#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
+#include "main/uniforms.h"
#include "program/program.h"
#include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
#include "ralloc.h"
#include <stdbool.h>
#include "../glsl/glsl_parser_extras.h"
+#include "../glsl/ir_uniform.h"
/** Define this to enable shader substitution (see below) */
#define SHADER_SUBST 0
NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
NULL);
+ _mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
+ NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
}
-/**
- * Return the size of the given GLSL datatype, in floats (components).
- */
-GLint
-_mesa_sizeof_glsl_type(GLenum type)
-{
- switch (type) {
- case GL_FLOAT:
- case GL_INT:
- case GL_UNSIGNED_INT:
- case GL_BOOL:
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_1D_SHADOW:
- case GL_SAMPLER_2D_SHADOW:
- case GL_SAMPLER_2D_RECT_ARB:
- case GL_SAMPLER_2D_RECT_SHADOW_ARB:
- case GL_SAMPLER_1D_ARRAY_EXT:
- case GL_SAMPLER_2D_ARRAY_EXT:
- case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_CUBE_SHADOW_EXT:
- return 1;
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- case GL_BOOL_VEC2:
- return 2;
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- case GL_BOOL_VEC3:
- return 3;
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- case GL_BOOL_VEC4:
- return 4;
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT2x4:
- return 8; /* two float[4] vectors */
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT3x2:
- case GL_FLOAT_MAT3x4:
- return 12; /* three float[4] vectors */
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
- return 16; /* four float[4] vectors */
- default:
- _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
- return 1;
- }
-}
-
-
/**
* Copy string from <src> to <dst>, up to maxLength characters, returning
* length of <dst> in <length>.
}
-static void
-bind_frag_data_location(struct gl_context *ctx, GLuint program,
- GLuint colorNumber, const GLchar *name)
-{
- _mesa_problem(ctx, "bind_frag_data_location() not implemented yet");
-}
-
-
static GLuint
create_shader(struct gl_context *ctx, GLenum type)
{
if (!shProg)
return;
- shProg->DeletePending = GL_TRUE;
+ if (!shProg->DeletePending) {
+ shProg->DeletePending = GL_TRUE;
- /* effectively, decr shProg's refcount */
- _mesa_reference_shader_program(ctx, &shProg, NULL);
+ /* effectively, decr shProg's refcount */
+ _mesa_reference_shader_program(ctx, &shProg, NULL);
+ }
}
}
-static GLint
-get_frag_data_location(struct gl_context *ctx, GLuint program,
- const GLchar *name)
-{
- _mesa_problem(ctx, "get_frag_data_location() not implemented yet");
- return -1;
-}
-
-
-
/**
* glGetHandleARB() - return ID/name of currently bound shader program.
*/
*params = _mesa_longest_attribute_name_length(shProg);
break;
case GL_ACTIVE_UNIFORMS:
- *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
+ *params = shProg->NumUserUniformStorage;
break;
- case GL_ACTIVE_UNIFORM_MAX_LENGTH:
- *params = _mesa_longest_uniform_name(shProg->Uniforms);
- if (*params > 0)
- (*params)++; /* add one for terminating zero */
+ case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
+ unsigned i;
+ GLint max_len = 0;
+
+ for (i = 0; i < shProg->NumUserUniformStorage; i++) {
+ /* Add one for the terminating NUL character.
+ */
+ const GLint len = strlen(shProg->UniformStorage[i].name) + 1;
+
+ if (len > max_len)
+ max_len = len;
+ }
+
+ *params = max_len;
break;
+ }
case GL_PROGRAM_BINARY_LENGTH_OES:
*params = 0;
break;
|| shProg == ctx->Shader.CurrentGeometryProgram
|| shProg == ctx->Shader.CurrentFragmentProgram)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "glLinkProgram(transform feedback active");
+ "glLinkProgram(transform feedback active)");
return;
}
if (*target != shProg) {
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+
+ /* If the shader is also bound as the current rendering shader, unbind
+ * it from that binding point as well. This ensures that the correct
+ * semantics of glDeleteProgram are maintained.
+ */
+ switch (type) {
+#if FEATURE_ARB_vertex_shader
+ case GL_VERTEX_SHADER:
+ /* Empty for now. */
+ break;
+#endif
+#if FEATURE_ARB_geometry_shader4
+ case GL_GEOMETRY_SHADER_ARB:
+ /* Empty for now. */
+ break;
+#endif
+#if FEATURE_ARB_fragment_shader
+ case GL_FRAGMENT_SHADER:
+ if (*target == ctx->Shader._CurrentFragmentProgram) {
+ _mesa_reference_shader_program(ctx,
+ &ctx->Shader._CurrentFragmentProgram,
+ NULL);
+ }
+ break;
+#endif
+ }
+
_mesa_reference_shader_program(ctx, target, shProg);
return true;
}
}
-/**
- * Validate a program's samplers.
- * Specifically, check that there aren't two samplers of different types
- * pointing to the same texture unit.
- * \return GL_TRUE if valid, GL_FALSE if invalid
- */
-static GLboolean
-validate_samplers(const struct gl_program *prog, char *errMsg)
-{
- static const char *targetName[] = {
- "TEXTURE_BUFFER",
- "TEXTURE_2D_ARRAY",
- "TEXTURE_1D_ARRAY",
- "TEXTURE_CUBE",
- "TEXTURE_3D",
- "TEXTURE_RECT",
- "TEXTURE_2D",
- "TEXTURE_1D",
- };
- GLint targetUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
- GLbitfield samplersUsed = prog->SamplersUsed;
- GLuint i;
-
- assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
-
- if (samplersUsed == 0x0)
- return GL_TRUE;
-
- for (i = 0; i < Elements(targetUsed); i++)
- targetUsed[i] = -1;
-
- /* walk over bits which are set in 'samplers' */
- while (samplersUsed) {
- GLuint unit;
- gl_texture_index target;
- GLint sampler = _mesa_ffs(samplersUsed) - 1;
- assert(sampler >= 0);
- assert(sampler < Elements(prog->SamplerUnits));
- unit = prog->SamplerUnits[sampler];
- target = prog->SamplerTargets[sampler];
- if (targetUsed[unit] != -1 && targetUsed[unit] != (int) target) {
- _mesa_snprintf(errMsg, 100,
- "Texture unit %d is accessed both as %s and %s",
- unit, targetName[targetUsed[unit]], targetName[target]);
- return GL_FALSE;
- }
- targetUsed[unit] = target;
- samplersUsed ^= (1 << sampler);
- }
-
- return GL_TRUE;
-}
-
-
/**
* Do validation of the given shader program.
* \param errMsg returns error message if validation fails.
validate_shader_program(const struct gl_shader_program *shProg,
char *errMsg)
{
- const struct gl_shader *vs = shProg->_LinkedShaders[MESA_SHADER_VERTEX];
- const struct gl_shader *gs = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY];
- const struct gl_shader *fs = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT];
-
if (!shProg->LinkStatus) {
return GL_FALSE;
}
* Check: any two active samplers in the current program object are of
* different types, but refer to the same texture image unit,
*/
- if (vs && !validate_samplers(vs->Program, errMsg)) {
+ if (!_mesa_sampler_uniforms_are_valid(shProg, errMsg, 100))
return GL_FALSE;
- }
- if (gs && !validate_samplers(gs->Program, errMsg)) {
- return GL_FALSE;
- }
- if (fs && !validate_samplers(fs->Program, errMsg)) {
- return GL_FALSE;
- }
return GL_TRUE;
}
}
-/* GL_EXT_gpu_shader4, GL3 */
-void GLAPIENTRY
-_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
- const GLchar *name)
-{
- GET_CURRENT_CONTEXT(ctx);
- bind_frag_data_location(ctx, program, colorNumber, name);
-}
-
-
void GLAPIENTRY
_mesa_CompileShaderARB(GLhandleARB shaderObj)
{
}
-/* GL_EXT_gpu_shader4, GL3 */
-GLint GLAPIENTRY
-_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
-{
- GET_CURRENT_CONTEXT(ctx);
- return get_frag_data_location(ctx, program, name);
-}
-
-
-
void GLAPIENTRY
_mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
GLcharARB * infoLog)
ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (obj->Active) {
+ if (obj->Active && !obj->Paused) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseProgram(transform feedback active)");
return;
return;
}
- if (ctx->TransformFeedback.CurrentObject->Active) {
+ if (ctx->TransformFeedback.CurrentObject->Active &&
+ !ctx->TransformFeedback.CurrentObject->Paused) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseShaderProgramEXT(transform feedback is active)");
return;
SET_ReleaseShaderCompiler(exec, _mesa_ReleaseShaderCompiler);
SET_GetShaderPrecisionFormat(exec, _mesa_GetShaderPrecisionFormat);
+ /* GL_ARB_blend_func_extended */
+ SET_BindFragDataLocationIndexed(exec, _mesa_BindFragDataLocationIndexed);
+ SET_GetFragDataIndex(exec, _mesa_GetFragDataIndex);
#endif /* FEATURE_GL */
}