* \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 "main/enums.h"
+#include "main/shaderapi.h"
+#include "main/shaderobj.h"
+#include "main/uniforms.h"
+#include "glsl/glsl_symbol_table.h"
+#include "glsl/ir.h"
+#include "glsl/program.h"
#include "program/hash_table.h"
-#include "../glsl/program.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,
+ unsigned array_index);
+
+/**
+ * Declare convenience functions to return resource data in a given type.
+ * Warning! this is not type safe so be *very* careful when using these.
+ */
+#define DECL_RESOURCE_FUNC(name, type) \
+const type * RESOURCE_ ## name (gl_program_resource *res) { \
+ assert(res->Data); \
+ return (type *) res->Data; \
}
+DECL_RESOURCE_FUNC(VAR, ir_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)
* 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;
default:
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
+ if (maxLength < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(maxLength < 0)");
+ return;
+ }
+
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
if (!shProg)
return;
return;
}
- exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
- unsigned current_index = 0;
-
- foreach_in_list(ir_instruction, node, ir) {
- const ir_variable *const var = node->as_variable();
+ struct gl_program_resource *res =
+ _mesa_program_resource_find_index(shProg, GL_PROGRAM_INPUT,
+ desired_index);
- if (!is_active_attrib(var))
- continue;
-
- if (current_index == desired_index) {
- _mesa_copy_string(name, maxLength, length, var->name);
-
- if (size)
- *size = (var->type->is_array()) ? var->type->length : 1;
+ /* User asked for index that does not exist. */
+ if (!res) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
+ return;
+ }
- if (type)
- *type = var->type->gl_type;
+ const ir_variable *const var = RESOURCE_VAR(res);
- return;
- }
+ if (!is_active_attrib(var))
+ return;
- current_index++;
- }
+ const char *var_name = var->name;
- /* If the loop did not return early, the caller must have asked for
- * an index that did not exit. Set an error.
+ /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
+ * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
+ * active attributes.
*/
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
-}
-
-/* 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 (var->data.mode == ir_var_system_value &&
+ var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
+ var_name = "gl_VertexID";
}
- if (strncmp(var->name, name, len) == 0 && var->name[len] == '\0')
- return idx;
+ _mesa_copy_string(name, maxLength, length, var_name);
+
+ if (size)
+ _mesa_program_resource_prop(shProg, res, desired_index, GL_ARRAY_SIZE,
+ size, "glGetActiveAttrib");
- return -1;
+ if (type)
+ _mesa_program_resource_prop(shProg, res, desired_index, GL_TYPE,
+ (GLint *) type, "glGetActiveAttrib");
}
GLint GLAPIENTRY
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)
return -1;
- exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
- foreach_in_list(ir_instruction, node, ir) {
- const ir_variable *const var = node->as_variable();
-
- /* The extra check against VERT_ATTRIB_GENERIC0 is because
- * glGetAttribLocation cannot be used on "conventional" attributes.
- *
- * From page 95 of the OpenGL 3.0 spec:
- *
- * "If name is not an active attribute, if name is a conventional
- * attribute, or if an error occurs, -1 will be returned."
- */
- if (var == NULL
- || var->data.mode != ir_var_shader_in
- || var->data.location == -1
- || var->data.location < VERT_ATTRIB_GENERIC0)
- continue;
-
- int index = get_matching_index(var, (const char *) name);
+ unsigned array_index = 0;
+ struct gl_program_resource *res =
+ _mesa_program_resource_find_name(shProg, GL_PROGRAM_INPUT, name,
+ &array_index);
- if (index >= 0)
- return var->data.location + index - VERT_ATTRIB_GENERIC0;
- }
+ if (!res)
+ return -1;
- return -1;
+ 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
+ * can return built-in attribute locations < 0 and glGetAttribLocation
+ * cannot be used on "conventional" attributes.
+ *
+ * From page 95 of the OpenGL 3.0 spec:
+ *
+ * "If name is not an active attribute, if name is a conventional
+ * attribute, or if an error occurs, -1 will be returned."
+ */
+ return (loc >= 0) ? loc : -1;
}
-
unsigned
_mesa_count_active_attribs(struct gl_shader_program *shProg)
{
return 0;
}
- exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
- unsigned i = 0;
-
- foreach_in_list(ir_instruction, node, ir) {
- const ir_variable *const var = node->as_variable();
-
- if (!is_active_attrib(var))
- continue;
-
- i++;
+ struct gl_program_resource *res = shProg->ProgramResourceList;
+ unsigned count = 0;
+ for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) {
+ if (res->Type == GL_PROGRAM_INPUT &&
+ res->StageReferences & (1 << MESA_SHADER_VERTEX) &&
+ is_active_attrib(RESOURCE_VAR(res)))
+ count++;
}
-
- return i;
+ return count;
}
return 0;
}
- exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
+ struct gl_program_resource *res = shProg->ProgramResourceList;
size_t longest = 0;
+ for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) {
+ if (res->Type == GL_PROGRAM_INPUT &&
+ res->StageReferences & (1 << MESA_SHADER_VERTEX)) {
- foreach_in_list(ir_instruction, node, ir) {
- const ir_variable *const var = node->as_variable();
-
- if (var == NULL
- || var->data.mode != ir_var_shader_in
- || var->data.location == -1)
- continue;
-
- const size_t len = strlen(var->name);
- if (len >= longest)
- longest = len + 1;
+ const size_t length = strlen(RESOURCE_VAR(res)->name);
+ if (length >= longest)
+ longest = length + 1;
+ }
}
return longest;
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
return -1;
- exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
- foreach_in_list(ir_instruction, node, ir) {
- const ir_variable *const var = node->as_variable();
-
- /* The extra check against FRAG_RESULT_DATA0 is because
- * glGetFragDataLocation cannot be used on "conventional" attributes.
- *
- * From page 95 of the OpenGL 3.0 spec:
- *
- * "If name is not an active attribute, if name is a conventional
- * attribute, or if an error occurs, -1 will be returned."
- */
- if (var == NULL
- || var->data.mode != ir_var_shader_out
- || var->data.location == -1
- || var->data.location < FRAG_RESULT_DATA0)
- continue;
-
- if (get_matching_index(var, (const char *) name) >= 0)
- return var->data.index;
- }
-
- return -1;
+ return _mesa_program_resource_location_index(shProg, GL_PROGRAM_OUTPUT,
+ name);
}
GLint GLAPIENTRY
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
return -1;
- exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
- foreach_in_list(ir_instruction, node, ir) {
- const ir_variable *const var = node->as_variable();
+ unsigned array_index = 0;
+ struct gl_program_resource *res =
+ _mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name,
+ &array_index);
- /* The extra check against FRAG_RESULT_DATA0 is because
- * glGetFragDataLocation cannot be used on "conventional" attributes.
- *
- * From page 95 of the OpenGL 3.0 spec:
+ if (!res)
+ return -1;
+
+ 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
+ * can return built-in attribute locations < 0 and glGetFragDataLocation
+ * cannot be used on "conventional" attributes.
+ *
+ * From page 95 of the OpenGL 3.0 spec:
+ *
+ * "If name is not an active attribute, if name is a conventional
+ * attribute, or if an error occurs, -1 will be returned."
+ */
+ return (loc >= 0) ? loc : -1;
+}
+
+const char*
+_mesa_program_resource_name(struct gl_program_resource *res)
+{
+ const ir_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->data.mode == ir_var_system_value &&
+ var->data.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");
+ }
+ return NULL;
+}
+
+
+unsigned
+_mesa_program_resource_array_size(struct gl_program_resource *res)
+{
+ switch (res->Type) {
+ case GL_TRANSFORM_FEEDBACK_VARYING:
+ return RESOURCE_XFB(res)->Size > 1 ?
+ RESOURCE_XFB(res)->Size : 0;
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT:
+ 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:
+ case GL_BUFFER_VARIABLE:
+ 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;
+}
+
+/**
+ * Checks if array subscript is valid and if so sets array_index.
+ */
+static bool
+valid_array_index(const GLchar *name, unsigned *array_index)
+{
+ long idx = 0;
+ const GLchar *out_base_name_end;
+
+ 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,
+ unsigned *array_index)
+{
+ struct gl_program_resource *res = shProg->ProgramResourceList;
+ for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
+ if (res->Type != programInterface)
+ continue;
+
+ /* Resource basename. */
+ const char *rname = _mesa_program_resource_name(res);
+ unsigned baselen = strlen(rname);
+
+ if (strncmp(rname, name, baselen) == 0) {
+ switch (programInterface) {
+ case GL_UNIFORM_BLOCK:
+ case GL_SHADER_STORAGE_BLOCK:
+ /* Basename match, check if array or struct. */
+ if (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");
+ }
+ }
+ }
+ return NULL;
+}
+
+static GLuint
+calc_resource_index(struct gl_shader_program *shProg,
+ struct gl_program_resource *res)
+{
+ unsigned i;
+ GLuint index = 0;
+ for (i = 0; i < shProg->NumProgramResourceList; i++) {
+ if (&shProg->ProgramResourceList[i] == res)
+ return index;
+ if (shProg->ProgramResourceList[i].Type == res->Type)
+ index++;
+ }
+ return GL_INVALID_INDEX;
+}
+
+/**
+ * Calculate index for the given resource.
+ */
+GLuint
+_mesa_program_resource_index(struct gl_shader_program *shProg,
+ struct gl_program_resource *res)
+{
+ if (!res)
+ return GL_INVALID_INDEX;
+
+ switch (res->Type) {
+ case GL_ATOMIC_COUNTER_BUFFER:
+ return RESOURCE_ATC(res) - shProg->AtomicBuffers;
+ 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 with specific index in given interface.
+ */
+struct gl_program_resource *
+_mesa_program_resource_find_index(struct gl_shader_program *shProg,
+ GLenum programInterface, GLuint index)
+{
+ struct gl_program_resource *res = shProg->ProgramResourceList;
+ int idx = -1;
+
+ for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
+ if (res->Type != programInterface)
+ continue;
+
+ 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_TRANSFORM_FEEDBACK_VARYING:
+ 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;
+ default:
+ assert(!"not implemented for given interface");
+ }
+ }
+ 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)));
+
+ /* 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_get_program_resource_name(struct gl_shader_program *shProg,
+ GLenum programInterface, GLuint index,
+ GLsizei bufSize, GLsizei *length,
+ GLchar *name, const char *caller)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ /* Find resource with given interface and index. */
+ struct gl_program_resource *res =
+ _mesa_program_resource_find_index(shProg, programInterface, index);
+
+ /* The error INVALID_VALUE is generated if <index> is greater than
+ * or equal to the number of entries in the active resource list for
+ * <programInterface>.
+ */
+ if (!res) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(index %u)", caller, index);
+ return false;
+ }
+
+ if (bufSize < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(bufSize %d)", caller, bufSize);
+ return false;
+ }
+
+ GLsizei localLength;
+
+ if (length == NULL)
+ length = &localLength;
+
+ _mesa_copy_string(name, bufSize, length, _mesa_program_resource_name(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
+ * terminating NUL, but maxLength does.
+ */
+ for (i = 0; i < 3 && (*length + i + 1) < bufSize; i++)
+ name[*length + i] = "[0]"[i];
+
+ name[*length + i] = '\0';
+ *length += i;
+ }
+ return true;
+}
+
+static GLint
+program_resource_location(struct gl_shader_program *shProg,
+ struct gl_program_resource *res, const char *name,
+ unsigned array_index)
+{
+ /* 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:
+ /* If the input 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)->data.location + array_index - VERT_ATTRIB_GENERIC0;
+ case GL_PROGRAM_OUTPUT:
+ /* 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)->data.location + array_index - FRAG_RESULT_DATA0;
+ case GL_UNIFORM:
+ /* If the uniform is built-in, fail. */
+ if (RESOURCE_UNI(res)->builtin)
+ return -1;
+
+ /* From the GL_ARB_uniform_buffer_object spec:
*
- * "If name is not an active attribute, if name is a conventional
- * attribute, or if an error occurs, -1 will be returned."
+ * "The value -1 will be returned if <name> does not correspond to an
+ * active uniform variable name in <program>, if <name> is associated
+ * with a named uniform block, or if <name> starts with the reserved
+ * prefix "gl_"."
*/
- if (var == NULL
- || var->data.mode != ir_var_shader_out
- || var->data.location == -1
- || var->data.location < FRAG_RESULT_DATA0)
- continue;
+ if (RESOURCE_UNI(res)->block_index != -1 ||
+ RESOURCE_UNI(res)->atomic_buffer_index != -1)
+ return -1;
- int index = get_matching_index(var, (const char *) name);
+ /* 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;
+ }
- if (index >= 0)
- return var->data.location + index - FRAG_RESULT_DATA0;
+ /* location in remap table + array element offset */
+ return RESOURCE_UNI(res)->remap_location + array_index;
+ default:
+ return -1;
}
+}
+
+static char*
+get_top_level_name(const char *name)
+{
+ const char *first_dot = strchr(name, '.');
+ const char *first_square_bracket = strchr(name, '[');
+ int name_size = 0;
+ /* From ARB_program_interface_query spec:
+ *
+ * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer identifying the
+ * number of active array elements of the top-level shader storage block
+ * member containing to the active variable is written to <params>. If the
+ * top-level block member is not declared as an array, the value one is
+ * written to <params>. If the top-level block member is an array with no
+ * declared size, the value zero is written to <params>.
+ */
+
+ /* The buffer variable is on top level.*/
+ if (!first_square_bracket && !first_dot)
+ name_size = strlen(name);
+ else if ((!first_square_bracket ||
+ (first_dot && first_dot < first_square_bracket)))
+ name_size = first_dot - name;
+ else
+ name_size = first_square_bracket - name;
+
+ return strndup(name, name_size);
+}
+
+static char*
+get_var_name(const char *name)
+{
+ const char *first_dot = strchr(name, '.');
+
+ if (!first_dot)
+ return strdup(name);
+
+ return strndup(first_dot+1, strlen(first_dot) - 1);
+}
+
+static GLint
+program_resource_top_level_array_size(struct gl_shader_program *shProg,
+ struct gl_program_resource *res,
+ const char *name)
+{
+ int block_index = RESOURCE_UNI(res)->block_index;
+ int array_size = -1;
+ char *var_name = get_top_level_name(name);
+ char *interface_name =
+ get_top_level_name(shProg->UniformBlocks[block_index].Name);
+
+ if (strcmp(var_name, interface_name) == 0) {
+ /* Deal with instanced array of SSBOs */
+ char *temp_name = get_var_name(name);
+ free(var_name);
+ var_name = get_top_level_name(temp_name);
+ free(temp_name);
+ }
+
+ for (unsigned i = 0; i < shProg->NumShaders; i++) {
+ if (shProg->Shaders[i] == NULL)
+ continue;
+
+ const gl_shader *stage = shProg->Shaders[i];
+ foreach_in_list(ir_instruction, node, stage->ir) {
+ ir_variable *var = node->as_variable();
+ if (!var || !var->get_interface_type() ||
+ var->data.mode != ir_var_shader_storage)
+ continue;
+
+ const glsl_type *interface = var->get_interface_type();
+
+ if (strcmp(interface_name, interface->name) != 0)
+ continue;
+
+ for (unsigned i = 0; i < interface->length; i++) {
+ const glsl_struct_field *field = &interface->fields.structure[i];
+ if (strcmp(field->name, var_name) != 0)
+ continue;
+ /* From GL_ARB_program_interface_query spec:
+ *
+ * "For the property TOP_LEVEL_ARRAY_SIZE, a single integer
+ * identifying the number of active array elements of the top-level
+ * shader storage block member containing to the active variable is
+ * written to <params>. If the top-level block member is not
+ * declared as an array, the value one is written to <params>. If
+ * the top-level block member is an array with no declared size,
+ * the value zero is written to <params>.
+ */
+ if (field->type->is_unsized_array())
+ array_size = 0;
+ else if (field->type->is_array())
+ array_size = field->type->length;
+ else
+ array_size = 1;
+ goto found_top_level_array_size;
+ }
+ }
+ }
+found_top_level_array_size:
+ free(interface_name);
+ free(var_name);
+ return array_size;
+}
+
+static GLint
+program_resource_top_level_array_stride(struct gl_shader_program *shProg,
+ struct gl_program_resource *res,
+ const char *name)
+{
+ int block_index = RESOURCE_UNI(res)->block_index;
+ int array_stride = -1;
+ char *var_name = get_top_level_name(name);
+ char *interface_name =
+ get_top_level_name(shProg->UniformBlocks[block_index].Name);
+
+ if (strcmp(var_name, interface_name) == 0) {
+ /* Deal with instanced array of SSBOs */
+ char *temp_name = get_var_name(name);
+ free(var_name);
+ var_name = get_top_level_name(temp_name);
+ free(temp_name);
+ }
+
+ for (unsigned i = 0; i < shProg->NumShaders; i++) {
+ if (shProg->Shaders[i] == NULL)
+ continue;
+
+ const gl_shader *stage = shProg->Shaders[i];
+ foreach_in_list(ir_instruction, node, stage->ir) {
+ ir_variable *var = node->as_variable();
+ if (!var || !var->get_interface_type() ||
+ var->data.mode != ir_var_shader_storage)
+ continue;
+
+ const glsl_type *interface = var->get_interface_type();
+
+ if (strcmp(interface_name, interface->name) != 0) {
+ continue;
+ }
+
+ for (unsigned i = 0; i < interface->length; i++) {
+ const glsl_struct_field *field = &interface->fields.structure[i];
+ if (strcmp(field->name, var_name) != 0)
+ continue;
+ /* From GL_ARB_program_interface_query:
+ *
+ * "For the property TOP_LEVEL_ARRAY_STRIDE, a single integer
+ * identifying the stride between array elements of the top-level
+ * shader storage block member containing the active variable is
+ * written to <params>. For top-level block members declared as
+ * arrays, the value written is the difference, in basic machine
+ * units, between the offsets of the active variable for
+ * consecutive elements in the top-level array. For top-level
+ * block members not declared as an array, zero is written to
+ * <params>."
+ */
+ if (field->type->is_array()) {
+ const enum glsl_matrix_layout matrix_layout =
+ glsl_matrix_layout(field->matrix_layout);
+ bool row_major = matrix_layout == GLSL_MATRIX_LAYOUT_ROW_MAJOR;
+ const glsl_type *array_type = field->type->fields.array;
+
+ if (interface->interface_packing != GLSL_INTERFACE_PACKING_STD430) {
+ if (array_type->is_record() || array_type->is_array()) {
+ array_stride = array_type->std140_size(row_major);
+ array_stride = glsl_align(array_stride, 16);
+ } else {
+ unsigned element_base_align = 0;
+ element_base_align = array_type->std140_base_alignment(row_major);
+ array_stride = MAX2(element_base_align, 16);
+ }
+ } else {
+ array_stride = array_type->std430_array_stride(row_major);
+ }
+ } else {
+ array_stride = 0;
+ }
+ goto found_top_level_array_size;
+ }
+ }
+ }
+found_top_level_array_size:
+ free(interface_name);
+ free(var_name);
+ return array_stride;
+}
+
+/**
+ * Function implements following location queries:
+ * 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,
+ &array_index);
+
+ /* Resource not found. */
+ if (!res)
+ return -1;
+
+ return program_resource_location(shProg, res, name, array_index);
+}
- return -1;
+/**
+ * Function implements following index queries:
+ * glGetFragDataIndex
+ */
+GLint
+_mesa_program_resource_location_index(struct gl_shader_program *shProg,
+ GLenum programInterface, const char *name)
+{
+ struct gl_program_resource *res =
+ _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;
+}
+
+static uint8_t
+stage_from_enum(GLenum ref)
+{
+ 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;
+ }
+}
+
+/**
+ * Check if resource is referenced by given 'referenced by' stage enum.
+ * ATC and UBO resources hold stage references of their own.
+ */
+static bool
+is_resource_referenced(struct gl_shader_program *shProg,
+ 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 || res->Type == GL_SHADER_STORAGE_BLOCK)
+ return shProg->UniformBlockStageIndex[stage][index] != -1;
+
+ return res->StageReferences & (1 << stage);
+}
+
+static unsigned
+get_buffer_property(struct gl_shader_program *shProg,
+ struct gl_program_resource *res, const GLenum prop,
+ GLint *val, const char *caller)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ if (res->Type != GL_UNIFORM_BLOCK &&
+ res->Type != GL_ATOMIC_COUNTER_BUFFER &&
+ res->Type != GL_SHADER_STORAGE_BLOCK)
+ goto invalid_operation;
+
+ if (res->Type == GL_UNIFORM_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_UNIFORM, iname,
+ NULL);
+ if (!uni)
+ continue;
+ (*val)++;
+ }
+ return 1;
+ case GL_ACTIVE_VARIABLES:
+ 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);
+ }
+ return RESOURCE_UBO(res)->NumUniforms;
+ }
+ } 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:
+ 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++ =
+ _mesa_program_resource_index(shProg, uni);
+ }
+ return RESOURCE_UBO(res)->NumUniforms;
+ }
+ } else if (res->Type == GL_ATOMIC_COUNTER_BUFFER) {
+ switch (prop) {
+ case GL_BUFFER_BINDING:
+ *val = RESOURCE_ATC(res)->Binding;
+ return 1;
+ case GL_BUFFER_DATA_SIZE:
+ *val = RESOURCE_ATC(res)->MinimumSize;
+ return 1;
+ case GL_NUM_ACTIVE_VARIABLES:
+ *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];
+ return RESOURCE_ATC(res)->NumUniforms;
+ }
+ }
+ assert(!"support for property type not implemented");
+
+invalid_operation:
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller,
+ _mesa_enum_to_string(res->Type),
+ _mesa_enum_to_string(prop));
+
+ return 0;
+}
+
+unsigned
+_mesa_program_resource_prop(struct gl_shader_program *shProg,
+ struct gl_program_resource *res, GLuint index,
+ const GLenum prop, GLint *val, const char *caller)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+#define VALIDATE_TYPE(type)\
+ 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:
+ switch (res->Type) {
+ case GL_ATOMIC_COUNTER_BUFFER:
+ goto invalid_operation;
+ 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_PROGRAM_OUTPUT:
+ *val = RESOURCE_VAR(res)->type->gl_type;
+ return 1;
+ case GL_TRANSFORM_FEEDBACK_VARYING:
+ *val = RESOURCE_XFB(res)->Type;
+ return 1;
+ default:
+ goto invalid_operation;
+ }
+ case GL_ARRAY_SIZE:
+ switch (res->Type) {
+ case GL_UNIFORM:
+ case GL_BUFFER_VARIABLE:
+ *val = MAX2(RESOURCE_UNI(res)->array_elements, 1);
+ return 1;
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT:
+ *val = MAX2(_mesa_program_resource_array_size(res), 1);
+ return 1;
+ case GL_TRANSFORM_FEEDBACK_VARYING:
+ *val = MAX2(RESOURCE_XFB(res)->Size, 1);
+ return 1;
+ default:
+ goto invalid_operation;
+ }
+ case GL_OFFSET:
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+ *val = RESOURCE_UNI(res)->offset;
+ return 1;
+ case GL_BLOCK_INDEX:
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+ *val = RESOURCE_UNI(res)->block_index;
+ return 1;
+ case GL_ARRAY_STRIDE:
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+ *val = RESOURCE_UNI(res)->array_stride;
+ return 1;
+ case GL_MATRIX_STRIDE:
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+ *val = RESOURCE_UNI(res)->matrix_stride;
+ return 1;
+ case GL_IS_ROW_MAJOR:
+ VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
+ *val = RESOURCE_UNI(res)->row_major;
+ return 1;
+ case GL_ATOMIC_COUNTER_BUFFER_INDEX:
+ VALIDATE_TYPE(GL_UNIFORM);
+ *val = RESOURCE_UNI(res)->atomic_buffer_index;
+ return 1;
+ case GL_BUFFER_BINDING:
+ case GL_BUFFER_DATA_SIZE:
+ 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_UNIFORM:
+ 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));
+ return 1;
+ default:
+ goto invalid_operation;
+ }
+ case GL_LOCATION:
+ switch (res->Type) {
+ case GL_UNIFORM:
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT:
+ *val = program_resource_location(shProg, 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;
+ 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 = program_resource_top_level_array_size(shProg, res,
+ _mesa_program_resource_name(res));
+ return 1;
+
+ case GL_TOP_LEVEL_ARRAY_STRIDE:
+ VALIDATE_TYPE(GL_BUFFER_VARIABLE);
+ *val = program_resource_top_level_array_stride(shProg, res,
+ _mesa_program_resource_name(res));
+ return 1;
+
+ /* GL_ARB_tessellation_shader */
+ case GL_IS_PER_PATCH:
+ switch (res->Type) {
+ case GL_PROGRAM_INPUT:
+ case GL_PROGRAM_OUTPUT:
+ *val = RESOURCE_VAR(res)->data.patch;
+ return 1;
+ default:
+ goto invalid_operation;
+ }
+ default:
+ 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_enum_to_string(res->Type),
+ _mesa_enum_to_string(prop));
+ return 0;
+}
+
+extern void
+_mesa_get_program_resourceiv(struct gl_shader_program *shProg,
+ GLenum programInterface, GLuint index, GLsizei propCount,
+ const GLenum *props, GLsizei bufSize,
+ GLsizei *length, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint *val = (GLint *) params;
+ const GLenum *prop = props;
+ GLsizei amount = 0;
+
+ struct gl_program_resource *res =
+ _mesa_program_resource_find_index(shProg, programInterface, index);
+
+ /* No such resource found or bufSize negative. */
+ if (!res || bufSize < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetProgramResourceiv(%s index %d bufSize %d)",
+ _mesa_enum_to_string(programInterface), index, bufSize);
+ return;
+ }
+
+ /* Write propCount values until error occurs or bufSize reached. */
+ for (int i = 0; i < propCount && i < bufSize; i++, val++, prop++) {
+ int props_written =
+ _mesa_program_resource_prop(shProg, res, index, *prop, val,
+ "glGetProgramResourceiv");
+
+ /* Error happened. */
+ if (props_written == 0)
+ return;
+
+ amount += props_written;
+ }
+
+ /* If <length> is not NULL, the actual number of integer values
+ * written to <params> will be written to <length>.
+ */
+ if (length)
+ *length = amount;
}