mesa/glsl: set sampler units directly in gl_program
[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
29 #include "main/core.h"
30 #include "main/context.h"
31 #include "main/shaderapi.h"
32 #include "main/shaderobj.h"
33 #include "main/uniforms.h"
34 #include "compiler/glsl/ir.h"
35 #include "compiler/glsl/ir_uniform.h"
36 #include "compiler/glsl/glsl_parser_extras.h"
37 #include "compiler/glsl/program.h"
38 #include "util/bitscan.h"
39
40
41 extern "C" void GLAPIENTRY
42 _mesa_GetActiveUniform(GLuint program, GLuint index,
43 GLsizei maxLength, GLsizei *length, GLint *size,
44 GLenum *type, GLcharARB *nameOut)
45 {
46 GET_CURRENT_CONTEXT(ctx);
47 struct gl_shader_program *shProg;
48 struct gl_program_resource *res;
49
50 if (maxLength < 0) {
51 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(maxLength < 0)");
52 return;
53 }
54
55 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
56 if (!shProg)
57 return;
58
59 res = _mesa_program_resource_find_index((struct gl_shader_program *) shProg,
60 GL_UNIFORM, index);
61
62 if (!res) {
63 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
64 return;
65 }
66
67 if (nameOut)
68 _mesa_get_program_resource_name(shProg, GL_UNIFORM, index, maxLength,
69 length, nameOut, "glGetActiveUniform");
70 if (type)
71 _mesa_program_resource_prop((struct gl_shader_program *) shProg,
72 res, index, GL_TYPE, (GLint*) type,
73 "glGetActiveUniform");
74 if (size)
75 _mesa_program_resource_prop((struct gl_shader_program *) shProg,
76 res, index, GL_ARRAY_SIZE, (GLint*) size,
77 "glGetActiveUniform");
78 }
79
80 static GLenum
81 resource_prop_from_uniform_prop(GLenum uni_prop)
82 {
83 switch (uni_prop) {
84 case GL_UNIFORM_TYPE:
85 return GL_TYPE;
86 case GL_UNIFORM_SIZE:
87 return GL_ARRAY_SIZE;
88 case GL_UNIFORM_NAME_LENGTH:
89 return GL_NAME_LENGTH;
90 case GL_UNIFORM_BLOCK_INDEX:
91 return GL_BLOCK_INDEX;
92 case GL_UNIFORM_OFFSET:
93 return GL_OFFSET;
94 case GL_UNIFORM_ARRAY_STRIDE:
95 return GL_ARRAY_STRIDE;
96 case GL_UNIFORM_MATRIX_STRIDE:
97 return GL_MATRIX_STRIDE;
98 case GL_UNIFORM_IS_ROW_MAJOR:
99 return GL_IS_ROW_MAJOR;
100 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
101 return GL_ATOMIC_COUNTER_BUFFER_INDEX;
102 default:
103 return 0;
104 }
105 }
106
107 extern "C" void GLAPIENTRY
108 _mesa_GetActiveUniformsiv(GLuint program,
109 GLsizei uniformCount,
110 const GLuint *uniformIndices,
111 GLenum pname,
112 GLint *params)
113 {
114 GET_CURRENT_CONTEXT(ctx);
115 struct gl_shader_program *shProg;
116 struct gl_program_resource *res;
117 GLenum res_prop;
118
119 if (uniformCount < 0) {
120 _mesa_error(ctx, GL_INVALID_VALUE,
121 "glGetActiveUniformsiv(uniformCount < 0)");
122 return;
123 }
124
125 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
126 if (!shProg)
127 return;
128
129 res_prop = resource_prop_from_uniform_prop(pname);
130
131 /* We need to first verify that each entry exists as active uniform. If
132 * not, generate error and do not cause any other side effects.
133 *
134 * In the case of and error condition, Page 16 (section 2.3.1 Errors)
135 * of the OpenGL 4.5 spec says:
136 *
137 * "If the generating command modifies values through a pointer argu-
138 * ment, no change is made to these values."
139 */
140 for (int i = 0; i < uniformCount; i++) {
141 if (!_mesa_program_resource_find_index(shProg, GL_UNIFORM,
142 uniformIndices[i])) {
143 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
144 return;
145 }
146 }
147
148 for (int i = 0; i < uniformCount; i++) {
149 res = _mesa_program_resource_find_index(shProg, GL_UNIFORM,
150 uniformIndices[i]);
151 if (!_mesa_program_resource_prop(shProg, res, uniformIndices[i],
152 res_prop, &params[i],
153 "glGetActiveUniformsiv"))
154 break;
155 }
156 }
157
158 static struct gl_uniform_storage *
159 validate_uniform_parameters(struct gl_context *ctx,
160 struct gl_shader_program *shProg,
161 GLint location, GLsizei count,
162 unsigned *array_index,
163 const char *caller)
164 {
165 if (shProg == NULL) {
166 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
167 return NULL;
168 }
169
170 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
171 *
172 * "If a negative number is provided where an argument of type sizei or
173 * sizeiptr is specified, the error INVALID_VALUE is generated."
174 */
175 if (count < 0) {
176 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
177 return NULL;
178 }
179
180 /* Check that the given location is in bounds of uniform remap table.
181 * Unlinked programs will have NumUniformRemapTable == 0, so we can take
182 * the shProg->data->LinkStatus check out of the main path.
183 */
184 if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
185 if (!shProg->data->LinkStatus)
186 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
187 caller);
188 else
189 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
190 caller, location);
191
192 return NULL;
193 }
194
195 if (location == -1) {
196 if (!shProg->data->LinkStatus)
197 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
198 caller);
199
200 return NULL;
201 }
202
203 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
204 *
205 * "If any of the following conditions occur, an INVALID_OPERATION
206 * error is generated by the Uniform* commands, and no uniform values
207 * are changed:
208 *
209 * ...
210 *
211 * - if no variable with a location of location exists in the
212 * program object currently in use and location is not -1,
213 * - if count is greater than one, and the uniform declared in the
214 * shader is not an array variable,
215 */
216 if (location < -1 || !shProg->UniformRemapTable[location]) {
217 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
218 caller, location);
219 return NULL;
220 }
221
222 /* If the driver storage pointer in remap table is -1, we ignore silently.
223 *
224 * GL_ARB_explicit_uniform_location spec says:
225 * "What happens if Uniform* is called with an explicitly defined
226 * uniform location, but that uniform is deemed inactive by the
227 * linker?
228 *
229 * RESOLVED: The call is ignored for inactive uniform variables and
230 * no error is generated."
231 *
232 */
233 if (shProg->UniformRemapTable[location] ==
234 INACTIVE_UNIFORM_EXPLICIT_LOCATION)
235 return NULL;
236
237 struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
238
239 /* Even though no location is assigned to a built-in uniform and this
240 * function should already have returned NULL, this test makes it explicit
241 * that we are not allowing to update the value of a built-in.
242 */
243 if (uni->builtin)
244 return NULL;
245
246 if (uni->array_elements == 0) {
247 if (count > 1) {
248 _mesa_error(ctx, GL_INVALID_OPERATION,
249 "%s(count = %u for non-array \"%s\"@%d)",
250 caller, count, uni->name, location);
251 return NULL;
252 }
253
254 assert((location - uni->remap_location) == 0);
255 *array_index = 0;
256 } else {
257 /* The array index specified by the uniform location is just the uniform
258 * location minus the base location of of the uniform.
259 */
260 *array_index = location - uni->remap_location;
261
262 /* If the uniform is an array, check that array_index is in bounds.
263 * array_index is unsigned so no need to check for less than zero.
264 */
265 if (*array_index >= uni->array_elements) {
266 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
267 caller, location);
268 return NULL;
269 }
270 }
271 return uni;
272 }
273
274 /**
275 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
276 */
277 extern "C" void
278 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
279 GLsizei bufSize, enum glsl_base_type returnType,
280 GLvoid *paramsOut)
281 {
282 struct gl_shader_program *shProg =
283 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
284 unsigned offset;
285
286 struct gl_uniform_storage *const uni =
287 validate_uniform_parameters(ctx, shProg, location, 1,
288 &offset, "glGetUniform");
289 if (uni == NULL) {
290 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
291 * spec says:
292 *
293 * "The error INVALID_OPERATION is generated if program has not been
294 * linked successfully, or if location is not a valid location for
295 * program."
296 *
297 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
298 * says:
299 *
300 * "If the value of location is -1, the Uniform* commands will
301 * silently ignore the data passed in, and the current uniform
302 * values will not be changed."
303 *
304 * Allowing -1 for the location parameter of glUniform allows
305 * applications to avoid error paths in the case that, for example, some
306 * uniform variable is removed by the compiler / linker after
307 * optimization. In this case, the new value of the uniform is dropped
308 * on the floor. For the case of glGetUniform, there is nothing
309 * sensible to do for a location of -1.
310 *
311 * If the location was -1, validate_unfirom_parameters will return NULL
312 * without raising an error. Raise the error here.
313 */
314 if (location == -1) {
315 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)",
316 location);
317 }
318
319 return;
320 }
321
322 {
323 unsigned elements = (uni->type->is_sampler())
324 ? 1 : uni->type->components();
325 const int dmul = uni->type->is_64bit() ? 2 : 1;
326 const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
327
328 /* Calculate the source base address *BEFORE* modifying elements to
329 * account for the size of the user's buffer.
330 */
331 const union gl_constant_value *const src =
332 &uni->storage[offset * elements * dmul];
333
334 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
335 returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE);
336
337 /* doubles have a different size than the other 3 types */
338 unsigned bytes = sizeof(src[0]) * elements * rmul;
339 if (bufSize < 0 || bytes > (unsigned) bufSize) {
340 _mesa_error( ctx, GL_INVALID_OPERATION,
341 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
342 " but %u bytes are required)", bufSize, bytes );
343 return;
344 }
345
346 /* If the return type and the uniform's native type are "compatible,"
347 * just memcpy the data. If the types are not compatible, perform a
348 * slower convert-and-copy process.
349 */
350 if (returnType == uni->type->base_type
351 || ((returnType == GLSL_TYPE_INT
352 || returnType == GLSL_TYPE_UINT)
353 &&
354 (uni->type->base_type == GLSL_TYPE_INT
355 || uni->type->base_type == GLSL_TYPE_UINT
356 || uni->type->base_type == GLSL_TYPE_SAMPLER
357 || uni->type->base_type == GLSL_TYPE_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 default:
391 assert(!"Should not get here.");
392 break;
393 }
394 break;
395 case GLSL_TYPE_DOUBLE:
396 switch (uni->type->base_type) {
397 case GLSL_TYPE_UINT: {
398 double tmp = src[sidx].u;
399 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
400 break;
401 }
402 case GLSL_TYPE_INT:
403 case GLSL_TYPE_SAMPLER:
404 case GLSL_TYPE_IMAGE: {
405 double tmp = src[sidx].i;
406 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
407 break;
408 }
409 case GLSL_TYPE_BOOL: {
410 double tmp = src[sidx].i ? 1.0 : 0.0;
411 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
412 break;
413 }
414 case GLSL_TYPE_FLOAT: {
415 double tmp = src[sidx].f;
416 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
417 break;
418 }
419 default:
420 assert(!"Should not get here.");
421 break;
422 }
423 break;
424 case GLSL_TYPE_INT:
425 case GLSL_TYPE_UINT:
426 switch (uni->type->base_type) {
427 case GLSL_TYPE_FLOAT:
428 /* While the GL 3.2 core spec doesn't explicitly
429 * state how conversion of float uniforms to integer
430 * values works, in section 6.2 "State Tables" on
431 * page 267 it says:
432 *
433 * "Unless otherwise specified, when floating
434 * point state is returned as integer values or
435 * integer state is returned as floating-point
436 * values it is converted in the fashion
437 * described in section 6.1.2"
438 *
439 * That section, on page 248, says:
440 *
441 * "If GetIntegerv or GetInteger64v are called,
442 * a floating-point value is rounded to the
443 * nearest integer..."
444 */
445 dst[didx].i = IROUND(src[sidx].f);
446 break;
447 case GLSL_TYPE_BOOL:
448 dst[didx].i = src[sidx].i ? 1 : 0;
449 break;
450 case GLSL_TYPE_DOUBLE: {
451 double tmp;
452 memcpy(&tmp, &src[sidx].f, sizeof(tmp));
453 dst[didx].i = IROUNDD(tmp);
454 break;
455 }
456 default:
457 assert(!"Should not get here.");
458 break;
459 }
460 break;
461
462 default:
463 assert(!"Should not get here.");
464 break;
465 }
466 }
467 }
468 }
469 }
470
471 static void
472 log_uniform(const void *values, enum glsl_base_type basicType,
473 unsigned rows, unsigned cols, unsigned count,
474 bool transpose,
475 const struct gl_shader_program *shProg,
476 GLint location,
477 const struct gl_uniform_storage *uni)
478 {
479
480 const union gl_constant_value *v = (const union gl_constant_value *) values;
481 const unsigned elems = rows * cols * count;
482 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
483
484 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
485 "transpose = %s) to: ",
486 shProg->Name, extra, uni->name, location, uni->type->name,
487 transpose ? "true" : "false");
488 for (unsigned i = 0; i < elems; i++) {
489 if (i != 0 && ((i % rows) == 0))
490 printf(", ");
491
492 switch (basicType) {
493 case GLSL_TYPE_UINT:
494 printf("%u ", v[i].u);
495 break;
496 case GLSL_TYPE_INT:
497 printf("%d ", v[i].i);
498 break;
499 case GLSL_TYPE_FLOAT:
500 printf("%g ", v[i].f);
501 break;
502 case GLSL_TYPE_DOUBLE: {
503 double tmp;
504 memcpy(&tmp, &v[i * 2].f, sizeof(tmp));
505 printf("%g ", tmp);
506 break;
507 }
508 default:
509 assert(!"Should not get here.");
510 break;
511 }
512 }
513 printf("\n");
514 fflush(stdout);
515 }
516
517 #if 0
518 static void
519 log_program_parameters(const struct gl_shader_program *shProg)
520 {
521 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
522 if (shProg->_LinkedShaders[i] == NULL)
523 continue;
524
525 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
526
527 printf("Program %d %s shader parameters:\n",
528 shProg->Name, _mesa_shader_stage_to_string(i));
529 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
530 printf("%s: %p %f %f %f %f\n",
531 prog->Parameters->Parameters[j].Name,
532 prog->Parameters->ParameterValues[j],
533 prog->Parameters->ParameterValues[j][0].f,
534 prog->Parameters->ParameterValues[j][1].f,
535 prog->Parameters->ParameterValues[j][2].f,
536 prog->Parameters->ParameterValues[j][3].f);
537 }
538 }
539 fflush(stdout);
540 }
541 #endif
542
543 /**
544 * Propagate some values from uniform backing storage to driver storage
545 *
546 * Values propagated from uniform backing storage to driver storage
547 * have all format / type conversions previously requested by the
548 * driver applied. This function is most often called by the
549 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
550 * etc.
551 *
552 * \param uni Uniform whose data is to be propagated to driver storage
553 * \param array_index If \c uni is an array, this is the element of
554 * the array to be propagated.
555 * \param count Number of array elements to propagate.
556 */
557 extern "C" void
558 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
559 unsigned array_index,
560 unsigned count)
561 {
562 unsigned i;
563
564 /* vector_elements and matrix_columns can be 0 for samplers.
565 */
566 const unsigned components = MAX2(1, uni->type->vector_elements);
567 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
568 const int dmul = uni->type->is_64bit() ? 2 : 1;
569
570 /* Store the data in the driver's requested type in the driver's storage
571 * areas.
572 */
573 unsigned src_vector_byte_stride = components * 4 * dmul;
574
575 for (i = 0; i < uni->num_driver_storage; i++) {
576 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
577 uint8_t *dst = (uint8_t *) store->data;
578 const unsigned extra_stride =
579 store->element_stride - (vectors * store->vector_stride);
580 const uint8_t *src =
581 (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i);
582
583 #if 0
584 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
585 "extra_stride=%u\n",
586 __func__, dst, array_index, components,
587 vectors, count, store->vector_stride, extra_stride);
588 #endif
589
590 dst += array_index * store->element_stride;
591
592 switch (store->format) {
593 case uniform_native: {
594 unsigned j;
595 unsigned v;
596
597 if (src_vector_byte_stride == store->vector_stride) {
598 if (extra_stride) {
599 for (j = 0; j < count; j++) {
600 memcpy(dst, src, src_vector_byte_stride * vectors);
601 src += src_vector_byte_stride * vectors;
602 dst += store->vector_stride * vectors;
603
604 dst += extra_stride;
605 }
606 } else {
607 /* Unigine Heaven benchmark gets here */
608 memcpy(dst, src, src_vector_byte_stride * vectors * count);
609 src += src_vector_byte_stride * vectors * count;
610 dst += store->vector_stride * vectors * count;
611 }
612 } else {
613 for (j = 0; j < count; j++) {
614 for (v = 0; v < vectors; v++) {
615 memcpy(dst, src, src_vector_byte_stride);
616 src += src_vector_byte_stride;
617 dst += store->vector_stride;
618 }
619
620 dst += extra_stride;
621 }
622 }
623 break;
624 }
625
626 case uniform_int_float: {
627 const int *isrc = (const int *) src;
628 unsigned j;
629 unsigned v;
630 unsigned c;
631
632 for (j = 0; j < count; j++) {
633 for (v = 0; v < vectors; v++) {
634 for (c = 0; c < components; c++) {
635 ((float *) dst)[c] = (float) *isrc;
636 isrc++;
637 }
638
639 dst += store->vector_stride;
640 }
641
642 dst += extra_stride;
643 }
644 break;
645 }
646
647 default:
648 assert(!"Should not get here.");
649 break;
650 }
651 }
652 }
653
654
655 /**
656 * Return printable string for a given GLSL_TYPE_x
657 */
658 static const char *
659 glsl_type_name(enum glsl_base_type type)
660 {
661 switch (type) {
662 case GLSL_TYPE_UINT:
663 return "uint";
664 case GLSL_TYPE_INT:
665 return "int";
666 case GLSL_TYPE_FLOAT:
667 return "float";
668 case GLSL_TYPE_DOUBLE:
669 return "double";
670 case GLSL_TYPE_BOOL:
671 return "bool";
672 case GLSL_TYPE_SAMPLER:
673 return "sampler";
674 case GLSL_TYPE_IMAGE:
675 return "image";
676 case GLSL_TYPE_ATOMIC_UINT:
677 return "atomic_uint";
678 case GLSL_TYPE_STRUCT:
679 return "struct";
680 case GLSL_TYPE_INTERFACE:
681 return "interface";
682 case GLSL_TYPE_ARRAY:
683 return "array";
684 case GLSL_TYPE_VOID:
685 return "void";
686 case GLSL_TYPE_ERROR:
687 return "error";
688 default:
689 return "other";
690 }
691 }
692
693
694 /**
695 * Called via glUniform*() functions.
696 */
697 extern "C" void
698 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
699 GLint location, GLsizei count,
700 const GLvoid *values,
701 enum glsl_base_type basicType,
702 unsigned src_components)
703 {
704 unsigned offset;
705 int size_mul = glsl_base_type_is_64bit(basicType) ? 2 : 1;
706
707 struct gl_uniform_storage *const uni =
708 validate_uniform_parameters(ctx, shProg, location, count,
709 &offset, "glUniform");
710 if (uni == NULL)
711 return;
712
713 if (uni->type->is_matrix()) {
714 /* Can't set matrix uniforms (like mat4) with glUniform */
715 _mesa_error(ctx, GL_INVALID_OPERATION,
716 "glUniform%u(uniform \"%s\"@%d is matrix)",
717 src_components, uni->name, location);
718 return;
719 }
720
721 /* Verify that the types are compatible.
722 */
723 const unsigned components = uni->type->is_sampler()
724 ? 1 : uni->type->vector_elements;
725
726 if (components != src_components) {
727 /* glUniformN() must match float/vecN type */
728 _mesa_error(ctx, GL_INVALID_OPERATION,
729 "glUniform%u(\"%s\"@%u has %u components, not %u)",
730 src_components, uni->name, location,
731 components, src_components);
732 return;
733 }
734
735 bool match;
736 switch (uni->type->base_type) {
737 case GLSL_TYPE_BOOL:
738 match = (basicType != GLSL_TYPE_DOUBLE);
739 break;
740 case GLSL_TYPE_SAMPLER:
741 match = (basicType == GLSL_TYPE_INT);
742 break;
743 case GLSL_TYPE_IMAGE:
744 match = (basicType == GLSL_TYPE_INT && _mesa_is_desktop_gl(ctx));
745 break;
746 default:
747 match = (basicType == uni->type->base_type);
748 break;
749 }
750
751 if (!match) {
752 _mesa_error(ctx, GL_INVALID_OPERATION,
753 "glUniform%u(\"%s\"@%d is %s, not %s)",
754 src_components, uni->name, location,
755 glsl_type_name(uni->type->base_type),
756 glsl_type_name(basicType));
757 return;
758 }
759
760 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
761 log_uniform(values, basicType, components, 1, count,
762 false, shProg, location, uni);
763 }
764
765 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
766 *
767 * "Setting a sampler's value to i selects texture image unit number
768 * i. The values of i range from zero to the implementation- dependent
769 * maximum supported number of texture image units."
770 *
771 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
772 * the PDF) says:
773 *
774 * "Error Description Offending command
775 * ignored?
776 * ...
777 * INVALID_VALUE Numeric argument out of range Yes"
778 *
779 * Based on that, when an invalid sampler is specified, we generate a
780 * GL_INVALID_VALUE error and ignore the command.
781 */
782 if (uni->type->is_sampler()) {
783 for (int i = 0; i < count; i++) {
784 const unsigned texUnit = ((unsigned *) values)[i];
785
786 /* check that the sampler (tex unit index) is legal */
787 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
788 _mesa_error(ctx, GL_INVALID_VALUE,
789 "glUniform1i(invalid sampler/tex unit index for "
790 "uniform %d)",
791 location);
792 return;
793 }
794 }
795 /* We need to reset the validate flag on changes to samplers in case
796 * two different sampler types are set to the same texture unit.
797 */
798 ctx->_Shader->Validated = GL_FALSE;
799 }
800
801 if (uni->type->is_image()) {
802 for (int i = 0; i < count; i++) {
803 const int unit = ((GLint *) values)[i];
804
805 /* check that the image unit is legal */
806 if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
807 _mesa_error(ctx, GL_INVALID_VALUE,
808 "glUniform1i(invalid image unit index for uniform %d)",
809 location);
810 return;
811 }
812 }
813 }
814
815 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
816 *
817 * "When loading N elements starting at an arbitrary position k in a
818 * uniform declared as an array, elements k through k + N - 1 in the
819 * array will be replaced with the new values. Values for any array
820 * element that exceeds the highest array element index used, as
821 * reported by GetActiveUniform, will be ignored by the GL."
822 *
823 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
824 * will have already generated an error.
825 */
826 if (uni->array_elements != 0) {
827 count = MIN2(count, (int) (uni->array_elements - offset));
828 }
829
830 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
831
832 /* Store the data in the "actual type" backing storage for the uniform.
833 */
834 if (!uni->type->is_boolean()) {
835 memcpy(&uni->storage[size_mul * components * offset], values,
836 sizeof(uni->storage[0]) * components * count * size_mul);
837 } else {
838 const union gl_constant_value *src =
839 (const union gl_constant_value *) values;
840 union gl_constant_value *dst = &uni->storage[components * offset];
841 const unsigned elems = components * count;
842
843 for (unsigned i = 0; i < elems; i++) {
844 if (basicType == GLSL_TYPE_FLOAT) {
845 dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
846 } else {
847 dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
848 }
849 }
850 }
851
852 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
853
854 /* If the uniform is a sampler, do the extra magic necessary to propagate
855 * the changes through.
856 */
857 if (uni->type->is_sampler()) {
858 bool flushed = false;
859 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
860 struct gl_linked_shader *const sh = shProg->_LinkedShaders[i];
861
862 /* If the shader stage doesn't use the sampler uniform, skip this. */
863 if (!uni->opaque[i].active)
864 continue;
865
866 bool changed = false;
867 for (int j = 0; j < count; j++) {
868 unsigned unit = uni->opaque[i].index + offset + j;
869 if (sh->Program->SamplerUnits[unit] != ((unsigned *) values)[j]) {
870 sh->Program->SamplerUnits[unit] = ((unsigned *) values)[j];
871 changed = true;
872 }
873 }
874
875 if (changed) {
876 if (!flushed) {
877 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
878 flushed = true;
879 }
880
881 struct gl_program *const prog = sh->Program;
882 _mesa_update_shader_textures_used(shProg, prog);
883 if (ctx->Driver.SamplerUniformChange)
884 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
885 }
886 }
887 }
888
889 /* If the uniform is an image, update the mapping from image
890 * uniforms to image units present in the shader data structure.
891 */
892 if (uni->type->is_image()) {
893 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
894 if (uni->opaque[i].active) {
895 struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
896
897 for (int j = 0; j < count; j++)
898 sh->Program->sh.ImageUnits[uni->opaque[i].index + offset + j] =
899 ((GLint *) values)[j];
900 }
901 }
902
903 ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
904 }
905 }
906
907 /**
908 * Called by glUniformMatrix*() functions.
909 * Note: cols=2, rows=4 ==> array[2] of vec4
910 */
911 extern "C" void
912 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
913 GLuint cols, GLuint rows,
914 GLint location, GLsizei count,
915 GLboolean transpose,
916 const GLvoid *values, enum glsl_base_type basicType)
917 {
918 unsigned offset;
919 unsigned vectors;
920 unsigned components;
921 unsigned elements;
922 int size_mul;
923 struct gl_uniform_storage *const uni =
924 validate_uniform_parameters(ctx, shProg, location, count,
925 &offset, "glUniformMatrix");
926 if (uni == NULL)
927 return;
928
929 if (!uni->type->is_matrix()) {
930 _mesa_error(ctx, GL_INVALID_OPERATION,
931 "glUniformMatrix(non-matrix uniform)");
932 return;
933 }
934
935 assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
936 size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
937
938 assert(!uni->type->is_sampler());
939 vectors = uni->type->matrix_columns;
940 components = uni->type->vector_elements;
941
942 /* Verify that the types are compatible. This is greatly simplified for
943 * matrices because they can only have a float base type.
944 */
945 if (vectors != cols || components != rows) {
946 _mesa_error(ctx, GL_INVALID_OPERATION,
947 "glUniformMatrix(matrix size mismatch)");
948 return;
949 }
950
951 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
952 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
953 */
954 if (transpose) {
955 if (ctx->API == API_OPENGLES2 && ctx->Version < 30) {
956 _mesa_error(ctx, GL_INVALID_VALUE,
957 "glUniformMatrix(matrix transpose is not GL_FALSE)");
958 return;
959 }
960 }
961
962 /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec
963 * says:
964 *
965 * "If any of the following conditions occur, an INVALID_OPERATION
966 * error is generated by the Uniform* commands, and no uniform values
967 * are changed:
968 *
969 * ...
970 *
971 * - if the uniform declared in the shader is not of type boolean and
972 * the type indicated in the name of the Uniform* command used does
973 * not match the type of the uniform"
974 *
975 * There are no Boolean matrix types, so we do not need to allow
976 * GLSL_TYPE_BOOL here (as _mesa_uniform does).
977 */
978 if (uni->type->base_type != basicType) {
979 _mesa_error(ctx, GL_INVALID_OPERATION,
980 "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
981 cols, rows, uni->name, location,
982 glsl_type_name(uni->type->base_type),
983 glsl_type_name(basicType));
984 return;
985 }
986
987 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
988 log_uniform(values, uni->type->base_type, components, vectors, count,
989 bool(transpose), shProg, location, uni);
990 }
991
992 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
993 *
994 * "When loading N elements starting at an arbitrary position k in a
995 * uniform declared as an array, elements k through k + N - 1 in the
996 * array will be replaced with the new values. Values for any array
997 * element that exceeds the highest array element index used, as
998 * reported by GetActiveUniform, will be ignored by the GL."
999 *
1000 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
1001 * will have already generated an error.
1002 */
1003 if (uni->array_elements != 0) {
1004 count = MIN2(count, (int) (uni->array_elements - offset));
1005 }
1006
1007 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
1008
1009 /* Store the data in the "actual type" backing storage for the uniform.
1010 */
1011 elements = components * vectors;
1012
1013 if (!transpose) {
1014 memcpy(&uni->storage[size_mul * elements * offset], values,
1015 sizeof(uni->storage[0]) * elements * count * size_mul);
1016 } else if (basicType == GLSL_TYPE_FLOAT) {
1017 /* Copy and transpose the matrix.
1018 */
1019 const float *src = (const float *)values;
1020 float *dst = &uni->storage[elements * offset].f;
1021
1022 for (int i = 0; i < count; i++) {
1023 for (unsigned r = 0; r < rows; r++) {
1024 for (unsigned c = 0; c < cols; c++) {
1025 dst[(c * components) + r] = src[c + (r * vectors)];
1026 }
1027 }
1028
1029 dst += elements;
1030 src += elements;
1031 }
1032 } else {
1033 assert(basicType == GLSL_TYPE_DOUBLE);
1034 const double *src = (const double *)values;
1035 double *dst = (double *)&uni->storage[elements * offset].f;
1036
1037 for (int i = 0; i < count; i++) {
1038 for (unsigned r = 0; r < rows; r++) {
1039 for (unsigned c = 0; c < cols; c++) {
1040 dst[(c * components) + r] = src[c + (r * vectors)];
1041 }
1042 }
1043
1044 dst += elements;
1045 src += elements;
1046 }
1047 }
1048
1049 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1050 }
1051
1052
1053 extern "C" bool
1054 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
1055 char *errMsg, size_t errMsgLength)
1056 {
1057 /* Shader does not have samplers. */
1058 if (shProg->data->NumUniformStorage == 0)
1059 return true;
1060
1061 if (!shProg->SamplersValidated) {
1062 _mesa_snprintf(errMsg, errMsgLength,
1063 "active samplers with a different type "
1064 "refer to the same texture image unit");
1065 return false;
1066 }
1067 return true;
1068 }
1069
1070 extern "C" bool
1071 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
1072 {
1073 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1074 * OpenGL 4.1 spec says:
1075 *
1076 * "[INVALID_OPERATION] is generated by any command that transfers
1077 * vertices to the GL if:
1078 *
1079 * ...
1080 *
1081 * - Any two active samplers in the current program object are of
1082 * different types, but refer to the same texture image unit.
1083 *
1084 * - The number of active samplers in the program exceeds the
1085 * maximum number of texture image units allowed."
1086 */
1087
1088 GLbitfield mask;
1089 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1090 struct gl_linked_shader *shader;
1091 unsigned active_samplers = 0;
1092 const struct gl_shader_program **shProg =
1093 (const struct gl_shader_program **) pipeline->CurrentProgram;
1094
1095
1096 memset(TexturesUsed, 0, sizeof(TexturesUsed));
1097
1098 for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
1099 if (!shProg[idx])
1100 continue;
1101
1102 shader = shProg[idx]->_LinkedShaders[idx];
1103 if (!shader || !shader->Program)
1104 continue;
1105
1106 mask = shader->Program->SamplersUsed;
1107 while (mask) {
1108 const int s = u_bit_scan(&mask);
1109 GLuint unit = shader->Program->SamplerUnits[s];
1110 GLuint tgt = shader->SamplerTargets[s];
1111
1112 /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
1113 * great job of eliminating unused uniforms currently so for now
1114 * don't throw an error if two sampler types both point to 0.
1115 */
1116 if (unit == 0)
1117 continue;
1118
1119 if (TexturesUsed[unit] & ~(1 << tgt)) {
1120 pipeline->InfoLog =
1121 ralloc_asprintf(pipeline,
1122 "Program %d: "
1123 "Texture unit %d is accessed with 2 different types",
1124 shProg[idx]->Name, unit);
1125 return false;
1126 }
1127
1128 TexturesUsed[unit] |= (1 << tgt);
1129 }
1130
1131 active_samplers += shader->Program->info.num_textures;
1132 }
1133
1134 if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
1135 pipeline->InfoLog =
1136 ralloc_asprintf(pipeline,
1137 "the number of active samplers %d exceed the "
1138 "maximum %d",
1139 active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1140 return false;
1141 }
1142
1143 return true;
1144 }