* \author Ian Romanick <ian.d.romanick@intel.com>
*/
+#include "main/context.h"
#include "main/core.h"
-#include "glsl_symbol_table.h"
-#include "ir.h"
-#include "shaderobj.h"
-#include "program/hash_table.h"
-#include "../glsl/program.h"
-#include "uniforms.h"
#include "main/enums.h"
+#include "main/shaderapi.h"
+#include "main/shaderobj.h"
+#include "main/uniforms.h"
+#include "compiler/glsl/glsl_symbol_table.h"
+#include "compiler/glsl/ir.h"
+#include "compiler/glsl/program.h"
+#include "program/hash_table.h"
+#include "util/strndup.h"
-extern "C" {
-#include "shaderapi.h"
-}
static GLint
program_resource_location(struct gl_shader_program *shProg,
- struct gl_program_resource *res, const char *name);
+ struct gl_program_resource *res, const char *name,
+ unsigned array_index);
/**
* Declare convenience functions to return resource data in a given type.
return (type *) res->Data; \
}
-DECL_RESOURCE_FUNC(VAR, ir_variable);
+DECL_RESOURCE_FUNC(VAR, gl_shader_variable);
DECL_RESOURCE_FUNC(UBO, gl_uniform_block);
DECL_RESOURCE_FUNC(UNI, gl_uniform_storage);
DECL_RESOURCE_FUNC(ATC, gl_active_atomic_buffer);
DECL_RESOURCE_FUNC(XFB, gl_transform_feedback_varying_info);
+DECL_RESOURCE_FUNC(SUB, gl_subroutine_function);
void GLAPIENTRY
-_mesa_BindAttribLocation(GLhandleARB program, GLuint index,
- const GLcharARB *name)
+_mesa_BindAttribLocation(GLuint program, GLuint index,
+ const GLchar *name)
{
GET_CURRENT_CONTEXT(ctx);
}
static bool
-is_active_attrib(const ir_variable *var)
+is_active_attrib(const gl_shader_variable *var)
{
if (!var)
return false;
- switch (var->data.mode) {
+ switch (var->mode) {
case ir_var_shader_in:
- return var->data.location != -1;
+ return var->location != -1;
case ir_var_system_value:
/* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
* are enumerated, including the special built-in inputs gl_VertexID
* and gl_InstanceID."
*/
- return var->data.location == SYSTEM_VALUE_VERTEX_ID ||
- var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
- var->data.location == SYSTEM_VALUE_INSTANCE_ID;
+ return var->location == SYSTEM_VALUE_VERTEX_ID ||
+ var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
+ var->location == SYSTEM_VALUE_INSTANCE_ID;
default:
return false;
}
void GLAPIENTRY
-_mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
- GLsizei maxLength, GLsizei * length, GLint * size,
- GLenum * type, GLcharARB * name)
+_mesa_GetActiveAttrib(GLuint program, GLuint desired_index,
+ GLsizei maxLength, GLsizei * length, GLint * size,
+ GLenum * type, GLchar * name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
return;
}
- const ir_variable *const var = RESOURCE_VAR(res);
+ const gl_shader_variable *const var = RESOURCE_VAR(res);
if (!is_active_attrib(var))
return;
* consider gl_VertexIDMESA as gl_VertexID for purposes of checking
* active attributes.
*/
- if (var->data.mode == ir_var_system_value &&
- var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+ if (var->mode == ir_var_system_value &&
+ var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
var_name = "gl_VertexID";
}
(GLint *) type, "glGetActiveAttrib");
}
-/* Locations associated with shader variables (array or non-array) can be
- * queried using its base name or using the base name appended with the
- * valid array index. For example, in case of below vertex shader, valid
- * queries can be made to know the location of "xyz", "array", "array[0]",
- * "array[1]", "array[2]" and "array[3]". In this example index reurned
- * will be 0, 0, 0, 1, 2, 3 respectively.
- *
- * [Vertex Shader]
- * layout(location=0) in vec4 xyz;
- * layout(location=1) in vec4[4] array;
- * void main()
- * { }
- *
- * This requirement came up with the addition of ARB_program_interface_query
- * to OpenGL 4.3 specification. See page 101 (page 122 of the PDF) for details.
- *
- * This utility function is used by:
- * _mesa_GetAttribLocation
- * _mesa_GetFragDataLocation
- * _mesa_GetFragDataIndex
- *
- * Returns 0:
- * if the 'name' string matches var->name.
- * Returns 'matched index':
- * if the 'name' string matches var->name appended with valid array index.
- */
-int static inline
-get_matching_index(const ir_variable *const var, const char *name) {
- unsigned idx = 0;
- const char *const paren = strchr(name, '[');
- const unsigned len = (paren != NULL) ? paren - name : strlen(name);
-
- if (paren != NULL) {
- if (!var->type->is_array())
- return -1;
-
- char *endptr;
- idx = (unsigned) strtol(paren + 1, &endptr, 10);
- const unsigned idx_len = endptr != (paren + 1) ? endptr - paren - 1 : 0;
-
- /* Validate the sub string representing index in 'name' string */
- if ((idx > 0 && paren[1] == '0') /* leading zeroes */
- || (idx == 0 && idx_len > 1) /* all zeroes */
- || paren[1] == ' ' /* whitespace */
- || endptr[0] != ']' /* closing brace */
- || endptr[1] != '\0' /* null char */
- || idx_len == 0 /* missing index */
- || idx >= var->type->length) /* exceeding array bound */
- return -1;
- }
-
- if (strncmp(var->name, name, len) == 0 && var->name[len] == '\0')
- return idx;
-
- return -1;
-}
-
GLint GLAPIENTRY
-_mesa_GetAttribLocation(GLhandleARB program, const GLcharARB * name)
+_mesa_GetAttribLocation(GLuint program, const GLchar * name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)
return -1;
+ unsigned array_index = 0;
struct gl_program_resource *res =
- _mesa_program_resource_find_name(shProg, GL_PROGRAM_INPUT, name);
+ _mesa_program_resource_find_name(shProg, GL_PROGRAM_INPUT, name,
+ &array_index);
if (!res)
return -1;
- GLint loc = program_resource_location(shProg, res, name);
+ GLint loc = program_resource_location(shProg, res, name, array_index);
/* The extra check against against 0 is made because of builtin-attribute
* locations that have offset applied. Function program_resource_location
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
return -1;
+ unsigned array_index = 0;
struct gl_program_resource *res =
- _mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name);
+ _mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name,
+ &array_index);
if (!res)
return -1;
- GLint loc = program_resource_location(shProg, res, name);
+ GLint loc = program_resource_location(shProg, res, name, array_index);
/* The extra check against against 0 is made because of builtin-attribute
* locations that have offset applied. Function program_resource_location
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
+ const gl_shader_variable *var;
switch (res->Type) {
case GL_UNIFORM_BLOCK:
+ case GL_SHADER_STORAGE_BLOCK:
return RESOURCE_UBO(res)->Name;
case GL_TRANSFORM_FEEDBACK_VARYING:
return RESOURCE_XFB(res)->Name;
case GL_PROGRAM_INPUT:
+ var = RESOURCE_VAR(res);
+ /* Special case gl_VertexIDMESA -> gl_VertexID. */
+ if (var->mode == ir_var_system_value &&
+ var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+ return "gl_VertexID";
+ }
+ /* fallthrough */
case GL_PROGRAM_OUTPUT:
return RESOURCE_VAR(res)->name;
case GL_UNIFORM:
+ case GL_BUFFER_VARIABLE:
return RESOURCE_UNI(res)->name;
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ return RESOURCE_UNI(res)->name + MESA_SUBROUTINE_PREFIX_LEN;
+ case GL_VERTEX_SUBROUTINE:
+ case GL_GEOMETRY_SUBROUTINE:
+ case GL_FRAGMENT_SUBROUTINE:
+ case GL_COMPUTE_SUBROUTINE:
+ case GL_TESS_CONTROL_SUBROUTINE:
+ case GL_TESS_EVALUATION_SUBROUTINE:
+ return RESOURCE_SUB(res)->name;
default:
assert(!"support for resource type not implemented");
}
RESOURCE_XFB(res)->Size : 0;
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
- return RESOURCE_VAR(res)->data.max_array_access;
+ return RESOURCE_VAR(res)->type->length;
case GL_UNIFORM:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
return RESOURCE_UNI(res)->array_elements;
+ case GL_BUFFER_VARIABLE:
+ /* Unsized arrays */
+ if (RESOURCE_UNI(res)->array_stride > 0 &&
+ RESOURCE_UNI(res)->array_elements == 0)
+ return 1;
+ else
+ return RESOURCE_UNI(res)->array_elements;
+ case GL_VERTEX_SUBROUTINE:
+ case GL_GEOMETRY_SUBROUTINE:
+ case GL_FRAGMENT_SUBROUTINE:
+ case GL_COMPUTE_SUBROUTINE:
+ case GL_TESS_CONTROL_SUBROUTINE:
+ case GL_TESS_EVALUATION_SUBROUTINE:
case GL_ATOMIC_COUNTER_BUFFER:
case GL_UNIFORM_BLOCK:
+ case GL_SHADER_STORAGE_BLOCK:
return 0;
default:
assert(!"support for resource type not implemented");
return 0;
}
-static int
-array_index_of_resource(struct gl_program_resource *res,
- const char *name)
+/**
+ * Checks if array subscript is valid and if so sets array_index.
+ */
+static bool
+valid_array_index(const GLchar *name, unsigned *array_index)
{
- assert(res->Data);
+ long idx = 0;
+ const GLchar *out_base_name_end;
- switch (res->Type) {
- case GL_PROGRAM_INPUT:
- case GL_PROGRAM_OUTPUT:
- return get_matching_index(RESOURCE_VAR(res), name);
- default:
- assert(!"support for resource type not implemented");
- return -1;
- }
+ idx = parse_program_resource_name(name, &out_base_name_end);
+ if (idx < 0)
+ return false;
+
+ if (array_index)
+ *array_index = idx;
+
+ return true;
}
/* Find a program resource with specific name in given interface.
*/
struct gl_program_resource *
_mesa_program_resource_find_name(struct gl_shader_program *shProg,
- GLenum programInterface, const char *name)
+ GLenum programInterface, const char *name,
+ unsigned *array_index)
{
struct gl_program_resource *res = shProg->ProgramResourceList;
for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
/* Resource basename. */
const char *rname = _mesa_program_resource_name(res);
unsigned baselen = strlen(rname);
+ unsigned baselen_without_array_index = baselen;
+ const char *rname_last_square_bracket = strrchr(rname, '[');
+ bool found = false;
+ bool rname_has_array_index_zero = false;
+ /* From ARB_program_interface_query spec:
+ *
+ * "uint GetProgramResourceIndex(uint program, enum programInterface,
+ * const char *name);
+ * [...]
+ * If <name> exactly matches the name string of one of the active
+ * resources for <programInterface>, the index of the matched resource is
+ * returned. Additionally, if <name> would exactly match the name string
+ * of an active resource if "[0]" were appended to <name>, the index of
+ * the matched resource is returned. [...]"
+ *
+ * "A string provided to GetProgramResourceLocation or
+ * GetProgramResourceLocationIndex is considered to match an active variable
+ * if:
+ *
+ * * the string exactly matches the name of the active variable;
+ *
+ * * if the string identifies the base name of an active array, where the
+ * string would exactly match the name of the variable if the suffix
+ * "[0]" were appended to the string; [...]"
+ */
+ /* Remove array's index from interface block name comparison only if
+ * array's index is zero and the resulting string length is the same
+ * than the provided name's length.
+ */
+ if (rname_last_square_bracket) {
+ baselen_without_array_index -= strlen(rname_last_square_bracket);
+ rname_has_array_index_zero =
+ (strncmp(rname_last_square_bracket, "[0]\0", 4) == 0) &&
+ (baselen_without_array_index == strlen(name));
+ }
- switch (programInterface) {
- case GL_TRANSFORM_FEEDBACK_VARYING:
- case GL_UNIFORM_BLOCK:
- case GL_UNIFORM:
- if (strncmp(rname, name, baselen) == 0) {
+ if (strncmp(rname, name, baselen) == 0)
+ found = true;
+ else if (rname_has_array_index_zero &&
+ strncmp(rname, name, baselen_without_array_index) == 0)
+ found = true;
+
+ if (found) {
+ switch (programInterface) {
+ case GL_UNIFORM_BLOCK:
+ case GL_SHADER_STORAGE_BLOCK:
/* Basename match, check if array or struct. */
- if (name[baselen] == '\0' ||
+ if (rname_has_array_index_zero ||
+ name[baselen] == '\0' ||
name[baselen] == '[' ||
name[baselen] == '.') {
return res;
}
+ break;
+ case GL_TRANSFORM_FEEDBACK_VARYING:
+ case GL_BUFFER_VARIABLE:
+ case GL_UNIFORM:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_VERTEX_SUBROUTINE:
+ case GL_GEOMETRY_SUBROUTINE:
+ case GL_FRAGMENT_SUBROUTINE:
+ case GL_COMPUTE_SUBROUTINE:
+ case GL_TESS_CONTROL_SUBROUTINE:
+ case GL_TESS_EVALUATION_SUBROUTINE:
+ if (name[baselen] == '.') {
+ return res;
+ }
+ /* fall-through */
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT:
+ if (name[baselen] == '\0') {
+ return res;
+ } else if (name[baselen] == '[' &&
+ valid_array_index(name, array_index)) {
+ return res;
+ }
+ break;
+ default:
+ assert(!"not implemented for given interface");
}
- break;
- case GL_PROGRAM_INPUT:
- case GL_PROGRAM_OUTPUT:
- if (array_index_of_resource(res, name) >= 0)
- return res;
- break;
- default:
- assert(!"not implemented for given interface");
}
}
return NULL;
return GL_INVALID_INDEX;
switch (res->Type) {
- case GL_UNIFORM_BLOCK:
- return RESOURCE_UBO(res)- shProg->UniformBlocks;
case GL_ATOMIC_COUNTER_BUFFER:
return RESOURCE_ATC(res) - shProg->AtomicBuffers;
+ case GL_VERTEX_SUBROUTINE:
+ case GL_GEOMETRY_SUBROUTINE:
+ case GL_FRAGMENT_SUBROUTINE:
+ case GL_COMPUTE_SUBROUTINE:
+ case GL_TESS_CONTROL_SUBROUTINE:
+ case GL_TESS_EVALUATION_SUBROUTINE:
+ return RESOURCE_SUB(res)->index;
+ case GL_UNIFORM_BLOCK:
+ case GL_SHADER_STORAGE_BLOCK:
case GL_TRANSFORM_FEEDBACK_VARYING:
default:
return calc_resource_index(shProg, res);
}
}
+/**
+ * Find a program resource that points to given data.
+ */
+static struct gl_program_resource*
+program_resource_find_data(struct gl_shader_program *shProg, void *data)
+{
+ struct gl_program_resource *res = shProg->ProgramResourceList;
+ for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
+ if (res->Data == data)
+ return res;
+ }
+ return NULL;
+}
+
/* Find a program resource with specific index in given interface.
*/
struct gl_program_resource *
switch (res->Type) {
case GL_UNIFORM_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
+ case GL_SHADER_STORAGE_BLOCK:
if (_mesa_program_resource_index(shProg, res) == index)
return res;
break;
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_UNIFORM:
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_VERTEX_SUBROUTINE:
+ case GL_GEOMETRY_SUBROUTINE:
+ case GL_FRAGMENT_SUBROUTINE:
+ case GL_COMPUTE_SUBROUTINE:
+ case GL_TESS_CONTROL_SUBROUTINE:
+ case GL_TESS_EVALUATION_SUBROUTINE:
+ case GL_BUFFER_VARIABLE:
if (++idx == (int) index)
return res;
break;
return NULL;
}
+/* Function returns if resource name is expected to have index
+ * appended into it.
+ *
+ *
+ * Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
+ * spec says:
+ *
+ * "If the active uniform is an array, the uniform name returned in
+ * name will always be the name of the uniform array appended with
+ * "[0]"."
+ *
+ * The same text also appears in the OpenGL 4.2 spec. It does not,
+ * however, appear in any previous spec. Previous specifications are
+ * ambiguous in this regard. However, either name can later be passed
+ * to glGetUniformLocation (and related APIs), so there shouldn't be any
+ * harm in always appending "[0]" to uniform array names.
+ *
+ * Geometry shader stage has different naming convention where the 'normal'
+ * condition is an array, therefore for variables referenced in geometry
+ * stage we do not add '[0]'.
+ *
+ * Note, that TCS outputs and TES inputs should not have index appended
+ * either.
+ */
+static bool
+add_index_to_name(struct gl_program_resource *res)
+{
+ bool add_index = !((res->Type == GL_PROGRAM_INPUT &&
+ res->StageReferences & (1 << MESA_SHADER_GEOMETRY |
+ 1 << MESA_SHADER_TESS_CTRL |
+ 1 << MESA_SHADER_TESS_EVAL)) ||
+ (res->Type == GL_PROGRAM_OUTPUT &&
+ res->StageReferences & 1 << MESA_SHADER_TESS_CTRL));
+
+ /* Transform feedback varyings have array index already appended
+ * in their names.
+ */
+ if (res->Type == GL_TRANSFORM_FEEDBACK_VARYING)
+ add_index = false;
+
+ return add_index;
+}
+
+/* Get name length of a program resource. This consists of
+ * base name + 3 for '[0]' if resource is an array.
+ */
+extern unsigned
+_mesa_program_resource_name_len(struct gl_program_resource *res)
+{
+ unsigned length = strlen(_mesa_program_resource_name(res));
+ if (_mesa_program_resource_array_size(res) && add_index_to_name(res))
+ length += 3;
+ return length;
+}
+
/* Get full name of a program resource.
*/
bool
_mesa_copy_string(name, bufSize, length, _mesa_program_resource_name(res));
- /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
- * spec says:
- *
- * "If the active uniform is an array, the uniform name returned in
- * name will always be the name of the uniform array appended with
- * "[0]"."
- *
- * The same text also appears in the OpenGL 4.2 spec. It does not,
- * however, appear in any previous spec. Previous specifications are
- * ambiguous in this regard. However, either name can later be passed
- * to glGetUniformLocation (and related APIs), so there shouldn't be any
- * harm in always appending "[0]" to uniform array names.
- *
- * Geometry shader stage has different naming convention where the 'normal'
- * condition is an array, therefore for variables referenced in geometry
- * stage we do not add '[0]'.
- *
- * Note, that TCS outputs and TES inputs should not have index appended
- * either.
- */
- bool add_index = !(((programInterface == GL_PROGRAM_INPUT) &&
- res->StageReferences & (1 << MESA_SHADER_GEOMETRY)));
-
- if (add_index && _mesa_program_resource_array_size(res)) {
+ if (_mesa_program_resource_array_size(res) && add_index_to_name(res)) {
int i;
/* The comparison is strange because *length does *NOT* include the
static GLint
program_resource_location(struct gl_shader_program *shProg,
- struct gl_program_resource *res, const char *name)
+ struct gl_program_resource *res, const char *name,
+ unsigned array_index)
{
- unsigned index, offset;
- int array_index = -1;
-
- if (res->Type == GL_PROGRAM_INPUT || res->Type == GL_PROGRAM_OUTPUT) {
- array_index = array_index_of_resource(res, name);
- if (array_index < 0)
- return -1;
- }
+ /* Built-in locations should report GL_INVALID_INDEX. */
+ if (is_gl_identifier(name))
+ return GL_INVALID_INDEX;
/* VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 are decremented as these
* offsets are used internally to differentiate between built-in attributes
* and user-defined attributes.
*/
switch (res->Type) {
- case GL_PROGRAM_INPUT:
- return RESOURCE_VAR(res)->data.location + array_index - VERT_ATTRIB_GENERIC0;
+ case GL_PROGRAM_INPUT: {
+ const gl_shader_variable *var = RESOURCE_VAR(res);
+
+ /* If the input is an array, fail if the index is out of bounds. */
+ if (array_index > 0
+ && array_index >= var->type->length) {
+ return -1;
+ }
+ return (var->location +
+ (array_index * var->type->without_array()->matrix_columns) -
+ VERT_ATTRIB_GENERIC0);
+ }
case GL_PROGRAM_OUTPUT:
- return RESOURCE_VAR(res)->data.location + array_index - FRAG_RESULT_DATA0;
+ /* If the output is an array, fail if the index is out of bounds. */
+ if (array_index > 0
+ && array_index >= RESOURCE_VAR(res)->type->length) {
+ return -1;
+ }
+ return RESOURCE_VAR(res)->location + array_index - FRAG_RESULT_DATA0;
case GL_UNIFORM:
- index = _mesa_get_uniform_location(shProg, name, &offset);
+ /* If the uniform is built-in, fail. */
+ if (RESOURCE_UNI(res)->builtin)
+ return -1;
- if (index == GL_INVALID_INDEX)
+ /* From page 79 of the OpenGL 4.2 spec:
+ *
+ * "A valid name cannot be a structure, an array of structures, or any
+ * portion of a single vector or a matrix."
+ */
+ if (RESOURCE_UNI(res)->type->without_array()->is_record())
return -1;
/* From the GL_ARB_uniform_buffer_object spec:
RESOURCE_UNI(res)->atomic_buffer_index != -1)
return -1;
- /* location in remap table + array element offset */
- return RESOURCE_UNI(res)->remap_location + offset;
+ /* fallthrough */
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ /* If the uniform is an array, fail if the index is out of bounds. */
+ if (array_index > 0
+ && array_index >= RESOURCE_UNI(res)->array_elements) {
+ return -1;
+ }
+ /* location in remap table + array element offset */
+ return RESOURCE_UNI(res)->remap_location + array_index;
default:
return -1;
}
/**
* Function implements following location queries:
- * glGetAttribLocation
- * glGetFragDataLocation
* glGetUniformLocation
*/
GLint
_mesa_program_resource_location(struct gl_shader_program *shProg,
GLenum programInterface, const char *name)
{
+ unsigned array_index = 0;
struct gl_program_resource *res =
- _mesa_program_resource_find_name(shProg, programInterface, name);
+ _mesa_program_resource_find_name(shProg, programInterface, name,
+ &array_index);
/* Resource not found. */
if (!res)
return -1;
- return program_resource_location(shProg, res, name);
+ return program_resource_location(shProg, res, name, array_index);
}
/**
GLenum programInterface, const char *name)
{
struct gl_program_resource *res =
- _mesa_program_resource_find_name(shProg, programInterface, name);
+ _mesa_program_resource_find_name(shProg, programInterface, name, NULL);
/* Non-existent variable or resource is not referenced by fragment stage. */
if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT)))
return -1;
- return RESOURCE_VAR(res)->data.index;
+ return RESOURCE_VAR(res)->index;
}
static uint8_t
switch (ref) {
case GL_REFERENCED_BY_VERTEX_SHADER:
return MESA_SHADER_VERTEX;
+ case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
+ return MESA_SHADER_TESS_CTRL;
+ case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
+ return MESA_SHADER_TESS_EVAL;
case GL_REFERENCED_BY_GEOMETRY_SHADER:
return MESA_SHADER_GEOMETRY;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
return MESA_SHADER_FRAGMENT;
+ case GL_REFERENCED_BY_COMPUTE_SHADER:
+ return MESA_SHADER_COMPUTE;
default:
assert(!"shader stage not supported");
return MESA_SHADER_STAGES;
struct gl_program_resource *res,
GLuint index, uint8_t stage)
{
+ /* First, check if we even have such a stage active. */
+ if (!shProg->_LinkedShaders[stage])
+ return false;
+
if (res->Type == GL_ATOMIC_COUNTER_BUFFER)
return RESOURCE_ATC(res)->StageReferences[stage];
- if (res->Type == GL_UNIFORM_BLOCK)
- return shProg->UniformBlockStageIndex[stage][index] != -1;
+ if (res->Type == GL_UNIFORM_BLOCK || res->Type == GL_SHADER_STORAGE_BLOCK)
+ return shProg->InterfaceBlockStageIndex[stage][index] != -1;
return res->StageReferences & (1 << stage);
}
{
GET_CURRENT_CONTEXT(ctx);
if (res->Type != GL_UNIFORM_BLOCK &&
- res->Type != GL_ATOMIC_COUNTER_BUFFER)
+ res->Type != GL_ATOMIC_COUNTER_BUFFER &&
+ res->Type != GL_SHADER_STORAGE_BLOCK)
goto invalid_operation;
if (res->Type == GL_UNIFORM_BLOCK) {
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
struct gl_program_resource *uni =
- _mesa_program_resource_find_name(shProg, GL_UNIFORM, iname);
+ _mesa_program_resource_find_name(shProg, GL_UNIFORM, iname,
+ NULL);
if (!uni)
continue;
(*val)++;
}
return 1;
- case GL_ACTIVE_VARIABLES:
+ case GL_ACTIVE_VARIABLES: {
+ unsigned num_values = 0;
+ for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
+ const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
+ struct gl_program_resource *uni =
+ _mesa_program_resource_find_name(shProg, GL_UNIFORM, iname,
+ NULL);
+ if (!uni)
+ continue;
+ *val++ =
+ _mesa_program_resource_index(shProg, uni);
+ num_values++;
+ }
+ return num_values;
+ }
+ }
+ } else if (res->Type == GL_SHADER_STORAGE_BLOCK) {
+ switch (prop) {
+ case GL_BUFFER_BINDING:
+ *val = RESOURCE_UBO(res)->Binding;
+ return 1;
+ case GL_BUFFER_DATA_SIZE:
+ *val = RESOURCE_UBO(res)->UniformBufferSize;
+ return 1;
+ case GL_NUM_ACTIVE_VARIABLES:
+ *val = 0;
+ for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
+ const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
+ struct gl_program_resource *uni =
+ _mesa_program_resource_find_name(shProg, GL_BUFFER_VARIABLE,
+ iname, NULL);
+ if (!uni)
+ continue;
+ (*val)++;
+ }
+ return 1;
+ case GL_ACTIVE_VARIABLES: {
+ unsigned num_values = 0;
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
struct gl_program_resource *uni =
- _mesa_program_resource_find_name(shProg, GL_UNIFORM, iname);
+ _mesa_program_resource_find_name(shProg, GL_BUFFER_VARIABLE,
+ iname, NULL);
if (!uni)
continue;
*val++ =
_mesa_program_resource_index(shProg, uni);
+ num_values++;
}
- return RESOURCE_UBO(res)->NumUniforms;
+ return num_values;
+ }
}
} else if (res->Type == GL_ATOMIC_COUNTER_BUFFER) {
switch (prop) {
*val = RESOURCE_ATC(res)->NumUniforms;
return 1;
case GL_ACTIVE_VARIABLES:
- for (unsigned i = 0; i < RESOURCE_ATC(res)->NumUniforms; i++)
- *val++ = RESOURCE_ATC(res)->Uniforms[i];
+ for (unsigned i = 0; i < RESOURCE_ATC(res)->NumUniforms; i++) {
+ /* Active atomic buffer contains index to UniformStorage. Find
+ * out gl_program_resource via data pointer and then calculate
+ * index of that uniform.
+ */
+ unsigned idx = RESOURCE_ATC(res)->Uniforms[i];
+ struct gl_program_resource *uni =
+ program_resource_find_data(shProg,
+ &shProg->UniformStorage[idx]);
+ assert(uni);
+ *val++ = _mesa_program_resource_index(shProg, uni);
+ }
return RESOURCE_ATC(res)->NumUniforms;
}
}
invalid_operation:
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller,
- _mesa_lookup_enum_by_nr(res->Type),
- _mesa_lookup_enum_by_nr(prop));
+ _mesa_enum_to_string(res->Type),
+ _mesa_enum_to_string(prop));
return 0;
}
if (res->Type != type)\
goto invalid_operation;
+#define VALIDATE_TYPE_2(type1, type2)\
+ if (res->Type != type1 && res->Type != type2)\
+ goto invalid_operation;
+
switch(prop) {
case GL_NAME_LENGTH:
- if (res->Type == GL_ATOMIC_COUNTER_BUFFER)
+ switch (res->Type) {
+ case GL_ATOMIC_COUNTER_BUFFER:
goto invalid_operation;
- /* Base name +3 if array '[0]' + terminator. */
- *val = strlen(_mesa_program_resource_name(res)) +
- (_mesa_program_resource_array_size(res) > 0 ? 3 : 0) + 1;
+ default:
+ /* Resource name length + terminator. */
+ *val = _mesa_program_resource_name_len(res) + 1;
+ }
return 1;
case GL_TYPE:
switch (res->Type) {
case GL_UNIFORM:
+ case GL_BUFFER_VARIABLE:
*val = RESOURCE_UNI(res)->type->gl_type;
return 1;
case GL_PROGRAM_INPUT:
case GL_ARRAY_SIZE:
switch (res->Type) {
case GL_UNIFORM:
+ case GL_BUFFER_VARIABLE:
+ /* Test if a buffer variable is an array or an unsized array.
+ * Unsized arrays return zero as array size.
+ */
+ if (RESOURCE_UNI(res)->is_shader_storage &&
+ RESOURCE_UNI(res)->array_stride > 0)
+ *val = RESOURCE_UNI(res)->array_elements;
+ else
*val = MAX2(RESOURCE_UNI(res)->array_elements, 1);
- return 1;
+ return 1;
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
- *val = MAX2(RESOURCE_VAR(res)->type->length, 1);
+ *val = MAX2(_mesa_program_resource_array_size(res), 1);
return 1;
case GL_TRANSFORM_FEEDBACK_VARYING:
*val = MAX2(RESOURCE_XFB(res)->Size, 1);
goto invalid_operation;
}
case GL_OFFSET:
- VALIDATE_TYPE(GL_UNIFORM);
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->offset;
return 1;
case GL_BLOCK_INDEX:
- VALIDATE_TYPE(GL_UNIFORM);
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->block_index;
return 1;
case GL_ARRAY_STRIDE:
- VALIDATE_TYPE(GL_UNIFORM);
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->array_stride;
return 1;
case GL_MATRIX_STRIDE:
- VALIDATE_TYPE(GL_UNIFORM);
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->matrix_stride;
return 1;
case GL_IS_ROW_MAJOR:
- VALIDATE_TYPE(GL_UNIFORM);
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->row_major;
return 1;
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
case GL_NUM_ACTIVE_VARIABLES:
case GL_ACTIVE_VARIABLES:
return get_buffer_property(shProg, res, prop, val, caller);
+ case GL_REFERENCED_BY_COMPUTE_SHADER:
+ if (!_mesa_has_compute_shaders(ctx))
+ goto invalid_enum;
+ /* fallthrough */
case GL_REFERENCED_BY_VERTEX_SHADER:
+ case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
+ case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
switch (res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_UNIFORM_BLOCK:
+ case GL_BUFFER_VARIABLE:
+ case GL_SHADER_STORAGE_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
*val = is_resource_referenced(shProg, res, index,
stage_from_enum(prop));
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
*val = program_resource_location(shProg, res,
- _mesa_program_resource_name(res));
+ _mesa_program_resource_name(res),
+ 0);
return 1;
default:
goto invalid_operation;
case GL_LOCATION_INDEX:
if (res->Type != GL_PROGRAM_OUTPUT)
goto invalid_operation;
- *val = RESOURCE_VAR(res)->data.index;
+ *val = RESOURCE_VAR(res)->index;
+ return 1;
+
+ case GL_NUM_COMPATIBLE_SUBROUTINES:
+ if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM &&
+ res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM &&
+ res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM &&
+ res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM &&
+ res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM &&
+ res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM)
+ goto invalid_operation;
+ *val = RESOURCE_UNI(res)->num_compatible_subroutines;
+ return 1;
+ case GL_COMPATIBLE_SUBROUTINES: {
+ const struct gl_uniform_storage *uni;
+ struct gl_shader *sh;
+ unsigned count, i;
+ int j;
+
+ if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM &&
+ res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM &&
+ res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM &&
+ res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM &&
+ res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM &&
+ res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM)
+ goto invalid_operation;
+ uni = RESOURCE_UNI(res);
+
+ sh = shProg->_LinkedShaders[_mesa_shader_stage_from_subroutine_uniform(res->Type)];
+ count = 0;
+ for (i = 0; i < sh->NumSubroutineFunctions; i++) {
+ struct gl_subroutine_function *fn = &sh->SubroutineFunctions[i];
+ for (j = 0; j < fn->num_compat_types; j++) {
+ if (fn->types[j] == uni->type) {
+ val[count++] = i;
+ break;
+ }
+ }
+ }
+ return count;
+ }
+
+ case GL_TOP_LEVEL_ARRAY_SIZE:
+ VALIDATE_TYPE(GL_BUFFER_VARIABLE);
+ *val = RESOURCE_UNI(res)->top_level_array_size;
+ return 1;
+
+ case GL_TOP_LEVEL_ARRAY_STRIDE:
+ VALIDATE_TYPE(GL_BUFFER_VARIABLE);
+ *val = RESOURCE_UNI(res)->top_level_array_stride;
return 1;
/* GL_ARB_tessellation_shader */
case GL_IS_PER_PATCH:
- case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
- case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
- /* GL_ARB_compute_shader */
- case GL_REFERENCED_BY_COMPUTE_SHADER:
+ switch (res->Type) {
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT:
+ *val = RESOURCE_VAR(res)->patch;
+ return 1;
+ default:
+ goto invalid_operation;
+ }
default:
- _mesa_error(ctx, GL_INVALID_ENUM, "%s(%s prop %s)", caller,
- _mesa_lookup_enum_by_nr(res->Type),
- _mesa_lookup_enum_by_nr(prop));
- return 0;
+ goto invalid_enum;
}
#undef VALIDATE_TYPE
+#undef VALIDATE_TYPE_2
+
+invalid_enum:
+ _mesa_error(ctx, GL_INVALID_ENUM, "%s(%s prop %s)", caller,
+ _mesa_enum_to_string(res->Type),
+ _mesa_enum_to_string(prop));
+ return 0;
invalid_operation:
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller,
- _mesa_lookup_enum_by_nr(res->Type),
- _mesa_lookup_enum_by_nr(prop));
+ _mesa_enum_to_string(res->Type),
+ _mesa_enum_to_string(prop));
return 0;
}
if (!res || bufSize < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetProgramResourceiv(%s index %d bufSize %d)",
- _mesa_lookup_enum_by_nr(programInterface), index, bufSize);
+ _mesa_enum_to_string(programInterface), index, bufSize);
return;
}
if (length)
*length = amount;
}
+
+static bool
+validate_io(const struct gl_shader *producer,
+ const struct gl_shader *consumer, bool isES)
+{
+ assert(producer && consumer);
+ unsigned inputs = 0, outputs = 0;
+
+ /* From OpenGL ES 3.1 spec (Interface matching):
+ *
+ * "An output variable is considered to match an input variable in the
+ * subsequent shader if:
+ *
+ * - the two variables match in name, type, and qualification; or
+ * - the two variables are declared with the same location qualifier and
+ * match in type and qualification.
+ *
+ * ...
+ *
+ * At an interface between program objects, the set of inputs and outputs
+ * are considered to match exactly if and only if:
+ *
+ * - Every declared input variable has a matching output, as described
+ * above.
+ *
+ * - There are no user-defined output variables declared without a
+ * matching input variable declaration.
+ *
+ * - All matched input and output variables have identical precision
+ * qualification.
+ *
+ * When the set of inputs and outputs on an interface between programs
+ * matches exactly, all inputs are well-defined except when the
+ * corresponding outputs were not written in the previous shader. However,
+ * any mismatch between inputs and outputs will result in a validation
+ * failure."
+ *
+ * OpenGL Core 4.5 spec includes same paragraph as above but without check
+ * for precision and the last 'validation failure' clause. Therefore
+ * behaviour is more relaxed, input and output amount is not required by the
+ * spec to be validated.
+ *
+ * FIXME: Update once Khronos spec bug #15331 is resolved.
+ * FIXME: Add validation by type, currently information loss during varying
+ * packing makes this challenging.
+ */
+
+ /* Currently no matching done for desktop. */
+ if (!isES)
+ return true;
+
+ /* For each output in a, find input in b and do any required checks. */
+ foreach_in_list(ir_instruction, out, producer->ir) {
+ ir_variable *out_var = out->as_variable();
+ if (!out_var || out_var->data.mode != ir_var_shader_out ||
+ is_gl_identifier(out_var->name))
+ continue;
+
+ outputs++;
+
+ inputs = 0;
+ foreach_in_list(ir_instruction, in, consumer->ir) {
+ ir_variable *in_var = in->as_variable();
+ if (!in_var || in_var->data.mode != ir_var_shader_in ||
+ is_gl_identifier(in_var->name))
+ continue;
+
+ inputs++;
+
+ /* Match by location qualifier and precision.
+ *
+ * FIXME: Add explicit location matching validation here. Be careful
+ * not to match varyings with explicit locations to varyings without
+ * explicit locations.
+ */
+ if ((in_var->data.explicit_location &&
+ out_var->data.explicit_location) &&
+ in_var->data.location == out_var->data.location &&
+ in_var->data.precision == out_var->data.precision)
+ continue;
+
+ unsigned len = strlen(in_var->name);
+
+ /* Handle input swizzle in variable name. */
+ const char *dot = strchr(in_var->name, '.');
+ if (dot)
+ len = dot - in_var->name;
+
+ /* Match by name and precision. */
+ if (strncmp(in_var->name, out_var->name, len) == 0) {
+ /* From OpenGL ES 3.1 spec:
+ * "When both shaders are in separate programs, mismatched
+ * precision qualifiers will result in a program interface
+ * mismatch that will result in program pipeline validation
+ * failures, as described in section 7.4.1 (“Shader Interface
+ * Matching”) of the OpenGL ES 3.1 Specification."
+ */
+ if (in_var->data.precision != out_var->data.precision)
+ return false;
+ }
+ }
+ }
+ return inputs == outputs;
+}
+
+/**
+ * Validate inputs against outputs in a program pipeline.
+ */
+extern "C" bool
+_mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
+{
+ struct gl_shader_program **shProg =
+ (struct gl_shader_program **) pipeline->CurrentProgram;
+
+ /* Find first active stage in pipeline. */
+ unsigned idx, prev = 0;
+ for (idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
+ if (shProg[idx]) {
+ prev = idx;
+ break;
+ }
+ }
+
+ for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
+ if (shProg[idx]) {
+ /* Pipeline might include both non-compute and a compute program, do
+ * not attempt to validate varyings between non-compute and compute
+ * stage.
+ */
+ if (shProg[idx]->_LinkedShaders[idx]->Stage == MESA_SHADER_COMPUTE)
+ break;
+
+ if (!validate_io(shProg[prev]->_LinkedShaders[prev],
+ shProg[idx]->_LinkedShaders[idx],
+ shProg[prev]->IsES || shProg[idx]->IsES))
+ return false;
+ prev = idx;
+ }
+ }
+ return true;
+}