mesa: add support for memory object creation/import/delete
[mesa.git] / src / mesa / main / uniforms.c
index a9540551053dd8203dcff8711da9b69aa4681afb..ddfe9064c2d43cd453a7554989808015e4638dd0 100644 (file)
  * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
  * We'll use that info for state validation before rendering.
  */
+static inline void
+update_single_shader_texture_used(struct gl_shader_program *shProg,
+                                  struct gl_program *prog,
+                                  GLuint unit, GLuint target)
+{
+   gl_shader_stage prog_stage =
+      _mesa_program_enum_to_shader_stage(prog->Target);
+
+   assert(unit < ARRAY_SIZE(prog->TexturesUsed));
+   assert(target < NUM_TEXTURE_TARGETS);
+
+   /* From section 7.10 (Samplers) of the OpenGL 4.5 spec:
+    *
+    * "It is not allowed to have variables of different sampler types pointing
+    *  to the same texture image unit within a program object."
+    */
+   unsigned stages_mask = shProg->data->linked_stages;
+   while (stages_mask) {
+      const int stage = u_bit_scan(&stages_mask);
+
+      /* Skip validation if we are yet to update textures used in this
+       * stage.
+       */
+      if (prog_stage < stage)
+         break;
+
+      struct gl_program *glprog = shProg->_LinkedShaders[stage]->Program;
+      if (glprog->TexturesUsed[unit] & ~(1 << target))
+         shProg->SamplersValidated = GL_FALSE;
+   }
+
+   prog->TexturesUsed[unit] |= (1 << target);
+}
+
 void
 _mesa_update_shader_textures_used(struct gl_shader_program *shProg,
-                                 struct gl_program *prog)
+                                  struct gl_program *prog)
 {
    GLbitfield mask = prog->SamplersUsed;
-   struct gl_linked_shader *shader =
-      shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)];
+   gl_shader_stage prog_stage =
+      _mesa_program_enum_to_shader_stage(prog->Target);
+   MAYBE_UNUSED struct gl_linked_shader *shader =
+      shProg->_LinkedShaders[prog_stage];
+   GLuint s;
 
    assert(shader);
 
    memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
 
-   shProg->SamplersValidated = GL_TRUE;
-
    while (mask) {
-      const int s = u_bit_scan(&mask);
-      GLuint unit = prog->SamplerUnits[s];
-      GLuint tgt = prog->sh.SamplerTargets[s];
-      assert(unit < ARRAY_SIZE(prog->TexturesUsed));
-      assert(tgt < NUM_TEXTURE_TARGETS);
-
-      /* 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."
+      s = u_bit_scan(&mask);
+
+      update_single_shader_texture_used(shProg, prog,
+                                        prog->SamplerUnits[s],
+                                        prog->sh.SamplerTargets[s]);
+   }
+
+   if (unlikely(prog->sh.HasBoundBindlessSampler)) {
+      /* Loop over bindless samplers bound to texture units.
        */
-      if (prog->TexturesUsed[unit] & ~(1 << tgt))
-         shProg->SamplersValidated = GL_FALSE;
+      for (s = 0; s < prog->sh.NumBindlessSamplers; s++) {
+         struct gl_bindless_sampler *sampler = &prog->sh.BindlessSamplers[s];
+
+         if (!sampler->bound)
+            continue;
 
-      prog->TexturesUsed[unit] |= (1 << tgt);
+         update_single_shader_texture_used(shProg, prog, sampler->unit,
+                                           sampler->target);
+      }
    }
 }
 
@@ -283,6 +319,23 @@ _mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
    _mesa_uniform(location, count, value, ctx, ctx->_Shader->ActiveProgram, GLSL_TYPE_INT, 4);
 }
 
+void GLAPIENTRY
+_mesa_UniformHandleui64ARB(GLint location, GLuint64 value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_handle(location, 1, &value, ctx, ctx->_Shader->ActiveProgram);
+}
+
+void GLAPIENTRY
+_mesa_UniformHandleui64vARB(GLint location, GLsizei count,
+                            const GLuint64 *value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   _mesa_uniform_handle(location, count, value, ctx,
+                        ctx->_Shader->ActiveProgram);
+}
+
+
 /** Same as above with direct state access **/
 void GLAPIENTRY
 _mesa_ProgramUniform1f(GLuint program, GLint location, GLfloat v0)
@@ -474,6 +527,28 @@ _mesa_ProgramUniform4iv(GLuint program, GLint location, GLsizei count,
    _mesa_uniform(location, count, value, ctx, shProg, GLSL_TYPE_INT, 4);
 }
 
+void GLAPIENTRY
+_mesa_ProgramUniformHandleui64ARB(GLuint program, GLint location,
+                                  GLuint64 value)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformHandleui64ARB");
+   _mesa_uniform_handle(location, 1, &value, ctx, shProg);
+}
+
+void GLAPIENTRY
+_mesa_ProgramUniformHandleui64vARB(GLuint program, GLint location,
+                                   GLsizei count, const GLuint64 *values)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program_err(ctx, program,
+            "glProgramUniformHandleui64vARB");
+   _mesa_uniform_handle(location, count, values, ctx, shProg);
+}
+
 
 /** OpenGL 3.0 GLuint-valued functions **/
 void GLAPIENTRY
@@ -941,7 +1016,7 @@ _mesa_GetUniformLocation(GLuint programObj, const GLcharARB *name)
     *     "If program has not been successfully linked, the error
     *     INVALID_OPERATION is generated."
     */
-   if (shProg->data->LinkStatus == GL_FALSE) {
+   if (shProg->data->LinkStatus == linking_failure) {
       _mesa_error(ctx, GL_INVALID_OPERATION,
                  "glGetUniformLocation(program not linked)");
       return -1;
@@ -950,6 +1025,17 @@ _mesa_GetUniformLocation(GLuint programObj, const GLcharARB *name)
    return _mesa_program_resource_location(shProg, GL_UNIFORM, name);
 }
 
+GLint GLAPIENTRY
+_mesa_GetUniformLocation_no_error(GLuint programObj, const GLcharARB *name)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+   struct gl_shader_program *shProg =
+      _mesa_lookup_shader_program(ctx, programObj);
+
+   return _mesa_program_resource_location(shProg, GL_UNIFORM, name);
+}
+
 GLuint GLAPIENTRY
 _mesa_GetUniformBlockIndex(GLuint program,
                           const GLchar *uniformBlockName)
@@ -1010,6 +1096,31 @@ _mesa_GetUniformIndices(GLuint program,
    }
 }
 
+static void
+uniform_block_binding(struct gl_context *ctx, struct gl_shader_program *shProg,
+                      GLuint uniformBlockIndex, GLuint uniformBlockBinding)
+{
+   if (shProg->data->UniformBlocks[uniformBlockIndex].Binding !=
+       uniformBlockBinding) {
+
+      FLUSH_VERTICES(ctx, 0);
+      ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
+
+      shProg->data->UniformBlocks[uniformBlockIndex].Binding =
+         uniformBlockBinding;
+   }
+}
+
+void GLAPIENTRY
+_mesa_UniformBlockBinding_no_error(GLuint program, GLuint uniformBlockIndex,
+                                   GLuint uniformBlockBinding)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+   struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program);
+   uniform_block_binding(ctx, shProg, uniformBlockIndex, uniformBlockBinding);
+}
+
 void GLAPIENTRY
 _mesa_UniformBlockBinding(GLuint program,
                          GLuint uniformBlockIndex,
@@ -1042,17 +1153,38 @@ _mesa_UniformBlockBinding(GLuint program,
       return;
    }
 
-   if (shProg->data->UniformBlocks[uniformBlockIndex].Binding !=
-       uniformBlockBinding) {
+   uniform_block_binding(ctx, shProg, uniformBlockIndex, uniformBlockBinding);
+}
+
+static void
+shader_storage_block_binding(struct gl_context *ctx,
+                             struct gl_shader_program *shProg,
+                             GLuint shaderStorageBlockIndex,
+                             GLuint shaderStorageBlockBinding)
+{
+   if (shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding !=
+       shaderStorageBlockBinding) {
 
       FLUSH_VERTICES(ctx, 0);
-      ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
+      ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
 
-      shProg->data->UniformBlocks[uniformBlockIndex].Binding =
-         uniformBlockBinding;
+      shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding =
+         shaderStorageBlockBinding;
    }
 }
 
+void GLAPIENTRY
+_mesa_ShaderStorageBlockBinding_no_error(GLuint program,
+                                         GLuint shaderStorageBlockIndex,
+                                         GLuint shaderStorageBlockBinding)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+   struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program);
+   shader_storage_block_binding(ctx, shProg, shaderStorageBlockIndex,
+                                shaderStorageBlockBinding);
+}
+
 void GLAPIENTRY
 _mesa_ShaderStorageBlockBinding(GLuint program,
                                GLuint shaderStorageBlockIndex,
@@ -1087,15 +1219,8 @@ _mesa_ShaderStorageBlockBinding(GLuint program,
       return;
    }
 
-   if (shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding !=
-       shaderStorageBlockBinding) {
-
-      FLUSH_VERTICES(ctx, 0);
-      ctx->NewDriverState |= ctx->DriverFlags.NewShaderStorageBuffer;
-
-      shProg->data->ShaderStorageBlocks[shaderStorageBlockIndex].Binding =
-         shaderStorageBlockBinding;
-   }
+   shader_storage_block_binding(ctx, shProg, shaderStorageBlockIndex,
+                                shaderStorageBlockBinding);
 }
 
 /**