From 2f45ed393a40e914749ddb86d41e0f77b2cea3da Mon Sep 17 00:00:00 2001 From: Ian Romanick Date: Thu, 13 Oct 2011 13:45:39 -0700 Subject: [PATCH] mesa: Move most of uniforms.c to uniform_query.cpp Signed-off-by: Ian Romanick Tested-by: Tom Stellard --- src/mesa/main/uniform_query.cpp | 945 +++++++++++++++++++++++++++++++ src/mesa/main/uniforms.c | 967 -------------------------------- 2 files changed, 945 insertions(+), 967 deletions(-) diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index ba7d7591f15..c680cd4920e 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -23,10 +23,12 @@ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "main/core.h" +#include "main/context.h" #include "ir.h" #include "../glsl/program.h" extern "C" { +#include "main/image.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "uniforms.h" @@ -78,3 +80,946 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, *type = uni->Type->gl_type; } } + +static GLenum +base_uniform_type(GLenum type) +{ + switch (type) { + case GL_BOOL: + case GL_BOOL_VEC2: + case GL_BOOL_VEC3: + case GL_BOOL_VEC4: + return GL_BOOL; + case GL_FLOAT: + case GL_FLOAT_VEC2: + case GL_FLOAT_VEC3: + case GL_FLOAT_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: + return GL_FLOAT; + case GL_UNSIGNED_INT: + case GL_UNSIGNED_INT_VEC2: + case GL_UNSIGNED_INT_VEC3: + case GL_UNSIGNED_INT_VEC4: + return GL_UNSIGNED_INT; + case GL_INT: + case GL_INT_VEC2: + case GL_INT_VEC3: + case GL_INT_VEC4: + return GL_INT; + default: + _mesa_problem(NULL, "Invalid type in base_uniform_type()"); + return GL_FLOAT; + } +} + +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_sampler_type(GLenum type) +{ + switch (type) { + case GL_SAMPLER_1D: + case GL_INT_SAMPLER_1D: + case GL_UNSIGNED_INT_SAMPLER_1D: + case GL_SAMPLER_2D: + case GL_INT_SAMPLER_2D: + case GL_UNSIGNED_INT_SAMPLER_2D: + case GL_SAMPLER_3D: + case GL_INT_SAMPLER_3D: + case GL_UNSIGNED_INT_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_INT_SAMPLER_CUBE: + case GL_UNSIGNED_INT_SAMPLER_CUBE: + case GL_SAMPLER_1D_SHADOW: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_CUBE_SHADOW: + case GL_SAMPLER_2D_RECT_ARB: + case GL_INT_SAMPLER_2D_RECT: + case GL_UNSIGNED_INT_SAMPLER_2D_RECT: + case GL_SAMPLER_2D_RECT_SHADOW_ARB: + case GL_SAMPLER_1D_ARRAY_EXT: + case GL_INT_SAMPLER_1D_ARRAY: + case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: + case GL_SAMPLER_2D_ARRAY_EXT: + case GL_INT_SAMPLER_2D_ARRAY: + case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: + case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: + case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: + case GL_SAMPLER_CUBE_MAP_ARRAY: + case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: + case GL_SAMPLER_BUFFER: + case GL_INT_SAMPLER_BUFFER: + case GL_UNSIGNED_INT_SAMPLER_BUFFER: + case GL_SAMPLER_2D_MULTISAMPLE: + case GL_INT_SAMPLER_2D_MULTISAMPLE: + case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: + case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: + case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: + case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: + case GL_SAMPLER_EXTERNAL_OES: + return GL_TRUE; + default: + return GL_FALSE; + } +} + +/** + * Given a uniform index, return the vertex/geometry/fragment program + * that has that parameter, plus the position of the parameter in the + * parameter/constant buffer. + * \param shProg the shader program + * \param index the uniform index in [0, NumUniforms-1] + * \param progOut returns containing program + * \param posOut returns position of the uniform in the param/const buffer + * \return GL_TRUE for success, GL_FALSE for invalid index + */ +static GLboolean +find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index, + struct gl_program **progOut, GLint *posOut) +{ + struct gl_program *prog = NULL; + GLint pos; + + if (!shProg->Uniforms || + index < 0 || + index >= (GLint) shProg->Uniforms->NumUniforms) { + return GL_FALSE; + } + + pos = shProg->Uniforms->Uniforms[index].VertPos; + if (pos >= 0) { + prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program; + } + else { + pos = shProg->Uniforms->Uniforms[index].FragPos; + if (pos >= 0) { + prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; + } + else { + pos = shProg->Uniforms->Uniforms[index].GeomPos; + if (pos >= 0) { + prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program; + } + } + } + + if (!prog || pos < 0) + return GL_FALSE; /* should really never happen */ + + *progOut = prog; + *posOut = pos; + + return GL_TRUE; +} + +/** + * Return pointer to a gl_program_parameter which corresponds to a uniform. + * \param shProg the shader program + * \param index the uniform index in [0, NumUniforms-1] + * \return gl_program_parameter point or NULL if index is invalid + */ +const struct gl_program_parameter * +get_uniform_parameter(struct gl_shader_program *shProg, GLint index) +{ + struct gl_program *prog; + GLint progPos; + + if (find_uniform_parameter_pos(shProg, index, &prog, &progPos)) + return &prog->Parameters->Parameters[progPos]; + else + return NULL; +} + +static unsigned +get_vector_elements(GLenum type) +{ + switch (type) { + case GL_FLOAT: + case GL_INT: + case GL_BOOL: + case GL_UNSIGNED_INT: + default: /* Catch all the various sampler types. */ + return 1; + + case GL_FLOAT_VEC2: + case GL_INT_VEC2: + case GL_BOOL_VEC2: + case GL_UNSIGNED_INT_VEC2: + return 2; + + case GL_FLOAT_VEC3: + case GL_INT_VEC3: + case GL_BOOL_VEC3: + case GL_UNSIGNED_INT_VEC3: + return 3; + + case GL_FLOAT_VEC4: + case GL_INT_VEC4: + case GL_BOOL_VEC4: + case GL_UNSIGNED_INT_VEC4: + return 4; + } +} + +static void +get_matrix_dims(GLenum type, GLint *rows, GLint *cols) +{ + switch (type) { + case GL_FLOAT_MAT2: + *rows = *cols = 2; + break; + case GL_FLOAT_MAT2x3: + *rows = 3; + *cols = 2; + break; + case GL_FLOAT_MAT2x4: + *rows = 4; + *cols = 2; + break; + case GL_FLOAT_MAT3: + *rows = 3; + *cols = 3; + break; + case GL_FLOAT_MAT3x2: + *rows = 2; + *cols = 3; + break; + case GL_FLOAT_MAT3x4: + *rows = 4; + *cols = 3; + break; + case GL_FLOAT_MAT4: + *rows = 4; + *cols = 4; + break; + case GL_FLOAT_MAT4x2: + *rows = 2; + *cols = 4; + break; + case GL_FLOAT_MAT4x3: + *rows = 3; + *cols = 4; + break; + default: + *rows = *cols = 0; + } +} + +/** + * Determine the number of rows and columns occupied by a uniform + * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4), + * the number of rows = 1 and cols = number of elements in the vector. + */ +static void +get_uniform_rows_cols(const struct gl_program_parameter *p, + GLint *rows, GLint *cols) +{ + get_matrix_dims(p->DataType, rows, cols); + if (*rows == 0 && *cols == 0) { + /* not a matrix type, probably a float or vector */ + *rows = 1; + *cols = get_vector_elements(p->DataType); + } +} + +static bool +validate_uniform_parameters(struct gl_context *ctx, + struct gl_shader_program *shProg, + GLint location, GLsizei count, + unsigned *loc, + unsigned *array_index, + const char *caller, + bool negative_one_is_not_valid) +{ + if (!shProg || !shProg->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller); + return false; + } + + if (location == -1) { + /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1 + * spec says: + * + * "The error INVALID_OPERATION is generated if program has not been + * linked successfully, or if location is not a valid location for + * program." + * + * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec + * says: + * + * "If the value of location is -1, the Uniform* commands will + * silently ignore the data passed in, and the current uniform + * values will not be changed." + * + * Allowing -1 for the location parameter of glUniform allows + * applications to avoid error paths in the case that, for example, some + * uniform variable is removed by the compiler / linker after + * optimization. In this case, the new value of the uniform is dropped + * on the floor. For the case of glGetUniform, there is nothing + * sensible to do for a location of -1. + * + * The negative_one_is_not_valid flag selects between the two behaviors. + */ + if (negative_one_is_not_valid) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", + caller, location); + } + + return false; + } + + /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec: + * + * "If a negative number is provided where an argument of type sizei or + * sizeiptr is specified, the error INVALID_VALUE is generated." + */ + if (count < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller); + return false; + } + + /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says: + * + * "If any of the following conditions occur, an INVALID_OPERATION + * error is generated by the Uniform* commands, and no uniform values + * are changed: + * + * ... + * + * - if no variable with a location of location exists in the + * program object currently in use and location is not -1, + */ + if (location < -1) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", + caller, location); + return false; + } + + _mesa_uniform_split_location_offset(location, loc, array_index); + + if (*loc >= shProg->Uniforms->NumUniforms) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", + caller, location); + return false; + } + + return true; +} + +/** + * Called via glGetUniform[fiui]v() to get the current value of a uniform. + */ +extern "C" void +_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, + GLsizei bufSize, GLenum returnType, GLvoid *paramsOut) +{ + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv"); + struct gl_program *prog; + GLint paramPos; + unsigned loc, offset; + + if (!validate_uniform_parameters(ctx, shProg, location, 1, + &loc, &offset, "glGetUniform", true)) + return; + + if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) { + _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; + } + + if (ctx->Const.NativeIntegers) { + storage_type = base_uniform_type(p->DataType); + } else { + storage_type = GL_FLOAT; + } + + k = 0; + for (i = 0; i < rows; i++) { + for (j = 0; j < cols; j++ ) { + void *out = (char *)paramsOut + 4 * k; + + switch (returnType) { + case GL_FLOAT: + switch (storage_type) { + case GL_FLOAT: + *(float *)out = values[i][j].f; + break; + case GL_INT: + case GL_BOOL: /* boolean is just an integer 1 or 0. */ + *(float *)out = values[i][j].i; + break; + case GL_UNSIGNED_INT: + *(float *)out = values[i][j].u; + break; + } + break; + + case GL_INT: + case GL_UNSIGNED_INT: + switch (storage_type) { + case GL_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 + * page 267 it says: + * + * "Unless otherwise specified, when floating + * point state is returned as integer values or + * integer state is returned as floating-point + * values it is converted in the fashion + * described in section 6.1.2" + * + * That section, on page 248, says: + * + * "If GetIntegerv or GetInteger64v are called, + * a floating-point value is rounded to the + * nearest integer..." + */ + *(int *)out = IROUND(values[i][j].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; + break; + break; + } + break; + } + + k++; + } + } + } +} + +/** + * Check if the type given by userType is allowed to set a uniform of the + * target type. Generally, equivalence is required, but setting Boolean + * uniforms can be done with glUniformiv or glUniformfv. + */ +static GLboolean +compatible_types(GLenum userType, GLenum targetType) +{ + if (userType == targetType) + return GL_TRUE; + + if (targetType == GL_BOOL && (userType == GL_FLOAT || + userType == GL_UNSIGNED_INT || + userType == GL_INT)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || + userType == GL_UNSIGNED_INT_VEC2 || + userType == GL_INT_VEC2)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || + userType == GL_UNSIGNED_INT_VEC3 || + userType == GL_INT_VEC3)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || + userType == GL_UNSIGNED_INT_VEC4 || + userType == GL_INT_VEC4)) + return GL_TRUE; + + if (is_sampler_type(targetType) && userType == GL_INT) + return GL_TRUE; + + return GL_FALSE; +} + +/** + * Set the value of a program's uniform variable. + * \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 incoming datatype of 'values' + * \param count the number of uniforms to set + * \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(struct gl_context *ctx, struct gl_program *program, + GLint index, GLint offset, + GLenum type, GLsizei count, GLint elems, + const void *values) +{ + const struct gl_program_parameter *param = + &program->Parameters->Parameters[index]; + + assert(offset >= 0); + assert(elems >= 1); + assert(elems <= 4); + + if (!compatible_types(type, param->DataType)) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); + return; + } + + if (index + offset > (GLint) program->Parameters->Size) { + /* out of bounds! */ + return; + } + + if (param->Type == PROGRAM_SAMPLER) { + /* This controls which texture unit which is used by a sampler */ + GLboolean changed = GL_FALSE; + GLint i; + + /* this should have been caught by the compatible_types() check */ + ASSERT(type == GL_INT); + + /* loop over number of samplers to change */ + for (i = 0; i < count; i++) { + GLuint sampler = (GLuint) + program->Parameters->ParameterValues[index+offset + i][0].f; + GLuint texUnit = ((GLuint *) values)[i]; + + /* check that the sampler (tex unit index) is legal */ + if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glUniform1(invalid sampler/tex unit index for '%s')", + param->Name); + return; + } + + /* This maps a sampler to a texture unit: */ + if (sampler < MAX_SAMPLERS) { +#if 0 + printf("Set program %p sampler %d '%s' to unit %u\n", + program, sampler, param->Name, texUnit); +#endif + if (program->SamplerUnits[sampler] != texUnit) { + program->SamplerUnits[sampler] = texUnit; + changed = GL_TRUE; + } + } + } + + if (changed) { + /* When a sampler's value changes it usually requires rewriting + * a GPU program's TEX instructions since there may not be a + * sampler->texture lookup table. We signal this with the + * ProgramStringNotify() callback. + */ + FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); + _mesa_update_shader_textures_used(program); + /* Do we need to care about the return value here? + * This should not be the first time the driver was notified of + * this program. + */ + (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program); + } + } + else { + /* ordinary uniform variable */ + const GLboolean isUniformBool = is_boolean_type(param->DataType); + const GLenum basicType = base_uniform_type(type); + const GLint slots = (param->Size + 3) / 4; + const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); + GLsizei k, i; + + if ((GLint) param->Size > typeSize) { + /* an array */ + /* we'll ignore extra data below */ + } + else { + /* non-array: count must be at most one; count == 0 is handled + * by the loop below + */ + if (count > 1) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniform(uniform '%s' is not an array)", + param->Name); + return; + } + } + + /* loop over number of array elements */ + for (k = 0; k < count; k++) { + gl_constant_value *uniformVal; + + if (offset + k >= slots) { + /* Extra array data is ignored */ + break; + } + + /* uniformVal (the destination) is always gl_constant_value[4] */ + uniformVal = program->Parameters->ParameterValues[index + offset + k]; + + if (basicType == GL_INT) { + const GLint *iValues = ((const GLint *) values) + k * elems; + for (i = 0; i < elems; i++) { + if (!ctx->Const.NativeIntegers) + uniformVal[i].f = (GLfloat) iValues[i]; + else + uniformVal[i].i = iValues[i]; + } + } + else if (basicType == GL_UNSIGNED_INT) { + const GLuint *iValues = ((const GLuint *) values) + k * elems; + for (i = 0; i < elems; i++) { + if (!ctx->Const.NativeIntegers) + uniformVal[i].f = (GLfloat)(GLuint) iValues[i]; + else + uniformVal[i].u = iValues[i]; + } + } + else { + const GLfloat *fValues = ((const GLfloat *) values) + k * elems; + assert(basicType == GL_FLOAT); + for (i = 0; i < elems; i++) { + uniformVal[i].f = fValues[i]; + } + } + + /* if the uniform is bool-valued, convert to 1 or 0 */ + if (isUniformBool) { + for (i = 0; i < elems; i++) { + if (basicType == GL_FLOAT) + uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0; + else + uniformVal[i].b = uniformVal[i].u ? 1 : 0; + + if (ctx->Const.NativeIntegers) + uniformVal[i].u = + uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0; + else + uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f; + } + } + } + } +} + +/** + * Called via glUniform*() functions. + */ +extern "C" void +_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; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!validate_uniform_parameters(ctx, shProg, location, count, + &loc, &offset, "glUniform", false)) + return; + + elems = _mesa_sizeof_glsl_type(type); + + FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + + uniform = &shProg->Uniforms->Uniforms[loc]; + + 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]); + } + } + 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: + */ + 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 (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); + } + } + + 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); + } + } + + uniform->Initialized = GL_TRUE; +} + +/** + * Set a matrix-valued program parameter. + */ +static void +set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program, + GLuint index, GLuint offset, + GLuint count, GLuint rows, GLuint cols, + GLboolean transpose, const GLfloat *values) +{ + GLuint mat, row, col; + GLuint src = 0; + const struct gl_program_parameter *param = + &program->Parameters->Parameters[index]; + const GLuint slots = (param->Size + 3) / 4; + const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); + GLint nr, nc; + + /* check that the number of rows, columns is correct */ + get_matrix_dims(param->DataType, &nr, &nc); + if (rows != nr || cols != nc) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniformMatrix(matrix size mismatch)"); + return; + } + + if ((GLint) param->Size <= typeSize) { + /* non-array: count must be at most one; count == 0 is handled + * by the loop below + */ + if (count > 1) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniformMatrix(uniform is not an array)"); + return; + } + } + + /* + * Note: the _columns_ of a matrix are stored in program registers, not + * the rows. So, the loops below look a little funny. + * XXX could optimize this a bit... + */ + + /* loop over matrices */ + for (mat = 0; mat < count; mat++) { + + /* each matrix: */ + for (col = 0; col < cols; col++) { + GLfloat *v; + if (offset >= slots) { + /* Ignore writes beyond the end of (the used part of) an array */ + return; + } + v = (GLfloat *) program->Parameters->ParameterValues[index + offset]; + for (row = 0; row < rows; row++) { + if (transpose) { + v[row] = values[src + row * cols + col]; + } + else { + v[row] = values[src + col * rows + row]; + } + } + + offset++; + } + + src += rows * cols; /* next matrix */ + } +} + +/** + * Called by glUniformMatrix*() functions. + * Note: cols=2, rows=4 ==> array[2] of vec4 + */ +extern "C" void +_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, + GLint cols, GLint rows, + GLint location, GLsizei count, + GLboolean transpose, const GLfloat *values) +{ + struct gl_uniform *uniform; + unsigned loc, offset; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!validate_uniform_parameters(ctx, shProg, location, count, + &loc, &offset, "glUniformMatrix", false)) + return; + + if (values == NULL) { + _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); + return; + } + + FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + + uniform = &shProg->Uniforms->Uniforms[loc]; + + 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 (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); + } + } + + 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); + } + } + + uniform->Initialized = GL_TRUE; +} + +/** + * Called via glGetUniformLocation(). + * + * The return value will encode two values, the uniform location and an + * offset (used for arrays, structs). + */ +extern "C" GLint +_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. + */ + + /* 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((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; + } + } + } + + free(newName); + } + } + + if (location < 0) { + location = _mesa_lookup_uniform(shProg->Uniforms, name); + } + + if (location < 0) { + return -1; + } + + return _mesa_uniform_merge_location_offset(location, offset); +} diff --git a/src/mesa/main/uniforms.c b/src/mesa/main/uniforms.c index b68d63d7853..49771336f79 100644 --- a/src/mesa/main/uniforms.c +++ b/src/mesa/main/uniforms.c @@ -35,552 +35,12 @@ * 2. Insert FLUSH_VERTICES calls in various places */ -#include #include "main/glheader.h" #include "main/context.h" #include "main/dispatch.h" -#include "main/image.h" -#include "main/mfeatures.h" -#include "main/mtypes.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" -#include "program/prog_parameter.h" -#include "program/prog_statevars.h" -#include "program/prog_uniform.h" -#include "program/prog_instruction.h" - - -static GLenum -base_uniform_type(GLenum type) -{ - switch (type) { - case GL_BOOL: - case GL_BOOL_VEC2: - case GL_BOOL_VEC3: - case GL_BOOL_VEC4: - return GL_BOOL; - case GL_FLOAT: - case GL_FLOAT_VEC2: - case GL_FLOAT_VEC3: - case GL_FLOAT_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: - return GL_FLOAT; - case GL_UNSIGNED_INT: - case GL_UNSIGNED_INT_VEC2: - case GL_UNSIGNED_INT_VEC3: - case GL_UNSIGNED_INT_VEC4: - return GL_UNSIGNED_INT; - case GL_INT: - case GL_INT_VEC2: - case GL_INT_VEC3: - case GL_INT_VEC4: - return GL_INT; - default: - _mesa_problem(NULL, "Invalid type in base_uniform_type()"); - return GL_FLOAT; - } -} - - -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_sampler_type(GLenum type) -{ - switch (type) { - case GL_SAMPLER_1D: - case GL_INT_SAMPLER_1D: - case GL_UNSIGNED_INT_SAMPLER_1D: - case GL_SAMPLER_2D: - case GL_INT_SAMPLER_2D: - case GL_UNSIGNED_INT_SAMPLER_2D: - case GL_SAMPLER_3D: - case GL_INT_SAMPLER_3D: - case GL_UNSIGNED_INT_SAMPLER_3D: - case GL_SAMPLER_CUBE: - case GL_INT_SAMPLER_CUBE: - case GL_UNSIGNED_INT_SAMPLER_CUBE: - case GL_SAMPLER_1D_SHADOW: - case GL_SAMPLER_2D_SHADOW: - case GL_SAMPLER_CUBE_SHADOW: - case GL_SAMPLER_2D_RECT_ARB: - case GL_INT_SAMPLER_2D_RECT: - case GL_UNSIGNED_INT_SAMPLER_2D_RECT: - case GL_SAMPLER_2D_RECT_SHADOW_ARB: - case GL_SAMPLER_1D_ARRAY_EXT: - case GL_INT_SAMPLER_1D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: - case GL_SAMPLER_2D_ARRAY_EXT: - case GL_INT_SAMPLER_2D_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: - case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: - case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: - case GL_SAMPLER_CUBE_MAP_ARRAY: - case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: - case GL_SAMPLER_BUFFER: - case GL_INT_SAMPLER_BUFFER: - case GL_UNSIGNED_INT_SAMPLER_BUFFER: - case GL_SAMPLER_2D_MULTISAMPLE: - case GL_INT_SAMPLER_2D_MULTISAMPLE: - case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: - case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: - case GL_SAMPLER_EXTERNAL_OES: - return GL_TRUE; - default: - return GL_FALSE; - } -} - - -/** - * Given a uniform index, return the vertex/geometry/fragment program - * that has that parameter, plus the position of the parameter in the - * parameter/constant buffer. - * \param shProg the shader program - * \param index the uniform index in [0, NumUniforms-1] - * \param progOut returns containing program - * \param posOut returns position of the uniform in the param/const buffer - * \return GL_TRUE for success, GL_FALSE for invalid index - */ -static GLboolean -find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index, - struct gl_program **progOut, GLint *posOut) -{ - struct gl_program *prog = NULL; - GLint pos; - - if (!shProg->Uniforms || - index < 0 || - index >= (GLint) shProg->Uniforms->NumUniforms) { - return GL_FALSE; - } - - pos = shProg->Uniforms->Uniforms[index].VertPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program; - } - else { - pos = shProg->Uniforms->Uniforms[index].FragPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; - } - else { - pos = shProg->Uniforms->Uniforms[index].GeomPos; - if (pos >= 0) { - prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program; - } - } - } - - if (!prog || pos < 0) - return GL_FALSE; /* should really never happen */ - - *progOut = prog; - *posOut = pos; - - return GL_TRUE; -} - - -/** - * Return pointer to a gl_program_parameter which corresponds to a uniform. - * \param shProg the shader program - * \param index the uniform index in [0, NumUniforms-1] - * \return gl_program_parameter point or NULL if index is invalid - */ -const struct gl_program_parameter * -get_uniform_parameter(struct gl_shader_program *shProg, GLint index) -{ - struct gl_program *prog; - GLint progPos; - - if (find_uniform_parameter_pos(shProg, index, &prog, &progPos)) - return &prog->Parameters->Parameters[progPos]; - else - return NULL; -} - - -static unsigned -get_vector_elements(GLenum type) -{ - switch (type) { - case GL_FLOAT: - case GL_INT: - case GL_BOOL: - case GL_UNSIGNED_INT: - default: /* Catch all the various sampler types. */ - return 1; - - case GL_FLOAT_VEC2: - case GL_INT_VEC2: - case GL_BOOL_VEC2: - case GL_UNSIGNED_INT_VEC2: - return 2; - - case GL_FLOAT_VEC3: - case GL_INT_VEC3: - case GL_BOOL_VEC3: - case GL_UNSIGNED_INT_VEC3: - return 3; - - case GL_FLOAT_VEC4: - case GL_INT_VEC4: - case GL_BOOL_VEC4: - case GL_UNSIGNED_INT_VEC4: - return 4; - } -} - -static void -get_matrix_dims(GLenum type, GLint *rows, GLint *cols) -{ - switch (type) { - case GL_FLOAT_MAT2: - *rows = *cols = 2; - break; - case GL_FLOAT_MAT2x3: - *rows = 3; - *cols = 2; - break; - case GL_FLOAT_MAT2x4: - *rows = 4; - *cols = 2; - break; - case GL_FLOAT_MAT3: - *rows = 3; - *cols = 3; - break; - case GL_FLOAT_MAT3x2: - *rows = 2; - *cols = 3; - break; - case GL_FLOAT_MAT3x4: - *rows = 4; - *cols = 3; - break; - case GL_FLOAT_MAT4: - *rows = 4; - *cols = 4; - break; - case GL_FLOAT_MAT4x2: - *rows = 2; - *cols = 4; - break; - case GL_FLOAT_MAT4x3: - *rows = 3; - *cols = 4; - break; - default: - *rows = *cols = 0; - } -} - - -/** - * Determine the number of rows and columns occupied by a uniform - * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4), - * the number of rows = 1 and cols = number of elements in the vector. - */ -static void -get_uniform_rows_cols(const struct gl_program_parameter *p, - GLint *rows, GLint *cols) -{ - get_matrix_dims(p->DataType, rows, cols); - if (*rows == 0 && *cols == 0) { - /* not a matrix type, probably a float or vector */ - *rows = 1; - *cols = get_vector_elements(p->DataType); - } -} - -static bool -validate_uniform_parameters(struct gl_context *ctx, - struct gl_shader_program *shProg, - GLint location, GLsizei count, - unsigned *loc, - unsigned *array_index, - const char *caller, - bool negative_one_is_not_valid) -{ - if (!shProg || !shProg->LinkStatus) { - _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller); - return false; - } - - if (location == -1) { - /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1 - * spec says: - * - * "The error INVALID_OPERATION is generated if program has not been - * linked successfully, or if location is not a valid location for - * program." - * - * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec - * says: - * - * "If the value of location is -1, the Uniform* commands will - * silently ignore the data passed in, and the current uniform - * values will not be changed." - * - * Allowing -1 for the location parameter of glUniform allows - * applications to avoid error paths in the case that, for example, some - * uniform variable is removed by the compiler / linker after - * optimization. In this case, the new value of the uniform is dropped - * on the floor. For the case of glGetUniform, there is nothing - * sensible to do for a location of -1. - * - * The negative_one_is_not_valid flag selects between the two behaviors. - */ - if (negative_one_is_not_valid) { - _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", - caller, location); - } - - return false; - } - - /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec: - * - * "If a negative number is provided where an argument of type sizei or - * sizeiptr is specified, the error INVALID_VALUE is generated." - */ - if (count < 0) { - _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller); - return false; - } - - /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says: - * - * "If any of the following conditions occur, an INVALID_OPERATION - * error is generated by the Uniform* commands, and no uniform values - * are changed: - * - * ... - * - * - if no variable with a location of location exists in the - * program object currently in use and location is not -1, - */ - if (location < -1) { - _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", - caller, location); - return false; - } - - _mesa_uniform_split_location_offset(location, loc, array_index); - - if (*loc >= shProg->Uniforms->NumUniforms) { - _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", - caller, location); - return false; - } - - return true; -} - -/** - * Called via glGetUniform[fiui]v() to get the current value of a uniform. - */ -void -_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, - GLsizei bufSize, GLenum returnType, GLvoid *paramsOut) -{ - struct gl_shader_program *shProg = - _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv"); - struct gl_program *prog; - GLint paramPos; - unsigned loc, offset; - - if (!validate_uniform_parameters(ctx, shProg, location, 1, - &loc, &offset, "glGetUniform", true)) - return; - - if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) { - _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; - } - - if (ctx->Const.NativeIntegers) { - storage_type = base_uniform_type(p->DataType); - } else { - storage_type = GL_FLOAT; - } - - k = 0; - for (i = 0; i < rows; i++) { - for (j = 0; j < cols; j++ ) { - void *out = (char *)paramsOut + 4 * k; - - switch (returnType) { - case GL_FLOAT: - switch (storage_type) { - case GL_FLOAT: - *(float *)out = values[i][j].f; - break; - case GL_INT: - case GL_BOOL: /* boolean is just an integer 1 or 0. */ - *(float *)out = values[i][j].i; - break; - case GL_UNSIGNED_INT: - *(float *)out = values[i][j].u; - break; - } - break; - - case GL_INT: - case GL_UNSIGNED_INT: - switch (storage_type) { - case GL_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 - * page 267 it says: - * - * "Unless otherwise specified, when floating - * point state is returned as integer values or - * integer state is returned as floating-point - * values it is converted in the fashion - * described in section 6.1.2" - * - * That section, on page 248, says: - * - * "If GetIntegerv or GetInteger64v are called, - * a floating-point value is rounded to the - * nearest integer..." - */ - *(int *)out = IROUND(values[i][j].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; - break; - break; - } - break; - } - - k++; - } - } - } -} - - -/** - * Called via glGetUniformLocation(). - * - * The return value will encode two values, the uniform location and an - * offset (used for arrays, structs). - */ -GLint -_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. - */ - - /* 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 = 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; - } - } - } - - free(newName); - } - } - - if (location < 0) { - location = _mesa_lookup_uniform(shProg->Uniforms, name); - } - - if (location < 0) { - return -1; - } - - return _mesa_uniform_merge_location_offset(location, offset); -} - - /** * Update the vertex/fragment program's TexturesUsed array. @@ -615,433 +75,6 @@ _mesa_update_shader_textures_used(struct gl_program *prog) } } - -/** - * Check if the type given by userType is allowed to set a uniform of the - * target type. Generally, equivalence is required, but setting Boolean - * uniforms can be done with glUniformiv or glUniformfv. - */ -static GLboolean -compatible_types(GLenum userType, GLenum targetType) -{ - if (userType == targetType) - return GL_TRUE; - - if (targetType == GL_BOOL && (userType == GL_FLOAT || - userType == GL_UNSIGNED_INT || - userType == GL_INT)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || - userType == GL_UNSIGNED_INT_VEC2 || - userType == GL_INT_VEC2)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || - userType == GL_UNSIGNED_INT_VEC3 || - userType == GL_INT_VEC3)) - return GL_TRUE; - - if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || - userType == GL_UNSIGNED_INT_VEC4 || - userType == GL_INT_VEC4)) - return GL_TRUE; - - if (is_sampler_type(targetType) && userType == GL_INT) - return GL_TRUE; - - return GL_FALSE; -} - - -/** - * Set the value of a program's uniform variable. - * \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 incoming datatype of 'values' - * \param count the number of uniforms to set - * \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(struct gl_context *ctx, struct gl_program *program, - GLint index, GLint offset, - GLenum type, GLsizei count, GLint elems, - const void *values) -{ - const struct gl_program_parameter *param = - &program->Parameters->Parameters[index]; - - assert(offset >= 0); - assert(elems >= 1); - assert(elems <= 4); - - if (!compatible_types(type, param->DataType)) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); - return; - } - - if (index + offset > (GLint) program->Parameters->Size) { - /* out of bounds! */ - return; - } - - if (param->Type == PROGRAM_SAMPLER) { - /* This controls which texture unit which is used by a sampler */ - GLboolean changed = GL_FALSE; - GLint i; - - /* this should have been caught by the compatible_types() check */ - ASSERT(type == GL_INT); - - /* loop over number of samplers to change */ - for (i = 0; i < count; i++) { - GLuint sampler = (GLuint) - program->Parameters->ParameterValues[index+offset + i][0].f; - GLuint texUnit = ((GLuint *) values)[i]; - - /* check that the sampler (tex unit index) is legal */ - if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) { - _mesa_error(ctx, GL_INVALID_VALUE, - "glUniform1(invalid sampler/tex unit index for '%s')", - param->Name); - return; - } - - /* This maps a sampler to a texture unit: */ - if (sampler < MAX_SAMPLERS) { -#if 0 - printf("Set program %p sampler %d '%s' to unit %u\n", - program, sampler, param->Name, texUnit); -#endif - if (program->SamplerUnits[sampler] != texUnit) { - program->SamplerUnits[sampler] = texUnit; - changed = GL_TRUE; - } - } - } - - if (changed) { - /* When a sampler's value changes it usually requires rewriting - * a GPU program's TEX instructions since there may not be a - * sampler->texture lookup table. We signal this with the - * ProgramStringNotify() callback. - */ - FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); - _mesa_update_shader_textures_used(program); - /* Do we need to care about the return value here? - * This should not be the first time the driver was notified of - * this program. - */ - (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program); - } - } - else { - /* ordinary uniform variable */ - const GLboolean isUniformBool = is_boolean_type(param->DataType); - const GLenum basicType = base_uniform_type(type); - const GLint slots = (param->Size + 3) / 4; - const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - GLsizei k, i; - - if ((GLint) param->Size > typeSize) { - /* an array */ - /* we'll ignore extra data below */ - } - else { - /* non-array: count must be at most one; count == 0 is handled - * by the loop below - */ - if (count > 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniform(uniform '%s' is not an array)", - param->Name); - return; - } - } - - /* loop over number of array elements */ - for (k = 0; k < count; k++) { - gl_constant_value *uniformVal; - - if (offset + k >= slots) { - /* Extra array data is ignored */ - break; - } - - /* uniformVal (the destination) is always gl_constant_value[4] */ - uniformVal = program->Parameters->ParameterValues[index + offset + k]; - - if (basicType == GL_INT) { - const GLint *iValues = ((const GLint *) values) + k * elems; - for (i = 0; i < elems; i++) { - if (!ctx->Const.NativeIntegers) - uniformVal[i].f = (GLfloat) iValues[i]; - else - uniformVal[i].i = iValues[i]; - } - } - else if (basicType == GL_UNSIGNED_INT) { - const GLuint *iValues = ((const GLuint *) values) + k * elems; - for (i = 0; i < elems; i++) { - if (!ctx->Const.NativeIntegers) - uniformVal[i].f = (GLfloat)(GLuint) iValues[i]; - else - uniformVal[i].u = iValues[i]; - } - } - else { - const GLfloat *fValues = ((const GLfloat *) values) + k * elems; - assert(basicType == GL_FLOAT); - for (i = 0; i < elems; i++) { - uniformVal[i].f = fValues[i]; - } - } - - /* if the uniform is bool-valued, convert to 1 or 0 */ - if (isUniformBool) { - for (i = 0; i < elems; i++) { - if (basicType == GL_FLOAT) - uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0; - else - uniformVal[i].b = uniformVal[i].u ? 1 : 0; - - if (ctx->Const.NativeIntegers) - uniformVal[i].u = - uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0; - else - uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f; - } - } - } - } -} - - -/** - * Called via glUniform*() functions. - */ -void -_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; - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (!validate_uniform_parameters(ctx, shProg, location, count, - &loc, &offset, "glUniform", false)) - return; - - elems = _mesa_sizeof_glsl_type(type); - - FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); - - uniform = &shProg->Uniforms->Uniforms[loc]; - - 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]); - } - } - 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: - */ - 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 (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); - } - } - - 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); - } - } - - uniform->Initialized = GL_TRUE; -} - - -/** - * Set a matrix-valued program parameter. - */ -static void -set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program, - GLuint index, GLuint offset, - GLuint count, GLuint rows, GLuint cols, - GLboolean transpose, const GLfloat *values) -{ - GLuint mat, row, col; - GLuint src = 0; - const struct gl_program_parameter *param = - &program->Parameters->Parameters[index]; - const GLuint slots = (param->Size + 3) / 4; - const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); - GLint nr, nc; - - /* check that the number of rows, columns is correct */ - get_matrix_dims(param->DataType, &nr, &nc); - if (rows != nr || cols != nc) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(matrix size mismatch)"); - return; - } - - if ((GLint) param->Size <= typeSize) { - /* non-array: count must be at most one; count == 0 is handled - * by the loop below - */ - if (count > 1) { - _mesa_error(ctx, GL_INVALID_OPERATION, - "glUniformMatrix(uniform is not an array)"); - return; - } - } - - /* - * Note: the _columns_ of a matrix are stored in program registers, not - * the rows. So, the loops below look a little funny. - * XXX could optimize this a bit... - */ - - /* loop over matrices */ - for (mat = 0; mat < count; mat++) { - - /* each matrix: */ - for (col = 0; col < cols; col++) { - GLfloat *v; - if (offset >= slots) { - /* Ignore writes beyond the end of (the used part of) an array */ - return; - } - v = (GLfloat *) program->Parameters->ParameterValues[index + offset]; - for (row = 0; row < rows; row++) { - if (transpose) { - v[row] = values[src + row * cols + col]; - } - else { - v[row] = values[src + col * rows + row]; - } - } - - offset++; - } - - src += rows * cols; /* next matrix */ - } -} - - -/** - * Called by glUniformMatrix*() functions. - * Note: cols=2, rows=4 ==> array[2] of vec4 - */ -void -_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, - GLint cols, GLint rows, - GLint location, GLsizei count, - GLboolean transpose, const GLfloat *values) -{ - struct gl_uniform *uniform; - unsigned loc, offset; - - ASSERT_OUTSIDE_BEGIN_END(ctx); - - if (!validate_uniform_parameters(ctx, shProg, location, count, - &loc, &offset, "glUniformMatrix", false)) - return; - - if (values == NULL) { - _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); - return; - } - - FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); - - uniform = &shProg->Uniforms->Uniforms[loc]; - - 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 (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); - } - } - - 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); - } - } - - uniform->Initialized = GL_TRUE; -} - - void GLAPIENTRY _mesa_Uniform1fARB(GLint location, GLfloat v0) { -- 2.30.2