* 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 "main/core.h"
+#include "main/context.h"
#include "ir.h"
+#include "ir_uniform.h"
+#include "program/hash_table.h"
#include "../glsl/program.h"
-
-extern "C" {
+#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");
- const struct gl_program_parameter *param;
if (!shProg)
return;
- if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
+ if (index >= shProg->NumUserUniformStorage) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
return;
}
- param = get_uniform_parameter(shProg, index);
- if (!param)
- return;
+ const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
if (nameOut) {
- _mesa_copy_string(nameOut, maxLength, length, param->Name);
+ _mesa_get_uniform_name(uni, maxLength, length, nameOut);
}
if (size) {
- GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
- if ((GLint) param->Size > typeSize) {
- /* This is an array.
- * Array elements are placed on vector[4] boundaries so they're
- * a multiple of four floats. We round typeSize up to next multiple
- * of four to get the right size below.
+ /* array_elements is zero for non-arrays, but the API requires that 1 be
+ * returned.
+ */
+ *size = MAX2(1, uni->array_elements);
+ }
+
+ if (type) {
+ *type = uni->type->gl_type;
+ }
+}
+
+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,
+ "glGetActiveUniformsiv(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]"."
*/
- typeSize = (typeSize + 3) & ~3;
+ 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;
}
- /* Note that the returned size is in units of the <type>, not bytes */
- *size = param->Size / typeSize;
}
- if (type) {
- *type = param->DataType;
+ 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,
+ GLint location, GLsizei count,
+ unsigned *loc,
+ unsigned *array_index,
+ const char *caller,
+ bool negative_one_is_not_valid)
+{
+ if (!shProg || !shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
+ return false;
+ }
+
+ if (location == -1) {
+ /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
+ * spec says:
+ *
+ * "The error INVALID_OPERATION is generated if program has not been
+ * linked successfully, or if location is not a valid location for
+ * program."
+ *
+ * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
+ * says:
+ *
+ * "If the value of location is -1, the Uniform* commands will
+ * silently ignore the data passed in, and the current uniform
+ * values will not be changed."
+ *
+ * Allowing -1 for the location parameter of glUniform allows
+ * applications to avoid error paths in the case that, for example, some
+ * uniform variable is removed by the compiler / linker after
+ * optimization. In this case, the new value of the uniform is dropped
+ * on the floor. For the case of glGetUniform, there is nothing
+ * sensible to do for a location of -1.
+ *
+ * The negative_one_is_not_valid flag selects between the two behaviors.
+ */
+ if (negative_one_is_not_valid) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
+ caller, location);
+ }
+
+ return false;
+ }
+
+ /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
+ *
+ * "If a negative number is provided where an argument of type sizei or
+ * sizeiptr is specified, the error INVALID_VALUE is generated."
+ */
+ if (count < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
+ return false;
+ }
+
+ /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
+ *
+ * "If any of the following conditions occur, an INVALID_OPERATION
+ * error is generated by the Uniform* commands, and no uniform values
+ * are changed:
+ *
+ * ...
+ *
+ * - if no variable with a location of location exists in the
+ * program object currently in use and location is not -1,
+ * - if count is greater than one, and the uniform declared in the
+ * shader is not an array variable,
+ */
+ if (location < -1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
+ caller, location);
+ return false;
+ }
+
+ /* 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;
+ }
+
+ /* If the driver storage pointer in remap table is -1, we ignore silently.
+ *
+ * GL_ARB_explicit_uniform_location spec says:
+ * "What happens if Uniform* is called with an explicitly defined
+ * uniform location, but that uniform is deemed inactive by the
+ * linker?
+ *
+ * RESOLVED: The call is ignored for inactive uniform variables and
+ * no error is generated."
+ *
+ */
+ if (shProg->UniformRemapTable[location] ==
+ INACTIVE_UNIFORM_EXPLICIT_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)",
+ caller, location);
+ return false;
+ }
+
+ /* 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.
+ */
+ 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;
+ }
+ return true;
+}
+
+/**
+ * Called via glGetUniform[fiui]v() to get the current value of a uniform.
+ */
+extern "C" void
+_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
+ GLsizei bufSize, enum glsl_base_type returnType,
+ GLvoid *paramsOut)
+{
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
+ struct gl_uniform_storage *uni;
+ unsigned loc, offset;
+
+ if (!validate_uniform_parameters(ctx, shProg, location, 1,
+ &loc, &offset, "glGetUniform", true))
+ return;
+
+ uni = &shProg->UniformStorage[loc];
+
+ {
+ unsigned elements = (uni->type->is_sampler())
+ ? 1 : uni->type->components();
+
+ /* Calculate the source base address *BEFORE* modifying elements to
+ * account for the size of the user's buffer.
+ */
+ const union gl_constant_value *const src =
+ &uni->storage[offset * elements];
+
+ assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
+ returnType == GLSL_TYPE_UINT);
+ /* The three (currently) supported types all have the same size,
+ * which is of course the same as their union. That'll change
+ * with glGetUniformdv()...
+ */
+ unsigned bytes = sizeof(src[0]) * elements;
+ if (bufSize < 0 || bytes > (unsigned) bufSize) {
+ _mesa_error( ctx, GL_INVALID_OPERATION,
+ "glGetnUniform*vARB(out of bounds: bufSize is %d,"
+ " but %u bytes are required)", bufSize, bytes );
+ return;
+ }
+
+ /* If the return type and the uniform's native type are "compatible,"
+ * just memcpy the data. If the types are not compatible, perform a
+ * slower convert-and-copy process.
+ */
+ if (returnType == uni->type->base_type
+ || ((returnType == GLSL_TYPE_INT
+ || returnType == GLSL_TYPE_UINT
+ || returnType == GLSL_TYPE_SAMPLER)
+ &&
+ (uni->type->base_type == GLSL_TYPE_INT
+ || uni->type->base_type == GLSL_TYPE_UINT
+ || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
+ memcpy(paramsOut, src, bytes);
+ } else {
+ union gl_constant_value *const dst =
+ (union gl_constant_value *) paramsOut;
+
+ /* This code could be optimized by putting the loop inside the switch
+ * statements. However, this is not expected to be
+ * performance-critical code.
+ */
+ for (unsigned i = 0; i < elements; i++) {
+ switch (returnType) {
+ case GLSL_TYPE_FLOAT:
+ switch (uni->type->base_type) {
+ case GLSL_TYPE_UINT:
+ dst[i].f = (float) src[i].u;
+ break;
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_SAMPLER:
+ dst[i].f = (float) src[i].i;
+ break;
+ case GLSL_TYPE_BOOL:
+ dst[i].f = src[i].i ? 1.0f : 0.0f;
+ break;
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ break;
+
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_UINT:
+ switch (uni->type->base_type) {
+ case GLSL_TYPE_FLOAT:
+ /* While the GL 3.2 core spec doesn't explicitly
+ * state how conversion of float uniforms to integer
+ * values works, in section 6.2 "State Tables" on
+ * page 267 it says:
+ *
+ * "Unless otherwise specified, when floating
+ * point state is returned as integer values or
+ * integer state is returned as floating-point
+ * values it is converted in the fashion
+ * described in section 6.1.2"
+ *
+ * That section, on page 248, says:
+ *
+ * "If GetIntegerv or GetInteger64v are called,
+ * a floating-point value is rounded to the
+ * nearest integer..."
+ */
+ dst[i].i = IROUND(src[i].f);
+ break;
+ case GLSL_TYPE_BOOL:
+ dst[i].i = src[i].i ? 1 : 0;
+ break;
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ break;
+
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ }
+ }
+ }
+}
+
+static void
+log_uniform(const void *values, enum glsl_base_type basicType,
+ unsigned rows, unsigned cols, unsigned count,
+ bool transpose,
+ const struct gl_shader_program *shProg,
+ GLint location,
+ const struct gl_uniform_storage *uni)
+{
+
+ const union gl_constant_value *v = (const union gl_constant_value *) values;
+ const unsigned elems = rows * cols * count;
+ const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
+
+ printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
+ "transpose = %s) to: ",
+ shProg->Name, extra, uni->name, location, uni->type->name,
+ transpose ? "true" : "false");
+ for (unsigned i = 0; i < elems; i++) {
+ if (i != 0 && ((i % rows) == 0))
+ printf(", ");
+
+ switch (basicType) {
+ case GLSL_TYPE_UINT:
+ printf("%u ", v[i].u);
+ break;
+ case GLSL_TYPE_INT:
+ printf("%d ", v[i].i);
+ break;
+ case GLSL_TYPE_FLOAT:
+ printf("%g ", v[i].f);
+ break;
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ }
+ printf("\n");
+ fflush(stdout);
+}
+
+#if 0
+static void
+log_program_parameters(const struct gl_shader_program *shProg)
+{
+ 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, _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,
+ prog->Parameters->ParameterValues[j],
+ prog->Parameters->ParameterValues[j][0].f,
+ prog->Parameters->ParameterValues[j][1].f,
+ prog->Parameters->ParameterValues[j][2].f,
+ prog->Parameters->ParameterValues[j][3].f);
+ }
+ }
+ fflush(stdout);
+}
+#endif
+
+/**
+ * Propagate some values from uniform backing storage to driver storage
+ *
+ * Values propagated from uniform backing storage to driver storage
+ * have all format / type conversions previously requested by the
+ * driver applied. This function is most often called by the
+ * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
+ * etc.
+ *
+ * \param uni Uniform whose data is to be propagated to driver storage
+ * \param array_index If \c uni is an array, this is the element of
+ * the array to be propagated.
+ * \param count Number of array elements to propagate.
+ */
+extern "C" void
+_mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
+ unsigned array_index,
+ unsigned count)
+{
+ unsigned i;
+
+ /* vector_elements and matrix_columns can be 0 for samplers.
+ */
+ const unsigned components = MAX2(1, uni->type->vector_elements);
+ const unsigned vectors = MAX2(1, uni->type->matrix_columns);
+
+ /* Store the data in the driver's requested type in the driver's storage
+ * areas.
+ */
+ unsigned src_vector_byte_stride = components * 4;
+
+ for (i = 0; i < uni->num_driver_storage; i++) {
+ struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
+ uint8_t *dst = (uint8_t *) store->data;
+ const unsigned extra_stride =
+ store->element_stride - (vectors * store->vector_stride);
+ const uint8_t *src =
+ (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
+
+#if 0
+ printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
+ "extra_stride=%u\n",
+ __func__, dst, array_index, components,
+ vectors, count, store->vector_stride, extra_stride);
+#endif
+
+ dst += array_index * store->element_stride;
+
+ switch (store->format) {
+ case uniform_native:
+ case uniform_bool_int_0_1: {
+ unsigned j;
+ unsigned v;
+
+ for (j = 0; j < count; j++) {
+ for (v = 0; v < vectors; v++) {
+ memcpy(dst, src, src_vector_byte_stride);
+ src += src_vector_byte_stride;
+ dst += store->vector_stride;
+ }
+
+ dst += extra_stride;
+ }
+ break;
+ }
+
+ case uniform_int_float:
+ case uniform_bool_float: {
+ const int *isrc = (const int *) src;
+ unsigned j;
+ unsigned v;
+ unsigned c;
+
+ for (j = 0; j < count; j++) {
+ for (v = 0; v < vectors; v++) {
+ for (c = 0; c < components; c++) {
+ ((float *) dst)[c] = (float) *isrc;
+ isrc++;
+ }
+
+ dst += store->vector_stride;
+ }
+
+ dst += extra_stride;
+ }
+ break;
+ }
+
+ case uniform_bool_int_0_not0: {
+ const int *isrc = (const int *) src;
+ unsigned j;
+ unsigned v;
+ unsigned c;
+
+ for (j = 0; j < count; j++) {
+ for (v = 0; v < vectors; v++) {
+ for (c = 0; c < components; c++) {
+ ((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
+ isrc++;
+ }
+
+ dst += store->vector_stride;
+ }
+
+ dst += extra_stride;
+ }
+ break;
+ }
+
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
+ }
+}
+
+/**
+ * Called via glUniform*() functions.
+ */
+extern "C" void
+_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
+ GLint location, GLsizei count,
+ const GLvoid *values, GLenum type)
+{
+ unsigned loc, offset;
+ unsigned components;
+ unsigned src_components;
+ enum glsl_base_type basicType;
+ struct gl_uniform_storage *uni;
+
+ if (!validate_uniform_parameters(ctx, shProg, location, count,
+ &loc, &offset, "glUniform", false))
+ return;
+
+ uni = &shProg->UniformStorage[loc];
+
+ /* Verify that the types are compatible.
+ */
+ switch (type) {
+ case GL_FLOAT:
+ basicType = GLSL_TYPE_FLOAT;
+ src_components = 1;
+ break;
+ case GL_FLOAT_VEC2:
+ basicType = GLSL_TYPE_FLOAT;
+ src_components = 2;
+ break;
+ case GL_FLOAT_VEC3:
+ basicType = GLSL_TYPE_FLOAT;
+ src_components = 3;
+ break;
+ case GL_FLOAT_VEC4:
+ basicType = GLSL_TYPE_FLOAT;
+ src_components = 4;
+ break;
+ case GL_UNSIGNED_INT:
+ basicType = GLSL_TYPE_UINT;
+ src_components = 1;
+ break;
+ case GL_UNSIGNED_INT_VEC2:
+ basicType = GLSL_TYPE_UINT;
+ src_components = 2;
+ break;
+ case GL_UNSIGNED_INT_VEC3:
+ basicType = GLSL_TYPE_UINT;
+ src_components = 3;
+ break;
+ case GL_UNSIGNED_INT_VEC4:
+ basicType = GLSL_TYPE_UINT;
+ src_components = 4;
+ break;
+ case GL_INT:
+ basicType = GLSL_TYPE_INT;
+ src_components = 1;
+ break;
+ case GL_INT_VEC2:
+ basicType = GLSL_TYPE_INT;
+ src_components = 2;
+ break;
+ case GL_INT_VEC3:
+ basicType = GLSL_TYPE_INT;
+ src_components = 3;
+ break;
+ case GL_INT_VEC4:
+ basicType = GLSL_TYPE_INT;
+ src_components = 4;
+ break;
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT2x4:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT3x4:
+ case GL_FLOAT_MAT4x2:
+ case GL_FLOAT_MAT4x3:
+ case GL_FLOAT_MAT4:
+ default:
+ _mesa_problem(NULL, "Invalid type in %s", __func__);
+ return;
+ }
+
+ if (uni->type->is_sampler()) {
+ components = 1;
+ } else {
+ components = uni->type->vector_elements;
+ }
+
+ bool match;
+ switch (uni->type->base_type) {
+ case GLSL_TYPE_BOOL:
+ match = true;
+ break;
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ match = (basicType == GLSL_TYPE_INT);
+ break;
+ default:
+ match = (basicType == uni->type->base_type);
+ break;
+ }
+
+ if (uni->type->is_matrix() || components != src_components || !match) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ return;
+ }
+
+ if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
+ log_uniform(values, basicType, components, 1, count,
+ false, shProg, location, uni);
+ }
+
+ /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
+ *
+ * "Setting a sampler's value to i selects texture image unit number
+ * i. The values of i range from zero to the implementation- dependent
+ * maximum supported number of texture image units."
+ *
+ * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
+ * the PDF) says:
+ *
+ * "Error Description Offending command
+ * ignored?
+ * ...
+ * INVALID_VALUE Numeric argument out of range Yes"
+ *
+ * Based on that, when an invalid sampler is specified, we generate a
+ * GL_INVALID_VALUE error and ignore the command.
+ */
+ if (uni->type->is_sampler()) {
+ int i;
+
+ for (i = 0; i < count; i++) {
+ const unsigned texUnit = ((unsigned *) values)[i];
+
+ /* check that the sampler (tex unit index) is legal */
+ if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniform1i(invalid sampler/tex unit index for "
+ "uniform %d)",
+ location);
+ return;
+ }
+ }
+ }
+
+ 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
+ * uniform declared as an array, elements k through k + N - 1 in the
+ * array will be replaced with the new values. Values for any array
+ * element that exceeds the highest array element index used, as
+ * reported by GetActiveUniform, will be ignored by the GL."
+ *
+ * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
+ * will have already generated an error.
+ */
+ if (uni->array_elements != 0) {
+ count = MIN2(count, (int) (uni->array_elements - offset));
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+ /* Store the data in the "actual type" backing storage for the uniform.
+ */
+ if (!uni->type->is_boolean()) {
+ memcpy(&uni->storage[components * offset], values,
+ sizeof(uni->storage[0]) * components * count);
+ } else {
+ const union gl_constant_value *src =
+ (const union gl_constant_value *) values;
+ union gl_constant_value *dst = &uni->storage[components * offset];
+ const unsigned elems = components * count;
+ unsigned i;
+
+ for (i = 0; i < elems; i++) {
+ if (basicType == GLSL_TYPE_FLOAT) {
+ dst[i].i = src[i].f != 0.0f ? 1 : 0;
+ } else {
+ dst[i].i = src[i].i != 0 ? 1 : 0;
+ }
+ }
+ }
+
+ uni->initialized = true;
+
+ _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
+
+ /* If the uniform is a sampler, do the extra magic necessary to propagate
+ * the changes through.
+ */
+ if (uni->type->is_sampler()) {
+ int i;
+
+ bool flushed = false;
+ 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 the sampler uniform, skip this.
+ */
+ 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(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] != sh->SamplerUnits[j])) {
+ changed = true;
+ break;
+ }
+ }
+
+ if (changed) {
+ if (!flushed) {
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
+ flushed = true;
+ }
+
+ memcpy(prog->SamplerUnits,
+ sh->SamplerUnits,
+ sizeof(sh->SamplerUnits));
+
+ _mesa_update_shader_textures_used(shProg, 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;
+ }
+}
+
+/**
+ * Called by glUniformMatrix*() functions.
+ * Note: cols=2, rows=4 ==> array[2] of vec4
+ */
+extern "C" void
+_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
+ GLuint cols, GLuint rows,
+ GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat *values)
+{
+ unsigned loc, offset;
+ unsigned vectors;
+ unsigned components;
+ unsigned elements;
+ struct gl_uniform_storage *uni;
+
+ if (!validate_uniform_parameters(ctx, shProg, location, count,
+ &loc, &offset, "glUniformMatrix", false))
+ return;
+
+ uni = &shProg->UniformStorage[loc];
+ if (!uni->type->is_matrix()) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(non-matrix uniform)");
+ return;
+ }
+
+ assert(!uni->type->is_sampler());
+ vectors = uni->type->matrix_columns;
+ components = uni->type->vector_elements;
+
+ /* Verify that the types are compatible. This is greatly simplified for
+ * matrices because they can only have a float base type.
+ */
+ if (vectors != cols || components != rows) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(matrix size mismatch)");
+ 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 && ctx->Version < 30)) {
+ if (transpose) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniformMatrix(matrix transpose is not GL_FALSE)");
+ return;
+ }
+ }
+
+ if (ctx->_Shader->Flags & GLSL_UNIFORMS) {
+ log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
+ bool(transpose), shProg, location, uni);
+ }
+
+ /* 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
+ * uniform declared as an array, elements k through k + N - 1 in the
+ * array will be replaced with the new values. Values for any array
+ * element that exceeds the highest array element index used, as
+ * reported by GetActiveUniform, will be ignored by the GL."
+ *
+ * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
+ * will have already generated an error.
+ */
+ if (uni->array_elements != 0) {
+ count = MIN2(count, (int) (uni->array_elements - offset));
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+ /* Store the data in the "actual type" backing storage for the uniform.
+ */
+ elements = components * vectors;
+
+ if (!transpose) {
+ memcpy(&uni->storage[elements * offset], values,
+ sizeof(uni->storage[0]) * elements * count);
+ } else {
+ /* Copy and transpose the matrix.
+ */
+ const float *src = values;
+ float *dst = &uni->storage[elements * offset].f;
+
+ for (int i = 0; i < count; i++) {
+ for (unsigned r = 0; r < rows; r++) {
+ for (unsigned c = 0; c < cols; c++) {
+ dst[(c * components) + r] = src[c + (r * vectors)];
+ }
+ }
+
+ dst += elements;
+ src += elements;
+ }
+ }
+
+ uni->initialized = true;
+
+ _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
+}
+
+
+/**
+ * Called via glGetUniformLocation().
+ *
+ * Returns the uniform index into UniformStorage (also the
+ * glGetActiveUniformsiv uniform index), and stores the referenced
+ * array offset in *offset, or GL_INVALID_INDEX (-1). Those two
+ * return values can be encoded into a uniform location for
+ * glUniform* using _mesa_uniform_merge_location_offset(index, offset).
+ */
+extern "C" unsigned
+_mesa_get_uniform_location(struct gl_context *ctx,
+ struct gl_shader_program *shProg,
+ const GLchar *name,
+ unsigned *out_offset)
+{
+ /* 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.
+ */
+
+ const GLchar *base_name_end;
+ long offset = parse_program_resource_name(name, &base_name_end);
+ bool array_lookup = offset >= 0;
+ char *name_copy;
+
+ 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;
+ }
+
+ unsigned location = 0;
+ const bool found = shProg->UniformHash->get(location, name_copy);
+
+ assert(!found
+ || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
+
+ /* Free the temporary buffer *before* possibly returning an error.
+ */
+ if (name_copy != name)
+ free(name_copy);
+
+ if (!found)
+ return GL_INVALID_INDEX;
+
+ /* 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
+ && offset >= (long) shProg->UniformStorage[location].array_elements) {
+ return GL_INVALID_INDEX;
+ }
+
+ *out_offset = offset;
+ return location;
+}
+
+extern "C" bool
+_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
+ char *errMsg, size_t errMsgLength)
+{
+ const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+
+ memset(unit_types, 0, sizeof(unit_types));
+
+ for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
+ const struct gl_uniform_storage *const storage =
+ &shProg->UniformStorage[i];
+ const glsl_type *const t = (storage->type->is_array())
+ ? storage->type->fields.array : storage->type;
+
+ if (!t->is_sampler())
+ continue;
+
+ const unsigned count = MAX2(1, storage->type->array_size());
+ for (unsigned j = 0; j < count; j++) {
+ const unsigned unit = storage->storage[j].i;
+
+ /* The types of the samplers associated with a particular texture
+ * unit must be an exact match. Page 74 (page 89 of the PDF) of the
+ * OpenGL 3.3 core spec says:
+ *
+ * "It is not allowed to have variables of different sampler
+ * types pointing to the same texture image unit within a program
+ * object."
+ */
+ if (unit_types[unit] == NULL) {
+ unit_types[unit] = t;
+ } else if (unit_types[unit] != t) {
+ _mesa_snprintf(errMsg, errMsgLength,
+ "Texture unit %d is accessed both as %s and %s",
+ unit, unit_types[unit]->name, t->name);
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+extern "C" bool
+_mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
+{
+ /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
+ * OpenGL 4.1 spec says:
+ *
+ * "[INVALID_OPERATION] is generated by any command that transfers
+ * vertices to the GL if:
+ *
+ * ...
+ *
+ * - Any two active samplers in the current program object are of
+ * different types, but refer to the same texture image unit.
+ *
+ * - The number of active samplers in the program exceeds the
+ * maximum number of texture image units allowed."
+ */
+ unsigned active_samplers = 0;
+ const struct gl_shader_program **shProg =
+ (const struct gl_shader_program **) pipeline->CurrentProgram;
+
+ const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
+ memset(unit_types, 0, sizeof(unit_types));
+
+ for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
+ if (!shProg[idx])
+ continue;
+
+ for (unsigned i = 0; i < shProg[idx]->NumUserUniformStorage; i++) {
+ const struct gl_uniform_storage *const storage =
+ &shProg[idx]->UniformStorage[i];
+ const glsl_type *const t = (storage->type->is_array())
+ ? storage->type->fields.array : storage->type;
+
+ if (!t->is_sampler())
+ continue;
+
+ active_samplers++;
+
+ const unsigned count = MAX2(1, storage->type->array_size());
+ for (unsigned j = 0; j < count; j++) {
+ const unsigned unit = storage->storage[j].i;
+
+ /* The types of the samplers associated with a particular texture
+ * unit must be an exact match. Page 74 (page 89 of the PDF) of
+ * the OpenGL 3.3 core spec says:
+ *
+ * "It is not allowed to have variables of different sampler
+ * types pointing to the same texture image unit within a
+ * program object."
+ */
+ if (unit_types[unit] == NULL) {
+ unit_types[unit] = t;
+ } else if (unit_types[unit] != t) {
+ pipeline->InfoLog =
+ ralloc_asprintf(pipeline,
+ "Texture unit %d is accessed both as %s "
+ "and %s",
+ unit, unit_types[unit]->name, t->name);
+ return false;
+ }
+ }
+ }
+ }
+
+ if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
+ pipeline->InfoLog =
+ ralloc_asprintf(pipeline,
+ "the number of active samplers %d exceed the "
+ "maximum %d",
+ active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
+ return false;
+ }
+
+ return true;
}