.
667 */
668 const unsigned components = uni->type->is_sampler()
669 ? 1 : uni->type->vector_elements;
670
671 if (components != src_components) {
672 /* glUniformN() must match float/vecN type */
673 _mesa_error(ctx, GL_INVALID_OPERATION,
674 "glUniform%u(\"%s\"@%u has %u components, not %u)",
675 src_components, uni->name, location,
676 components, src_components);
677 return;
678 }
679
680 bool match;
681 switch (uni->type->base_type) {
682 case GLSL_TYPE_BOOL:
683 match = (basicType != GLSL_TYPE_DOUBLE);
684 break;
685 case GLSL_TYPE_SAMPLER:
686 match = (basicType == GLSL_TYPE_INT);
687 break;
688 case GLSL_TYPE_IMAGE:
689 match = (basicType == GLSL_TYPE_INT && _mesa_is_desktop_gl(ctx));
690 break;
691 default:
692 match = (basicType == uni->type->base_type);
693 break;
694 }
695
696 if (!match) {
697 _mesa_error(ctx, GL_INVALID_OPERATION,
698 "glUniform%u(\"%s\"@%d is %s, not %s)",
699 src_components, uni->name, location,
700 glsl_type_name(uni->type->base_type),
701 glsl_type_name(basicType));
702 return;
703 }
704
705 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
706 log_uniform(values, basicType, components, 1, count,
707 false, shProg, location, uni);
708 }
709
710 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
711 *
712 * "Setting a sampler's value to i selects texture image unit number
713 * i. The values of i range from zero to the implementation- dependent
714 * maximum supported number of texture image units."
715 *
716 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
717 * the PDF) says:
718 *
719 * "Error Description Offending command
720 * ignored?
721 * ...
722 * INVALID_VALUE Numeric argument out of range Yes"
723 *
724 * Based on that, when an invalid sampler is specified, we generate a
725 * GL_INVALID_VALUE error and ignore the command.
726 */
727 if (uni->type->is_sampler()) {
728 for (int i = 0; i < count; i++) {
729 const unsigned texUnit = ((unsigned *) values)[i];
730
731 /* check that the sampler (tex unit index) is legal */
732 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
733 _mesa_error(ctx, GL_INVALID_VALUE,
734 "glUniform1i(invalid sampler/tex unit index for "
735 "uniform %d)",
736 location);
737 return;
738 }
739 }
740 }
741
742 if (uni->type->is_image()) {
743 for (int i = 0; i < count; i++) {
744 const int unit = ((GLint *) values)[i];
745
746 /* check that the image unit is legal */
747 if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
748 _mesa_error(ctx, GL_INVALID_VALUE,
749 "glUniform1i(invalid image unit index for uniform %d)",
750 location);
751 return;
752 }
753 }
754 }
755
756 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
757 *
758 * "When loading N elements starting at an arbitrary position k in a
759 * uniform declared as an array, elements k through k + N - 1 in the
760 * array will be replaced with the new values. Values for any array
761 * element that exceeds the highest array element index used, as
762 * reported by GetActiveUniform, will be ignored by the GL."
763 *
764 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
765 * will have already generated an error.
766 */
767 if (uni->array_elements != 0) {
768 count = MIN2(count, (int) (uni->array_elements - offset));
769 }
770
771 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
772
773 /* Store the data in the "actual type" backing storage for the uniform.
774 */
775 if (!uni->type->is_boolean()) {
776 memcpy(&uni->storage[size_mul * components * offset], values,
777 sizeof(uni->storage[0]) * components * count * size_mul);
778 } else {
779 const union gl_constant_value *src =
780 (const union gl_constant_value *) values;
781 union gl_constant_value *dst = &uni->storage[components * offset];
782 const unsigned elems = components * count;
783
784 for (unsigned i = 0; i < elems; i++) {
785 if (basicType == GLSL_TYPE_FLOAT) {
786 dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
787 } else {
788 dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
789 }
790 }
791 }
792
793 uni->initialized = true;
794
795 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
796
797 /* If the uniform is a sampler, do the extra magic necessary to propagate
798 * the changes through.
799 */
800 if (uni->type->is_sampler()) {
801 bool flushed = false;
802 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
803 struct gl_shader *const sh = shProg->_LinkedShaders[i];
804
805 /* If the shader stage doesn't use the sampler uniform, skip this.
806 */
807 if (sh == NULL || !uni->sampler[i].active)
808 continue;
809
810 for (int j = 0; j < count; j++) {
811 sh->SamplerUnits[uni->sampler[i].index + offset + j] =
812 ((unsigned *) values)[j];
813 }
814
815 struct gl_program *const prog = sh->Program;
816
817 assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits));
818
819 /* Determine if any of the samplers used by this shader stage have
820 * been modified.
821 */
822 bool changed = false;
823 for (unsigned j = 0; j < ARRAY_SIZE(prog->SamplerUnits); j++) {
824 if ((sh->active_samplers & (1U << j)) != 0
825 && (prog->SamplerUnits[j] != sh->SamplerUnits[j])) {
826 changed = true;
827 break;
828 }
829 }
830
831 if (changed) {
832 if (!flushed) {
833 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
834 flushed = true;
835 }
836
837 memcpy(prog->SamplerUnits,
838 sh->SamplerUnits,
839 sizeof(sh->SamplerUnits));
840
841 _mesa_update_shader_textures_used(shProg, prog);
842 if (ctx->Driver.SamplerUniformChange)
843 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
844 }
845 }
846 }
847
848 /* If the uniform is an image, update the mapping from image
849 * uniforms to image units present in the shader data structure.
850 */
851 if (uni->type->is_image()) {
852 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
853 if (uni->image[i].active) {
854 struct gl_shader *sh = shProg->_LinkedShaders[i];
855
856 for (int j = 0; j < count; j++)
857 sh->ImageUnits[uni->image[i].index + offset + j] =
858 ((GLint *) values)[j];
859 }
860 }
861
862 ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
863 }
864 }
865
866 /**
867 * Called by glUniformMatrix*() functions.
868 * Note: cols=2, rows=4 ==> array[2] of vec4
869 */
870 extern "C" void
871 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
872 GLuint cols, GLuint rows,
873 GLint location, GLsizei count,
874 GLboolean transpose,
875 const GLvoid *values, enum glsl_base_type basicType)
876 {
877 unsigned offset;
878 unsigned vectors;
879 unsigned components;
880 unsigned elements;
881 int size_mul;
882 struct gl_uniform_storage *const uni =
883 validate_uniform_parameters(ctx, shProg, location, count,
884 &offset, "glUniformMatrix");
885 if (uni == NULL)
886 return;
887
888 if (!uni->type->is_matrix()) {
889 _mesa_error(ctx, GL_INVALID_OPERATION,
890 "glUniformMatrix(non-matrix uniform)");
891 return;
892 }
893
894 assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
895 size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
896
897 assert(!uni->type->is_sampler());
898 vectors = uni->type->matrix_columns;
899 components = uni->type->vector_elements;
900
901 /* Verify that the types are compatible. This is greatly simplified for
902 * matrices because they can only have a float base type.
903 */
904 if (vectors != cols || components != rows) {
905 _mesa_error(ctx, GL_INVALID_OPERATION,
906 "glUniformMatrix(matrix size mismatch)");
907 return;
908 }
909
910 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
911 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
912 */
913 if (transpose) {
914 if (ctx->API == API_OPENGLES2 && ctx->Version < 30) {
915 _mesa_error(ctx, GL_INVALID_VALUE,
916 "glUniformMatrix(matrix transpose is not GL_FALSE)");
917 return;
918 }
919 }
920
921 /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec
922 * says:
923 *
924 * "If any of the following conditions occur, an INVALID_OPERATION
925 * error is generated by the Uniform* commands, and no uniform values
926 * are changed:
927 *
928 * ...
929 *
930 * - if the uniform declared in the shader is not of type boolean and
931 * the type indicated in the name of the Uniform* command used does
932 * not match the type of the uniform"
933 *
934 * There are no Boolean matrix types, so we do not need to allow
935 * GLSL_TYPE_BOOL here (as _mesa_uniform does).
936 */
937 if (uni->type->base_type != basicType) {
938 _mesa_error(ctx, GL_INVALID_OPERATION,
939 "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
940 cols, rows, uni->name, location,
941 glsl_type_name(uni->type->base_type),
942 glsl_type_name(basicType));
943 return;
944 }
945
946 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
947 log_uniform(values, uni->type->base_type, components, vectors, count,
948 bool(transpose), shProg, location, uni);
949 }
950
951 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
952 *
953 * "When loading N elements starting at an arbitrary position k in a
954 * uniform declared as an array, elements k through k + N - 1 in the
955 * array will be replaced with the new values. Values for any array
956 * element that exceeds the highest array element index used, as
957 * reported by GetActiveUniform, will be ignored by the GL."
958 *
959 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
960 * will have already generated an error.
961 */
962 if (uni->array_elements != 0) {
963 count = MIN2(count, (int) (uni->array_elements - offset));
964 }
965
966 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
967
968 /* Store the data in the "actual type" backing storage for the uniform.
969 */
970 elements = components * vectors;
971
972 if (!transpose) {
973 memcpy(&uni->storage[elements * offset], values,
974 sizeof(uni->storage[0]) * elements * count * size_mul);
975 } else if (basicType == GLSL_TYPE_FLOAT) {
976 /* Copy and transpose the matrix.
977 */
978 const float *src = (const float *)values;
979 float *dst = &uni->storage[elements * offset].f;
980
981 for (int i = 0; i < count; i++) {
982 for (unsigned r = 0; r < rows; r++) {
983 for (unsigned c = 0; c < cols; c++) {
984 dst[(c * components) + r] = src[c + (r * vectors)];
985 }
986 }
987
988 dst += elements;
989 src += elements;
990 }
991 } else {
992 assert(basicType == GLSL_TYPE_DOUBLE);
993 const double *src = (const double *)values;
994 double *dst = (double *)&uni->storage[elements * offset].f;
995
996 for (int i = 0; i < count; i++) {
997 for (unsigned r = 0; r < rows; r++) {
998 for (unsigned c = 0; c < cols; c++) {
999 dst[(c * components) + r] = src[c + (r * vectors)];
1000 }
1001 }
1002
1003 dst += elements;
1004 src += elements;
1005 }
1006 }
1007
1008 uni->initialized = true;
1009
1010 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1011 }
1012
1013
1014 extern "C" bool
1015 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
1016 char *errMsg, size_t errMsgLength)
1017 {
1018 /* Shader does not have samplers. */
1019 if (shProg->NumUniformStorage == 0)
1020 return true;
1021
1022 if (!shProg->SamplersValidated) {
1023 _mesa_snprintf(errMsg, errMsgLength,
1024 "active samplers with a different type "
1025 "refer to the same texture image unit");
1026 return false;
1027 }
1028 return true;
1029 }
1030
1031 extern "C" bool
1032 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
1033 {
1034 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1035 * OpenGL 4.1 spec says:
1036 *
1037 * "[INVALID_OPERATION] is generated by any command that transfers
1038 * vertices to the GL if:
1039 *
1040 * ...
1041 *
1042 * - Any two active samplers in the current program object are of
1043 * different types, but refer to the same texture image unit.
1044 *
1045 * - The number of active samplers in the program exceeds the
1046 * maximum number of texture image units allowed."
1047 */
1048 unsigned active_samplers = 0;
1049 const struct gl_shader_program **shProg =
1050 (const struct gl_shader_program **) pipeline->CurrentProgram;
1051
1052 const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1053 memset(unit_types, 0, sizeof(unit_types));
1054
1055 for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
1056 if (!shProg[idx])
1057 continue;
1058
1059 for (unsigned i = 0; i < shProg[idx]->NumUniformStorage; i++) {
1060 const struct gl_uniform_storage *const storage =
1061 &shProg[idx]->UniformStorage[i];
1062
1063 if (!storage->type->is_sampler())
1064 continue;
1065
1066 active_samplers++;
1067
1068 const unsigned count = MAX2(1, storage->array_elements);
1069 for (unsigned j = 0; j < count; j++) {
1070 const unsigned unit = storage->storage[j].i;
1071
1072 /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
1073 * great job of eliminating unused uniforms currently so for now
1074 * don't throw an error if two sampler types both point to 0.
1075 */
1076 if (unit == 0)
1077 continue;
1078
1079 /* The types of the samplers associated with a particular texture
1080 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1081 * the OpenGL 3.3 core spec says:
1082 *
1083 * "It is not allowed to have variables of different sampler
1084 * types pointing to the same texture image unit within a
1085 * program object."
1086 */
1087 if (unit_types[unit] == NULL) {
1088 unit_types[unit] = storage->type;
1089 } else if (unit_types[unit] != storage->type) {
1090 pipeline->InfoLog =
1091 ralloc_asprintf(pipeline,
1092 "Texture unit %d is accessed both as %s "
1093 "and %s",
1094 unit, unit_types[unit]->name,
1095 storage->type->name);
1096 return false;
1097 }
1098 }
1099 }
1100 }
1101
1102 if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
1103 pipeline->InfoLog =
1104 ralloc_asprintf(pipeline,
1105 "the number of active samplers %d exceed the "
1106 "maximum %d",
1107 active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1108 return false;
1109 }
1110
1111 return true;
1112 }