2 * Mesa 3-D graphics library
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
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
29 #include "main/core.h"
30 #include "main/context.h"
32 #include "ir_uniform.h"
33 #include "program/hash_table.h"
34 #include "../glsl/program.h"
35 #include "../glsl/ir_uniform.h"
36 #include "../glsl/glsl_parser_extras.h"
37 #include "main/shaderapi.h"
38 #include "main/shaderobj.h"
42 extern "C" void GLAPIENTRY
43 _mesa_GetActiveUniform(GLuint program
, GLuint index
,
44 GLsizei maxLength
, GLsizei
*length
, GLint
*size
,
45 GLenum
*type
, GLcharARB
*nameOut
)
47 GET_CURRENT_CONTEXT(ctx
);
48 struct gl_shader_program
*shProg
=
49 _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
54 if (index
>= shProg
->NumUserUniformStorage
) {
55 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(index)");
59 const struct gl_uniform_storage
*const uni
= &shProg
->UniformStorage
[index
];
62 _mesa_get_uniform_name(uni
, maxLength
, length
, nameOut
);
66 /* array_elements is zero for non-arrays, but the API requires that 1 be
69 *size
= MAX2(1, uni
->array_elements
);
73 *type
= uni
->type
->gl_type
;
77 extern "C" void GLAPIENTRY
78 _mesa_GetActiveUniformsiv(GLuint program
,
80 const GLuint
*uniformIndices
,
84 GET_CURRENT_CONTEXT(ctx
);
85 struct gl_shader_program
*shProg
;
88 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
92 if (uniformCount
< 0) {
93 _mesa_error(ctx
, GL_INVALID_VALUE
,
94 "glGetActiveUniformsiv(uniformCount < 0)");
98 for (i
= 0; i
< uniformCount
; i
++) {
99 GLuint index
= uniformIndices
[i
];
101 if (index
>= shProg
->NumUserUniformStorage
) {
102 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniformsiv(index)");
107 for (i
= 0; i
< uniformCount
; i
++) {
108 GLuint index
= uniformIndices
[i
];
109 const struct gl_uniform_storage
*uni
= &shProg
->UniformStorage
[index
];
112 case GL_UNIFORM_TYPE
:
113 params
[i
] = uni
->type
->gl_type
;
116 case GL_UNIFORM_SIZE
:
117 /* array_elements is zero for non-arrays, but the API requires that 1 be
120 params
[i
] = MAX2(1, uni
->array_elements
);
123 case GL_UNIFORM_NAME_LENGTH
:
124 params
[i
] = strlen(uni
->name
) + 1;
126 /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
129 * "If the active uniform is an array, the uniform name returned
130 * in name will always be the name of the uniform array appended
133 if (uni
->array_elements
!= 0)
137 case GL_UNIFORM_BLOCK_INDEX
:
138 params
[i
] = uni
->block_index
;
141 case GL_UNIFORM_OFFSET
:
142 params
[i
] = uni
->offset
;
145 case GL_UNIFORM_ARRAY_STRIDE
:
146 params
[i
] = uni
->array_stride
;
149 case GL_UNIFORM_MATRIX_STRIDE
:
150 params
[i
] = uni
->matrix_stride
;
153 case GL_UNIFORM_IS_ROW_MAJOR
:
154 params
[i
] = uni
->row_major
;
157 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX
:
158 if (!ctx
->Extensions
.ARB_shader_atomic_counters
)
160 params
[i
] = uni
->atomic_buffer_index
;
171 _mesa_error(ctx
, GL_INVALID_ENUM
, "glGetActiveUniformsiv(pname)");
174 static struct gl_uniform_storage
*
175 validate_uniform_parameters(struct gl_context
*ctx
,
176 struct gl_shader_program
*shProg
,
177 GLint location
, GLsizei count
,
178 unsigned *array_index
,
181 if (shProg
== NULL
) {
182 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)", caller
);
186 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
188 * "If a negative number is provided where an argument of type sizei or
189 * sizeiptr is specified, the error INVALID_VALUE is generated."
192 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(count < 0)", caller
);
196 /* Check that the given location is in bounds of uniform remap table.
197 * Unlinked programs will have NumUniformRemapTable == 0, so we can take
198 * the shProg->LinkStatus check out of the main path.
200 if (unlikely(location
>= (GLint
) shProg
->NumUniformRemapTable
)) {
201 if (!shProg
->LinkStatus
)
202 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)",
205 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
211 if (location
== -1) {
212 if (!shProg
->LinkStatus
)
213 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)",
219 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
221 * "If any of the following conditions occur, an INVALID_OPERATION
222 * error is generated by the Uniform* commands, and no uniform values
227 * - if no variable with a location of location exists in the
228 * program object currently in use and location is not -1,
229 * - if count is greater than one, and the uniform declared in the
230 * shader is not an array variable,
232 if (location
< -1 || !shProg
->UniformRemapTable
[location
]) {
233 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
238 /* If the driver storage pointer in remap table is -1, we ignore silently.
240 * GL_ARB_explicit_uniform_location spec says:
241 * "What happens if Uniform* is called with an explicitly defined
242 * uniform location, but that uniform is deemed inactive by the
245 * RESOLVED: The call is ignored for inactive uniform variables and
246 * no error is generated."
249 if (shProg
->UniformRemapTable
[location
] ==
250 INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
253 struct gl_uniform_storage
*const uni
= shProg
->UniformRemapTable
[location
];
255 if (uni
->array_elements
== 0) {
257 _mesa_error(ctx
, GL_INVALID_OPERATION
,
258 "%s(count > 1 for non-array, location=%d)",
263 assert((location
- uni
->remap_location
) == 0);
266 /* The array index specified by the uniform location is just the uniform
267 * location minus the base location of of the uniform.
269 *array_index
= location
- uni
->remap_location
;
271 /* If the uniform is an array, check that array_index is in bounds.
272 * array_index is unsigned so no need to check for less than zero.
274 if (*array_index
>= uni
->array_elements
) {
275 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
284 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
287 _mesa_get_uniform(struct gl_context
*ctx
, GLuint program
, GLint location
,
288 GLsizei bufSize
, enum glsl_base_type returnType
,
291 struct gl_shader_program
*shProg
=
292 _mesa_lookup_shader_program_err(ctx
, program
, "glGetUniformfv");
295 struct gl_uniform_storage
*const uni
=
296 validate_uniform_parameters(ctx
, shProg
, location
, 1,
297 &offset
, "glGetUniform");
299 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
302 * "The error INVALID_OPERATION is generated if program has not been
303 * linked successfully, or if location is not a valid location for
306 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
309 * "If the value of location is -1, the Uniform* commands will
310 * silently ignore the data passed in, and the current uniform
311 * values will not be changed."
313 * Allowing -1 for the location parameter of glUniform allows
314 * applications to avoid error paths in the case that, for example, some
315 * uniform variable is removed by the compiler / linker after
316 * optimization. In this case, the new value of the uniform is dropped
317 * on the floor. For the case of glGetUniform, there is nothing
318 * sensible to do for a location of -1.
320 * If the location was -1, validate_unfirom_parameters will return NULL
321 * without raising an error. Raise the error here.
323 if (location
== -1) {
324 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glGetUniform(location=%d)",
332 unsigned elements
= (uni
->type
->is_sampler())
333 ? 1 : uni
->type
->components();
335 /* Calculate the source base address *BEFORE* modifying elements to
336 * account for the size of the user's buffer.
338 const union gl_constant_value
*const src
=
339 &uni
->storage
[offset
* elements
];
341 assert(returnType
== GLSL_TYPE_FLOAT
|| returnType
== GLSL_TYPE_INT
||
342 returnType
== GLSL_TYPE_UINT
);
343 /* The three (currently) supported types all have the same size,
344 * which is of course the same as their union. That'll change
345 * with glGetUniformdv()...
347 unsigned bytes
= sizeof(src
[0]) * elements
;
348 if (bufSize
< 0 || bytes
> (unsigned) bufSize
) {
349 _mesa_error( ctx
, GL_INVALID_OPERATION
,
350 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
351 " but %u bytes are required)", bufSize
, bytes
);
355 /* If the return type and the uniform's native type are "compatible,"
356 * just memcpy the data. If the types are not compatible, perform a
357 * slower convert-and-copy process.
359 if (returnType
== uni
->type
->base_type
360 || ((returnType
== GLSL_TYPE_INT
361 || returnType
== GLSL_TYPE_UINT
)
363 (uni
->type
->base_type
== GLSL_TYPE_INT
364 || uni
->type
->base_type
== GLSL_TYPE_UINT
365 || uni
->type
->base_type
== GLSL_TYPE_SAMPLER
))) {
366 memcpy(paramsOut
, src
, bytes
);
368 union gl_constant_value
*const dst
=
369 (union gl_constant_value
*) paramsOut
;
371 /* This code could be optimized by putting the loop inside the switch
372 * statements. However, this is not expected to be
373 * performance-critical code.
375 for (unsigned i
= 0; i
< elements
; i
++) {
376 switch (returnType
) {
377 case GLSL_TYPE_FLOAT
:
378 switch (uni
->type
->base_type
) {
380 dst
[i
].f
= (float) src
[i
].u
;
383 case GLSL_TYPE_SAMPLER
:
384 dst
[i
].f
= (float) src
[i
].i
;
387 dst
[i
].f
= src
[i
].i
? 1.0f
: 0.0f
;
390 assert(!"Should not get here.");
397 switch (uni
->type
->base_type
) {
398 case GLSL_TYPE_FLOAT
:
399 /* While the GL 3.2 core spec doesn't explicitly
400 * state how conversion of float uniforms to integer
401 * values works, in section 6.2 "State Tables" on
404 * "Unless otherwise specified, when floating
405 * point state is returned as integer values or
406 * integer state is returned as floating-point
407 * values it is converted in the fashion
408 * described in section 6.1.2"
410 * That section, on page 248, says:
412 * "If GetIntegerv or GetInteger64v are called,
413 * a floating-point value is rounded to the
414 * nearest integer..."
416 dst
[i
].i
= IROUND(src
[i
].f
);
419 dst
[i
].i
= src
[i
].i
? 1 : 0;
422 assert(!"Should not get here.");
428 assert(!"Should not get here.");
437 log_uniform(const void *values
, enum glsl_base_type basicType
,
438 unsigned rows
, unsigned cols
, unsigned count
,
440 const struct gl_shader_program
*shProg
,
442 const struct gl_uniform_storage
*uni
)
445 const union gl_constant_value
*v
= (const union gl_constant_value
*) values
;
446 const unsigned elems
= rows
* cols
* count
;
447 const char *const extra
= (cols
== 1) ? "uniform" : "uniform matrix";
449 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
450 "transpose = %s) to: ",
451 shProg
->Name
, extra
, uni
->name
, location
, uni
->type
->name
,
452 transpose
? "true" : "false");
453 for (unsigned i
= 0; i
< elems
; i
++) {
454 if (i
!= 0 && ((i
% rows
) == 0))
459 printf("%u ", v
[i
].u
);
462 printf("%d ", v
[i
].i
);
464 case GLSL_TYPE_FLOAT
:
465 printf("%g ", v
[i
].f
);
468 assert(!"Should not get here.");
478 log_program_parameters(const struct gl_shader_program
*shProg
)
480 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
481 if (shProg
->_LinkedShaders
[i
] == NULL
)
484 const struct gl_program
*const prog
= shProg
->_LinkedShaders
[i
]->Program
;
486 printf("Program %d %s shader parameters:\n",
487 shProg
->Name
, _mesa_shader_stage_to_string(i
));
488 for (unsigned j
= 0; j
< prog
->Parameters
->NumParameters
; j
++) {
489 printf("%s: %p %f %f %f %f\n",
490 prog
->Parameters
->Parameters
[j
].Name
,
491 prog
->Parameters
->ParameterValues
[j
],
492 prog
->Parameters
->ParameterValues
[j
][0].f
,
493 prog
->Parameters
->ParameterValues
[j
][1].f
,
494 prog
->Parameters
->ParameterValues
[j
][2].f
,
495 prog
->Parameters
->ParameterValues
[j
][3].f
);
503 * Propagate some values from uniform backing storage to driver storage
505 * Values propagated from uniform backing storage to driver storage
506 * have all format / type conversions previously requested by the
507 * driver applied. This function is most often called by the
508 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
511 * \param uni Uniform whose data is to be propagated to driver storage
512 * \param array_index If \c uni is an array, this is the element of
513 * the array to be propagated.
514 * \param count Number of array elements to propagate.
517 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
518 unsigned array_index
,
523 /* vector_elements and matrix_columns can be 0 for samplers.
525 const unsigned components
= MAX2(1, uni
->type
->vector_elements
);
526 const unsigned vectors
= MAX2(1, uni
->type
->matrix_columns
);
528 /* Store the data in the driver's requested type in the driver's storage
531 unsigned src_vector_byte_stride
= components
* 4;
533 for (i
= 0; i
< uni
->num_driver_storage
; i
++) {
534 struct gl_uniform_driver_storage
*const store
= &uni
->driver_storage
[i
];
535 uint8_t *dst
= (uint8_t *) store
->data
;
536 const unsigned extra_stride
=
537 store
->element_stride
- (vectors
* store
->vector_stride
);
539 (uint8_t *) (&uni
->storage
[array_index
* (components
* vectors
)].i
);
542 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
544 __func__
, dst
, array_index
, components
,
545 vectors
, count
, store
->vector_stride
, extra_stride
);
548 dst
+= array_index
* store
->element_stride
;
550 switch (store
->format
) {
551 case uniform_native
: {
555 for (j
= 0; j
< count
; j
++) {
556 for (v
= 0; v
< vectors
; v
++) {
557 memcpy(dst
, src
, src_vector_byte_stride
);
558 src
+= src_vector_byte_stride
;
559 dst
+= store
->vector_stride
;
567 case uniform_int_float
: {
568 const int *isrc
= (const int *) src
;
573 for (j
= 0; j
< count
; j
++) {
574 for (v
= 0; v
< vectors
; v
++) {
575 for (c
= 0; c
< components
; c
++) {
576 ((float *) dst
)[c
] = (float) *isrc
;
580 dst
+= store
->vector_stride
;
589 assert(!"Should not get here.");
596 * Called via glUniform*() functions.
599 _mesa_uniform(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
600 GLint location
, GLsizei count
,
601 const GLvoid
*values
,
602 enum glsl_base_type basicType
,
603 unsigned src_components
)
607 struct gl_uniform_storage
*const uni
=
608 validate_uniform_parameters(ctx
, shProg
, location
, count
,
609 &offset
, "glUniform");
613 /* Verify that the types are compatible.
615 const unsigned components
= uni
->type
->is_sampler()
616 ? 1 : uni
->type
->vector_elements
;
619 switch (uni
->type
->base_type
) {
623 case GLSL_TYPE_SAMPLER
:
624 case GLSL_TYPE_IMAGE
:
625 match
= (basicType
== GLSL_TYPE_INT
);
628 match
= (basicType
== uni
->type
->base_type
);
632 if (uni
->type
->is_matrix() || components
!= src_components
|| !match
) {
633 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glUniform(type mismatch)");
637 if (ctx
->_Shader
->Flags
& GLSL_UNIFORMS
) {
638 log_uniform(values
, basicType
, components
, 1, count
,
639 false, shProg
, location
, uni
);
642 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
644 * "Setting a sampler's value to i selects texture image unit number
645 * i. The values of i range from zero to the implementation- dependent
646 * maximum supported number of texture image units."
648 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
651 * "Error Description Offending command
654 * INVALID_VALUE Numeric argument out of range Yes"
656 * Based on that, when an invalid sampler is specified, we generate a
657 * GL_INVALID_VALUE error and ignore the command.
659 if (uni
->type
->is_sampler()) {
660 for (int i
= 0; i
< count
; i
++) {
661 const unsigned texUnit
= ((unsigned *) values
)[i
];
663 /* check that the sampler (tex unit index) is legal */
664 if (texUnit
>= ctx
->Const
.MaxCombinedTextureImageUnits
) {
665 _mesa_error(ctx
, GL_INVALID_VALUE
,
666 "glUniform1i(invalid sampler/tex unit index for "
674 if (uni
->type
->is_image()) {
675 for (int i
= 0; i
< count
; i
++) {
676 const int unit
= ((GLint
*) values
)[i
];
678 /* check that the image unit is legal */
679 if (unit
< 0 || unit
>= (int)ctx
->Const
.MaxImageUnits
) {
680 _mesa_error(ctx
, GL_INVALID_VALUE
,
681 "glUniform1i(invalid image unit index for uniform %d)",
688 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
690 * "When loading N elements starting at an arbitrary position k in a
691 * uniform declared as an array, elements k through k + N - 1 in the
692 * array will be replaced with the new values. Values for any array
693 * element that exceeds the highest array element index used, as
694 * reported by GetActiveUniform, will be ignored by the GL."
696 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
697 * will have already generated an error.
699 if (uni
->array_elements
!= 0) {
700 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
703 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
705 /* Store the data in the "actual type" backing storage for the uniform.
707 if (!uni
->type
->is_boolean()) {
708 memcpy(&uni
->storage
[components
* offset
], values
,
709 sizeof(uni
->storage
[0]) * components
* count
);
711 const union gl_constant_value
*src
=
712 (const union gl_constant_value
*) values
;
713 union gl_constant_value
*dst
= &uni
->storage
[components
* offset
];
714 const unsigned elems
= components
* count
;
716 for (unsigned i
= 0; i
< elems
; i
++) {
717 if (basicType
== GLSL_TYPE_FLOAT
) {
718 dst
[i
].i
= src
[i
].f
!= 0.0f
? ctx
->Const
.UniformBooleanTrue
: 0;
720 dst
[i
].i
= src
[i
].i
!= 0 ? ctx
->Const
.UniformBooleanTrue
: 0;
725 uni
->initialized
= true;
727 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
729 /* If the uniform is a sampler, do the extra magic necessary to propagate
730 * the changes through.
732 if (uni
->type
->is_sampler()) {
733 bool flushed
= false;
734 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
735 struct gl_shader
*const sh
= shProg
->_LinkedShaders
[i
];
737 /* If the shader stage doesn't use the sampler uniform, skip this.
739 if (sh
== NULL
|| !uni
->sampler
[i
].active
)
742 for (int j
= 0; j
< count
; j
++) {
743 sh
->SamplerUnits
[uni
->sampler
[i
].index
+ offset
+ j
] =
744 ((unsigned *) values
)[j
];
747 struct gl_program
*const prog
= sh
->Program
;
749 assert(sizeof(prog
->SamplerUnits
) == sizeof(sh
->SamplerUnits
));
751 /* Determine if any of the samplers used by this shader stage have
754 bool changed
= false;
755 for (unsigned j
= 0; j
< Elements(prog
->SamplerUnits
); j
++) {
756 if ((sh
->active_samplers
& (1U << j
)) != 0
757 && (prog
->SamplerUnits
[j
] != sh
->SamplerUnits
[j
])) {
765 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
| _NEW_PROGRAM
);
769 memcpy(prog
->SamplerUnits
,
771 sizeof(sh
->SamplerUnits
));
773 _mesa_update_shader_textures_used(shProg
, prog
);
774 if (ctx
->Driver
.SamplerUniformChange
)
775 ctx
->Driver
.SamplerUniformChange(ctx
, prog
->Target
, prog
);
780 /* If the uniform is an image, update the mapping from image
781 * uniforms to image units present in the shader data structure.
783 if (uni
->type
->is_image()) {
784 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
785 if (uni
->image
[i
].active
) {
786 struct gl_shader
*sh
= shProg
->_LinkedShaders
[i
];
788 for (int j
= 0; j
< count
; j
++)
789 sh
->ImageUnits
[uni
->image
[i
].index
+ offset
+ j
] =
790 ((GLint
*) values
)[j
];
794 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewImageUnits
;
799 * Called by glUniformMatrix*() functions.
800 * Note: cols=2, rows=4 ==> array[2] of vec4
803 _mesa_uniform_matrix(struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
804 GLuint cols
, GLuint rows
,
805 GLint location
, GLsizei count
,
806 GLboolean transpose
, const GLfloat
*values
)
813 struct gl_uniform_storage
*const uni
=
814 validate_uniform_parameters(ctx
, shProg
, location
, count
,
815 &offset
, "glUniformMatrix");
819 if (!uni
->type
->is_matrix()) {
820 _mesa_error(ctx
, GL_INVALID_OPERATION
,
821 "glUniformMatrix(non-matrix uniform)");
825 assert(!uni
->type
->is_sampler());
826 vectors
= uni
->type
->matrix_columns
;
827 components
= uni
->type
->vector_elements
;
829 /* Verify that the types are compatible. This is greatly simplified for
830 * matrices because they can only have a float base type.
832 if (vectors
!= cols
|| components
!= rows
) {
833 _mesa_error(ctx
, GL_INVALID_OPERATION
,
834 "glUniformMatrix(matrix size mismatch)");
838 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
839 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
842 if (ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30) {
843 _mesa_error(ctx
, GL_INVALID_VALUE
,
844 "glUniformMatrix(matrix transpose is not GL_FALSE)");
849 if (ctx
->_Shader
->Flags
& GLSL_UNIFORMS
) {
850 log_uniform(values
, GLSL_TYPE_FLOAT
, components
, vectors
, count
,
851 bool(transpose
), shProg
, location
, uni
);
854 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
856 * "When loading N elements starting at an arbitrary position k in a
857 * uniform declared as an array, elements k through k + N - 1 in the
858 * array will be replaced with the new values. Values for any array
859 * element that exceeds the highest array element index used, as
860 * reported by GetActiveUniform, will be ignored by the GL."
862 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
863 * will have already generated an error.
865 if (uni
->array_elements
!= 0) {
866 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
869 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
871 /* Store the data in the "actual type" backing storage for the uniform.
873 elements
= components
* vectors
;
876 memcpy(&uni
->storage
[elements
* offset
], values
,
877 sizeof(uni
->storage
[0]) * elements
* count
);
879 /* Copy and transpose the matrix.
881 const float *src
= values
;
882 float *dst
= &uni
->storage
[elements
* offset
].f
;
884 for (int i
= 0; i
< count
; i
++) {
885 for (unsigned r
= 0; r
< rows
; r
++) {
886 for (unsigned c
= 0; c
< cols
; c
++) {
887 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
896 uni
->initialized
= true;
898 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
903 * Called via glGetUniformLocation().
905 * Returns the uniform index into UniformStorage (also the
906 * glGetActiveUniformsiv uniform index), and stores the referenced
907 * array offset in *offset, or GL_INVALID_INDEX (-1).
910 _mesa_get_uniform_location(struct gl_shader_program
*shProg
,
912 unsigned *out_offset
)
914 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
916 * "The first element of a uniform array is identified using the
917 * name of the uniform array appended with "[0]". Except if the last
918 * part of the string name indicates a uniform array, then the
919 * location of the first element of that array can be retrieved by
920 * either using the name of the uniform array, or the name of the
921 * uniform array appended with "[0]"."
923 * Note: since uniform names are not allowed to use whitespace, and array
924 * indices within uniform names are not allowed to use "+", "-", or leading
925 * zeros, it follows that each uniform has a unique name up to the possible
926 * ambiguity with "[0]" noted above. Therefore we don't need to worry
927 * about mal-formed inputs--they will properly fail when we try to look up
928 * the uniform name in shProg->UniformHash.
931 const GLchar
*base_name_end
;
932 long offset
= parse_program_resource_name(name
, &base_name_end
);
933 bool array_lookup
= offset
>= 0;
937 name_copy
= (char *) malloc(base_name_end
- name
+ 1);
938 memcpy(name_copy
, name
, base_name_end
- name
);
939 name_copy
[base_name_end
- name
] = '\0';
941 name_copy
= (char *) name
;
945 unsigned location
= 0;
946 const bool found
= shProg
->UniformHash
->get(location
, name_copy
);
949 || strcmp(name_copy
, shProg
->UniformStorage
[location
].name
) == 0);
951 /* Free the temporary buffer *before* possibly returning an error.
953 if (name_copy
!= name
)
957 return GL_INVALID_INDEX
;
959 /* If the uniform is an array, fail if the index is out of bounds.
960 * (A negative index is caught above.) This also fails if the uniform
961 * is not an array, but the user is trying to index it, because
962 * array_elements is zero and offset >= 0.
965 && offset
>= (long) shProg
->UniformStorage
[location
].array_elements
) {
966 return GL_INVALID_INDEX
;
969 *out_offset
= offset
;
974 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
975 char *errMsg
, size_t errMsgLength
)
977 /* Shader does not have samplers. */
978 if (shProg
->NumUserUniformStorage
== 0)
981 if (!shProg
->SamplersValidated
) {
982 _mesa_snprintf(errMsg
, errMsgLength
,
983 "active samplers with a different type "
984 "refer to the same texture image unit");
991 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object
*pipeline
)
993 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
994 * OpenGL 4.1 spec says:
996 * "[INVALID_OPERATION] is generated by any command that transfers
997 * vertices to the GL if:
1001 * - Any two active samplers in the current program object are of
1002 * different types, but refer to the same texture image unit.
1004 * - The number of active samplers in the program exceeds the
1005 * maximum number of texture image units allowed."
1007 unsigned active_samplers
= 0;
1008 const struct gl_shader_program
**shProg
=
1009 (const struct gl_shader_program
**) pipeline
->CurrentProgram
;
1011 const glsl_type
*unit_types
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1012 memset(unit_types
, 0, sizeof(unit_types
));
1014 for (unsigned idx
= 0; idx
< ARRAY_SIZE(pipeline
->CurrentProgram
); idx
++) {
1018 for (unsigned i
= 0; i
< shProg
[idx
]->NumUserUniformStorage
; i
++) {
1019 const struct gl_uniform_storage
*const storage
=
1020 &shProg
[idx
]->UniformStorage
[i
];
1021 const glsl_type
*const t
= (storage
->type
->is_array())
1022 ? storage
->type
->fields
.array
: storage
->type
;
1024 if (!t
->is_sampler())
1029 const unsigned count
= MAX2(1, storage
->type
->array_size());
1030 for (unsigned j
= 0; j
< count
; j
++) {
1031 const unsigned unit
= storage
->storage
[j
].i
;
1033 /* The types of the samplers associated with a particular texture
1034 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1035 * the OpenGL 3.3 core spec says:
1037 * "It is not allowed to have variables of different sampler
1038 * types pointing to the same texture image unit within a
1041 if (unit_types
[unit
] == NULL
) {
1042 unit_types
[unit
] = t
;
1043 } else if (unit_types
[unit
] != t
) {
1045 ralloc_asprintf(pipeline
,
1046 "Texture unit %d is accessed both as %s "
1048 unit
, unit_types
[unit
]->name
, t
->name
);
1055 if (active_samplers
> MAX_COMBINED_TEXTURE_IMAGE_UNITS
) {
1057 ralloc_asprintf(pipeline
,
1058 "the number of active samplers %d exceed the "
1060 active_samplers
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);