Merge remote-tracking branch 'mesa-public/master' into vulkan
[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 "ir.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"
39 #include "uniforms.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(struct gl_context *ctx,
161 struct gl_shader_program *shProg,
162 GLint location, GLsizei count,
163 unsigned *array_index,
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->LinkStatus check out of the main path.
184 */
185 if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
186 if (!shProg->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->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(ctx, shProg, location, 1,
289 &offset, "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->is_sampler())
325 ? 1 : uni->type->components();
326
327 /* Calculate the source base address *BEFORE* modifying elements to
328 * account for the size of the user's buffer.
329 */
330 const union gl_constant_value *const src =
331 &uni->storage[offset * elements];
332
333 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
334 returnType == GLSL_TYPE_UINT);
335 /* The three (currently) supported types all have the same size,
336 * which is of course the same as their union. That'll change
337 * with glGetUniformdv()...
338 */
339 unsigned bytes = sizeof(src[0]) * elements;
340 if (bufSize < 0 || bytes > (unsigned) bufSize) {
341 _mesa_error( ctx, GL_INVALID_OPERATION,
342 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
343 " but %u bytes are required)", bufSize, bytes );
344 return;
345 }
346
347 /* If the return type and the uniform's native type are "compatible,"
348 * just memcpy the data. If the types are not compatible, perform a
349 * slower convert-and-copy process.
350 */
351 if (returnType == uni->type->base_type
352 || ((returnType == GLSL_TYPE_INT
353 || returnType == GLSL_TYPE_UINT)
354 &&
355 (uni->type->base_type == GLSL_TYPE_INT
356 || uni->type->base_type == GLSL_TYPE_UINT
357 || uni->type->base_type == GLSL_TYPE_SAMPLER
358 || uni->type->base_type == GLSL_TYPE_IMAGE))) {
359 memcpy(paramsOut, src, bytes);
360 } else {
361 union gl_constant_value *const dst =
362 (union gl_constant_value *) paramsOut;
363
364 /* This code could be optimized by putting the loop inside the switch
365 * statements. However, this is not expected to be
366 * performance-critical code.
367 */
368 for (unsigned i = 0; i < elements; i++) {
369 switch (returnType) {
370 case GLSL_TYPE_FLOAT:
371 switch (uni->type->base_type) {
372 case GLSL_TYPE_UINT:
373 dst[i].f = (float) src[i].u;
374 break;
375 case GLSL_TYPE_INT:
376 case GLSL_TYPE_SAMPLER:
377 case GLSL_TYPE_IMAGE:
378 dst[i].f = (float) src[i].i;
379 break;
380 case GLSL_TYPE_BOOL:
381 dst[i].f = src[i].i ? 1.0f : 0.0f;
382 break;
383 default:
384 assert(!"Should not get here.");
385 break;
386 }
387 break;
388
389 case GLSL_TYPE_INT:
390 case GLSL_TYPE_UINT:
391 switch (uni->type->base_type) {
392 case GLSL_TYPE_FLOAT:
393 /* While the GL 3.2 core spec doesn't explicitly
394 * state how conversion of float uniforms to integer
395 * values works, in section 6.2 "State Tables" on
396 * page 267 it says:
397 *
398 * "Unless otherwise specified, when floating
399 * point state is returned as integer values or
400 * integer state is returned as floating-point
401 * values it is converted in the fashion
402 * described in section 6.1.2"
403 *
404 * That section, on page 248, says:
405 *
406 * "If GetIntegerv or GetInteger64v are called,
407 * a floating-point value is rounded to the
408 * nearest integer..."
409 */
410 dst[i].i = IROUND(src[i].f);
411 break;
412 case GLSL_TYPE_BOOL:
413 dst[i].i = src[i].i ? 1 : 0;
414 break;
415 default:
416 assert(!"Should not get here.");
417 break;
418 }
419 break;
420
421 default:
422 assert(!"Should not get here.");
423 break;
424 }
425 }
426 }
427 }
428 }
429
430 static void
431 log_uniform(const void *values, enum glsl_base_type basicType,
432 unsigned rows, unsigned cols, unsigned count,
433 bool transpose,
434 const struct gl_shader_program *shProg,
435 GLint location,
436 const struct gl_uniform_storage *uni)
437 {
438
439 const union gl_constant_value *v = (const union gl_constant_value *) values;
440 const unsigned elems = rows * cols * count;
441 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
442
443 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
444 "transpose = %s) to: ",
445 shProg->Name, extra, uni->name, location, uni->type->name,
446 transpose ? "true" : "false");
447 for (unsigned i = 0; i < elems; i++) {
448 if (i != 0 && ((i % rows) == 0))
449 printf(", ");
450
451 switch (basicType) {
452 case GLSL_TYPE_UINT:
453 printf("%u ", v[i].u);
454 break;
455 case GLSL_TYPE_INT:
456 printf("%d ", v[i].i);
457 break;
458 case GLSL_TYPE_FLOAT:
459 printf("%g ", v[i].f);
460 break;
461 case GLSL_TYPE_DOUBLE:
462 printf("%g ", *(double* )&v[i * 2].f);
463 break;
464 default:
465 assert(!"Should not get here.");
466 break;
467 }
468 }
469 printf("\n");
470 fflush(stdout);
471 }
472
473 #if 0
474 static void
475 log_program_parameters(const struct gl_shader_program *shProg)
476 {
477 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
478 if (shProg->_LinkedShaders[i] == NULL)
479 continue;
480
481 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
482
483 printf("Program %d %s shader parameters:\n",
484 shProg->Name, _mesa_shader_stage_to_string(i));
485 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
486 printf("%s: %p %f %f %f %f\n",
487 prog->Parameters->Parameters[j].Name,
488 prog->Parameters->ParameterValues[j],
489 prog->Parameters->ParameterValues[j][0].f,
490 prog->Parameters->ParameterValues[j][1].f,
491 prog->Parameters->ParameterValues[j][2].f,
492 prog->Parameters->ParameterValues[j][3].f);
493 }
494 }
495 fflush(stdout);
496 }
497 #endif
498
499 /**
500 * Propagate some values from uniform backing storage to driver storage
501 *
502 * Values propagated from uniform backing storage to driver storage
503 * have all format / type conversions previously requested by the
504 * driver applied. This function is most often called by the
505 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
506 * etc.
507 *
508 * \param uni Uniform whose data is to be propagated to driver storage
509 * \param array_index If \c uni is an array, this is the element of
510 * the array to be propagated.
511 * \param count Number of array elements to propagate.
512 */
513 extern "C" void
514 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
515 unsigned array_index,
516 unsigned count)
517 {
518 unsigned i;
519
520 /* vector_elements and matrix_columns can be 0 for samplers.
521 */
522 const unsigned components = MAX2(1, uni->type->vector_elements);
523 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
524 const int dmul = uni->type->base_type == GLSL_TYPE_DOUBLE ? 2 : 1;
525
526 /* Store the data in the driver's requested type in the driver's storage
527 * areas.
528 */
529 unsigned src_vector_byte_stride = components * 4 * dmul;
530
531 for (i = 0; i < uni->num_driver_storage; i++) {
532 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
533 uint8_t *dst = (uint8_t *) store->data;
534 const unsigned extra_stride =
535 store->element_stride - (vectors * store->vector_stride);
536 const uint8_t *src =
537 (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i);
538
539 #if 0
540 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
541 "extra_stride=%u\n",
542 __func__, dst, array_index, components,
543 vectors, count, store->vector_stride, extra_stride);
544 #endif
545
546 dst += array_index * store->element_stride;
547
548 switch (store->format) {
549 case uniform_native: {
550 unsigned j;
551 unsigned v;
552
553 for (j = 0; j < count; j++) {
554 for (v = 0; v < vectors; v++) {
555 memcpy(dst, src, src_vector_byte_stride);
556 src += src_vector_byte_stride;
557 dst += store->vector_stride;
558 }
559
560 dst += extra_stride;
561 }
562 break;
563 }
564
565 case uniform_int_float: {
566 const int *isrc = (const int *) src;
567 unsigned j;
568 unsigned v;
569 unsigned c;
570
571 for (j = 0; j < count; j++) {
572 for (v = 0; v < vectors; v++) {
573 for (c = 0; c < components; c++) {
574 ((float *) dst)[c] = (float) *isrc;
575 isrc++;
576 }
577
578 dst += store->vector_stride;
579 }
580
581 dst += extra_stride;
582 }
583 break;
584 }
585
586 default:
587 assert(!"Should not get here.");
588 break;
589 }
590 }
591 }
592
593
594 /**
595 * Return printable string for a given GLSL_TYPE_x
596 */
597 static const char *
598 glsl_type_name(enum glsl_base_type type)
599 {
600 switch (type) {
601 case GLSL_TYPE_UINT:
602 return "uint";
603 case GLSL_TYPE_INT:
604 return "int";
605 case GLSL_TYPE_FLOAT:
606 return "float";
607 case GLSL_TYPE_DOUBLE:
608 return "double";
609 case GLSL_TYPE_BOOL:
610 return "bool";
611 case GLSL_TYPE_SAMPLER:
612 return "sampler";
613 case GLSL_TYPE_IMAGE:
614 return "image";
615 case GLSL_TYPE_ATOMIC_UINT:
616 return "atomic_uint";
617 case GLSL_TYPE_STRUCT:
618 return "struct";
619 case GLSL_TYPE_INTERFACE:
620 return "interface";
621 case GLSL_TYPE_ARRAY:
622 return "array";
623 case GLSL_TYPE_VOID:
624 return "void";
625 case GLSL_TYPE_ERROR:
626 return "error";
627 default:
628 return "other";
629 }
630 }
631
632
633 /**
634 * Called via glUniform*() functions.
635 */
636 extern "C" void
637 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
638 GLint location, GLsizei count,
639 const GLvoid *values,
640 enum glsl_base_type basicType,
641 unsigned src_components)
642 {
643 unsigned offset;
644 int size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
645
646 struct gl_uniform_storage *const uni =
647 validate_uniform_parameters(ctx, shProg, location, count,
648 &offset, "glUniform");
649 if (uni == NULL)
650 return;
651
652 if (uni->type->is_matrix()) {
653 /* Can't set matrix uniforms (like mat4) with glUniform */
654 _mesa_error(ctx, GL_INVALID_OPERATION,
655 "glUniform%u(uniform \"%s\"@%d is matrix)",
656 src_components, uni->name, location);
657 return;
658 }
659
660 /* Verify that the types are compatible.
661 */
662 const unsigned components = uni->type->is_sampler()
663 ? 1 : uni->type->vector_elements;
664
665 if (components != src_components) {
666 /* glUniformN() must match float/vecN type */
667 _mesa_error(ctx, GL_INVALID_OPERATION,
668 "glUniform%u(\"%s\"@%u has %u components, not %u)",
669 src_components, uni->name, location,
670 components, src_components);
671 return;
672 }
673
674 bool match;
675 switch (uni->type->base_type) {
676 case GLSL_TYPE_BOOL:
677 match = (basicType != GLSL_TYPE_DOUBLE);
678 break;
679 case GLSL_TYPE_SAMPLER:
680 case GLSL_TYPE_IMAGE:
681 match = (basicType == GLSL_TYPE_INT);
682 break;
683 default:
684 match = (basicType == uni->type->base_type);
685 break;
686 }
687
688 if (!match) {
689 _mesa_error(ctx, GL_INVALID_OPERATION,
690 "glUniform%u(\"%s\"@%d is %s, not %s)",
691 src_components, uni->name, location,
692 glsl_type_name(uni->type->base_type),
693 glsl_type_name(basicType));
694 return;
695 }
696
697 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
698 log_uniform(values, basicType, components, 1, count,
699 false, shProg, location, uni);
700 }
701
702 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
703 *
704 * "Setting a sampler's value to i selects texture image unit number
705 * i. The values of i range from zero to the implementation- dependent
706 * maximum supported number of texture image units."
707 *
708 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
709 * the PDF) says:
710 *
711 * "Error Description Offending command
712 * ignored?
713 * ...
714 * INVALID_VALUE Numeric argument out of range Yes"
715 *
716 * Based on that, when an invalid sampler is specified, we generate a
717 * GL_INVALID_VALUE error and ignore the command.
718 */
719 if (uni->type->is_sampler()) {
720 for (int i = 0; i < count; i++) {
721 const unsigned texUnit = ((unsigned *) values)[i];
722
723 /* check that the sampler (tex unit index) is legal */
724 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
725 _mesa_error(ctx, GL_INVALID_VALUE,
726 "glUniform1i(invalid sampler/tex unit index for "
727 "uniform %d)",
728 location);
729 return;
730 }
731 }
732 }
733
734 if (uni->type->is_image()) {
735 for (int i = 0; i < count; i++) {
736 const int unit = ((GLint *) values)[i];
737
738 /* check that the image unit is legal */
739 if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
740 _mesa_error(ctx, GL_INVALID_VALUE,
741 "glUniform1i(invalid image unit index for uniform %d)",
742 location);
743 return;
744 }
745 }
746 }
747
748 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
749 *
750 * "When loading N elements starting at an arbitrary position k in a
751 * uniform declared as an array, elements k through k + N - 1 in the
752 * array will be replaced with the new values. Values for any array
753 * element that exceeds the highest array element index used, as
754 * reported by GetActiveUniform, will be ignored by the GL."
755 *
756 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
757 * will have already generated an error.
758 */
759 if (uni->array_elements != 0) {
760 count = MIN2(count, (int) (uni->array_elements - offset));
761 }
762
763 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
764
765 /* Store the data in the "actual type" backing storage for the uniform.
766 */
767 if (!uni->type->is_boolean()) {
768 memcpy(&uni->storage[size_mul * components * offset], values,
769 sizeof(uni->storage[0]) * components * count * size_mul);
770 } else {
771 const union gl_constant_value *src =
772 (const union gl_constant_value *) values;
773 union gl_constant_value *dst = &uni->storage[components * offset];
774 const unsigned elems = components * count;
775
776 for (unsigned i = 0; i < elems; i++) {
777 if (basicType == GLSL_TYPE_FLOAT) {
778 dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
779 } else {
780 dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
781 }
782 }
783 }
784
785 uni->initialized = true;
786
787 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
788
789 /* If the uniform is a sampler, do the extra magic necessary to propagate
790 * the changes through.
791 */
792 if (uni->type->is_sampler()) {
793 bool flushed = false;
794 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
795 struct gl_shader *const sh = shProg->_LinkedShaders[i];
796
797 /* If the shader stage doesn't use the sampler uniform, skip this.
798 */
799 if (sh == NULL || !uni->sampler[i].active)
800 continue;
801
802 for (int j = 0; j < count; j++) {
803 sh->SamplerUnits[uni->sampler[i].index + offset + j] =
804 ((unsigned *) values)[j];
805 }
806
807 struct gl_program *const prog = sh->Program;
808
809 assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits));
810
811 /* Determine if any of the samplers used by this shader stage have
812 * been modified.
813 */
814 bool changed = false;
815 for (unsigned j = 0; j < ARRAY_SIZE(prog->SamplerUnits); j++) {
816 if ((sh->active_samplers & (1U << j)) != 0
817 && (prog->SamplerUnits[j] != sh->SamplerUnits[j])) {
818 changed = true;
819 break;
820 }
821 }
822
823 if (changed) {
824 if (!flushed) {
825 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
826 flushed = true;
827 }
828
829 memcpy(prog->SamplerUnits,
830 sh->SamplerUnits,
831 sizeof(sh->SamplerUnits));
832
833 _mesa_update_shader_textures_used(shProg, prog);
834 if (ctx->Driver.SamplerUniformChange)
835 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
836 }
837 }
838 }
839
840 /* If the uniform is an image, update the mapping from image
841 * uniforms to image units present in the shader data structure.
842 */
843 if (uni->type->is_image()) {
844 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
845 if (uni->image[i].active) {
846 struct gl_shader *sh = shProg->_LinkedShaders[i];
847
848 for (int j = 0; j < count; j++)
849 sh->ImageUnits[uni->image[i].index + offset + j] =
850 ((GLint *) values)[j];
851 }
852 }
853
854 ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
855 }
856 }
857
858 /**
859 * Called by glUniformMatrix*() functions.
860 * Note: cols=2, rows=4 ==> array[2] of vec4
861 */
862 extern "C" void
863 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
864 GLuint cols, GLuint rows,
865 GLint location, GLsizei count,
866 GLboolean transpose,
867 const GLvoid *values, GLenum type)
868 {
869 unsigned offset;
870 unsigned vectors;
871 unsigned components;
872 unsigned elements;
873 int size_mul;
874 struct gl_uniform_storage *const uni =
875 validate_uniform_parameters(ctx, shProg, location, count,
876 &offset, "glUniformMatrix");
877 if (uni == NULL)
878 return;
879
880 if (!uni->type->is_matrix()) {
881 _mesa_error(ctx, GL_INVALID_OPERATION,
882 "glUniformMatrix(non-matrix uniform)");
883 return;
884 }
885
886 assert(type == GL_FLOAT || type == GL_DOUBLE);
887 size_mul = type == GL_DOUBLE ? 2 : 1;
888
889 assert(!uni->type->is_sampler());
890 vectors = uni->type->matrix_columns;
891 components = uni->type->vector_elements;
892
893 /* Verify that the types are compatible. This is greatly simplified for
894 * matrices because they can only have a float base type.
895 */
896 if (vectors != cols || components != rows) {
897 _mesa_error(ctx, GL_INVALID_OPERATION,
898 "glUniformMatrix(matrix size mismatch)");
899 return;
900 }
901
902 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
903 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
904 */
905 if (transpose) {
906 if (ctx->API == API_OPENGLES2 && ctx->Version < 30) {
907 _mesa_error(ctx, GL_INVALID_VALUE,
908 "glUniformMatrix(matrix transpose is not GL_FALSE)");
909 return;
910 }
911 }
912
913 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
914 log_uniform(values, uni->type->base_type, components, vectors, count,
915 bool(transpose), shProg, location, uni);
916 }
917
918 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
919 *
920 * "When loading N elements starting at an arbitrary position k in a
921 * uniform declared as an array, elements k through k + N - 1 in the
922 * array will be replaced with the new values. Values for any array
923 * element that exceeds the highest array element index used, as
924 * reported by GetActiveUniform, will be ignored by the GL."
925 *
926 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
927 * will have already generated an error.
928 */
929 if (uni->array_elements != 0) {
930 count = MIN2(count, (int) (uni->array_elements - offset));
931 }
932
933 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
934
935 /* Store the data in the "actual type" backing storage for the uniform.
936 */
937 elements = components * vectors;
938
939 if (!transpose) {
940 memcpy(&uni->storage[elements * offset], values,
941 sizeof(uni->storage[0]) * elements * count * size_mul);
942 } else if (type == GL_FLOAT) {
943 /* Copy and transpose the matrix.
944 */
945 const float *src = (const float *)values;
946 float *dst = &uni->storage[elements * offset].f;
947
948 for (int i = 0; i < count; i++) {
949 for (unsigned r = 0; r < rows; r++) {
950 for (unsigned c = 0; c < cols; c++) {
951 dst[(c * components) + r] = src[c + (r * vectors)];
952 }
953 }
954
955 dst += elements;
956 src += elements;
957 }
958 } else {
959 assert(type == GL_DOUBLE);
960 const double *src = (const double *)values;
961 double *dst = (double *)&uni->storage[elements * offset].f;
962
963 for (int i = 0; i < count; i++) {
964 for (unsigned r = 0; r < rows; r++) {
965 for (unsigned c = 0; c < cols; c++) {
966 dst[(c * components) + r] = src[c + (r * vectors)];
967 }
968 }
969
970 dst += elements;
971 src += elements;
972 }
973 }
974
975 uni->initialized = true;
976
977 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
978 }
979
980
981 extern "C" bool
982 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
983 char *errMsg, size_t errMsgLength)
984 {
985 /* Shader does not have samplers. */
986 if (shProg->NumUniformStorage == 0)
987 return true;
988
989 if (!shProg->SamplersValidated) {
990 _mesa_snprintf(errMsg, errMsgLength,
991 "active samplers with a different type "
992 "refer to the same texture image unit");
993 return false;
994 }
995 return true;
996 }
997
998 extern "C" bool
999 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
1000 {
1001 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1002 * OpenGL 4.1 spec says:
1003 *
1004 * "[INVALID_OPERATION] is generated by any command that transfers
1005 * vertices to the GL if:
1006 *
1007 * ...
1008 *
1009 * - Any two active samplers in the current program object are of
1010 * different types, but refer to the same texture image unit.
1011 *
1012 * - The number of active samplers in the program exceeds the
1013 * maximum number of texture image units allowed."
1014 */
1015 unsigned active_samplers = 0;
1016 const struct gl_shader_program **shProg =
1017 (const struct gl_shader_program **) pipeline->CurrentProgram;
1018
1019 const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1020 memset(unit_types, 0, sizeof(unit_types));
1021
1022 for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
1023 if (!shProg[idx])
1024 continue;
1025
1026 for (unsigned i = 0; i < shProg[idx]->NumUniformStorage; i++) {
1027 const struct gl_uniform_storage *const storage =
1028 &shProg[idx]->UniformStorage[i];
1029
1030 if (!storage->type->is_sampler())
1031 continue;
1032
1033 active_samplers++;
1034
1035 const unsigned count = MAX2(1, storage->array_elements);
1036 for (unsigned j = 0; j < count; j++) {
1037 const unsigned unit = storage->storage[j].i;
1038
1039 /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
1040 * great job of eliminating unused uniforms currently so for now
1041 * don't throw an error if two sampler types both point to 0.
1042 */
1043 if (unit == 0)
1044 continue;
1045
1046 /* The types of the samplers associated with a particular texture
1047 * unit must be an exact match. Page 74 (page 89 of the PDF) of
1048 * the OpenGL 3.3 core spec says:
1049 *
1050 * "It is not allowed to have variables of different sampler
1051 * types pointing to the same texture image unit within a
1052 * program object."
1053 */
1054 if (unit_types[unit] == NULL) {
1055 unit_types[unit] = storage->type;
1056 } else if (unit_types[unit] != storage->type) {
1057 pipeline->InfoLog =
1058 ralloc_asprintf(pipeline,
1059 "Texture unit %d is accessed both as %s "
1060 "and %s",
1061 unit, unit_types[unit]->name,
1062 storage->type->name);
1063 return false;
1064 }
1065 }
1066 }
1067 }
1068
1069 if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
1070 pipeline->InfoLog =
1071 ralloc_asprintf(pipeline,
1072 "the number of active samplers %d exceed the "
1073 "maximum %d",
1074 active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1075 return false;
1076 }
1077
1078 return true;
1079 }