X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fmain%2Funiforms.c;h=f450173af278cef9e7c1171b0c3f481219a2e967;hb=76b11d15d36db9e83b36efe469c27d68389bb627;hp=1cec5922db56bd41297086a7d212a83204b88b4a;hpb=9f1a4a6340824786142be9bc14f0c3418f14a69f;p=mesa.git diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index 1cec5922db5..f450173af27 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -18,9 +18,10 @@ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL - * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN - * 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. + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN 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. */ /** @@ -41,8 +42,10 @@ #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" +#include "main/enums.h" #include "ir_uniform.h" #include "glsl_types.h" +#include "program/program.h" /** * Update the vertex/fragment program's TexturesUsed array. @@ -64,14 +67,18 @@ _mesa_update_shader_textures_used(struct gl_shader_program *shProg, struct gl_program *prog) { GLuint s; + struct gl_shader *shader = + shProg->_LinkedShaders[_mesa_program_enum_to_shader_stage(prog->Target)]; - memcpy(prog->SamplerUnits, shProg->SamplerUnits, sizeof(prog->SamplerUnits)); + assert(shader); + + memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits)); memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); for (s = 0; s < MAX_SAMPLERS; s++) { if (prog->SamplersUsed & (1 << s)) { - GLuint unit = shProg->SamplerUnits[s]; - GLuint tgt = shProg->SamplerTargets[s]; + GLuint unit = shader->SamplerUnits[s]; + GLuint tgt = shader->SamplerTargets[s]; assert(unit < Elements(prog->TexturesUsed)); assert(tgt < NUM_TEXTURE_TARGETS); prog->TexturesUsed[unit] |= (1 << tgt); @@ -98,14 +105,14 @@ _mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni, enum gl_uniform_driver_format format, void *data) { - uni->driver_storage = (struct gl_uniform_driver_storage*) + uni->driver_storage = realloc(uni->driver_storage, sizeof(struct gl_uniform_driver_storage) * (uni->num_driver_storage + 1)); uni->driver_storage[uni->num_driver_storage].element_stride = element_stride; uni->driver_storage[uni->num_driver_storage].vector_stride = vector_stride; - uni->driver_storage[uni->num_driver_storage].format = (uint8_t) format; + uni->driver_storage[uni->num_driver_storage].format = format; uni->driver_storage[uni->num_driver_storage].data = data; uni->num_driver_storage++; @@ -127,35 +134,35 @@ _mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni) } void GLAPIENTRY -_mesa_Uniform1fARB(GLint location, GLfloat v0) +_mesa_Uniform1f(GLint location, GLfloat v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_FLOAT); } void GLAPIENTRY -_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1) +_mesa_Uniform2f(GLint location, GLfloat v0, GLfloat v1) { GET_CURRENT_CONTEXT(ctx); GLfloat v[2]; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC2); } void GLAPIENTRY -_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) +_mesa_Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { GET_CURRENT_CONTEXT(ctx); GLfloat v[3]; v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC3); } void GLAPIENTRY -_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, +_mesa_Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { GET_CURRENT_CONTEXT(ctx); @@ -164,103 +171,294 @@ _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_FLOAT_VEC4); +} + +void GLAPIENTRY +_mesa_Uniform1i(GLint location, GLint v0) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_INT); +} + +void GLAPIENTRY +_mesa_Uniform2i(GLint location, GLint v0, GLint v1) +{ + GET_CURRENT_CONTEXT(ctx); + GLint v[2]; + v[0] = v0; + v[1] = v1; + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC2); +} + +void GLAPIENTRY +_mesa_Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) +{ + GET_CURRENT_CONTEXT(ctx); + GLint v[3]; + v[0] = v0; + v[1] = v1; + v[2] = v2; + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC3); +} + +void GLAPIENTRY +_mesa_Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) +{ + GET_CURRENT_CONTEXT(ctx); + GLint v[4]; + v[0] = v0; + v[1] = v1; + v[2] = v2; + v[3] = v3; + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_INT_VEC4); +} + +void GLAPIENTRY +_mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT); +} + +void GLAPIENTRY +_mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC2); +} + +void GLAPIENTRY +_mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC3); +} + +void GLAPIENTRY +_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_FLOAT_VEC4); +} + +void GLAPIENTRY +_mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT); +} + +void GLAPIENTRY +_mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC2); +} + +void GLAPIENTRY +_mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC3); +} + +void GLAPIENTRY +_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value) +{ + GET_CURRENT_CONTEXT(ctx); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_INT_VEC4); +} + +/** Same as above with direct state access **/ +void GLAPIENTRY +_mesa_ProgramUniform1f(GLuint program, GLint location, GLfloat v0) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform1f"); + _mesa_uniform(ctx, shProg, location, 1, &v0, GL_FLOAT); +} + +void GLAPIENTRY +_mesa_ProgramUniform2f(GLuint program, GLint location, GLfloat v0, GLfloat v1) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat v[2]; + struct gl_shader_program *shProg; + v[0] = v0; + v[1] = v1; + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2f"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_FLOAT_VEC2); +} + +void GLAPIENTRY +_mesa_ProgramUniform3f(GLuint program, GLint location, GLfloat v0, GLfloat v1, + GLfloat v2) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat v[3]; + struct gl_shader_program *shProg; + v[0] = v0; + v[1] = v1; + v[2] = v2; + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3f"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_FLOAT_VEC3); +} + +void GLAPIENTRY +_mesa_ProgramUniform4f(GLuint program, GLint location, GLfloat v0, GLfloat v1, + GLfloat v2, GLfloat v3) +{ + GET_CURRENT_CONTEXT(ctx); + GLfloat v[4]; + struct gl_shader_program *shProg; + v[0] = v0; + v[1] = v1; + v[2] = v2; + v[3] = v3; + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4f"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_FLOAT_VEC4); } void GLAPIENTRY -_mesa_Uniform1iARB(GLint location, GLint v0) +_mesa_ProgramUniform1i(GLuint program, GLint location, GLint v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform1i"); + _mesa_uniform(ctx, shProg, location, 1, &v0, GL_INT); } void GLAPIENTRY -_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1) +_mesa_ProgramUniform2i(GLuint program, GLint location, GLint v0, GLint v1) { GET_CURRENT_CONTEXT(ctx); GLint v[2]; + struct gl_shader_program *shProg; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2); + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform2i"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_INT_VEC2); } void GLAPIENTRY -_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2) +_mesa_ProgramUniform3i(GLuint program, GLint location, GLint v0, GLint v1, + GLint v2) { GET_CURRENT_CONTEXT(ctx); GLint v[3]; + struct gl_shader_program *shProg; v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3); + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform3i"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_INT_VEC3); } void GLAPIENTRY -_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) +_mesa_ProgramUniform4i(GLuint program, GLint location, GLint v0, GLint v1, + GLint v2, GLint v3) { GET_CURRENT_CONTEXT(ctx); GLint v[4]; + struct gl_shader_program *shProg; v[0] = v0; v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4); + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4i"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_INT_VEC4); } void GLAPIENTRY -_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value) +_mesa_ProgramUniform1fv(GLuint program, GLint location, GLsizei count, + const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform1fv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_FLOAT); } void GLAPIENTRY -_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value) +_mesa_ProgramUniform2fv(GLuint program, GLint location, GLsizei count, + const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform2fv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_FLOAT_VEC2); } void GLAPIENTRY -_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value) +_mesa_ProgramUniform3fv(GLuint program, GLint location, GLsizei count, + const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform3fv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_FLOAT_VEC3); } void GLAPIENTRY -_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value) +_mesa_ProgramUniform4fv(GLuint program, GLint location, GLsizei count, + const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform4fv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_FLOAT_VEC4); } void GLAPIENTRY -_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value) +_mesa_ProgramUniform1iv(GLuint program, GLint location, GLsizei count, + const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform1iv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_INT); } void GLAPIENTRY -_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value) +_mesa_ProgramUniform2iv(GLuint program, GLint location, GLsizei count, + const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform2iv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_INT_VEC2); } void GLAPIENTRY -_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value) +_mesa_ProgramUniform3iv(GLuint program, GLint location, GLsizei count, + const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform3iv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_INT_VEC3); } void GLAPIENTRY -_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value) +_mesa_ProgramUniform4iv(GLuint program, GLint location, GLsizei count, + const GLint * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform4iv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_INT_VEC4); } @@ -269,7 +467,7 @@ void GLAPIENTRY _mesa_Uniform1ui(GLint location, GLuint v0) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT); } void GLAPIENTRY @@ -279,7 +477,7 @@ _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1) GLuint v[2]; v[0] = v0; v[1] = v1; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2); } void GLAPIENTRY @@ -290,7 +488,7 @@ _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) v[0] = v0; v[1] = v1; v[2] = v2; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3); } void GLAPIENTRY @@ -302,66 +500,200 @@ _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) v[1] = v1; v[2] = v2; v[3] = v3; - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4); } void GLAPIENTRY _mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT); } void GLAPIENTRY _mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4); + _mesa_uniform(ctx, ctx->_Shader->ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4); } void GLAPIENTRY -_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, +_mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 2, 2, location, count, transpose, value); } void GLAPIENTRY -_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, +_mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 3, 3, location, count, transpose, value); } void GLAPIENTRY -_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, +_mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 4, 4, location, count, transpose, value); } +/** Same as above with direct state access **/ + +void GLAPIENTRY +_mesa_ProgramUniform1ui(GLuint program, GLint location, GLuint v0) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform1ui"); + _mesa_uniform(ctx, shProg, location, 1, &v0, GL_UNSIGNED_INT); +} + +void GLAPIENTRY +_mesa_ProgramUniform2ui(GLuint program, GLint location, GLuint v0, GLuint v1) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint v[2]; + struct gl_shader_program *shProg; + v[0] = v0; + v[1] = v1; + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform2ui"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_UNSIGNED_INT_VEC2); +} + +void GLAPIENTRY +_mesa_ProgramUniform3ui(GLuint program, GLint location, GLuint v0, GLuint v1, + GLuint v2) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint v[3]; + struct gl_shader_program *shProg; + v[0] = v0; + v[1] = v1; + v[2] = v2; + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform3ui"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_UNSIGNED_INT_VEC3); +} + +void GLAPIENTRY +_mesa_ProgramUniform4ui(GLuint program, GLint location, GLuint v0, GLuint v1, + GLuint v2, GLuint v3) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint v[4]; + struct gl_shader_program *shProg; + v[0] = v0; + v[1] = v1; + v[2] = v2; + v[3] = v3; + shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramUniform4ui"); + _mesa_uniform(ctx, shProg, location, 1, v, GL_UNSIGNED_INT_VEC4); +} + +void GLAPIENTRY +_mesa_ProgramUniform1uiv(GLuint program, GLint location, GLsizei count, + const GLuint *value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform1uiv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT); +} + +void GLAPIENTRY +_mesa_ProgramUniform2uiv(GLuint program, GLint location, GLsizei count, + const GLuint *value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform2uiv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT_VEC2); +} + +void GLAPIENTRY +_mesa_ProgramUniform3uiv(GLuint program, GLint location, GLsizei count, + const GLuint *value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform3uiv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT_VEC3); +} + +void GLAPIENTRY +_mesa_ProgramUniform4uiv(GLuint program, GLint location, GLsizei count, + const GLuint *value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniform4uiv"); + _mesa_uniform(ctx, shProg, location, count, value, GL_UNSIGNED_INT_VEC4); +} + + + +void GLAPIENTRY +_mesa_ProgramUniformMatrix2fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix2fv"); + _mesa_uniform_matrix(ctx, shProg, 2, 2, location, count, transpose, value); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix3fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix3fv"); + _mesa_uniform_matrix(ctx, shProg, 3, 3, location, count, transpose, value); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix4fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix4fv"); + _mesa_uniform_matrix(ctx, shProg, 4, 4, location, count, transpose, value); +} + /** * Non-square UniformMatrix are OpenGL 2.1 @@ -371,7 +703,7 @@ _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 2, 3, location, count, transpose, value); } @@ -380,7 +712,7 @@ _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 3, 2, location, count, transpose, value); } @@ -389,7 +721,7 @@ _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 2, 4, location, count, transpose, value); } @@ -398,7 +730,7 @@ _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 4, 2, location, count, transpose, value); } @@ -407,7 +739,7 @@ _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 3, 4, location, count, transpose, value); } @@ -416,13 +748,81 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); - _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, + _mesa_uniform_matrix(ctx, ctx->_Shader->ActiveProgram, 4, 3, location, count, transpose, value); } +/** Same as above with direct state access **/ void GLAPIENTRY -_mesa_GetnUniformfvARB(GLhandleARB program, GLint location, +_mesa_ProgramUniformMatrix2x3fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix2x3fv"); + _mesa_uniform_matrix(ctx, shProg, 2, 3, location, count, transpose, value); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix3x2fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix3x2fv"); + _mesa_uniform_matrix(ctx, shProg, 3, 2, location, count, transpose, value); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix2x4fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix2x4fv"); + _mesa_uniform_matrix(ctx, shProg, 2, 4, location, count, transpose, value); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix4x2fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix4x2fv"); + _mesa_uniform_matrix(ctx, shProg, 4, 2, location, count, transpose, value); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix3x4fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix3x4fv"); + _mesa_uniform_matrix(ctx, shProg, 3, 4, location, count, transpose, value); +} + +void GLAPIENTRY +_mesa_ProgramUniformMatrix4x3fv(GLuint program, GLint location, GLsizei count, + GLboolean transpose, const GLfloat * value) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, + "glProgramUniformMatrix4x3fv"); + _mesa_uniform_matrix(ctx, shProg, 4, 3, location, count, transpose, value); +} + + +void GLAPIENTRY +_mesa_GetnUniformfvARB(GLuint program, GLint location, GLsizei bufSize, GLfloat *params) { GET_CURRENT_CONTEXT(ctx); @@ -430,14 +830,14 @@ _mesa_GetnUniformfvARB(GLhandleARB program, GLint location, } void GLAPIENTRY -_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params) +_mesa_GetUniformfv(GLuint program, GLint location, GLfloat *params) { _mesa_GetnUniformfvARB(program, location, INT_MAX, params); } void GLAPIENTRY -_mesa_GetnUniformivARB(GLhandleARB program, GLint location, +_mesa_GetnUniformivARB(GLuint program, GLint location, GLsizei bufSize, GLint *params) { GET_CURRENT_CONTEXT(ctx); @@ -445,7 +845,7 @@ _mesa_GetnUniformivARB(GLhandleARB program, GLint location, } void GLAPIENTRY -_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params) +_mesa_GetUniformiv(GLuint program, GLint location, GLint *params) { _mesa_GetnUniformivARB(program, location, INT_MAX, params); } @@ -453,7 +853,7 @@ _mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params) /* GL3 */ void GLAPIENTRY -_mesa_GetnUniformuivARB(GLhandleARB program, GLint location, +_mesa_GetnUniformuivARB(GLuint program, GLint location, GLsizei bufSize, GLuint *params) { GET_CURRENT_CONTEXT(ctx); @@ -461,7 +861,7 @@ _mesa_GetnUniformuivARB(GLhandleARB program, GLint location, } void GLAPIENTRY -_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params) +_mesa_GetUniformuiv(GLuint program, GLint location, GLuint *params) { _mesa_GetnUniformuivARB(program, location, INT_MAX, params); } @@ -469,8 +869,8 @@ _mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params) /* GL4 */ void GLAPIENTRY -_mesa_GetnUniformdvARB(GLhandleARB program, GLint location, - GLsizei bufSize, GLdouble *params) +_mesa_GetnUniformdvARB(GLuint program, GLint location, + GLsizei bufSize, GLdouble *params) { GET_CURRENT_CONTEXT(ctx); @@ -487,14 +887,14 @@ _mesa_GetnUniformdvARB(GLhandleARB program, GLint location, } void GLAPIENTRY -_mesa_GetUniformdv(GLhandleARB program, GLint location, GLdouble *params) +_mesa_GetUniformdv(GLuint program, GLint location, GLdouble *params) { _mesa_GetnUniformdvARB(program, location, INT_MAX, params); } GLint GLAPIENTRY -_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name) +_mesa_GetUniformLocation(GLuint programObj, const GLcharARB *name) { struct gl_shader_program *shProg; GLuint index, offset; @@ -521,10 +921,47 @@ _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name) if (index == GL_INVALID_INDEX) return -1; - return _mesa_uniform_merge_location_offset(index, offset); + /* From the GL_ARB_uniform_buffer_object spec: + * + * "The value -1 will be returned if does not correspond to an + * active uniform variable name in , if is associated + * with a named uniform block, or if starts with the reserved + * prefix "gl_"." + */ + if (shProg->UniformStorage[index].block_index != -1 || + shProg->UniformStorage[index].atomic_buffer_index != -1) + return -1; + + return _mesa_uniform_merge_location_offset(shProg, index, offset); +} + +GLuint GLAPIENTRY +_mesa_GetUniformBlockIndex(GLuint program, + const GLchar *uniformBlockName) +{ + GET_CURRENT_CONTEXT(ctx); + GLuint i; + struct gl_shader_program *shProg; + + if (!ctx->Extensions.ARB_uniform_buffer_object) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformBlockIndex"); + return GL_INVALID_INDEX; + } + + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glGetUniformBlockIndex"); + if (!shProg) + return GL_INVALID_INDEX; + + for (i = 0; i < shProg->NumUniformBlocks; i++) { + if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName)) + return i; + } + + return GL_INVALID_INDEX; } -static void GLAPIENTRY +void GLAPIENTRY _mesa_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar * const *uniformNames, @@ -557,66 +994,312 @@ _mesa_GetUniformIndices(GLuint program, } } -/** - * Plug in shader uniform-related functions into API dispatch table. - */ +void GLAPIENTRY +_mesa_UniformBlockBinding(GLuint program, + GLuint uniformBlockIndex, + GLuint uniformBlockBinding) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg; + + if (!ctx->Extensions.ARB_uniform_buffer_object) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformBlockBinding"); + return; + } + + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glUniformBlockBinding"); + if (!shProg) + return; + + if (uniformBlockIndex >= shProg->NumUniformBlocks) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glUniformBlockBinding(block index %u >= %u)", + uniformBlockIndex, shProg->NumUniformBlocks); + return; + } + + if (uniformBlockBinding >= ctx->Const.MaxUniformBufferBindings) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glUniformBlockBinding(block binding %u >= %u)", + uniformBlockBinding, ctx->Const.MaxUniformBufferBindings); + return; + } + + if (shProg->UniformBlocks[uniformBlockIndex].Binding != + uniformBlockBinding) { + int i; + + FLUSH_VERTICES(ctx, 0); + ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer; + + shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding; + + for (i = 0; i < MESA_SHADER_STAGES; i++) { + int stage_index = shProg->UniformBlockStageIndex[i][uniformBlockIndex]; + + if (stage_index != -1) { + struct gl_shader *sh = shProg->_LinkedShaders[i]; + sh->UniformBlocks[stage_index].Binding = uniformBlockBinding; + } + } + } +} + +void GLAPIENTRY +_mesa_GetActiveUniformBlockiv(GLuint program, + GLuint uniformBlockIndex, + GLenum pname, + GLint *params) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg; + struct gl_uniform_block *block; + unsigned i; + + if (!ctx->Extensions.ARB_uniform_buffer_object) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv"); + return; + } + + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glGetActiveUniformBlockiv"); + if (!shProg) + return; + + if (uniformBlockIndex >= shProg->NumUniformBlocks) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetActiveUniformBlockiv(block index %u >= %u)", + uniformBlockIndex, shProg->NumUniformBlocks); + return; + } + + block = &shProg->UniformBlocks[uniformBlockIndex]; + + switch (pname) { + case GL_UNIFORM_BLOCK_BINDING: + params[0] = block->Binding; + return; + + case GL_UNIFORM_BLOCK_DATA_SIZE: + params[0] = block->UniformBufferSize; + return; + + case GL_UNIFORM_BLOCK_NAME_LENGTH: + params[0] = strlen(block->Name) + 1; + return; + + case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: + params[0] = block->NumUniforms; + return; + + case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: + for (i = 0; i < block->NumUniforms; i++) { + unsigned offset; + params[i] = _mesa_get_uniform_location(ctx, shProg, + block->Uniforms[i].IndexName, + &offset); + } + return; + + case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: + params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_VERTEX][uniformBlockIndex] != -1; + return; + + case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER: + params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_GEOMETRY][uniformBlockIndex] != -1; + return; + + case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: + params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_FRAGMENT][uniformBlockIndex] != -1; + return; + + default: + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetActiveUniformBlockiv(pname 0x%x (%s))", + pname, _mesa_lookup_enum_by_nr(pname)); + return; + } +} + +void GLAPIENTRY +_mesa_GetActiveUniformBlockName(GLuint program, + GLuint uniformBlockIndex, + GLsizei bufSize, + GLsizei *length, + GLchar *uniformBlockName) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg; + struct gl_uniform_block *block; + + if (!ctx->Extensions.ARB_uniform_buffer_object) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv"); + return; + } + + if (bufSize < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetActiveUniformBlockName(bufSize %d < 0)", + bufSize); + return; + } + + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glGetActiveUniformBlockiv"); + if (!shProg) + return; + + if (uniformBlockIndex >= shProg->NumUniformBlocks) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetActiveUniformBlockiv(block index %u >= %u)", + uniformBlockIndex, shProg->NumUniformBlocks); + return; + } + + block = &shProg->UniformBlocks[uniformBlockIndex]; + + if (uniformBlockName) { + _mesa_copy_string(uniformBlockName, bufSize, length, block->Name); + } +} + +void GLAPIENTRY +_mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex, + GLsizei bufSize, GLsizei *length, + GLchar *uniformName) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg; + + if (!ctx->Extensions.ARB_uniform_buffer_object) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv"); + return; + } + + if (bufSize < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetActiveUniformName(bufSize %d < 0)", + bufSize); + return; + } + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniformName"); + + if (!shProg) + return; + + if (uniformIndex >= shProg->NumUserUniformStorage) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); + return; + } + + if (uniformName) { + _mesa_get_uniform_name(& shProg->UniformStorage[uniformIndex], + bufSize, length, uniformName); + } +} + void -_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec) -{ -#if FEATURE_GL - SET_Uniform1fARB(exec, _mesa_Uniform1fARB); - SET_Uniform2fARB(exec, _mesa_Uniform2fARB); - SET_Uniform3fARB(exec, _mesa_Uniform3fARB); - SET_Uniform4fARB(exec, _mesa_Uniform4fARB); - SET_Uniform1iARB(exec, _mesa_Uniform1iARB); - SET_Uniform2iARB(exec, _mesa_Uniform2iARB); - SET_Uniform3iARB(exec, _mesa_Uniform3iARB); - SET_Uniform4iARB(exec, _mesa_Uniform4iARB); - SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB); - SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB); - SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB); - SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB); - SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB); - SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB); - SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB); - SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB); - SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB); - SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB); - SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB); - - SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB); - SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB); - SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB); - SET_GetUniformivARB(exec, _mesa_GetUniformivARB); - - /* OpenGL 2.1 */ - SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv); - SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv); - SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv); - SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv); - SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv); - SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv); - - /* OpenGL 3.0 */ - SET_Uniform1uiEXT(exec, _mesa_Uniform1ui); - SET_Uniform2uiEXT(exec, _mesa_Uniform2ui); - SET_Uniform3uiEXT(exec, _mesa_Uniform3ui); - SET_Uniform4uiEXT(exec, _mesa_Uniform4ui); - SET_Uniform1uivEXT(exec, _mesa_Uniform1uiv); - SET_Uniform2uivEXT(exec, _mesa_Uniform2uiv); - SET_Uniform3uivEXT(exec, _mesa_Uniform3uiv); - SET_Uniform4uivEXT(exec, _mesa_Uniform4uiv); - SET_GetUniformuivEXT(exec, _mesa_GetUniformuiv); - - /* GL_ARB_robustness */ - SET_GetnUniformfvARB(exec, _mesa_GetnUniformfvARB); - SET_GetnUniformivARB(exec, _mesa_GetnUniformivARB); - SET_GetnUniformuivARB(exec, _mesa_GetnUniformuivARB); - SET_GetnUniformdvARB(exec, _mesa_GetnUniformdvARB); /* GL 4.0 */ - - /* GL_ARB_uniform_buffer_object / GL 3.1 */ - SET_GetUniformIndices(exec, _mesa_GetUniformIndices); - SET_GetActiveUniformsiv(exec, _mesa_GetActiveUniformsiv); - -#endif /* FEATURE_GL */ +_mesa_get_uniform_name(const struct gl_uniform_storage *uni, + GLsizei maxLength, GLsizei *length, + GLchar *nameOut) +{ + GLsizei localLength; + + if (length == NULL) + length = &localLength; + + _mesa_copy_string(nameOut, maxLength, length, uni->name); + + /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0 + * spec says: + * + * "If the active uniform is an array, the uniform name returned in + * name will always be the name of the uniform array appended with + * "[0]"." + * + * The same text also appears in the OpenGL 4.2 spec. It does not, + * however, appear in any previous spec. Previous specifications are + * ambiguous in this regard. However, either name can later be passed + * to glGetUniformLocation (and related APIs), so there shouldn't be any + * harm in always appending "[0]" to uniform array names. + */ + if (uni->array_elements != 0) { + int i; + + /* The comparison is strange because *length does *NOT* include the + * terminating NUL, but maxLength does. + */ + for (i = 0; i < 3 && (*length + i + 1) < maxLength; i++) + nameOut[*length + i] = "[0]"[i]; + + nameOut[*length + i] = '\0'; + *length += i; + } +} + +void GLAPIENTRY +_mesa_GetActiveAtomicCounterBufferiv(GLuint program, GLuint bufferIndex, + GLenum pname, GLint *params) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *shProg; + struct gl_active_atomic_buffer *ab; + GLuint i; + + if (!ctx->Extensions.ARB_shader_atomic_counters) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetActiveAtomicCounterBufferiv"); + return; + } + + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glGetActiveAtomicCounterBufferiv"); + if (!shProg) + return; + + if (bufferIndex >= shProg->NumAtomicBuffers) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glGetActiveAtomicCounterBufferiv(bufferIndex)"); + return; + } + + ab = &shProg->AtomicBuffers[bufferIndex]; + + switch (pname) { + case GL_ATOMIC_COUNTER_BUFFER_BINDING: + params[0] = ab->Binding; + return; + case GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE: + params[0] = ab->MinimumSize; + return; + case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS: + params[0] = ab->NumUniforms; + return; + case GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES: + for (i = 0; i < ab->NumUniforms; ++i) + params[i] = ab->Uniforms[i]; + return; + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER: + params[0] = ab->StageReferences[MESA_SHADER_VERTEX]; + return; + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER: + params[0] = ab->StageReferences[MESA_SHADER_GEOMETRY]; + return; + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER: + params[0] = ab->StageReferences[MESA_SHADER_FRAGMENT]; + return; + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER: + params[0] = GL_FALSE; + return; + case GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER: + params[0] = GL_FALSE; + return; + default: + _mesa_error(ctx, GL_INVALID_ENUM, + "glGetActiveAtomicCounterBufferiv(pname 0x%x (%s))", + pname, _mesa_lookup_enum_by_nr(pname)); + return; + } }