X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fshader%2Fshader_api.c;h=5c18e55dacf9afd11edb0bcb0f73e9011d3b5453;hb=b9be69b85e8955fa9f773a65e7c3de5c4bb6e507;hp=1831d0fb2e741f3697ec34009fed52cbe7e44cf3;hpb=d619cceea47dc3070ebb7f7ea4f8b6b31a672d38;p=mesa.git diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index 1831d0fb2e7..5c18e55dacf 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -1,6 +1,6 @@ /* * Mesa 3-D graphics library - * Version: 6.5.3 + * Version: 7.0 * * Copyright (C) 2004-2007 Brian Paul All Rights Reserved. * @@ -35,30 +35,31 @@ */ -#include "glheader.h" -#include "context.h" -#include "hash.h" +#include "main/glheader.h" +#include "main/context.h" +#include "main/hash.h" +#include "main/macros.h" #include "program.h" #include "prog_parameter.h" #include "prog_print.h" #include "prog_statevars.h" -#include "shader_api.h" - -#include "slang_compile.h" -#include "slang_link.h" +#include "prog_uniform.h" +#include "shader/shader_api.h" +#include "shader/slang/slang_compile.h" +#include "shader/slang/slang_link.h" /** * Allocate a new gl_shader_program object, initialize it. */ -struct gl_shader_program * +static struct gl_shader_program * _mesa_new_shader_program(GLcontext *ctx, GLuint name) { struct gl_shader_program *shProg; shProg = CALLOC_STRUCT(gl_shader_program); if (shProg) { - shProg->Type = GL_SHADER_PROGRAM; + shProg->Type = GL_SHADER_PROGRAM_MESA; shProg->Name = name; shProg->RefCount = 1; shProg->Attributes = _mesa_new_parameter_list(); @@ -68,36 +69,17 @@ _mesa_new_shader_program(GLcontext *ctx, GLuint name) /** - * Free the data that hangs off a shader program object, but not the object - * itself. + * Clear (free) the shader program state that gets produced by linking. */ void -_mesa_free_shader_program_data(GLcontext *ctx, - struct gl_shader_program *shProg) +_mesa_clear_shader_program_data(GLcontext *ctx, + struct gl_shader_program *shProg) { - assert(shProg->Type == GL_SHADER_PROGRAM); - - if (shProg->VertexProgram) { - if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) { - /* to prevent a double-free in the next call */ - shProg->VertexProgram->Base.Parameters = NULL; - } - _mesa_delete_program(ctx, &shProg->VertexProgram->Base); - shProg->VertexProgram = NULL; - } - - if (shProg->FragmentProgram) { - if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) { - /* to prevent a double-free in the next call */ - shProg->FragmentProgram->Base.Parameters = NULL; - } - _mesa_delete_program(ctx, &shProg->FragmentProgram->Base); - shProg->FragmentProgram = NULL; - } - + _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL); + _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL); if (shProg->Uniforms) { - _mesa_free_parameter_list(shProg->Uniforms); + _mesa_free_uniform_list(shProg->Uniforms); shProg->Uniforms = NULL; } @@ -109,20 +91,104 @@ _mesa_free_shader_program_data(GLcontext *ctx, /** - * Free/delete a shader program object. + * Free all the data that hangs off a shader program object, but not the + * object itself. */ void -_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg) +_mesa_free_shader_program_data(GLcontext *ctx, + struct gl_shader_program *shProg) { - _mesa_free_shader_program_data(ctx, shProg); + GLuint i; + + assert(shProg->Type == GL_SHADER_PROGRAM_MESA); + + _mesa_clear_shader_program_data(ctx, shProg); + + if (shProg->Attributes) { + _mesa_free_parameter_list(shProg->Attributes); + shProg->Attributes = NULL; + } + + /* detach shaders */ + for (i = 0; i < shProg->NumShaders; i++) { + _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); + } + shProg->NumShaders = 0; + if (shProg->Shaders) { _mesa_free(shProg->Shaders); shProg->Shaders = NULL; } + + if (shProg->InfoLog) { + _mesa_free(shProg->InfoLog); + shProg->InfoLog = NULL; + } +} + + +/** + * Free/delete a shader program object. + */ +void +_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg) +{ + _mesa_free_shader_program_data(ctx, shProg); + _mesa_free(shProg); } +/** + * Set ptr to point to shProg. + * If ptr is pointing to another object, decrement its refcount (and delete + * if refcount hits zero). + * Then set ptr to point to shProg, incrementing its refcount. + */ +/* XXX this could be static */ +void +_mesa_reference_shader_program(GLcontext *ctx, + struct gl_shader_program **ptr, + struct gl_shader_program *shProg) +{ + assert(ptr); + if (*ptr == shProg) { + /* no-op */ + return; + } + if (*ptr) { + /* Unreference the old shader program */ + GLboolean deleteFlag = GL_FALSE; + struct gl_shader_program *old = *ptr; + + ASSERT(old->RefCount > 0); + old->RefCount--; +#if 0 + printf("ShaderProgram %p ID=%u RefCount-- to %d\n", + (void *) old, old->Name, old->RefCount); +#endif + deleteFlag = (old->RefCount == 0); + + if (deleteFlag) { + _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); + _mesa_free_shader_program(ctx, old); + } + + *ptr = NULL; + } + assert(!*ptr); + + if (shProg) { + shProg->RefCount++; +#if 0 + printf("ShaderProgram %p ID=%u RefCount++ to %d\n", + (void *) shProg, shProg->Name, shProg->RefCount); +#endif + *ptr = shProg; + } +} + + /** * Lookup a GLSL program object. */ @@ -137,7 +203,7 @@ _mesa_lookup_shader_program(GLcontext *ctx, GLuint name) * in the same hash table. Check the object's type to be sure it's * what we're expecting. */ - if (shProg && shProg->Type != GL_SHADER_PROGRAM) { + if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) { return NULL; } return shProg; @@ -146,6 +212,35 @@ _mesa_lookup_shader_program(GLcontext *ctx, GLuint name) } +/** + * As above, but record an error if program is not found. + */ +static struct gl_shader_program * +_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name, + const char *caller) +{ + if (!name) { + _mesa_error(ctx, GL_INVALID_VALUE, caller); + return NULL; + } + else { + struct gl_shader_program *shProg = (struct gl_shader_program *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + if (!shProg) { + _mesa_error(ctx, GL_INVALID_VALUE, caller); + return NULL; + } + if (shProg->Type != GL_SHADER_PROGRAM_MESA) { + _mesa_error(ctx, GL_INVALID_OPERATION, caller); + return NULL; + } + return shProg; + } +} + + + + /** * Allocate a new gl_shader object, initialize it. */ @@ -167,21 +262,61 @@ _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type) void _mesa_free_shader(GLcontext *ctx, struct gl_shader *sh) { - GLuint i; if (sh->Source) _mesa_free((void *) sh->Source); if (sh->InfoLog) _mesa_free(sh->InfoLog); - for (i = 0; i < sh->NumPrograms; i++) { - assert(sh->Programs[i]); - _mesa_delete_program(ctx, sh->Programs[i]); - } - if (sh->Programs) - _mesa_free(sh->Programs); + _mesa_reference_program(ctx, &sh->Program, NULL); _mesa_free(sh); } +/** + * Set ptr to point to sh. + * If ptr is pointing to another shader, decrement its refcount (and delete + * if refcount hits zero). + * Then set ptr to point to sh, incrementing its refcount. + */ +/* XXX this could be static */ +void +_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr, + struct gl_shader *sh) +{ + assert(ptr); + if (*ptr == sh) { + /* no-op */ + return; + } + if (*ptr) { + /* Unreference the old shader */ + GLboolean deleteFlag = GL_FALSE; + struct gl_shader *old = *ptr; + + ASSERT(old->RefCount > 0); + old->RefCount--; + /*printf("SHADER DECR %p (%d) to %d\n", + (void*) old, old->Name, old->RefCount);*/ + deleteFlag = (old->RefCount == 0); + + if (deleteFlag) { + _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); + _mesa_free_shader(ctx, old); + } + + *ptr = NULL; + } + assert(!*ptr); + + if (sh) { + /* reference new */ + sh->RefCount++; + /*printf("SHADER INCR %p (%d) to %d\n", + (void*) sh, sh->Name, sh->RefCount);*/ + *ptr = sh; + } +} + + /** * Lookup a GLSL shader object. */ @@ -195,9 +330,7 @@ _mesa_lookup_shader(GLcontext *ctx, GLuint name) * in the same hash table. Check the object's type to be sure it's * what we're expecting. */ - if (sh && sh->Type == GL_SHADER_PROGRAM) { - assert(sh->Type == GL_VERTEX_SHADER || - sh->Type == GL_FRAGMENT_SHADER); + if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) { return NULL; } return sh; @@ -206,6 +339,33 @@ _mesa_lookup_shader(GLcontext *ctx, GLuint name) } +/** + * As above, but record an error if shader is not found. + */ +static struct gl_shader * +_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller) +{ + if (!name) { + _mesa_error(ctx, GL_INVALID_VALUE, caller); + return NULL; + } + else { + struct gl_shader *sh = (struct gl_shader *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + if (!sh) { + _mesa_error(ctx, GL_INVALID_VALUE, caller); + return NULL; + } + if (sh->Type == GL_SHADER_PROGRAM_MESA) { + _mesa_error(ctx, GL_INVALID_OPERATION, caller); + return NULL; + } + return sh; + } +} + + + /** * Initialize context's shader state. */ @@ -216,7 +376,7 @@ _mesa_init_shader_state(GLcontext * ctx) * are generated by the GLSL compiler. */ ctx->Shader.EmitHighLevelInstructions = GL_TRUE; - ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */ + ctx->Shader.EmitCondCodes = GL_FALSE;/*GL_TRUE;*/ /* XXX probably want GL_FALSE... */ ctx->Shader.EmitComments = GL_FALSE; } @@ -227,13 +387,7 @@ _mesa_init_shader_state(GLcontext * ctx) void _mesa_free_shader_state(GLcontext *ctx) { - if (ctx->Shader.CurrentProgram) { - ctx->Shader.CurrentProgram->RefCount--; - if (ctx->Shader.CurrentProgram->RefCount <= 0) { - _mesa_free_shader_program(ctx, ctx->Shader.CurrentProgram); - ctx->Shader.CurrentProgram = NULL; - } - } + _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL); } @@ -258,24 +412,42 @@ copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src) } +static GLboolean +_mesa_is_program(GLcontext *ctx, GLuint name) +{ + struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name); + return shProg ? GL_TRUE : GL_FALSE; +} + + +static GLboolean +_mesa_is_shader(GLcontext *ctx, GLuint name) +{ + struct gl_shader *shader = _mesa_lookup_shader(ctx, name); + return shader ? GL_TRUE : GL_FALSE; +} + + /** * Called via ctx->Driver.AttachShader() */ -void +static void _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader) { - struct gl_shader_program *shProg - = _mesa_lookup_shader_program(ctx, program); - struct gl_shader *sh = _mesa_lookup_shader(ctx, shader); - const GLuint n = shProg->NumShaders; - GLuint i; + struct gl_shader_program *shProg; + struct gl_shader *sh; + GLuint i, n; + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader"); + if (!shProg) + return; - if (!shProg || !sh) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glAttachShader(bad program or shader name)"); + sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader"); + if (!sh) { return; } + n = shProg->NumShaders; for (i = 0; i < n; i++) { if (shProg->Shaders[i] == sh) { /* already attached */ @@ -294,23 +466,54 @@ _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader) } /* append */ - shProg->Shaders[n] = sh; - sh->RefCount++; + shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */ + _mesa_reference_shader(ctx, &shProg->Shaders[n], sh); shProg->NumShaders++; } -void +static GLint +_mesa_get_attrib_location(GLcontext *ctx, GLuint program, + const GLchar *name) +{ + struct gl_shader_program *shProg + = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation"); + + if (!shProg) { + return -1; + } + + if (!shProg->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetAttribLocation(program not linked)"); + return -1; + } + + if (!name) + return -1; + + if (shProg->Attributes) { + GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name); + if (i >= 0) { + return shProg->Attributes->Parameters[i].StateIndexes[0]; + } + } + return -1; +} + + +static void _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index, const GLchar *name) { - struct gl_shader_program *shProg - = _mesa_lookup_shader_program(ctx, program); + struct gl_shader_program *shProg; const GLint size = -1; /* unknown size */ GLint i, oldIndex; + GLenum datatype = GL_FLOAT_VEC4; + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glBindAttribLocation"); if (!shProg) { - _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)"); return; } @@ -323,26 +526,36 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index, return; } - oldIndex = _mesa_get_attrib_location(ctx, program, name); + if (index >= ctx->Const.VertexProgram.MaxAttribs) { + _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)"); + return; + } + + if (shProg->LinkStatus) { + /* get current index/location for the attribute */ + oldIndex = _mesa_get_attrib_location(ctx, program, name); + } + else { + oldIndex = -1; + } /* this will replace the current value if it's already in the list */ - i = _mesa_add_attribute(shProg->Attributes, name, size, index); + i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index); if (i < 0) { _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation"); + return; } - if (shProg->VertexProgram && oldIndex >= 0) { + if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) { + /* If the index changed, need to search/replace references to that attribute + * in the vertex program. + */ _slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index); } - -#if 0 - printf("===== post BindAttrib:\n"); - _mesa_print_program(&shProg->VertexProgram->Base); -#endif } -GLuint +static GLuint _mesa_create_shader(GLcontext *ctx, GLenum type) { struct gl_shader *sh; @@ -366,7 +579,7 @@ _mesa_create_shader(GLcontext *ctx, GLenum type) } -GLuint +static GLuint _mesa_create_program(GLcontext *ctx) { GLuint name; @@ -377,74 +590,76 @@ _mesa_create_program(GLcontext *ctx) _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg); + assert(shProg->RefCount == 1); + return name; } -void +/** + * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's + * DeleteProgramARB. + */ +static void _mesa_delete_program2(GLcontext *ctx, GLuint name) { + /* + * NOTE: deleting shaders/programs works a bit differently than + * texture objects (and buffer objects, etc). Shader/program + * handles/IDs exist in the hash table until the object is really + * deleted (refcount==0). With texture objects, the handle/ID is + * removed from the hash table in glDeleteTextures() while the tex + * object itself might linger until its refcount goes to zero. + */ struct gl_shader_program *shProg; - shProg = _mesa_lookup_shader_program(ctx, name); - if (!shProg) { - _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgram(name)"); + shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram"); + if (!shProg) return; - } - - /* always remove from hash table */ - _mesa_HashRemove(ctx->Shared->ShaderObjects, name); shProg->DeletePending = GL_TRUE; - /* decrement refcount, delete if zero */ - shProg->RefCount--; - if (shProg->RefCount <= 0) { - _mesa_free_shader_program(ctx, shProg); - } + /* effectively, decr shProg's refcount */ + _mesa_reference_shader_program(ctx, &shProg, NULL); } -void +static void _mesa_delete_shader(GLcontext *ctx, GLuint shader) { - struct gl_shader *sh = _mesa_lookup_shader(ctx, shader); - if (!sh) { + struct gl_shader *sh; + + sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader"); + if (!sh) return; - } sh->DeletePending = GL_TRUE; - sh->RefCount--; - if (sh->RefCount <= 0) { - _mesa_free_shader(ctx, sh); - } + + /* effectively, decr sh's refcount */ + _mesa_reference_shader(ctx, &sh, NULL); } -void +static void _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader) { - struct gl_shader_program *shProg - = _mesa_lookup_shader_program(ctx, program); - const GLuint n = shProg->NumShaders; + struct gl_shader_program *shProg; + GLuint n; GLuint i, j; - if (!shProg) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glDetachShader(bad program or shader name)"); + shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader"); + if (!shProg) return; - } + + n = shProg->NumShaders; for (i = 0; i < n; i++) { if (shProg->Shaders[i]->Name == shader) { - struct gl_shader **newList; /* found it */ + struct gl_shader **newList; - shProg->Shaders[i]->RefCount--; - if (shProg->Shaders[i]->RefCount == 0) { - /* delete now */ - _mesa_free_shader(ctx, shProg->Shaders[i]); - } + /* release */ + _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); /* alloc new, smaller array */ newList = (struct gl_shader **) @@ -461,138 +676,170 @@ _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader) _mesa_free(shProg->Shaders); shProg->Shaders = newList; + shProg->NumShaders = n - 1; + +#ifdef DEBUG + /* sanity check */ + { + for (j = 0; j < shProg->NumShaders; j++) { + assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER || + shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER); + assert(shProg->Shaders[j]->RefCount > 0); + } + } +#endif + return; } } /* not found */ - _mesa_error(ctx, GL_INVALID_VALUE, - "glDetachShader(shader not found)"); + { + GLenum err; + if (_mesa_is_shader(ctx, shader)) + err = GL_INVALID_OPERATION; + else if (_mesa_is_program(ctx, shader)) + err = GL_INVALID_OPERATION; + else + err = GL_INVALID_VALUE; + _mesa_error(ctx, err, "glDetachProgram(shader)"); + return; + } } -void +static GLint +sizeof_glsl_type(GLenum type) +{ + switch (type) { + case GL_FLOAT: + case GL_INT: + case GL_BOOL: + return 1; + case GL_FLOAT_VEC2: + case GL_INT_VEC2: + case GL_BOOL_VEC2: + return 2; + case GL_FLOAT_VEC3: + case GL_INT_VEC3: + case GL_BOOL_VEC3: + return 3; + case GL_FLOAT_VEC4: + case GL_INT_VEC4: + case GL_BOOL_VEC4: + return 4; + case GL_FLOAT_MAT2: + case GL_FLOAT_MAT2x3: + case GL_FLOAT_MAT2x4: + return 8; /* two float[4] vectors */ + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT3x2: + case GL_FLOAT_MAT3x4: + return 12; /* three float[4] vectors */ + case GL_FLOAT_MAT4: + case GL_FLOAT_MAT4x2: + case GL_FLOAT_MAT4x3: + return 16; /* four float[4] vectors */ + default: + _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()"); + return 1; + } +} + + +static void _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *nameOut) { - static const GLenum vec_types[] = { - GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4 - }; - struct gl_shader_program *shProg - = _mesa_lookup_shader_program(ctx, program); - GLint sz; + struct gl_shader_program *shProg; - if (!shProg) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform"); + shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib"); + if (!shProg) return; - } if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); + _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)"); return; } copy_string(nameOut, maxLength, length, shProg->Attributes->Parameters[index].Name); - sz = shProg->Attributes->Parameters[index].Size; if (size) - *size = sz; + *size = shProg->Attributes->Parameters[index].Size + / sizeof_glsl_type(shProg->Attributes->Parameters[index].DataType); if (type) - *type = vec_types[sz]; /* XXX this is a temporary hack */ + *type = shProg->Attributes->Parameters[index].DataType; } /** * Called via ctx->Driver.GetActiveUniform(). */ -void +static void _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *nameOut) { - static const GLenum vec_types[] = { - GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4 - }; - struct gl_shader_program *shProg - = _mesa_lookup_shader_program(ctx, program); - GLint sz; + const struct gl_shader_program *shProg; + const struct gl_program *prog; + GLint progPos; - if (!shProg) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform"); + shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); + if (!shProg) return; - } - if (!shProg->Uniforms || index >= shProg->Uniforms->NumParameters) { + if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); return; } - copy_string(nameOut, maxLength, length, - shProg->Uniforms->Parameters[index].Name); - sz = shProg->Uniforms->Parameters[index].Size; - if (size) - *size = sz; + progPos = shProg->Uniforms->Uniforms[index].VertPos; + if (progPos >= 0) { + prog = &shProg->VertexProgram->Base; + } + else { + progPos = shProg->Uniforms->Uniforms[index].FragPos; + if (progPos >= 0) { + prog = &shProg->FragmentProgram->Base; + } + } + + if (!prog || progPos < 0) + return; /* should never happen */ + + if (nameOut) + copy_string(nameOut, maxLength, length, + prog->Parameters->Parameters[progPos].Name); + if (size) + *size = prog->Parameters->Parameters[progPos].Size + / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType); if (type) - *type = vec_types[sz]; /* XXX this is a temporary hack */ + *type = prog->Parameters->Parameters[progPos].DataType; } /** * Called via ctx->Driver.GetAttachedShaders(). */ -void +static void _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount, GLsizei *count, GLuint *obj) { - struct gl_shader_program *shProg - = _mesa_lookup_shader_program(ctx, program); + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders"); if (shProg) { - GLint i; - for (i = 0; i < maxCount && i < shProg->NumShaders; i++) { + GLuint i; + for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) { obj[i] = shProg->Shaders[i]->Name; } if (count) *count = i; } - else { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders"); - } } -GLint -_mesa_get_attrib_location(GLcontext *ctx, GLuint program, - const GLchar *name) -{ - struct gl_shader_program *shProg - = _mesa_lookup_shader_program(ctx, program); - - if (!shProg) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocation"); - return -1; - } - - if (!shProg->LinkStatus) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glGetAttribLocation(program not linked)"); - return -1; - } - - if (!name) - return -1; - - if (shProg->Attributes) { - GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name); - if (i >= 0) { - return shProg->Attributes->Parameters[i].StateIndexes[0]; - } - } - return -1; -} - - -GLuint +static GLuint _mesa_get_handle(GLcontext *ctx, GLenum pname) { #if 0 @@ -616,7 +863,7 @@ _mesa_get_handle(GLcontext *ctx, GLenum pname) } -void +static void _mesa_get_programiv(GLcontext *ctx, GLuint program, GLenum pname, GLint *params) { @@ -639,7 +886,7 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program, *params = shProg->Validated; break; case GL_INFO_LOG_LENGTH: - *params = shProg->InfoLog ? strlen(shProg->InfoLog) : 0; + *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0; break; case GL_ATTACHED_SHADERS: *params = shProg->NumShaders; @@ -648,13 +895,16 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program, *params = shProg->Attributes ? shProg->Attributes->NumParameters : 0; break; case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: - *params = _mesa_parameter_longest_name(shProg->Attributes); + *params = _mesa_longest_parameter_name(shProg->Attributes, + PROGRAM_INPUT) + 1; break; case GL_ACTIVE_UNIFORMS: - *params = shProg->Uniforms ? shProg->Uniforms->NumParameters : 0; + *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0; break; case GL_ACTIVE_UNIFORM_MAX_LENGTH: - *params = _mesa_parameter_longest_name(shProg->Uniforms); + *params = _mesa_longest_uniform_name(shProg->Uniforms); + if (*params > 0) + (*params)++; /* add one for terminating zero */ break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)"); @@ -663,13 +913,12 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program, } -void +static void _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params) { - struct gl_shader *shader = _mesa_lookup_shader(ctx, name); + struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv"); if (!shader) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderiv(shader)"); return; } @@ -684,10 +933,10 @@ _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params) *params = shader->CompileStatus; break; case GL_INFO_LOG_LENGTH: - *params = shader->InfoLog ? strlen(shader->InfoLog) : 0; + *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0; break; case GL_SHADER_SOURCE_LENGTH: - *params = shader->Source ? strlen((char *) shader->Source) : 0; + *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0; break; default: _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)"); @@ -696,7 +945,7 @@ _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params) } -void +static void _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { @@ -710,7 +959,7 @@ _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize, } -void +static void _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) { @@ -726,86 +975,121 @@ _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize, /** * Called via ctx->Driver.GetShaderSource(). */ -void +static void _mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength, GLsizei *length, GLchar *sourceOut) { - struct gl_shader *sh = _mesa_lookup_shader(ctx, shader); + struct gl_shader *sh; + sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource"); if (!sh) { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(shader)"); return; } copy_string(sourceOut, maxLength, length, sh->Source); } +#define MAX_UNIFORM_ELEMENTS 16 + /** - * Called via ctx->Driver.GetUniformfv(). + * Helper for GetUniformfv(), GetUniformiv() + * Returns number of elements written to 'params' output. */ -void -_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, - GLfloat *params) +static GLuint +get_uniformfv(GLcontext *ctx, GLuint program, GLint location, + GLfloat *params) { struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program); if (shProg) { - 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 (shProg->Uniforms && + location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) { + GLint progPos; + GLuint i; + const struct gl_program *prog = NULL; + + progPos = shProg->Uniforms->Uniforms[location].VertPos; + if (progPos >= 0) { + prog = &shProg->VertexProgram->Base; + } + else { + progPos = shProg->Uniforms->Uniforms[location].FragPos; + if (progPos >= 0) { + prog = &shProg->FragmentProgram->Base; + } + } + + ASSERT(prog); + if (prog) { + /* See uniformiv() below */ + assert(prog->Parameters->Parameters[progPos].Size <= MAX_UNIFORM_ELEMENTS); + + for (i = 0; i < prog->Parameters->Parameters[progPos].Size; i++) { + params[i] = prog->Parameters->ParameterValues[progPos][i]; + } + return prog->Parameters->Parameters[progPos].Size; } } else { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)"); + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); } } else { - _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(program)"); + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)"); } + return 0; } /** - * Called via ctx->Driver.GetUniformLocation(). + * Called via ctx->Driver.GetUniformfv(). */ -GLint -_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name) +static void +_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, + GLfloat *params) { - 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; - + (void) get_uniformfv(ctx, program, location, params); } -GLboolean -_mesa_is_program(GLcontext *ctx, GLuint name) +/** + * Called via ctx->Driver.GetUniformiv(). + */ +static void +_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location, + GLint *params) { - struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name); - return shProg ? GL_TRUE : GL_FALSE; + GLfloat fparams[MAX_UNIFORM_ELEMENTS]; + GLuint n = get_uniformfv(ctx, program, location, fparams); + GLuint i; + assert(n <= MAX_UNIFORM_ELEMENTS); + for (i = 0; i < n; i++) { + params[i] = (GLint) fparams[i]; + } } -GLboolean -_mesa_is_shader(GLcontext *ctx, GLuint name) +/** + * Called via ctx->Driver.GetUniformLocation(). + */ +static GLint +_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name) { - struct gl_shader *shader = _mesa_lookup_shader(ctx, name); - return shader ? GL_TRUE : GL_FALSE; + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation"); + + if (!shProg) + return -1; + + if (shProg->LinkStatus == GL_FALSE) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)"); + return -1; + } + + /* XXX we should return -1 if the uniform was declared, but not + * actually used. + */ + + return _mesa_lookup_uniform(shProg->Uniforms, name); } @@ -813,14 +1097,14 @@ _mesa_is_shader(GLcontext *ctx, GLuint name) /** * Called via ctx->Driver.ShaderSource() */ -void +static void _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source) { - struct gl_shader *sh = _mesa_lookup_shader(ctx, shader); - if (!sh) { - _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSource(shaderObj)"); + struct gl_shader *sh; + + sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource"); + if (!sh) return; - } /* free old shader source string and install new one */ if (sh->Source) { @@ -834,15 +1118,14 @@ _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source) /** * Called via ctx->Driver.CompileShader() */ -void +static void _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj) { - struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj); + struct gl_shader *sh; - if (!sh) { - _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)"); + sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader"); + if (!sh) return; - } sh->CompileStatus = _slang_compile(ctx, sh); } @@ -851,16 +1134,16 @@ _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj) /** * Called via ctx->Driver.LinkProgram() */ -void +static void _mesa_link_program(GLcontext *ctx, GLuint program) { struct gl_shader_program *shProg; - shProg = _mesa_lookup_shader_program(ctx, program); - if (!shProg) { - _mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)"); + shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram"); + if (!shProg) return; - } + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); _slang_link(ctx, program, shProg); } @@ -872,6 +1155,8 @@ _mesa_link_program(GLcontext *ctx, GLuint program) void _mesa_use_program(GLcontext *ctx, GLuint program) { + struct gl_shader_program *shProg; + if (ctx->Shader.CurrentProgram && ctx->Shader.CurrentProgram->Name == program) { /* no-op */ @@ -880,67 +1165,201 @@ _mesa_use_program(GLcontext *ctx, GLuint program) FLUSH_VERTICES(ctx, _NEW_PROGRAM); - /* unbind old */ - if (ctx->Shader.CurrentProgram) { - ctx->Shader.CurrentProgram->RefCount--; - if (ctx->Shader.CurrentProgram->RefCount <= 0) { - _mesa_free_shader_program(ctx, ctx->Shader.CurrentProgram); + if (program) { + shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram"); + if (!shProg) { + return; + } + if (!shProg->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram"); + return; + } + } + else { + shProg = NULL; + } + + _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg); +} + + + +/** + * Update the vertex and fragment program's TexturesUsed arrays. + */ +static void +update_textures_used(struct gl_program *prog) +{ + GLuint s; + + memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); + + for (s = 0; s < MAX_SAMPLERS; s++) { + if (prog->SamplersUsed & (1 << s)) { + GLuint u = prog->SamplerUnits[s]; + GLuint t = prog->SamplerTargets[s]; + assert(u < MAX_TEXTURE_IMAGE_UNITS); + prog->TexturesUsed[u] |= (1 << t); } - ctx->Shader.CurrentProgram = NULL; } +} - if (program) { - struct gl_shader_program *shProg; - shProg = _mesa_lookup_shader_program(ctx, program); - if (!shProg) { + +static GLboolean +is_sampler_type(GLenum type) +{ + switch (type) { + case GL_SAMPLER_1D: + case GL_SAMPLER_2D: + case GL_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_SAMPLER_1D_SHADOW: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_2D_RECT_ARB: + case GL_SAMPLER_2D_RECT_SHADOW_ARB: + case GL_SAMPLER_1D_ARRAY_EXT: + case GL_SAMPLER_2D_ARRAY_EXT: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + +/** + * Check if the type given by userType is allowed to set a uniform of the + * target type. Generally, equivalence is required, but setting Boolean + * uniforms can be done with glUniformiv or glUniformfv. + */ +static GLboolean +compatible_types(GLenum userType, GLenum targetType) +{ + if (userType == targetType) + return GL_TRUE; + + if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || + userType == GL_INT_VEC2)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || + userType == GL_INT_VEC3)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || + userType == GL_INT_VEC4)) + return GL_TRUE; + + if (is_sampler_type(targetType) && userType == GL_INT) + return GL_TRUE; + + return GL_FALSE; +} + + +/** + * Set the value of a program's uniform variable. + * \param program the program whose uniform to update + * \param location the location/index of the uniform + * \param type the datatype of the uniform + * \param count the number of uniforms to set + * \param elems number of elements per uniform + * \param values the new values + */ +static void +set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location, + GLenum type, GLsizei count, GLint elems, const void *values) +{ + if (!compatible_types(type, + program->Parameters->Parameters[location].DataType)) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); + return; + } + + if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) { + /* This controls which texture unit which is used by a sampler */ + GLuint texUnit, sampler; + + /* data type for setting samplers must be int */ + if (type != GL_INT || count != 1) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniform(only glUniform1i can be used " + "to set sampler uniforms)"); + return; + } + + sampler = (GLuint) program->Parameters->ParameterValues[location][0]; + texUnit = ((GLuint *) values)[0]; + + /* check that the sampler (tex unit index) is legal */ + if (texUnit >= ctx->Const.MaxTextureImageUnits) { _mesa_error(ctx, GL_INVALID_VALUE, - "glUseProgramObjectARB(programObj)"); + "glUniform1(invalid sampler/tex unit index)"); return; } - ctx->Shader.CurrentProgram = shProg; - shProg->RefCount++; + + /* This maps a sampler to a texture unit: */ + program->SamplerUnits[sampler] = texUnit; + update_textures_used(program); + + FLUSH_VERTICES(ctx, _NEW_TEXTURE); } else { - /* don't use a shader program */ - ctx->Shader.CurrentProgram = NULL; - } + /* ordinary uniform variable */ + GLsizei k, i; + + if (count * elems > (GLint) program->Parameters->Parameters[location].Size) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)"); + return; + } + + for (k = 0; k < count; k++) { + GLfloat *uniformVal = program->Parameters->ParameterValues[location + k]; + if (type == GL_INT || + type == GL_INT_VEC2 || + type == GL_INT_VEC3 || + type == GL_INT_VEC4) { + const GLint *iValues = ((const GLint *) values) + k * elems; + for (i = 0; i < elems; i++) { + uniformVal[i] = (GLfloat) iValues[i]; + } + } + else { + const GLfloat *fValues = ((const GLfloat *) values) + k * elems; + for (i = 0; i < elems; i++) { + uniformVal[i] = fValues[i]; + } + } + } + } } /** * Called via ctx->Driver.Uniform(). */ -void +static void _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, const GLvoid *values, GLenum type) { struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; - GLint elems, i, k; + GLint elems; if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); return; } - if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) { + if (location == -1) + return; /* The standard specifies this as a no-op */ + + if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)"); return; } - FLUSH_VERTICES(ctx, _NEW_PROGRAM); - - /* - * If we're setting a sampler, we must use glUniformi1()! - */ - if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) { - if (type != GL_INT || count != 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniform(only glUniform1i can be used " - "to set sampler uniforms)"); - return; - } - } - if (count < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)"); return; @@ -968,55 +1387,141 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, 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 +get_matrix_dims(GLenum type, GLint *rows, GLint *cols) +{ + switch (type) { + case GL_FLOAT_MAT2: + *rows = *cols = 2; + break; + case GL_FLOAT_MAT2x3: + *rows = 3; + *cols = 2; + break; + case GL_FLOAT_MAT2x4: + *rows = 4; + *cols = 2; + break; + case GL_FLOAT_MAT3: + *rows = 3; + *cols = 3; + break; + case GL_FLOAT_MAT3x2: + *rows = 2; + *cols = 3; + break; + case GL_FLOAT_MAT3x4: + *rows = 4; + *cols = 3; + break; + case GL_FLOAT_MAT4: + *rows = 4; + *cols = 4; + break; + case GL_FLOAT_MAT4x2: + *rows = 2; + *cols = 4; + break; + case GL_FLOAT_MAT4x3: + *rows = 3; + *cols = 4; + break; + default: + *rows = *cols = 0; + } +} + + +static void +set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program, + GLuint location, GLuint count, + GLuint rows, GLuint cols, + GLboolean transpose, const GLfloat *values) +{ + GLuint mat, row, col; + GLuint dst = location, src = 0; + GLint nr, nc; + + /* check that the number of rows, columns is correct */ + get_matrix_dims(program->Parameters->Parameters[location].DataType, &nr, &nc); + if (rows != nr || cols != nc) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniformMatrix(matrix size mismatch"); + return; + } + + /* + * Note: the _columns_ of a matrix are stored in program registers, not + * the rows. So, the loops below look a little funny. + * XXX could optimize this a bit... + */ + + /* loop over matrices */ + for (mat = 0; mat < count; mat++) { + + /* each matrix: */ + for (col = 0; col < cols; col++) { + GLfloat *v = program->Parameters->ParameterValues[dst]; + for (row = 0; row < rows; row++) { + if (transpose) { + v[row] = values[src + row * cols + col]; + } + else { + v[row] = values[src + col * rows + row]; + } } + dst++; } - } - 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); + src += rows * cols; /* next matrix */ } } /** * Called by ctx->Driver.UniformMatrix(). + * Note: cols=2, rows=4 ==> array[2] of vec4 */ -void +static void _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, GLenum matrixType, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values) { struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; + if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(program not linked)"); return; } - if (location < 0 || location >= shProg->Uniforms->NumParameters) { + + if (location == -1) + return; /* The standard specifies this as a no-op */ + + if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)"); return; } @@ -1027,45 +1532,41 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, 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, count, rows, cols, transpose, values); } } - else { - GLuint row, col; - for (col = 0; col < cols; col++) { - GLfloat *v = shProg->Uniforms->ParameterValues[location + col]; - for (row = 0; row < rows; row++) { - v[row] = values[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, count, rows, cols, transpose, values); } } } -void +static void _mesa_validate_program(GLcontext *ctx, GLuint program) { struct gl_shader_program *shProg; - shProg = _mesa_lookup_shader_program(ctx, program); + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram"); if (!shProg) { - _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)"); return; } - /* XXX temporary */ - shProg->Validated = GL_TRUE; - /* From the GL spec: + if (!shProg->LinkStatus) { + shProg->Validated = GL_FALSE; + return; + } + + /* From the GL spec, a program is invalid if any of these are true: + any two active samplers in the current program object are of different types, but refer to the same texture image unit, @@ -1078,4 +1579,44 @@ _mesa_validate_program(GLcontext *ctx, GLuint program) processing exceeds the combined limit on the total number of texture image units allowed. */ + + shProg->Validated = GL_TRUE; +} + + +/** + * Plug in Mesa's GLSL functions into the device driver function table. + */ +void +_mesa_init_glsl_driver_functions(struct dd_function_table *driver) +{ + driver->AttachShader = _mesa_attach_shader; + driver->BindAttribLocation = _mesa_bind_attrib_location; + driver->CompileShader = _mesa_compile_shader; + driver->CreateProgram = _mesa_create_program; + driver->CreateShader = _mesa_create_shader; + driver->DeleteProgram2 = _mesa_delete_program2; + driver->DeleteShader = _mesa_delete_shader; + driver->DetachShader = _mesa_detach_shader; + driver->GetActiveAttrib = _mesa_get_active_attrib; + driver->GetActiveUniform = _mesa_get_active_uniform; + driver->GetAttachedShaders = _mesa_get_attached_shaders; + driver->GetAttribLocation = _mesa_get_attrib_location; + driver->GetHandle = _mesa_get_handle; + driver->GetProgramiv = _mesa_get_programiv; + driver->GetProgramInfoLog = _mesa_get_program_info_log; + driver->GetShaderiv = _mesa_get_shaderiv; + driver->GetShaderInfoLog = _mesa_get_shader_info_log; + driver->GetShaderSource = _mesa_get_shader_source; + driver->GetUniformfv = _mesa_get_uniformfv; + driver->GetUniformiv = _mesa_get_uniformiv; + driver->GetUniformLocation = _mesa_get_uniform_location; + driver->IsProgram = _mesa_is_program; + driver->IsShader = _mesa_is_shader; + driver->LinkProgram = _mesa_link_program; + driver->ShaderSource = _mesa_shader_source; + driver->Uniform = _mesa_uniform; + driver->UniformMatrix = _mesa_uniform_matrix; + driver->UseProgram = _mesa_use_program; + driver->ValidateProgram = _mesa_validate_program; }