mesa: add support for glUniformHandleui64*ARB()
[mesa.git] / src / mesa / main / uniform_query.cpp
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 * Copyright © 2010, 2011 Intel Corporation
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 #include <stdlib.h>
28 #include <inttypes.h> /* for PRIx64 macro */
29
30 #include "main/core.h"
31 #include "main/context.h"
32 #include "main/shaderapi.h"
33 #include "main/shaderobj.h"
34 #include "main/uniforms.h"
35 #include "compiler/glsl/ir.h"
36 #include "compiler/glsl/ir_uniform.h"
37 #include "compiler/glsl/glsl_parser_extras.h"
38 #include "compiler/glsl/program.h"
39 #include "util/bitscan.h"
40
41
42 extern "C" void GLAPIENTRY
43 _mesa_GetActiveUniform(GLuint program, GLuint index,
44 GLsizei maxLength, GLsizei *length, GLint *size,
45 GLenum *type, GLcharARB *nameOut)
46 {
47 GET_CURRENT_CONTEXT(ctx);
48 struct gl_shader_program *shProg;
49 struct gl_program_resource *res;
50
51 if (maxLength < 0) {
52 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(maxLength < 0)");
53 return;
54 }
55
56 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
57 if (!shProg)
58 return;
59
60 res = _mesa_program_resource_find_index((struct gl_shader_program *) shProg,
61 GL_UNIFORM, index);
62
63 if (!res) {
64 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
65 return;
66 }
67
68 if (nameOut)
69 _mesa_get_program_resource_name(shProg, GL_UNIFORM, index, maxLength,
70 length, nameOut, "glGetActiveUniform");
71 if (type)
72 _mesa_program_resource_prop((struct gl_shader_program *) shProg,
73 res, index, GL_TYPE, (GLint*) type,
74 "glGetActiveUniform");
75 if (size)
76 _mesa_program_resource_prop((struct gl_shader_program *) shProg,
77 res, index, GL_ARRAY_SIZE, (GLint*) size,
78 "glGetActiveUniform");
79 }
80
81 static GLenum
82 resource_prop_from_uniform_prop(GLenum uni_prop)
83 {
84 switch (uni_prop) {
85 case GL_UNIFORM_TYPE:
86 return GL_TYPE;
87 case GL_UNIFORM_SIZE:
88 return GL_ARRAY_SIZE;
89 case GL_UNIFORM_NAME_LENGTH:
90 return GL_NAME_LENGTH;
91 case GL_UNIFORM_BLOCK_INDEX:
92 return GL_BLOCK_INDEX;
93 case GL_UNIFORM_OFFSET:
94 return GL_OFFSET;
95 case GL_UNIFORM_ARRAY_STRIDE:
96 return GL_ARRAY_STRIDE;
97 case GL_UNIFORM_MATRIX_STRIDE:
98 return GL_MATRIX_STRIDE;
99 case GL_UNIFORM_IS_ROW_MAJOR:
100 return GL_IS_ROW_MAJOR;
101 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
102 return GL_ATOMIC_COUNTER_BUFFER_INDEX;
103 default:
104 return 0;
105 }
106 }
107
108 extern "C" void GLAPIENTRY
109 _mesa_GetActiveUniformsiv(GLuint program,
110 GLsizei uniformCount,
111 const GLuint *uniformIndices,
112 GLenum pname,
113 GLint *params)
114 {
115 GET_CURRENT_CONTEXT(ctx);
116 struct gl_shader_program *shProg;
117 struct gl_program_resource *res;
118 GLenum res_prop;
119
120 if (uniformCount < 0) {
121 _mesa_error(ctx, GL_INVALID_VALUE,
122 "glGetActiveUniformsiv(uniformCount < 0)");
123 return;
124 }
125
126 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
127 if (!shProg)
128 return;
129
130 res_prop = resource_prop_from_uniform_prop(pname);
131
132 /* We need to first verify that each entry exists as active uniform. If
133 * not, generate error and do not cause any other side effects.
134 *
135 * In the case of and error condition, Page 16 (section 2.3.1 Errors)
136 * of the OpenGL 4.5 spec says:
137 *
138 * "If the generating command modifies values through a pointer argu-
139 * ment, no change is made to these values."
140 */
141 for (int i = 0; i < uniformCount; i++) {
142 if (!_mesa_program_resource_find_index(shProg, GL_UNIFORM,
143 uniformIndices[i])) {
144 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
145 return;
146 }
147 }
148
149 for (int i = 0; i < uniformCount; i++) {
150 res = _mesa_program_resource_find_index(shProg, GL_UNIFORM,
151 uniformIndices[i]);
152 if (!_mesa_program_resource_prop(shProg, res, uniformIndices[i],
153 res_prop, &params[i],
154 "glGetActiveUniformsiv"))
155 break;
156 }
157 }
158
159 static struct gl_uniform_storage *
160 validate_uniform_parameters(GLint location, GLsizei count,
161 unsigned *array_index,
162 struct gl_context *ctx,
163 struct gl_shader_program *shProg,
164 const char *caller)
165 {
166 if (shProg == NULL) {
167 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
168 return NULL;
169 }
170
171 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
172 *
173 * "If a negative number is provided where an argument of type sizei or
174 * sizeiptr is specified, the error INVALID_VALUE is generated."
175 */
176 if (count < 0) {
177 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
178 return NULL;
179 }
180
181 /* Check that the given location is in bounds of uniform remap table.
182 * Unlinked programs will have NumUniformRemapTable == 0, so we can take
183 * the shProg->data->LinkStatus check out of the main path.
184 */
185 if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
186 if (!shProg->data->LinkStatus)
187 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
188 caller);
189 else
190 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
191 caller, location);
192
193 return NULL;
194 }
195
196 if (location == -1) {
197 if (!shProg->data->LinkStatus)
198 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
199 caller);
200
201 return NULL;
202 }
203
204 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
205 *
206 * "If any of the following conditions occur, an INVALID_OPERATION
207 * error is generated by the Uniform* commands, and no uniform values
208 * are changed:
209 *
210 * ...
211 *
212 * - if no variable with a location of location exists in the
213 * program object currently in use and location is not -1,
214 * - if count is greater than one, and the uniform declared in the
215 * shader is not an array variable,
216 */
217 if (location < -1 || !shProg->UniformRemapTable[location]) {
218 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
219 caller, location);
220 return NULL;
221 }
222
223 /* If the driver storage pointer in remap table is -1, we ignore silently.
224 *
225 * GL_ARB_explicit_uniform_location spec says:
226 * "What happens if Uniform* is called with an explicitly defined
227 * uniform location, but that uniform is deemed inactive by the
228 * linker?
229 *
230 * RESOLVED: The call is ignored for inactive uniform variables and
231 * no error is generated."
232 *
233 */
234 if (shProg->UniformRemapTable[location] ==
235 INACTIVE_UNIFORM_EXPLICIT_LOCATION)
236 return NULL;
237
238 struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
239
240 /* Even though no location is assigned to a built-in uniform and this
241 * function should already have returned NULL, this test makes it explicit
242 * that we are not allowing to update the value of a built-in.
243 */
244 if (uni->builtin)
245 return NULL;
246
247 if (uni->array_elements == 0) {
248 if (count > 1) {
249 _mesa_error(ctx, GL_INVALID_OPERATION,
250 "%s(count = %u for non-array \"%s\"@%d)",
251 caller, count, uni->name, location);
252 return NULL;
253 }
254
255 assert((location - uni->remap_location) == 0);
256 *array_index = 0;
257 } else {
258 /* The array index specified by the uniform location is just the uniform
259 * location minus the base location of of the uniform.
260 */
261 *array_index = location - uni->remap_location;
262
263 /* If the uniform is an array, check that array_index is in bounds.
264 * array_index is unsigned so no need to check for less than zero.
265 */
266 if (*array_index >= uni->array_elements) {
267 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
268 caller, location);
269 return NULL;
270 }
271 }
272 return uni;
273 }
274
275 /**
276 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
277 */
278 extern "C" void
279 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
280 GLsizei bufSize, enum glsl_base_type returnType,
281 GLvoid *paramsOut)
282 {
283 struct gl_shader_program *shProg =
284 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
285 unsigned offset;
286
287 struct gl_uniform_storage *const uni =
288 validate_uniform_parameters(location, 1, &offset,
289 ctx, shProg, "glGetUniform");
290 if (uni == NULL) {
291 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
292 * spec says:
293 *
294 * "The error INVALID_OPERATION is generated if program has not been
295 * linked successfully, or if location is not a valid location for
296 * program."
297 *
298 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
299 * says:
300 *
301 * "If the value of location is -1, the Uniform* commands will
302 * silently ignore the data passed in, and the current uniform
303 * values will not be changed."
304 *
305 * Allowing -1 for the location parameter of glUniform allows
306 * applications to avoid error paths in the case that, for example, some
307 * uniform variable is removed by the compiler / linker after
308 * optimization. In this case, the new value of the uniform is dropped
309 * on the floor. For the case of glGetUniform, there is nothing
310 * sensible to do for a location of -1.
311 *
312 * If the location was -1, validate_unfirom_parameters will return NULL
313 * without raising an error. Raise the error here.
314 */
315 if (location == -1) {
316 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)",
317 location);
318 }
319
320 return;
321 }
322
323 {
324 unsigned elements = uni->type->components();
325 /* XXX: Remove the sampler/image check workarounds when bindless is fully
326 * implemented.
327 */
328 const int dmul =
329 (uni->type->is_64bit() && !uni->type->is_sampler() && !uni->type->is_image()) ? 2 : 1;
330 const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
331
332 /* Calculate the source base address *BEFORE* modifying elements to
333 * account for the size of the user's buffer.
334 */
335 const union gl_constant_value *const src =
336 &uni->storage[offset * elements * dmul];
337
338 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
339 returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE ||
340 returnType == GLSL_TYPE_UINT64 || returnType == GLSL_TYPE_INT64);
341
342 /* doubles have a different size than the other 3 types */
343 unsigned bytes = sizeof(src[0]) * elements * rmul;
344 if (bufSize < 0 || bytes > (unsigned) bufSize) {
345 _mesa_error(ctx, GL_INVALID_OPERATION,
346 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
347 " but %u bytes are required)", bufSize, bytes);
348 return;
349 }
350
351 /* If the return type and the uniform's native type are "compatible,"
352 * just memcpy the data. If the types are not compatible, perform a
353 * slower convert-and-copy process.
354 */
355 if (returnType == uni->type->base_type ||
356 ((returnType == GLSL_TYPE_INT || returnType == GLSL_TYPE_UINT) &&
357 (uni->type->is_sampler() || uni->type->is_image()))) {
358 memcpy(paramsOut, src, bytes);
359 } else {
360 union gl_constant_value *const dst =
361 (union gl_constant_value *) paramsOut;
362 /* This code could be optimized by putting the loop inside the switch
363 * statements. However, this is not expected to be
364 * performance-critical code.
365 */
366 for (unsigned i = 0; i < elements; i++) {
367 int sidx = i * dmul;
368 int didx = i * rmul;
369
370 switch (returnType) {
371 case GLSL_TYPE_FLOAT:
372 switch (uni->type->base_type) {
373 case GLSL_TYPE_UINT:
374 dst[didx].f = (float) src[sidx].u;
375 break;
376 case GLSL_TYPE_INT:
377 case GLSL_TYPE_SAMPLER:
378 case GLSL_TYPE_IMAGE:
379 dst[didx].f = (float) src[sidx].i;
380 break;
381 case GLSL_TYPE_BOOL:
382 dst[didx].f = src[sidx].i ? 1.0f : 0.0f;
383 break;
384 case GLSL_TYPE_DOUBLE: {
385 double tmp;
386 memcpy(&tmp, &src[sidx].f, sizeof(tmp));
387 dst[didx].f = tmp;
388 break;
389 }
390 case GLSL_TYPE_UINT64: {
391 uint64_t tmp;
392 memcpy(&tmp, &src[sidx].u, sizeof(tmp));
393 dst[didx].f = tmp;
394 break;
395 }
396 case GLSL_TYPE_INT64: {
397 uint64_t tmp;
398 memcpy(&tmp, &src[sidx].i, sizeof(tmp));
399 dst[didx].f = tmp;
400 break;
401 }
402 default:
403 assert(!"Should not get here.");
404 break;
405 }
406 break;
407
408 case GLSL_TYPE_DOUBLE:
409 switch (uni->type->base_type) {
410 case GLSL_TYPE_UINT: {
411 double tmp = src[sidx].u;
412 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
413 break;
414 }
415 case GLSL_TYPE_INT:
416 case GLSL_TYPE_SAMPLER:
417 case GLSL_TYPE_IMAGE: {
418 double tmp = src[sidx].i;
419 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
420 break;
421 }
422 case GLSL_TYPE_BOOL: {
423 double tmp = src[sidx].i ? 1.0 : 0.0;
424 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
425 break;
426 }
427 case GLSL_TYPE_FLOAT: {
428 double tmp = src[sidx].f;
429 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
430 break;
431 }
432 case GLSL_TYPE_UINT64: {
433 uint64_t tmpu;
434 double tmp;
435 memcpy(&tmpu, &src[sidx].u, sizeof(tmpu));
436 tmp = tmpu;
437 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
438 break;
439 }
440 case GLSL_TYPE_INT64: {
441 int64_t tmpi;
442 double tmp;
443 memcpy(&tmpi, &src[sidx].i, sizeof(tmpi));
444 tmp = tmpi;
445 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
446 break;
447 }
448 default:
449 assert(!"Should not get here.");
450 break;
451 }
452 break;
453
454 case GLSL_TYPE_INT:
455 switch (uni->type->base_type) {
456 case GLSL_TYPE_FLOAT:
457 /* While the GL 3.2 core spec doesn't explicitly
458 * state how conversion of float uniforms to integer
459 * values works, in section 6.2 "State Tables" on
460 * page 267 it says:
461 *
462 * "Unless otherwise specified, when floating
463 * point state is returned as integer values or
464 * integer state is returned as floating-point
465 * values it is converted in the fashion
466 * described in section 6.1.2"
467 *
468 * That section, on page 248, says:
469 *
470 * "If GetIntegerv or GetInteger64v are called,
471 * a floating-point value is rounded to the
472 * nearest integer..."
473 */
474 dst[didx].i = (int64_t) roundf(src[sidx].f);
475 break;
476 case GLSL_TYPE_BOOL:
477 dst[didx].i = src[sidx].i ? 1 : 0;
478 break;
479 case GLSL_TYPE_UINT:
480 dst[didx].i = MIN2(src[sidx].i, INT_MAX);
481 break;
482 case GLSL_TYPE_DOUBLE: {
483 double tmp;
484 memcpy(&tmp, &src[sidx].f, sizeof(tmp));
485 dst[didx].i = (int64_t) round(tmp);
486 break;
487 }
488 case GLSL_TYPE_UINT64: {
489 uint64_t tmp;
490 memcpy(&tmp, &src[sidx].u, sizeof(tmp));
491 dst[didx].i = tmp;
492 break;
493 }
494 case GLSL_TYPE_INT64: {
495 int64_t tmp;
496 memcpy(&tmp, &src[sidx].i, sizeof(tmp));
497 dst[didx].i = tmp;
498 break;
499 }
500 default:
501 assert(!"Should not get here.");
502 break;
503 }
504 break;
505
506 case GLSL_TYPE_UINT:
507 switch (uni->type->base_type) {
508 case GLSL_TYPE_FLOAT:
509 /* The spec isn't terribly clear how to handle negative
510 * values with an unsigned return type.
511 *
512 * GL 4.5 section 2.2.2 ("Data Conversions for State
513 * Query Commands") says:
514 *
515 * "If a value is so large in magnitude that it cannot be
516 * represented by the returned data type, then the nearest
517 * value representable using the requested type is
518 * returned."
519 */
520 dst[didx].u = src[sidx].f < 0.0f ?
521 0u : (uint32_t) roundf(src[sidx].f);
522 break;
523 case GLSL_TYPE_BOOL:
524 dst[didx].i = src[sidx].i ? 1 : 0;
525 break;
526 case GLSL_TYPE_INT:
527 dst[didx].i = MAX2(src[sidx].i, 0);
528 break;
529 case GLSL_TYPE_DOUBLE: {
530 double tmp;
531 memcpy(&tmp, &src[sidx].f, sizeof(tmp));
532 dst[didx].u = tmp < 0.0 ? 0u : (uint32_t) round(tmp);
533 break;
534 }
535 case GLSL_TYPE_UINT64: {
536 uint64_t tmp;
537 memcpy(&tmp, &src[sidx].u, sizeof(tmp));
538 dst[didx].i = MIN2(tmp, INT_MAX);
539 break;
540 }
541 case GLSL_TYPE_INT64: {
542 int64_t tmp;
543 memcpy(&tmp, &src[sidx].i, sizeof(tmp));
544 dst[didx].i = MAX2(tmp, 0);
545 break;
546 }
547 default:
548 unreachable("invalid uniform type");
549 }
550 break;
551
552 case GLSL_TYPE_INT64:
553 switch (uni->type->base_type) {
554 case GLSL_TYPE_UINT: {
555 uint64_t tmp = src[sidx].u;
556 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
557 break;
558 }
559 case GLSL_TYPE_INT:
560 case GLSL_TYPE_SAMPLER:
561 case GLSL_TYPE_IMAGE: {
562 int64_t tmp = src[sidx].i;
563 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
564 break;
565 }
566 case GLSL_TYPE_BOOL: {
567 int64_t tmp = src[sidx].i ? 1.0f : 0.0f;
568 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
569 break;
570 }
571 case GLSL_TYPE_UINT64: {
572 uint64_t u64;
573 memcpy(&u64, &src[sidx].u, sizeof(u64));
574 int64_t tmp = MIN2(u64, INT_MAX);
575 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
576 break;
577 }
578 case GLSL_TYPE_FLOAT: {
579 int64_t tmp = (int64_t) roundf(src[sidx].f);
580 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
581 break;
582 }
583 case GLSL_TYPE_DOUBLE: {
584 double d;
585 memcpy(&d, &src[sidx].f, sizeof(d));
586 int64_t tmp = (int64_t) round(d);
587 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
588 break;
589 }
590 default:
591 assert(!"Should not get here.");
592 break;
593 }
594 break;
595
596 case GLSL_TYPE_UINT64:
597 switch (uni->type->base_type) {
598 case GLSL_TYPE_UINT: {
599 uint64_t tmp = src[sidx].u;
600 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
601 break;
602 }
603 case GLSL_TYPE_INT:
604 case GLSL_TYPE_SAMPLER:
605 case GLSL_TYPE_IMAGE: {
606 int64_t tmp = MAX2(src[sidx].i, 0);
607 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
608 break;
609 }
610 case GLSL_TYPE_BOOL: {
611 int64_t tmp = src[sidx].i ? 1.0f : 0.0f;
612 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
613 break;
614 }
615 case GLSL_TYPE_INT64: {
616 uint64_t i64;
617 memcpy(&i64, &src[sidx].i, sizeof(i64));
618 uint64_t tmp = MAX2(i64, 0);
619 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
620 break;
621 }
622 case GLSL_TYPE_FLOAT: {
623 uint64_t tmp = src[sidx].f < 0.0f ?
624 0ull : (uint64_t) roundf(src[sidx].f);
625 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
626 break;
627 }
628 case GLSL_TYPE_DOUBLE: {
629 double d;
630 memcpy(&d, &src[sidx].f, sizeof(d));
631 uint64_t tmp = (d < 0.0) ? 0ull : (uint64_t) round(d);
632 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
633 break;
634 }
635 default:
636 assert(!"Should not get here.");
637 break;
638 }
639 break;
640
641 default:
642 assert(!"Should not get here.");
643 break;
644 }
645 }
646 }
647 }
648 }
649
650 static void
651 log_uniform(const void *values, enum glsl_base_type basicType,
652 unsigned rows, unsigned cols, unsigned count,
653 bool transpose,
654 const struct gl_shader_program *shProg,
655 GLint location,
656 const struct gl_uniform_storage *uni)
657 {
658
659 const union gl_constant_value *v = (const union gl_constant_value *) values;
660 const unsigned elems = rows * cols * count;
661 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
662
663 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
664 "transpose = %s) to: ",
665 shProg->Name, extra, uni->name, location, uni->type->name,
666 transpose ? "true" : "false");
667 for (unsigned i = 0; i < elems; i++) {
668 if (i != 0 && ((i % rows) == 0))
669 printf(", ");
670
671 switch (basicType) {
672 case GLSL_TYPE_UINT:
673 printf("%u ", v[i].u);
674 break;
675 case GLSL_TYPE_INT:
676 printf("%d ", v[i].i);
677 break;
678 case GLSL_TYPE_UINT64: {
679 uint64_t tmp;
680 memcpy(&tmp, &v[i * 2].u, sizeof(tmp));
681 printf("%" PRIu64 " ", tmp);
682 break;
683 }
684 case GLSL_TYPE_INT64: {
685 int64_t tmp;
686 memcpy(&tmp, &v[i * 2].u, sizeof(tmp));
687 printf("%" PRId64 " ", tmp);
688 break;
689 }
690 case GLSL_TYPE_FLOAT:
691 printf("%g ", v[i].f);
692 break;
693 case GLSL_TYPE_DOUBLE: {
694 double tmp;
695 memcpy(&tmp, &v[i * 2].f, sizeof(tmp));
696 printf("%g ", tmp);
697 break;
698 }
699 default:
700 assert(!"Should not get here.");
701 break;
702 }
703 }
704 printf("\n");
705 fflush(stdout);
706 }
707
708 #if 0
709 static void
710 log_program_parameters(const struct gl_shader_program *shProg)
711 {
712 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
713 if (shProg->_LinkedShaders[i] == NULL)
714 continue;
715
716 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
717
718 printf("Program %d %s shader parameters:\n",
719 shProg->Name, _mesa_shader_stage_to_string(i));
720 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
721 printf("%s: %p %f %f %f %f\n",
722 prog->Parameters->Parameters[j].Name,
723 prog->Parameters->ParameterValues[j],
724 prog->Parameters->ParameterValues[j][0].f,
725 prog->Parameters->ParameterValues[j][1].f,
726 prog->Parameters->ParameterValues[j][2].f,
727 prog->Parameters->ParameterValues[j][3].f);
728 }
729 }
730 fflush(stdout);
731 }
732 #endif
733
734 /**
735 * Propagate some values from uniform backing storage to driver storage
736 *
737 * Values propagated from uniform backing storage to driver storage
738 * have all format / type conversions previously requested by the
739 * driver applied. This function is most often called by the
740 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
741 * etc.
742 *
743 * \param uni Uniform whose data is to be propagated to driver storage
744 * \param array_index If \c uni is an array, this is the element of
745 * the array to be propagated.
746 * \param count Number of array elements to propagate.
747 */
748 extern "C" void
749 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
750 unsigned array_index,
751 unsigned count)
752 {
753 unsigned i;
754
755 const unsigned components = uni->type->vector_elements;
756 const unsigned vectors = uni->type->matrix_columns;
757 const int dmul = uni->type->is_64bit() ? 2 : 1;
758
759 /* Store the data in the driver's requested type in the driver's storage
760 * areas.
761 */
762 unsigned src_vector_byte_stride = components * 4 * dmul;
763
764 for (i = 0; i < uni->num_driver_storage; i++) {
765 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
766 uint8_t *dst = (uint8_t *) store->data;
767 const unsigned extra_stride =
768 store->element_stride - (vectors * store->vector_stride);
769 const uint8_t *src =
770 (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i);
771
772 #if 0
773 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
774 "extra_stride=%u\n",
775 __func__, dst, array_index, components,
776 vectors, count, store->vector_stride, extra_stride);
777 #endif
778
779 dst += array_index * store->element_stride;
780
781 switch (store->format) {
782 case uniform_native: {
783 unsigned j;
784 unsigned v;
785
786 if (src_vector_byte_stride == store->vector_stride) {
787 if (extra_stride) {
788 for (j = 0; j < count; j++) {
789 memcpy(dst, src, src_vector_byte_stride * vectors);
790 src += src_vector_byte_stride * vectors;
791 dst += store->vector_stride * vectors;
792
793 dst += extra_stride;
794 }
795 } else {
796 /* Unigine Heaven benchmark gets here */
797 memcpy(dst, src, src_vector_byte_stride * vectors * count);
798 src += src_vector_byte_stride * vectors * count;
799 dst += store->vector_stride * vectors * count;
800 }
801 } else {
802 for (j = 0; j < count; j++) {
803 for (v = 0; v < vectors; v++) {
804 memcpy(dst, src, src_vector_byte_stride);
805 src += src_vector_byte_stride;
806 dst += store->vector_stride;
807 }
808
809 dst += extra_stride;
810 }
811 }
812 break;
813 }
814
815 case uniform_int_float: {
816 const int *isrc = (const int *) src;
817 unsigned j;
818 unsigned v;
819 unsigned c;
820
821 for (j = 0; j < count; j++) {
822 for (v = 0; v < vectors; v++) {
823 for (c = 0; c < components; c++) {
824 ((float *) dst)[c] = (float) *isrc;
825 isrc++;
826 }
827
828 dst += store->vector_stride;
829 }
830
831 dst += extra_stride;
832 }
833 break;
834 }
835
836 default:
837 assert(!"Should not get here.");
838 break;
839 }
840 }
841 }
842
843
844 /**
845 * Return printable string for a given GLSL_TYPE_x
846 */
847 static const char *
848 glsl_type_name(enum glsl_base_type type)
849 {
850 switch (type) {
851 case GLSL_TYPE_UINT:
852 return "uint";
853 case GLSL_TYPE_INT:
854 return "int";
855 case GLSL_TYPE_FLOAT:
856 return "float";
857 case GLSL_TYPE_DOUBLE:
858 return "double";
859 case GLSL_TYPE_UINT64:
860 return "uint64";
861 case GLSL_TYPE_INT64:
862 return "int64";
863 case GLSL_TYPE_BOOL:
864 return "bool";
865 case GLSL_TYPE_SAMPLER:
866 return "sampler";
867 case GLSL_TYPE_IMAGE:
868 return "image";
869 case GLSL_TYPE_ATOMIC_UINT:
870 return "atomic_uint";
871 case GLSL_TYPE_STRUCT:
872 return "struct";
873 case GLSL_TYPE_INTERFACE:
874 return "interface";
875 case GLSL_TYPE_ARRAY:
876 return "array";
877 case GLSL_TYPE_VOID:
878 return "void";
879 case GLSL_TYPE_ERROR:
880 return "error";
881 default:
882 return "other";
883 }
884 }
885
886
887 static struct gl_uniform_storage *
888 validate_uniform(GLint location, GLsizei count, const GLvoid *values,
889 unsigned *offset, struct gl_context *ctx,
890 struct gl_shader_program *shProg,
891 enum glsl_base_type basicType, unsigned src_components)
892 {
893 struct gl_uniform_storage *const uni =
894 validate_uniform_parameters(location, count, offset,
895 ctx, shProg, "glUniform");
896 if (uni == NULL)
897 return NULL;
898
899 if (uni->type->is_matrix()) {
900 /* Can't set matrix uniforms (like mat4) with glUniform */
901 _mesa_error(ctx, GL_INVALID_OPERATION,
902 "glUniform%u(uniform \"%s\"@%d is matrix)",
903 src_components, uni->name, location);
904 return NULL;
905 }
906
907 /* Verify that the types are compatible. */
908 const unsigned components = uni->type->vector_elements;
909
910 if (components != src_components) {
911 /* glUniformN() must match float/vecN type */
912 _mesa_error(ctx, GL_INVALID_OPERATION,
913 "glUniform%u(\"%s\"@%u has %u components, not %u)",
914 src_components, uni->name, location,
915 components, src_components);
916 return NULL;
917 }
918
919 bool match;
920 switch (uni->type->base_type) {
921 case GLSL_TYPE_BOOL:
922 match = (basicType != GLSL_TYPE_DOUBLE);
923 break;
924 case GLSL_TYPE_SAMPLER:
925 match = (basicType == GLSL_TYPE_INT);
926 break;
927 case GLSL_TYPE_IMAGE:
928 match = (basicType == GLSL_TYPE_INT && _mesa_is_desktop_gl(ctx));
929 break;
930 default:
931 match = (basicType == uni->type->base_type);
932 break;
933 }
934
935 if (!match) {
936 _mesa_error(ctx, GL_INVALID_OPERATION,
937 "glUniform%u(\"%s\"@%d is %s, not %s)",
938 src_components, uni->name, location,
939 glsl_type_name(uni->type->base_type),
940 glsl_type_name(basicType));
941 return NULL;
942 }
943
944 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
945 log_uniform(values, basicType, components, 1, count,
946 false, shProg, location, uni);
947 }
948
949 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
950 *
951 * "Setting a sampler's value to i selects texture image unit number
952 * i. The values of i range from zero to the implementation- dependent
953 * maximum supported number of texture image units."
954 *
955 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
956 * the PDF) says:
957 *
958 * "Error Description Offending command
959 * ignored?
960 * ...
961 * INVALID_VALUE Numeric argument out of range Yes"
962 *
963 * Based on that, when an invalid sampler is specified, we generate a
964 * GL_INVALID_VALUE error and ignore the command.
965 */
966 if (uni->type->is_sampler()) {
967 for (int i = 0; i < count; i++) {
968 const unsigned texUnit = ((unsigned *) values)[i];
969
970 /* check that the sampler (tex unit index) is legal */
971 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
972 _mesa_error(ctx, GL_INVALID_VALUE,
973 "glUniform1i(invalid sampler/tex unit index for "
974 "uniform %d)", location);
975 return NULL;
976 }
977 }
978 /* We need to reset the validate flag on changes to samplers in case
979 * two different sampler types are set to the same texture unit.
980 */
981 ctx->_Shader->Validated = GL_FALSE;
982 }
983
984 if (uni->type->is_image()) {
985 for (int i = 0; i < count; i++) {
986 const int unit = ((GLint *) values)[i];
987
988 /* check that the image unit is legal */
989 if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
990 _mesa_error(ctx, GL_INVALID_VALUE,
991 "glUniform1i(invalid image unit index for uniform %d)",
992 location);
993 return NULL;
994 }
995 }
996 }
997
998 return uni;
999 }
1000
1001
1002 /**
1003 * Called via glUniform*() functions.
1004 */
1005 extern "C" void
1006 _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
1007 struct gl_context *ctx, struct gl_shader_program *shProg,
1008 enum glsl_base_type basicType, unsigned src_components)
1009 {
1010 unsigned offset;
1011 int size_mul = glsl_base_type_is_64bit(basicType) ? 2 : 1;
1012
1013 struct gl_uniform_storage *uni;
1014 if (_mesa_is_no_error_enabled(ctx)) {
1015 /* From Seciton 7.6 (UNIFORM VARIABLES) of the OpenGL 4.5 spec:
1016 *
1017 * "If the value of location is -1, the Uniform* commands will
1018 * silently ignore the data passed in, and the current uniform values
1019 * will not be changed.
1020 */
1021 if (location == -1)
1022 return;
1023
1024 uni = shProg->UniformRemapTable[location];
1025
1026 /* The array index specified by the uniform location is just the
1027 * uniform location minus the base location of of the uniform.
1028 */
1029 assert(uni->array_elements > 0 || location == (int)uni->remap_location);
1030 offset = location - uni->remap_location;
1031 } else {
1032 uni = validate_uniform(location, count, values, &offset, ctx, shProg,
1033 basicType, src_components);
1034 if (!uni)
1035 return;
1036 }
1037
1038 const unsigned components = uni->type->vector_elements;
1039
1040 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
1041 *
1042 * "When loading N elements starting at an arbitrary position k in a
1043 * uniform declared as an array, elements k through k + N - 1 in the
1044 * array will be replaced with the new values. Values for any array
1045 * element that exceeds the highest array element index used, as
1046 * reported by GetActiveUniform, will be ignored by the GL."
1047 *
1048 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
1049 * will have already generated an error.
1050 */
1051 if (uni->array_elements != 0) {
1052 count = MIN2(count, (int) (uni->array_elements - offset));
1053 }
1054
1055 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
1056
1057 /* Store the data in the "actual type" backing storage for the uniform.
1058 */
1059 if (!uni->type->is_boolean()) {
1060 memcpy(&uni->storage[size_mul * components * offset], values,
1061 sizeof(uni->storage[0]) * components * count * size_mul);
1062 } else {
1063 const union gl_constant_value *src =
1064 (const union gl_constant_value *) values;
1065 union gl_constant_value *dst = &uni->storage[components * offset];
1066 const unsigned elems = components * count;
1067
1068 for (unsigned i = 0; i < elems; i++) {
1069 if (basicType == GLSL_TYPE_FLOAT) {
1070 dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
1071 } else {
1072 dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
1073 }
1074 }
1075 }
1076
1077 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1078
1079 /* If the uniform is a sampler, do the extra magic necessary to propagate
1080 * the changes through.
1081 */
1082 if (uni->type->is_sampler()) {
1083 bool flushed = false;
1084
1085 shProg->SamplersValidated = GL_TRUE;
1086
1087 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
1088 struct gl_linked_shader *const sh = shProg->_LinkedShaders[i];
1089
1090 /* If the shader stage doesn't use the sampler uniform, skip this. */
1091 if (!uni->opaque[i].active)
1092 continue;
1093
1094 bool changed = false;
1095 for (int j = 0; j < count; j++) {
1096 unsigned unit = uni->opaque[i].index + offset + j;
1097 if (sh->Program->SamplerUnits[unit] != ((unsigned *) values)[j]) {
1098 sh->Program->SamplerUnits[unit] = ((unsigned *) values)[j];
1099 changed = true;
1100 }
1101 }
1102
1103 if (changed) {
1104 if (!flushed) {
1105 FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT | _NEW_PROGRAM);
1106 flushed = true;
1107 }
1108
1109 struct gl_program *const prog = sh->Program;
1110 _mesa_update_shader_textures_used(shProg, prog);
1111 if (ctx->Driver.SamplerUniformChange)
1112 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
1113 }
1114 }
1115 }
1116
1117 /* If the uniform is an image, update the mapping from image
1118 * uniforms to image units present in the shader data structure.
1119 */
1120 if (uni->type->is_image()) {
1121 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
1122 struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
1123
1124 /* If the shader stage doesn't use the image uniform, skip this. */
1125 if (!uni->opaque[i].active)
1126 continue;
1127
1128 for (int j = 0; j < count; j++)
1129 sh->Program->sh.ImageUnits[uni->opaque[i].index + offset + j] =
1130 ((GLint *) values)[j];
1131 }
1132
1133 ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
1134 }
1135 }
1136
1137 /**
1138 * Called by glUniformMatrix*() functions.
1139 * Note: cols=2, rows=4 ==> array[2] of vec4
1140 */
1141 extern "C" void
1142 _mesa_uniform_matrix(GLint location, GLsizei count,
1143 GLboolean transpose, const void *values,
1144 struct gl_context *ctx, struct gl_shader_program *shProg,
1145 GLuint cols, GLuint rows, enum glsl_base_type basicType)
1146 {
1147 unsigned offset;
1148 struct gl_uniform_storage *const uni =
1149 validate_uniform_parameters(location, count, &offset,
1150 ctx, shProg, "glUniformMatrix");
1151 if (uni == NULL)
1152 return;
1153
1154 if (!uni->type->is_matrix()) {
1155 _mesa_error(ctx, GL_INVALID_OPERATION,
1156 "glUniformMatrix(non-matrix uniform)");
1157 return;
1158 }
1159
1160 assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
1161 const unsigned size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
1162
1163 assert(!uni->type->is_sampler());
1164 const unsigned vectors = uni->type->matrix_columns;
1165 const unsigned components = uni->type->vector_elements;
1166
1167 /* Verify that the types are compatible. This is greatly simplified for
1168 * matrices because they can only have a float base type.
1169 */
1170 if (vectors != cols || components != rows) {
1171 _mesa_error(ctx, GL_INVALID_OPERATION,
1172 "glUniformMatrix(matrix size mismatch)");
1173 return;
1174 }
1175
1176 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
1177 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
1178 */
1179 if (transpose) {
1180 if (ctx->API == API_OPENGLES2 && ctx->Version < 30) {
1181 _mesa_error(ctx, GL_INVALID_VALUE,
1182 "glUniformMatrix(matrix transpose is not GL_FALSE)");
1183 return;
1184 }
1185 }
1186
1187 /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec
1188 * says:
1189 *
1190 * "If any of the following conditions occur, an INVALID_OPERATION
1191 * error is generated by the Uniform* commands, and no uniform values
1192 * are changed:
1193 *
1194 * ...
1195 *
1196 * - if the uniform declared in the shader is not of type boolean and
1197 * the type indicated in the name of the Uniform* command used does
1198 * not match the type of the uniform"
1199 *
1200 * There are no Boolean matrix types, so we do not need to allow
1201 * GLSL_TYPE_BOOL here (as _mesa_uniform does).
1202 */
1203 if (uni->type->base_type != basicType) {
1204 _mesa_error(ctx, GL_INVALID_OPERATION,
1205 "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
1206 cols, rows, uni->name, location,
1207 glsl_type_name(uni->type->base_type),
1208 glsl_type_name(basicType));
1209 return;
1210 }
1211
1212 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
1213 log_uniform(values, uni->type->base_type, components, vectors, count,
1214 bool(transpose), shProg, location, uni);
1215 }
1216
1217 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
1218 *
1219 * "When loading N elements starting at an arbitrary position k in a
1220 * uniform declared as an array, elements k through k + N - 1 in the
1221 * array will be replaced with the new values. Values for any array
1222 * element that exceeds the highest array element index used, as
1223 * reported by GetActiveUniform, will be ignored by the GL."
1224 *
1225 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
1226 * will have already generated an error.
1227 */
1228 if (uni->array_elements != 0) {
1229 count = MIN2(count, (int) (uni->array_elements - offset));
1230 }
1231
1232 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
1233
1234 /* Store the data in the "actual type" backing storage for the uniform.
1235 */
1236 const unsigned elements = components * vectors;
1237
1238 if (!transpose) {
1239 memcpy(&uni->storage[size_mul * elements * offset], values,
1240 sizeof(uni->storage[0]) * elements * count * size_mul);
1241 } else if (basicType == GLSL_TYPE_FLOAT) {
1242 /* Copy and transpose the matrix.
1243 */
1244 const float *src = (const float *)values;
1245 float *dst = &uni->storage[elements * offset].f;
1246
1247 for (int i = 0; i < count; i++) {
1248 for (unsigned r = 0; r < rows; r++) {
1249 for (unsigned c = 0; c < cols; c++) {
1250 dst[(c * components) + r] = src[c + (r * vectors)];
1251 }
1252 }
1253
1254 dst += elements;
1255 src += elements;
1256 }
1257 } else {
1258 assert(basicType == GLSL_TYPE_DOUBLE);
1259 const double *src = (const double *)values;
1260 double *dst = (double *)&uni->storage[elements * offset].f;
1261
1262 for (int i = 0; i < count; i++) {
1263 for (unsigned r = 0; r < rows; r++) {
1264 for (unsigned c = 0; c < cols; c++) {
1265 dst[(c * components) + r] = src[c + (r * vectors)];
1266 }
1267 }
1268
1269 dst += elements;
1270 src += elements;
1271 }
1272 }
1273
1274 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1275 }
1276
1277 /**
1278 * Called via glUniformHandleui64*ARB() functions.
1279 */
1280 extern "C" void
1281 _mesa_uniform_handle(GLint location, GLsizei count, const GLvoid *values,
1282 struct gl_context *ctx, struct gl_shader_program *shProg)
1283 {
1284 unsigned offset;
1285 struct gl_uniform_storage *const uni =
1286 validate_uniform_parameters(location, count, &offset,
1287 ctx, shProg, "glUniformHandleui64*ARB");
1288 if (uni == NULL)
1289 return;
1290
1291 if (!uni->is_bindless) {
1292 /* From section "Errors" of the ARB_bindless_texture spec:
1293 *
1294 * "The error INVALID_OPERATION is generated by
1295 * UniformHandleui64{v}ARB if the sampler or image uniform being
1296 * updated has the "bound_sampler" or "bound_image" layout qualifier."
1297 *
1298 * From section 4.4.6 of the ARB_bindless_texture spec:
1299 *
1300 * "In the absence of these qualifiers, sampler and image uniforms are
1301 * considered "bound". Additionally, if GL_ARB_bindless_texture is not
1302 * enabled, these uniforms are considered "bound"."
1303 */
1304 _mesa_error(ctx, GL_INVALID_OPERATION,
1305 "glUniformHandleui64*ARB(non-bindless sampler/image uniform)");
1306 return;
1307 }
1308
1309 const unsigned components = uni->type->vector_elements;
1310 const int size_mul = 2;
1311
1312 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
1313 log_uniform(values, GLSL_TYPE_UINT64, components, 1, count,
1314 false, shProg, location, uni);
1315 }
1316
1317 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
1318 *
1319 * "When loading N elements starting at an arbitrary position k in a
1320 * uniform declared as an array, elements k through k + N - 1 in the
1321 * array will be replaced with the new values. Values for any array
1322 * element that exceeds the highest array element index used, as
1323 * reported by GetActiveUniform, will be ignored by the GL."
1324 *
1325 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
1326 * will have already generated an error.
1327 */
1328 if (uni->array_elements != 0) {
1329 count = MIN2(count, (int) (uni->array_elements - offset));
1330 }
1331
1332 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
1333
1334 /* Store the data in the "actual type" backing storage for the uniform.
1335 */
1336 memcpy(&uni->storage[size_mul * components * offset], values,
1337 sizeof(uni->storage[0]) * components * count * size_mul);
1338
1339 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1340 }
1341
1342 extern "C" bool
1343 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
1344 char *errMsg, size_t errMsgLength)
1345 {
1346 /* Shader does not have samplers. */
1347 if (shProg->data->NumUniformStorage == 0)
1348 return true;
1349
1350 if (!shProg->SamplersValidated) {
1351 _mesa_snprintf(errMsg, errMsgLength,
1352 "active samplers with a different type "
1353 "refer to the same texture image unit");
1354 return false;
1355 }
1356 return true;
1357 }
1358
1359 extern "C" bool
1360 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
1361 {
1362 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1363 * OpenGL 4.1 spec says:
1364 *
1365 * "[INVALID_OPERATION] is generated by any command that transfers
1366 * vertices to the GL if:
1367 *
1368 * ...
1369 *
1370 * - Any two active samplers in the current program object are of
1371 * different types, but refer to the same texture image unit.
1372 *
1373 * - The number of active samplers in the program exceeds the
1374 * maximum number of texture image units allowed."
1375 */
1376
1377 GLbitfield mask;
1378 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1379 unsigned active_samplers = 0;
1380 const struct gl_program **prog =
1381 (const struct gl_program **) pipeline->CurrentProgram;
1382
1383
1384 memset(TexturesUsed, 0, sizeof(TexturesUsed));
1385
1386 for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
1387 if (!prog[idx])
1388 continue;
1389
1390 mask = prog[idx]->SamplersUsed;
1391 while (mask) {
1392 const int s = u_bit_scan(&mask);
1393 GLuint unit = prog[idx]->SamplerUnits[s];
1394 GLuint tgt = prog[idx]->sh.SamplerTargets[s];
1395
1396 /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
1397 * great job of eliminating unused uniforms currently so for now
1398 * don't throw an error if two sampler types both point to 0.
1399 */
1400 if (unit == 0)
1401 continue;
1402
1403 if (TexturesUsed[unit] & ~(1 << tgt)) {
1404 pipeline->InfoLog =
1405 ralloc_asprintf(pipeline,
1406 "Program %d: "
1407 "Texture unit %d is accessed with 2 different types",
1408 prog[idx]->Id, unit);
1409 return false;
1410 }
1411
1412 TexturesUsed[unit] |= (1 << tgt);
1413 }
1414
1415 active_samplers += prog[idx]->info.num_textures;
1416 }
1417
1418 if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
1419 pipeline->InfoLog =
1420 ralloc_asprintf(pipeline,
1421 "the number of active samplers %d exceed the "
1422 "maximum %d",
1423 active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1424 return false;
1425 }
1426
1427 return true;
1428 }