* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
#include <stdlib.h>
#include "program/hash_table.h"
#include "../glsl/program.h"
#include "../glsl/ir_uniform.h"
+#include "../glsl/glsl_parser_extras.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "uniforms.h"
extern "C" void GLAPIENTRY
-_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
- GLsizei maxLength, GLsizei *length, GLint *size,
- GLenum *type, GLcharARB *nameOut)
+_mesa_GetActiveUniform(GLuint program, GLuint index,
+ GLsizei maxLength, GLsizei *length, GLint *size,
+ GLenum *type, GLcharARB *nameOut)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
if (!shProg)
return;
const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
if (nameOut) {
- _mesa_copy_string(nameOut, maxLength, length, uni->name);
+ _mesa_get_uniform_name(uni, maxLength, length, nameOut);
}
if (size) {
}
}
+extern "C" void GLAPIENTRY
+_mesa_GetActiveUniformsiv(GLuint program,
+ GLsizei uniformCount,
+ const GLuint *uniformIndices,
+ GLenum pname,
+ GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg;
+ GLsizei i;
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
+ if (!shProg)
+ return;
+
+ if (uniformCount < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetUniformIndices(uniformCount < 0)");
+ return;
+ }
+
+ for (i = 0; i < uniformCount; i++) {
+ GLuint index = uniformIndices[i];
+
+ if (index >= shProg->NumUserUniformStorage) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
+ return;
+ }
+ }
+
+ for (i = 0; i < uniformCount; i++) {
+ GLuint index = uniformIndices[i];
+ const struct gl_uniform_storage *uni = &shProg->UniformStorage[index];
+
+ switch (pname) {
+ case GL_UNIFORM_TYPE:
+ params[i] = uni->type->gl_type;
+ break;
+
+ case GL_UNIFORM_SIZE:
+ /* array_elements is zero for non-arrays, but the API requires that 1 be
+ * returned.
+ */
+ params[i] = MAX2(1, uni->array_elements);
+ break;
+
+ case GL_UNIFORM_NAME_LENGTH:
+ params[i] = strlen(uni->name) + 1;
+
+ /* 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]"."
+ */
+ if (uni->array_elements != 0)
+ params[i] += 3;
+ break;
+
+ case GL_UNIFORM_BLOCK_INDEX:
+ params[i] = uni->block_index;
+ break;
+
+ case GL_UNIFORM_OFFSET:
+ params[i] = uni->offset;
+ break;
+
+ case GL_UNIFORM_ARRAY_STRIDE:
+ params[i] = uni->array_stride;
+ break;
+
+ case GL_UNIFORM_MATRIX_STRIDE:
+ params[i] = uni->matrix_stride;
+ break;
+
+ case GL_UNIFORM_IS_ROW_MAJOR:
+ params[i] = uni->row_major;
+ break;
+
+ case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
+ if (!ctx->Extensions.ARB_shader_atomic_counters)
+ goto invalid_enum;
+ params[i] = uni->atomic_buffer_index;
+ break;
+
+ default:
+ goto invalid_enum;
+ }
+ }
+
+ return;
+
+ invalid_enum:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)");
+}
+
static bool
validate_uniform_parameters(struct gl_context *ctx,
struct gl_shader_program *shProg,
return false;
}
- _mesa_uniform_split_location_offset(location, loc, array_index);
-
- if (*loc >= shProg->NumUserUniformStorage) {
+ /* Check that the given location is in bounds of uniform remap table. */
+ if (location >= (GLint) shProg->NumUniformRemapTable) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
caller, location);
return false;
}
+ _mesa_uniform_split_location_offset(shProg, location, loc, array_index);
+
if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(count > 1 for non-array, location=%d)",
return false;
}
- /* This case should be impossible. The implication is that a call like
- * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an
- * array.
+ /* If the uniform is an array, check that array_index is in bounds.
+ * If not an array, check that array_index is zero.
+ * array_index is unsigned so no need to check for less than zero.
*/
- if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) {
+ unsigned limit = shProg->UniformStorage[*loc].array_elements;
+ if (limit == 0)
+ limit = 1;
+ if (*array_index >= limit) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
caller, location);
return false;
static void
log_program_parameters(const struct gl_shader_program *shProg)
{
- static const char *stages[] = {
- "vertex", "fragment", "geometry"
- };
-
- assert(Elements(stages) == MESA_SHADER_TYPES);
-
- for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
+ for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
if (shProg->_LinkedShaders[i] == NULL)
continue;
const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
printf("Program %d %s shader parameters:\n",
- shProg->Name, stages[i]);
+ shProg->Name, _mesa_shader_stage_to_string(i));
for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
printf("%s: %p %f %f %f %f\n",
prog->Parameters->Parameters[j].Name,
enum glsl_base_type basicType;
struct gl_uniform_storage *uni;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
if (!validate_uniform_parameters(ctx, shProg, location, count,
&loc, &offset, "glUniform", false))
return;
match = true;
break;
case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
match = (basicType == GLSL_TYPE_INT);
break;
default:
return;
}
- if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
log_uniform(values, basicType, components, 1, count,
false, shProg, location, uni);
}
}
}
+ if (uni->type->is_image()) {
+ int i;
+
+ for (i = 0; i < count; i++) {
+ const int unit = ((GLint *) values)[i];
+
+ /* check that the image unit is legal */
+ if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniform1i(invalid image unit index for uniform %d)",
+ location);
+ return;
+ }
+ }
+ }
+
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
*
* "When loading N elements starting at an arbitrary position k in a
* will have already generated an error.
*/
if (uni->array_elements != 0) {
- if (offset >= uni->array_elements)
- return;
-
count = MIN2(count, (int) (uni->array_elements - offset));
}
if (uni->type->is_sampler()) {
int i;
- for (i = 0; i < count; i++) {
- shProg->SamplerUnits[uni->sampler + offset + i] =
- ((unsigned *) values)[i];
- }
-
bool flushed = false;
- for (i = 0; i < MESA_SHADER_TYPES; i++) {
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
struct gl_shader *const sh = shProg->_LinkedShaders[i];
+ int j;
- /* If the shader stage doesn't use any samplers, don't bother
- * checking if any samplers have changed.
+ /* If the shader stage doesn't use the sampler uniform, skip this.
*/
- if (sh == NULL || sh->active_samplers == 0)
+ if (sh == NULL || !uni->sampler[i].active)
continue;
+ for (j = 0; j < count; j++) {
+ sh->SamplerUnits[uni->sampler[i].index + offset + j] =
+ ((unsigned *) values)[j];
+ }
+
struct gl_program *const prog = sh->Program;
- assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
+ assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits));
/* Determine if any of the samplers used by this shader stage have
* been modified.
bool changed = false;
for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
if ((sh->active_samplers & (1U << j)) != 0
- && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
+ && (prog->SamplerUnits[j] != sh->SamplerUnits[j])) {
changed = true;
break;
}
}
memcpy(prog->SamplerUnits,
- shProg->SamplerUnits,
- sizeof(shProg->SamplerUnits));
+ sh->SamplerUnits,
+ sizeof(sh->SamplerUnits));
_mesa_update_shader_textures_used(shProg, prog);
- (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog);
+ if (ctx->Driver.SamplerUniformChange)
+ ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
}
}
}
+
+ /* If the uniform is an image, update the mapping from image
+ * uniforms to image units present in the shader data structure.
+ */
+ if (uni->type->is_image()) {
+ int i, j;
+
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (uni->image[i].active) {
+ struct gl_shader *sh = shProg->_LinkedShaders[i];
+
+ for (j = 0; j < count; j++)
+ sh->ImageUnits[uni->image[i].index + offset + j] =
+ ((GLint *) values)[j];
+ }
+ }
+
+ ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
+ }
}
/**
unsigned elements;
struct gl_uniform_storage *uni;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
if (!validate_uniform_parameters(ctx, shProg, location, count,
&loc, &offset, "glUniformMatrix", false))
return;
/* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
* http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
- if (ctx->API == API_OPENGLES || ctx->API == API_OPENGLES2) {
+ if (ctx->API == API_OPENGLES
+ || (ctx->API == API_OPENGLES2 && ctx->Version < 30)) {
if (transpose) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniformMatrix(matrix transpose is not GL_FALSE)");
}
}
- if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
bool(transpose), shProg, location, uni);
}
* will have already generated an error.
*/
if (uni->array_elements != 0) {
- if (offset >= uni->array_elements)
- return;
-
count = MIN2(count, (int) (uni->array_elements - offset));
}
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
}
+
/**
* Called via glGetUniformLocation().
*
const GLchar *name,
unsigned *out_offset)
{
- const size_t len = strlen(name);
- long offset;
- bool array_lookup;
- char *name_copy;
-
- /* If the name ends with a ']', assume that it refers to some element of an
- * array. Malformed array references will fail the hash table look up
- * below, so it doesn't matter that they are not caught here. This code
- * only wants to catch the "leaf" array references so that arrays of
- * structures containing arrays will be handled correctly.
+ /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
+ *
+ * "The first element of a uniform array is identified using the
+ * name of the uniform array appended with "[0]". Except if the last
+ * part of the string name indicates a uniform array, then the
+ * location of the first element of that array can be retrieved by
+ * either using the name of the uniform array, or the name of the
+ * uniform array appended with "[0]"."
+ *
+ * Note: since uniform names are not allowed to use whitespace, and array
+ * indices within uniform names are not allowed to use "+", "-", or leading
+ * zeros, it follows that each uniform has a unique name up to the possible
+ * ambiguity with "[0]" noted above. Therefore we don't need to worry
+ * about mal-formed inputs--they will properly fail when we try to look up
+ * the uniform name in shProg->UniformHash.
*/
- if (name[len-1] == ']') {
- unsigned i;
-
- /* Walk backwards over the string looking for a non-digit character.
- * This had better be the opening bracket for an array index.
- *
- * Initially, i specifies the location of the ']'. Since the string may
- * contain only the ']' charcater, walk backwards very carefully.
- */
- for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
- /* empty */ ;
-
- /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
- *
- * "The first element of a uniform array is identified using the
- * name of the uniform array appended with "[0]". Except if the last
- * part of the string name indicates a uniform array, then the
- * location of the first element of that array can be retrieved by
- * either using the name of the uniform array, or the name of the
- * uniform array appended with "[0]"."
- *
- * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
- *
- * "name must be a null terminated string, without white space."
- *
- * Return an error if there is no opening '[' to match the closing ']'.
- * An error will also be returned if there is intervening white space
- * (or other non-digit characters) before the opening '['.
- */
- if ((i == 0) || name[i-1] != '[')
- return GL_INVALID_INDEX;
-
- /* Return an error if there are no digits between the opening '[' to
- * match the closing ']'.
- */
- if (i == (len - 1))
- return GL_INVALID_INDEX;
- /* Make a new string that is a copy of the old string up to (but not
- * including) the '[' character.
- */
- name_copy = (char *) malloc(i);
- memcpy(name_copy, name, i - 1);
- name_copy[i-1] = '\0';
-
- offset = strtol(&name[i], NULL, 10);
- if (offset < 0) {
- free(name_copy);
- return GL_INVALID_INDEX;
- }
+ const GLchar *base_name_end;
+ long offset = parse_program_resource_name(name, &base_name_end);
+ bool array_lookup = offset >= 0;
+ char *name_copy;
- array_lookup = true;
+ if (array_lookup) {
+ name_copy = (char *) malloc(base_name_end - name + 1);
+ memcpy(name_copy, name, base_name_end - name);
+ name_copy[base_name_end - name] = '\0';
} else {
name_copy = (char *) name;
offset = 0;
- array_lookup = false;
}
unsigned location = 0;
if (!found)
return GL_INVALID_INDEX;
- /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]'
- * to (correctly) fail if 'a' is not an array.
+ /* If the uniform is an array, fail if the index is out of bounds.
+ * (A negative index is caught above.) This also fails if the uniform
+ * is not an array, but the user is trying to index it, because
+ * array_elements is zero and offset >= 0.
*/
- if (array_lookup && shProg->UniformStorage[location].array_elements == 0) {
+ if (array_lookup
+ && offset >= (long) shProg->UniformStorage[location].array_elements) {
return GL_INVALID_INDEX;
}