X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Funiform_query.cpp;h=33ba53c2e7bf8197641c7942da3225edbe02c023;hb=0cbdead62e615dc197b3831941ae311865fa6642;hp=120317cc2fc0bac336766259d6188c5cd8ea6725;hpb=9516182e80d5a21ab402c9b2cbe9e6c46e5bb1d8;p=mesa.git diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index 120317cc2fc..33ba53c2e7b 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -22,18 +22,20 @@ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ + +#include + #include "main/core.h" #include "main/context.h" #include "ir.h" +#include "ir_uniform.h" +#include "program/hash_table.h" #include "../glsl/program.h" #include "../glsl/ir_uniform.h" - -extern "C" { -#include "main/image.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "uniforms.h" -} + extern "C" void GLAPIENTRY _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, @@ -43,303 +45,30 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); - const struct gl_program_parameter *param; if (!shProg) return; - if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { + if (index >= shProg->NumUserUniformStorage) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); return; } - param = get_uniform_parameter(shProg, index); - if (!param) - return; - - const struct gl_uniform *const uni = &shProg->Uniforms->Uniforms[index]; + const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index]; if (nameOut) { - _mesa_copy_string(nameOut, maxLength, length, param->Name); + _mesa_copy_string(nameOut, maxLength, length, uni->name); } if (size) { - GLint typeSize = _mesa_sizeof_glsl_type(uni->Type->gl_type); - if ((GLint) 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 , not bytes */ - *size = param->Size / typeSize; + /* array_elements is zero for non-arrays, but the API requires that 1 be + * returned. + */ + *size = MAX2(1, uni->array_elements); } if (type) { - *type = uni->Type->gl_type; - } -} - -static GLenum -base_uniform_type(GLenum type) -{ - switch (type) { - case GL_BOOL: - case GL_BOOL_VEC2: - case GL_BOOL_VEC3: - case GL_BOOL_VEC4: - return GL_BOOL; - case GL_FLOAT: - case GL_FLOAT_VEC2: - case GL_FLOAT_VEC3: - case GL_FLOAT_VEC4: - case GL_FLOAT_MAT2: - case GL_FLOAT_MAT2x3: - case GL_FLOAT_MAT2x4: - case GL_FLOAT_MAT3x2: - case GL_FLOAT_MAT3: - case GL_FLOAT_MAT3x4: - case GL_FLOAT_MAT4x2: - case GL_FLOAT_MAT4x3: - case GL_FLOAT_MAT4: - return GL_FLOAT; - case GL_UNSIGNED_INT: - case GL_UNSIGNED_INT_VEC2: - case GL_UNSIGNED_INT_VEC3: - case GL_UNSIGNED_INT_VEC4: - return GL_UNSIGNED_INT; - case GL_INT: - case GL_INT_VEC2: - case GL_INT_VEC3: - case GL_INT_VEC4: - return GL_INT; - default: - _mesa_problem(NULL, "Invalid type in base_uniform_type()"); - return GL_FLOAT; - } -} - -static GLboolean -is_boolean_type(GLenum type) -{ - switch (type) { - case GL_BOOL: - case GL_BOOL_VEC2: - case GL_BOOL_VEC3: - case GL_BOOL_VEC4: - return GL_TRUE; - default: - return GL_FALSE; - } -} - -static GLboolean -is_sampler_type(GLenum type) -{ - switch (type) { - case GL_SAMPLER_1D: - case GL_INT_SAMPLER_1D: - case GL_UNSIGNED_INT_SAMPLER_1D: - case GL_SAMPLER_2D: - case GL_INT_SAMPLER_2D: - case GL_UNSIGNED_INT_SAMPLER_2D: - case GL_SAMPLER_3D: - case GL_INT_SAMPLER_3D: - case GL_UNSIGNED_INT_SAMPLER_3D: - case GL_SAMPLER_CUBE: - case GL_INT_SAMPLER_CUBE: - case GL_UNSIGNED_INT_SAMPLER_CUBE: - case GL_SAMPLER_1D_SHADOW: - case GL_SAMPLER_2D_SHADOW: - case GL_SAMPLER_CUBE_SHADOW: - case GL_SAMPLER_2D_RECT_ARB: - case GL_INT_SAMPLER_2D_RECT: - case GL_UNSIGNED_INT_SAMPLER_2D_RECT: - case GL_SAMPLER_2D_RECT_SHADOW_ARB: - case GL_SAMPLER_1D_ARRAY_EXT: - case GL_INT_SAMPLER_1D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: - case GL_SAMPLER_2D_ARRAY_EXT: - case GL_INT_SAMPLER_2D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: - case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: - case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: - case GL_SAMPLER_CUBE_MAP_ARRAY: - case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: - case GL_SAMPLER_BUFFER: - case GL_INT_SAMPLER_BUFFER: - case GL_UNSIGNED_INT_SAMPLER_BUFFER: - case GL_SAMPLER_2D_MULTISAMPLE: - case GL_INT_SAMPLER_2D_MULTISAMPLE: - case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: - case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_SAMPLER_EXTERNAL_OES: - return GL_TRUE; - default: - return GL_FALSE; - } -} - -/** - * Given a uniform index, return the vertex/geometry/fragment program - * that has that parameter, plus the position of the parameter in the - * parameter/constant buffer. - * \param shProg the shader program - * \param index the uniform index in [0, NumUniforms-1] - * \param progOut returns containing program - * \param posOut returns position of the uniform in the param/const buffer - * \return GL_TRUE for success, GL_FALSE for invalid index - */ -static GLboolean -find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index, - struct gl_program **progOut, GLint *posOut) -{ - struct gl_program *prog = NULL; - GLint pos; - - if (!shProg->Uniforms || - index < 0 || - index >= (GLint) shProg->Uniforms->NumUniforms) { - return GL_FALSE; - } - - pos = shProg->Uniforms->Uniforms[index].VertPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program; - } - else { - pos = shProg->Uniforms->Uniforms[index].FragPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; - } - else { - pos = shProg->Uniforms->Uniforms[index].GeomPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program; - } - } - } - - if (!prog || pos < 0) - return GL_FALSE; /* should really never happen */ - - *progOut = prog; - *posOut = pos; - - return GL_TRUE; -} - -/** - * Return pointer to a gl_program_parameter which corresponds to a uniform. - * \param shProg the shader program - * \param index the uniform index in [0, NumUniforms-1] - * \return gl_program_parameter point or NULL if index is invalid - */ -const struct gl_program_parameter * -get_uniform_parameter(struct gl_shader_program *shProg, GLint index) -{ - struct gl_program *prog; - GLint progPos; - - if (find_uniform_parameter_pos(shProg, index, &prog, &progPos)) - return &prog->Parameters->Parameters[progPos]; - else - return NULL; -} - -static unsigned -get_vector_elements(GLenum type) -{ - switch (type) { - case GL_FLOAT: - case GL_INT: - case GL_BOOL: - case GL_UNSIGNED_INT: - default: /* Catch all the various sampler types. */ - return 1; - - case GL_FLOAT_VEC2: - case GL_INT_VEC2: - case GL_BOOL_VEC2: - case GL_UNSIGNED_INT_VEC2: - return 2; - - case GL_FLOAT_VEC3: - case GL_INT_VEC3: - case GL_BOOL_VEC3: - case GL_UNSIGNED_INT_VEC3: - return 3; - - case GL_FLOAT_VEC4: - case GL_INT_VEC4: - case GL_BOOL_VEC4: - case GL_UNSIGNED_INT_VEC4: - return 4; - } -} - -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; - } -} - -/** - * Determine the number of rows and columns occupied by a uniform - * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4), - * the number of rows = 1 and cols = number of elements in the vector. - */ -static void -get_uniform_rows_cols(const struct gl_program_parameter *p, - GLint *rows, GLint *cols) -{ - get_matrix_dims(p->DataType, rows, cols); - if (*rows == 0 && *cols == 0) { - /* not a matrix type, probably a float or vector */ - *rows = 1; - *cols = get_vector_elements(p->DataType); + *type = uni->type->gl_type; } } @@ -409,6 +138,8 @@ validate_uniform_parameters(struct gl_context *ctx, * * - if no variable with a location of location exists in the * program object currently in use and location is not -1, + * - if count is greater than one, and the uniform declared in the + * shader is not an array variable, */ if (location < -1) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", @@ -418,12 +149,28 @@ validate_uniform_parameters(struct gl_context *ctx, _mesa_uniform_split_location_offset(location, loc, array_index); - if (*loc >= shProg->Uniforms->NumUniforms) { + if (*loc >= shProg->NumUserUniformStorage) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", caller, location); return false; } + if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(count > 1 for non-array, location=%d)", + caller, location); + return false; + } + + /* This case should be impossible. The implication is that a call like + * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an + * array. + */ + if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", + caller, location); + return false; + } return true; } @@ -432,72 +179,81 @@ validate_uniform_parameters(struct gl_context *ctx, */ extern "C" void _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, - GLsizei bufSize, GLenum returnType, GLvoid *paramsOut) + GLsizei bufSize, enum glsl_base_type returnType, + GLvoid *paramsOut) { struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv"); - struct gl_program *prog; - GLint paramPos; + struct gl_uniform_storage *uni; unsigned loc, offset; if (!validate_uniform_parameters(ctx, shProg, location, 1, &loc, &offset, "glGetUniform", true)) return; - if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); - } - else { - const struct gl_program_parameter *p = - &prog->Parameters->Parameters[paramPos]; - gl_constant_value (*values)[4]; - GLint rows, cols, i, j, k; - GLsizei numBytes; - GLenum storage_type; - - values = prog->Parameters->ParameterValues + paramPos + offset; - - get_uniform_rows_cols(p, &rows, &cols); - - numBytes = rows * cols * _mesa_sizeof_type(returnType); - if (bufSize < numBytes) { - _mesa_error( ctx, GL_INVALID_OPERATION, - "glGetnUniformfvARB(out of bounds: bufSize is %d," - " but %d bytes are required)", bufSize, numBytes ); - return; - } + uni = &shProg->UniformStorage[loc]; - if (ctx->Const.NativeIntegers) { - storage_type = base_uniform_type(p->DataType); - } else { - storage_type = GL_FLOAT; - } + { + unsigned elements = (uni->type->is_sampler()) + ? 1 : uni->type->components(); + + /* Calculate the source base address *BEFORE* modifying elements to + * account for the size of the user's buffer. + */ + const union gl_constant_value *const src = + &uni->storage[offset * elements]; - k = 0; - for (i = 0; i < rows; i++) { - for (j = 0; j < cols; j++ ) { - void *out = (char *)paramsOut + 4 * k; + unsigned bytes = sizeof(uni->storage[0]) * elements; + if (bytes > (unsigned) bufSize) { + elements = bufSize / sizeof(uni->storage[0]); + bytes = bufSize; + } + /* If the return type and the uniform's native type are "compatible," + * just memcpy the data. If the types are not compatible, perform a + * slower convert-and-copy process. + */ + if (returnType == uni->type->base_type + || ((returnType == GLSL_TYPE_INT + || returnType == GLSL_TYPE_UINT + || returnType == GLSL_TYPE_SAMPLER) + && + (uni->type->base_type == GLSL_TYPE_INT + || uni->type->base_type == GLSL_TYPE_UINT + || uni->type->base_type == GLSL_TYPE_SAMPLER))) { + memcpy(paramsOut, src, bytes); + } else { + union gl_constant_value *const dst = + (union gl_constant_value *) paramsOut; + + /* This code could be optimized by putting the loop inside the switch + * statements. However, this is not expected to be + * performance-critical code. + */ + for (unsigned i = 0; i < elements; i++) { switch (returnType) { - case GL_FLOAT: - switch (storage_type) { - case GL_FLOAT: - *(float *)out = values[i][j].f; + case GLSL_TYPE_FLOAT: + switch (uni->type->base_type) { + case GLSL_TYPE_UINT: + dst[i].f = (float) src[i].u; break; - case GL_INT: - case GL_BOOL: /* boolean is just an integer 1 or 0. */ - *(float *)out = values[i][j].i; + case GLSL_TYPE_INT: + case GLSL_TYPE_SAMPLER: + dst[i].f = (float) src[i].i; break; - case GL_UNSIGNED_INT: - *(float *)out = values[i][j].u; + case GLSL_TYPE_BOOL: + dst[i].f = src[i].i ? 1.0f : 0.0f; + break; + default: + assert(!"Should not get here."); break; } break; - case GL_INT: - case GL_UNSIGNED_INT: - switch (storage_type) { - case GL_FLOAT: + case GLSL_TYPE_INT: + case GLSL_TYPE_UINT: + switch (uni->type->base_type) { + case GLSL_TYPE_FLOAT: /* While the GL 3.2 core spec doesn't explicitly * state how conversion of float uniforms to integer * values works, in section 6.2 "State Tables" on @@ -515,228 +271,97 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, * a floating-point value is rounded to the * nearest integer..." */ - *(int *)out = IROUND(values[i][j].f); + dst[i].i = IROUND(src[i].f); break; - - case GL_INT: - case GL_UNSIGNED_INT: - case GL_BOOL: - /* type conversions for these to int/uint are just - * copying the data. - */ - *(int *)out = values[i][j].i; + case GLSL_TYPE_BOOL: + dst[i].i = src[i].i ? 1 : 0; break; + default: + assert(!"Should not get here."); break; } break; - } - k++; + default: + assert(!"Should not get here."); + break; + } } } } } -/** - * 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_UNSIGNED_INT || - userType == GL_INT)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || - userType == GL_UNSIGNED_INT_VEC2 || - userType == GL_INT_VEC2)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || - userType == GL_UNSIGNED_INT_VEC3 || - userType == GL_INT_VEC3)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || - userType == GL_UNSIGNED_INT_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 index the index of the program parameter for the uniform - * \param offset additional parameter slot offset (for arrays) - * \param type the incoming datatype of 'values' - * \param count the number of uniforms to set - * \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(struct gl_context *ctx, struct gl_program *program, - GLint index, GLint offset, - GLenum type, GLsizei count, GLint elems, - const void *values) +log_uniform(const void *values, enum glsl_base_type basicType, + unsigned rows, unsigned cols, unsigned count, + bool transpose, + const struct gl_shader_program *shProg, + GLint location, + const struct gl_uniform_storage *uni) { - const struct gl_program_parameter *param = - &program->Parameters->Parameters[index]; - - assert(offset >= 0); - assert(elems >= 1); - assert(elems <= 4); - - if (!compatible_types(type, param->DataType)) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); - return; - } - - if (index + offset > (GLint) program->Parameters->Size) { - /* out of bounds! */ - return; - } - - if (param->Type == PROGRAM_SAMPLER) { - /* This controls which texture unit which is used by a sampler */ - GLboolean changed = GL_FALSE; - GLint i; - - /* this should have been caught by the compatible_types() check */ - ASSERT(type == GL_INT); - - /* loop over number of samplers to change */ - for (i = 0; i < count; i++) { - GLuint sampler = (GLuint) - program->Parameters->ParameterValues[index+offset + i][0].f; - GLuint texUnit = ((GLuint *) values)[i]; - - /* check that the sampler (tex unit index) is legal */ - if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glUniform1(invalid sampler/tex unit index for '%s')", - param->Name); - return; - } - - /* This maps a sampler to a texture unit: */ - if (sampler < MAX_SAMPLERS) { -#if 0 - printf("Set program %p sampler %d '%s' to unit %u\n", - program, sampler, param->Name, texUnit); -#endif - if (program->SamplerUnits[sampler] != texUnit) { - program->SamplerUnits[sampler] = texUnit; - changed = GL_TRUE; - } - } - } - if (changed) { - /* When a sampler's value changes it usually requires rewriting - * a GPU program's TEX instructions since there may not be a - * sampler->texture lookup table. We signal this with the - * ProgramStringNotify() callback. - */ - FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); - _mesa_update_shader_textures_used(program); - /* Do we need to care about the return value here? - * This should not be the first time the driver was notified of - * this program. - */ - (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program); + const union gl_constant_value *v = (const union gl_constant_value *) values; + const unsigned elems = rows * cols * count; + const char *const extra = (cols == 1) ? "uniform" : "uniform matrix"; + + printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", " + "transpose = %s) to: ", + shProg->Name, extra, uni->name, location, uni->type->name, + transpose ? "true" : "false"); + for (unsigned i = 0; i < elems; i++) { + if (i != 0 && ((i % rows) == 0)) + printf(", "); + + switch (basicType) { + case GLSL_TYPE_UINT: + printf("%u ", v[i].u); + break; + case GLSL_TYPE_INT: + printf("%d ", v[i].i); + break; + case GLSL_TYPE_FLOAT: + printf("%g ", v[i].f); + break; + default: + assert(!"Should not get here."); + break; } } - else { - /* ordinary uniform variable */ - const GLboolean isUniformBool = is_boolean_type(param->DataType); - const GLenum basicType = base_uniform_type(type); - const GLint slots = (param->Size + 3) / 4; - const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - GLsizei k, i; - - if ((GLint) param->Size > typeSize) { - /* an array */ - /* we'll ignore extra data below */ - } - else { - /* non-array: count must be at most one; count == 0 is handled - * by the loop below - */ - if (count > 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniform(uniform '%s' is not an array)", - param->Name); - return; - } - } - - /* loop over number of array elements */ - for (k = 0; k < count; k++) { - gl_constant_value *uniformVal; - - if (offset + k >= slots) { - /* Extra array data is ignored */ - break; - } - - /* uniformVal (the destination) is always gl_constant_value[4] */ - uniformVal = program->Parameters->ParameterValues[index + offset + k]; - - if (basicType == GL_INT) { - const GLint *iValues = ((const GLint *) values) + k * elems; - for (i = 0; i < elems; i++) { - if (!ctx->Const.NativeIntegers) - uniformVal[i].f = (GLfloat) iValues[i]; - else - uniformVal[i].i = iValues[i]; - } - } - else if (basicType == GL_UNSIGNED_INT) { - const GLuint *iValues = ((const GLuint *) values) + k * elems; - for (i = 0; i < elems; i++) { - if (!ctx->Const.NativeIntegers) - uniformVal[i].f = (GLfloat)(GLuint) iValues[i]; - else - uniformVal[i].u = iValues[i]; - } - } - else { - const GLfloat *fValues = ((const GLfloat *) values) + k * elems; - assert(basicType == GL_FLOAT); - for (i = 0; i < elems; i++) { - uniformVal[i].f = fValues[i]; - } - } + printf("\n"); + fflush(stdout); +} - /* if the uniform is bool-valued, convert to 1 or 0 */ - if (isUniformBool) { - for (i = 0; i < elems; i++) { - if (basicType == GL_FLOAT) - uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0; - else - uniformVal[i].b = uniformVal[i].u ? 1 : 0; - - if (ctx->Const.NativeIntegers) - uniformVal[i].u = - uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0; - else - uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f; - } - } +#if 0 +static void +log_program_parameters(const struct gl_shader_program *shProg) +{ + static const char *stages[] = { + "vertex", "fragment", "geometry" + }; + + assert(Elements(stages) == MESA_SHADER_TYPES); + + for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) { + if (shProg->_LinkedShaders[i] == NULL) + continue; + + const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program; + + printf("Program %d %s shader parameters:\n", + shProg->Name, stages[i]); + for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) { + printf("%s: %p %f %f %f %f\n", + prog->Parameters->Parameters[j].Name, + prog->Parameters->ParameterValues[j], + prog->Parameters->ParameterValues[j][0].f, + prog->Parameters->ParameterValues[j][1].f, + prog->Parameters->ParameterValues[j][2].f, + prog->Parameters->ParameterValues[j][3].f); } } + fflush(stdout); } +#endif /** * Propagate some values from uniform backing storage to driver storage @@ -862,9 +487,11 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, GLint location, GLsizei count, const GLvoid *values, GLenum type) { - struct gl_uniform *uniform; - GLint elems; unsigned loc, offset; + unsigned components; + unsigned src_components; + enum glsl_base_type basicType; + struct gl_uniform_storage *uni; ASSERT_OUTSIDE_BEGIN_END(ctx); @@ -872,141 +499,239 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, &loc, &offset, "glUniform", false)) return; - elems = _mesa_sizeof_glsl_type(type); + uni = &shProg->UniformStorage[loc]; - FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + /* Verify that the types are compatible. + */ + switch (type) { + case GL_FLOAT: + basicType = GLSL_TYPE_FLOAT; + src_components = 1; + break; + case GL_FLOAT_VEC2: + basicType = GLSL_TYPE_FLOAT; + src_components = 2; + break; + case GL_FLOAT_VEC3: + basicType = GLSL_TYPE_FLOAT; + src_components = 3; + break; + case GL_FLOAT_VEC4: + basicType = GLSL_TYPE_FLOAT; + src_components = 4; + break; + case GL_UNSIGNED_INT: + basicType = GLSL_TYPE_UINT; + src_components = 1; + break; + case GL_UNSIGNED_INT_VEC2: + basicType = GLSL_TYPE_UINT; + src_components = 2; + break; + case GL_UNSIGNED_INT_VEC3: + basicType = GLSL_TYPE_UINT; + src_components = 3; + break; + case GL_UNSIGNED_INT_VEC4: + basicType = GLSL_TYPE_UINT; + src_components = 4; + break; + case GL_INT: + basicType = GLSL_TYPE_INT; + src_components = 1; + break; + case GL_INT_VEC2: + basicType = GLSL_TYPE_INT; + src_components = 2; + break; + case GL_INT_VEC3: + basicType = GLSL_TYPE_INT; + src_components = 3; + break; + case GL_INT_VEC4: + basicType = GLSL_TYPE_INT; + src_components = 4; + break; + case GL_BOOL: + case GL_BOOL_VEC2: + case GL_BOOL_VEC3: + case GL_BOOL_VEC4: + case GL_FLOAT_MAT2: + case GL_FLOAT_MAT2x3: + case GL_FLOAT_MAT2x4: + case GL_FLOAT_MAT3x2: + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT3x4: + case GL_FLOAT_MAT4x2: + case GL_FLOAT_MAT4x3: + case GL_FLOAT_MAT4: + default: + _mesa_problem(NULL, "Invalid type in %s", __func__); + return; + } - uniform = &shProg->Uniforms->Uniforms[loc]; + if (uni->type->is_sampler()) { + components = 1; + } else { + components = uni->type->vector_elements; + } - if (ctx->Shader.Flags & GLSL_UNIFORMS) { - const GLenum basicType = base_uniform_type(type); - GLint i; - printf("Mesa: set program %u uniform %s (loc %d) to: ", - shProg->Name, uniform->Name, location); - if (basicType == GL_INT) { - const GLint *v = (const GLint *) values; - for (i = 0; i < count * elems; i++) { - printf("%d ", v[i]); - } - } - else if (basicType == GL_UNSIGNED_INT) { - const GLuint *v = (const GLuint *) values; - for (i = 0; i < count * elems; i++) { - printf("%u ", v[i]); - } - } - else { - const GLfloat *v = (const GLfloat *) values; - assert(basicType == GL_FLOAT); - for (i = 0; i < count * elems; i++) { - printf("%g ", v[i]); - } - } - printf("\n"); + bool match; + switch (uni->type->base_type) { + case GLSL_TYPE_BOOL: + match = true; + break; + case GLSL_TYPE_SAMPLER: + match = (basicType == GLSL_TYPE_INT); + break; + default: + match = (basicType == uni->type->base_type); + break; } - /* 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->_LinkedShaders[MESA_SHADER_VERTEX]) { - /* convert uniform location to program parameter index */ - GLint index = uniform->VertPos; - if (index >= 0) { - set_program_uniform(ctx, - shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program, - index, offset, type, count, elems, values); - } + if (uni->type->is_matrix() || components != src_components || !match) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); + return; } - if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { - /* convert uniform location to program parameter index */ - GLint index = uniform->FragPos; - if (index >= 0) { - set_program_uniform(ctx, - shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program, - index, offset, type, count, elems, values); - } + if (ctx->Shader.Flags & GLSL_UNIFORMS) { + log_uniform(values, basicType, components, 1, count, + false, shProg, location, uni); } - if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { - /* convert uniform location to program parameter index */ - GLint index = uniform->GeomPos; - if (index >= 0) { - set_program_uniform(ctx, - shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program, - index, offset, type, count, elems, values); + /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says: + * + * "Setting a sampler's value to i selects texture image unit number + * i. The values of i range from zero to the implementation- dependent + * maximum supported number of texture image units." + * + * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of + * the PDF) says: + * + * "Error Description Offending command + * ignored? + * ... + * INVALID_VALUE Numeric argument out of range Yes" + * + * Based on that, when an invalid sampler is specified, we generate a + * GL_INVALID_VALUE error and ignore the command. + */ + if (uni->type->is_sampler()) { + int i; + + for (i = 0; i < count; i++) { + const unsigned texUnit = ((unsigned *) values)[i]; + + /* check that the sampler (tex unit index) is legal */ + if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glUniform1i(invalid sampler/tex unit index for " + "uniform %d)", + location); + return; + } } } - uniform->Initialized = GL_TRUE; -} + /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says: + * + * "When loading N elements starting at an arbitrary position k in a + * uniform declared as an array, elements k through k + N - 1 in the + * array will be replaced with the new values. Values for any array + * element that exceeds the highest array element index used, as + * reported by GetActiveUniform, will be ignored by the GL." + * + * Clamp 'count' to a valid value. Note that for non-arrays a count > 1 + * will have already generated an error. + */ + if (uni->array_elements != 0) { + if (offset >= uni->array_elements) + return; -/** - * Set a matrix-valued program parameter. - */ -static void -set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program, - GLuint index, GLuint offset, - GLuint count, GLuint rows, GLuint cols, - GLboolean transpose, const GLfloat *values) -{ - GLuint mat, row, col; - GLuint src = 0; - const struct gl_program_parameter *param = - &program->Parameters->Parameters[index]; - const GLuint slots = (param->Size + 3) / 4; - const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - GLint nr, nc; - - /* check that the number of rows, columns is correct */ - get_matrix_dims(param->DataType, &nr, &nc); - if (rows != nr || cols != nc) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(matrix size mismatch)"); - return; + count = MIN2(count, (uni->array_elements - offset)); } - if ((GLint) param->Size <= typeSize) { - /* non-array: count must be at most one; count == 0 is handled - * by the loop below - */ - if (count > 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(uniform is not an array)"); - return; + FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + + /* Store the data in the "actual type" backing storage for the uniform. + */ + if (!uni->type->is_boolean()) { + memcpy(&uni->storage[components * offset], values, + sizeof(uni->storage[0]) * components * count); + } else { + const union gl_constant_value *src = + (const union gl_constant_value *) values; + union gl_constant_value *dst = &uni->storage[components * offset]; + const unsigned elems = components * count; + unsigned i; + + for (i = 0; i < elems; i++) { + if (basicType == GLSL_TYPE_FLOAT) { + dst[i].i = src[i].f != 0.0f ? 1 : 0; + } else { + dst[i].i = src[i].i != 0 ? 1 : 0; + } } } - /* - * 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... - */ + uni->initialized = true; - /* loop over matrices */ - for (mat = 0; mat < count; mat++) { + _mesa_propagate_uniforms_to_driver_storage(uni, offset, count); - /* each matrix: */ - for (col = 0; col < cols; col++) { - GLfloat *v; - if (offset >= slots) { - /* Ignore writes beyond the end of (the used part of) an array */ - return; - } - v = (GLfloat *) program->Parameters->ParameterValues[index + offset]; - for (row = 0; row < rows; row++) { - if (transpose) { - v[row] = values[src + row * cols + col]; - } - else { - v[row] = values[src + col * rows + row]; - } - } + /* If the uniform is a sampler, do the extra magic necessary to propagate + * the changes through. + */ + if (uni->type->is_sampler()) { + int i; - offset++; + for (i = 0; i < count; i++) { + shProg->SamplerUnits[uni->sampler + offset + i] = + ((unsigned *) values)[i]; } - src += rows * cols; /* next matrix */ + bool flushed = false; + for (i = 0; i < MESA_SHADER_TYPES; i++) { + struct gl_program *prog; + + if (shProg->_LinkedShaders[i] == NULL) + continue; + + prog = shProg->_LinkedShaders[i]->Program; + + /* If the shader stage doesn't use any samplers, don't bother + * checking if any samplers have changed. + */ + if (prog->SamplersUsed == 0) + continue; + + assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits)); + + /* Determine if any of the samplers used by this shader stage have + * been modified. + */ + bool changed = false; + for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) { + if ((prog->SamplersUsed & (1U << j)) != 0 + && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) { + changed = true; + break; + } + } + + if (changed) { + if (!flushed) { + FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); + flushed = true; + } + + memcpy(prog->SamplerUnits, + shProg->SamplerUnits, + sizeof(shProg->SamplerUnits)); + + _mesa_update_shader_textures_used(prog); + (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog); + } + } } } @@ -1016,12 +741,15 @@ set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program, */ extern "C" void _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, - GLint cols, GLint rows, + GLuint cols, GLuint rows, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values) { - struct gl_uniform *uniform; unsigned loc, offset; + unsigned vectors; + unsigned components; + unsigned elements; + struct gl_uniform_storage *uni; ASSERT_OUTSIDE_BEGIN_END(ctx); @@ -1029,49 +757,79 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, &loc, &offset, "glUniformMatrix", false)) return; - if (values == NULL) { - _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); + uni = &shProg->UniformStorage[loc]; + if (!uni->type->is_matrix()) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniformMatrix(non-matrix uniform)"); return; } - FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + assert(!uni->type->is_sampler()); + vectors = uni->type->matrix_columns; + components = uni->type->vector_elements; - uniform = &shProg->Uniforms->Uniforms[loc]; + /* Verify that the types are compatible. This is greatly simplified for + * matrices because they can only have a float base type. + */ + if (vectors != cols || components != rows) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniformMatrix(matrix size mismatch)"); + return; + } - if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) { - /* convert uniform location to program parameter index */ - GLint index = uniform->VertPos; - if (index >= 0) { - set_program_uniform_matrix(ctx, - shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program, - index, offset, - count, rows, cols, transpose, values); - } + if (ctx->Shader.Flags & GLSL_UNIFORMS) { + log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count, + bool(transpose), shProg, location, uni); } - if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { - /* convert uniform location to program parameter index */ - GLint index = uniform->FragPos; - if (index >= 0) { - set_program_uniform_matrix(ctx, - shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program, - index, offset, - count, rows, cols, transpose, values); - } + /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says: + * + * "When loading N elements starting at an arbitrary position k in a + * uniform declared as an array, elements k through k + N - 1 in the + * array will be replaced with the new values. Values for any array + * element that exceeds the highest array element index used, as + * reported by GetActiveUniform, will be ignored by the GL." + * + * Clamp 'count' to a valid value. Note that for non-arrays a count > 1 + * will have already generated an error. + */ + if (uni->array_elements != 0) { + if (offset >= uni->array_elements) + return; + + count = MIN2(count, (uni->array_elements - offset)); } - if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { - /* convert uniform location to program parameter index */ - GLint index = uniform->GeomPos; - if (index >= 0) { - set_program_uniform_matrix(ctx, - shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program, - index, offset, - count, rows, cols, transpose, values); + FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + + /* Store the data in the "actual type" backing storage for the uniform. + */ + elements = components * vectors; + + if (!transpose) { + memcpy(&uni->storage[elements * offset], values, + sizeof(uni->storage[0]) * elements * count); + } else { + /* Copy and transpose the matrix. + */ + const float *src = values; + float *dst = &uni->storage[elements * offset].f; + + for (int i = 0; i < count; i++) { + for (unsigned r = 0; r < rows; r++) { + for (unsigned c = 0; c < cols; c++) { + dst[(c * components) + r] = src[c + (r * vectors)]; + } + } + + dst += elements; + src += elements; } } - uniform->Initialized = GL_TRUE; + uni->initialized = true; + + _mesa_propagate_uniforms_to_driver_storage(uni, offset, count); } /** @@ -1085,56 +843,91 @@ _mesa_get_uniform_location(struct gl_context *ctx, struct gl_shader_program *shProg, const GLchar *name) { - GLint offset = 0, location = -1; - - /* XXX we should return -1 if the uniform was declared, but not - * actually used. + const size_t len = strlen(name); + long offset; + bool array_lookup; + char *name_copy; + + /* If the name ends with a ']', assume that it refers to some element of an + * array. Malformed array references will fail the hash table look up + * below, so it doesn't matter that they are not caught here. This code + * only wants to catch the "leaf" array references so that arrays of + * structures containing arrays will be handled correctly. */ + if (name[len-1] == ']') { + unsigned i; - /* XXX we need to be able to parse uniform names for structs and arrays - * such as: - * mymatrix[1] - * mystruct.field1 - */ + /* Walk backwards over the string looking for a non-digit character. + * This had better be the opening bracket for an array index. + * + * Initially, i specifies the location of the ']'. Since the string may + * contain only the ']' charcater, walk backwards very carefully. + */ + for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i) + /* empty */ ; - { - /* handle 1-dimension arrays here... */ - char *c = strchr((char *)name, '['); - if (c) { - /* truncate name at [ */ - const GLint len = c - name; - GLchar *newName = (GLchar *) malloc(len + 1); - if (!newName) - return -1; /* out of mem */ - memcpy(newName, name, len); - newName[len] = 0; - - location = _mesa_lookup_uniform(shProg->Uniforms, newName); - if (location >= 0) { - const GLint element = atoi(c + 1); - if (element > 0) { - /* get type of the uniform array element */ - const struct gl_program_parameter *p = - get_uniform_parameter(shProg, location); - if (p) { - GLint rows, cols; - get_matrix_dims(p->DataType, &rows, &cols); - if (rows < 1) - rows = 1; - offset = element * rows; - } - } - } + /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says: + * + * "The first element of a uniform array is identified using the + * name of the uniform array appended with "[0]". Except if the last + * part of the string name indicates a uniform array, then the + * location of the first element of that array can be retrieved by + * either using the name of the uniform array, or the name of the + * uniform array appended with "[0]"." + * + * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says: + * + * "name must be a null terminated string, without white space." + * + * Return an error if there is no opening '[' to match the closing ']'. + * An error will also be returned if there is intervening white space + * (or other non-digit characters) before the opening '['. + */ + if ((i == 0) || name[i-1] != '[') + return -1; - free(newName); - } - } + /* Return an error if there are no digits between the opening '[' to + * match the closing ']'. + */ + if (i == (len - 1)) + return -1; + + /* Make a new string that is a copy of the old string up to (but not + * including) the '[' character. + */ + name_copy = (char *) malloc(i); + memcpy(name_copy, name, i - 1); + name_copy[i-1] = '\0'; - if (location < 0) { - location = _mesa_lookup_uniform(shProg->Uniforms, name); + offset = strtol(&name[i], NULL, 10); + if (offset < 0) + return -1; + + array_lookup = true; + } else { + name_copy = (char *) name; + offset = 0; + array_lookup = false; } - if (location < 0) { + unsigned location = 0; + const bool found = shProg->UniformHash->get(location, name_copy); + + assert(!found + || strcmp(name_copy, shProg->UniformStorage[location].name) == 0); + + /* Free the temporary buffer *before* possibly returning an error. + */ + if (name_copy != name) + free(name_copy); + + if (!found) + return -1; + + /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]' + * to (correctly) fail if 'a' is not an array. + */ + if (array_lookup && shProg->UniformStorage[location].array_elements == 0) { return -1; }