/*
* Mesa 3-D graphics library
- * Version: 6.5.3
+ * Version: 7.0
*
* Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
*
*/
-#include "glheader.h"
-#include "context.h"
-#include "hash.h"
+#include "main/glheader.h"
+#include "main/context.h"
+#include "main/hash.h"
+#include "main/macros.h"
#include "program.h"
#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 "prog_uniform.h"
+#include "shader/shader_api.h"
+#include "shader/slang/slang_compile.h"
+#include "shader/slang/slang_link.h"
/**
* Allocate a new gl_shader_program object, initialize it.
*/
-struct gl_shader_program *
+static struct gl_shader_program *
_mesa_new_shader_program(GLcontext *ctx, GLuint name)
{
struct gl_shader_program *shProg;
shProg = CALLOC_STRUCT(gl_shader_program);
if (shProg) {
- shProg->Type = GL_SHADER_PROGRAM;
+ shProg->Type = GL_SHADER_PROGRAM_MESA;
shProg->Name = name;
shProg->RefCount = 1;
shProg->Attributes = _mesa_new_parameter_list();
}
+/**
+ * Clear (free) the shader program state that gets produced by linking.
+ */
void
-_mesa_free_shader_program_data(GLcontext *ctx,
- struct gl_shader_program *shProg)
+_mesa_clear_shader_program_data(GLcontext *ctx,
+ struct gl_shader_program *shProg)
{
- assert(shProg->Type == GL_SHADER_PROGRAM);
-
- if (shProg->VertexProgram) {
- if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) {
- /* to prevent a double-free in the next call */
- shProg->VertexProgram->Base.Parameters = NULL;
- }
- _mesa_delete_program(ctx, &shProg->VertexProgram->Base);
- shProg->VertexProgram = NULL;
- }
-
- if (shProg->FragmentProgram) {
- if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) {
- /* to prevent a double-free in the next call */
- shProg->FragmentProgram->Base.Parameters = NULL;
- }
- _mesa_delete_program(ctx, &shProg->FragmentProgram->Base);
- shProg->FragmentProgram = NULL;
- }
-
+ _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
+ _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
if (shProg->Uniforms) {
- _mesa_free_parameter_list(shProg->Uniforms);
+ _mesa_free_uniform_list(shProg->Uniforms);
shProg->Uniforms = NULL;
}
}
+/**
+ * Free all the data that hangs off a shader program object, but not the
+ * object itself.
+ */
+void
+_mesa_free_shader_program_data(GLcontext *ctx,
+ struct gl_shader_program *shProg)
+{
+ GLuint i;
+
+ assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
+
+ _mesa_clear_shader_program_data(ctx, shProg);
+
+ if (shProg->Attributes) {
+ _mesa_free_parameter_list(shProg->Attributes);
+ shProg->Attributes = NULL;
+ }
+
+ /* detach shaders */
+ 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;
+ }
+
+ if (shProg->InfoLog) {
+ _mesa_free(shProg->InfoLog);
+ shProg->InfoLog = NULL;
+ }
+}
+
+/**
+ * Free/delete a shader program object.
+ */
void
_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
+
_mesa_free(shProg);
}
+/**
+ * Set ptr to point to shProg.
+ * If ptr is pointing to another object, decrement its refcount (and delete
+ * if refcount hits zero).
+ * Then set ptr to point to shProg, incrementing its refcount.
+ */
+/* XXX this could be static */
+void
+_mesa_reference_shader_program(GLcontext *ctx,
+ struct gl_shader_program **ptr,
+ struct gl_shader_program *shProg)
+{
+ assert(ptr);
+ if (*ptr == shProg) {
+ /* no-op */
+ return;
+ }
+ if (*ptr) {
+ /* Unreference the old shader program */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_shader_program *old = *ptr;
+
+ ASSERT(old->RefCount > 0);
+ old->RefCount--;
+#if 0
+ printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
+ (void *) old, old->Name, old->RefCount);
+#endif
+ deleteFlag = (old->RefCount == 0);
+
+ if (deleteFlag) {
+ _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+ _mesa_free_shader_program(ctx, old);
+ }
+
+ *ptr = NULL;
+ }
+ assert(!*ptr);
+
+ if (shProg) {
+ shProg->RefCount++;
+#if 0
+ printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
+ (void *) shProg, shProg->Name, shProg->RefCount);
+#endif
+ *ptr = shProg;
+ }
+}
+
+
/**
* Lookup a GLSL program object.
*/
* in the same hash table. Check the object's type to be sure it's
* what we're expecting.
*/
- if (shProg && shProg->Type != GL_SHADER_PROGRAM) {
+ if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
return NULL;
}
return shProg;
}
+/**
+ * As above, but record an error if program is not found.
+ */
+static struct gl_shader_program *
+_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
+ const char *caller)
+{
+ if (!name) {
+ _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ return NULL;
+ }
+ else {
+ struct gl_shader_program *shProg = (struct gl_shader_program *)
+ _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ return NULL;
+ }
+ if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+ return NULL;
+ }
+ return shProg;
+ }
+}
+
+
+
+
/**
* Allocate a new gl_shader object, initialize it.
*/
void
_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
{
- GLuint i;
if (sh->Source)
_mesa_free((void *) sh->Source);
if (sh->InfoLog)
_mesa_free(sh->InfoLog);
- for (i = 0; i < sh->NumPrograms; i++) {
- assert(sh->Programs[i]);
- _mesa_delete_program(ctx, sh->Programs[i]);
- }
- if (sh->Programs)
- _mesa_free(sh->Programs);
+ _mesa_reference_program(ctx, &sh->Program, NULL);
_mesa_free(sh);
}
+/**
+ * Set ptr to point to sh.
+ * If ptr is pointing to another shader, decrement its refcount (and delete
+ * if refcount hits zero).
+ * Then set ptr to point to sh, incrementing its refcount.
+ */
+/* XXX this could be static */
+void
+_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
+ struct gl_shader *sh)
+{
+ assert(ptr);
+ if (*ptr == sh) {
+ /* no-op */
+ return;
+ }
+ if (*ptr) {
+ /* Unreference the old shader */
+ GLboolean deleteFlag = GL_FALSE;
+ struct gl_shader *old = *ptr;
+
+ ASSERT(old->RefCount > 0);
+ old->RefCount--;
+ /*printf("SHADER DECR %p (%d) to %d\n",
+ (void*) old, old->Name, old->RefCount);*/
+ deleteFlag = (old->RefCount == 0);
+
+ if (deleteFlag) {
+ _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
+ _mesa_free_shader(ctx, old);
+ }
+
+ *ptr = NULL;
+ }
+ assert(!*ptr);
+
+ if (sh) {
+ /* reference new */
+ sh->RefCount++;
+ /*printf("SHADER INCR %p (%d) to %d\n",
+ (void*) sh, sh->Name, sh->RefCount);*/
+ *ptr = sh;
+ }
+}
+
+
/**
* Lookup a GLSL shader object.
*/
* in the same hash table. Check the object's type to be sure it's
* what we're expecting.
*/
- if (sh && sh->Type == GL_SHADER_PROGRAM) {
- assert(sh->Type == GL_VERTEX_SHADER ||
- sh->Type == GL_FRAGMENT_SHADER);
+ if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
return NULL;
}
return sh;
}
+/**
+ * As above, but record an error if shader is not found.
+ */
+static struct gl_shader *
+_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
+{
+ if (!name) {
+ _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ return NULL;
+ }
+ else {
+ struct gl_shader *sh = (struct gl_shader *)
+ _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+ if (!sh) {
+ _mesa_error(ctx, GL_INVALID_VALUE, caller);
+ return NULL;
+ }
+ if (sh->Type == GL_SHADER_PROGRAM_MESA) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+ return NULL;
+ }
+ return sh;
+ }
+}
+
+
+
+/**
+ * Initialize context's shader state.
+ */
void
_mesa_init_shader_state(GLcontext * ctx)
{
- ctx->Shader._FragmentShaderPresent = GL_FALSE;
- ctx->Shader._VertexShaderPresent = GL_FALSE;
+ /* Device drivers may override these to control what kind of instructions
+ * are generated by the GLSL compiler.
+ */
+ ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
+ ctx->Shader.EmitCondCodes = GL_FALSE;/*GL_TRUE;*/ /* XXX probably want GL_FALSE... */
+ ctx->Shader.EmitComments = GL_FALSE;
}
-
+/**
+ * Free the per-context shader-related state.
+ */
+void
+_mesa_free_shader_state(GLcontext *ctx)
+{
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
+}
/**
}
+static GLboolean
+_mesa_is_program(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
+ return shProg ? GL_TRUE : GL_FALSE;
+}
+
+
+static GLboolean
+_mesa_is_shader(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+ return shader ? GL_TRUE : GL_FALSE;
+}
/**
* Called via ctx->Driver.AttachShader()
*/
-void
+static void
_mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
{
- 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 i;
+ struct gl_shader_program *shProg;
+ struct gl_shader *sh;
+ GLuint i, n;
- if (!shProg || !sh) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glAttachShader(bad program or shader name)");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
+ if (!shProg)
+ return;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
+ if (!sh) {
return;
}
+ n = shProg->NumShaders;
for (i = 0; i < n; i++) {
if (shProg->Shaders[i] == sh) {
/* already attached */
}
/* append */
- shProg->Shaders[n] = sh;
- sh->RefCount++;
+ shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
+ _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
shProg->NumShaders++;
}
-void
+static GLint
+_mesa_get_attrib_location(GLcontext *ctx, GLuint program,
+ const GLchar *name)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
+
+ if (!shProg) {
+ return -1;
+ }
+
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetAttribLocation(program not linked)");
+ return -1;
+ }
+
+ if (!name)
+ return -1;
+
+ if (shProg->Attributes) {
+ GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
+ if (i >= 0) {
+ return shProg->Attributes->Parameters[i].StateIndexes[0];
+ }
+ }
+ return -1;
+}
+
+
+static void
_mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
const GLchar *name)
{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
+ struct gl_shader_program *shProg;
const GLint size = -1; /* unknown size */
GLint i, oldIndex;
+ GLenum datatype = GL_FLOAT_VEC4;
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glBindAttribLocation");
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)");
return;
}
return;
}
- oldIndex = _mesa_get_attrib_location(ctx, program, name);
+ if (index >= ctx->Const.VertexProgram.MaxAttribs) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
+ return;
+ }
+
+ if (shProg->LinkStatus) {
+ /* get current index/location for the attribute */
+ oldIndex = _mesa_get_attrib_location(ctx, program, name);
+ }
+ else {
+ oldIndex = -1;
+ }
/* this will replace the current value if it's already in the list */
- i = _mesa_add_attribute(shProg->Attributes, name, size, index);
+ i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
if (i < 0) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
+ return;
}
- if (shProg->VertexProgram && oldIndex >= 0) {
+ if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) {
+ /* If the index changed, need to search/replace references to that attribute
+ * in the vertex program.
+ */
_slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
}
-
- printf("===== post BindAttrib:\n");
- _mesa_print_program(&shProg->VertexProgram->Base);
-
}
-GLuint
+static GLuint
_mesa_create_shader(GLcontext *ctx, GLenum type)
{
struct gl_shader *sh;
}
-GLuint
+static GLuint
_mesa_create_program(GLcontext *ctx)
{
GLuint name;
_mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
+ assert(shProg->RefCount == 1);
+
return name;
}
-void
+/**
+ * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
+ * DeleteProgramARB.
+ */
+static void
_mesa_delete_program2(GLcontext *ctx, GLuint name)
{
+ /*
+ * NOTE: deleting shaders/programs works a bit differently than
+ * texture objects (and buffer objects, etc). Shader/program
+ * handles/IDs exist in the hash table until the object is really
+ * deleted (refcount==0). With texture objects, the handle/ID is
+ * removed from the hash table in glDeleteTextures() while the tex
+ * object itself might linger until its refcount goes to zero.
+ */
struct gl_shader_program *shProg;
- shProg = _mesa_lookup_shader_program(ctx, name);
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgram(name)");
+ shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
+ if (!shProg)
return;
- }
-
- /* always remove from hash table */
- _mesa_HashRemove(ctx->Shared->ShaderObjects, name);
shProg->DeletePending = GL_TRUE;
- /* decrement refcount, delete if zero */
- shProg->RefCount--;
- if (shProg->RefCount <= 0) {
- _mesa_free_shader_program(ctx, shProg);
- }
+ /* effectively, decr shProg's refcount */
+ _mesa_reference_shader_program(ctx, &shProg, NULL);
}
-void
+static void
_mesa_delete_shader(GLcontext *ctx, GLuint shader)
{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- if (!sh) {
+ struct gl_shader *sh;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
+ if (!sh)
return;
- }
sh->DeletePending = GL_TRUE;
- sh->RefCount--;
- if (sh->RefCount <= 0) {
- _mesa_free_shader(ctx, sh);
- }
+
+ /* effectively, decr sh's refcount */
+ _mesa_reference_shader(ctx, &sh, NULL);
}
-void
+static void
_mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
- const GLuint n = shProg->NumShaders;
+ struct gl_shader_program *shProg;
+ GLuint n;
GLuint i, j;
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glDetachShader(bad program or shader name)");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
+ if (!shProg)
return;
- }
+
+ n = shProg->NumShaders;
for (i = 0; i < n; i++) {
if (shProg->Shaders[i]->Name == shader) {
- struct gl_shader **newList;
/* found it */
+ struct gl_shader **newList;
- shProg->Shaders[i]->RefCount--;
+ /* release */
+ _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
/* alloc new, smaller array */
newList = (struct gl_shader **)
newList[j++] = shProg->Shaders[i];
_mesa_free(shProg->Shaders);
- /* XXX refcounting! */
-
shProg->Shaders = newList;
+ shProg->NumShaders = n - 1;
+
+#ifdef DEBUG
+ /* sanity check */
+ {
+ for (j = 0; j < shProg->NumShaders; j++) {
+ assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
+ shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
+ assert(shProg->Shaders[j]->RefCount > 0);
+ }
+ }
+#endif
+
return;
}
}
/* not found */
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glDetachShader(shader not found)");
+ {
+ GLenum err;
+ if (_mesa_is_shader(ctx, shader))
+ err = GL_INVALID_OPERATION;
+ else if (_mesa_is_program(ctx, shader))
+ err = GL_INVALID_OPERATION;
+ else
+ err = GL_INVALID_VALUE;
+ _mesa_error(ctx, err, "glDetachProgram(shader)");
+ return;
+ }
}
-void
+static GLint
+sizeof_glsl_type(GLenum type)
+{
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ case GL_BOOL:
+ return 1;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ case GL_BOOL_VEC2:
+ return 2;
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ case GL_BOOL_VEC3:
+ return 3;
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ case GL_BOOL_VEC4:
+ return 4;
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT2x4:
+ return 8; /* two float[4] vectors */
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_MAT3x4:
+ return 12; /* three float[4] vectors */
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT4x2:
+ case GL_FLOAT_MAT4x3:
+ return 16; /* four float[4] vectors */
+ default:
+ _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
+ return 1;
+ }
+}
+
+
+static void
_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
- static const GLenum vec_types[] = {
- GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
- };
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
- GLint sz;
+ struct gl_shader_program *shProg;
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
+ if (!shProg)
return;
- }
if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
return;
}
copy_string(nameOut, maxLength, length,
shProg->Attributes->Parameters[index].Name);
- sz = shProg->Attributes->Parameters[index].Size;
if (size)
- *size = sz;
+ *size = shProg->Attributes->Parameters[index].Size
+ / sizeof_glsl_type(shProg->Attributes->Parameters[index].DataType);
if (type)
- *type = vec_types[sz]; /* XXX this is a temporary hack */
+ *type = shProg->Attributes->Parameters[index].DataType;
}
/**
* Called via ctx->Driver.GetActiveUniform().
*/
-void
+static void
_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
- static const GLenum vec_types[] = {
- GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
- };
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
- GLint sz;
+ const struct gl_shader_program *shProg;
+ const struct gl_program *prog;
+ GLint progPos;
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
+ if (!shProg)
return;
- }
- if (!shProg->Uniforms || index >= shProg->Uniforms->NumParameters) {
+ if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
return;
}
- copy_string(nameOut, maxLength, length,
- shProg->Uniforms->Parameters[index].Name);
- sz = shProg->Uniforms->Parameters[index].Size;
+ progPos = shProg->Uniforms->Uniforms[index].VertPos;
+ if (progPos >= 0) {
+ prog = &shProg->VertexProgram->Base;
+ }
+ else {
+ progPos = shProg->Uniforms->Uniforms[index].FragPos;
+ if (progPos >= 0) {
+ prog = &shProg->FragmentProgram->Base;
+ }
+ }
+
+ if (!prog || progPos < 0)
+ return; /* should never happen */
+
+ if (nameOut)
+ copy_string(nameOut, maxLength, length,
+ prog->Parameters->Parameters[progPos].Name);
if (size)
- *size = sz;
+ *size = prog->Parameters->Parameters[progPos].Size
+ / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
if (type)
- *type = vec_types[sz]; /* XXX this is a temporary hack */
+ *type = prog->Parameters->Parameters[progPos].DataType;
}
/**
* Called via ctx->Driver.GetAttachedShaders().
*/
-void
+static void
_mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
GLsizei *count, GLuint *obj)
{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
if (shProg) {
GLuint i;
- for (i = 0; i < maxCount && i < shProg->NumShaders; i++) {
+ for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
obj[i] = shProg->Shaders[i]->Name;
}
if (count)
*count = i;
}
- else {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders");
- }
}
-GLint
-_mesa_get_attrib_location(GLcontext *ctx, GLuint program,
- const GLchar *name)
-{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
-
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocation");
- return -1;
- }
-
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glGetAttribLocation(program not linked)");
- return -1;
- }
-
- if (!name)
- return -1;
-
- if (shProg->Attributes) {
- GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
- if (i >= 0) {
- return shProg->Attributes->Parameters[i].StateIndexes[0];
- }
- }
- return -1;
-}
-
-
-GLuint
+static GLuint
_mesa_get_handle(GLcontext *ctx, GLenum pname)
{
#if 0
}
-void
+static void
_mesa_get_programiv(GLcontext *ctx, GLuint program,
GLenum pname, GLint *params)
{
*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 = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
break;
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
- *params = _mesa_parameter_longest_name(shProg->Attributes);
+ *params = _mesa_longest_parameter_name(shProg->Attributes,
+ PROGRAM_INPUT) + 1;
break;
case GL_ACTIVE_UNIFORMS:
- *params = shProg->Uniforms ? shProg->Uniforms->NumParameters : 0;
+ *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
break;
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
- *params = _mesa_parameter_longest_name(shProg->Uniforms);
+ *params = _mesa_longest_uniform_name(shProg->Uniforms);
+ if (*params > 0)
+ (*params)++; /* add one for terminating zero */
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
}
-void
+static void
_mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
{
- struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+ struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
if (!shader) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderiv(shader)");
return;
}
*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)");
}
-void
+static void
_mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
GLsizei *length, GLchar *infoLog)
{
}
-void
+static void
_mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
GLsizei *length, GLchar *infoLog)
{
/**
* Called via ctx->Driver.GetShaderSource().
*/
-void
+static void
_mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
GLsizei *length, GLchar *sourceOut)
{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ struct gl_shader *sh;
+ sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(shader)");
return;
}
copy_string(sourceOut, maxLength, length, sh->Source);
}
+#define MAX_UNIFORM_ELEMENTS 16
+
/**
- * Called via ctx->Driver.GetUniformfv().
+ * Helper for GetUniformfv(), GetUniformiv()
+ * Returns number of elements written to 'params' output.
*/
-void
-_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
- GLfloat *params)
+static GLuint
+get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
+ GLfloat *params)
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
if (shProg) {
- GLuint 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];
+ if (shProg->Uniforms &&
+ location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
+ GLint progPos;
+ GLuint i;
+ const struct gl_program *prog = NULL;
+
+ progPos = shProg->Uniforms->Uniforms[location].VertPos;
+ if (progPos >= 0) {
+ prog = &shProg->VertexProgram->Base;
+ }
+ else {
+ progPos = shProg->Uniforms->Uniforms[location].FragPos;
+ if (progPos >= 0) {
+ prog = &shProg->FragmentProgram->Base;
+ }
+ }
+
+ ASSERT(prog);
+ if (prog) {
+ /* See uniformiv() below */
+ assert(prog->Parameters->Parameters[progPos].Size <= MAX_UNIFORM_ELEMENTS);
+
+ for (i = 0; i < prog->Parameters->Parameters[progPos].Size; i++) {
+ params[i] = prog->Parameters->ParameterValues[progPos][i];
+ }
+ return prog->Parameters->Parameters[progPos].Size;
}
}
else {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)");
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
}
}
else {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(program)");
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
}
+ return 0;
}
/**
- * Called via ctx->Driver.GetUniformLocation().
+ * Called via ctx->Driver.GetUniformfv().
*/
-GLint
-_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
+static void
+_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
+ GLfloat *params)
{
- if (ctx->Shader.CurrentProgram) {
- const struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- GLuint loc;
- for (loc = 0; loc < shProg->Uniforms->NumParameters; loc++) {
- const struct gl_program_parameter *u
- = shProg->Uniforms->Parameters + loc;
- /* XXX this is a temporary simplification / short-cut.
- * We need to handle things like "e.c[0].b" as seen in the
- * GLSL orange book, page 189.
- */
- if ((u->Type == PROGRAM_UNIFORM ||
- u->Type == PROGRAM_SAMPLER) && !strcmp(u->Name, name)) {
- return loc;
- }
- }
- }
- return -1;
-
+ (void) get_uniformfv(ctx, program, location, params);
}
-GLboolean
-_mesa_is_program(GLcontext *ctx, GLuint name)
+/**
+ * Called via ctx->Driver.GetUniformiv().
+ */
+static void
+_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
+ GLint *params)
{
- struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
- return shProg ? GL_TRUE : GL_FALSE;
+ GLfloat fparams[MAX_UNIFORM_ELEMENTS];
+ GLuint n = get_uniformfv(ctx, program, location, fparams);
+ GLuint i;
+ assert(n <= MAX_UNIFORM_ELEMENTS);
+ for (i = 0; i < n; i++) {
+ params[i] = (GLint) fparams[i];
+ }
}
-GLboolean
-_mesa_is_shader(GLcontext *ctx, GLuint name)
+/**
+ * Called via ctx->Driver.GetUniformLocation().
+ */
+static GLint
+_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
{
- struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
- return shader ? GL_TRUE : GL_FALSE;
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
+
+ if (!shProg)
+ return -1;
+
+ if (shProg->LinkStatus == GL_FALSE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
+ return -1;
+ }
+
+ /* XXX we should return -1 if the uniform was declared, but not
+ * actually used.
+ */
+
+ return _mesa_lookup_uniform(shProg->Uniforms, name);
}
/**
* Called via ctx->Driver.ShaderSource()
*/
-void
+static void
_mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSource(shaderObj)");
+ struct gl_shader *sh;
+
+ sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
+ if (!sh)
return;
- }
/* free old shader source string and install new one */
if (sh->Source) {
/**
* Called via ctx->Driver.CompileShader()
*/
-void
+static void
_mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
+ struct gl_shader *sh;
- if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
+ sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
+ if (!sh)
return;
- }
sh->CompileStatus = _slang_compile(ctx, sh);
}
/**
* Called via ctx->Driver.LinkProgram()
*/
-void
+static void
_mesa_link_program(GLcontext *ctx, GLuint program)
{
struct gl_shader_program *shProg;
- shProg = _mesa_lookup_shader_program(ctx, program);
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)");
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
+ if (!shProg)
return;
- }
- _slang_link2(ctx, program, shProg);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+ _slang_link(ctx, program, shProg);
}
void
_mesa_use_program(GLcontext *ctx, GLuint program)
{
- /* unbind old */
- if (ctx->Shader.CurrentProgram) {
- ctx->Shader.CurrentProgram->RefCount--;
- if (ctx->Shader.CurrentProgram->RefCount <= 0) {
- _mesa_free_shader_program(ctx, ctx->Shader.CurrentProgram);
- }
- ctx->Shader.CurrentProgram = NULL;
+ struct gl_shader_program *shProg;
+
+ if (ctx->Shader.CurrentProgram &&
+ ctx->Shader.CurrentProgram->Name == program) {
+ /* no-op */
+ return;
}
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
if (program) {
- struct gl_shader_program *shProg;
- shProg = _mesa_lookup_shader_program(ctx, program);
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
if (!shProg) {
+ return;
+ }
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram");
+ return;
+ }
+ }
+ else {
+ shProg = NULL;
+ }
+
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
+}
+
+
+
+/**
+ * Update the vertex and fragment program's TexturesUsed arrays.
+ */
+static void
+update_textures_used(struct gl_program *prog)
+{
+ GLuint s;
+
+ memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
+
+ for (s = 0; s < MAX_SAMPLERS; s++) {
+ if (prog->SamplersUsed & (1 << s)) {
+ GLuint u = prog->SamplerUnits[s];
+ GLuint t = prog->SamplerTargets[s];
+ assert(u < MAX_TEXTURE_IMAGE_UNITS);
+ prog->TexturesUsed[u] |= (1 << t);
+ }
+ }
+}
+
+
+static GLboolean
+is_sampler_type(GLenum type)
+{
+ switch (type) {
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_2D_RECT_ARB:
+ case GL_SAMPLER_2D_RECT_SHADOW_ARB:
+ case GL_SAMPLER_1D_ARRAY_EXT:
+ case GL_SAMPLER_2D_ARRAY_EXT:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * 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_INT))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
+ userType == GL_INT_VEC2))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
+ userType == GL_INT_VEC3))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_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 location the location/index of the uniform
+ * \param type the datatype of the uniform
+ * \param count the number of uniforms to set
+ * \param elems number of elements per uniform
+ * \param values the new values
+ */
+static void
+set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
+ GLenum type, GLsizei count, GLint elems, const void *values)
+{
+ if (!compatible_types(type,
+ program->Parameters->Parameters[location].DataType)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ return;
+ }
+
+ if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
+ /* This controls which texture unit which is used by a sampler */
+ GLuint texUnit, sampler;
+
+ /* data type for setting samplers must be int */
+ if (type != GL_INT || count != 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform(only glUniform1i can be used "
+ "to set sampler uniforms)");
+ return;
+ }
+
+ sampler = (GLuint) program->Parameters->ParameterValues[location][0];
+ texUnit = ((GLuint *) values)[0];
+
+ /* check that the sampler (tex unit index) is legal */
+ if (texUnit >= ctx->Const.MaxTextureImageUnits) {
_mesa_error(ctx, GL_INVALID_VALUE,
- "glUseProgramObjectARB(programObj)");
+ "glUniform1(invalid sampler/tex unit index)");
return;
}
- ctx->Shader.CurrentProgram = shProg;
- shProg->RefCount++;
+
+ /* This maps a sampler to a texture unit: */
+ program->SamplerUnits[sampler] = texUnit;
+ update_textures_used(program);
+
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
}
else {
- /* don't use a shader program */
- ctx->Shader.CurrentProgram = NULL;
- }
+ /* ordinary uniform variable */
+ GLsizei k, i;
+
+ if (count * elems > (GLint) program->Parameters->Parameters[location].Size) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
+ return;
+ }
+
+ for (k = 0; k < count; k++) {
+ GLfloat *uniformVal = program->Parameters->ParameterValues[location + k];
+ if (type == GL_INT ||
+ type == GL_INT_VEC2 ||
+ type == GL_INT_VEC3 ||
+ type == GL_INT_VEC4) {
+ const GLint *iValues = ((const GLint *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = (GLfloat) iValues[i];
+ }
+ }
+ else {
+ const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = fValues[i];
+ }
+ }
+ }
+ }
}
/**
* Called via ctx->Driver.Uniform().
*/
-void
+static void
_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
const GLvoid *values, GLenum type)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- GLfloat *uniformVal;
+ GLint elems;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
return;
}
- if (location < 0 || location >= shProg->Uniforms->NumParameters) {
+ if (location == -1)
+ return; /* The standard specifies this as a no-op */
+
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
return;
}
+ if (count < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
+ return;
+ }
+
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ elems = 1;
+ break;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ elems = 2;
+ break;
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ elems = 3;
+ break;
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ elems = 4;
+ break;
+ default:
+ _mesa_problem(ctx, "Invalid type in _mesa_uniform");
+ return;
+ }
+
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
- uniformVal = shProg->Uniforms->ParameterValues[location];
-
- if (type == GL_INT ||
- type == GL_INT_VEC2 ||
- type == GL_INT_VEC3 ||
- type == GL_INT_VEC4) {
- const GLint *iValues = (const GLint *) values;
- switch (type) {
- case GL_INT_VEC4:
- uniformVal[3] = (GLfloat) iValues[3];
- /* fall-through */
- case GL_INT_VEC3:
- uniformVal[2] = (GLfloat) iValues[2];
- /* fall-through */
- case GL_INT_VEC2:
- uniformVal[1] = (GLfloat) iValues[1];
- /* fall-through */
- case GL_INT:
- uniformVal[0] = (GLfloat) iValues[0];
- break;
- default:
- _mesa_problem(ctx, "Invalid type in _mesa_uniform");
- return;
+ /* 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:
+ */
+ if (shProg->VertexProgram) {
+ GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
+ if (loc >= 0) {
+ set_program_uniform(ctx, &shProg->VertexProgram->Base,
+ loc, type, count, elems, values);
}
}
- else {
- const GLfloat *fValues = (const GLfloat *) values;
- switch (type) {
- case GL_FLOAT_VEC4:
- uniformVal[3] = fValues[3];
- /* fall-through */
- case GL_FLOAT_VEC3:
- uniformVal[2] = fValues[2];
- /* fall-through */
- case GL_FLOAT_VEC2:
- uniformVal[1] = fValues[1];
- /* fall-through */
- case GL_FLOAT:
- uniformVal[0] = fValues[0];
- break;
- default:
- _mesa_problem(ctx, "Invalid type in _mesa_uniform");
- return;
+
+ if (shProg->FragmentProgram) {
+ GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
+ if (loc >= 0) {
+ set_program_uniform(ctx, &shProg->FragmentProgram->Base,
+ loc, type, count, elems, values);
}
}
+}
- if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
- _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
- _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+
+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;
+ }
+}
+
+
+static void
+set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
+ GLuint location, GLuint count,
+ GLuint rows, GLuint cols,
+ GLboolean transpose, const GLfloat *values)
+{
+ GLuint mat, row, col;
+ GLuint dst = location, src = 0;
+ GLint nr, nc;
+
+ /* check that the number of rows, columns is correct */
+ get_matrix_dims(program->Parameters->Parameters[location].DataType, &nr, &nc);
+ if (rows != nr || cols != nc) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(matrix size mismatch");
+ return;
+ }
+
+ /*
+ * 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...
+ */
+
+ /* loop over matrices */
+ for (mat = 0; mat < count; mat++) {
+
+ /* each matrix: */
+ for (col = 0; col < cols; col++) {
+ GLfloat *v = program->Parameters->ParameterValues[dst];
+ for (row = 0; row < rows; row++) {
+ if (transpose) {
+ v[row] = values[src + row * cols + col];
+ }
+ else {
+ v[row] = values[src + col * rows + row];
+ }
+ }
+ dst++;
+ }
+
+ src += rows * cols; /* next matrix */
}
}
/**
* Called by ctx->Driver.UniformMatrix().
+ * Note: cols=2, rows=4 ==> array[2] of vec4
*/
-void
+static void
_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
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) {
+
+ if (location == -1)
+ return; /* The standard specifies this as a no-op */
+
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
return;
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
- /*
- * Note: the _columns_ of a matrix are stored in program registers, not
- * 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[col * rows + row];
- }
+ if (shProg->VertexProgram) {
+ GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
+ if (loc >= 0) {
+ set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
+ loc, count, rows, cols, transpose, values);
}
}
- 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[row * cols + col];
- }
+
+ if (shProg->FragmentProgram) {
+ GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
+ if (loc >= 0) {
+ set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
+ loc, count, rows, cols, transpose, values);
}
}
}
-void
+static void
_mesa_validate_program(GLcontext *ctx, GLuint program)
{
struct gl_shader_program *shProg;
- shProg = _mesa_lookup_shader_program(ctx, program);
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
return;
}
- /* XXX temporary */
- shProg->Validated = GL_TRUE;
- /* From the GL spec:
+ if (!shProg->LinkStatus) {
+ shProg->Validated = GL_FALSE;
+ return;
+ }
+
+ /* From the GL spec, a program is invalid if any of these are true:
+
any two active samplers in the current program object are of
different types, but refer to the same texture image unit,
processing exceeds the combined limit on the total number of texture
image units allowed.
*/
+
+ shProg->Validated = GL_TRUE;
+}
+
+
+/**
+ * Plug in Mesa's GLSL functions into the device driver function table.
+ */
+void
+_mesa_init_glsl_driver_functions(struct dd_function_table *driver)
+{
+ driver->AttachShader = _mesa_attach_shader;
+ driver->BindAttribLocation = _mesa_bind_attrib_location;
+ driver->CompileShader = _mesa_compile_shader;
+ driver->CreateProgram = _mesa_create_program;
+ driver->CreateShader = _mesa_create_shader;
+ driver->DeleteProgram2 = _mesa_delete_program2;
+ driver->DeleteShader = _mesa_delete_shader;
+ driver->DetachShader = _mesa_detach_shader;
+ driver->GetActiveAttrib = _mesa_get_active_attrib;
+ driver->GetActiveUniform = _mesa_get_active_uniform;
+ driver->GetAttachedShaders = _mesa_get_attached_shaders;
+ driver->GetAttribLocation = _mesa_get_attrib_location;
+ driver->GetHandle = _mesa_get_handle;
+ driver->GetProgramiv = _mesa_get_programiv;
+ driver->GetProgramInfoLog = _mesa_get_program_info_log;
+ driver->GetShaderiv = _mesa_get_shaderiv;
+ driver->GetShaderInfoLog = _mesa_get_shader_info_log;
+ driver->GetShaderSource = _mesa_get_shader_source;
+ driver->GetUniformfv = _mesa_get_uniformfv;
+ driver->GetUniformiv = _mesa_get_uniformiv;
+ driver->GetUniformLocation = _mesa_get_uniform_location;
+ driver->IsProgram = _mesa_is_program;
+ driver->IsShader = _mesa_is_shader;
+ driver->LinkProgram = _mesa_link_program;
+ driver->ShaderSource = _mesa_shader_source;
+ driver->Uniform = _mesa_uniform;
+ driver->UniformMatrix = _mesa_uniform_matrix;
+ driver->UseProgram = _mesa_use_program;
+ driver->ValidateProgram = _mesa_validate_program;
}