mesa/main: Clamp GetUniformuiv values to be >= 0
[mesa.git] / src / mesa / main / uniform_query.cpp
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 * Copyright © 2010, 2011 Intel Corporation
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
25 */
26
27 #include <stdlib.h>
28 #include <inttypes.h> /* for PRIx64 macro */
29
30 #include "main/core.h"
31 #include "main/context.h"
32 #include "main/shaderapi.h"
33 #include "main/shaderobj.h"
34 #include "main/uniforms.h"
35 #include "compiler/glsl/ir.h"
36 #include "compiler/glsl/ir_uniform.h"
37 #include "compiler/glsl/glsl_parser_extras.h"
38 #include "compiler/glsl/program.h"
39 #include "util/bitscan.h"
40
41
42 extern "C" void GLAPIENTRY
43 _mesa_GetActiveUniform(GLuint program, GLuint index,
44 GLsizei maxLength, GLsizei *length, GLint *size,
45 GLenum *type, GLcharARB *nameOut)
46 {
47 GET_CURRENT_CONTEXT(ctx);
48 struct gl_shader_program *shProg;
49 struct gl_program_resource *res;
50
51 if (maxLength < 0) {
52 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(maxLength < 0)");
53 return;
54 }
55
56 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
57 if (!shProg)
58 return;
59
60 res = _mesa_program_resource_find_index((struct gl_shader_program *) shProg,
61 GL_UNIFORM, index);
62
63 if (!res) {
64 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
65 return;
66 }
67
68 if (nameOut)
69 _mesa_get_program_resource_name(shProg, GL_UNIFORM, index, maxLength,
70 length, nameOut, "glGetActiveUniform");
71 if (type)
72 _mesa_program_resource_prop((struct gl_shader_program *) shProg,
73 res, index, GL_TYPE, (GLint*) type,
74 "glGetActiveUniform");
75 if (size)
76 _mesa_program_resource_prop((struct gl_shader_program *) shProg,
77 res, index, GL_ARRAY_SIZE, (GLint*) size,
78 "glGetActiveUniform");
79 }
80
81 static GLenum
82 resource_prop_from_uniform_prop(GLenum uni_prop)
83 {
84 switch (uni_prop) {
85 case GL_UNIFORM_TYPE:
86 return GL_TYPE;
87 case GL_UNIFORM_SIZE:
88 return GL_ARRAY_SIZE;
89 case GL_UNIFORM_NAME_LENGTH:
90 return GL_NAME_LENGTH;
91 case GL_UNIFORM_BLOCK_INDEX:
92 return GL_BLOCK_INDEX;
93 case GL_UNIFORM_OFFSET:
94 return GL_OFFSET;
95 case GL_UNIFORM_ARRAY_STRIDE:
96 return GL_ARRAY_STRIDE;
97 case GL_UNIFORM_MATRIX_STRIDE:
98 return GL_MATRIX_STRIDE;
99 case GL_UNIFORM_IS_ROW_MAJOR:
100 return GL_IS_ROW_MAJOR;
101 case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
102 return GL_ATOMIC_COUNTER_BUFFER_INDEX;
103 default:
104 return 0;
105 }
106 }
107
108 extern "C" void GLAPIENTRY
109 _mesa_GetActiveUniformsiv(GLuint program,
110 GLsizei uniformCount,
111 const GLuint *uniformIndices,
112 GLenum pname,
113 GLint *params)
114 {
115 GET_CURRENT_CONTEXT(ctx);
116 struct gl_shader_program *shProg;
117 struct gl_program_resource *res;
118 GLenum res_prop;
119
120 if (uniformCount < 0) {
121 _mesa_error(ctx, GL_INVALID_VALUE,
122 "glGetActiveUniformsiv(uniformCount < 0)");
123 return;
124 }
125
126 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
127 if (!shProg)
128 return;
129
130 res_prop = resource_prop_from_uniform_prop(pname);
131
132 /* We need to first verify that each entry exists as active uniform. If
133 * not, generate error and do not cause any other side effects.
134 *
135 * In the case of and error condition, Page 16 (section 2.3.1 Errors)
136 * of the OpenGL 4.5 spec says:
137 *
138 * "If the generating command modifies values through a pointer argu-
139 * ment, no change is made to these values."
140 */
141 for (int i = 0; i < uniformCount; i++) {
142 if (!_mesa_program_resource_find_index(shProg, GL_UNIFORM,
143 uniformIndices[i])) {
144 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
145 return;
146 }
147 }
148
149 for (int i = 0; i < uniformCount; i++) {
150 res = _mesa_program_resource_find_index(shProg, GL_UNIFORM,
151 uniformIndices[i]);
152 if (!_mesa_program_resource_prop(shProg, res, uniformIndices[i],
153 res_prop, &params[i],
154 "glGetActiveUniformsiv"))
155 break;
156 }
157 }
158
159 static struct gl_uniform_storage *
160 validate_uniform_parameters(GLint location, GLsizei count,
161 unsigned *array_index,
162 struct gl_context *ctx,
163 struct gl_shader_program *shProg,
164 const char *caller)
165 {
166 if (shProg == NULL) {
167 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
168 return NULL;
169 }
170
171 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
172 *
173 * "If a negative number is provided where an argument of type sizei or
174 * sizeiptr is specified, the error INVALID_VALUE is generated."
175 */
176 if (count < 0) {
177 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
178 return NULL;
179 }
180
181 /* Check that the given location is in bounds of uniform remap table.
182 * Unlinked programs will have NumUniformRemapTable == 0, so we can take
183 * the shProg->data->LinkStatus check out of the main path.
184 */
185 if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
186 if (!shProg->data->LinkStatus)
187 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
188 caller);
189 else
190 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
191 caller, location);
192
193 return NULL;
194 }
195
196 if (location == -1) {
197 if (!shProg->data->LinkStatus)
198 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
199 caller);
200
201 return NULL;
202 }
203
204 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
205 *
206 * "If any of the following conditions occur, an INVALID_OPERATION
207 * error is generated by the Uniform* commands, and no uniform values
208 * are changed:
209 *
210 * ...
211 *
212 * - if no variable with a location of location exists in the
213 * program object currently in use and location is not -1,
214 * - if count is greater than one, and the uniform declared in the
215 * shader is not an array variable,
216 */
217 if (location < -1 || !shProg->UniformRemapTable[location]) {
218 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
219 caller, location);
220 return NULL;
221 }
222
223 /* If the driver storage pointer in remap table is -1, we ignore silently.
224 *
225 * GL_ARB_explicit_uniform_location spec says:
226 * "What happens if Uniform* is called with an explicitly defined
227 * uniform location, but that uniform is deemed inactive by the
228 * linker?
229 *
230 * RESOLVED: The call is ignored for inactive uniform variables and
231 * no error is generated."
232 *
233 */
234 if (shProg->UniformRemapTable[location] ==
235 INACTIVE_UNIFORM_EXPLICIT_LOCATION)
236 return NULL;
237
238 struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
239
240 /* Even though no location is assigned to a built-in uniform and this
241 * function should already have returned NULL, this test makes it explicit
242 * that we are not allowing to update the value of a built-in.
243 */
244 if (uni->builtin)
245 return NULL;
246
247 if (uni->array_elements == 0) {
248 if (count > 1) {
249 _mesa_error(ctx, GL_INVALID_OPERATION,
250 "%s(count = %u for non-array \"%s\"@%d)",
251 caller, count, uni->name, location);
252 return NULL;
253 }
254
255 assert((location - uni->remap_location) == 0);
256 *array_index = 0;
257 } else {
258 /* The array index specified by the uniform location is just the uniform
259 * location minus the base location of of the uniform.
260 */
261 *array_index = location - uni->remap_location;
262
263 /* If the uniform is an array, check that array_index is in bounds.
264 * array_index is unsigned so no need to check for less than zero.
265 */
266 if (*array_index >= uni->array_elements) {
267 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
268 caller, location);
269 return NULL;
270 }
271 }
272 return uni;
273 }
274
275 /**
276 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
277 */
278 extern "C" void
279 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
280 GLsizei bufSize, enum glsl_base_type returnType,
281 GLvoid *paramsOut)
282 {
283 struct gl_shader_program *shProg =
284 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
285 unsigned offset;
286
287 struct gl_uniform_storage *const uni =
288 validate_uniform_parameters(location, 1, &offset,
289 ctx, shProg, "glGetUniform");
290 if (uni == NULL) {
291 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
292 * spec says:
293 *
294 * "The error INVALID_OPERATION is generated if program has not been
295 * linked successfully, or if location is not a valid location for
296 * program."
297 *
298 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
299 * says:
300 *
301 * "If the value of location is -1, the Uniform* commands will
302 * silently ignore the data passed in, and the current uniform
303 * values will not be changed."
304 *
305 * Allowing -1 for the location parameter of glUniform allows
306 * applications to avoid error paths in the case that, for example, some
307 * uniform variable is removed by the compiler / linker after
308 * optimization. In this case, the new value of the uniform is dropped
309 * on the floor. For the case of glGetUniform, there is nothing
310 * sensible to do for a location of -1.
311 *
312 * If the location was -1, validate_unfirom_parameters will return NULL
313 * without raising an error. Raise the error here.
314 */
315 if (location == -1) {
316 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)",
317 location);
318 }
319
320 return;
321 }
322
323 {
324 unsigned elements = uni->type->components();
325 /* XXX: Remove the sampler/image check workarounds when bindless is fully
326 * implemented.
327 */
328 const int dmul =
329 (uni->type->is_64bit() && !uni->type->is_sampler() && !uni->type->is_image()) ? 2 : 1;
330 const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
331
332 /* Calculate the source base address *BEFORE* modifying elements to
333 * account for the size of the user's buffer.
334 */
335 const union gl_constant_value *const src =
336 &uni->storage[offset * elements * dmul];
337
338 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
339 returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE ||
340 returnType == GLSL_TYPE_UINT64 || returnType == GLSL_TYPE_INT64);
341
342 /* doubles have a different size than the other 3 types */
343 unsigned bytes = sizeof(src[0]) * elements * rmul;
344 if (bufSize < 0 || bytes > (unsigned) bufSize) {
345 _mesa_error(ctx, GL_INVALID_OPERATION,
346 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
347 " but %u bytes are required)", bufSize, bytes);
348 return;
349 }
350
351 /* If the return type and the uniform's native type are "compatible,"
352 * just memcpy the data. If the types are not compatible, perform a
353 * slower convert-and-copy process.
354 */
355 if (returnType == uni->type->base_type ||
356 ((returnType == GLSL_TYPE_INT || returnType == GLSL_TYPE_UINT) &&
357 (uni->type->is_sampler() || uni->type->is_image()))) {
358 memcpy(paramsOut, src, bytes);
359 } else {
360 union gl_constant_value *const dst =
361 (union gl_constant_value *) paramsOut;
362 /* This code could be optimized by putting the loop inside the switch
363 * statements. However, this is not expected to be
364 * performance-critical code.
365 */
366 for (unsigned i = 0; i < elements; i++) {
367 int sidx = i * dmul;
368 int didx = i * rmul;
369
370 switch (returnType) {
371 case GLSL_TYPE_FLOAT:
372 switch (uni->type->base_type) {
373 case GLSL_TYPE_UINT:
374 dst[didx].f = (float) src[sidx].u;
375 break;
376 case GLSL_TYPE_INT:
377 case GLSL_TYPE_SAMPLER:
378 case GLSL_TYPE_IMAGE:
379 dst[didx].f = (float) src[sidx].i;
380 break;
381 case GLSL_TYPE_BOOL:
382 dst[didx].f = src[sidx].i ? 1.0f : 0.0f;
383 break;
384 case GLSL_TYPE_DOUBLE: {
385 double tmp;
386 memcpy(&tmp, &src[sidx].f, sizeof(tmp));
387 dst[didx].f = tmp;
388 break;
389 }
390 case GLSL_TYPE_UINT64: {
391 uint64_t tmp;
392 memcpy(&tmp, &src[sidx].u, sizeof(tmp));
393 dst[didx].f = tmp;
394 break;
395 }
396 case GLSL_TYPE_INT64: {
397 uint64_t tmp;
398 memcpy(&tmp, &src[sidx].i, sizeof(tmp));
399 dst[didx].f = tmp;
400 break;
401 }
402 default:
403 assert(!"Should not get here.");
404 break;
405 }
406 break;
407
408 case GLSL_TYPE_DOUBLE:
409 switch (uni->type->base_type) {
410 case GLSL_TYPE_UINT: {
411 double tmp = src[sidx].u;
412 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
413 break;
414 }
415 case GLSL_TYPE_INT:
416 case GLSL_TYPE_SAMPLER:
417 case GLSL_TYPE_IMAGE: {
418 double tmp = src[sidx].i;
419 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
420 break;
421 }
422 case GLSL_TYPE_BOOL: {
423 double tmp = src[sidx].i ? 1.0 : 0.0;
424 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
425 break;
426 }
427 case GLSL_TYPE_FLOAT: {
428 double tmp = src[sidx].f;
429 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
430 break;
431 }
432 case GLSL_TYPE_UINT64: {
433 uint64_t tmpu;
434 double tmp;
435 memcpy(&tmpu, &src[sidx].u, sizeof(tmpu));
436 tmp = tmpu;
437 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
438 break;
439 }
440 case GLSL_TYPE_INT64: {
441 int64_t tmpi;
442 double tmp;
443 memcpy(&tmpi, &src[sidx].i, sizeof(tmpi));
444 tmp = tmpi;
445 memcpy(&dst[didx].f, &tmp, sizeof(tmp));
446 break;
447 }
448 default:
449 assert(!"Should not get here.");
450 break;
451 }
452 break;
453
454 case GLSL_TYPE_INT:
455 switch (uni->type->base_type) {
456 case GLSL_TYPE_FLOAT:
457 /* While the GL 3.2 core spec doesn't explicitly
458 * state how conversion of float uniforms to integer
459 * values works, in section 6.2 "State Tables" on
460 * page 267 it says:
461 *
462 * "Unless otherwise specified, when floating
463 * point state is returned as integer values or
464 * integer state is returned as floating-point
465 * values it is converted in the fashion
466 * described in section 6.1.2"
467 *
468 * That section, on page 248, says:
469 *
470 * "If GetIntegerv or GetInteger64v are called,
471 * a floating-point value is rounded to the
472 * nearest integer..."
473 */
474 dst[didx].i = IROUND(src[sidx].f);
475 break;
476 case GLSL_TYPE_BOOL:
477 dst[didx].i = src[sidx].i ? 1 : 0;
478 break;
479 case GLSL_TYPE_UINT:
480 dst[didx].i = MIN2(src[sidx].i, INT_MAX);
481 break;
482 case GLSL_TYPE_DOUBLE: {
483 double tmp;
484 memcpy(&tmp, &src[sidx].f, sizeof(tmp));
485 dst[didx].i = IROUNDD(tmp);
486 break;
487 }
488 case GLSL_TYPE_UINT64: {
489 uint64_t tmp;
490 memcpy(&tmp, &src[sidx].u, sizeof(tmp));
491 dst[didx].i = tmp;
492 break;
493 }
494 case GLSL_TYPE_INT64: {
495 int64_t tmp;
496 memcpy(&tmp, &src[sidx].i, sizeof(tmp));
497 dst[didx].i = tmp;
498 break;
499 }
500 default:
501 assert(!"Should not get here.");
502 break;
503 }
504 break;
505
506 case GLSL_TYPE_UINT:
507 switch (uni->type->base_type) {
508 case GLSL_TYPE_FLOAT:
509 /* The spec isn't terribly clear how to handle negative
510 * values with an unsigned return type.
511 *
512 * GL 4.5 section 2.2.2 ("Data Conversions for State
513 * Query Commands") says:
514 *
515 * "If a value is so large in magnitude that it cannot be
516 * represented by the returned data type, then the nearest
517 * value representable using the requested type is
518 * returned."
519 */
520 dst[didx].u = src[sidx].f < 0.0f ?
521 0u : (uint32_t) roundf(src[sidx].f);
522 break;
523 case GLSL_TYPE_BOOL:
524 dst[didx].i = src[sidx].i ? 1 : 0;
525 break;
526 case GLSL_TYPE_INT:
527 dst[didx].i = MAX2(src[sidx].i, 0);
528 break;
529 case GLSL_TYPE_DOUBLE: {
530 double tmp;
531 memcpy(&tmp, &src[sidx].f, sizeof(tmp));
532 dst[didx].u = tmp < 0.0 ? 0u : (uint32_t) round(tmp);
533 break;
534 }
535 case GLSL_TYPE_UINT64: {
536 uint64_t tmp;
537 memcpy(&tmp, &src[sidx].u, sizeof(tmp));
538 dst[didx].i = MIN2(tmp, INT_MAX);
539 break;
540 }
541 case GLSL_TYPE_INT64: {
542 int64_t tmp;
543 memcpy(&tmp, &src[sidx].i, sizeof(tmp));
544 dst[didx].i = MAX2(tmp, 0);
545 break;
546 }
547 default:
548 unreachable("invalid uniform type");
549 }
550 break;
551
552 case GLSL_TYPE_INT64:
553 case GLSL_TYPE_UINT64:
554 switch (uni->type->base_type) {
555 case GLSL_TYPE_UINT: {
556 uint64_t tmp = src[sidx].u;
557 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
558 break;
559 }
560 case GLSL_TYPE_INT:
561 case GLSL_TYPE_SAMPLER:
562 case GLSL_TYPE_IMAGE: {
563 int64_t tmp = src[sidx].i;
564 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
565 break;
566 }
567 case GLSL_TYPE_BOOL: {
568 int64_t tmp = src[sidx].i ? 1.0f : 0.0f;
569 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
570 break;
571 }
572 case GLSL_TYPE_FLOAT: {
573 int64_t tmp = src[sidx].f;
574 memcpy(&dst[didx].u, &tmp, sizeof(tmp));
575 break;
576 }
577 default:
578 assert(!"Should not get here.");
579 break;
580 }
581 break;
582
583 default:
584 assert(!"Should not get here.");
585 break;
586 }
587 }
588 }
589 }
590 }
591
592 static void
593 log_uniform(const void *values, enum glsl_base_type basicType,
594 unsigned rows, unsigned cols, unsigned count,
595 bool transpose,
596 const struct gl_shader_program *shProg,
597 GLint location,
598 const struct gl_uniform_storage *uni)
599 {
600
601 const union gl_constant_value *v = (const union gl_constant_value *) values;
602 const unsigned elems = rows * cols * count;
603 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
604
605 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
606 "transpose = %s) to: ",
607 shProg->Name, extra, uni->name, location, uni->type->name,
608 transpose ? "true" : "false");
609 for (unsigned i = 0; i < elems; i++) {
610 if (i != 0 && ((i % rows) == 0))
611 printf(", ");
612
613 switch (basicType) {
614 case GLSL_TYPE_UINT:
615 printf("%u ", v[i].u);
616 break;
617 case GLSL_TYPE_INT:
618 printf("%d ", v[i].i);
619 break;
620 case GLSL_TYPE_UINT64: {
621 uint64_t tmp;
622 memcpy(&tmp, &v[i * 2].u, sizeof(tmp));
623 printf("%" PRIu64 " ", tmp);
624 break;
625 }
626 case GLSL_TYPE_INT64: {
627 int64_t tmp;
628 memcpy(&tmp, &v[i * 2].u, sizeof(tmp));
629 printf("%" PRId64 " ", tmp);
630 break;
631 }
632 case GLSL_TYPE_FLOAT:
633 printf("%g ", v[i].f);
634 break;
635 case GLSL_TYPE_DOUBLE: {
636 double tmp;
637 memcpy(&tmp, &v[i * 2].f, sizeof(tmp));
638 printf("%g ", tmp);
639 break;
640 }
641 default:
642 assert(!"Should not get here.");
643 break;
644 }
645 }
646 printf("\n");
647 fflush(stdout);
648 }
649
650 #if 0
651 static void
652 log_program_parameters(const struct gl_shader_program *shProg)
653 {
654 for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
655 if (shProg->_LinkedShaders[i] == NULL)
656 continue;
657
658 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
659
660 printf("Program %d %s shader parameters:\n",
661 shProg->Name, _mesa_shader_stage_to_string(i));
662 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
663 printf("%s: %p %f %f %f %f\n",
664 prog->Parameters->Parameters[j].Name,
665 prog->Parameters->ParameterValues[j],
666 prog->Parameters->ParameterValues[j][0].f,
667 prog->Parameters->ParameterValues[j][1].f,
668 prog->Parameters->ParameterValues[j][2].f,
669 prog->Parameters->ParameterValues[j][3].f);
670 }
671 }
672 fflush(stdout);
673 }
674 #endif
675
676 /**
677 * Propagate some values from uniform backing storage to driver storage
678 *
679 * Values propagated from uniform backing storage to driver storage
680 * have all format / type conversions previously requested by the
681 * driver applied. This function is most often called by the
682 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
683 * etc.
684 *
685 * \param uni Uniform whose data is to be propagated to driver storage
686 * \param array_index If \c uni is an array, this is the element of
687 * the array to be propagated.
688 * \param count Number of array elements to propagate.
689 */
690 extern "C" void
691 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
692 unsigned array_index,
693 unsigned count)
694 {
695 unsigned i;
696
697 const unsigned components = uni->type->vector_elements;
698 const unsigned vectors = uni->type->matrix_columns;
699 const int dmul = uni->type->is_64bit() ? 2 : 1;
700
701 /* Store the data in the driver's requested type in the driver's storage
702 * areas.
703 */
704 unsigned src_vector_byte_stride = components * 4 * dmul;
705
706 for (i = 0; i < uni->num_driver_storage; i++) {
707 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
708 uint8_t *dst = (uint8_t *) store->data;
709 const unsigned extra_stride =
710 store->element_stride - (vectors * store->vector_stride);
711 const uint8_t *src =
712 (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i);
713
714 #if 0
715 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
716 "extra_stride=%u\n",
717 __func__, dst, array_index, components,
718 vectors, count, store->vector_stride, extra_stride);
719 #endif
720
721 dst += array_index * store->element_stride;
722
723 switch (store->format) {
724 case uniform_native: {
725 unsigned j;
726 unsigned v;
727
728 if (src_vector_byte_stride == store->vector_stride) {
729 if (extra_stride) {
730 for (j = 0; j < count; j++) {
731 memcpy(dst, src, src_vector_byte_stride * vectors);
732 src += src_vector_byte_stride * vectors;
733 dst += store->vector_stride * vectors;
734
735 dst += extra_stride;
736 }
737 } else {
738 /* Unigine Heaven benchmark gets here */
739 memcpy(dst, src, src_vector_byte_stride * vectors * count);
740 src += src_vector_byte_stride * vectors * count;
741 dst += store->vector_stride * vectors * count;
742 }
743 } else {
744 for (j = 0; j < count; j++) {
745 for (v = 0; v < vectors; v++) {
746 memcpy(dst, src, src_vector_byte_stride);
747 src += src_vector_byte_stride;
748 dst += store->vector_stride;
749 }
750
751 dst += extra_stride;
752 }
753 }
754 break;
755 }
756
757 case uniform_int_float: {
758 const int *isrc = (const int *) src;
759 unsigned j;
760 unsigned v;
761 unsigned c;
762
763 for (j = 0; j < count; j++) {
764 for (v = 0; v < vectors; v++) {
765 for (c = 0; c < components; c++) {
766 ((float *) dst)[c] = (float) *isrc;
767 isrc++;
768 }
769
770 dst += store->vector_stride;
771 }
772
773 dst += extra_stride;
774 }
775 break;
776 }
777
778 default:
779 assert(!"Should not get here.");
780 break;
781 }
782 }
783 }
784
785
786 /**
787 * Return printable string for a given GLSL_TYPE_x
788 */
789 static const char *
790 glsl_type_name(enum glsl_base_type type)
791 {
792 switch (type) {
793 case GLSL_TYPE_UINT:
794 return "uint";
795 case GLSL_TYPE_INT:
796 return "int";
797 case GLSL_TYPE_FLOAT:
798 return "float";
799 case GLSL_TYPE_DOUBLE:
800 return "double";
801 case GLSL_TYPE_UINT64:
802 return "uint64";
803 case GLSL_TYPE_INT64:
804 return "int64";
805 case GLSL_TYPE_BOOL:
806 return "bool";
807 case GLSL_TYPE_SAMPLER:
808 return "sampler";
809 case GLSL_TYPE_IMAGE:
810 return "image";
811 case GLSL_TYPE_ATOMIC_UINT:
812 return "atomic_uint";
813 case GLSL_TYPE_STRUCT:
814 return "struct";
815 case GLSL_TYPE_INTERFACE:
816 return "interface";
817 case GLSL_TYPE_ARRAY:
818 return "array";
819 case GLSL_TYPE_VOID:
820 return "void";
821 case GLSL_TYPE_ERROR:
822 return "error";
823 default:
824 return "other";
825 }
826 }
827
828
829 static struct gl_uniform_storage *
830 validate_uniform(GLint location, GLsizei count, const GLvoid *values,
831 unsigned *offset, struct gl_context *ctx,
832 struct gl_shader_program *shProg,
833 enum glsl_base_type basicType, unsigned src_components)
834 {
835 struct gl_uniform_storage *const uni =
836 validate_uniform_parameters(location, count, offset,
837 ctx, shProg, "glUniform");
838 if (uni == NULL)
839 return NULL;
840
841 if (uni->type->is_matrix()) {
842 /* Can't set matrix uniforms (like mat4) with glUniform */
843 _mesa_error(ctx, GL_INVALID_OPERATION,
844 "glUniform%u(uniform \"%s\"@%d is matrix)",
845 src_components, uni->name, location);
846 return NULL;
847 }
848
849 /* Verify that the types are compatible. */
850 const unsigned components = uni->type->vector_elements;
851
852 if (components != src_components) {
853 /* glUniformN() must match float/vecN type */
854 _mesa_error(ctx, GL_INVALID_OPERATION,
855 "glUniform%u(\"%s\"@%u has %u components, not %u)",
856 src_components, uni->name, location,
857 components, src_components);
858 return NULL;
859 }
860
861 bool match;
862 switch (uni->type->base_type) {
863 case GLSL_TYPE_BOOL:
864 match = (basicType != GLSL_TYPE_DOUBLE);
865 break;
866 case GLSL_TYPE_SAMPLER:
867 match = (basicType == GLSL_TYPE_INT);
868 break;
869 case GLSL_TYPE_IMAGE:
870 match = (basicType == GLSL_TYPE_INT && _mesa_is_desktop_gl(ctx));
871 break;
872 default:
873 match = (basicType == uni->type->base_type);
874 break;
875 }
876
877 if (!match) {
878 _mesa_error(ctx, GL_INVALID_OPERATION,
879 "glUniform%u(\"%s\"@%d is %s, not %s)",
880 src_components, uni->name, location,
881 glsl_type_name(uni->type->base_type),
882 glsl_type_name(basicType));
883 return NULL;
884 }
885
886 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
887 log_uniform(values, basicType, components, 1, count,
888 false, shProg, location, uni);
889 }
890
891 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
892 *
893 * "Setting a sampler's value to i selects texture image unit number
894 * i. The values of i range from zero to the implementation- dependent
895 * maximum supported number of texture image units."
896 *
897 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
898 * the PDF) says:
899 *
900 * "Error Description Offending command
901 * ignored?
902 * ...
903 * INVALID_VALUE Numeric argument out of range Yes"
904 *
905 * Based on that, when an invalid sampler is specified, we generate a
906 * GL_INVALID_VALUE error and ignore the command.
907 */
908 if (uni->type->is_sampler()) {
909 for (int i = 0; i < count; i++) {
910 const unsigned texUnit = ((unsigned *) values)[i];
911
912 /* check that the sampler (tex unit index) is legal */
913 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
914 _mesa_error(ctx, GL_INVALID_VALUE,
915 "glUniform1i(invalid sampler/tex unit index for "
916 "uniform %d)", location);
917 return NULL;
918 }
919 }
920 /* We need to reset the validate flag on changes to samplers in case
921 * two different sampler types are set to the same texture unit.
922 */
923 ctx->_Shader->Validated = GL_FALSE;
924 }
925
926 if (uni->type->is_image()) {
927 for (int i = 0; i < count; i++) {
928 const int unit = ((GLint *) values)[i];
929
930 /* check that the image unit is legal */
931 if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
932 _mesa_error(ctx, GL_INVALID_VALUE,
933 "glUniform1i(invalid image unit index for uniform %d)",
934 location);
935 return NULL;
936 }
937 }
938 }
939
940 return uni;
941 }
942
943
944 /**
945 * Called via glUniform*() functions.
946 */
947 extern "C" void
948 _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
949 struct gl_context *ctx, struct gl_shader_program *shProg,
950 enum glsl_base_type basicType, unsigned src_components)
951 {
952 unsigned offset;
953 int size_mul = glsl_base_type_is_64bit(basicType) ? 2 : 1;
954
955 struct gl_uniform_storage *uni;
956 if (_mesa_is_no_error_enabled(ctx)) {
957 /* From Seciton 7.6 (UNIFORM VARIABLES) of the OpenGL 4.5 spec:
958 *
959 * "If the value of location is -1, the Uniform* commands will
960 * silently ignore the data passed in, and the current uniform values
961 * will not be changed.
962 */
963 if (location == -1)
964 return;
965
966 uni = shProg->UniformRemapTable[location];
967
968 /* The array index specified by the uniform location is just the
969 * uniform location minus the base location of of the uniform.
970 */
971 assert(uni->array_elements > 0 || location == (int)uni->remap_location);
972 offset = location - uni->remap_location;
973 } else {
974 uni = validate_uniform(location, count, values, &offset, ctx, shProg,
975 basicType, src_components);
976 if (!uni)
977 return;
978 }
979
980 const unsigned components = uni->type->vector_elements;
981
982 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
983 *
984 * "When loading N elements starting at an arbitrary position k in a
985 * uniform declared as an array, elements k through k + N - 1 in the
986 * array will be replaced with the new values. Values for any array
987 * element that exceeds the highest array element index used, as
988 * reported by GetActiveUniform, will be ignored by the GL."
989 *
990 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
991 * will have already generated an error.
992 */
993 if (uni->array_elements != 0) {
994 count = MIN2(count, (int) (uni->array_elements - offset));
995 }
996
997 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
998
999 /* Store the data in the "actual type" backing storage for the uniform.
1000 */
1001 if (!uni->type->is_boolean()) {
1002 memcpy(&uni->storage[size_mul * components * offset], values,
1003 sizeof(uni->storage[0]) * components * count * size_mul);
1004 } else {
1005 const union gl_constant_value *src =
1006 (const union gl_constant_value *) values;
1007 union gl_constant_value *dst = &uni->storage[components * offset];
1008 const unsigned elems = components * count;
1009
1010 for (unsigned i = 0; i < elems; i++) {
1011 if (basicType == GLSL_TYPE_FLOAT) {
1012 dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
1013 } else {
1014 dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
1015 }
1016 }
1017 }
1018
1019 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1020
1021 /* If the uniform is a sampler, do the extra magic necessary to propagate
1022 * the changes through.
1023 */
1024 if (uni->type->is_sampler()) {
1025 bool flushed = false;
1026
1027 shProg->SamplersValidated = GL_TRUE;
1028
1029 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
1030 struct gl_linked_shader *const sh = shProg->_LinkedShaders[i];
1031
1032 /* If the shader stage doesn't use the sampler uniform, skip this. */
1033 if (!uni->opaque[i].active)
1034 continue;
1035
1036 bool changed = false;
1037 for (int j = 0; j < count; j++) {
1038 unsigned unit = uni->opaque[i].index + offset + j;
1039 if (sh->Program->SamplerUnits[unit] != ((unsigned *) values)[j]) {
1040 sh->Program->SamplerUnits[unit] = ((unsigned *) values)[j];
1041 changed = true;
1042 }
1043 }
1044
1045 if (changed) {
1046 if (!flushed) {
1047 FLUSH_VERTICES(ctx, _NEW_TEXTURE_OBJECT | _NEW_PROGRAM);
1048 flushed = true;
1049 }
1050
1051 struct gl_program *const prog = sh->Program;
1052 _mesa_update_shader_textures_used(shProg, prog);
1053 if (ctx->Driver.SamplerUniformChange)
1054 ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
1055 }
1056 }
1057 }
1058
1059 /* If the uniform is an image, update the mapping from image
1060 * uniforms to image units present in the shader data structure.
1061 */
1062 if (uni->type->is_image()) {
1063 for (int i = 0; i < MESA_SHADER_STAGES; i++) {
1064 struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
1065
1066 /* If the shader stage doesn't use the image uniform, skip this. */
1067 if (!uni->opaque[i].active)
1068 continue;
1069
1070 for (int j = 0; j < count; j++)
1071 sh->Program->sh.ImageUnits[uni->opaque[i].index + offset + j] =
1072 ((GLint *) values)[j];
1073 }
1074
1075 ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
1076 }
1077 }
1078
1079 /**
1080 * Called by glUniformMatrix*() functions.
1081 * Note: cols=2, rows=4 ==> array[2] of vec4
1082 */
1083 extern "C" void
1084 _mesa_uniform_matrix(GLint location, GLsizei count,
1085 GLboolean transpose, const void *values,
1086 struct gl_context *ctx, struct gl_shader_program *shProg,
1087 GLuint cols, GLuint rows, enum glsl_base_type basicType)
1088 {
1089 unsigned offset;
1090 struct gl_uniform_storage *const uni =
1091 validate_uniform_parameters(location, count, &offset,
1092 ctx, shProg, "glUniformMatrix");
1093 if (uni == NULL)
1094 return;
1095
1096 if (!uni->type->is_matrix()) {
1097 _mesa_error(ctx, GL_INVALID_OPERATION,
1098 "glUniformMatrix(non-matrix uniform)");
1099 return;
1100 }
1101
1102 assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
1103 const unsigned size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
1104
1105 assert(!uni->type->is_sampler());
1106 const unsigned vectors = uni->type->matrix_columns;
1107 const unsigned components = uni->type->vector_elements;
1108
1109 /* Verify that the types are compatible. This is greatly simplified for
1110 * matrices because they can only have a float base type.
1111 */
1112 if (vectors != cols || components != rows) {
1113 _mesa_error(ctx, GL_INVALID_OPERATION,
1114 "glUniformMatrix(matrix size mismatch)");
1115 return;
1116 }
1117
1118 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
1119 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
1120 */
1121 if (transpose) {
1122 if (ctx->API == API_OPENGLES2 && ctx->Version < 30) {
1123 _mesa_error(ctx, GL_INVALID_VALUE,
1124 "glUniformMatrix(matrix transpose is not GL_FALSE)");
1125 return;
1126 }
1127 }
1128
1129 /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec
1130 * says:
1131 *
1132 * "If any of the following conditions occur, an INVALID_OPERATION
1133 * error is generated by the Uniform* commands, and no uniform values
1134 * are changed:
1135 *
1136 * ...
1137 *
1138 * - if the uniform declared in the shader is not of type boolean and
1139 * the type indicated in the name of the Uniform* command used does
1140 * not match the type of the uniform"
1141 *
1142 * There are no Boolean matrix types, so we do not need to allow
1143 * GLSL_TYPE_BOOL here (as _mesa_uniform does).
1144 */
1145 if (uni->type->base_type != basicType) {
1146 _mesa_error(ctx, GL_INVALID_OPERATION,
1147 "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
1148 cols, rows, uni->name, location,
1149 glsl_type_name(uni->type->base_type),
1150 glsl_type_name(basicType));
1151 return;
1152 }
1153
1154 if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
1155 log_uniform(values, uni->type->base_type, components, vectors, count,
1156 bool(transpose), shProg, location, uni);
1157 }
1158
1159 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
1160 *
1161 * "When loading N elements starting at an arbitrary position k in a
1162 * uniform declared as an array, elements k through k + N - 1 in the
1163 * array will be replaced with the new values. Values for any array
1164 * element that exceeds the highest array element index used, as
1165 * reported by GetActiveUniform, will be ignored by the GL."
1166 *
1167 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
1168 * will have already generated an error.
1169 */
1170 if (uni->array_elements != 0) {
1171 count = MIN2(count, (int) (uni->array_elements - offset));
1172 }
1173
1174 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
1175
1176 /* Store the data in the "actual type" backing storage for the uniform.
1177 */
1178 const unsigned elements = components * vectors;
1179
1180 if (!transpose) {
1181 memcpy(&uni->storage[size_mul * elements * offset], values,
1182 sizeof(uni->storage[0]) * elements * count * size_mul);
1183 } else if (basicType == GLSL_TYPE_FLOAT) {
1184 /* Copy and transpose the matrix.
1185 */
1186 const float *src = (const float *)values;
1187 float *dst = &uni->storage[elements * offset].f;
1188
1189 for (int i = 0; i < count; i++) {
1190 for (unsigned r = 0; r < rows; r++) {
1191 for (unsigned c = 0; c < cols; c++) {
1192 dst[(c * components) + r] = src[c + (r * vectors)];
1193 }
1194 }
1195
1196 dst += elements;
1197 src += elements;
1198 }
1199 } else {
1200 assert(basicType == GLSL_TYPE_DOUBLE);
1201 const double *src = (const double *)values;
1202 double *dst = (double *)&uni->storage[elements * offset].f;
1203
1204 for (int i = 0; i < count; i++) {
1205 for (unsigned r = 0; r < rows; r++) {
1206 for (unsigned c = 0; c < cols; c++) {
1207 dst[(c * components) + r] = src[c + (r * vectors)];
1208 }
1209 }
1210
1211 dst += elements;
1212 src += elements;
1213 }
1214 }
1215
1216 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1217 }
1218
1219
1220 extern "C" bool
1221 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
1222 char *errMsg, size_t errMsgLength)
1223 {
1224 /* Shader does not have samplers. */
1225 if (shProg->data->NumUniformStorage == 0)
1226 return true;
1227
1228 if (!shProg->SamplersValidated) {
1229 _mesa_snprintf(errMsg, errMsgLength,
1230 "active samplers with a different type "
1231 "refer to the same texture image unit");
1232 return false;
1233 }
1234 return true;
1235 }
1236
1237 extern "C" bool
1238 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
1239 {
1240 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1241 * OpenGL 4.1 spec says:
1242 *
1243 * "[INVALID_OPERATION] is generated by any command that transfers
1244 * vertices to the GL if:
1245 *
1246 * ...
1247 *
1248 * - Any two active samplers in the current program object are of
1249 * different types, but refer to the same texture image unit.
1250 *
1251 * - The number of active samplers in the program exceeds the
1252 * maximum number of texture image units allowed."
1253 */
1254
1255 GLbitfield mask;
1256 GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1257 unsigned active_samplers = 0;
1258 const struct gl_program **prog =
1259 (const struct gl_program **) pipeline->CurrentProgram;
1260
1261
1262 memset(TexturesUsed, 0, sizeof(TexturesUsed));
1263
1264 for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
1265 if (!prog[idx])
1266 continue;
1267
1268 mask = prog[idx]->SamplersUsed;
1269 while (mask) {
1270 const int s = u_bit_scan(&mask);
1271 GLuint unit = prog[idx]->SamplerUnits[s];
1272 GLuint tgt = prog[idx]->sh.SamplerTargets[s];
1273
1274 /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
1275 * great job of eliminating unused uniforms currently so for now
1276 * don't throw an error if two sampler types both point to 0.
1277 */
1278 if (unit == 0)
1279 continue;
1280
1281 if (TexturesUsed[unit] & ~(1 << tgt)) {
1282 pipeline->InfoLog =
1283 ralloc_asprintf(pipeline,
1284 "Program %d: "
1285 "Texture unit %d is accessed with 2 different types",
1286 prog[idx]->Id, unit);
1287 return false;
1288 }
1289
1290 TexturesUsed[unit] |= (1 << tgt);
1291 }
1292
1293 active_samplers += prog[idx]->info.num_textures;
1294 }
1295
1296 if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
1297 pipeline->InfoLog =
1298 ralloc_asprintf(pipeline,
1299 "the number of active samplers %d exceed the "
1300 "maximum %d",
1301 active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
1302 return false;
1303 }
1304
1305 return true;
1306 }