From: Brian Paul Date: Thu, 19 Mar 2015 14:10:19 +0000 (-0600) Subject: mesa: use more descriptive error messages for glUniform errors X-Git-Url: https://git.libre-soc.org/?a=commitdiff_plain;h=1cd37459110402f8a5c07fe0aa0f1198b4bb1da1;p=mesa.git mesa: use more descriptive error messages for glUniform errors Different errors for type mismatches, size mismatches and matrix/ non-matrix mismatches. Use a common format of "uniformName"@location in the messags. Reviewed-by: Martin Peres --- diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index 9f82de95254..2ab5528c323 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -260,8 +260,8 @@ validate_uniform_parameters(struct gl_context *ctx, if (uni->array_elements == 0) { if (count > 1) { _mesa_error(ctx, GL_INVALID_OPERATION, - "%s(count > 1 for non-array, location=%d)", - caller, location); + "%s(count = %u for non-array \"%s\"@%d)", + caller, count, uni->name, location); return NULL; } @@ -601,6 +601,46 @@ _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, } } + +/** + * Return printable string for a given GLSL_TYPE_x + */ +static const char * +glsl_type_name(enum glsl_base_type type) +{ + switch (type) { + case GLSL_TYPE_UINT: + return "uint"; + case GLSL_TYPE_INT: + return "int"; + case GLSL_TYPE_FLOAT: + return "float"; + case GLSL_TYPE_DOUBLE: + return "double"; + case GLSL_TYPE_BOOL: + return "bool"; + case GLSL_TYPE_SAMPLER: + return "sampler"; + case GLSL_TYPE_IMAGE: + return "image"; + case GLSL_TYPE_ATOMIC_UINT: + return "atomic_uint"; + case GLSL_TYPE_STRUCT: + return "struct"; + case GLSL_TYPE_INTERFACE: + return "interface"; + case GLSL_TYPE_ARRAY: + return "array"; + case GLSL_TYPE_VOID: + return "void"; + case GLSL_TYPE_ERROR: + return "error"; + default: + return "other"; + } +} + + /** * Called via glUniform*() functions. */ @@ -620,11 +660,28 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, if (uni == NULL) return; + if (uni->type->is_matrix()) { + /* Can't set matrix uniforms (like mat4) with glUniform */ + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniform%u(uniform \"%s\"@%d is matrix)", + src_components, uni->name, location); + return; + } + /* Verify that the types are compatible. */ const unsigned components = uni->type->is_sampler() ? 1 : uni->type->vector_elements; + if (components != src_components) { + /* glUniformN() must match float/vecN type */ + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniform%u(\"%s\"@%u has %u components, not %u)", + src_components, uni->name, location, + components, src_components); + return; + } + bool match; switch (uni->type->base_type) { case GLSL_TYPE_BOOL: @@ -639,8 +696,12 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, break; } - if (uni->type->is_matrix() || components != src_components || !match) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); + if (!match) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniform%u(\"%s\"@%d is %s, not %s)", + src_components, uni->name, location, + glsl_type_name(uni->type->base_type), + glsl_type_name(basicType)); return; }