}
}
+static struct gl_shader_program *
+lookup_linked_program(GLuint program,
+ const char *caller,
+ bool raise_link_error)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *prog =
+ _mesa_lookup_shader_program_err(ctx, program, caller);
+
+ if (!prog)
+ return NULL;
+
+ if (prog->LinkStatus == GL_FALSE) {
+ if (raise_link_error)
+ _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
+ caller);
+ return NULL;
+ }
+ return prog;
+}
+
+static GLenum
+stage_from_program_interface(GLenum programInterface)
+{
+ switch(programInterface) {
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ return MESA_SHADER_VERTEX;
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ return MESA_SHADER_TESS_CTRL;
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ return MESA_SHADER_TESS_EVAL;
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ return MESA_SHADER_GEOMETRY;
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ return MESA_SHADER_FRAGMENT;
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ return MESA_SHADER_COMPUTE;
+ default:
+ assert(!"unexpected programInterface value");
+ }
+}
+
+static struct gl_linked_shader *
+lookup_linked_shader(GLuint program,
+ GLenum programInterface,
+ const char *caller)
+{
+ struct gl_shader_program *shLinkedProg =
+ lookup_linked_program(program, caller, false);
+ gl_shader_stage stage = stage_from_program_interface(programInterface);
+
+ if (!shLinkedProg)
+ return NULL;
+
+ return shLinkedProg->_LinkedShaders[stage];
+}
+
+static bool
+is_subroutine_uniform_program_interface(GLenum programInterface)
+{
+ switch(programInterface) {
+ case GL_VERTEX_SUBROUTINE_UNIFORM:
+ case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
+ case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
+ case GL_GEOMETRY_SUBROUTINE_UNIFORM:
+ case GL_FRAGMENT_SUBROUTINE_UNIFORM:
+ case GL_COMPUTE_SUBROUTINE_UNIFORM:
+ return true;
+ default:
+ return false;
+ }
+}
+
void GLAPIENTRY
_mesa_GetProgramInterfaceiv(GLuint program, GLenum programInterface,
GLenum pname, GLint *params)
/* Validate pname against interface. */
switch(pname) {
case GL_ACTIVE_RESOURCES:
- for (i = 0, *params = 0; i < shProg->NumProgramResourceList; i++)
- if (shProg->ProgramResourceList[i].Type == programInterface)
- (*params)++;
+ if (is_subroutine_uniform_program_interface(programInterface)) {
+ /* ARB_program_interface_query doesn't explicitly says that those
+ * uniforms would need a linked shader, or that should fail if it is
+ * not the case, but Section 7.6 (Uniform Variables) of the OpenGL
+ * 4.4 Core Profile says:
+ *
+ * "A uniform is considered an active uniform if the compiler and
+ * linker determine that the uniform will actually be accessed
+ * when the executable code is executed. In cases where the
+ * compiler and linker cannot make a conclusive determination,
+ * the uniform will be considered active."
+ *
+ * So in order to know the real number of active subroutine uniforms
+ * we would need a linked shader .
+ *
+ * At the same time, Section 7.3 (Program Objects) of the OpenGL 4.4
+ * Core Profile says:
+ *
+ * "The GL provides various commands allowing applications to
+ * enumerate and query properties of active variables and in-
+ * terface blocks for a specified program. If one of these
+ * commands is called with a program for which LinkProgram
+ * succeeded, the information recorded when the program was
+ * linked is returned. If one of these commands is called with a
+ * program for which LinkProgram failed, no error is generated
+ * unless otherwise noted."
+ * <skip>
+ * "If one of these commands is called with a program for which
+ * LinkProgram had never been called, no error is generated
+ * unless otherwise noted, and the program object is considered
+ * to have no active variables or interface blocks."
+ *
+ * So if the program is not linked we will return 0.
+ */
+ struct gl_linked_shader *sh =
+ lookup_linked_shader(program, programInterface, "glGetProgramInterfaceiv");
+
+ *params = sh ? sh->NumSubroutineUniforms : 0;
+ } else {
+ for (i = 0, *params = 0; i < shProg->NumProgramResourceList; i++)
+ if (shProg->ProgramResourceList[i].Type == programInterface)
+ (*params)++;
+ }
break;
case GL_MAX_NAME_LENGTH:
if (programInterface == GL_ATOMIC_COUNTER_BUFFER ||
propCount, props, bufSize, length, params);
}
-static struct gl_shader_program *
-lookup_linked_program(GLuint program, const char *caller)
-{
- GET_CURRENT_CONTEXT(ctx);
- struct gl_shader_program *prog =
- _mesa_lookup_shader_program_err(ctx, program, caller);
-
- if (!prog)
- return NULL;
-
- if (prog->LinkStatus == GL_FALSE) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
- caller);
- return NULL;
- }
- return prog;
-}
-
GLint GLAPIENTRY
_mesa_GetProgramResourceLocation(GLuint program, GLenum programInterface,
const GLchar *name)
}
struct gl_shader_program *shProg =
- lookup_linked_program(program, "glGetProgramResourceLocation");
+ lookup_linked_program(program, "glGetProgramResourceLocation", true);
if (!shProg || !name)
return -1;
}
struct gl_shader_program *shProg =
- lookup_linked_program(program, "glGetProgramResourceLocationIndex");
+ lookup_linked_program(program, "glGetProgramResourceLocationIndex", true);
if (!shProg || !name)
return -1;