#include "prog_parameter.h"
#include "prog_print.h"
#include "prog_statevars.h"
-#include "shader_api.h"
-
-#include "slang_compile.h"
-#include "slang_link.h"
+#include "shader/shader_api.h"
+#include "shader/slang/slang_compile.h"
+#include "shader/slang/slang_link.h"
/* to prevent a double-free in the next call */
shProg->VertexProgram->Base.Parameters = NULL;
}
- _mesa_delete_program(ctx, &shProg->VertexProgram->Base);
+ ctx->Driver.DeleteProgram(ctx, &shProg->VertexProgram->Base);
shProg->VertexProgram = NULL;
}
/* to prevent a double-free in the next call */
shProg->FragmentProgram->Base.Parameters = NULL;
}
- _mesa_delete_program(ctx, &shProg->FragmentProgram->Base);
+ ctx->Driver.DeleteProgram(ctx, &shProg->FragmentProgram->Base);
shProg->FragmentProgram = NULL;
}
for (i = 0; i < shProg->NumShaders; i++) {
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
}
+ shProg->NumShaders = 0;
+
if (shProg->Shaders) {
_mesa_free(shProg->Shaders);
shProg->Shaders = NULL;
_mesa_free(sh->InfoLog);
for (i = 0; i < sh->NumPrograms; i++) {
assert(sh->Programs[i]);
- _mesa_delete_program(ctx, sh->Programs[i]);
+ ctx->Driver.DeleteProgram(ctx, sh->Programs[i]);
}
if (sh->Programs)
_mesa_free(sh->Programs);
}
+/**
+ * Return size (in floats) of the given GLSL type.
+ * See also _slang_sizeof_type_specifier().
+ */
+static GLint
+sizeof_glsl_type(GLenum type)
+{
+ switch (type) {
+ case GL_BOOL:
+ case GL_FLOAT:
+ case GL_INT:
+ return 1;
+ case GL_BOOL_VEC2:
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ return 2;
+ case GL_BOOL_VEC3:
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ return 3;
+ case GL_BOOL_VEC4:
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ return 4;
+ case GL_FLOAT_MAT2:
+ return 8; /* 2 rows of 4, actually */
+ case GL_FLOAT_MAT3:
+ return 12; /* 3 rows of 4, actually */
+ case GL_FLOAT_MAT4:
+ return 16;
+ case GL_FLOAT_MAT2x3:
+ return 8; /* 2 rows of 4, actually */
+ case GL_FLOAT_MAT2x4:
+ return 8;
+ case GL_FLOAT_MAT3x2:
+ return 12; /* 3 rows of 4, actually */
+ case GL_FLOAT_MAT3x4:
+ return 12;
+ case GL_FLOAT_MAT4x2:
+ return 16; /* 4 rows of 4, actually */
+ case GL_FLOAT_MAT4x3:
+ return 16; /* 4 rows of 4, actually */
+ default:
+ return 0; /* error */
+ }
+}
+
+
/**
* Called via ctx->Driver.AttachShader()
*/
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- const GLuint n = shProg->NumShaders;
+ GLuint n;
GLuint i;
if (!shProg || !sh) {
return;
}
+ n = shProg->NumShaders;
+
for (i = 0; i < n; i++) {
if (shProg->Shaders[i] == sh) {
/* already attached */
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
- const GLuint n = shProg->NumShaders;
+ GLuint n;
GLuint i, j;
if (!shProg) {
return;
}
+ n = shProg->NumShaders;
+
for (i = 0; i < n; i++) {
if (shProg->Shaders[i]->Name == shader) {
/* found it */
shProg->Attributes->Parameters[index].Name);
sz = shProg->Attributes->Parameters[index].Size;
if (size)
- *size = sz;
- if (type)
- *type = vec_types[sz]; /* XXX this is a temporary hack */
+ *size = 1; /* attributes may not be arrays */
+ if (type && sz > 0 && sz <= 4) /* XXX this is a temporary hack */
+ *type = vec_types[sz - 1];
}
if (shProg->Uniforms->Parameters[j].Type == PROGRAM_UNIFORM ||
shProg->Uniforms->Parameters[j].Type == PROGRAM_SAMPLER) {
if (ind == index) {
+ GLuint uSize = shProg->Uniforms->Parameters[j].Size;
+ GLenum uType = shProg->Uniforms->Parameters[j].DataType;
/* found it */
copy_string(nameOut, maxLength, length,
shProg->Uniforms->Parameters[j].Name);
- if (size)
- *size = shProg->Uniforms->Parameters[j].Size;
+ if (size) {
+ /* convert from floats to 'type' (eg: sizeof(mat4x4)=1) */
+ *size = uSize / sizeof_glsl_type(uType);
+ }
if (type)
- *type = shProg->Uniforms->Parameters[j].DataType;
+ *type = uType;
return;
}
ind++;
*params = shProg->Validated;
break;
case GL_INFO_LOG_LENGTH:
- *params = shProg->InfoLog ? strlen(shProg->InfoLog) : 0;
+ *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
break;
case GL_ATTACHED_SHADERS:
*params = shProg->NumShaders;
*params = shader->CompileStatus;
break;
case GL_INFO_LOG_LENGTH:
- *params = shader->InfoLog ? strlen(shader->InfoLog) : 0;
+ *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
break;
case GL_SHADER_SOURCE_LENGTH:
- *params = shader->Source ? strlen((char *) shader->Source) : 0;
+ *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
if (shProg) {
GLint i;
if (location >= 0 && location < shProg->Uniforms->NumParameters) {
- for (i = 0; i < shProg->Uniforms->Parameters[location].Size; i++) {
- params[i] = shProg->Uniforms->ParameterValues[location][i];
+ GLuint uSize;
+ GLenum uType;
+ GLint rows = 0;
+ uType = shProg->Uniforms->Parameters[location].DataType;
+ uSize = sizeof_glsl_type(uType);
+ /* Matrix types need special handling, because they span several
+ * parameters, and may also not be fully packed.
+ */
+ switch (shProg->Uniforms->Parameters[location].DataType) {
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_MAT4x2:
+ rows = 2;
+ break;
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT4x3:
+ rows = 3;
+ break;
+ case GL_FLOAT_MAT2x4:
+ case GL_FLOAT_MAT3x4:
+ case GL_FLOAT_MAT4:
+ rows = 4;
+ }
+ if (rows != 0) {
+ GLint r, c;
+ for (c = 0, i = 0; c * 4 < uSize; c++)
+ for (r = 0; r < rows; r++, i++)
+ params[i] = shProg->Uniforms->ParameterValues[location + c][r];
}
+ else
+ for (i = 0; i < uSize; i++) {
+ params[i] = shProg->Uniforms->ParameterValues[location][i];
+ }
}
else {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)");
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
GLint elems, i, k;
+ GLenum uType;
+ GLsizei maxCount;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
return;
}
+ if (location == -1)
+ return; /* The standard specifies this as a no-op */
+
+ /* The spec says this is GL_INVALID_OPERATION, although it seems like it
+ * ought to be GL_INVALID_VALUE
+ */
if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)");
return;
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ uType = shProg->Uniforms->Parameters[location].DataType;
/*
* If we're setting a sampler, we must use glUniformi1()!
*/
return;
}
- if (count * elems > shProg->Uniforms->Parameters[location].Size) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
- return;
+ /* OpenGL requires types to match exactly, except that one can convert
+ * float or int array to boolean array.
+ */
+ switch (uType)
+ {
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ if (elems != sizeof_glsl_type(uType)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count mismatch)");
+ }
+ break;
+ case PROGRAM_SAMPLER:
+ break;
+ default:
+ if (shProg->Uniforms->Parameters[location].Type != PROGRAM_SAMPLER
+ && uType != type) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ }
+ break;
}
+ /* XXX if this is a base type, then count must equal 1. However, we
+ * don't have enough information from the compiler to distinguish a
+ * base type from a 1-element array of that type. The standard allows
+ * count to overrun an array, in which case the overflow is ignored.
+ */
+ maxCount = shProg->Uniforms->Parameters[location].Size / elems;
+ if (count > maxCount) count = maxCount;
+
for (k = 0; k < count; k++) {
GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k];
if (type == GL_INT ||
uniformVal[i] = fValues[i];
}
}
+ if (uType == GL_BOOL ||
+ uType == GL_BOOL_VEC2 ||
+ uType == GL_BOOL_VEC3 ||
+ uType == GL_BOOL_VEC4) {
+ for (i = 0; i < elems; i++)
+ uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
+ }
}
if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
+ GLsizei maxCount, i;
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(program not linked)");
return;
}
- if (location < 0 || location >= shProg->Uniforms->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
+ if (location == -1)
+ return; /* The standard specifies this as a no-op */
+ /* The spec says this is GL_INVALID_OPERATION, although it seems like it
+ * ought to be GL_INVALID_VALUE
+ */
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
return;
}
if (values == NULL) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
return;
}
+ if (count < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(count < 0)");
+ return;
+ }
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
* the rows.
*/
/* XXXX need to test 3x3 and 2x2 matrices... */
- if (transpose) {
- GLuint row, col;
- for (col = 0; col < cols; col++) {
- GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
- for (row = 0; row < rows; row++) {
- v[row] = values[row * cols + col];
+ maxCount = shProg->Uniforms->Parameters[location].Size / (4 * cols);
+ if (count > maxCount)
+ count = maxCount;
+ for (i = 0; i < count; i++) {
+ if (transpose) {
+ GLuint row, col;
+ for (col = 0; col < cols; col++) {
+ GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
+ for (row = 0; row < rows; row++) {
+ v[row] = values[row * cols + col];
+ }
}
}
- }
- else {
- GLuint row, col;
- for (col = 0; col < cols; col++) {
- GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
- for (row = 0; row < rows; row++) {
- v[row] = values[col * rows + row];
+ else {
+ GLuint row, col;
+ for (col = 0; col < cols; col++) {
+ GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
+ for (row = 0; row < rows; row++) {
+ v[row] = values[col * rows + row];
+ }
}
}
+ location += cols;
+ values += rows * cols;
}
}