#include "prog_parameter.h"
#include "prog_print.h"
#include "prog_statevars.h"
+#include "prog_uniform.h"
#include "shader/shader_api.h"
#include "shader/slang/slang_compile.h"
#include "shader/slang/slang_link.h"
_mesa_clear_shader_program_data(GLcontext *ctx,
struct gl_shader_program *shProg)
{
- 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;
}
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;
+ }
}
_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
{
_mesa_free_shader_program_data(ctx, shProg);
- if (shProg->Shaders) {
- _mesa_free(shProg->Shaders);
- shProg->Shaders = NULL;
- }
+
_mesa_free(shProg);
}
ASSERT(old->RefCount > 0);
old->RefCount--;
- /*printf("SHPROG DECR %p (%d) to %d\n",
- (void*) old, old->Name, 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) {
if (shProg) {
shProg->RefCount++;
- /*printf("SHPROG INCR %p (%d) to %d\n",
- (void*) shProg, shProg->Name, shProg->RefCount);*/
+#if 0
+ printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
+ (void *) shProg, shProg->Name, shProg->RefCount);
+#endif
*ptr = shProg;
}
}
_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]);
- }
+ for (i = 0; i < sh->NumPrograms; i++)
+ _mesa_reference_program(ctx, &sh->Programs[i], NULL);
if (sh->Programs)
_mesa_free(sh->Programs);
_mesa_free(sh);
}
-/**
- * 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 6;
- 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 12;
- default:
- return 0; /* error */
- }
-}
-
-
/**
* Called via ctx->Driver.AttachShader()
*/
}
+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;
+}
+
+
void
_mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
const GLchar *name)
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
- struct gl_shader_program *shProg
+ const struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
- GLuint ind, j;
+ const struct gl_program *prog;
+ GLint progPos;
if (!shProg) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
return;
}
- if (!shProg->Uniforms || index >= shProg->Uniforms->NumParameters) {
+ if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
return;
}
- ind = 0;
- for (j = 0; j < shProg->Uniforms->NumParameters; j++) {
- 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) {
- /* convert from floats to 'type' (eg: sizeof(mat4x4)=1) */
- *size = uSize / sizeof_glsl_type(uType);
- }
- if (type)
- *type = uType;
- return;
- }
- ind++;
+ 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;
}
}
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ 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;
+
+ if (type)
+ *type = prog->Parameters->Parameters[progPos].DataType;
}
}
-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
_mesa_get_handle(GLcontext *ctx, GLenum pname)
{
PROGRAM_INPUT) + 1;
break;
case GL_ACTIVE_UNIFORMS:
- *params
- = _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_UNIFORM)
- + _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_SAMPLER);
+ *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
break;
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
- *params = MAX2(
- _mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_UNIFORM),
- _mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_SAMPLER));
+ *params = _mesa_longest_uniform_name(shProg->Uniforms);
if (*params > 0)
(*params)++; /* add one for terminating zero */
break;
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
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];
+ if (location < shProg->Uniforms->NumUniforms) {
+ GLint progPos, 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) {
+ for (i = 0; i < prog->Parameters->Parameters[progPos].Size; i++) {
+ params[i] = prog->Parameters->ParameterValues[progPos][i];
+ }
}
}
else {
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
- if (shProg) {
- 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;
+ if (!shProg)
+ return -1;
+ return _mesa_lookup_uniform(shProg->Uniforms, name);
}
return;
}
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
_slang_link(ctx, program, shProg);
}
}
+
/**
- * Called via ctx->Driver.Uniform().
+ * Update the vertex and fragment program's TexturesUsed arrays.
*/
-void
-_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
- const GLvoid *values, GLenum type)
+static void
+update_textures_used(struct gl_program *prog)
{
- struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- GLint elems, i, k;
+ GLuint s;
- if (!shProg || !shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
- return;
- }
+ memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
- if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
- return;
+ 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);
+ }
}
+}
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
- /*
- * If we're setting a sampler, we must use glUniformi1()!
- */
- if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
- GLint unit;
+/**
+ * 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, GLint count, GLint elems, const void *values)
+{
+ 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 */
- unit = ((GLint *) values)[0];
- if (unit >= ctx->Const.MaxTextureImageUnits) {
+ 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: */
+ program->SamplerUnits[sampler] = texUnit;
+ update_textures_used(program);
+
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ }
+ else {
+ /* ordinary uniform variable */
+ GLint k, i;
+
+ if (count * elems > 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
+_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
+ const GLvoid *values, GLenum type)
+{
+ struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+ GLint elems;
+
+ 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 */
+
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
+ return;
}
if (count < 0) {
return;
}
- if (count * elems > shProg->Uniforms->Parameters[location].Size) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
- return;
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+ /* 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);
+ }
}
- for (k = 0; k < count; k++) {
- GLfloat *uniformVal = shProg->Uniforms->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];
- }
+ 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);
}
- else {
- const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
- for (i = 0; i < elems; i++) {
- uniformVal[i] = fValues[i];
+ }
+}
+
+
+static void
+set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
+ GLuint location, GLuint rows, GLuint cols,
+ GLboolean transpose, const GLfloat *values)
+{
+ /*
+ * 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 = program->Parameters->ParameterValues[location + col];
+ for (row = 0; row < rows; row++) {
+ v[row] = values[row * cols + col];
}
}
}
-
- if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
- if (shProg->VertexProgram)
- _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
- if (shProg->FragmentProgram)
- _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
- FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ else {
+ GLuint row, col;
+ for (col = 0; col < cols; col++) {
+ GLfloat *v = program->Parameters->ParameterValues[location + col];
+ for (row = 0; row < rows; row++) {
+ v[row] = values[col * rows + row];
+ }
+ }
}
}
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 >= 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[row * cols + col];
- }
+ if (shProg->VertexProgram) {
+ GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
+ if (loc >= 0) {
+ set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
+ loc, 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[col * rows + row];
- }
+
+ if (shProg->FragmentProgram) {
+ GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
+ if (loc >= 0) {
+ set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
+ loc, rows, cols, transpose, values);
}
}
}