X-Git-Url: https://git.libre-soc.org/?a=blobdiff_plain;f=src%2Fmesa%2Fshader%2Fshader_api.c;h=cf0a9023894a7df8da0fe4a065671edbc50d447d;hb=9b70c33e735ff060ddad7d0b501d19c670f41618;hp=122688826cd437fb397c32be4f21a1c06232bb65;hpb=9136c9b29ed5c14bc89a4c4e3a391e0b097092e1;p=mesa.git diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index 122688826cd..cf0a9023894 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -1,8 +1,9 @@ /* * Mesa 3-D graphics library - * Version: 7.2 + * Version: 7.5 * * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), @@ -50,11 +51,6 @@ #include "glapi/dispatch.h" -#ifndef GL_PROGRAM_BINARY_LENGTH_OES -#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 -#endif - - /** * Allocate a new gl_shader_program object, initialize it. */ @@ -370,6 +366,31 @@ _mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller) } +/** + * Return mask of GLSL_x flags by examining the MESA_GLSL env var. + */ +static GLbitfield +get_shader_flags(void) +{ + GLbitfield flags = 0x0; + const char *env = _mesa_getenv("MESA_GLSL"); + + if (env) { + if (_mesa_strstr(env, "dump")) + flags |= GLSL_DUMP; + if (_mesa_strstr(env, "log")) + flags |= GLSL_LOG; + if (_mesa_strstr(env, "nopt")) + flags |= GLSL_NO_OPT; + else if (_mesa_strstr(env, "opt")) + flags |= GLSL_OPT; + if (_mesa_strstr(env, "uniform")) + flags |= GLSL_UNIFORMS; + } + + return flags; +} + /** * Initialize context's shader state. @@ -381,8 +402,16 @@ _mesa_init_shader_state(GLcontext * ctx) * are generated by the GLSL compiler. */ ctx->Shader.EmitHighLevelInstructions = GL_TRUE; - ctx->Shader.EmitCondCodes = GL_FALSE;/*GL_TRUE;*/ /* XXX probably want GL_FALSE... */ + ctx->Shader.EmitContReturn = GL_TRUE; + ctx->Shader.EmitCondCodes = GL_FALSE; ctx->Shader.EmitComments = GL_FALSE; + ctx->Shader.Flags = get_shader_flags(); + + /* Default pragma settings */ + ctx->Shader.DefaultPragmas.IgnoreOptimize = GL_FALSE; + ctx->Shader.DefaultPragmas.IgnoreDebug = GL_FALSE; + ctx->Shader.DefaultPragmas.Optimize = GL_TRUE; + ctx->Shader.DefaultPragmas.Debug = GL_FALSE; } @@ -801,6 +830,27 @@ is_integer_type(GLenum type) } +static GLboolean +is_sampler_type(GLenum type) +{ + switch (type) { + case GL_SAMPLER_1D: + case GL_SAMPLER_2D: + case GL_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_SAMPLER_1D_SHADOW: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_2D_RECT_ARB: + case GL_SAMPLER_2D_RECT_SHADOW_ARB: + case GL_SAMPLER_1D_ARRAY_EXT: + case GL_SAMPLER_2D_ARRAY_EXT: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + static void _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, @@ -835,7 +885,7 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index, static struct gl_program_parameter * get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index) { - const struct gl_program *prog; + const struct gl_program *prog = NULL; GLint progPos; progPos = shProg->Uniforms->Uniforms[index].VertPos; @@ -865,7 +915,8 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index, GLenum *type, GLchar *nameOut) { const struct gl_shader_program *shProg; - const struct gl_program *prog; + const struct gl_program *prog = NULL; + const struct gl_program_parameter *param; GLint progPos; shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); @@ -891,14 +942,30 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index, if (!prog || progPos < 0) return; /* should never happen */ - if (nameOut) - copy_string(nameOut, maxLength, length, - prog->Parameters->Parameters[progPos].Name); - if (size) - *size = prog->Parameters->Parameters[progPos].Size - / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType); - if (type) - *type = prog->Parameters->Parameters[progPos].DataType; + ASSERT(progPos < prog->Parameters->NumParameters); + param = &prog->Parameters->Parameters[progPos]; + + if (nameOut) { + copy_string(nameOut, maxLength, length, param->Name); + } + + if (size) { + GLint typeSize = sizeof_glsl_type(param->DataType); + if (param->Size > typeSize) { + /* This is an array. + * Array elements are placed on vector[4] boundaries so they're + * a multiple of four floats. We round typeSize up to next multiple + * of four to get the right size below. + */ + typeSize = (typeSize + 3) & ~3; + } + /* Note that the returned size is in units of the , not bytes */ + *size = param->Size / typeSize; + } + + if (type) { + *type = param->DataType; + } } @@ -1142,24 +1209,30 @@ get_uniform_rows_cols(const struct gl_program_parameter *p, } -#define MAX_UNIFORM_ELEMENTS 16 - /** - * Helper for GetUniformfv(), GetUniformiv() - * Returns number of elements written to 'params' output. + * Helper for get_uniform[fi]v() functions. + * Given a shader program name and uniform location, return a pointer + * to the shader program and return the program parameter position. */ -static GLuint -get_uniformfv(GLcontext *ctx, GLuint program, GLint location, - GLfloat *params) +static void +lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location, + struct gl_program **progOut, GLint *paramPosOut) { struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v"); - if (shProg) { - if (shProg->Uniforms && - location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) { - GLint progPos; - const struct gl_program *prog = NULL; + struct gl_program *prog = NULL; + GLint progPos = -1; + + /* if shProg is NULL, we'll have already recorded an error */ + if (shProg) { + if (!shProg->Uniforms || + location < 0 || + location >= (GLint) shProg->Uniforms->NumUniforms) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); + } + else { + /* OK, find the gl_program and program parameter location */ progPos = shProg->Uniforms->Uniforms[location].VertPos; if (progPos >= 0) { prog = &shProg->VertexProgram->Base; @@ -1170,33 +1243,11 @@ get_uniformfv(GLcontext *ctx, GLuint program, GLint location, prog = &shProg->FragmentProgram->Base; } } - - ASSERT(prog); - if (prog) { - const struct gl_program_parameter *p = - &prog->Parameters->Parameters[progPos]; - GLint rows, cols, i, j, k; - - /* See uniformiv() below */ - assert(p->Size <= MAX_UNIFORM_ELEMENTS); - - get_uniform_rows_cols(p, &rows, &cols); - - k = 0; - for (i = 0; i < rows; i++) { - for (j = 0; j < cols; j++ ) { - params[k++] = prog->Parameters->ParameterValues[progPos+i][j]; - } - } - - return p->Size; - } - } - else { - _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); } } - return 0; + + *progOut = prog; + *paramPosOut = progPos; } @@ -1207,23 +1258,54 @@ static void _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, GLfloat *params) { - (void) get_uniformfv(ctx, program, location, params); + struct gl_program *prog; + GLint paramPos; + + lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); + + if (prog) { + const struct gl_program_parameter *p = + &prog->Parameters->Parameters[paramPos]; + GLint rows, cols, i, j, k; + + get_uniform_rows_cols(p, &rows, &cols); + + k = 0; + for (i = 0; i < rows; i++) { + for (j = 0; j < cols; j++ ) { + params[k++] = prog->Parameters->ParameterValues[paramPos+i][j]; + } + } + } } /** * Called via ctx->Driver.GetUniformiv(). + * \sa _mesa_get_uniformfv, only difference is a cast. */ static void _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location, GLint *params) { - GLfloat fparams[MAX_UNIFORM_ELEMENTS]; - GLuint n = get_uniformfv(ctx, program, location, fparams); - GLuint i; - assert(n <= MAX_UNIFORM_ELEMENTS); - for (i = 0; i < n; i++) { - params[i] = (GLint) fparams[i]; + struct gl_program *prog; + GLint paramPos; + + lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); + + if (prog) { + const struct gl_program_parameter *p = + &prog->Parameters->Parameters[paramPos]; + GLint rows, cols, i, j, k; + + get_uniform_rows_cols(p, &rows, &cols); + + k = 0; + for (i = 0; i < rows; i++) { + for (j = 0; j < cols; j++ ) { + params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j]; + } + } } } @@ -1349,6 +1431,9 @@ _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source) } sh->Source = source; sh->CompileStatus = GL_FALSE; +#ifdef DEBUG + sh->SourceChecksum = _mesa_str_checksum(sh->Source); +#endif } @@ -1364,7 +1449,13 @@ _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj) if (!sh) return; - sh->CompileStatus = _slang_compile(ctx, sh); + /* set default pragma state for shader */ + sh->Pragmas = ctx->Shader.DefaultPragmas; + + /* this call will set the sh->CompileStatus field to indicate if + * compilation was successful. + */ + (void) _slang_compile(ctx, sh); } @@ -1400,7 +1491,7 @@ _mesa_use_program(GLcontext *ctx, GLuint program) return; } - FLUSH_VERTICES(ctx, _NEW_PROGRAM); + FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS); if (program) { shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram"); @@ -1408,9 +1499,26 @@ _mesa_use_program(GLcontext *ctx, GLuint program) return; } if (!shProg->LinkStatus) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram"); + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUseProgram(program %u not linked)", program); return; } + + /* debug code */ + if (0) { + GLuint i; + _mesa_printf("Use Shader %u\n", shProg->Name); + for (i = 0; i < shProg->NumShaders; i++) { + _mesa_printf(" shader %u, type 0x%x, checksum %u\n", + shProg->Shaders[i]->Name, + shProg->Shaders[i]->Type, + shProg->Shaders[i]->SourceChecksum); + } + if (shProg->VertexProgram) + printf(" vert prog %u\n", shProg->VertexProgram->Base.Id); + if (shProg->FragmentProgram) + printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id); + } } else { shProg = NULL; @@ -1454,27 +1562,6 @@ _mesa_update_shader_textures_used(struct gl_program *prog) } -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 @@ -1513,10 +1600,10 @@ compatible_types(GLenum userType, GLenum targetType) * \param program the program whose uniform to update * \param index the index of the program parameter for the uniform * \param offset additional parameter slot offset (for arrays) - * \param type the datatype of the uniform + * \param type the incoming datatype of 'values' * \param count the number of uniforms to set - * \param elems number of elements per uniform - * \param values the new values + * \param elems number of elements per uniform (1, 2, 3 or 4) + * \param values the new values, of datatype 'type' */ static void set_program_uniform(GLcontext *ctx, struct gl_program *program, @@ -1526,8 +1613,12 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, { struct gl_program_parameter *param = &program->Parameters->Parameters[index]; + const GLboolean isUniformBool = is_boolean_type(param->DataType); + const GLboolean areIntValues = is_integer_type(type); assert(offset >= 0); + assert(elems >= 1); + assert(elems <= 4); if (!compatible_types(type, param->DataType)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); @@ -1542,27 +1633,36 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, if (param->Type == PROGRAM_SAMPLER) { /* This controls which texture unit which is used by a sampler */ GLuint texUnit, sampler; + GLint i; /* data type for setting samplers must be int */ - if (type != GL_INT || count != 1) { + if (type != GL_INT) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(only glUniform1i can be used " "to set sampler uniforms)"); return; } - sampler = (GLuint) program->Parameters->ParameterValues[index][0]; - texUnit = ((GLuint *) values)[0]; + /* XXX arrays of samplers haven't been tested much, but it's not a + * common thing... + */ + for (i = 0; i < count; i++) { + sampler = (GLuint) program->Parameters->ParameterValues[index + i][0]; + texUnit = ((GLuint *) values)[i]; + + /* check that the sampler (tex unit index) is legal */ + if (texUnit >= ctx->Const.MaxTextureImageUnits) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glUniform1(invalid sampler/tex unit index)"); + return; + } - /* check that the sampler (tex unit index) is legal */ - if (texUnit >= ctx->Const.MaxTextureImageUnits) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glUniform1(invalid sampler/tex unit index)"); - return; + /* This maps a sampler to a texture unit: */ + if (sampler < MAX_SAMPLERS) { + program->SamplerUnits[sampler] = texUnit; + } } - /* This maps a sampler to a texture unit: */ - program->SamplerUnits[sampler] = texUnit; _mesa_update_shader_textures_used(program); FLUSH_VERTICES(ctx, _NEW_TEXTURE); @@ -1570,20 +1670,36 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, else { /* ordinary uniform variable */ GLsizei k, i; - GLint slots = (param->Size + 3) / 4; + const GLint slots = (param->Size + 3) / 4; + const GLint typeSize = sizeof_glsl_type(param->DataType); - if (count * elems > (GLint) param->Size) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)"); - return; + if (param->Size > typeSize) { + /* an array */ + /* we'll ignore extra data below */ + } + else { + /* non-array: count must be one */ + if (count != 1) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniform(uniform is not an array)"); + return; + } } - if (count > slots) - count = slots; - + /* loop over number of array elements */ for (k = 0; k < count; k++) { - GLfloat *uniformVal = - program->Parameters->ParameterValues[index + offset + k]; - if (is_integer_type(type)) { + GLfloat *uniformVal; + + if (offset + k >= slots) { + /* Extra array data is ignored */ + break; + } + + /* uniformVal (the destination) is always float[4] */ + uniformVal = program->Parameters->ParameterValues[index + offset + k]; + + if (areIntValues) { + /* convert user's ints to floats */ const GLint *iValues = ((const GLint *) values) + k * elems; for (i = 0; i < elems; i++) { uniformVal[i] = (GLfloat) iValues[i]; @@ -1597,7 +1713,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, } /* if the uniform is bool-valued, convert to 1.0 or 0.0 */ - if (is_boolean_type(param->DataType)) { + if (isUniformBool) { for (i = 0; i < elems; i++) { uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f; } @@ -1617,6 +1733,7 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; struct gl_uniform *uniform; GLint elems, offset; + GLenum basicType; if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); @@ -1626,6 +1743,11 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, if (location == -1) return; /* The standard specifies this as a no-op */ + if (location < -1) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)"); + return; + } + split_location_offset(&location, &offset); if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { @@ -1640,19 +1762,35 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, switch (type) { case GL_FLOAT: + basicType = GL_FLOAT; + elems = 1; + break; case GL_INT: + basicType = GL_INT; elems = 1; break; case GL_FLOAT_VEC2: + basicType = GL_FLOAT; + elems = 2; + break; case GL_INT_VEC2: + basicType = GL_INT; elems = 2; break; case GL_FLOAT_VEC3: + basicType = GL_FLOAT; + elems = 3; + break; case GL_INT_VEC3: + basicType = GL_INT; elems = 3; break; case GL_FLOAT_VEC4: + basicType = GL_FLOAT; + elems = 4; + break; case GL_INT_VEC4: + basicType = GL_INT; elems = 4; break; default: @@ -1660,10 +1798,29 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, return; } - FLUSH_VERTICES(ctx, _NEW_PROGRAM); + FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[location]; + if (ctx->Shader.Flags & GLSL_UNIFORMS) { + GLint i; + _mesa_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++) { + _mesa_printf("%d ", v[i]); + } + } + else { + const GLfloat *v = (const GLfloat *) values; + for (i = 0; i < count * elems; i++) { + _mesa_printf("%g ", v[i]); + } + } + _mesa_printf("\n"); + } + /* 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: */ @@ -1749,7 +1906,7 @@ set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program, */ static void _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, - GLenum matrixType, GLint location, GLsizei count, + GLint location, GLsizei count, GLboolean transpose, const GLfloat *values) { struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; @@ -1765,6 +1922,11 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, if (location == -1) return; /* The standard specifies this as a no-op */ + if (location < -1) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)"); + return; + } + split_location_offset(&location, &offset); if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { @@ -1776,7 +1938,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, return; } - FLUSH_VERTICES(ctx, _NEW_PROGRAM); + FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[location];