/*
* Mesa 3-D graphics library
- * Version: 7.2
+ * Version: 7.5
*
* Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
+ * Copyright (C) 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
#include "glapi/dispatch.h"
-#ifndef GL_PROGRAM_BINARY_LENGTH_OES
-#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
-#endif
-
-
/**
* Allocate a new gl_shader_program object, initialize it.
*/
* 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.EmitContReturn = GL_TRUE;
+ ctx->Shader.EmitCondCodes = GL_FALSE;
ctx->Shader.EmitComments = GL_FALSE;
ctx->Shader.Flags = get_shader_flags();
+
+ /* Default pragma settings */
+ ctx->Shader.DefaultPragmas.IgnoreOptimize = GL_FALSE;
+ ctx->Shader.DefaultPragmas.IgnoreDebug = GL_FALSE;
+ ctx->Shader.DefaultPragmas.Optimize = GL_TRUE;
+ ctx->Shader.DefaultPragmas.Debug = GL_FALSE;
}
}
+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;
+ }
+}
+
+
static void
_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
{
const struct gl_shader_program *shProg;
const struct gl_program *prog;
+ const struct gl_program_parameter *param;
GLint progPos;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
if (!prog || progPos < 0)
return; /* should never happen */
- if (nameOut)
- copy_string(nameOut, maxLength, length,
- prog->Parameters->Parameters[progPos].Name);
- if (size)
- *size = prog->Parameters->Parameters[progPos].Size
- / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
- if (type)
- *type = prog->Parameters->Parameters[progPos].DataType;
+ ASSERT(progPos < prog->Parameters->NumParameters);
+ param = &prog->Parameters->Parameters[progPos];
+
+ if (nameOut) {
+ copy_string(nameOut, maxLength, length, param->Name);
+ }
+
+ if (size) {
+ GLint typeSize = sizeof_glsl_type(param->DataType);
+ if (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 (type) {
+ *type = param->DataType;
+ }
}
}
-#define MAX_UNIFORM_ELEMENTS 16
-
/**
- * Helper for GetUniformfv(), GetUniformiv()
- * Returns number of elements written to 'params' output.
+ * Helper for get_uniform[fi]v() functions.
+ * Given a shader program name and uniform location, return a pointer
+ * to the shader program and return the program parameter position.
*/
-static GLuint
-get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
- GLfloat *params)
+static void
+lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location,
+ struct gl_program **progOut, GLint *paramPosOut)
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
- if (shProg) {
- if (shProg->Uniforms &&
- location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
- GLint progPos;
- const struct gl_program *prog = NULL;
+ struct gl_program *prog = NULL;
+ GLint progPos = -1;
+
+ /* if shProg is NULL, we'll have already recorded an error */
+ if (shProg) {
+ if (!shProg->Uniforms ||
+ location < 0 ||
+ location >= (GLint) shProg->Uniforms->NumUniforms) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
+ }
+ else {
+ /* OK, find the gl_program and program parameter location */
progPos = shProg->Uniforms->Uniforms[location].VertPos;
if (progPos >= 0) {
prog = &shProg->VertexProgram->Base;
prog = &shProg->FragmentProgram->Base;
}
}
-
- ASSERT(prog);
- if (prog) {
- const struct gl_program_parameter *p =
- &prog->Parameters->Parameters[progPos];
- GLint rows, cols, i, j, k;
-
- /* See uniformiv() below */
- assert(p->Size <= MAX_UNIFORM_ELEMENTS);
-
- get_uniform_rows_cols(p, &rows, &cols);
-
- k = 0;
- for (i = 0; i < rows; i++) {
- for (j = 0; j < cols; j++ ) {
- params[k++] = prog->Parameters->ParameterValues[progPos+i][j];
- }
- }
-
- return p->Size;
- }
- }
- else {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
}
}
- return 0;
+
+ *progOut = prog;
+ *paramPosOut = progPos;
}
_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
GLfloat *params)
{
- (void) get_uniformfv(ctx, program, location, params);
+ struct gl_program *prog;
+ GLint paramPos;
+
+ lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos);
+
+ if (prog) {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[paramPos];
+ GLint rows, cols, i, j, k;
+
+ get_uniform_rows_cols(p, &rows, &cols);
+
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ params[k++] = prog->Parameters->ParameterValues[paramPos+i][j];
+ }
+ }
+ }
}
/**
* Called via ctx->Driver.GetUniformiv().
+ * \sa _mesa_get_uniformfv, only difference is a cast.
*/
static void
_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
GLint *params)
{
- 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];
+ struct gl_program *prog;
+ GLint paramPos;
+
+ lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos);
+
+ if (prog) {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[paramPos];
+ GLint rows, cols, i, j, k;
+
+ get_uniform_rows_cols(p, &rows, &cols);
+
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j];
+ }
+ }
}
}
if (!sh)
return;
+ /* set default pragma state for shader */
+ sh->Pragmas = ctx->Shader.DefaultPragmas;
+
/* this call will set the sh->CompileStatus field to indicate if
* compilation was successful.
*/
return;
}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
if (program) {
shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
return;
}
if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram");
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseProgram(program %u not linked)", program);
return;
}
+
+ /* debug code */
+ if (0) {
+ GLuint i;
+ _mesa_printf("Use Shader %u\n", shProg->Name);
+ for (i = 0; i < shProg->NumShaders; i++) {
+ _mesa_printf(" shader %u, type 0x%x\n",
+ shProg->Shaders[i]->Name,
+ shProg->Shaders[i]->Type);
+ }
+ if (shProg->VertexProgram)
+ printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
+ if (shProg->FragmentProgram)
+ printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
+ }
}
else {
shProg = NULL;
}
-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
* \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 datatype of the uniform
+ * \param type the incoming datatype of 'values'
* \param count the number of uniforms to set
- * \param elems number of elements per uniform
- * \param values the new values
+ * \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(GLcontext *ctx, struct gl_program *program,
{
struct gl_program_parameter *param =
&program->Parameters->Parameters[index];
+ const GLboolean isUniformBool = is_boolean_type(param->DataType);
+ const GLboolean areIntValues = is_integer_type(type);
assert(offset >= 0);
+ assert(elems >= 1);
+ assert(elems <= 4);
if (!compatible_types(type, param->DataType)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
if (param->Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLuint texUnit, sampler;
+ GLint i;
/* data type for setting samplers must be int */
- if (type != GL_INT || count != 1) {
+ if (type != GL_INT) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniform(only glUniform1i can be used "
"to set sampler uniforms)");
return;
}
- sampler = (GLuint) program->Parameters->ParameterValues[index][0];
- texUnit = ((GLuint *) values)[0];
+ /* XXX arrays of samplers haven't been tested much, but it's not a
+ * common thing...
+ */
+ for (i = 0; i < count; i++) {
+ sampler = (GLuint) program->Parameters->ParameterValues[index + i][0];
+ texUnit = ((GLuint *) values)[i];
+
+ /* check that the sampler (tex unit index) is legal */
+ if (texUnit >= ctx->Const.MaxTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniform1(invalid sampler/tex unit index)");
+ return;
+ }
- /* check that the sampler (tex unit index) is legal */
- if (texUnit >= ctx->Const.MaxTextureImageUnits) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glUniform1(invalid sampler/tex unit index)");
- return;
+ /* This maps a sampler to a texture unit: */
+ if (sampler < MAX_SAMPLERS) {
+ program->SamplerUnits[sampler] = texUnit;
+ }
}
- /* This maps a sampler to a texture unit: */
- program->SamplerUnits[sampler] = texUnit;
_mesa_update_shader_textures_used(program);
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
else {
/* ordinary uniform variable */
GLsizei k, i;
- GLint slots = (param->Size + 3) / 4;
+ const GLint slots = (param->Size + 3) / 4;
+ const GLint typeSize = sizeof_glsl_type(param->DataType);
- if (count * elems > (GLint) param->Size) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
- return;
+ if (param->Size > typeSize) {
+ /* an array */
+ /* we'll ignore extra data below */
+ }
+ else {
+ /* non-array: count must be one */
+ if (count != 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform(uniform is not an array)");
+ return;
+ }
}
- if (count > slots)
- count = slots;
-
+ /* loop over number of array elements */
for (k = 0; k < count; k++) {
- GLfloat *uniformVal =
- program->Parameters->ParameterValues[index + offset + k];
- if (is_integer_type(type)) {
+ GLfloat *uniformVal;
+
+ if (offset + k >= slots) {
+ /* Extra array data is ignored */
+ break;
+ }
+
+ /* uniformVal (the destination) is always float[4] */
+ uniformVal = program->Parameters->ParameterValues[index + offset + k];
+
+ if (areIntValues) {
+ /* convert user's ints to floats */
const GLint *iValues = ((const GLint *) values) + k * elems;
for (i = 0; i < elems; i++) {
uniformVal[i] = (GLfloat) iValues[i];
}
/* if the uniform is bool-valued, convert to 1.0 or 0.0 */
- if (is_boolean_type(param->DataType)) {
+ if (isUniformBool) {
for (i = 0; i < elems; i++) {
uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
}
if (location == -1)
return; /* The standard specifies this as a no-op */
+ if (location < -1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)");
+ return;
+ }
+
split_location_offset(&location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
return;
}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
uniform = &shProg->Uniforms->Uniforms[location];
*/
static void
_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
- GLenum matrixType, GLint location, GLsizei count,
+ GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (location == -1)
return; /* The standard specifies this as a no-op */
+ if (location < -1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
+ return;
+ }
+
split_location_offset(&location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
return;
}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
uniform = &shProg->Uniforms->Uniforms[location];