util: import sha1 implementation from OpenBSD
[mesa.git] / src / mesa / main / shaderapi.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
21 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
22 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
23 * OTHER DEALINGS IN THE SOFTWARE.
24 */
25
26 /**
27 * \file shaderapi.c
28 * \author Brian Paul
29 *
30 * Implementation of GLSL-related API functions.
31 * The glUniform* functions are in uniforms.c
32 *
33 *
34 * XXX things to do:
35 * 1. Check that the right error code is generated for all _mesa_error() calls.
36 * 2. Insert FLUSH_VERTICES calls in various places
37 */
38
39
40 #include <stdbool.h>
41 #include "main/glheader.h"
42 #include "main/context.h"
43 #include "main/dispatch.h"
44 #include "main/enums.h"
45 #include "main/hash.h"
46 #include "main/mtypes.h"
47 #include "main/pipelineobj.h"
48 #include "main/shaderapi.h"
49 #include "main/shaderobj.h"
50 #include "main/transformfeedback.h"
51 #include "main/uniforms.h"
52 #include "compiler/glsl/glsl_parser_extras.h"
53 #include "compiler/glsl/ir.h"
54 #include "compiler/glsl/ir_uniform.h"
55 #include "compiler/glsl/program.h"
56 #include "program/program.h"
57 #include "program/prog_print.h"
58 #include "program/prog_parameter.h"
59 #include "util/ralloc.h"
60 #include "util/hash_table.h"
61 #include "util/mesa-sha1.h"
62 #include "util/crc32.h"
63
64 /**
65 * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
66 */
67 GLbitfield
68 _mesa_get_shader_flags(void)
69 {
70 GLbitfield flags = 0x0;
71 const char *env = getenv("MESA_GLSL");
72
73 if (env) {
74 if (strstr(env, "dump_on_error"))
75 flags |= GLSL_DUMP_ON_ERROR;
76 else if (strstr(env, "dump"))
77 flags |= GLSL_DUMP;
78 if (strstr(env, "log"))
79 flags |= GLSL_LOG;
80 if (strstr(env, "nopvert"))
81 flags |= GLSL_NOP_VERT;
82 if (strstr(env, "nopfrag"))
83 flags |= GLSL_NOP_FRAG;
84 if (strstr(env, "nopt"))
85 flags |= GLSL_NO_OPT;
86 else if (strstr(env, "opt"))
87 flags |= GLSL_OPT;
88 if (strstr(env, "uniform"))
89 flags |= GLSL_UNIFORMS;
90 if (strstr(env, "useprog"))
91 flags |= GLSL_USE_PROG;
92 if (strstr(env, "errors"))
93 flags |= GLSL_REPORT_ERRORS;
94 }
95
96 return flags;
97 }
98
99 /**
100 * Memoized version of getenv("MESA_SHADER_CAPTURE_PATH").
101 */
102 const char *
103 _mesa_get_shader_capture_path(void)
104 {
105 static bool read_env_var = false;
106 static const char *path = NULL;
107
108 if (!read_env_var) {
109 path = getenv("MESA_SHADER_CAPTURE_PATH");
110 read_env_var = true;
111 }
112
113 return path;
114 }
115
116 /**
117 * Initialize context's shader state.
118 */
119 void
120 _mesa_init_shader_state(struct gl_context *ctx)
121 {
122 /* Device drivers may override these to control what kind of instructions
123 * are generated by the GLSL compiler.
124 */
125 struct gl_shader_compiler_options options;
126 gl_shader_stage sh;
127 int i;
128
129 memset(&options, 0, sizeof(options));
130 options.MaxUnrollIterations = 32;
131 options.MaxIfDepth = UINT_MAX;
132
133 for (sh = 0; sh < MESA_SHADER_STAGES; ++sh)
134 memcpy(&ctx->Const.ShaderCompilerOptions[sh], &options, sizeof(options));
135
136 ctx->Shader.Flags = _mesa_get_shader_flags();
137
138 if (ctx->Shader.Flags != 0)
139 ctx->Const.GenerateTemporaryNames = true;
140
141 /* Extended for ARB_separate_shader_objects */
142 ctx->Shader.RefCount = 1;
143 mtx_init(&ctx->Shader.Mutex, mtx_plain);
144
145 ctx->TessCtrlProgram.patch_vertices = 3;
146 for (i = 0; i < 4; ++i)
147 ctx->TessCtrlProgram.patch_default_outer_level[i] = 1.0;
148 for (i = 0; i < 2; ++i)
149 ctx->TessCtrlProgram.patch_default_inner_level[i] = 1.0;
150 }
151
152
153 /**
154 * Free the per-context shader-related state.
155 */
156 void
157 _mesa_free_shader_state(struct gl_context *ctx)
158 {
159 int i;
160 for (i = 0; i < MESA_SHADER_STAGES; i++) {
161 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram[i],
162 NULL);
163 }
164 _mesa_reference_program(ctx, &ctx->Shader._CurrentFragmentProgram, NULL);
165 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
166
167 /* Extended for ARB_separate_shader_objects */
168 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, NULL);
169
170 assert(ctx->Shader.RefCount == 1);
171 mtx_destroy(&ctx->Shader.Mutex);
172 }
173
174
175 /**
176 * Copy string from <src> to <dst>, up to maxLength characters, returning
177 * length of <dst> in <length>.
178 * \param src the strings source
179 * \param maxLength max chars to copy
180 * \param length returns number of chars copied
181 * \param dst the string destination
182 */
183 void
184 _mesa_copy_string(GLchar *dst, GLsizei maxLength,
185 GLsizei *length, const GLchar *src)
186 {
187 GLsizei len;
188 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
189 dst[len] = src[len];
190 if (maxLength > 0)
191 dst[len] = 0;
192 if (length)
193 *length = len;
194 }
195
196
197
198 /**
199 * Confirm that the a shader type is valid and supported by the implementation
200 *
201 * \param ctx Current GL context
202 * \param type Shader target
203 *
204 */
205 bool
206 _mesa_validate_shader_target(const struct gl_context *ctx, GLenum type)
207 {
208 /* Note: when building built-in GLSL functions, this function may be
209 * invoked with ctx == NULL. In that case, we can only validate that it's
210 * a shader target we recognize, not that it's supported in the current
211 * context. But that's fine--we don't need any further validation than
212 * that when building built-in GLSL functions.
213 */
214
215 switch (type) {
216 case GL_FRAGMENT_SHADER:
217 return ctx == NULL || ctx->Extensions.ARB_fragment_shader;
218 case GL_VERTEX_SHADER:
219 return ctx == NULL || ctx->Extensions.ARB_vertex_shader;
220 case GL_GEOMETRY_SHADER_ARB:
221 return ctx == NULL || _mesa_has_geometry_shaders(ctx);
222 case GL_TESS_CONTROL_SHADER:
223 case GL_TESS_EVALUATION_SHADER:
224 return ctx == NULL || _mesa_has_tessellation(ctx);
225 case GL_COMPUTE_SHADER:
226 return ctx == NULL || _mesa_has_compute_shaders(ctx);
227 default:
228 return false;
229 }
230 }
231
232
233 static GLboolean
234 is_program(struct gl_context *ctx, GLuint name)
235 {
236 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
237 return shProg ? GL_TRUE : GL_FALSE;
238 }
239
240
241 static GLboolean
242 is_shader(struct gl_context *ctx, GLuint name)
243 {
244 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
245 return shader ? GL_TRUE : GL_FALSE;
246 }
247
248
249 /**
250 * Attach shader to a shader program.
251 */
252 static void
253 attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
254 {
255 struct gl_shader_program *shProg;
256 struct gl_shader *sh;
257 GLuint i, n;
258
259 const bool same_type_disallowed = _mesa_is_gles(ctx);
260
261 shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
262 if (!shProg)
263 return;
264
265 sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
266 if (!sh) {
267 return;
268 }
269
270 n = shProg->NumShaders;
271 for (i = 0; i < n; i++) {
272 if (shProg->Shaders[i] == sh) {
273 /* The shader is already attched to this program. The
274 * GL_ARB_shader_objects spec says:
275 *
276 * "The error INVALID_OPERATION is generated by AttachObjectARB
277 * if <obj> is already attached to <containerObj>."
278 */
279 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
280 return;
281 } else if (same_type_disallowed &&
282 shProg->Shaders[i]->Stage == sh->Stage) {
283 /* Shader with the same type is already attached to this program,
284 * OpenGL ES 2.0 and 3.0 specs say:
285 *
286 * "Multiple shader objects of the same type may not be attached
287 * to a single program object. [...] The error INVALID_OPERATION
288 * is generated if [...] another shader object of the same type
289 * as shader is already attached to program."
290 */
291 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
292 return;
293 }
294 }
295
296 /* grow list */
297 shProg->Shaders = realloc(shProg->Shaders,
298 (n + 1) * sizeof(struct gl_shader *));
299 if (!shProg->Shaders) {
300 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
301 return;
302 }
303
304 /* append */
305 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
306 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
307 shProg->NumShaders++;
308 }
309
310
311 static GLuint
312 create_shader(struct gl_context *ctx, GLenum type)
313 {
314 struct gl_shader *sh;
315 GLuint name;
316
317 if (!_mesa_validate_shader_target(ctx, type)) {
318 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(%s)",
319 _mesa_enum_to_string(type));
320 return 0;
321 }
322
323 _mesa_HashLockMutex(ctx->Shared->ShaderObjects);
324 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
325 sh = _mesa_new_shader(name, _mesa_shader_enum_to_shader_stage(type));
326 sh->Type = type;
327 _mesa_HashInsertLocked(ctx->Shared->ShaderObjects, name, sh);
328 _mesa_HashUnlockMutex(ctx->Shared->ShaderObjects);
329
330 return name;
331 }
332
333
334 static GLuint
335 create_shader_program(struct gl_context *ctx)
336 {
337 GLuint name;
338 struct gl_shader_program *shProg;
339
340 _mesa_HashLockMutex(ctx->Shared->ShaderObjects);
341
342 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
343
344 shProg = _mesa_new_shader_program(name);
345
346 _mesa_HashInsertLocked(ctx->Shared->ShaderObjects, name, shProg);
347
348 assert(shProg->RefCount == 1);
349
350 _mesa_HashUnlockMutex(ctx->Shared->ShaderObjects);
351
352 return name;
353 }
354
355
356 /**
357 * Delete a shader program. Actually, just decrement the program's
358 * reference count and mark it as DeletePending.
359 * Used to implement glDeleteProgram() and glDeleteObjectARB().
360 */
361 static void
362 delete_shader_program(struct gl_context *ctx, GLuint name)
363 {
364 /*
365 * NOTE: deleting shaders/programs works a bit differently than
366 * texture objects (and buffer objects, etc). Shader/program
367 * handles/IDs exist in the hash table until the object is really
368 * deleted (refcount==0). With texture objects, the handle/ID is
369 * removed from the hash table in glDeleteTextures() while the tex
370 * object itself might linger until its refcount goes to zero.
371 */
372 struct gl_shader_program *shProg;
373
374 shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
375 if (!shProg)
376 return;
377
378 if (!shProg->DeletePending) {
379 shProg->DeletePending = GL_TRUE;
380
381 /* effectively, decr shProg's refcount */
382 _mesa_reference_shader_program(ctx, &shProg, NULL);
383 }
384 }
385
386
387 static void
388 delete_shader(struct gl_context *ctx, GLuint shader)
389 {
390 struct gl_shader *sh;
391
392 sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
393 if (!sh)
394 return;
395
396 if (!sh->DeletePending) {
397 sh->DeletePending = GL_TRUE;
398
399 /* effectively, decr sh's refcount */
400 _mesa_reference_shader(ctx, &sh, NULL);
401 }
402 }
403
404
405 static void
406 detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
407 {
408 struct gl_shader_program *shProg;
409 GLuint n;
410 GLuint i, j;
411
412 shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
413 if (!shProg)
414 return;
415
416 n = shProg->NumShaders;
417
418 for (i = 0; i < n; i++) {
419 if (shProg->Shaders[i]->Name == shader) {
420 /* found it */
421 struct gl_shader **newList;
422
423 /* release */
424 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
425
426 /* alloc new, smaller array */
427 newList = malloc((n - 1) * sizeof(struct gl_shader *));
428 if (!newList) {
429 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
430 return;
431 }
432 /* Copy old list entries to new list, skipping removed entry at [i] */
433 for (j = 0; j < i; j++) {
434 newList[j] = shProg->Shaders[j];
435 }
436 while (++i < n) {
437 newList[j++] = shProg->Shaders[i];
438 }
439
440 /* Free old list and install new one */
441 free(shProg->Shaders);
442 shProg->Shaders = newList;
443 shProg->NumShaders = n - 1;
444
445 #ifdef DEBUG
446 /* sanity check - make sure the new list's entries are sensible */
447 for (j = 0; j < shProg->NumShaders; j++) {
448 assert(shProg->Shaders[j]->Stage == MESA_SHADER_VERTEX ||
449 shProg->Shaders[j]->Stage == MESA_SHADER_TESS_CTRL ||
450 shProg->Shaders[j]->Stage == MESA_SHADER_TESS_EVAL ||
451 shProg->Shaders[j]->Stage == MESA_SHADER_GEOMETRY ||
452 shProg->Shaders[j]->Stage == MESA_SHADER_FRAGMENT);
453 assert(shProg->Shaders[j]->RefCount > 0);
454 }
455 #endif
456
457 return;
458 }
459 }
460
461 /* not found */
462 {
463 GLenum err;
464 if (is_shader(ctx, shader) || is_program(ctx, shader))
465 err = GL_INVALID_OPERATION;
466 else
467 err = GL_INVALID_VALUE;
468 _mesa_error(ctx, err, "glDetachShader(shader)");
469 return;
470 }
471 }
472
473
474 /**
475 * Return list of shaders attached to shader program.
476 */
477 static void
478 get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
479 GLsizei *count, GLuint *obj)
480 {
481 struct gl_shader_program *shProg;
482
483 if (maxCount < 0) {
484 _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders(maxCount < 0)");
485 return;
486 }
487
488 shProg =
489 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
490
491 if (shProg) {
492 GLuint i;
493 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
494 obj[i] = shProg->Shaders[i]->Name;
495 }
496 if (count)
497 *count = i;
498 }
499 }
500
501
502 /**
503 * glGetHandleARB() - return ID/name of currently bound shader program.
504 */
505 static GLuint
506 get_handle(struct gl_context *ctx, GLenum pname)
507 {
508 if (pname == GL_PROGRAM_OBJECT_ARB) {
509 if (ctx->_Shader->ActiveProgram)
510 return ctx->_Shader->ActiveProgram->Name;
511 else
512 return 0;
513 }
514 else {
515 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
516 return 0;
517 }
518 }
519
520
521 /**
522 * Check if a geometry shader query is valid at this time. If not, report an
523 * error and return false.
524 *
525 * From GL 3.2 section 6.1.16 (Shader and Program Queries):
526 *
527 * "If GEOMETRY_VERTICES_OUT, GEOMETRY_INPUT_TYPE, or GEOMETRY_OUTPUT_TYPE
528 * are queried for a program which has not been linked successfully, or
529 * which does not contain objects to form a geometry shader, then an
530 * INVALID_OPERATION error is generated."
531 */
532 static bool
533 check_gs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
534 {
535 if (shProg->data->LinkStatus &&
536 shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
537 return true;
538 }
539
540 _mesa_error(ctx, GL_INVALID_OPERATION,
541 "glGetProgramv(linked geometry shader required)");
542 return false;
543 }
544
545
546 /**
547 * Check if a tessellation control shader query is valid at this time.
548 * If not, report an error and return false.
549 *
550 * From GL 4.0 section 6.1.12 (Shader and Program Queries):
551 *
552 * "If TESS_CONTROL_OUTPUT_VERTICES is queried for a program which has
553 * not been linked successfully, or which does not contain objects to
554 * form a tessellation control shader, then an INVALID_OPERATION error is
555 * generated."
556 */
557 static bool
558 check_tcs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
559 {
560 if (shProg->data->LinkStatus &&
561 shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL] != NULL) {
562 return true;
563 }
564
565 _mesa_error(ctx, GL_INVALID_OPERATION,
566 "glGetProgramv(linked tessellation control shader required)");
567 return false;
568 }
569
570
571 /**
572 * Check if a tessellation evaluation shader query is valid at this time.
573 * If not, report an error and return false.
574 *
575 * From GL 4.0 section 6.1.12 (Shader and Program Queries):
576 *
577 * "If any of the pname values in this paragraph are queried for a program
578 * which has not been linked successfully, or which does not contain
579 * objects to form a tessellation evaluation shader, then an
580 * INVALID_OPERATION error is generated."
581 *
582 */
583 static bool
584 check_tes_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
585 {
586 if (shProg->data->LinkStatus &&
587 shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL] != NULL) {
588 return true;
589 }
590
591 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramv(linked tessellation "
592 "evaluation shader required)");
593 return false;
594 }
595
596
597 /**
598 * glGetProgramiv() - get shader program state.
599 * Note that this is for GLSL shader programs, not ARB vertex/fragment
600 * programs (see glGetProgramivARB).
601 */
602 static void
603 get_programiv(struct gl_context *ctx, GLuint program, GLenum pname,
604 GLint *params)
605 {
606 struct gl_shader_program *shProg
607 = _mesa_lookup_shader_program_err(ctx, program, "glGetProgramiv(program)");
608
609 /* Is transform feedback available in this context?
610 */
611 const bool has_xfb =
612 (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_transform_feedback)
613 || ctx->API == API_OPENGL_CORE
614 || _mesa_is_gles3(ctx);
615
616 /* True if geometry shaders (of the form that was adopted into GLSL 1.50
617 * and GL 3.2) are available in this context
618 */
619 const bool has_core_gs = _mesa_has_geometry_shaders(ctx);
620 const bool has_tess = _mesa_has_tessellation(ctx);
621
622 /* Are uniform buffer objects available in this context?
623 */
624 const bool has_ubo =
625 (ctx->API == API_OPENGL_COMPAT &&
626 ctx->Extensions.ARB_uniform_buffer_object)
627 || ctx->API == API_OPENGL_CORE
628 || _mesa_is_gles3(ctx);
629
630 if (!shProg) {
631 return;
632 }
633
634 switch (pname) {
635 case GL_DELETE_STATUS:
636 *params = shProg->DeletePending;
637 return;
638 case GL_LINK_STATUS:
639 *params = shProg->data->LinkStatus;
640 return;
641 case GL_VALIDATE_STATUS:
642 *params = shProg->data->Validated;
643 return;
644 case GL_INFO_LOG_LENGTH:
645 *params = (shProg->data->InfoLog && shProg->data->InfoLog[0] != '\0') ?
646 strlen(shProg->data->InfoLog) + 1 : 0;
647 return;
648 case GL_ATTACHED_SHADERS:
649 *params = shProg->NumShaders;
650 return;
651 case GL_ACTIVE_ATTRIBUTES:
652 *params = _mesa_count_active_attribs(shProg);
653 return;
654 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
655 *params = _mesa_longest_attribute_name_length(shProg);
656 return;
657 case GL_ACTIVE_UNIFORMS: {
658 unsigned i;
659 const unsigned num_uniforms =
660 shProg->data->NumUniformStorage - shProg->data->NumHiddenUniforms;
661 for (*params = 0, i = 0; i < num_uniforms; i++) {
662 if (!shProg->data->UniformStorage[i].is_shader_storage)
663 (*params)++;
664 }
665 return;
666 }
667 case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
668 unsigned i;
669 GLint max_len = 0;
670 const unsigned num_uniforms =
671 shProg->data->NumUniformStorage - shProg->data->NumHiddenUniforms;
672
673 for (i = 0; i < num_uniforms; i++) {
674 if (shProg->data->UniformStorage[i].is_shader_storage)
675 continue;
676
677 /* Add one for the terminating NUL character for a non-array, and
678 * 4 for the "[0]" and the NUL for an array.
679 */
680 const GLint len = strlen(shProg->data->UniformStorage[i].name) + 1 +
681 ((shProg->data->UniformStorage[i].array_elements != 0) ? 3 : 0);
682
683 if (len > max_len)
684 max_len = len;
685 }
686
687 *params = max_len;
688 return;
689 }
690 case GL_TRANSFORM_FEEDBACK_VARYINGS:
691 if (!has_xfb)
692 break;
693 *params = shProg->TransformFeedback.NumVarying;
694 return;
695 case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: {
696 unsigned i;
697 GLint max_len = 0;
698 if (!has_xfb)
699 break;
700
701 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
702 /* Add one for the terminating NUL character.
703 */
704 const GLint len =
705 strlen(shProg->TransformFeedback.VaryingNames[i]) + 1;
706
707 if (len > max_len)
708 max_len = len;
709 }
710
711 *params = max_len;
712 return;
713 }
714 case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
715 if (!has_xfb)
716 break;
717 *params = shProg->TransformFeedback.BufferMode;
718 return;
719 case GL_GEOMETRY_VERTICES_OUT:
720 if (!has_core_gs)
721 break;
722 if (check_gs_query(ctx, shProg)) {
723 *params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
724 info.Geom.VerticesOut;
725 }
726 return;
727 case GL_GEOMETRY_SHADER_INVOCATIONS:
728 if (!has_core_gs || !ctx->Extensions.ARB_gpu_shader5)
729 break;
730 if (check_gs_query(ctx, shProg)) {
731 *params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
732 info.Geom.Invocations;
733 }
734 return;
735 case GL_GEOMETRY_INPUT_TYPE:
736 if (!has_core_gs)
737 break;
738 if (check_gs_query(ctx, shProg)) {
739 *params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
740 info.Geom.InputType;
741 }
742 return;
743 case GL_GEOMETRY_OUTPUT_TYPE:
744 if (!has_core_gs)
745 break;
746 if (check_gs_query(ctx, shProg)) {
747 *params = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->
748 info.Geom.OutputType;
749 }
750 return;
751 case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: {
752 unsigned i;
753 GLint max_len = 0;
754
755 if (!has_ubo)
756 break;
757
758 for (i = 0; i < shProg->data->NumUniformBlocks; i++) {
759 /* Add one for the terminating NUL character.
760 */
761 const GLint len = strlen(shProg->data->UniformBlocks[i].Name) + 1;
762
763 if (len > max_len)
764 max_len = len;
765 }
766
767 *params = max_len;
768 return;
769 }
770 case GL_ACTIVE_UNIFORM_BLOCKS:
771 if (!has_ubo)
772 break;
773
774 *params = shProg->data->NumUniformBlocks;
775 return;
776 case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
777 /* This enum isn't part of the OES extension for OpenGL ES 2.0. It is
778 * only available with desktop OpenGL 3.0+ with the
779 * GL_ARB_get_program_binary extension or OpenGL ES 3.0.
780 *
781 * On desktop, we ignore the 3.0+ requirement because it is silly.
782 */
783 if (!_mesa_is_desktop_gl(ctx) && !_mesa_is_gles3(ctx))
784 break;
785
786 *params = shProg->BinaryRetreivableHint;
787 return;
788 case GL_PROGRAM_BINARY_LENGTH:
789 *params = 0;
790 return;
791 case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS:
792 if (!ctx->Extensions.ARB_shader_atomic_counters)
793 break;
794
795 *params = shProg->data->NumAtomicBuffers;
796 return;
797 case GL_COMPUTE_WORK_GROUP_SIZE: {
798 int i;
799 if (!_mesa_has_compute_shaders(ctx))
800 break;
801 if (!shProg->data->LinkStatus) {
802 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramiv(program not "
803 "linked)");
804 return;
805 }
806 if (shProg->_LinkedShaders[MESA_SHADER_COMPUTE] == NULL) {
807 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramiv(no compute "
808 "shaders)");
809 return;
810 }
811 for (i = 0; i < 3; i++)
812 params[i] = shProg->Comp.LocalSize[i];
813 return;
814 }
815 case GL_PROGRAM_SEPARABLE:
816 /* If the program has not been linked, return initial value 0. */
817 *params = (shProg->data->LinkStatus == GL_FALSE) ? 0 : shProg->SeparateShader;
818 return;
819
820 /* ARB_tessellation_shader */
821 case GL_TESS_CONTROL_OUTPUT_VERTICES:
822 if (!has_tess)
823 break;
824 if (check_tcs_query(ctx, shProg)) {
825 *params = shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->
826 info.TessCtrl.VerticesOut;
827 }
828 return;
829 case GL_TESS_GEN_MODE:
830 if (!has_tess)
831 break;
832 if (check_tes_query(ctx, shProg)) {
833 *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
834 info.TessEval.PrimitiveMode;
835 }
836 return;
837 case GL_TESS_GEN_SPACING:
838 if (!has_tess)
839 break;
840 if (check_tes_query(ctx, shProg)) {
841 const struct gl_linked_shader *tes =
842 shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL];
843 switch (tes->info.TessEval.Spacing) {
844 case TESS_SPACING_EQUAL:
845 *params = GL_EQUAL;
846 break;
847 case TESS_SPACING_FRACTIONAL_ODD:
848 *params = GL_FRACTIONAL_ODD;
849 break;
850 case TESS_SPACING_FRACTIONAL_EVEN:
851 *params = GL_FRACTIONAL_EVEN;
852 break;
853 case TESS_SPACING_UNSPECIFIED:
854 *params = 0;
855 break;
856 }
857 }
858 return;
859 case GL_TESS_GEN_VERTEX_ORDER:
860 if (!has_tess)
861 break;
862 if (check_tes_query(ctx, shProg)) {
863 *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
864 info.TessEval.VertexOrder;
865 }
866 return;
867 case GL_TESS_GEN_POINT_MODE:
868 if (!has_tess)
869 break;
870 if (check_tes_query(ctx, shProg)) {
871 *params = shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->
872 info.TessEval.PointMode;
873 }
874 return;
875 default:
876 break;
877 }
878
879 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname=%s)",
880 _mesa_enum_to_string(pname));
881 }
882
883
884 /**
885 * glGetShaderiv() - get GLSL shader state
886 */
887 static void
888 get_shaderiv(struct gl_context *ctx, GLuint name, GLenum pname, GLint *params)
889 {
890 struct gl_shader *shader =
891 _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
892
893 if (!shader) {
894 return;
895 }
896
897 switch (pname) {
898 case GL_SHADER_TYPE:
899 *params = shader->Type;
900 break;
901 case GL_DELETE_STATUS:
902 *params = shader->DeletePending;
903 break;
904 case GL_COMPILE_STATUS:
905 *params = shader->CompileStatus;
906 break;
907 case GL_INFO_LOG_LENGTH:
908 *params = (shader->InfoLog && shader->InfoLog[0] != '\0') ?
909 strlen(shader->InfoLog) + 1 : 0;
910 break;
911 case GL_SHADER_SOURCE_LENGTH:
912 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
913 break;
914 default:
915 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
916 return;
917 }
918 }
919
920
921 static void
922 get_program_info_log(struct gl_context *ctx, GLuint program, GLsizei bufSize,
923 GLsizei *length, GLchar *infoLog)
924 {
925 struct gl_shader_program *shProg;
926
927 /* Section 2.5 GL Errors (page 18) of the OpenGL ES 3.0.4 spec and
928 * section 2.3.1 (Errors) of the OpenGL 4.5 spec say:
929 *
930 * "If a negative number is provided where an argument of type sizei or
931 * sizeiptr is specified, an INVALID_VALUE error is generated."
932 */
933 if (bufSize < 0) {
934 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(bufSize < 0)");
935 return;
936 }
937
938 shProg = _mesa_lookup_shader_program_err(ctx, program,
939 "glGetProgramInfoLog(program)");
940 if (!shProg) {
941 return;
942 }
943
944 _mesa_copy_string(infoLog, bufSize, length, shProg->data->InfoLog);
945 }
946
947
948 static void
949 get_shader_info_log(struct gl_context *ctx, GLuint shader, GLsizei bufSize,
950 GLsizei *length, GLchar *infoLog)
951 {
952 struct gl_shader *sh;
953
954 /* Section 2.5 GL Errors (page 18) of the OpenGL ES 3.0.4 spec and
955 * section 2.3.1 (Errors) of the OpenGL 4.5 spec say:
956 *
957 * "If a negative number is provided where an argument of type sizei or
958 * sizeiptr is specified, an INVALID_VALUE error is generated."
959 */
960 if (bufSize < 0) {
961 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(bufSize < 0)");
962 return;
963 }
964
965 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderInfoLog(shader)");
966 if (!sh) {
967 return;
968 }
969
970 _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
971 }
972
973
974 /**
975 * Return shader source code.
976 */
977 static void
978 get_shader_source(struct gl_context *ctx, GLuint shader, GLsizei maxLength,
979 GLsizei *length, GLchar *sourceOut)
980 {
981 struct gl_shader *sh;
982
983 if (maxLength < 0) {
984 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(bufSize < 0)");
985 return;
986 }
987
988 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
989 if (!sh) {
990 return;
991 }
992 _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
993 }
994
995
996 /**
997 * Set/replace shader source code. A helper function used by
998 * glShaderSource[ARB].
999 */
1000 static void
1001 shader_source(struct gl_shader *sh, const GLchar *source)
1002 {
1003 assert(sh);
1004
1005 /* free old shader source string and install new one */
1006 free((void *)sh->Source);
1007 sh->Source = source;
1008 #ifdef DEBUG
1009 sh->SourceChecksum = util_hash_crc32(sh->Source, strlen(sh->Source));
1010 #endif
1011 }
1012
1013
1014 /**
1015 * Compile a shader.
1016 */
1017 void
1018 _mesa_compile_shader(struct gl_context *ctx, struct gl_shader *sh)
1019 {
1020 if (!sh)
1021 return;
1022
1023 if (!sh->Source) {
1024 /* If the user called glCompileShader without first calling
1025 * glShaderSource, we should fail to compile, but not raise a GL_ERROR.
1026 */
1027 sh->CompileStatus = GL_FALSE;
1028 } else {
1029 if (ctx->_Shader->Flags & GLSL_DUMP) {
1030 _mesa_log("GLSL source for %s shader %d:\n",
1031 _mesa_shader_stage_to_string(sh->Stage), sh->Name);
1032 _mesa_log("%s\n", sh->Source);
1033 }
1034
1035 /* this call will set the shader->CompileStatus field to indicate if
1036 * compilation was successful.
1037 */
1038 _mesa_glsl_compile_shader(ctx, sh, false, false);
1039
1040 if (ctx->_Shader->Flags & GLSL_LOG) {
1041 _mesa_write_shader_to_file(sh);
1042 }
1043
1044 if (ctx->_Shader->Flags & GLSL_DUMP) {
1045 if (sh->CompileStatus) {
1046 if (sh->ir) {
1047 _mesa_log("GLSL IR for shader %d:\n", sh->Name);
1048 _mesa_print_ir(_mesa_get_log_file(), sh->ir, NULL);
1049 } else {
1050 _mesa_log("No GLSL IR for shader %d (shader may be from "
1051 "cache)\n", sh->Name);
1052 }
1053 _mesa_log("\n\n");
1054 } else {
1055 _mesa_log("GLSL shader %d failed to compile.\n", sh->Name);
1056 }
1057 if (sh->InfoLog && sh->InfoLog[0] != 0) {
1058 _mesa_log("GLSL shader %d info log:\n", sh->Name);
1059 _mesa_log("%s\n", sh->InfoLog);
1060 }
1061 }
1062 }
1063
1064 if (!sh->CompileStatus) {
1065 if (ctx->_Shader->Flags & GLSL_DUMP_ON_ERROR) {
1066 _mesa_log("GLSL source for %s shader %d:\n",
1067 _mesa_shader_stage_to_string(sh->Stage), sh->Name);
1068 _mesa_log("%s\n", sh->Source);
1069 _mesa_log("Info Log:\n%s\n", sh->InfoLog);
1070 }
1071
1072 if (ctx->_Shader->Flags & GLSL_REPORT_ERRORS) {
1073 _mesa_debug(ctx, "Error compiling shader %u:\n%s\n",
1074 sh->Name, sh->InfoLog);
1075 }
1076 }
1077 }
1078
1079
1080 /**
1081 * Link a program's shaders.
1082 */
1083 void
1084 _mesa_link_program(struct gl_context *ctx, struct gl_shader_program *shProg)
1085 {
1086 if (!shProg)
1087 return;
1088
1089 /* From the ARB_transform_feedback2 specification:
1090 * "The error INVALID_OPERATION is generated by LinkProgram if <program> is
1091 * the name of a program being used by one or more transform feedback
1092 * objects, even if the objects are not currently bound or are paused."
1093 */
1094 if (_mesa_transform_feedback_is_using_program(ctx, shProg)) {
1095 _mesa_error(ctx, GL_INVALID_OPERATION,
1096 "glLinkProgram(transform feedback is using the program)");
1097 return;
1098 }
1099
1100 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1101
1102 _mesa_glsl_link_shader(ctx, shProg);
1103
1104 /* Capture .shader_test files. */
1105 const char *capture_path = _mesa_get_shader_capture_path();
1106 if (shProg->Name != 0 && shProg->Name != ~0 && capture_path != NULL) {
1107 FILE *file;
1108 char *filename = ralloc_asprintf(NULL, "%s/%u.shader_test",
1109 capture_path, shProg->Name);
1110 file = fopen(filename, "w");
1111 if (file) {
1112 fprintf(file, "[require]\nGLSL%s >= %u.%02u\n",
1113 shProg->IsES ? " ES" : "",
1114 shProg->data->Version / 100, shProg->data->Version % 100);
1115 if (shProg->SeparateShader)
1116 fprintf(file, "GL_ARB_separate_shader_objects\nSSO ENABLED\n");
1117 fprintf(file, "\n");
1118
1119 for (unsigned i = 0; i < shProg->NumShaders; i++) {
1120 fprintf(file, "[%s shader]\n%s\n",
1121 _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
1122 shProg->Shaders[i]->Source);
1123 }
1124 fclose(file);
1125 } else {
1126 _mesa_warning(ctx, "Failed to open %s", filename);
1127 }
1128
1129 ralloc_free(filename);
1130 }
1131
1132 if (shProg->data->LinkStatus == GL_FALSE &&
1133 (ctx->_Shader->Flags & GLSL_REPORT_ERRORS)) {
1134 _mesa_debug(ctx, "Error linking program %u:\n%s\n",
1135 shProg->Name, shProg->data->InfoLog);
1136 }
1137
1138 /* debug code */
1139 if (0) {
1140 GLuint i;
1141
1142 printf("Link %u shaders in program %u: %s\n",
1143 shProg->NumShaders, shProg->Name,
1144 shProg->data->LinkStatus ? "Success" : "Failed");
1145
1146 for (i = 0; i < shProg->NumShaders; i++) {
1147 printf(" shader %u, stage %u\n",
1148 shProg->Shaders[i]->Name,
1149 shProg->Shaders[i]->Stage);
1150 }
1151 }
1152 }
1153
1154
1155 /**
1156 * Print basic shader info (for debug).
1157 */
1158 static void
1159 print_shader_info(const struct gl_shader_program *shProg)
1160 {
1161 GLuint i;
1162
1163 printf("Mesa: glUseProgram(%u)\n", shProg->Name);
1164 for (i = 0; i < shProg->NumShaders; i++) {
1165 #ifdef DEBUG
1166 printf(" %s shader %u, checksum %u\n",
1167 _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
1168 shProg->Shaders[i]->Name,
1169 shProg->Shaders[i]->SourceChecksum);
1170 #else
1171 printf(" %s shader %u\n",
1172 _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
1173 shProg->Shaders[i]->Name);
1174 #endif
1175 }
1176 if (shProg->_LinkedShaders[MESA_SHADER_VERTEX])
1177 printf(" vert prog %u\n",
1178 shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program->Id);
1179 if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT])
1180 printf(" frag prog %u\n",
1181 shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program->Id);
1182 if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY])
1183 printf(" geom prog %u\n",
1184 shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->Id);
1185 if (shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL])
1186 printf(" tesc prog %u\n",
1187 shProg->_LinkedShaders[MESA_SHADER_TESS_CTRL]->Program->Id);
1188 if (shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL])
1189 printf(" tese prog %u\n",
1190 shProg->_LinkedShaders[MESA_SHADER_TESS_EVAL]->Program->Id);
1191 }
1192
1193
1194 /**
1195 * Use the named shader program for subsequent glUniform calls
1196 */
1197 void
1198 _mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
1199 const char *caller)
1200 {
1201 if ((shProg != NULL) && !shProg->data->LinkStatus) {
1202 _mesa_error(ctx, GL_INVALID_OPERATION,
1203 "%s(program %u not linked)", caller, shProg->Name);
1204 return;
1205 }
1206
1207 if (ctx->Shader.ActiveProgram != shProg) {
1208 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
1209 }
1210 }
1211
1212
1213 static void
1214 use_shader_program(struct gl_context *ctx, gl_shader_stage stage,
1215 struct gl_shader_program *shProg,
1216 struct gl_pipeline_object *shTarget)
1217 {
1218 struct gl_shader_program **target;
1219
1220 target = &shTarget->CurrentProgram[stage];
1221 if ((shProg != NULL) && (shProg->_LinkedShaders[stage] == NULL))
1222 shProg = NULL;
1223
1224 if (shProg)
1225 _mesa_shader_program_init_subroutine_defaults(ctx, shProg);
1226
1227 if (*target != shProg) {
1228 /* Program is current, flush it */
1229 if (shTarget == ctx->_Shader) {
1230 FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
1231 }
1232
1233 /* If the shader is also bound as the current rendering shader, unbind
1234 * it from that binding point as well. This ensures that the correct
1235 * semantics of glDeleteProgram are maintained.
1236 */
1237 switch (stage) {
1238 case MESA_SHADER_VERTEX:
1239 case MESA_SHADER_TESS_CTRL:
1240 case MESA_SHADER_TESS_EVAL:
1241 case MESA_SHADER_GEOMETRY:
1242 case MESA_SHADER_COMPUTE:
1243 /* Empty for now. */
1244 break;
1245 case MESA_SHADER_FRAGMENT:
1246 if (*target != NULL &&
1247 ((*target)->_LinkedShaders[MESA_SHADER_FRAGMENT] &&
1248 (*target)->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program ==
1249 ctx->_Shader->_CurrentFragmentProgram)) {
1250 _mesa_reference_program(ctx,
1251 &ctx->_Shader->_CurrentFragmentProgram,
1252 NULL);
1253 }
1254 break;
1255 }
1256
1257 _mesa_reference_shader_program(ctx, target, shProg);
1258 return;
1259 }
1260 }
1261
1262
1263 /**
1264 * Use the named shader program for subsequent rendering.
1265 */
1266 void
1267 _mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
1268 {
1269 int i;
1270 for (i = 0; i < MESA_SHADER_STAGES; i++)
1271 use_shader_program(ctx, i, shProg, &ctx->Shader);
1272 _mesa_active_program(ctx, shProg, "glUseProgram");
1273 }
1274
1275
1276 /**
1277 * Do validation of the given shader program.
1278 * \param errMsg returns error message if validation fails.
1279 * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
1280 */
1281 static GLboolean
1282 validate_shader_program(const struct gl_shader_program *shProg,
1283 char *errMsg)
1284 {
1285 if (!shProg->data->LinkStatus) {
1286 return GL_FALSE;
1287 }
1288
1289 /* From the GL spec, a program is invalid if any of these are true:
1290
1291 any two active samplers in the current program object are of
1292 different types, but refer to the same texture image unit,
1293
1294 any active sampler in the current program object refers to a texture
1295 image unit where fixed-function fragment processing accesses a
1296 texture target that does not match the sampler type, or
1297
1298 the sum of the number of active samplers in the program and the
1299 number of texture image units enabled for fixed-function fragment
1300 processing exceeds the combined limit on the total number of texture
1301 image units allowed.
1302 */
1303
1304 /*
1305 * Check: any two active samplers in the current program object are of
1306 * different types, but refer to the same texture image unit,
1307 */
1308 if (!_mesa_sampler_uniforms_are_valid(shProg, errMsg, 100))
1309 return GL_FALSE;
1310
1311 return GL_TRUE;
1312 }
1313
1314
1315 /**
1316 * Called via glValidateProgram()
1317 */
1318 static void
1319 validate_program(struct gl_context *ctx, GLuint program)
1320 {
1321 struct gl_shader_program *shProg;
1322 char errMsg[100] = "";
1323
1324 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
1325 if (!shProg) {
1326 return;
1327 }
1328
1329 shProg->data->Validated = validate_shader_program(shProg, errMsg);
1330 if (!shProg->data->Validated) {
1331 /* update info log */
1332 if (shProg->data->InfoLog) {
1333 ralloc_free(shProg->data->InfoLog);
1334 }
1335 shProg->data->InfoLog = ralloc_strdup(shProg->data, errMsg);
1336 }
1337 }
1338
1339
1340
1341 void GLAPIENTRY
1342 _mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
1343 {
1344 GET_CURRENT_CONTEXT(ctx);
1345 attach_shader(ctx, program, shader);
1346 }
1347
1348
1349 void GLAPIENTRY
1350 _mesa_AttachShader(GLuint program, GLuint shader)
1351 {
1352 GET_CURRENT_CONTEXT(ctx);
1353 attach_shader(ctx, program, shader);
1354 }
1355
1356
1357 void GLAPIENTRY
1358 _mesa_CompileShader(GLuint shaderObj)
1359 {
1360 GET_CURRENT_CONTEXT(ctx);
1361 if (MESA_VERBOSE & VERBOSE_API)
1362 _mesa_debug(ctx, "glCompileShader %u\n", shaderObj);
1363 _mesa_compile_shader(ctx, _mesa_lookup_shader_err(ctx, shaderObj,
1364 "glCompileShader"));
1365 }
1366
1367
1368 GLuint GLAPIENTRY
1369 _mesa_CreateShader(GLenum type)
1370 {
1371 GET_CURRENT_CONTEXT(ctx);
1372 if (MESA_VERBOSE & VERBOSE_API)
1373 _mesa_debug(ctx, "glCreateShader %s\n", _mesa_enum_to_string(type));
1374 return create_shader(ctx, type);
1375 }
1376
1377
1378 GLhandleARB GLAPIENTRY
1379 _mesa_CreateShaderObjectARB(GLenum type)
1380 {
1381 GET_CURRENT_CONTEXT(ctx);
1382 return create_shader(ctx, type);
1383 }
1384
1385
1386 GLuint GLAPIENTRY
1387 _mesa_CreateProgram(void)
1388 {
1389 GET_CURRENT_CONTEXT(ctx);
1390 if (MESA_VERBOSE & VERBOSE_API)
1391 _mesa_debug(ctx, "glCreateProgram\n");
1392 return create_shader_program(ctx);
1393 }
1394
1395
1396 GLhandleARB GLAPIENTRY
1397 _mesa_CreateProgramObjectARB(void)
1398 {
1399 GET_CURRENT_CONTEXT(ctx);
1400 return create_shader_program(ctx);
1401 }
1402
1403
1404 void GLAPIENTRY
1405 _mesa_DeleteObjectARB(GLhandleARB obj)
1406 {
1407 if (MESA_VERBOSE & VERBOSE_API) {
1408 GET_CURRENT_CONTEXT(ctx);
1409 _mesa_debug(ctx, "glDeleteObjectARB(%lu)\n", (unsigned long)obj);
1410 }
1411
1412 if (obj) {
1413 GET_CURRENT_CONTEXT(ctx);
1414 FLUSH_VERTICES(ctx, 0);
1415 if (is_program(ctx, obj)) {
1416 delete_shader_program(ctx, obj);
1417 }
1418 else if (is_shader(ctx, obj)) {
1419 delete_shader(ctx, obj);
1420 }
1421 else {
1422 /* error? */
1423 }
1424 }
1425 }
1426
1427
1428 void GLAPIENTRY
1429 _mesa_DeleteProgram(GLuint name)
1430 {
1431 if (name) {
1432 GET_CURRENT_CONTEXT(ctx);
1433 FLUSH_VERTICES(ctx, 0);
1434 delete_shader_program(ctx, name);
1435 }
1436 }
1437
1438
1439 void GLAPIENTRY
1440 _mesa_DeleteShader(GLuint name)
1441 {
1442 if (name) {
1443 GET_CURRENT_CONTEXT(ctx);
1444 FLUSH_VERTICES(ctx, 0);
1445 delete_shader(ctx, name);
1446 }
1447 }
1448
1449
1450 void GLAPIENTRY
1451 _mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
1452 {
1453 GET_CURRENT_CONTEXT(ctx);
1454 detach_shader(ctx, program, shader);
1455 }
1456
1457
1458 void GLAPIENTRY
1459 _mesa_DetachShader(GLuint program, GLuint shader)
1460 {
1461 GET_CURRENT_CONTEXT(ctx);
1462 detach_shader(ctx, program, shader);
1463 }
1464
1465
1466 void GLAPIENTRY
1467 _mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
1468 GLsizei * count, GLhandleARB * obj)
1469 {
1470 GET_CURRENT_CONTEXT(ctx);
1471 get_attached_shaders(ctx, container, maxCount, count, obj);
1472 }
1473
1474
1475 void GLAPIENTRY
1476 _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
1477 GLsizei *count, GLuint *obj)
1478 {
1479 GET_CURRENT_CONTEXT(ctx);
1480 get_attached_shaders(ctx, program, maxCount, count, obj);
1481 }
1482
1483
1484 void GLAPIENTRY
1485 _mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
1486 GLcharARB * infoLog)
1487 {
1488 GET_CURRENT_CONTEXT(ctx);
1489 if (is_program(ctx, object)) {
1490 get_program_info_log(ctx, object, maxLength, length, infoLog);
1491 }
1492 else if (is_shader(ctx, object)) {
1493 get_shader_info_log(ctx, object, maxLength, length, infoLog);
1494 }
1495 else {
1496 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
1497 }
1498 }
1499
1500
1501 void GLAPIENTRY
1502 _mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
1503 {
1504 GET_CURRENT_CONTEXT(ctx);
1505 /* Implement in terms of GetProgramiv, GetShaderiv */
1506 if (is_program(ctx, object)) {
1507 if (pname == GL_OBJECT_TYPE_ARB) {
1508 *params = GL_PROGRAM_OBJECT_ARB;
1509 }
1510 else {
1511 get_programiv(ctx, object, pname, params);
1512 }
1513 }
1514 else if (is_shader(ctx, object)) {
1515 if (pname == GL_OBJECT_TYPE_ARB) {
1516 *params = GL_SHADER_OBJECT_ARB;
1517 }
1518 else {
1519 get_shaderiv(ctx, object, pname, params);
1520 }
1521 }
1522 else {
1523 _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
1524 }
1525 }
1526
1527
1528 void GLAPIENTRY
1529 _mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
1530 GLfloat *params)
1531 {
1532 GLint iparams[1] = {0}; /* XXX is one element enough? */
1533 _mesa_GetObjectParameterivARB(object, pname, iparams);
1534 params[0] = (GLfloat) iparams[0];
1535 }
1536
1537
1538 void GLAPIENTRY
1539 _mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
1540 {
1541 GET_CURRENT_CONTEXT(ctx);
1542 get_programiv(ctx, program, pname, params);
1543 }
1544
1545
1546 void GLAPIENTRY
1547 _mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
1548 {
1549 GET_CURRENT_CONTEXT(ctx);
1550 get_shaderiv(ctx, shader, pname, params);
1551 }
1552
1553
1554 void GLAPIENTRY
1555 _mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
1556 GLsizei *length, GLchar *infoLog)
1557 {
1558 GET_CURRENT_CONTEXT(ctx);
1559 get_program_info_log(ctx, program, bufSize, length, infoLog);
1560 }
1561
1562
1563 void GLAPIENTRY
1564 _mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
1565 GLsizei *length, GLchar *infoLog)
1566 {
1567 GET_CURRENT_CONTEXT(ctx);
1568 get_shader_info_log(ctx, shader, bufSize, length, infoLog);
1569 }
1570
1571
1572 void GLAPIENTRY
1573 _mesa_GetShaderSource(GLuint shader, GLsizei maxLength,
1574 GLsizei *length, GLchar *sourceOut)
1575 {
1576 GET_CURRENT_CONTEXT(ctx);
1577 get_shader_source(ctx, shader, maxLength, length, sourceOut);
1578 }
1579
1580
1581 GLhandleARB GLAPIENTRY
1582 _mesa_GetHandleARB(GLenum pname)
1583 {
1584 GET_CURRENT_CONTEXT(ctx);
1585 return get_handle(ctx, pname);
1586 }
1587
1588
1589 GLboolean GLAPIENTRY
1590 _mesa_IsProgram(GLuint name)
1591 {
1592 GET_CURRENT_CONTEXT(ctx);
1593 return is_program(ctx, name);
1594 }
1595
1596
1597 GLboolean GLAPIENTRY
1598 _mesa_IsShader(GLuint name)
1599 {
1600 GET_CURRENT_CONTEXT(ctx);
1601 return is_shader(ctx, name);
1602 }
1603
1604
1605 void GLAPIENTRY
1606 _mesa_LinkProgram(GLuint programObj)
1607 {
1608 GET_CURRENT_CONTEXT(ctx);
1609 if (MESA_VERBOSE & VERBOSE_API)
1610 _mesa_debug(ctx, "glLinkProgram %u\n", programObj);
1611 _mesa_link_program(ctx, _mesa_lookup_shader_program_err(ctx, programObj,
1612 "glLinkProgram"));
1613 }
1614
1615 /**
1616 * Generate a SHA-1 hash value string for given source string.
1617 */
1618 static void
1619 generate_sha1(const char *source, char sha_str[64])
1620 {
1621 unsigned char sha[20];
1622 _mesa_sha1_compute(source, strlen(source), sha);
1623 _mesa_sha1_format(sha_str, sha);
1624 }
1625
1626 /**
1627 * Construct a full path for shader replacement functionality using
1628 * following format:
1629 *
1630 * <path>/<stage prefix>_<CHECKSUM>.glsl
1631 */
1632 static char *
1633 construct_name(const gl_shader_stage stage, const char *source,
1634 const char *path)
1635 {
1636 char sha[64];
1637 static const char *types[] = {
1638 "VS", "TC", "TE", "GS", "FS", "CS",
1639 };
1640
1641 generate_sha1(source, sha);
1642 return ralloc_asprintf(NULL, "%s/%s_%s.glsl", path, types[stage], sha);
1643 }
1644
1645 /**
1646 * Write given shader source to a file in MESA_SHADER_DUMP_PATH.
1647 */
1648 static void
1649 dump_shader(const gl_shader_stage stage, const char *source)
1650 {
1651 static bool path_exists = true;
1652 char *dump_path;
1653 FILE *f;
1654
1655 if (!path_exists)
1656 return;
1657
1658 dump_path = getenv("MESA_SHADER_DUMP_PATH");
1659 if (!dump_path) {
1660 path_exists = false;
1661 return;
1662 }
1663
1664 char *name = construct_name(stage, source, dump_path);
1665
1666 f = fopen(name, "w");
1667 if (f) {
1668 fputs(source, f);
1669 fclose(f);
1670 } else {
1671 GET_CURRENT_CONTEXT(ctx);
1672 _mesa_warning(ctx, "could not open %s for dumping shader (%s)", name,
1673 strerror(errno));
1674 }
1675 ralloc_free(name);
1676 }
1677
1678 /**
1679 * Read shader source code from a file.
1680 * Useful for debugging to override an app's shader.
1681 */
1682 static GLcharARB *
1683 read_shader(const gl_shader_stage stage, const char *source)
1684 {
1685 char *read_path;
1686 static bool path_exists = true;
1687 int len, shader_size = 0;
1688 GLcharARB *buffer;
1689 FILE *f;
1690
1691 if (!path_exists)
1692 return NULL;
1693
1694 read_path = getenv("MESA_SHADER_READ_PATH");
1695 if (!read_path) {
1696 path_exists = false;
1697 return NULL;
1698 }
1699
1700 char *name = construct_name(stage, source, read_path);
1701 f = fopen(name, "r");
1702 ralloc_free(name);
1703 if (!f)
1704 return NULL;
1705
1706 /* allocate enough room for the entire shader */
1707 fseek(f, 0, SEEK_END);
1708 shader_size = ftell(f);
1709 rewind(f);
1710 assert(shader_size);
1711
1712 /* add one for terminating zero */
1713 shader_size++;
1714
1715 buffer = malloc(shader_size);
1716 assert(buffer);
1717
1718 len = fread(buffer, 1, shader_size, f);
1719 buffer[len] = 0;
1720
1721 fclose(f);
1722
1723 return buffer;
1724 }
1725
1726 /**
1727 * Called via glShaderSource() and glShaderSourceARB() API functions.
1728 * Basically, concatenate the source code strings into one long string
1729 * and pass it to _mesa_shader_source().
1730 */
1731 void GLAPIENTRY
1732 _mesa_ShaderSource(GLuint shaderObj, GLsizei count,
1733 const GLchar * const * string, const GLint * length)
1734 {
1735 GET_CURRENT_CONTEXT(ctx);
1736 GLint *offsets;
1737 GLsizei i, totalLength;
1738 GLcharARB *source;
1739 struct gl_shader *sh;
1740
1741 GLcharARB *replacement;
1742
1743 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glShaderSourceARB");
1744 if (!sh)
1745 return;
1746
1747 if (string == NULL) {
1748 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
1749 return;
1750 }
1751
1752 /*
1753 * This array holds offsets of where the appropriate string ends, thus the
1754 * last element will be set to the total length of the source code.
1755 */
1756 offsets = malloc(count * sizeof(GLint));
1757 if (offsets == NULL) {
1758 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1759 return;
1760 }
1761
1762 for (i = 0; i < count; i++) {
1763 if (string[i] == NULL) {
1764 free((GLvoid *) offsets);
1765 _mesa_error(ctx, GL_INVALID_OPERATION,
1766 "glShaderSourceARB(null string)");
1767 return;
1768 }
1769 if (length == NULL || length[i] < 0)
1770 offsets[i] = strlen(string[i]);
1771 else
1772 offsets[i] = length[i];
1773 /* accumulate string lengths */
1774 if (i > 0)
1775 offsets[i] += offsets[i - 1];
1776 }
1777
1778 /* Total length of source string is sum off all strings plus two.
1779 * One extra byte for terminating zero, another extra byte to silence
1780 * valgrind warnings in the parser/grammer code.
1781 */
1782 totalLength = offsets[count - 1] + 2;
1783 source = malloc(totalLength * sizeof(GLcharARB));
1784 if (source == NULL) {
1785 free((GLvoid *) offsets);
1786 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1787 return;
1788 }
1789
1790 for (i = 0; i < count; i++) {
1791 GLint start = (i > 0) ? offsets[i - 1] : 0;
1792 memcpy(source + start, string[i],
1793 (offsets[i] - start) * sizeof(GLcharARB));
1794 }
1795 source[totalLength - 1] = '\0';
1796 source[totalLength - 2] = '\0';
1797
1798 /* Dump original shader source to MESA_SHADER_DUMP_PATH and replace
1799 * if corresponding entry found from MESA_SHADER_READ_PATH.
1800 */
1801 dump_shader(sh->Stage, source);
1802
1803 replacement = read_shader(sh->Stage, source);
1804 if (replacement) {
1805 free(source);
1806 source = replacement;
1807 }
1808
1809 shader_source(sh, source);
1810
1811 free(offsets);
1812 }
1813
1814
1815 void GLAPIENTRY
1816 _mesa_UseProgram(GLuint program)
1817 {
1818 GET_CURRENT_CONTEXT(ctx);
1819 struct gl_shader_program *shProg;
1820
1821 if (MESA_VERBOSE & VERBOSE_API)
1822 _mesa_debug(ctx, "glUseProgram %u\n", program);
1823
1824 if (_mesa_is_xfb_active_and_unpaused(ctx)) {
1825 _mesa_error(ctx, GL_INVALID_OPERATION,
1826 "glUseProgram(transform feedback active)");
1827 return;
1828 }
1829
1830 if (program) {
1831 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1832 if (!shProg) {
1833 return;
1834 }
1835 if (!shProg->data->LinkStatus) {
1836 _mesa_error(ctx, GL_INVALID_OPERATION,
1837 "glUseProgram(program %u not linked)", program);
1838 return;
1839 }
1840
1841 /* debug code */
1842 if (ctx->_Shader->Flags & GLSL_USE_PROG) {
1843 print_shader_info(shProg);
1844 }
1845 }
1846 else {
1847 shProg = NULL;
1848 }
1849
1850 /* The ARB_separate_shader_object spec says:
1851 *
1852 * "The executable code for an individual shader stage is taken from
1853 * the current program for that stage. If there is a current program
1854 * object established by UseProgram, that program is considered current
1855 * for all stages. Otherwise, if there is a bound program pipeline
1856 * object (section 2.14.PPO), the program bound to the appropriate
1857 * stage of the pipeline object is considered current."
1858 */
1859 if (program) {
1860 /* Attach shader state to the binding point */
1861 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, &ctx->Shader);
1862 /* Update the program */
1863 _mesa_use_program(ctx, shProg);
1864 } else {
1865 /* Must be done first: detach the progam */
1866 _mesa_use_program(ctx, shProg);
1867 /* Unattach shader_state binding point */
1868 _mesa_reference_pipeline_object(ctx, &ctx->_Shader, ctx->Pipeline.Default);
1869 /* If a pipeline was bound, rebind it */
1870 if (ctx->Pipeline.Current) {
1871 _mesa_BindProgramPipeline(ctx->Pipeline.Current->Name);
1872 }
1873 }
1874 }
1875
1876
1877 void GLAPIENTRY
1878 _mesa_ValidateProgram(GLuint program)
1879 {
1880 GET_CURRENT_CONTEXT(ctx);
1881 validate_program(ctx, program);
1882 }
1883
1884
1885 /**
1886 * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
1887 */
1888 void GLAPIENTRY
1889 _mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
1890 GLint* range, GLint* precision)
1891 {
1892 const struct gl_program_constants *limits;
1893 const struct gl_precision *p;
1894 GET_CURRENT_CONTEXT(ctx);
1895
1896 switch (shadertype) {
1897 case GL_VERTEX_SHADER:
1898 limits = &ctx->Const.Program[MESA_SHADER_VERTEX];
1899 break;
1900 case GL_FRAGMENT_SHADER:
1901 limits = &ctx->Const.Program[MESA_SHADER_FRAGMENT];
1902 break;
1903 default:
1904 _mesa_error(ctx, GL_INVALID_ENUM,
1905 "glGetShaderPrecisionFormat(shadertype)");
1906 return;
1907 }
1908
1909 switch (precisiontype) {
1910 case GL_LOW_FLOAT:
1911 p = &limits->LowFloat;
1912 break;
1913 case GL_MEDIUM_FLOAT:
1914 p = &limits->MediumFloat;
1915 break;
1916 case GL_HIGH_FLOAT:
1917 p = &limits->HighFloat;
1918 break;
1919 case GL_LOW_INT:
1920 p = &limits->LowInt;
1921 break;
1922 case GL_MEDIUM_INT:
1923 p = &limits->MediumInt;
1924 break;
1925 case GL_HIGH_INT:
1926 p = &limits->HighInt;
1927 break;
1928 default:
1929 _mesa_error(ctx, GL_INVALID_ENUM,
1930 "glGetShaderPrecisionFormat(precisiontype)");
1931 return;
1932 }
1933
1934 range[0] = p->RangeMin;
1935 range[1] = p->RangeMax;
1936 precision[0] = p->Precision;
1937 }
1938
1939
1940 /**
1941 * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
1942 */
1943 void GLAPIENTRY
1944 _mesa_ReleaseShaderCompiler(void)
1945 {
1946 _mesa_destroy_shader_compiler_caches();
1947 }
1948
1949
1950 /**
1951 * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
1952 */
1953 void GLAPIENTRY
1954 _mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
1955 const void* binary, GLint length)
1956 {
1957 GET_CURRENT_CONTEXT(ctx);
1958 (void) shaders;
1959 (void) binaryformat;
1960 (void) binary;
1961
1962 /* Page 68, section 7.2 'Shader Binaries" of the of the OpenGL ES 3.1, and
1963 * page 88 of the OpenGL 4.5 specs state:
1964 *
1965 * "An INVALID_VALUE error is generated if count or length is negative.
1966 * An INVALID_ENUM error is generated if binaryformat is not a supported
1967 * format returned in SHADER_BINARY_FORMATS."
1968 */
1969 if (n < 0 || length < 0) {
1970 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderBinary(count or length < 0)");
1971 return;
1972 }
1973
1974 _mesa_error(ctx, GL_INVALID_ENUM, "glShaderBinary(format)");
1975 }
1976
1977
1978 void GLAPIENTRY
1979 _mesa_GetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length,
1980 GLenum *binaryFormat, GLvoid *binary)
1981 {
1982 struct gl_shader_program *shProg;
1983 GLsizei length_dummy;
1984 GET_CURRENT_CONTEXT(ctx);
1985
1986 if (bufSize < 0){
1987 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramBinary(bufSize < 0)");
1988 return;
1989 }
1990
1991 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetProgramBinary");
1992 if (!shProg)
1993 return;
1994
1995 /* The ARB_get_program_binary spec says:
1996 *
1997 * "If <length> is NULL, then no length is returned."
1998 *
1999 * Ensure that length always points to valid storage to avoid multiple NULL
2000 * pointer checks below.
2001 */
2002 if (length == NULL)
2003 length = &length_dummy;
2004
2005
2006 /* The ARB_get_program_binary spec says:
2007 *
2008 * "When a program object's LINK_STATUS is FALSE, its program binary
2009 * length is zero, and a call to GetProgramBinary will generate an
2010 * INVALID_OPERATION error.
2011 */
2012 if (!shProg->data->LinkStatus) {
2013 _mesa_error(ctx, GL_INVALID_OPERATION,
2014 "glGetProgramBinary(program %u not linked)",
2015 shProg->Name);
2016 *length = 0;
2017 return;
2018 }
2019
2020 *length = 0;
2021 _mesa_error(ctx, GL_INVALID_OPERATION,
2022 "glGetProgramBinary(driver supports zero binary formats)");
2023
2024 (void) binaryFormat;
2025 (void) binary;
2026 }
2027
2028 void GLAPIENTRY
2029 _mesa_ProgramBinary(GLuint program, GLenum binaryFormat,
2030 const GLvoid *binary, GLsizei length)
2031 {
2032 struct gl_shader_program *shProg;
2033 GET_CURRENT_CONTEXT(ctx);
2034
2035 shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramBinary");
2036 if (!shProg)
2037 return;
2038
2039 (void) binaryFormat;
2040 (void) binary;
2041
2042 /* Section 2.3.1 (Errors) of the OpenGL 4.5 spec says:
2043 *
2044 * "If a negative number is provided where an argument of type sizei or
2045 * sizeiptr is specified, an INVALID_VALUE error is generated."
2046 */
2047 if (length < 0) {
2048 _mesa_error(ctx, GL_INVALID_VALUE, "glProgramBinary(length < 0)");
2049 return;
2050 }
2051
2052 /* The ARB_get_program_binary spec says:
2053 *
2054 * "<binaryFormat> and <binary> must be those returned by a previous
2055 * call to GetProgramBinary, and <length> must be the length of the
2056 * program binary as returned by GetProgramBinary or GetProgramiv with
2057 * <pname> PROGRAM_BINARY_LENGTH. Loading the program binary will fail,
2058 * setting the LINK_STATUS of <program> to FALSE, if these conditions
2059 * are not met."
2060 *
2061 * Since any value of binaryFormat passed "is not one of those specified as
2062 * allowable for [this] command, an INVALID_ENUM error is generated."
2063 */
2064 shProg->data->LinkStatus = GL_FALSE;
2065 _mesa_error(ctx, GL_INVALID_ENUM, "glProgramBinary");
2066 }
2067
2068
2069 void GLAPIENTRY
2070 _mesa_ProgramParameteri(GLuint program, GLenum pname, GLint value)
2071 {
2072 struct gl_shader_program *shProg;
2073 GET_CURRENT_CONTEXT(ctx);
2074
2075 shProg = _mesa_lookup_shader_program_err(ctx, program,
2076 "glProgramParameteri");
2077 if (!shProg)
2078 return;
2079
2080 switch (pname) {
2081 case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
2082 /* This enum isn't part of the OES extension for OpenGL ES 2.0, but it
2083 * is part of OpenGL ES 3.0. For the ES2 case, this function shouldn't
2084 * even be in the dispatch table, so we shouldn't need to expclicitly
2085 * check here.
2086 *
2087 * On desktop, we ignore the 3.0+ requirement because it is silly.
2088 */
2089
2090 /* The ARB_get_program_binary extension spec says:
2091 *
2092 * "An INVALID_VALUE error is generated if the <value> argument to
2093 * ProgramParameteri is not TRUE or FALSE."
2094 */
2095 if (value != GL_TRUE && value != GL_FALSE) {
2096 goto invalid_value;
2097 }
2098
2099 /* No need to notify the driver. Any changes will actually take effect
2100 * the next time the shader is linked.
2101 *
2102 * The ARB_get_program_binary extension spec says:
2103 *
2104 * "To indicate that a program binary is likely to be retrieved,
2105 * ProgramParameteri should be called with <pname>
2106 * PROGRAM_BINARY_RETRIEVABLE_HINT and <value> TRUE. This setting
2107 * will not be in effect until the next time LinkProgram or
2108 * ProgramBinary has been called successfully."
2109 *
2110 * The resloution of issue 9 in the extension spec also says:
2111 *
2112 * "The application may use the PROGRAM_BINARY_RETRIEVABLE_HINT hint
2113 * to indicate to the GL implementation that this program will
2114 * likely be saved with GetProgramBinary at some point. This will
2115 * give the GL implementation the opportunity to track any state
2116 * changes made to the program before being saved such that when it
2117 * is loaded again a recompile can be avoided."
2118 */
2119 shProg->BinaryRetreivableHint = value;
2120 return;
2121
2122 case GL_PROGRAM_SEPARABLE:
2123 /* Spec imply that the behavior is the same as ARB_get_program_binary
2124 * Chapter 7.3 Program Objects
2125 */
2126 if (value != GL_TRUE && value != GL_FALSE) {
2127 goto invalid_value;
2128 }
2129 shProg->SeparateShader = value;
2130 return;
2131
2132 default:
2133 _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteri(pname=%s)",
2134 _mesa_enum_to_string(pname));
2135 return;
2136 }
2137
2138 invalid_value:
2139 _mesa_error(ctx, GL_INVALID_VALUE,
2140 "glProgramParameteri(pname=%s, value=%d): "
2141 "value must be 0 or 1.",
2142 _mesa_enum_to_string(pname),
2143 value);
2144 }
2145
2146
2147 void
2148 _mesa_use_shader_program(struct gl_context *ctx, GLenum type,
2149 struct gl_shader_program *shProg,
2150 struct gl_pipeline_object *shTarget)
2151 {
2152 gl_shader_stage stage = _mesa_shader_enum_to_shader_stage(type);
2153 use_shader_program(ctx, stage, shProg, shTarget);
2154 }
2155
2156
2157 /**
2158 * Copy program-specific data generated by linking from the gl_shader_program
2159 * object to the gl_program object referred to by the gl_linked_shader.
2160 *
2161 * This function expects _mesa_reference_program() to have been previously
2162 * called setting the gl_linked_shaders program reference.
2163 */
2164 void
2165 _mesa_copy_linked_program_data(const struct gl_shader_program *src,
2166 struct gl_linked_shader *dst_sh)
2167 {
2168 assert(dst_sh->Program);
2169
2170 struct gl_program *dst = dst_sh->Program;
2171
2172 dst->info.separate_shader = src->SeparateShader;
2173
2174 switch (dst_sh->Stage) {
2175 case MESA_SHADER_VERTEX:
2176 dst->ClipDistanceArraySize = src->Vert.ClipDistanceArraySize;
2177 dst->CullDistanceArraySize = src->Vert.CullDistanceArraySize;
2178 break;
2179 case MESA_SHADER_TESS_CTRL: {
2180 dst->info.tess.tcs_vertices_out = dst_sh->info.TessCtrl.VerticesOut;
2181 break;
2182 }
2183 case MESA_SHADER_TESS_EVAL: {
2184 dst->info.tess.primitive_mode = dst_sh->info.TessEval.PrimitiveMode;
2185 dst->info.tess.spacing = dst_sh->info.TessEval.Spacing;
2186 dst->info.tess.ccw = dst_sh->info.TessEval.VertexOrder == GL_CCW;
2187 dst->info.tess.point_mode = dst_sh->info.TessEval.PointMode;
2188 dst->ClipDistanceArraySize = src->TessEval.ClipDistanceArraySize;
2189 dst->CullDistanceArraySize = src->TessEval.CullDistanceArraySize;
2190 break;
2191 }
2192 case MESA_SHADER_GEOMETRY: {
2193 dst->info.gs.vertices_in = src->Geom.VerticesIn;
2194 dst->info.gs.vertices_out = dst_sh->info.Geom.VerticesOut;
2195 dst->info.gs.invocations = dst_sh->info.Geom.Invocations;
2196 dst->info.gs.input_primitive = dst_sh->info.Geom.InputType;
2197 dst->info.gs.output_primitive = dst_sh->info.Geom.OutputType;
2198 dst->ClipDistanceArraySize = src->Geom.ClipDistanceArraySize;
2199 dst->CullDistanceArraySize = src->Geom.CullDistanceArraySize;
2200 dst->info.gs.uses_end_primitive = src->Geom.UsesEndPrimitive;
2201 dst->info.gs.uses_streams = src->Geom.UsesStreams;
2202 break;
2203 }
2204 case MESA_SHADER_FRAGMENT: {
2205 dst->info.fs.depth_layout = src->FragDepthLayout;
2206 dst->info.fs.early_fragment_tests = dst_sh->info.EarlyFragmentTests;
2207 dst->info.fs.inner_coverage = dst_sh->info.InnerCoverage;
2208 dst->info.fs.post_depth_coverage = dst_sh->info.PostDepthCoverage;
2209 break;
2210 }
2211 case MESA_SHADER_COMPUTE: {
2212 for (int i = 0; i < 3; i++)
2213 dst->info.cs.local_size[i] = src->Comp.LocalSize[i];
2214 dst->info.cs.shared_size = src->Comp.SharedSize;
2215 dst->info.cs.local_size_variable = src->Comp.LocalSizeVariable;
2216 break;
2217 }
2218 default:
2219 break;
2220 }
2221 }
2222
2223 /**
2224 * ARB_separate_shader_objects: Compile & Link Program
2225 */
2226 GLuint GLAPIENTRY
2227 _mesa_CreateShaderProgramv(GLenum type, GLsizei count,
2228 const GLchar* const *strings)
2229 {
2230 GET_CURRENT_CONTEXT(ctx);
2231
2232 const GLuint shader = create_shader(ctx, type);
2233 GLuint program = 0;
2234
2235 /*
2236 * According to OpenGL 4.5 and OpenGL ES 3.1 standards, section 7.3:
2237 * GL_INVALID_VALUE should be generated if count < 0
2238 */
2239 if (count < 0) {
2240 _mesa_error(ctx, GL_INVALID_VALUE, "glCreateShaderProgram (count < 0)");
2241 return program;
2242 }
2243
2244 if (shader) {
2245 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
2246
2247 _mesa_ShaderSource(shader, count, strings, NULL);
2248 _mesa_compile_shader(ctx, sh);
2249
2250 program = create_shader_program(ctx);
2251 if (program) {
2252 struct gl_shader_program *shProg;
2253 GLint compiled = GL_FALSE;
2254
2255 shProg = _mesa_lookup_shader_program(ctx, program);
2256
2257 shProg->SeparateShader = GL_TRUE;
2258
2259 get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
2260 if (compiled) {
2261 attach_shader(ctx, program, shader);
2262 _mesa_link_program(ctx, shProg);
2263 detach_shader(ctx, program, shader);
2264
2265 #if 0
2266 /* Possibly... */
2267 if (active-user-defined-varyings-in-linked-program) {
2268 append-error-to-info-log;
2269 shProg->data->LinkStatus = GL_FALSE;
2270 }
2271 #endif
2272 }
2273 if (sh->InfoLog)
2274 ralloc_strcat(&shProg->data->InfoLog, sh->InfoLog);
2275 }
2276
2277 delete_shader(ctx, shader);
2278 }
2279
2280 return program;
2281 }
2282
2283
2284 /**
2285 * For GL_ARB_tessellation_shader
2286 */
2287 extern void GLAPIENTRY
2288 _mesa_PatchParameteri(GLenum pname, GLint value)
2289 {
2290 GET_CURRENT_CONTEXT(ctx);
2291
2292 if (!_mesa_has_tessellation(ctx)) {
2293 _mesa_error(ctx, GL_INVALID_OPERATION, "glPatchParameteri");
2294 return;
2295 }
2296
2297 if (pname != GL_PATCH_VERTICES) {
2298 _mesa_error(ctx, GL_INVALID_ENUM, "glPatchParameteri");
2299 return;
2300 }
2301
2302 if (value <= 0 || value > ctx->Const.MaxPatchVertices) {
2303 _mesa_error(ctx, GL_INVALID_VALUE, "glPatchParameteri");
2304 return;
2305 }
2306
2307 ctx->TessCtrlProgram.patch_vertices = value;
2308 }
2309
2310
2311 extern void GLAPIENTRY
2312 _mesa_PatchParameterfv(GLenum pname, const GLfloat *values)
2313 {
2314 GET_CURRENT_CONTEXT(ctx);
2315
2316 if (!_mesa_has_tessellation(ctx)) {
2317 _mesa_error(ctx, GL_INVALID_OPERATION, "glPatchParameterfv");
2318 return;
2319 }
2320
2321 switch(pname) {
2322 case GL_PATCH_DEFAULT_OUTER_LEVEL:
2323 FLUSH_VERTICES(ctx, 0);
2324 memcpy(ctx->TessCtrlProgram.patch_default_outer_level, values,
2325 4 * sizeof(GLfloat));
2326 ctx->NewDriverState |= ctx->DriverFlags.NewDefaultTessLevels;
2327 return;
2328 case GL_PATCH_DEFAULT_INNER_LEVEL:
2329 FLUSH_VERTICES(ctx, 0);
2330 memcpy(ctx->TessCtrlProgram.patch_default_inner_level, values,
2331 2 * sizeof(GLfloat));
2332 ctx->NewDriverState |= ctx->DriverFlags.NewDefaultTessLevels;
2333 return;
2334 default:
2335 _mesa_error(ctx, GL_INVALID_ENUM, "glPatchParameterfv");
2336 return;
2337 }
2338 }
2339
2340 /**
2341 * ARB_shader_subroutine
2342 */
2343 GLint GLAPIENTRY
2344 _mesa_GetSubroutineUniformLocation(GLuint program, GLenum shadertype,
2345 const GLchar *name)
2346 {
2347 GET_CURRENT_CONTEXT(ctx);
2348 const char *api_name = "glGetSubroutineUniformLocation";
2349 struct gl_shader_program *shProg;
2350 GLenum resource_type;
2351 gl_shader_stage stage;
2352
2353 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2354 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2355 return -1;
2356 }
2357
2358 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2359 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2360 return -1;
2361 }
2362
2363 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2364 if (!shProg)
2365 return -1;
2366
2367 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2368 if (!shProg->_LinkedShaders[stage]) {
2369 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2370 return -1;
2371 }
2372
2373 resource_type = _mesa_shader_stage_to_subroutine_uniform(stage);
2374 return _mesa_program_resource_location(shProg, resource_type, name);
2375 }
2376
2377 GLuint GLAPIENTRY
2378 _mesa_GetSubroutineIndex(GLuint program, GLenum shadertype,
2379 const GLchar *name)
2380 {
2381 GET_CURRENT_CONTEXT(ctx);
2382 const char *api_name = "glGetSubroutineIndex";
2383 struct gl_shader_program *shProg;
2384 struct gl_program_resource *res;
2385 GLenum resource_type;
2386 gl_shader_stage stage;
2387
2388 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2389 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2390 return -1;
2391 }
2392
2393 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2394 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2395 return -1;
2396 }
2397
2398 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2399 if (!shProg)
2400 return -1;
2401
2402 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2403 if (!shProg->_LinkedShaders[stage]) {
2404 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2405 return -1;
2406 }
2407
2408 resource_type = _mesa_shader_stage_to_subroutine(stage);
2409 res = _mesa_program_resource_find_name(shProg, resource_type, name, NULL);
2410 if (!res) {
2411 return -1;
2412 }
2413
2414 return _mesa_program_resource_index(shProg, res);
2415 }
2416
2417
2418 GLvoid GLAPIENTRY
2419 _mesa_GetActiveSubroutineUniformiv(GLuint program, GLenum shadertype,
2420 GLuint index, GLenum pname, GLint *values)
2421 {
2422 GET_CURRENT_CONTEXT(ctx);
2423 const char *api_name = "glGetActiveSubroutineUniformiv";
2424 struct gl_shader_program *shProg;
2425 struct gl_linked_shader *sh;
2426 gl_shader_stage stage;
2427 struct gl_program_resource *res;
2428 const struct gl_uniform_storage *uni;
2429 GLenum resource_type;
2430 int count, i, j;
2431
2432 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2433 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2434 return;
2435 }
2436
2437 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2438 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2439 return;
2440 }
2441
2442 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2443 if (!shProg)
2444 return;
2445
2446 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2447 resource_type = _mesa_shader_stage_to_subroutine_uniform(stage);
2448
2449 sh = shProg->_LinkedShaders[stage];
2450 if (!sh) {
2451 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2452 return;
2453 }
2454
2455 struct gl_program *p = shProg->_LinkedShaders[stage]->Program;
2456 if (index >= p->sh.NumSubroutineUniforms) {
2457 _mesa_error(ctx, GL_INVALID_VALUE, "%s: invalid index greater than GL_ACTIVE_SUBROUTINE_UNIFORMS", api_name);
2458 return;
2459 }
2460
2461 switch (pname) {
2462 case GL_NUM_COMPATIBLE_SUBROUTINES: {
2463 res = _mesa_program_resource_find_index(shProg, resource_type, index);
2464 if (res) {
2465 uni = res->Data;
2466 values[0] = uni->num_compatible_subroutines;
2467 }
2468 break;
2469 }
2470 case GL_COMPATIBLE_SUBROUTINES: {
2471 res = _mesa_program_resource_find_index(shProg, resource_type, index);
2472 if (res) {
2473 uni = res->Data;
2474 count = 0;
2475 for (i = 0; i < p->sh.NumSubroutineFunctions; i++) {
2476 struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[i];
2477 for (j = 0; j < fn->num_compat_types; j++) {
2478 if (fn->types[j] == uni->type) {
2479 values[count++] = i;
2480 break;
2481 }
2482 }
2483 }
2484 }
2485 break;
2486 }
2487 case GL_UNIFORM_SIZE:
2488 res = _mesa_program_resource_find_index(shProg, resource_type, index);
2489 if (res) {
2490 uni = res->Data;
2491 values[0] = uni->array_elements ? uni->array_elements : 1;
2492 }
2493 break;
2494 case GL_UNIFORM_NAME_LENGTH:
2495 res = _mesa_program_resource_find_index(shProg, resource_type, index);
2496 if (res) {
2497 values[0] = strlen(_mesa_program_resource_name(res)) + 1
2498 + ((_mesa_program_resource_array_size(res) != 0) ? 3 : 0);
2499 }
2500 break;
2501 default:
2502 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2503 return;
2504 }
2505 }
2506
2507
2508 GLvoid GLAPIENTRY
2509 _mesa_GetActiveSubroutineUniformName(GLuint program, GLenum shadertype,
2510 GLuint index, GLsizei bufsize,
2511 GLsizei *length, GLchar *name)
2512 {
2513 GET_CURRENT_CONTEXT(ctx);
2514 const char *api_name = "glGetActiveSubroutineUniformName";
2515 struct gl_shader_program *shProg;
2516 GLenum resource_type;
2517 gl_shader_stage stage;
2518
2519 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2520 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2521 return;
2522 }
2523
2524 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2525 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2526 return;
2527 }
2528
2529 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2530 if (!shProg)
2531 return;
2532
2533 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2534 if (!shProg->_LinkedShaders[stage]) {
2535 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2536 return;
2537 }
2538
2539 resource_type = _mesa_shader_stage_to_subroutine_uniform(stage);
2540 /* get program resource name */
2541 _mesa_get_program_resource_name(shProg, resource_type,
2542 index, bufsize,
2543 length, name, api_name);
2544 }
2545
2546
2547 GLvoid GLAPIENTRY
2548 _mesa_GetActiveSubroutineName(GLuint program, GLenum shadertype,
2549 GLuint index, GLsizei bufsize,
2550 GLsizei *length, GLchar *name)
2551 {
2552 GET_CURRENT_CONTEXT(ctx);
2553 const char *api_name = "glGetActiveSubroutineName";
2554 struct gl_shader_program *shProg;
2555 GLenum resource_type;
2556 gl_shader_stage stage;
2557
2558 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2559 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2560 return;
2561 }
2562
2563 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2564 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2565 return;
2566 }
2567
2568 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2569 if (!shProg)
2570 return;
2571
2572 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2573 if (!shProg->_LinkedShaders[stage]) {
2574 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2575 return;
2576 }
2577 resource_type = _mesa_shader_stage_to_subroutine(stage);
2578 _mesa_get_program_resource_name(shProg, resource_type,
2579 index, bufsize,
2580 length, name, api_name);
2581 }
2582
2583 GLvoid GLAPIENTRY
2584 _mesa_UniformSubroutinesuiv(GLenum shadertype, GLsizei count,
2585 const GLuint *indices)
2586 {
2587 GET_CURRENT_CONTEXT(ctx);
2588 const char *api_name = "glUniformSubroutinesuiv";
2589 struct gl_shader_program *shProg;
2590 struct gl_linked_shader *sh;
2591 gl_shader_stage stage;
2592 int i;
2593
2594 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2595 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2596 return;
2597 }
2598
2599 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2600 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2601 return;
2602 }
2603
2604 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2605 shProg = ctx->_Shader->CurrentProgram[stage];
2606 if (!shProg) {
2607 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2608 return;
2609 }
2610
2611 sh = shProg->_LinkedShaders[stage];
2612 if (!sh) {
2613 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2614 return;
2615 }
2616
2617 struct gl_program *p = shProg->_LinkedShaders[stage]->Program;
2618 if (count != p->sh.NumSubroutineUniformRemapTable) {
2619 _mesa_error(ctx, GL_INVALID_VALUE, "%s", api_name);
2620 return;
2621 }
2622
2623 i = 0;
2624 do {
2625 struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[i];
2626 if (uni == NULL) {
2627 i++;
2628 continue;
2629 }
2630
2631 int uni_count = uni->array_elements ? uni->array_elements : 1;
2632 int j, k, f;
2633
2634 for (j = i; j < i + uni_count; j++) {
2635 struct gl_subroutine_function *subfn = NULL;
2636 if (indices[j] > p->sh.MaxSubroutineFunctionIndex) {
2637 _mesa_error(ctx, GL_INVALID_VALUE, "%s", api_name);
2638 return;
2639 }
2640
2641 for (f = 0; f < p->sh.NumSubroutineFunctions; f++) {
2642 if (p->sh.SubroutineFunctions[f].index == indices[j])
2643 subfn = &p->sh.SubroutineFunctions[f];
2644 }
2645
2646 if (!subfn) {
2647 continue;
2648 }
2649
2650 for (k = 0; k < subfn->num_compat_types; k++) {
2651 if (subfn->types[k] == uni->type)
2652 break;
2653 }
2654 if (k == subfn->num_compat_types) {
2655 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2656 return;
2657 }
2658
2659 ctx->SubroutineIndex[p->info.stage].IndexPtr[j] = indices[j];
2660 }
2661 i += uni_count;
2662 } while(i < count);
2663
2664 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
2665 }
2666
2667
2668 GLvoid GLAPIENTRY
2669 _mesa_GetUniformSubroutineuiv(GLenum shadertype, GLint location,
2670 GLuint *params)
2671 {
2672 GET_CURRENT_CONTEXT(ctx);
2673 const char *api_name = "glGetUniformSubroutineuiv";
2674 struct gl_shader_program *shProg;
2675 struct gl_linked_shader *sh;
2676 gl_shader_stage stage;
2677
2678 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2679 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2680 return;
2681 }
2682
2683 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2684 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2685 return;
2686 }
2687
2688 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2689 shProg = ctx->_Shader->CurrentProgram[stage];
2690 if (!shProg) {
2691 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2692 return;
2693 }
2694
2695 sh = shProg->_LinkedShaders[stage];
2696 if (!sh) {
2697 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2698 return;
2699 }
2700
2701 struct gl_program *p = sh->Program;
2702 if (location >= p->sh.NumSubroutineUniformRemapTable) {
2703 _mesa_error(ctx, GL_INVALID_VALUE, "%s", api_name);
2704 return;
2705 }
2706
2707 *params = ctx->SubroutineIndex[p->info.stage].IndexPtr[location];
2708 }
2709
2710
2711 GLvoid GLAPIENTRY
2712 _mesa_GetProgramStageiv(GLuint program, GLenum shadertype,
2713 GLenum pname, GLint *values)
2714 {
2715 GET_CURRENT_CONTEXT(ctx);
2716 const char *api_name = "glGetProgramStageiv";
2717 struct gl_shader_program *shProg;
2718 struct gl_linked_shader *sh;
2719 gl_shader_stage stage;
2720
2721 if (!_mesa_has_ARB_shader_subroutine(ctx)) {
2722 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2723 return;
2724 }
2725
2726 if (!_mesa_validate_shader_target(ctx, shadertype)) {
2727 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2728 return;
2729 }
2730
2731 shProg = _mesa_lookup_shader_program_err(ctx, program, api_name);
2732 if (!shProg)
2733 return;
2734
2735 stage = _mesa_shader_enum_to_shader_stage(shadertype);
2736 sh = shProg->_LinkedShaders[stage];
2737
2738 /* ARB_shader_subroutine doesn't ask the program to be linked, or list any
2739 * INVALID_OPERATION in the case of not be linked.
2740 *
2741 * And for some pnames, like GL_ACTIVE_SUBROUTINE_UNIFORMS, you can ask the
2742 * same info using other specs (ARB_program_interface_query), without the
2743 * need of the program to be linked, being the value for that case 0.
2744 *
2745 * But at the same time, some other methods require the program to be
2746 * linked for pname related to locations, so it would be inconsistent to
2747 * not do the same here. So we are:
2748 * * Return GL_INVALID_OPERATION if not linked only for locations.
2749 * * Setting a default value of 0, to be returned if not linked.
2750 */
2751 if (!sh) {
2752 values[0] = 0;
2753 if (pname == GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS) {
2754 _mesa_error(ctx, GL_INVALID_OPERATION, "%s", api_name);
2755 }
2756 return;
2757 }
2758
2759 struct gl_program *p = sh->Program;
2760 switch (pname) {
2761 case GL_ACTIVE_SUBROUTINES:
2762 values[0] = p->sh.NumSubroutineFunctions;
2763 break;
2764 case GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS:
2765 values[0] = p->sh.NumSubroutineUniformRemapTable;
2766 break;
2767 case GL_ACTIVE_SUBROUTINE_UNIFORMS:
2768 values[0] = p->sh.NumSubroutineUniforms;
2769 break;
2770 case GL_ACTIVE_SUBROUTINE_MAX_LENGTH:
2771 {
2772 unsigned i;
2773 GLint max_len = 0;
2774 GLenum resource_type;
2775 struct gl_program_resource *res;
2776
2777 resource_type = _mesa_shader_stage_to_subroutine(stage);
2778 for (i = 0; i < p->sh.NumSubroutineFunctions; i++) {
2779 res = _mesa_program_resource_find_index(shProg, resource_type, i);
2780 if (res) {
2781 const GLint len = strlen(_mesa_program_resource_name(res)) + 1;
2782 if (len > max_len)
2783 max_len = len;
2784 }
2785 }
2786 values[0] = max_len;
2787 break;
2788 }
2789 case GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH:
2790 {
2791 unsigned i;
2792 GLint max_len = 0;
2793 GLenum resource_type;
2794 struct gl_program_resource *res;
2795
2796 resource_type = _mesa_shader_stage_to_subroutine_uniform(stage);
2797 for (i = 0; i < p->sh.NumSubroutineUniformRemapTable; i++) {
2798 res = _mesa_program_resource_find_index(shProg, resource_type, i);
2799 if (res) {
2800 const GLint len = strlen(_mesa_program_resource_name(res)) + 1
2801 + ((_mesa_program_resource_array_size(res) != 0) ? 3 : 0);
2802
2803 if (len > max_len)
2804 max_len = len;
2805 }
2806 }
2807 values[0] = max_len;
2808 break;
2809 }
2810 default:
2811 _mesa_error(ctx, GL_INVALID_ENUM, "%s", api_name);
2812 values[0] = -1;
2813 break;
2814 }
2815 }
2816
2817 static int
2818 find_compat_subroutine(struct gl_program *p, const struct glsl_type *type)
2819 {
2820 int i, j;
2821
2822 for (i = 0; i < p->sh.NumSubroutineFunctions; i++) {
2823 struct gl_subroutine_function *fn = &p->sh.SubroutineFunctions[i];
2824 for (j = 0; j < fn->num_compat_types; j++) {
2825 if (fn->types[j] == type)
2826 return i;
2827 }
2828 }
2829 return 0;
2830 }
2831
2832 static void
2833 _mesa_shader_write_subroutine_index(struct gl_context *ctx,
2834 struct gl_program *p)
2835 {
2836 int i, j;
2837
2838 if (p->sh.NumSubroutineUniformRemapTable == 0)
2839 return;
2840
2841 i = 0;
2842 do {
2843 struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[i];
2844 int uni_count;
2845 int val;
2846
2847 if (!uni) {
2848 i++;
2849 continue;
2850 }
2851
2852 uni_count = uni->array_elements ? uni->array_elements : 1;
2853 for (j = 0; j < uni_count; j++) {
2854 val = ctx->SubroutineIndex[p->info.stage].IndexPtr[i + j];
2855 memcpy(&uni->storage[j], &val, sizeof(int));
2856 }
2857
2858 _mesa_propagate_uniforms_to_driver_storage(uni, 0, uni_count);
2859 i += uni_count;
2860 } while(i < p->sh.NumSubroutineUniformRemapTable);
2861 }
2862
2863 void
2864 _mesa_shader_write_subroutine_indices(struct gl_context *ctx,
2865 gl_shader_stage stage)
2866 {
2867 if (ctx->_Shader->CurrentProgram[stage] &&
2868 ctx->_Shader->CurrentProgram[stage]->_LinkedShaders[stage])
2869 _mesa_shader_write_subroutine_index(ctx,
2870 ctx->_Shader->CurrentProgram[stage]->_LinkedShaders[stage]->Program);
2871 }
2872
2873 static void
2874 _mesa_program_init_subroutine_defaults(struct gl_context *ctx,
2875 struct gl_program *p)
2876 {
2877 assert(p);
2878
2879 struct gl_subroutine_index_binding *binding = &ctx->SubroutineIndex[p->info.stage];
2880 if (binding->NumIndex != p->sh.NumSubroutineUniformRemapTable) {
2881 binding->IndexPtr = realloc(binding->IndexPtr,
2882 p->sh.NumSubroutineUniformRemapTable * (sizeof(GLuint)));
2883 binding->NumIndex = p->sh.NumSubroutineUniformRemapTable;
2884 }
2885
2886 for (int i = 0; i < p->sh.NumSubroutineUniformRemapTable; i++) {
2887 struct gl_uniform_storage *uni = p->sh.SubroutineUniformRemapTable[i];
2888
2889 if (!uni)
2890 continue;
2891
2892 binding->IndexPtr[i] = find_compat_subroutine(p, uni->type);
2893 }
2894 }
2895
2896 void
2897 _mesa_shader_program_init_subroutine_defaults(struct gl_context *ctx,
2898 struct gl_shader_program *shProg)
2899 {
2900 int i;
2901
2902 if (!shProg)
2903 return;
2904
2905 for (i = 0; i < MESA_SHADER_STAGES; i++) {
2906 if (!shProg->_LinkedShaders[i])
2907 continue;
2908
2909 _mesa_program_init_subroutine_defaults(ctx, shProg->_LinkedShaders[i]->Program);
2910 }
2911 }