mesa: Rewrite the way uniforms are tracked and handled
authorIan Romanick <ian.d.romanick@intel.com>
Tue, 18 Oct 2011 23:01:49 +0000 (16:01 -0700)
committerIan Romanick <ian.d.romanick@intel.com>
Mon, 7 Nov 2011 21:33:16 +0000 (13:33 -0800)
Switch all of the code in ir_to_mesa, st_glsl_to_tgsi, glUniform*,
glGetUniform, glGetUniformLocation, and glGetActiveUniforms to use the
gl_uniform_storage structures in the gl_shader_program.

A couple of notes:

 * Like most rewrite-the-world patches, this should be reviewed by
   applying the patch and examining the modified functions.

 * This leaves a lot of dead code around in linker.cpp and
   uniform_query.cpp.  This will be deleted in the next patches.

v2: Update the comment block (previously a FINISHME) in _mesa_uniform
about generating GL_INVALID_VALUE when an out-of-range sampler index
is specified.

Signed-off-by: Ian Romanick <ian.d.romanick@intel.com>
Tested-by: Tom Stellard <thomas.stellard@amd.com>
src/glsl/linker.cpp
src/mesa/main/shaderapi.c
src/mesa/main/shaderobj.c
src/mesa/main/uniform_query.cpp
src/mesa/main/uniforms.c
src/mesa/main/uniforms.h
src/mesa/program/ir_to_mesa.cpp
src/mesa/program/sampler.cpp
src/mesa/state_tracker/st_draw.c
src/mesa/state_tracker/st_glsl_to_tgsi.cpp

index 32f4ca714644743dbf11de30ac77abcbc56ebc2b..ae583a3d67249b024c4aa2a61743145e4d4941c9 100644 (file)
@@ -1858,7 +1858,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
    }
 
    update_array_sizes(prog);
-   assign_uniform_locations(prog);
+   link_assign_uniform_locations(prog);
 
    /* OpenGL ES requires that a vertex shader and a fragment shader both be
     * present in a linked program.  By checking for use of shading language
index 56d955c5397220952a03f14b9bfbf1cfe8248a41..3f382186ab62593660bfea33ed735a18192ac7b9 100644 (file)
@@ -51,6 +51,7 @@
 #include "ralloc.h"
 #include <stdbool.h>
 #include "../glsl/glsl_parser_extras.h"
+#include "../glsl/ir_uniform.h"
 
 /** Define this to enable shader substitution (see below) */
 #define SHADER_SUBST 0
@@ -572,13 +573,24 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *param
       *params = _mesa_longest_attribute_name_length(shProg);
       break;
    case GL_ACTIVE_UNIFORMS:
-      *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
+      *params = shProg->NumUserUniformStorage;
       break;
-   case GL_ACTIVE_UNIFORM_MAX_LENGTH:
-      *params = _mesa_longest_uniform_name(shProg->Uniforms);
-      if (*params > 0)
-         (*params)++;  /* add one for terminating zero */
+   case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
+      unsigned i;
+      GLint max_len = 0;
+
+      for (i = 0; i < shProg->NumUserUniformStorage; i++) {
+        /* Add one for the terminating NUL character.
+         */
+        const GLint len = strlen(shProg->UniformStorage[i].name) + 1;
+
+        if (len > max_len)
+           max_len = len;
+      }
+
+      *params = max_len;
       break;
+   }
    case GL_PROGRAM_BINARY_LENGTH_OES:
       *params = 0;
       break;
index ccf7efddbdef49dca8805636b6e64853dcf951e1..c0abc971eea8b1c2c7eb3d6e4709cad43e25a5d4 100644 (file)
@@ -275,9 +275,15 @@ void
 _mesa_clear_shader_program_data(struct gl_context *ctx,
                                 struct gl_shader_program *shProg)
 {
-   if (shProg->Uniforms) {
-      _mesa_free_uniform_list(shProg->Uniforms);
-      shProg->Uniforms = NULL;
+   if (shProg->UniformStorage) {
+      ralloc_free(shProg->UniformStorage);
+      shProg->NumUserUniformStorage = 0;
+      shProg->UniformStorage = NULL;
+   }
+
+   if (shProg->UniformHash) {
+      string_to_uint_map_dtor(shProg->UniformHash);
+      shProg->UniformHash = NULL;
    }
 
    if (shProg->Varying) {
index 3df9a848f9a446072c3990882c223377f83c8eb3..496f60416bfd654cbeea6819a9acc148142d6ec0 100644 (file)
  * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
  * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
  */
+#include <stdlib.h>
 #include "main/core.h"
 #include "main/context.h"
 #include "ir.h"
 #include "ir_uniform.h"
+#include "program/hash_table.h"
 #include "../glsl/program.h"
 #include "../glsl/ir_uniform.h"
 
 extern "C" {
-#include "main/image.h"
 #include "main/shaderapi.h"
 #include "main/shaderobj.h"
 #include "uniforms.h"
@@ -44,42 +45,30 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
    GET_CURRENT_CONTEXT(ctx);
    struct gl_shader_program *shProg =
       _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
-   const struct gl_program_parameter *param;
 
    if (!shProg)
       return;
 
-   if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
+   if (index >= shProg->NumUserUniformStorage) {
       _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
       return;
    }
 
-   param = get_uniform_parameter(shProg, index);
-   if (!param)
-      return;
-
-   const struct gl_uniform *const uni = &shProg->Uniforms->Uniforms[index];
+   const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
 
    if (nameOut) {
-      _mesa_copy_string(nameOut, maxLength, length, param->Name);
+      _mesa_copy_string(nameOut, maxLength, length, uni->name);
    }
 
    if (size) {
-      GLint typeSize = _mesa_sizeof_glsl_type(uni->Type->gl_type);
-      if ((GLint) param->Size > typeSize) {
-         /* This is an array.
-          * Array elements are placed on vector[4] boundaries so they're
-          * a multiple of four floats.  We round typeSize up to next multiple
-          * of four to get the right size below.
-          */
-         typeSize = (typeSize + 3) & ~3;
-      }
-      /* Note that the returned size is in units of the <type>, not bytes */
-      *size = param->Size / typeSize;
+      /* array_elements is zero for non-arrays, but the API requires that 1 be
+       * returned.
+       */
+      *size = MAX2(1, uni->array_elements);
    }
 
    if (type) {
-      *type = uni->Type->gl_type;
+      *type = uni->type->gl_type;
    }
 }
 
@@ -419,12 +408,21 @@ validate_uniform_parameters(struct gl_context *ctx,
 
    _mesa_uniform_split_location_offset(location, loc, array_index);
 
-   if (*loc >= shProg->Uniforms->NumUniforms) {
+   if (*loc >= shProg->NumUserUniformStorage) {
       _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
                  caller, location);
       return false;
    }
 
+   /* This case should be impossible.  The implication is that a call like
+    * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an
+    * array.
+    */
+   if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
+                 caller, location);
+      return false;
+   }
    return true;
 }
 
@@ -433,72 +431,81 @@ validate_uniform_parameters(struct gl_context *ctx,
  */
 extern "C" void
 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
-                 GLsizei bufSize, GLenum returnType, GLvoid *paramsOut)
+                 GLsizei bufSize, enum glsl_base_type returnType,
+                 GLvoid *paramsOut)
 {
    struct gl_shader_program *shProg =
       _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
-   struct gl_program *prog;
-   GLint paramPos;
+   struct gl_uniform_storage *uni;
    unsigned loc, offset;
 
    if (!validate_uniform_parameters(ctx, shProg, location, 1,
                                    &loc, &offset, "glGetUniform", true))
       return;
 
-   if (!find_uniform_parameter_pos(shProg, loc, &prog, &paramPos)) {
-      _mesa_error(ctx, GL_INVALID_OPERATION,  "glGetUniformfv(location)");
-   }
-   else {
-      const struct gl_program_parameter *p =
-         &prog->Parameters->Parameters[paramPos];
-      gl_constant_value (*values)[4];
-      GLint rows, cols, i, j, k;
-      GLsizei numBytes;
-      GLenum storage_type;
-
-      values = prog->Parameters->ParameterValues + paramPos + offset;
-
-      get_uniform_rows_cols(p, &rows, &cols);
-
-      numBytes = rows * cols * _mesa_sizeof_type(returnType);
-      if (bufSize < numBytes) {
-         _mesa_error( ctx, GL_INVALID_OPERATION,
-                     "glGetnUniformfvARB(out of bounds: bufSize is %d,"
-                     " but %d bytes are required)", bufSize, numBytes );
-         return;
-      }
+   uni = &shProg->UniformStorage[loc];
 
-      if (ctx->Const.NativeIntegers) {
-        storage_type = base_uniform_type(p->DataType);
-      } else {
-        storage_type = GL_FLOAT;
-      }
+   {
+      unsigned elements = (uni->type->is_sampler())
+        ? 1 : uni->type->components();
 
-      k = 0;
-      for (i = 0; i < rows; i++) {
-        for (j = 0; j < cols; j++ ) {
-           void *out = (char *)paramsOut + 4 * k;
+      /* Calculate the source base address *BEFORE* modifying elements to
+       * account for the size of the user's buffer.
+       */
+      const union gl_constant_value *const src =
+        &uni->storage[offset * elements];
 
+      unsigned bytes = sizeof(uni->storage[0]) * elements;
+      if (bytes > bufSize) {
+        elements = bufSize / sizeof(uni->storage[0]);
+        bytes = bufSize;
+      }
+
+      /* If the return type and the uniform's native type are "compatible,"
+       * just memcpy the data.  If the types are not compatible, perform a
+       * slower convert-and-copy process.
+       */
+      if (returnType == uni->type->base_type
+         || ((returnType == GLSL_TYPE_INT
+              || returnType == GLSL_TYPE_UINT
+              || returnType == GLSL_TYPE_SAMPLER)
+             &&
+             (uni->type->base_type == GLSL_TYPE_INT
+              || uni->type->base_type == GLSL_TYPE_UINT
+              || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
+        memcpy(paramsOut, src, bytes);
+      } else {
+        union gl_constant_value *const dst =
+           (union gl_constant_value *) paramsOut;
+
+        /* This code could be optimized by putting the loop inside the switch
+         * statements.  However, this is not expected to be
+         * performance-critical code.
+         */
+        for (unsigned i = 0; i < elements; i++) {
            switch (returnType) {
-           case GL_FLOAT:
-              switch (storage_type) {
-              case GL_FLOAT:
-                 *(float *)out = values[i][j].f;
+           case GLSL_TYPE_FLOAT:
+              switch (uni->type->base_type) {
+              case GLSL_TYPE_UINT:
+                 dst[i].f = (float) src[i].u;
+                 break;
+              case GLSL_TYPE_INT:
+              case GLSL_TYPE_SAMPLER:
+                 dst[i].f = (float) src[i].i;
                  break;
-              case GL_INT:
-              case GL_BOOL: /* boolean is just an integer 1 or 0. */
-                 *(float *)out = values[i][j].i;
+              case GLSL_TYPE_BOOL:
+                 dst[i].f = src[i].i ? 1.0f : 0.0f;
                  break;
-              case GL_UNSIGNED_INT:
-                 *(float *)out = values[i][j].u;
+              default:
+                 assert(!"Should not get here.");
                  break;
               }
               break;
 
-           case GL_INT:
-           case GL_UNSIGNED_INT:
-              switch (storage_type) {
-              case GL_FLOAT:
+           case GLSL_TYPE_INT:
+           case GLSL_TYPE_UINT:
+              switch (uni->type->base_type) {
+              case GLSL_TYPE_FLOAT:
                  /* While the GL 3.2 core spec doesn't explicitly
                   * state how conversion of float uniforms to integer
                   * values works, in section 6.2 "State Tables" on
@@ -516,23 +523,21 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
                   *      a floating-point value is rounded to the
                   *      nearest integer..."
                   */
-                 *(int *)out = IROUND(values[i][j].f);
+                 dst[i].i = IROUND(src[i].f);
                  break;
-
-              case GL_INT:
-              case GL_UNSIGNED_INT:
-              case GL_BOOL:
-                 /* type conversions for these to int/uint are just
-                  * copying the data.
-                  */
-                 *(int *)out = values[i][j].i;
+              case GLSL_TYPE_BOOL:
+                 dst[i].i = src[i].i ? 1 : 0;
                  break;
+              default:
+                 assert(!"Should not get here.");
                  break;
               }
               break;
-           }
 
-           k++;
+           default:
+              assert(!"Should not get here.");
+              break;
+           }
         }
       }
    }
@@ -935,9 +940,12 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
              GLint location, GLsizei count,
               const GLvoid *values, GLenum type)
 {
-   struct gl_uniform *uniform;
-   GLint elems;
    unsigned loc, offset;
+   unsigned components;
+   unsigned src_components;
+   unsigned i;
+   enum glsl_base_type basicType;
+   struct gl_uniform_storage *uni;
 
    ASSERT_OUTSIDE_BEGIN_END(ctx);
 
@@ -945,73 +953,219 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
                                    &loc, &offset, "glUniform", false))
       return;
 
-   elems = _mesa_sizeof_glsl_type(type);
+   uni = &shProg->UniformStorage[loc];
 
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+   /* Verify that the types are compatible.
+    */
+   switch (type) {
+   case GL_FLOAT:
+      basicType = GLSL_TYPE_FLOAT;
+      src_components = 1;
+      break;
+   case GL_FLOAT_VEC2:
+      basicType = GLSL_TYPE_FLOAT;
+      src_components = 2;
+      break;
+   case GL_FLOAT_VEC3:
+      basicType = GLSL_TYPE_FLOAT;
+      src_components = 3;
+      break;
+   case GL_FLOAT_VEC4:
+      basicType = GLSL_TYPE_FLOAT;
+      src_components = 4;
+      break;
+   case GL_UNSIGNED_INT:
+      basicType = GLSL_TYPE_UINT;
+      src_components = 1;
+      break;
+   case GL_UNSIGNED_INT_VEC2:
+      basicType = GLSL_TYPE_UINT;
+      src_components = 2;
+      break;
+   case GL_UNSIGNED_INT_VEC3:
+      basicType = GLSL_TYPE_UINT;
+      src_components = 3;
+      break;
+   case GL_UNSIGNED_INT_VEC4:
+      basicType = GLSL_TYPE_UINT;
+      src_components = 4;
+      break;
+   case GL_INT:
+      basicType = GLSL_TYPE_INT;
+      src_components = 1;
+      break;
+   case GL_INT_VEC2:
+      basicType = GLSL_TYPE_INT;
+      src_components = 2;
+      break;
+   case GL_INT_VEC3:
+      basicType = GLSL_TYPE_INT;
+      src_components = 3;
+      break;
+   case GL_INT_VEC4:
+      basicType = GLSL_TYPE_INT;
+      src_components = 4;
+      break;
+   case GL_BOOL:
+   case GL_BOOL_VEC2:
+   case GL_BOOL_VEC3:
+   case GL_BOOL_VEC4:
+   case GL_FLOAT_MAT2:
+   case GL_FLOAT_MAT2x3:
+   case GL_FLOAT_MAT2x4:
+   case GL_FLOAT_MAT3x2:
+   case GL_FLOAT_MAT3:
+   case GL_FLOAT_MAT3x4:
+   case GL_FLOAT_MAT4x2:
+   case GL_FLOAT_MAT4x3:
+   case GL_FLOAT_MAT4:
+   default:
+      _mesa_problem(NULL, "Invalid type in %s", __func__);
+      return;
+   }
+
+   if (uni->type->is_sampler()) {
+      components = 1;
+   } else {
+      components = uni->type->vector_elements;
+   }
+
+   bool match;
+   switch (uni->type->base_type) {
+   case GLSL_TYPE_BOOL:
+      match = true;
+      break;
+   case GLSL_TYPE_SAMPLER:
+      match = (basicType == GLSL_TYPE_INT);
+      break;
+   default:
+      match = (basicType == uni->type->base_type);
+      break;
+   }
 
-   uniform = &shProg->Uniforms->Uniforms[loc];
+   if (uni->type->is_matrix() || components != src_components || !match) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+      return;
+   }
 
    if (ctx->Shader.Flags & GLSL_UNIFORMS) {
-      const GLenum basicType = base_uniform_type(type);
-      GLint i;
-      printf("Mesa: set program %u uniform %s (loc %d) to: ",
-            shProg->Name, uniform->Name, location);
-      if (basicType == GL_INT) {
-         const GLint *v = (const GLint *) values;
-         for (i = 0; i < count * elems; i++) {
-            printf("%d ", v[i]);
-         }
-      }
-      else if (basicType == GL_UNSIGNED_INT) {
-         const GLuint *v = (const GLuint *) values;
-         for (i = 0; i < count * elems; i++) {
-            printf("%u ", v[i]);
-         }
-      }
-      else {
-         const GLfloat *v = (const GLfloat *) values;
-         assert(basicType == GL_FLOAT);
-         for (i = 0; i < count * elems; i++) {
-            printf("%g ", v[i]);
+      log_uniform(values, basicType, components, 1, count,
+                 false, shProg, location, uni);
+   }
+
+   /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
+    *
+    *     "Setting a sampler's value to i selects texture image unit number
+    *     i. The values of i range from zero to the implementation- dependent
+    *     maximum supported number of texture image units."
+    *
+    * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
+    * the PDF) says:
+    *
+    *     "Error         Description                    Offending command
+    *                                                   ignored?
+    *     ...
+    *     INVALID_VALUE  Numeric argument out of range  Yes"
+    *
+    * Based on that, when an invalid sampler is specified, we generate a
+    * GL_INVALID_VALUE error and ignore the command.
+    */
+   if (uni->type->is_sampler()) {
+      for (i = 0; i < count; i++) {
+        const unsigned texUnit = ((unsigned *) values)[i];
+
+         /* check that the sampler (tex unit index) is legal */
+         if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
+            _mesa_error(ctx, GL_INVALID_VALUE,
+                        "glUniform1i(invalid sampler/tex unit index for "
+                       "uniform %d)",
+                        location);
+            return;
          }
       }
-      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:
+   /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
+    *
+    *     "When loading N elements starting at an arbitrary position k in a
+    *     uniform declared as an array, elements k through k + N - 1 in the
+    *     array will be replaced with the new values. Values for any array
+    *     element that exceeds the highest array element index used, as
+    *     reported by GetActiveUniform, will be ignored by the GL."
+    *
+    * Clamp 'count' to a valid value.  Note that for non-arrays a count > 1
+    * will have already generated an error.
     */
-   if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->VertPos;
-      if (index >= 0) {
-         set_program_uniform(ctx,
-                             shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
-                             index, offset, type, count, elems, values);
-      }
+   if (uni->array_elements != 0) {
+      if (offset >= uni->array_elements)
+        return;
+
+      count = MIN2(count, (uni->array_elements - offset));
    }
 
-   if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->FragPos;
-      if (index >= 0) {
-         set_program_uniform(ctx,
-                            shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
-                             index, offset, type, count, elems, values);
+   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+   /* Store the data in the "actual type" backing storage for the uniform.
+    */
+   if (!uni->type->is_boolean()) {
+      memcpy(&uni->storage[components * offset], values,
+            sizeof(uni->storage[0]) * components * count);
+   } else {
+      const union gl_constant_value *src =
+        (const union gl_constant_value *) values;
+      union gl_constant_value *dst = &uni->storage[components * offset];
+      const unsigned elems = components * count;
+
+      for (i = 0; i < elems; i++) {
+        if (basicType == GLSL_TYPE_FLOAT) {
+           dst[i].i = src[i].f != 0.0f ? 1 : 0;
+        } else {
+           dst[i].i = src[i].i != 0    ? 1 : 0;
+        }
       }
    }
 
-   if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->GeomPos;
-      if (index >= 0) {
-         set_program_uniform(ctx,
-                            shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
-                             index, offset, type, count, elems, values);
+   uni->initialized = true;
+
+   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
+
+   /* If the uniform is a sampler, do the extra magic necessary to propagate
+    * the changes through.
+    */
+   if (uni->type->is_sampler()) {
+      for (i = 0; i < count; i++) {
+        shProg->SamplerUnits[uni->sampler + offset + i] =
+           ((unsigned *) values)[i];
       }
-   }
 
-   uniform->Initialized = GL_TRUE;
+      bool flushed = false;
+      for (i = 0; i < MESA_SHADER_TYPES; i++) {
+        struct gl_program *prog;
+
+        if (shProg->_LinkedShaders[i] == NULL)
+           continue;
+
+        prog = shProg->_LinkedShaders[i]->Program;
+
+        assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
+
+        if (memcmp(prog->SamplerUnits,
+                   shProg->SamplerUnits,
+                   sizeof(shProg->SamplerUnits)) != 0) {
+           if (!flushed) {
+              FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
+              flushed = true;
+           }
+
+           memcpy(prog->SamplerUnits,
+                  shProg->SamplerUnits,
+                  sizeof(shProg->SamplerUnits));
+
+           _mesa_update_shader_textures_used(prog);
+           (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog);
+        }
+      }
+   }
 }
 
 /**
@@ -1093,8 +1247,11 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
                      GLint location, GLsizei count,
                      GLboolean transpose, const GLfloat *values)
 {
-   struct gl_uniform *uniform;
    unsigned loc, offset;
+   unsigned vectors;
+   unsigned components;
+   unsigned elements;
+   struct gl_uniform_storage *uni;
 
    ASSERT_OUTSIDE_BEGIN_END(ctx);
 
@@ -1102,49 +1259,79 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
                                    &loc, &offset, "glUniformMatrix", false))
       return;
 
-   if (values == NULL) {
-      _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
+   uni = &shProg->UniformStorage[loc];
+   if (!uni->type->is_matrix()) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                 "glUniformMatrix(non-matrix uniform)");
       return;
    }
 
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+   assert(!uni->type->is_sampler());
+   vectors = uni->type->matrix_columns;
+   components = uni->type->vector_elements;
 
-   uniform = &shProg->Uniforms->Uniforms[loc];
+   /* Verify that the types are compatible.  This is greatly simplified for
+    * matrices because they can only have a float base type.
+    */
+   if (vectors != cols || components != rows) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                 "glUniformMatrix(matrix size mismatch)");
+      return;
+   }
 
-   if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->VertPos;
-      if (index >= 0) {
-         set_program_uniform_matrix(ctx,
-                                   shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
-                                    index, offset,
-                                    count, rows, cols, transpose, values);
-      }
+   if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+      log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
+                 bool(transpose), shProg, location, uni);
    }
 
-   if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->FragPos;
-      if (index >= 0) {
-         set_program_uniform_matrix(ctx,
-                                   shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
-                                    index, offset,
-                                    count, rows, cols, transpose, values);
-      }
+   /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
+    *
+    *     "When loading N elements starting at an arbitrary position k in a
+    *     uniform declared as an array, elements k through k + N - 1 in the
+    *     array will be replaced with the new values. Values for any array
+    *     element that exceeds the highest array element index used, as
+    *     reported by GetActiveUniform, will be ignored by the GL."
+    *
+    * Clamp 'count' to a valid value.  Note that for non-arrays a count > 1
+    * will have already generated an error.
+    */
+   if (uni->array_elements != 0) {
+      if (offset >= uni->array_elements)
+        return;
+
+      count = MIN2(count, (uni->array_elements - offset));
    }
 
-   if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
-      /* convert uniform location to program parameter index */
-      GLint index = uniform->GeomPos;
-      if (index >= 0) {
-         set_program_uniform_matrix(ctx,
-                                    shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
-                                    index, offset,
-                                    count, rows, cols, transpose, values);
+   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+   /* Store the data in the "actual type" backing storage for the uniform.
+    */
+   elements = components * vectors;
+
+   if (!transpose) {
+      memcpy(&uni->storage[elements * offset], values,
+            sizeof(uni->storage[0]) * elements * count);
+   } else {
+      /* Copy and transpose the matrix.
+       */
+      const float *src = values;
+      float *dst = &uni->storage[elements * offset].f;
+
+      for (unsigned i = 0; i < count; i++) {
+        for (unsigned r = 0; r < rows; r++) {
+           for (unsigned c = 0; c < cols; c++) {
+              dst[(c * components) + r] = src[c + (r * vectors)];
+           }
+        }
+
+        dst += elements;
+        src += elements;
       }
    }
 
-   uniform->Initialized = GL_TRUE;
+   uni->initialized = true;
+
+   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
 }
 
 /**
@@ -1158,56 +1345,91 @@ _mesa_get_uniform_location(struct gl_context *ctx,
                            struct gl_shader_program *shProg,
                           const GLchar *name)
 {
-   GLint offset = 0, location = -1;
-
-   /* XXX we should return -1 if the uniform was declared, but not
-    * actually used.
+   const size_t len = strlen(name);
+   long offset;
+   bool array_lookup;
+   char *name_copy;
+
+   /* If the name ends with a ']', assume that it refers to some element of an
+    * array.  Malformed array references will fail the hash table look up
+    * below, so it doesn't matter that they are not caught here.  This code
+    * only wants to catch the "leaf" array references so that arrays of
+    * structures containing arrays will be handled correctly.
     */
+   if (name[len-1] == ']') {
+      unsigned i;
 
-   /* XXX we need to be able to parse uniform names for structs and arrays
-    * such as:
-    *   mymatrix[1]
-    *   mystruct.field1
-    */
+      /* Walk backwards over the string looking for a non-digit character.
+       * This had better be the opening bracket for an array index.
+       *
+       * Initially, i specifies the location of the ']'.  Since the string may
+       * contain only the ']' charcater, walk backwards very carefully.
+       */
+      for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
+        /* empty */ ;
 
-   {
-      /* handle 1-dimension arrays here... */
-      char *c = strchr((char *)name, '[');
-      if (c) {
-         /* truncate name at [ */
-         const GLint len = c - name;
-         GLchar *newName = (GLchar *) malloc(len + 1);
-         if (!newName)
-            return -1; /* out of mem */
-         memcpy(newName, name, len);
-         newName[len] = 0;
-
-         location = _mesa_lookup_uniform(shProg->Uniforms, newName);
-         if (location >= 0) {
-            const GLint element = atoi(c + 1);
-            if (element > 0) {
-               /* get type of the uniform array element */
-               const struct gl_program_parameter *p =
-                  get_uniform_parameter(shProg, location);
-               if (p) {
-                  GLint rows, cols;
-                  get_matrix_dims(p->DataType, &rows, &cols);
-                  if (rows < 1)
-                     rows = 1;
-                  offset = element * rows;
-               }
-            }
-         }
+      /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
+       *
+       *     "The first element of a uniform array is identified using the
+       *     name of the uniform array appended with "[0]". Except if the last
+       *     part of the string name indicates a uniform array, then the
+       *     location of the first element of that array can be retrieved by
+       *     either using the name of the uniform array, or the name of the
+       *     uniform array appended with "[0]"."
+       *
+       * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
+       *
+       *     "name must be a null terminated string, without white space."
+       *
+       * Return an error if there is no opening '[' to match the closing ']'.
+       * An error will also be returned if there is intervening white space
+       * (or other non-digit characters) before the opening '['.
+       */
+      if ((i == 0) || name[i-1] != '[')
+        return -1;
 
-         free(newName);
-      }
-   }
+      /* Return an error if there are no digits between the opening '[' to
+       * match the closing ']'.
+       */
+      if (i == (len - 1))
+        return -1;
 
-   if (location < 0) {
-      location = _mesa_lookup_uniform(shProg->Uniforms, name);
+      /* Make a new string that is a copy of the old string up to (but not
+       * including) the '[' character.
+       */
+      name_copy = (char *) malloc(i);
+      memcpy(name_copy, name, i - 1);
+      name_copy[i-1] = '\0';
+
+      offset = strtol(&name[i], NULL, 10);
+      if (offset < 0)
+        return -1;
+
+      array_lookup = true;
+   } else {
+      name_copy = (char *) name;
+      offset = 0;
+      array_lookup = false;
    }
 
-   if (location < 0) {
+   unsigned location;
+   const bool found = shProg->UniformHash->get(location, name_copy);
+
+   assert(!found
+         || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
+
+   /* Free the temporary buffer *before* possibly returning an error.
+    */
+   if (name_copy != name)
+      free(name_copy);
+
+   if (!found)
+      return -1;
+
+   /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]'
+    * to (correctly) fail if 'a' is not an array.
+    */
+   if (array_lookup && shProg->UniformStorage[location].array_elements == 0) {
       return -1;
    }
 
index 13574ce9af084559bd4efb717fe10718d027c17c..685c0f13fcf2e2ab27745049a1d41ea70d774ac0 100644 (file)
@@ -41,6 +41,8 @@
 #include "main/shaderapi.h"
 #include "main/shaderobj.h"
 #include "main/uniforms.h"
+#include "ir_uniform.h"
+#include "glsl_types.h"
 
 /**
  * Update the vertex/fragment program's TexturesUsed array.
@@ -422,7 +424,7 @@ _mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
                        GLsizei bufSize, GLfloat *params)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_get_uniform(ctx, program, location, bufSize, GL_FLOAT, params);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params);
 }
 
 void GLAPIENTRY
@@ -437,7 +439,7 @@ _mesa_GetnUniformivARB(GLhandleARB program, GLint location,
                        GLsizei bufSize, GLint *params)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_get_uniform(ctx, program, location, bufSize, GL_INT, params);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params);
 }
 
 void GLAPIENTRY
@@ -453,7 +455,7 @@ _mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
                         GLsizei bufSize, GLuint *params)
 {
    GET_CURRENT_CONTEXT(ctx);
-   _mesa_get_uniform(ctx, program, location, bufSize, GL_UNSIGNED_INT, params);
+   _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, params);
 }
 
 void GLAPIENTRY
index b90f64b9b0a2eb0df48dab29884840072fef291d..6b102ec1505541186bb6fd9a13f3095adef95fe2 100644 (file)
@@ -27,6 +27,7 @@
 
 #include "glheader.h"
 #include "program/prog_parameter.h"
+#include "../glsl/glsl_types.h"
 #include "../glsl/ir_uniform.h"
 
 struct gl_program;
@@ -187,7 +188,8 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
 
 void
 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
-                 GLsizei bufSize, GLenum returnType, GLvoid *paramsOut);
+                 GLsizei bufSize, enum glsl_base_type returnType,
+                 GLvoid *paramsOut);
 
 extern void
 _mesa_uniform_attach_driver_storage(struct gl_uniform_storage *,
index 1bdfa2e10b74d88f5f6a4eacbde0f70de5bd36d4..cf868902c139af20b9804b7281805f35d862c8f9 100644 (file)
@@ -35,6 +35,7 @@
 #include "ir_visitor.h"
 #include "ir_print_visitor.h"
 #include "ir_expression_flattening.h"
+#include "ir_uniform.h"
 #include "glsl_types.h"
 #include "glsl_parser_extras.h"
 #include "../glsl/program.h"
@@ -2597,17 +2598,17 @@ class add_uniform_to_shader : public uniform_field_visitor {
 public:
    add_uniform_to_shader(struct gl_shader_program *shader_program,
                         struct gl_program_parameter_list *params)
-      : shader_program(shader_program), params(params), next_sampler(0)
+      : shader_program(shader_program), params(params)
    {
       /* empty */
    }
 
-   int process(ir_variable *var)
+   void process(ir_variable *var)
    {
       this->idx = -1;
       this->uniform_field_visitor::process(var);
 
-      return this->idx;
+      var->location = this->idx;
    }
 
 private:
@@ -2615,7 +2616,6 @@ private:
 
    struct gl_shader_program *shader_program;
    struct gl_program_parameter_list *params;
-   int next_sampler;
    int idx;
 };
 
@@ -2648,8 +2648,20 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name)
        * store in ParameterValues[].
        */
       if (file == PROGRAM_SAMPLER) {
+        unsigned location;
+        const bool found =
+           this->shader_program->UniformHash->get(location,
+                                                  params->Parameters[index].Name);
+        assert(found);
+
+        if (!found)
+           return;
+
+        struct gl_uniform_storage *storage =
+           &this->shader_program->UniformStorage[location];
+
         for (unsigned int j = 0; j < size / 4; j++)
-           params->ParameterValues[index + j][0].f = this->next_sampler++;
+           params->ParameterValues[index + j][0].f = storage->sampler + j;
       }
    }
 
@@ -2684,17 +2696,7 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
          || (strncmp(var->name, "gl_", 3) == 0))
         continue;
 
-      int loc = add.process(var);
-
-      /* The location chosen in the Parameters list here (returned from
-       * _mesa_add_parameter) has to match what the linker chose.
-       */
-      if (var->location != loc) {
-        linker_error(shader_program,
-                     "Allocation of uniform `%s' to target failed "
-                     "(%d vs %d)\n",
-                     var->name, loc, var->location);
-      }
+      add.process(var);
    }
 }
 
@@ -2830,12 +2832,12 @@ set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
                              element_type->matrix_columns,
                              element_type->vector_elements,
                              loc, 1, GL_FALSE, (GLfloat *)values);
-        loc += element_type->matrix_columns;
       } else {
         _mesa_uniform(ctx, shader_program, loc, element_type->matrix_columns,
                       values, element_type->gl_type);
-        loc += type_size(element_type);
       }
+
+      loc++;
    }
 }
 
@@ -3282,6 +3284,15 @@ get_mesa_program(struct gl_context *ctx,
       _mesa_optimize_program(ctx, prog);
    }
 
+   /* This has to be done last.  Any operation that can cause
+    * prog->ParameterValues to get reallocated (e.g., anything that adds a
+    * program constant) has to happen before creating this linkage.
+    */
+   _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
+   if (!shader_program->LinkStatus) {
+      goto fail_exit;
+   }
+
    return prog;
 
 fail_exit:
index 3b459d59cf8af160898fe085bca8f38e6005dac5..e3641aaa958670b4f5b24aa43cde8230dd6ce13b 100644 (file)
@@ -27,6 +27,8 @@
 #include "glsl_types.h"
 #include "ir_visitor.h"
 #include "../glsl/program.h"
+#include "program/hash_table.h"
+#include "ir_uniform.h"
 
 extern "C" {
 #include "main/compiler.h"
@@ -110,17 +112,13 @@ _mesa_get_sampler_uniform_value(class ir_dereference *sampler,
 
    sampler->accept(&getname);
 
-   GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
-                                             getname.name);
-
-   if (index < 0) {
+   unsigned location;
+   if (!shader_program->UniformHash->get(location, getname.name)) {
       linker_error(shader_program,
                   "failed to find sampler named %s.\n", getname.name);
       return 0;
    }
 
-   index += getname.offset;
-
-   return prog->Parameters->ParameterValues[index][0].f;
+   return shader_program->UniformStorage[location].sampler + getname.offset;
 }
 }
index 6c62c5ec70ecaa61ca552c2080f90f0529499e1f..1d497e25e399c59fccf8e39932f7f596edf1fdba 100644 (file)
@@ -64,6 +64,8 @@
 #include "draw/draw_context.h"
 #include "cso_cache/cso_context.h"
 
+#include "../glsl/ir_uniform.h"
+
 
 static GLuint double_types[4] = {
    PIPE_FORMAT_R64_FLOAT,
@@ -636,12 +638,12 @@ check_uniforms(struct gl_context *ctx)
       if (shProg[j] == NULL || !shProg[j]->LinkStatus)
         continue;
 
-      for (i = 0; i < shProg[j]->Uniforms->NumUniforms; i++) {
-         const struct gl_uniform *u = &shProg[j]->Uniforms->Uniforms[i];
-         if (!u->Initialized) {
+      for (i = 0; i < shProg[j]->NumUserUniformStorage; i++) {
+         const struct gl_uniform_storage *u = &shProg[j]->UniformStorage[i];
+         if (!u->initialized) {
             _mesa_warning(ctx,
                           "Using shader with uninitialized uniform: %s",
-                          u->Name);
+                          u->name);
          }
       }
    }
index 529f5f64a2c577b425aa181d4eeb711d808c5fd4..531f7395d4df9ff6371b9070e4994bb85c96b68a 100644 (file)
@@ -2984,12 +2984,12 @@ set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
                              element_type->matrix_columns,
                              element_type->vector_elements,
                              loc, 1, GL_FALSE, (GLfloat *)values);
-         loc += element_type->matrix_columns;
       } else {
          _mesa_uniform(ctx, shader_program, loc, element_type->matrix_columns,
                       values, element_type->gl_type);
-         loc += type_size(element_type);
       }
+
+      loc++;
    }
 }
 
@@ -5004,6 +5004,15 @@ get_mesa_program(struct gl_context *ctx,
 
    _mesa_reference_program(ctx, &shader->Program, prog);
    
+   /* This has to be done last.  Any operation the can cause
+    * prog->ParameterValues to get reallocated (e.g., anything that adds a
+    * program constant) has to happen before creating this linkage.
+    */
+   _mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
+   if (!shader_program->LinkStatus) {
+      return NULL;
+   }
+
    struct st_vertex_program *stvp;
    struct st_fragment_program *stfp;
    struct st_geometry_program *stgp;