}
+static GLboolean
+is_boolean_type(GLenum type)
+{
+ switch (type) {
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+static GLboolean
+is_integer_type(GLenum type)
+{
+ switch (type) {
+ case GL_INT:
+ case GL_INT_VEC2:
+ case GL_INT_VEC3:
+ case GL_INT_VEC4:
+ 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,
}
+static struct gl_program_parameter *
+get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
+{
+ const struct gl_program *prog;
+ GLint progPos;
+
+ 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 NULL; /* should never happen */
+
+ return &prog->Parameters->Parameters[progPos];
+}
+
+
/**
* Called via ctx->Driver.GetActiveUniform().
*/
}
+/**
+ * The value returned by GetUniformLocation actually encodes two things:
+ * 1. the index into the prog->Uniforms[] array for the uniform
+ * 2. an offset in the prog->ParameterValues[] array for specifying array
+ * elements or structure fields.
+ * This function merges those two values.
+ */
+static void
+merge_location_offset(GLint *location, GLint offset)
+{
+ *location = *location | (offset << 16);
+}
+
+
+/**
+ * Seperate the uniform location and parameter offset. See above.
+ */
+static void
+split_location_offset(GLint *location, GLint *offset)
+{
+ *offset = (*location >> 16);
+ *location = *location & 0xffff;
+}
+
+
/**
* Called via ctx->Driver.GetUniformLocation().
+ *
+ * The return value will encode two values, the uniform location and an
+ * offset (used for arrays, structs).
*/
static GLint
_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
{
+ GLint offset = 0, location = -1;
+
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
* actually used.
*/
- return _mesa_lookup_uniform(shProg->Uniforms, name);
+ /* XXX we need to be able to parse uniform names for structs and arrays
+ * such as:
+ * mymatrix[1]
+ * mystruct.field1
+ */
+
+ {
+ /* handle 1-dimension arrays here... */
+ char *c = strchr(name, '[');
+ if (c) {
+ /* truncate name at [ */
+ const GLint len = c - name;
+ GLchar *newName = _mesa_malloc(len + 1);
+ if (!newName)
+ return -1; /* out of mem */
+ _mesa_memcpy(newName, name, len);
+ newName[len] = 0;
+
+ location = _mesa_lookup_uniform(shProg->Uniforms, newName);
+ if (location >= 0) {
+ const GLint element = _mesa_atoi(c + 1);
+ if (element > 0) {
+ /* get type of the uniform array element */
+ struct gl_program_parameter *p;
+ 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;
+ }
+ }
+ }
+
+ _mesa_free(newName);
+ }
+ }
+
+ if (location < 0) {
+ location = _mesa_lookup_uniform(shProg->Uniforms, name);
+ }
+
+ if (location >= 0) {
+ merge_location_offset(&location, offset);
+ }
+
+ return location;
}
/**
* 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 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 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)
+set_program_uniform(GLcontext *ctx, struct gl_program *program,
+ GLint index, GLint offset,
+ GLenum type, GLsizei count, GLint elems,
+ const void *values)
{
+ assert(offset >= 0);
+
if (!compatible_types(type,
- program->Parameters->Parameters[location].DataType)) {
+ program->Parameters->Parameters[index].DataType)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
return;
}
- if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
+ if (index + offset > program->Parameters->Size) {
+ /* out of bounds! */
+ return;
+ }
+
+ if (program->Parameters->Parameters[index].Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLuint texUnit, sampler;
return;
}
- sampler = (GLuint) program->Parameters->ParameterValues[location][0];
+ sampler = (GLuint) program->Parameters->ParameterValues[index][0];
texUnit = ((GLuint *) values)[0];
/* check that the sampler (tex unit index) is legal */
else {
/* ordinary uniform variable */
GLsizei k, i;
+ GLint slots = (program->Parameters->Parameters[index].Size + 3) / 4;
- if (count * elems > (GLint) program->Parameters->Parameters[location].Size) {
+ if (count * elems > (GLint) program->Parameters->Parameters[index].Size) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
return;
}
+ if (count > slots)
+ count = slots;
+
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) {
+ GLfloat *uniformVal = program->Parameters->ParameterValues[index + offset + k];
+ if (is_integer_type(type)) {
const GLint *iValues = ((const GLint *) values) + k * elems;
for (i = 0; i < elems; i++) {
uniformVal[i] = (GLfloat) iValues[i];
uniformVal[i] = fValues[i];
}
}
+
+ /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
+ if (is_boolean_type(program->Parameters->Parameters[index].DataType)) {
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = uniformVal[i] ? 1.0 : 0.0;
+ }
+ }
}
}
}
const GLvoid *values, GLenum type)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
- GLint elems;
+ GLint elems, offset;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
if (location == -1)
return; /* The standard specifies this as a no-op */
+ split_location_offset(&location, &offset);
+
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
return;
* 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) {
+ /* convert uniform location to program parameter index */
+ GLint index = shProg->Uniforms->Uniforms[location].VertPos;
+ if (index >= 0) {
set_program_uniform(ctx, &shProg->VertexProgram->Base,
- loc, type, count, elems, values);
+ index, offset, type, count, elems, values);
}
}
if (shProg->FragmentProgram) {
- GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
- if (loc >= 0) {
+ /* convert uniform location to program parameter index */
+ GLint index = shProg->Uniforms->Uniforms[location].FragPos;
+ if (index >= 0) {
set_program_uniform(ctx, &shProg->FragmentProgram->Base,
- loc, type, count, elems, values);
+ index, offset, type, count, elems, values);
}
}
}
+/**
+ * Set a matrix-valued program parameter.
+ */
static void
set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
- GLuint location, GLuint count,
- GLuint rows, GLuint cols,
+ GLuint index, GLuint offset,
+ GLuint count, GLuint rows, GLuint cols,
GLboolean transpose, const GLfloat *values)
{
GLuint mat, row, col;
- GLuint dst = location, src = 0;
+ GLuint dst = index + offset, src = 0;
GLint nr, nc;
/* check that the number of rows, columns is correct */
- get_matrix_dims(program->Parameters->Parameters[location].DataType, &nr, &nc);
+ get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc);
if (rows != nr || cols != nc) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(matrix size mismatch");
+ "glUniformMatrix(matrix size mismatch)");
+ return;
+ }
+
+ if (index + offset > program->Parameters->Size) {
+ /* out of bounds! */
return;
}
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
+ GLint offset;
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (!shProg || !shProg->LinkStatus) {
if (location == -1)
return; /* The standard specifies this as a no-op */
+ split_location_offset(&location, &offset);
+
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
return;
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
if (shProg->VertexProgram) {
- GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
- if (loc >= 0) {
+ /* convert uniform location to program parameter index */
+ GLint index = shProg->Uniforms->Uniforms[location].VertPos;
+ if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
- loc, count, rows, cols, transpose, values);
+ index, offset,
+ count, rows, cols, transpose, values);
}
}
if (shProg->FragmentProgram) {
- GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
- if (loc >= 0) {
+ /* convert uniform location to program parameter index */
+ GLint index = shProg->Uniforms->Uniforms[location].FragPos;
+ if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
- loc, count, rows, cols, transpose, values);
+ index, offset,
+ count, rows, cols, transpose, values);
}
}
}