* 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 "../glsl/program.h"
-#include "../glsl/ir_uniform.h"
-
-extern "C" {
-#include "main/image.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
-#include "uniforms.h"
-}
+#include "main/uniforms.h"
+#include "compiler/glsl/ir.h"
+#include "compiler/glsl/ir_uniform.h"
+#include "compiler/glsl/glsl_parser_extras.h"
+#include "compiler/glsl/program.h"
+#include "program/hash_table.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;
+ struct gl_shader_program *shProg;
+ struct gl_program_resource *res;
- if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ if (maxLength < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(maxLength < 0)");
return;
}
- param = get_uniform_parameter(shProg, index);
- if (!param)
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
+ if (!shProg)
return;
- const struct gl_uniform *const uni = &shProg->Uniforms->Uniforms[index];
+ res = _mesa_program_resource_find_index((struct gl_shader_program *) shProg,
+ GL_UNIFORM, index);
- if (nameOut) {
- _mesa_copy_string(nameOut, maxLength, length, param->Name);
- }
-
- if (size) {
- GLint typeSize = _mesa_sizeof_glsl_type(uni->Type->gl_type);
- 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.
- */
- typeSize = (typeSize + 3) & ~3;
- }
- /* Note that the returned size is in units of the <type>, not bytes */
- *size = param->Size / typeSize;
+ if (!res) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ return;
}
- if (type) {
- *type = uni->Type->gl_type;
- }
+ if (nameOut)
+ _mesa_get_program_resource_name(shProg, GL_UNIFORM, index, maxLength,
+ length, nameOut, "glGetActiveUniform");
+ if (type)
+ _mesa_program_resource_prop((struct gl_shader_program *) shProg,
+ res, index, GL_TYPE, (GLint*) type,
+ "glGetActiveUniform");
+ if (size)
+ _mesa_program_resource_prop((struct gl_shader_program *) shProg,
+ res, index, GL_ARRAY_SIZE, (GLint*) size,
+ "glGetActiveUniform");
}
static GLenum
-base_uniform_type(GLenum type)
+resource_prop_from_uniform_prop(GLenum uni_prop)
{
- switch (type) {
- case GL_BOOL:
- case GL_BOOL_VEC2:
- case GL_BOOL_VEC3:
- case GL_BOOL_VEC4:
- return GL_BOOL;
- case GL_FLOAT:
- case GL_FLOAT_VEC2:
- case GL_FLOAT_VEC3:
- case GL_FLOAT_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:
- return GL_FLOAT;
- case GL_UNSIGNED_INT:
- case GL_UNSIGNED_INT_VEC2:
- case GL_UNSIGNED_INT_VEC3:
- case GL_UNSIGNED_INT_VEC4:
- return GL_UNSIGNED_INT;
- case GL_INT:
- case GL_INT_VEC2:
- case GL_INT_VEC3:
- case GL_INT_VEC4:
- return GL_INT;
+ switch (uni_prop) {
+ case GL_UNIFORM_TYPE:
+ return GL_TYPE;
+ case GL_UNIFORM_SIZE:
+ return GL_ARRAY_SIZE;
+ case GL_UNIFORM_NAME_LENGTH:
+ return GL_NAME_LENGTH;
+ case GL_UNIFORM_BLOCK_INDEX:
+ return GL_BLOCK_INDEX;
+ case GL_UNIFORM_OFFSET:
+ return GL_OFFSET;
+ case GL_UNIFORM_ARRAY_STRIDE:
+ return GL_ARRAY_STRIDE;
+ case GL_UNIFORM_MATRIX_STRIDE:
+ return GL_MATRIX_STRIDE;
+ case GL_UNIFORM_IS_ROW_MAJOR:
+ return GL_IS_ROW_MAJOR;
+ case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
+ return GL_ATOMIC_COUNTER_BUFFER_INDEX;
default:
- _mesa_problem(NULL, "Invalid type in base_uniform_type()");
- return GL_FLOAT;
+ return 0;
}
}
-static GLboolean
-is_boolean_type(GLenum type)
+extern "C" void GLAPIENTRY
+_mesa_GetActiveUniformsiv(GLuint program,
+ GLsizei uniformCount,
+ const GLuint *uniformIndices,
+ GLenum pname,
+ GLint *params)
{
- switch (type) {
- case GL_BOOL:
- case GL_BOOL_VEC2:
- case GL_BOOL_VEC3:
- case GL_BOOL_VEC4:
- return GL_TRUE;
- default:
- return GL_FALSE;
- }
-}
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg;
+ struct gl_program_resource *res;
+ GLenum res_prop;
-static GLboolean
-is_sampler_type(GLenum type)
-{
- switch (type) {
- case GL_SAMPLER_1D:
- case GL_INT_SAMPLER_1D:
- case GL_UNSIGNED_INT_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_INT_SAMPLER_2D:
- case GL_UNSIGNED_INT_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_INT_SAMPLER_3D:
- case GL_UNSIGNED_INT_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_INT_SAMPLER_CUBE:
- case GL_UNSIGNED_INT_SAMPLER_CUBE:
- case GL_SAMPLER_1D_SHADOW:
- case GL_SAMPLER_2D_SHADOW:
- case GL_SAMPLER_CUBE_SHADOW:
- case GL_SAMPLER_2D_RECT_ARB:
- case GL_INT_SAMPLER_2D_RECT:
- case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
- case GL_SAMPLER_2D_RECT_SHADOW_ARB:
- case GL_SAMPLER_1D_ARRAY_EXT:
- case GL_INT_SAMPLER_1D_ARRAY:
- case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
- case GL_SAMPLER_2D_ARRAY_EXT:
- case GL_INT_SAMPLER_2D_ARRAY:
- case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
- case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_CUBE_MAP_ARRAY:
- case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
- case GL_SAMPLER_BUFFER:
- case GL_INT_SAMPLER_BUFFER:
- case GL_UNSIGNED_INT_SAMPLER_BUFFER:
- case GL_SAMPLER_2D_MULTISAMPLE:
- case GL_INT_SAMPLER_2D_MULTISAMPLE:
- case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
- case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
- case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
- case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
- case GL_SAMPLER_EXTERNAL_OES:
- return GL_TRUE;
- default:
- return GL_FALSE;
+ if (uniformCount < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glGetActiveUniformsiv(uniformCount < 0)");
+ return;
}
-}
-/**
- * Given a uniform index, return the vertex/geometry/fragment program
- * that has that parameter, plus the position of the parameter in the
- * parameter/constant buffer.
- * \param shProg the shader program
- * \param index the uniform index in [0, NumUniforms-1]
- * \param progOut returns containing program
- * \param posOut returns position of the uniform in the param/const buffer
- * \return GL_TRUE for success, GL_FALSE for invalid index
- */
-static GLboolean
-find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
- struct gl_program **progOut, GLint *posOut)
-{
- struct gl_program *prog = NULL;
- GLint pos;
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
+ if (!shProg)
+ return;
- if (!shProg->Uniforms ||
- index < 0 ||
- index >= (GLint) shProg->Uniforms->NumUniforms) {
- return GL_FALSE;
- }
+ res_prop = resource_prop_from_uniform_prop(pname);
- pos = shProg->Uniforms->Uniforms[index].VertPos;
- if (pos >= 0) {
- prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
- }
- else {
- pos = shProg->Uniforms->Uniforms[index].FragPos;
- if (pos >= 0) {
- prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
- }
- else {
- pos = shProg->Uniforms->Uniforms[index].GeomPos;
- if (pos >= 0) {
- prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
- }
+ /* We need to first verify that each entry exists as active uniform. If
+ * not, generate error and do not cause any other side effects.
+ *
+ * In the case of and error condition, Page 16 (section 2.3.1 Errors)
+ * of the OpenGL 4.5 spec says:
+ *
+ * "If the generating command modifies values through a pointer argu-
+ * ment, no change is made to these values."
+ */
+ for (int i = 0; i < uniformCount; i++) {
+ if (!_mesa_program_resource_find_index(shProg, GL_UNIFORM,
+ uniformIndices[i])) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
+ return;
}
}
- if (!prog || pos < 0)
- return GL_FALSE; /* should really never happen */
-
- *progOut = prog;
- *posOut = pos;
-
- return GL_TRUE;
-}
-
-/**
- * Return pointer to a gl_program_parameter which corresponds to a uniform.
- * \param shProg the shader program
- * \param index the uniform index in [0, NumUniforms-1]
- * \return gl_program_parameter point or NULL if index is invalid
- */
-const struct gl_program_parameter *
-get_uniform_parameter(struct gl_shader_program *shProg, GLint index)
-{
- struct gl_program *prog;
- GLint progPos;
-
- if (find_uniform_parameter_pos(shProg, index, &prog, &progPos))
- return &prog->Parameters->Parameters[progPos];
- else
- return NULL;
-}
-
-static unsigned
-get_vector_elements(GLenum type)
-{
- switch (type) {
- case GL_FLOAT:
- case GL_INT:
- case GL_BOOL:
- case GL_UNSIGNED_INT:
- default: /* Catch all the various sampler types. */
- return 1;
-
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_BOOL_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- return 2;
-
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_BOOL_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- return 3;
-
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_BOOL_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- return 4;
+ for (int i = 0; i < uniformCount; i++) {
+ res = _mesa_program_resource_find_index(shProg, GL_UNIFORM,
+ uniformIndices[i]);
+ if (!_mesa_program_resource_prop(shProg, res, uniformIndices[i],
+ res_prop, ¶ms[i],
+ "glGetActiveUniformsiv"))
+ break;
}
}
-static void
-get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
-{
- switch (type) {
- case GL_FLOAT_MAT2:
- *rows = *cols = 2;
- break;
- case GL_FLOAT_MAT2x3:
- *rows = 3;
- *cols = 2;
- break;
- case GL_FLOAT_MAT2x4:
- *rows = 4;
- *cols = 2;
- break;
- case GL_FLOAT_MAT3:
- *rows = 3;
- *cols = 3;
- break;
- case GL_FLOAT_MAT3x2:
- *rows = 2;
- *cols = 3;
- break;
- case GL_FLOAT_MAT3x4:
- *rows = 4;
- *cols = 3;
- break;
- case GL_FLOAT_MAT4:
- *rows = 4;
- *cols = 4;
- break;
- case GL_FLOAT_MAT4x2:
- *rows = 2;
- *cols = 4;
- break;
- case GL_FLOAT_MAT4x3:
- *rows = 3;
- *cols = 4;
- break;
- default:
- *rows = *cols = 0;
- }
-}
-
-/**
- * Determine the number of rows and columns occupied by a uniform
- * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
- * the number of rows = 1 and cols = number of elements in the vector.
- */
-static void
-get_uniform_rows_cols(const struct gl_program_parameter *p,
- GLint *rows, GLint *cols)
-{
- get_matrix_dims(p->DataType, rows, cols);
- if (*rows == 0 && *cols == 0) {
- /* not a matrix type, probably a float or vector */
- *rows = 1;
- *cols = get_vector_elements(p->DataType);
- }
-}
-
-static bool
+static struct gl_uniform_storage *
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)
+ const char *caller)
{
- if (!shProg || !shProg->LinkStatus) {
+ if (shProg == NULL) {
_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;
+ return NULL;
}
/* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
*/
if (count < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
- return false;
+ return NULL;
+ }
+
+ /* Check that the given location is in bounds of uniform remap table.
+ * Unlinked programs will have NumUniformRemapTable == 0, so we can take
+ * the shProg->LinkStatus check out of the main path.
+ */
+ if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
+ if (!shProg->LinkStatus)
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
+ caller);
+ else
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
+ caller, location);
+
+ return NULL;
+ }
+
+ if (location == -1) {
+ if (!shProg->LinkStatus)
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
+ caller);
+
+ return NULL;
}
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
*
* - 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) {
+ if (location < -1 || !shProg->UniformRemapTable[location]) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
caller, location);
- return false;
+ return NULL;
}
- _mesa_uniform_split_location_offset(location, loc, array_index);
+ /* 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 NULL;
- if (*loc >= shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
- caller, location);
- return false;
- }
+ struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
- return true;
+ /* Even though no location is assigned to a built-in uniform and this
+ * function should already have returned NULL, this test makes it explicit
+ * that we are not allowing to update the value of a built-in.
+ */
+ if (uni->builtin)
+ return NULL;
+
+ if (uni->array_elements == 0) {
+ if (count > 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "%s(count = %u for non-array \"%s\"@%d)",
+ caller, count, uni->name, location);
+ return NULL;
+ }
+
+ assert((location - uni->remap_location) == 0);
+ *array_index = 0;
+ } else {
+ /* The array index specified by the uniform location is just the uniform
+ * location minus the base location of of the uniform.
+ */
+ *array_index = location - uni->remap_location;
+
+ /* If the uniform is an array, check that array_index is in bounds.
+ * array_index is unsigned so no need to check for less than zero.
+ */
+ if (*array_index >= uni->array_elements) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
+ caller, location);
+ return NULL;
+ }
+ }
+ return uni;
}
/**
*/
extern "C" void
_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
- GLsizei bufSize, GLenum returnType, GLvoid *paramsOut)
+ GLsizei bufSize, enum glsl_base_type returnType,
+ GLvoid *paramsOut)
{
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
- struct gl_program *prog;
- GLint paramPos;
- unsigned loc, offset;
+ unsigned offset;
- if (!validate_uniform_parameters(ctx, shProg, location, 1,
- &loc, &offset, "glGetUniform", true))
- return;
+ struct gl_uniform_storage *const uni =
+ validate_uniform_parameters(ctx, shProg, location, 1,
+ &offset, "glGetUniform");
+ if (uni == NULL) {
+ /* 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.
+ *
+ * If the location was -1, validate_unfirom_parameters will return NULL
+ * without raising an error. Raise the error here.
+ */
+ if (location == -1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)",
+ location);
+ }
- if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
+ return;
}
- else {
- const struct gl_program_parameter *p =
- &prog->Parameters->Parameters[paramPos];
- gl_constant_value (*values)[4];
- GLint rows, cols, i, j, k;
- GLsizei numBytes;
- GLenum storage_type;
-
- values = prog->Parameters->ParameterValues + paramPos + offset;
-
- get_uniform_rows_cols(p, &rows, &cols);
-
- numBytes = rows * cols * _mesa_sizeof_type(returnType);
- if (bufSize < numBytes) {
- _mesa_error( ctx, GL_INVALID_OPERATION,
- "glGetnUniformfvARB(out of bounds: bufSize is %d,"
- " but %d bytes are required)", bufSize, numBytes );
- return;
- }
- if (ctx->Const.NativeIntegers) {
- storage_type = base_uniform_type(p->DataType);
- } else {
- storage_type = GL_FLOAT;
+ {
+ unsigned elements = (uni->type->is_sampler())
+ ? 1 : uni->type->components();
+ const int dmul = uni->type->base_type == GLSL_TYPE_DOUBLE ? 2 : 1;
+ const int rmul = returnType == GLSL_TYPE_DOUBLE ? 2 : 1;
+
+ /* 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 * dmul];
+
+ assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
+ returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE);
+
+ /* doubles have a different size than the other 3 types */
+ unsigned bytes = sizeof(src[0]) * elements * rmul;
+ 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;
}
- k = 0;
- for (i = 0; i < rows; i++) {
- for (j = 0; j < cols; j++ ) {
- void *out = (char *)paramsOut + 4 * k;
+ /* 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)
+ &&
+ (uni->type->base_type == GLSL_TYPE_INT
+ || uni->type->base_type == GLSL_TYPE_UINT
+ || uni->type->base_type == GLSL_TYPE_SAMPLER
+ || uni->type->base_type == GLSL_TYPE_IMAGE))) {
+ 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++) {
+ int sidx = i * dmul;
+ int didx = i * rmul;
switch (returnType) {
- case GL_FLOAT:
- switch (storage_type) {
- case GL_FLOAT:
- *(float *)out = values[i][j].f;
+ case GLSL_TYPE_FLOAT:
+ switch (uni->type->base_type) {
+ case GLSL_TYPE_UINT:
+ dst[didx].f = (float) src[sidx].u;
+ break;
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ dst[didx].f = (float) src[sidx].i;
break;
- case GL_INT:
- case GL_BOOL: /* boolean is just an integer 1 or 0. */
- *(float *)out = values[i][j].i;
+ case GLSL_TYPE_BOOL:
+ dst[didx].f = src[sidx].i ? 1.0f : 0.0f;
break;
- case GL_UNSIGNED_INT:
- *(float *)out = values[i][j].u;
+ case GLSL_TYPE_DOUBLE:
+ dst[didx].f = *(double *)&src[sidx].f;
+ break;
+ default:
+ assert(!"Should not get here.");
break;
}
break;
-
- case GL_INT:
- case GL_UNSIGNED_INT:
- switch (storage_type) {
- case GL_FLOAT:
+ case GLSL_TYPE_DOUBLE:
+ switch (uni->type->base_type) {
+ case GLSL_TYPE_UINT:
+ *(double *)&dst[didx].f = (double) src[sidx].u;
+ break;
+ case GLSL_TYPE_INT:
+ case GLSL_TYPE_SAMPLER:
+ case GLSL_TYPE_IMAGE:
+ *(double *)&dst[didx].f = (double) src[sidx].i;
+ break;
+ case GLSL_TYPE_BOOL:
+ *(double *)&dst[didx].f = src[sidx].i ? 1.0f : 0.0f;
+ break;
+ case GLSL_TYPE_FLOAT:
+ *(double *)&dst[didx].f = (double) src[sidx].f;
+ 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
* a floating-point value is rounded to the
* nearest integer..."
*/
- *(int *)out = IROUND(values[i][j].f);
+ dst[didx].i = IROUND(src[sidx].f);
break;
-
- case GL_INT:
- case GL_UNSIGNED_INT:
- case GL_BOOL:
- /* type conversions for these to int/uint are just
- * copying the data.
- */
- *(int *)out = values[i][j].i;
+ case GLSL_TYPE_BOOL:
+ dst[didx].i = src[sidx].i ? 1 : 0;
break;
+ case GLSL_TYPE_DOUBLE:
+ dst[didx].i = IROUNDD(*(double *)&src[sidx].f);
+ break;
+ default:
+ assert(!"Should not get here.");
break;
}
break;
- }
- k++;
+ default:
+ assert(!"Should not get here.");
+ break;
+ }
}
}
}
case GLSL_TYPE_FLOAT:
printf("%g ", v[i].f);
break;
+ case GLSL_TYPE_DOUBLE:
+ printf("%g ", *(double* )&v[i * 2].f);
+ break;
default:
assert(!"Should not get here.");
break;
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,
}
#endif
-/**
- * Check if the type given by userType is allowed to set a uniform of the
- * target type. Generally, equivalence is required, but setting Boolean
- * uniforms can be done with glUniformiv or glUniformfv.
- */
-static GLboolean
-compatible_types(GLenum userType, GLenum targetType)
-{
- if (userType == targetType)
- return GL_TRUE;
-
- if (targetType == GL_BOOL && (userType == GL_FLOAT ||
- userType == GL_UNSIGNED_INT ||
- userType == GL_INT))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
- userType == GL_UNSIGNED_INT_VEC2 ||
- userType == GL_INT_VEC2))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
- userType == GL_UNSIGNED_INT_VEC3 ||
- userType == GL_INT_VEC3))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
- userType == GL_UNSIGNED_INT_VEC4 ||
- userType == GL_INT_VEC4))
- return GL_TRUE;
-
- if (is_sampler_type(targetType) && userType == GL_INT)
- return GL_TRUE;
-
- return GL_FALSE;
-}
-
-/**
- * Set the value of a program's uniform variable.
- * \param program the program whose uniform to update
- * \param index the index of the program parameter for the uniform
- * \param offset additional parameter slot offset (for arrays)
- * \param type the incoming datatype of 'values'
- * \param count the number of uniforms to set
- * \param elems number of elements per uniform (1, 2, 3 or 4)
- * \param values the new values, of datatype 'type'
- */
-static void
-set_program_uniform(struct gl_context *ctx, struct gl_program *program,
- GLint index, GLint offset,
- GLenum type, GLsizei count, GLint elems,
- const void *values)
-{
- const struct gl_program_parameter *param =
- &program->Parameters->Parameters[index];
-
- assert(offset >= 0);
- assert(elems >= 1);
- assert(elems <= 4);
-
- if (!compatible_types(type, param->DataType)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
- return;
- }
-
- if (index + offset > (GLint) program->Parameters->Size) {
- /* out of bounds! */
- return;
- }
-
- if (param->Type == PROGRAM_SAMPLER) {
- /* This controls which texture unit which is used by a sampler */
- GLboolean changed = GL_FALSE;
- GLint i;
-
- /* this should have been caught by the compatible_types() check */
- ASSERT(type == GL_INT);
-
- /* loop over number of samplers to change */
- for (i = 0; i < count; i++) {
- GLuint sampler = (GLuint)
- program->Parameters->ParameterValues[index+offset + i][0].f;
- GLuint texUnit = ((GLuint *) values)[i];
-
- /* check that the sampler (tex unit index) is legal */
- if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glUniform1(invalid sampler/tex unit index for '%s')",
- param->Name);
- return;
- }
-
- /* This maps a sampler to a texture unit: */
- if (sampler < MAX_SAMPLERS) {
-#if 0
- printf("Set program %p sampler %d '%s' to unit %u\n",
- program, sampler, param->Name, texUnit);
-#endif
- if (program->SamplerUnits[sampler] != texUnit) {
- program->SamplerUnits[sampler] = texUnit;
- changed = GL_TRUE;
- }
- }
- }
-
- if (changed) {
- /* When a sampler's value changes it usually requires rewriting
- * a GPU program's TEX instructions since there may not be a
- * sampler->texture lookup table. We signal this with the
- * ProgramStringNotify() callback.
- */
- FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
- _mesa_update_shader_textures_used(program);
- /* Do we need to care about the return value here?
- * This should not be the first time the driver was notified of
- * this program.
- */
- (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
- }
- }
- else {
- /* ordinary uniform variable */
- const GLboolean isUniformBool = is_boolean_type(param->DataType);
- const GLenum basicType = base_uniform_type(type);
- const GLint slots = (param->Size + 3) / 4;
- const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
- GLsizei k, i;
-
- if ((GLint) param->Size > typeSize) {
- /* an array */
- /* we'll ignore extra data below */
- }
- else {
- /* non-array: count must be at most one; count == 0 is handled
- * by the loop below
- */
- if (count > 1) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniform(uniform '%s' is not an array)",
- param->Name);
- return;
- }
- }
-
- /* loop over number of array elements */
- for (k = 0; k < count; k++) {
- gl_constant_value *uniformVal;
-
- if (offset + k >= slots) {
- /* Extra array data is ignored */
- break;
- }
-
- /* uniformVal (the destination) is always gl_constant_value[4] */
- uniformVal = program->Parameters->ParameterValues[index + offset + k];
-
- if (basicType == GL_INT) {
- const GLint *iValues = ((const GLint *) values) + k * elems;
- for (i = 0; i < elems; i++) {
- if (!ctx->Const.NativeIntegers)
- uniformVal[i].f = (GLfloat) iValues[i];
- else
- uniformVal[i].i = iValues[i];
- }
- }
- else if (basicType == GL_UNSIGNED_INT) {
- const GLuint *iValues = ((const GLuint *) values) + k * elems;
- for (i = 0; i < elems; i++) {
- if (!ctx->Const.NativeIntegers)
- uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
- else
- uniformVal[i].u = iValues[i];
- }
- }
- else {
- const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
- assert(basicType == GL_FLOAT);
- for (i = 0; i < elems; i++) {
- uniformVal[i].f = fValues[i];
- }
- }
-
- /* if the uniform is bool-valued, convert to 1 or 0 */
- if (isUniformBool) {
- for (i = 0; i < elems; i++) {
- if (basicType == GL_FLOAT)
- uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
- else
- uniformVal[i].b = uniformVal[i].u ? 1 : 0;
-
- if (ctx->Const.NativeIntegers)
- uniformVal[i].u =
- uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0;
- else
- uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
- }
- }
- }
- }
-}
-
/**
* Propagate some values from uniform backing storage to driver storage
*
*/
const unsigned components = MAX2(1, uni->type->vector_elements);
const unsigned vectors = MAX2(1, uni->type->matrix_columns);
+ const int dmul = uni->type->base_type == GLSL_TYPE_DOUBLE ? 2 : 1;
/* Store the data in the driver's requested type in the driver's storage
* areas.
*/
- unsigned src_vector_byte_stride = components * 4;
+ unsigned src_vector_byte_stride = components * 4 * dmul;
for (i = 0; i < uni->num_driver_storage; i++) {
struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
const unsigned extra_stride =
store->element_stride - (vectors * store->vector_stride);
const uint8_t *src =
- (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
+ (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i);
#if 0
printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
dst += array_index * store->element_stride;
switch (store->format) {
- case uniform_native:
- case uniform_bool_int_0_1: {
+ case uniform_native: {
unsigned j;
unsigned v;
break;
}
- case uniform_int_float:
- case uniform_bool_float: {
+ case uniform_int_float: {
const int *isrc = (const int *) src;
unsigned j;
unsigned v;
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;
}
}
+
+/**
+ * Return printable string for a given GLSL_TYPE_x
+ */
+static const char *
+glsl_type_name(enum glsl_base_type type)
+{
+ switch (type) {
+ case GLSL_TYPE_UINT:
+ return "uint";
+ case GLSL_TYPE_INT:
+ return "int";
+ case GLSL_TYPE_FLOAT:
+ return "float";
+ case GLSL_TYPE_DOUBLE:
+ return "double";
+ case GLSL_TYPE_BOOL:
+ return "bool";
+ case GLSL_TYPE_SAMPLER:
+ return "sampler";
+ case GLSL_TYPE_IMAGE:
+ return "image";
+ case GLSL_TYPE_ATOMIC_UINT:
+ return "atomic_uint";
+ case GLSL_TYPE_STRUCT:
+ return "struct";
+ case GLSL_TYPE_INTERFACE:
+ return "interface";
+ case GLSL_TYPE_ARRAY:
+ return "array";
+ case GLSL_TYPE_VOID:
+ return "void";
+ case GLSL_TYPE_ERROR:
+ return "error";
+ default:
+ return "other";
+ }
+}
+
+
/**
* 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)
+ const GLvoid *values,
+ enum glsl_base_type basicType,
+ unsigned src_components)
{
- struct gl_uniform *uniform;
- GLint elems;
- unsigned loc, offset;
+ unsigned offset;
+ int size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ struct gl_uniform_storage *const uni =
+ validate_uniform_parameters(ctx, shProg, location, count,
+ &offset, "glUniform");
+ if (uni == NULL)
+ return;
- if (!validate_uniform_parameters(ctx, shProg, location, count,
- &loc, &offset, "glUniform", false))
+ if (uni->type->is_matrix()) {
+ /* Can't set matrix uniforms (like mat4) with glUniform */
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform%u(uniform \"%s\"@%d is matrix)",
+ src_components, uni->name, location);
return;
+ }
- elems = _mesa_sizeof_glsl_type(type);
+ /* Verify that the types are compatible.
+ */
+ const unsigned components = uni->type->is_sampler()
+ ? 1 : uni->type->vector_elements;
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+ if (components != src_components) {
+ /* glUniformN() must match float/vecN type */
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform%u(\"%s\"@%u has %u components, not %u)",
+ src_components, uni->name, location,
+ components, src_components);
+ return;
+ }
- uniform = &shProg->Uniforms->Uniforms[loc];
-
- if (ctx->Shader.Flags & GLSL_UNIFORMS) {
- const GLenum basicType = base_uniform_type(type);
- GLint i;
- printf("Mesa: set program %u uniform %s (loc %d) to: ",
- shProg->Name, uniform->Name, location);
- if (basicType == GL_INT) {
- const GLint *v = (const GLint *) values;
- for (i = 0; i < count * elems; i++) {
- printf("%d ", v[i]);
- }
- }
- else if (basicType == GL_UNSIGNED_INT) {
- const GLuint *v = (const GLuint *) values;
- for (i = 0; i < count * elems; i++) {
- printf("%u ", v[i]);
+ bool match;
+ switch (uni->type->base_type) {
+ case GLSL_TYPE_BOOL:
+ match = (basicType != GLSL_TYPE_DOUBLE);
+ break;
+ case GLSL_TYPE_SAMPLER:
+ match = (basicType == GLSL_TYPE_INT);
+ break;
+ case GLSL_TYPE_IMAGE:
+ match = (basicType == GLSL_TYPE_INT && _mesa_is_desktop_gl(ctx));
+ break;
+ default:
+ match = (basicType == uni->type->base_type);
+ break;
+ }
+
+ if (!match) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform%u(\"%s\"@%d is %s, not %s)",
+ src_components, uni->name, location,
+ glsl_type_name(uni->type->base_type),
+ glsl_type_name(basicType));
+ return;
+ }
+
+ if (unlikely(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()) {
+ for (int 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;
}
}
- else {
- const GLfloat *v = (const GLfloat *) values;
- assert(basicType == GL_FLOAT);
- for (i = 0; i < count * elems; i++) {
- printf("%g ", v[i]);
+ /* We need to reset the validate flag on changes to samplers in case
+ * two different sampler types are set to the same texture unit.
+ */
+ ctx->_Shader->Validated = GL_FALSE;
+ }
+
+ if (uni->type->is_image()) {
+ for (int 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;
}
}
- printf("\n");
}
- /* A uniform var may be used by both a vertex shader and a fragment
- * shader. We may need to update one or both shader's uniform here:
+ /* 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 (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->VertPos;
- if (index >= 0) {
- set_program_uniform(ctx,
- shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
- index, offset, type, count, elems, values);
- }
+ if (uni->array_elements != 0) {
+ count = MIN2(count, (int) (uni->array_elements - offset));
}
- if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->FragPos;
- if (index >= 0) {
- set_program_uniform(ctx,
- shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
- index, offset, type, count, elems, values);
- }
- }
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
- if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->GeomPos;
- if (index >= 0) {
- set_program_uniform(ctx,
- shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
- index, offset, type, count, elems, values);
+ /* Store the data in the "actual type" backing storage for the uniform.
+ */
+ if (!uni->type->is_boolean()) {
+ memcpy(&uni->storage[size_mul * components * offset], values,
+ sizeof(uni->storage[0]) * components * count * size_mul);
+ } 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;
+
+ for (unsigned i = 0; i < elems; i++) {
+ if (basicType == GLSL_TYPE_FLOAT) {
+ dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
+ } else {
+ dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
+ }
}
}
- uniform->Initialized = GL_TRUE;
-}
+ _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
-/**
- * Set a matrix-valued program parameter.
- */
-static void
-set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
- GLuint index, GLuint offset,
- GLuint count, GLuint rows, GLuint cols,
- GLboolean transpose, const GLfloat *values)
-{
- GLuint mat, row, col;
- GLuint src = 0;
- const struct gl_program_parameter *param =
- &program->Parameters->Parameters[index];
- const GLuint slots = (param->Size + 3) / 4;
- const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
- GLint nr, nc;
-
- /* check that the number of rows, columns is correct */
- get_matrix_dims(param->DataType, &nr, &nc);
- if (rows != nr || cols != nc) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(matrix size mismatch)");
- return;
- }
+ /* If the uniform is a sampler, do the extra magic necessary to propagate
+ * the changes through.
+ */
+ if (uni->type->is_sampler()) {
+ bool flushed = false;
+ for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+ struct gl_shader *const sh = shProg->_LinkedShaders[i];
+
+ /* If the shader stage doesn't use the sampler uniform, skip this.
+ */
+ if (sh == NULL || !uni->opaque[i].active)
+ continue;
+
+ for (int j = 0; j < count; j++) {
+ sh->SamplerUnits[uni->opaque[i].index + offset + j] =
+ ((unsigned *) values)[j];
+ }
- if ((GLint) param->Size <= typeSize) {
- /* non-array: count must be at most one; count == 0 is handled
- * by the loop below
- */
- if (count > 1) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(uniform is not an array)");
- return;
+ 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 < ARRAY_SIZE(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);
+ }
}
}
- /*
- * Note: the _columns_ of a matrix are stored in program registers, not
- * the rows. So, the loops below look a little funny.
- * XXX could optimize this a bit...
+ /* If the uniform is an image, update the mapping from image
+ * uniforms to image units present in the shader data structure.
*/
-
- /* loop over matrices */
- for (mat = 0; mat < count; mat++) {
-
- /* each matrix: */
- for (col = 0; col < cols; col++) {
- GLfloat *v;
- if (offset >= slots) {
- /* Ignore writes beyond the end of (the used part of) an array */
- return;
+ if (uni->type->is_image()) {
+ for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+ if (uni->opaque[i].active) {
+ struct gl_shader *sh = shProg->_LinkedShaders[i];
+
+ for (int j = 0; j < count; j++)
+ sh->ImageUnits[uni->opaque[i].index + offset + j] =
+ ((GLint *) values)[j];
}
- v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
- for (row = 0; row < rows; row++) {
- if (transpose) {
- v[row] = values[src + row * cols + col];
- }
- else {
- v[row] = values[src + col * rows + row];
- }
- }
-
- offset++;
}
- src += rows * cols; /* next matrix */
+ ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
}
}
*/
extern "C" void
_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
- GLint cols, GLint rows,
+ GLuint cols, GLuint rows,
GLint location, GLsizei count,
- GLboolean transpose, const GLfloat *values)
+ GLboolean transpose,
+ const GLvoid *values, enum glsl_base_type basicType)
{
- struct gl_uniform *uniform;
- unsigned loc, offset;
+ unsigned offset;
+ unsigned vectors;
+ unsigned components;
+ unsigned elements;
+ int size_mul;
+ struct gl_uniform_storage *const uni =
+ validate_uniform_parameters(ctx, shProg, location, count,
+ &offset, "glUniformMatrix");
+ if (uni == NULL)
+ return;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ if (!uni->type->is_matrix()) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(non-matrix uniform)");
+ return;
+ }
- if (!validate_uniform_parameters(ctx, shProg, location, count,
- &loc, &offset, "glUniformMatrix", false))
+ assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
+ size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
+
+ 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;
+ }
- if (values == NULL) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
+ /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
+ * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
+ */
+ if (transpose) {
+ if (ctx->API == API_OPENGLES2 && ctx->Version < 30) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniformMatrix(matrix transpose is not GL_FALSE)");
+ return;
+ }
+ }
+
+ /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile 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 the uniform declared in the shader is not of type boolean and
+ * the type indicated in the name of the Uniform* command used does
+ * not match the type of the uniform"
+ *
+ * There are no Boolean matrix types, so we do not need to allow
+ * GLSL_TYPE_BOOL here (as _mesa_uniform does).
+ */
+ if (uni->type->base_type != basicType) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
+ cols, rows, uni->name, location,
+ glsl_type_name(uni->type->base_type),
+ glsl_type_name(basicType));
return;
}
+ if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
+ log_uniform(values, uni->type->base_type, 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);
- uniform = &shProg->Uniforms->Uniforms[loc];
+ /* Store the data in the "actual type" backing storage for the uniform.
+ */
+ elements = components * vectors;
- if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->VertPos;
- if (index >= 0) {
- set_program_uniform_matrix(ctx,
- shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
- index, offset,
- count, rows, cols, transpose, values);
- }
- }
+ if (!transpose) {
+ memcpy(&uni->storage[size_mul * elements * offset], values,
+ sizeof(uni->storage[0]) * elements * count * size_mul);
+ } else if (basicType == GLSL_TYPE_FLOAT) {
+ /* Copy and transpose the matrix.
+ */
+ const float *src = (const float *)values;
+ float *dst = &uni->storage[elements * offset].f;
- if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->FragPos;
- if (index >= 0) {
- set_program_uniform_matrix(ctx,
- shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
- index, offset,
- count, rows, cols, transpose, values);
+ 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;
}
- }
+ } else {
+ assert(basicType == GLSL_TYPE_DOUBLE);
+ const double *src = (const double *)values;
+ double *dst = (double *)&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)];
+ }
+ }
- if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->GeomPos;
- if (index >= 0) {
- set_program_uniform_matrix(ctx,
- shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
- index, offset,
- count, rows, cols, transpose, values);
+ dst += elements;
+ src += elements;
}
}
- uniform->Initialized = GL_TRUE;
+ _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
}
-/**
- * Called via glGetUniformLocation().
- *
- * The return value will encode two values, the uniform location and an
- * offset (used for arrays, structs).
- */
-extern "C" GLint
-_mesa_get_uniform_location(struct gl_context *ctx,
- struct gl_shader_program *shProg,
- const GLchar *name)
-{
- GLint offset = 0, location = -1;
- /* XXX we should return -1 if the uniform was declared, but not
- * actually used.
- */
+extern "C" bool
+_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
+ char *errMsg, size_t errMsgLength)
+{
+ /* Shader does not have samplers. */
+ if (shProg->NumUniformStorage == 0)
+ return true;
+
+ if (!shProg->SamplersValidated) {
+ _mesa_snprintf(errMsg, errMsgLength,
+ "active samplers with a different type "
+ "refer to the same texture image unit");
+ return false;
+ }
+ return true;
+}
- /* XXX we need to be able to parse uniform names for structs and arrays
- * such as:
- * mymatrix[1]
- * mystruct.field1
+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."
*/
-
- {
- /* handle 1-dimension arrays here... */
- char *c = strchr((char *)name, '[');
- if (c) {
- /* truncate name at [ */
- const GLint len = c - name;
- GLchar *newName = (GLchar *) malloc(len + 1);
- if (!newName)
- return -1; /* out of mem */
- memcpy(newName, name, len);
- newName[len] = 0;
-
- location = _mesa_lookup_uniform(shProg->Uniforms, newName);
- if (location >= 0) {
- const GLint element = atoi(c + 1);
- if (element > 0) {
- /* get type of the uniform array element */
- const struct gl_program_parameter *p =
- get_uniform_parameter(shProg, location);
- if (p) {
- GLint rows, cols;
- get_matrix_dims(p->DataType, &rows, &cols);
- if (rows < 1)
- rows = 1;
- offset = element * rows;
- }
+ 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]->NumUniformStorage; i++) {
+ const struct gl_uniform_storage *const storage =
+ &shProg[idx]->UniformStorage[i];
+
+ if (!storage->type->is_sampler())
+ continue;
+
+ active_samplers++;
+
+ const unsigned count = MAX2(1, storage->array_elements);
+ for (unsigned j = 0; j < count; j++) {
+ const unsigned unit = storage->storage[j].i;
+
+ /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
+ * great job of eliminating unused uniforms currently so for now
+ * don't throw an error if two sampler types both point to 0.
+ */
+ if (unit == 0)
+ continue;
+
+ /* 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] = storage->type;
+ } else if (unit_types[unit] != storage->type) {
+ pipeline->InfoLog =
+ ralloc_asprintf(pipeline,
+ "Texture unit %d is accessed both as %s "
+ "and %s",
+ unit, unit_types[unit]->name,
+ storage->type->name);
+ return false;
}
}
-
- free(newName);
}
}
- if (location < 0) {
- location = _mesa_lookup_uniform(shProg->Uniforms, name);
- }
-
- if (location < 0) {
- return -1;
+ 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 _mesa_uniform_merge_location_offset(location, offset);
+ return true;
}