2 * Mesa 3-D graphics library
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 * Copyright © 2010, 2011 Intel Corporation
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
21 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
22 * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
23 * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
24 * OTHER DEALINGS IN THE SOFTWARE.
28 #include <inttypes.h> /* for PRIx64 macro */
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"
42 extern "C" void GLAPIENTRY
43 _mesa_GetActiveUniform(GLuint program
, GLuint index
,
44 GLsizei maxLength
, GLsizei
*length
, GLint
*size
,
45 GLenum
*type
, GLcharARB
*nameOut
)
47 GET_CURRENT_CONTEXT(ctx
);
48 struct gl_shader_program
*shProg
;
49 struct gl_program_resource
*res
;
52 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(maxLength < 0)");
56 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
60 res
= _mesa_program_resource_find_index((struct gl_shader_program
*) shProg
,
64 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(index)");
69 _mesa_get_program_resource_name(shProg
, GL_UNIFORM
, index
, maxLength
,
70 length
, nameOut
, "glGetActiveUniform");
72 _mesa_program_resource_prop((struct gl_shader_program
*) shProg
,
73 res
, index
, GL_TYPE
, (GLint
*) type
,
74 "glGetActiveUniform");
76 _mesa_program_resource_prop((struct gl_shader_program
*) shProg
,
77 res
, index
, GL_ARRAY_SIZE
, (GLint
*) size
,
78 "glGetActiveUniform");
82 resource_prop_from_uniform_prop(GLenum uni_prop
)
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
:
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
;
108 extern "C" void GLAPIENTRY
109 _mesa_GetActiveUniformsiv(GLuint program
,
110 GLsizei uniformCount
,
111 const GLuint
*uniformIndices
,
115 GET_CURRENT_CONTEXT(ctx
);
116 struct gl_shader_program
*shProg
;
117 struct gl_program_resource
*res
;
120 if (uniformCount
< 0) {
121 _mesa_error(ctx
, GL_INVALID_VALUE
,
122 "glGetActiveUniformsiv(uniformCount < 0)");
126 shProg
= _mesa_lookup_shader_program_err(ctx
, program
, "glGetActiveUniform");
130 res_prop
= resource_prop_from_uniform_prop(pname
);
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.
135 * In the case of and error condition, Page 16 (section 2.3.1 Errors)
136 * of the OpenGL 4.5 spec says:
138 * "If the generating command modifies values through a pointer argu-
139 * ment, no change is made to these values."
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)");
149 for (int i
= 0; i
< uniformCount
; i
++) {
150 res
= _mesa_program_resource_find_index(shProg
, GL_UNIFORM
,
152 if (!_mesa_program_resource_prop(shProg
, res
, uniformIndices
[i
],
153 res_prop
, ¶ms
[i
],
154 "glGetActiveUniformsiv"))
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
,
166 if (shProg
== NULL
) {
167 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)", caller
);
171 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
173 * "If a negative number is provided where an argument of type sizei or
174 * sizeiptr is specified, the error INVALID_VALUE is generated."
177 _mesa_error(ctx
, GL_INVALID_VALUE
, "%s(count < 0)", caller
);
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.
185 if (unlikely(location
>= (GLint
) shProg
->NumUniformRemapTable
)) {
186 if (!shProg
->data
->LinkStatus
)
187 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)",
190 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
196 if (location
== -1) {
197 if (!shProg
->data
->LinkStatus
)
198 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(program not linked)",
204 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
206 * "If any of the following conditions occur, an INVALID_OPERATION
207 * error is generated by the Uniform* commands, and no uniform values
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,
217 if (location
< -1 || !shProg
->UniformRemapTable
[location
]) {
218 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
223 /* If the driver storage pointer in remap table is -1, we ignore silently.
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
230 * RESOLVED: The call is ignored for inactive uniform variables and
231 * no error is generated."
234 if (shProg
->UniformRemapTable
[location
] ==
235 INACTIVE_UNIFORM_EXPLICIT_LOCATION
)
238 struct gl_uniform_storage
*const uni
= shProg
->UniformRemapTable
[location
];
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.
247 if (uni
->array_elements
== 0) {
249 _mesa_error(ctx
, GL_INVALID_OPERATION
,
250 "%s(count = %u for non-array \"%s\"@%d)",
251 caller
, count
, uni
->name
, location
);
255 assert((location
- uni
->remap_location
) == 0);
258 /* The array index specified by the uniform location is just the uniform
259 * location minus the base location of of the uniform.
261 *array_index
= location
- uni
->remap_location
;
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.
266 if (*array_index
>= uni
->array_elements
) {
267 _mesa_error(ctx
, GL_INVALID_OPERATION
, "%s(location=%d)",
276 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
279 _mesa_get_uniform(struct gl_context
*ctx
, GLuint program
, GLint location
,
280 GLsizei bufSize
, enum glsl_base_type returnType
,
283 struct gl_shader_program
*shProg
=
284 _mesa_lookup_shader_program_err(ctx
, program
, "glGetUniformfv");
287 struct gl_uniform_storage
*const uni
=
288 validate_uniform_parameters(location
, 1, &offset
,
289 ctx
, shProg
, "glGetUniform");
291 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
294 * "The error INVALID_OPERATION is generated if program has not been
295 * linked successfully, or if location is not a valid location for
298 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
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."
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.
312 * If the location was -1, validate_unfirom_parameters will return NULL
313 * without raising an error. Raise the error here.
315 if (location
== -1) {
316 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glGetUniform(location=%d)",
324 unsigned elements
= 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;
328 /* Calculate the source base address *BEFORE* modifying elements to
329 * account for the size of the user's buffer.
331 const union gl_constant_value
*const src
=
332 &uni
->storage
[offset
* elements
* dmul
];
334 assert(returnType
== GLSL_TYPE_FLOAT
|| returnType
== GLSL_TYPE_INT
||
335 returnType
== GLSL_TYPE_UINT
|| returnType
== GLSL_TYPE_DOUBLE
||
336 returnType
== GLSL_TYPE_UINT64
|| returnType
== GLSL_TYPE_INT64
);
338 /* doubles have a different size than the other 3 types */
339 unsigned bytes
= sizeof(src
[0]) * elements
* rmul
;
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
);
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.
351 if (returnType
== uni
->type
->base_type
352 || ((returnType
== GLSL_TYPE_INT
353 || returnType
== GLSL_TYPE_UINT
)
355 (uni
->type
->base_type
== GLSL_TYPE_INT
356 || uni
->type
->base_type
== GLSL_TYPE_UINT
357 || uni
->type
->is_sampler()
358 || uni
->type
->is_image()))
359 || ((returnType
== GLSL_TYPE_UINT64
||
360 returnType
== GLSL_TYPE_INT64
) &&
361 (uni
->type
->base_type
== GLSL_TYPE_UINT64
||
362 uni
->type
->base_type
== GLSL_TYPE_INT64
))) {
363 memcpy(paramsOut
, src
, bytes
);
365 union gl_constant_value
*const dst
=
366 (union gl_constant_value
*) paramsOut
;
367 /* This code could be optimized by putting the loop inside the switch
368 * statements. However, this is not expected to be
369 * performance-critical code.
371 for (unsigned i
= 0; i
< elements
; i
++) {
375 switch (returnType
) {
376 case GLSL_TYPE_FLOAT
:
377 switch (uni
->type
->base_type
) {
379 dst
[didx
].f
= (float) src
[sidx
].u
;
382 case GLSL_TYPE_SAMPLER
:
383 case GLSL_TYPE_IMAGE
:
384 dst
[didx
].f
= (float) src
[sidx
].i
;
387 dst
[didx
].f
= src
[sidx
].i
? 1.0f
: 0.0f
;
389 case GLSL_TYPE_DOUBLE
: {
391 memcpy(&tmp
, &src
[sidx
].f
, sizeof(tmp
));
395 case GLSL_TYPE_UINT64
: {
397 memcpy(&tmp
, &src
[sidx
].u
, sizeof(tmp
));
401 case GLSL_TYPE_INT64
: {
403 memcpy(&tmp
, &src
[sidx
].i
, sizeof(tmp
));
408 assert(!"Should not get here.");
412 case GLSL_TYPE_DOUBLE
:
413 switch (uni
->type
->base_type
) {
414 case GLSL_TYPE_UINT
: {
415 double tmp
= src
[sidx
].u
;
416 memcpy(&dst
[didx
].f
, &tmp
, sizeof(tmp
));
420 case GLSL_TYPE_SAMPLER
:
421 case GLSL_TYPE_IMAGE
: {
422 double tmp
= src
[sidx
].i
;
423 memcpy(&dst
[didx
].f
, &tmp
, sizeof(tmp
));
426 case GLSL_TYPE_BOOL
: {
427 double tmp
= src
[sidx
].i
? 1.0 : 0.0;
428 memcpy(&dst
[didx
].f
, &tmp
, sizeof(tmp
));
431 case GLSL_TYPE_FLOAT
: {
432 double tmp
= src
[sidx
].f
;
433 memcpy(&dst
[didx
].f
, &tmp
, sizeof(tmp
));
436 case GLSL_TYPE_UINT64
: {
439 memcpy(&tmpu
, &src
[sidx
].u
, sizeof(tmpu
));
441 memcpy(&dst
[didx
].f
, &tmp
, sizeof(tmp
));
444 case GLSL_TYPE_INT64
: {
447 memcpy(&tmpi
, &src
[sidx
].i
, sizeof(tmpi
));
449 memcpy(&dst
[didx
].f
, &tmp
, sizeof(tmp
));
453 assert(!"Should not get here.");
459 switch (uni
->type
->base_type
) {
460 case GLSL_TYPE_FLOAT
:
461 /* While the GL 3.2 core spec doesn't explicitly
462 * state how conversion of float uniforms to integer
463 * values works, in section 6.2 "State Tables" on
466 * "Unless otherwise specified, when floating
467 * point state is returned as integer values or
468 * integer state is returned as floating-point
469 * values it is converted in the fashion
470 * described in section 6.1.2"
472 * That section, on page 248, says:
474 * "If GetIntegerv or GetInteger64v are called,
475 * a floating-point value is rounded to the
476 * nearest integer..."
478 dst
[didx
].i
= IROUND(src
[sidx
].f
);
481 dst
[didx
].i
= src
[sidx
].i
? 1 : 0;
483 case GLSL_TYPE_DOUBLE
: {
485 memcpy(&tmp
, &src
[sidx
].f
, sizeof(tmp
));
486 dst
[didx
].i
= IROUNDD(tmp
);
489 case GLSL_TYPE_UINT64
: {
491 memcpy(&tmp
, &src
[sidx
].u
, sizeof(tmp
));
495 case GLSL_TYPE_INT64
: {
497 memcpy(&tmp
, &src
[sidx
].i
, sizeof(tmp
));
502 assert(!"Should not get here.");
506 case GLSL_TYPE_INT64
:
507 case GLSL_TYPE_UINT64
:
508 switch (uni
->type
->base_type
) {
509 case GLSL_TYPE_UINT
: {
510 uint64_t tmp
= src
[sidx
].u
;
511 memcpy(&dst
[didx
].u
, &tmp
, sizeof(tmp
));
515 case GLSL_TYPE_SAMPLER
:
516 case GLSL_TYPE_IMAGE
: {
517 int64_t tmp
= src
[sidx
].i
;
518 memcpy(&dst
[didx
].u
, &tmp
, sizeof(tmp
));
521 case GLSL_TYPE_BOOL
: {
522 int64_t tmp
= src
[sidx
].i
? 1.0f
: 0.0f
;
523 memcpy(&dst
[didx
].u
, &tmp
, sizeof(tmp
));
526 case GLSL_TYPE_FLOAT
: {
527 int64_t tmp
= src
[sidx
].f
;
528 memcpy(&dst
[didx
].u
, &tmp
, sizeof(tmp
));
532 assert(!"Should not get here.");
537 assert(!"Should not get here.");
546 log_uniform(const void *values
, enum glsl_base_type basicType
,
547 unsigned rows
, unsigned cols
, unsigned count
,
549 const struct gl_shader_program
*shProg
,
551 const struct gl_uniform_storage
*uni
)
554 const union gl_constant_value
*v
= (const union gl_constant_value
*) values
;
555 const unsigned elems
= rows
* cols
* count
;
556 const char *const extra
= (cols
== 1) ? "uniform" : "uniform matrix";
558 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
559 "transpose = %s) to: ",
560 shProg
->Name
, extra
, uni
->name
, location
, uni
->type
->name
,
561 transpose
? "true" : "false");
562 for (unsigned i
= 0; i
< elems
; i
++) {
563 if (i
!= 0 && ((i
% rows
) == 0))
568 printf("%u ", v
[i
].u
);
571 printf("%d ", v
[i
].i
);
573 case GLSL_TYPE_UINT64
: {
575 memcpy(&tmp
, &v
[i
* 2].u
, sizeof(tmp
));
576 printf("%" PRIu64
" ", tmp
);
579 case GLSL_TYPE_INT64
: {
581 memcpy(&tmp
, &v
[i
* 2].u
, sizeof(tmp
));
582 printf("%" PRId64
" ", tmp
);
585 case GLSL_TYPE_FLOAT
:
586 printf("%g ", v
[i
].f
);
588 case GLSL_TYPE_DOUBLE
: {
590 memcpy(&tmp
, &v
[i
* 2].f
, sizeof(tmp
));
595 assert(!"Should not get here.");
605 log_program_parameters(const struct gl_shader_program
*shProg
)
607 for (unsigned i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
608 if (shProg
->_LinkedShaders
[i
] == NULL
)
611 const struct gl_program
*const prog
= shProg
->_LinkedShaders
[i
]->Program
;
613 printf("Program %d %s shader parameters:\n",
614 shProg
->Name
, _mesa_shader_stage_to_string(i
));
615 for (unsigned j
= 0; j
< prog
->Parameters
->NumParameters
; j
++) {
616 printf("%s: %p %f %f %f %f\n",
617 prog
->Parameters
->Parameters
[j
].Name
,
618 prog
->Parameters
->ParameterValues
[j
],
619 prog
->Parameters
->ParameterValues
[j
][0].f
,
620 prog
->Parameters
->ParameterValues
[j
][1].f
,
621 prog
->Parameters
->ParameterValues
[j
][2].f
,
622 prog
->Parameters
->ParameterValues
[j
][3].f
);
630 * Propagate some values from uniform backing storage to driver storage
632 * Values propagated from uniform backing storage to driver storage
633 * have all format / type conversions previously requested by the
634 * driver applied. This function is most often called by the
635 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
638 * \param uni Uniform whose data is to be propagated to driver storage
639 * \param array_index If \c uni is an array, this is the element of
640 * the array to be propagated.
641 * \param count Number of array elements to propagate.
644 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage
*uni
,
645 unsigned array_index
,
650 const unsigned components
= uni
->type
->vector_elements
;
651 const unsigned vectors
= uni
->type
->matrix_columns
;
652 const int dmul
= uni
->type
->is_64bit() ? 2 : 1;
654 /* Store the data in the driver's requested type in the driver's storage
657 unsigned src_vector_byte_stride
= components
* 4 * dmul
;
659 for (i
= 0; i
< uni
->num_driver_storage
; i
++) {
660 struct gl_uniform_driver_storage
*const store
= &uni
->driver_storage
[i
];
661 uint8_t *dst
= (uint8_t *) store
->data
;
662 const unsigned extra_stride
=
663 store
->element_stride
- (vectors
* store
->vector_stride
);
665 (uint8_t *) (&uni
->storage
[array_index
* (dmul
* components
* vectors
)].i
);
668 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
670 __func__
, dst
, array_index
, components
,
671 vectors
, count
, store
->vector_stride
, extra_stride
);
674 dst
+= array_index
* store
->element_stride
;
676 switch (store
->format
) {
677 case uniform_native
: {
681 if (src_vector_byte_stride
== store
->vector_stride
) {
683 for (j
= 0; j
< count
; j
++) {
684 memcpy(dst
, src
, src_vector_byte_stride
* vectors
);
685 src
+= src_vector_byte_stride
* vectors
;
686 dst
+= store
->vector_stride
* vectors
;
691 /* Unigine Heaven benchmark gets here */
692 memcpy(dst
, src
, src_vector_byte_stride
* vectors
* count
);
693 src
+= src_vector_byte_stride
* vectors
* count
;
694 dst
+= store
->vector_stride
* vectors
* count
;
697 for (j
= 0; j
< count
; j
++) {
698 for (v
= 0; v
< vectors
; v
++) {
699 memcpy(dst
, src
, src_vector_byte_stride
);
700 src
+= src_vector_byte_stride
;
701 dst
+= store
->vector_stride
;
710 case uniform_int_float
: {
711 const int *isrc
= (const int *) src
;
716 for (j
= 0; j
< count
; j
++) {
717 for (v
= 0; v
< vectors
; v
++) {
718 for (c
= 0; c
< components
; c
++) {
719 ((float *) dst
)[c
] = (float) *isrc
;
723 dst
+= store
->vector_stride
;
732 assert(!"Should not get here.");
740 * Return printable string for a given GLSL_TYPE_x
743 glsl_type_name(enum glsl_base_type type
)
750 case GLSL_TYPE_FLOAT
:
752 case GLSL_TYPE_DOUBLE
:
754 case GLSL_TYPE_UINT64
:
756 case GLSL_TYPE_INT64
:
760 case GLSL_TYPE_SAMPLER
:
762 case GLSL_TYPE_IMAGE
:
764 case GLSL_TYPE_ATOMIC_UINT
:
765 return "atomic_uint";
766 case GLSL_TYPE_STRUCT
:
768 case GLSL_TYPE_INTERFACE
:
770 case GLSL_TYPE_ARRAY
:
774 case GLSL_TYPE_ERROR
:
782 static struct gl_uniform_storage
*
783 validate_uniform(GLint location
, GLsizei count
, const GLvoid
*values
,
784 unsigned *offset
, struct gl_context
*ctx
,
785 struct gl_shader_program
*shProg
,
786 enum glsl_base_type basicType
, unsigned src_components
)
788 struct gl_uniform_storage
*const uni
=
789 validate_uniform_parameters(location
, count
, offset
,
790 ctx
, shProg
, "glUniform");
794 if (uni
->type
->is_matrix()) {
795 /* Can't set matrix uniforms (like mat4) with glUniform */
796 _mesa_error(ctx
, GL_INVALID_OPERATION
,
797 "glUniform%u(uniform \"%s\"@%d is matrix)",
798 src_components
, uni
->name
, location
);
802 /* Verify that the types are compatible. */
803 const unsigned components
= uni
->type
->vector_elements
;
805 if (components
!= src_components
) {
806 /* glUniformN() must match float/vecN type */
807 _mesa_error(ctx
, GL_INVALID_OPERATION
,
808 "glUniform%u(\"%s\"@%u has %u components, not %u)",
809 src_components
, uni
->name
, location
,
810 components
, src_components
);
815 switch (uni
->type
->base_type
) {
817 match
= (basicType
!= GLSL_TYPE_DOUBLE
);
819 case GLSL_TYPE_SAMPLER
:
820 match
= (basicType
== GLSL_TYPE_INT
);
822 case GLSL_TYPE_IMAGE
:
823 match
= (basicType
== GLSL_TYPE_INT
&& _mesa_is_desktop_gl(ctx
));
826 match
= (basicType
== uni
->type
->base_type
);
831 _mesa_error(ctx
, GL_INVALID_OPERATION
,
832 "glUniform%u(\"%s\"@%d is %s, not %s)",
833 src_components
, uni
->name
, location
,
834 glsl_type_name(uni
->type
->base_type
),
835 glsl_type_name(basicType
));
839 if (unlikely(ctx
->_Shader
->Flags
& GLSL_UNIFORMS
)) {
840 log_uniform(values
, basicType
, components
, 1, count
,
841 false, shProg
, location
, uni
);
844 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
846 * "Setting a sampler's value to i selects texture image unit number
847 * i. The values of i range from zero to the implementation- dependent
848 * maximum supported number of texture image units."
850 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
853 * "Error Description Offending command
856 * INVALID_VALUE Numeric argument out of range Yes"
858 * Based on that, when an invalid sampler is specified, we generate a
859 * GL_INVALID_VALUE error and ignore the command.
861 if (uni
->type
->is_sampler()) {
862 for (int i
= 0; i
< count
; i
++) {
863 const unsigned texUnit
= ((unsigned *) values
)[i
];
865 /* check that the sampler (tex unit index) is legal */
866 if (texUnit
>= ctx
->Const
.MaxCombinedTextureImageUnits
) {
867 _mesa_error(ctx
, GL_INVALID_VALUE
,
868 "glUniform1i(invalid sampler/tex unit index for "
869 "uniform %d)", location
);
873 /* We need to reset the validate flag on changes to samplers in case
874 * two different sampler types are set to the same texture unit.
876 ctx
->_Shader
->Validated
= GL_FALSE
;
879 if (uni
->type
->is_image()) {
880 for (int i
= 0; i
< count
; i
++) {
881 const int unit
= ((GLint
*) values
)[i
];
883 /* check that the image unit is legal */
884 if (unit
< 0 || unit
>= (int)ctx
->Const
.MaxImageUnits
) {
885 _mesa_error(ctx
, GL_INVALID_VALUE
,
886 "glUniform1i(invalid image unit index for uniform %d)",
898 * Called via glUniform*() functions.
901 _mesa_uniform(GLint location
, GLsizei count
, const GLvoid
*values
,
902 struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
903 enum glsl_base_type basicType
, unsigned src_components
)
906 int size_mul
= glsl_base_type_is_64bit(basicType
) ? 2 : 1;
908 struct gl_uniform_storage
*uni
;
909 if (_mesa_is_no_error_enabled(ctx
)) {
910 uni
= shProg
->UniformRemapTable
[location
];
912 /* The array index specified by the uniform location is just the
913 * uniform location minus the base location of of the uniform.
915 assert(uni
->array_elements
> 0 || location
== (int)uni
->remap_location
);
916 offset
= location
- uni
->remap_location
;
918 uni
= validate_uniform(location
, count
, values
, &offset
, ctx
, shProg
,
919 basicType
, src_components
);
924 const unsigned components
= uni
->type
->vector_elements
;
926 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
928 * "When loading N elements starting at an arbitrary position k in a
929 * uniform declared as an array, elements k through k + N - 1 in the
930 * array will be replaced with the new values. Values for any array
931 * element that exceeds the highest array element index used, as
932 * reported by GetActiveUniform, will be ignored by the GL."
934 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
935 * will have already generated an error.
937 if (uni
->array_elements
!= 0) {
938 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
941 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
943 /* Store the data in the "actual type" backing storage for the uniform.
945 if (!uni
->type
->is_boolean()) {
946 memcpy(&uni
->storage
[size_mul
* components
* offset
], values
,
947 sizeof(uni
->storage
[0]) * components
* count
* size_mul
);
949 const union gl_constant_value
*src
=
950 (const union gl_constant_value
*) values
;
951 union gl_constant_value
*dst
= &uni
->storage
[components
* offset
];
952 const unsigned elems
= components
* count
;
954 for (unsigned i
= 0; i
< elems
; i
++) {
955 if (basicType
== GLSL_TYPE_FLOAT
) {
956 dst
[i
].i
= src
[i
].f
!= 0.0f
? ctx
->Const
.UniformBooleanTrue
: 0;
958 dst
[i
].i
= src
[i
].i
!= 0 ? ctx
->Const
.UniformBooleanTrue
: 0;
963 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
965 /* If the uniform is a sampler, do the extra magic necessary to propagate
966 * the changes through.
968 if (uni
->type
->is_sampler()) {
969 bool flushed
= false;
970 shProg
->SamplersValidated
= GL_TRUE
;
972 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
973 struct gl_linked_shader
*const sh
= shProg
->_LinkedShaders
[i
];
975 /* If the shader stage doesn't use the sampler uniform, skip this. */
976 if (!uni
->opaque
[i
].active
)
979 bool changed
= false;
980 for (int j
= 0; j
< count
; j
++) {
981 unsigned unit
= uni
->opaque
[i
].index
+ offset
+ j
;
982 if (sh
->Program
->SamplerUnits
[unit
] != ((unsigned *) values
)[j
]) {
983 sh
->Program
->SamplerUnits
[unit
] = ((unsigned *) values
)[j
];
990 FLUSH_VERTICES(ctx
, _NEW_TEXTURE_OBJECT
| _NEW_PROGRAM
);
994 struct gl_program
*const prog
= sh
->Program
;
995 _mesa_update_shader_textures_used(shProg
, prog
);
996 if (ctx
->Driver
.SamplerUniformChange
)
997 ctx
->Driver
.SamplerUniformChange(ctx
, prog
->Target
, prog
);
1002 /* If the uniform is an image, update the mapping from image
1003 * uniforms to image units present in the shader data structure.
1005 if (uni
->type
->is_image()) {
1006 for (int i
= 0; i
< MESA_SHADER_STAGES
; i
++) {
1007 if (uni
->opaque
[i
].active
) {
1008 struct gl_linked_shader
*sh
= shProg
->_LinkedShaders
[i
];
1010 for (int j
= 0; j
< count
; j
++)
1011 sh
->Program
->sh
.ImageUnits
[uni
->opaque
[i
].index
+ offset
+ j
] =
1012 ((GLint
*) values
)[j
];
1016 ctx
->NewDriverState
|= ctx
->DriverFlags
.NewImageUnits
;
1021 * Called by glUniformMatrix*() functions.
1022 * Note: cols=2, rows=4 ==> array[2] of vec4
1025 _mesa_uniform_matrix(GLint location
, GLsizei count
,
1026 GLboolean transpose
, const void *values
,
1027 struct gl_context
*ctx
, struct gl_shader_program
*shProg
,
1028 GLuint cols
, GLuint rows
, enum glsl_base_type basicType
)
1031 struct gl_uniform_storage
*const uni
=
1032 validate_uniform_parameters(location
, count
, &offset
,
1033 ctx
, shProg
, "glUniformMatrix");
1037 if (!uni
->type
->is_matrix()) {
1038 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1039 "glUniformMatrix(non-matrix uniform)");
1043 assert(basicType
== GLSL_TYPE_FLOAT
|| basicType
== GLSL_TYPE_DOUBLE
);
1044 const unsigned size_mul
= basicType
== GLSL_TYPE_DOUBLE
? 2 : 1;
1046 assert(!uni
->type
->is_sampler());
1047 const unsigned vectors
= uni
->type
->matrix_columns
;
1048 const unsigned components
= uni
->type
->vector_elements
;
1050 /* Verify that the types are compatible. This is greatly simplified for
1051 * matrices because they can only have a float base type.
1053 if (vectors
!= cols
|| components
!= rows
) {
1054 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1055 "glUniformMatrix(matrix size mismatch)");
1059 /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
1060 * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
1063 if (ctx
->API
== API_OPENGLES2
&& ctx
->Version
< 30) {
1064 _mesa_error(ctx
, GL_INVALID_VALUE
,
1065 "glUniformMatrix(matrix transpose is not GL_FALSE)");
1070 /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec
1073 * "If any of the following conditions occur, an INVALID_OPERATION
1074 * error is generated by the Uniform* commands, and no uniform values
1079 * - if the uniform declared in the shader is not of type boolean and
1080 * the type indicated in the name of the Uniform* command used does
1081 * not match the type of the uniform"
1083 * There are no Boolean matrix types, so we do not need to allow
1084 * GLSL_TYPE_BOOL here (as _mesa_uniform does).
1086 if (uni
->type
->base_type
!= basicType
) {
1087 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1088 "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
1089 cols
, rows
, uni
->name
, location
,
1090 glsl_type_name(uni
->type
->base_type
),
1091 glsl_type_name(basicType
));
1095 if (unlikely(ctx
->_Shader
->Flags
& GLSL_UNIFORMS
)) {
1096 log_uniform(values
, uni
->type
->base_type
, components
, vectors
, count
,
1097 bool(transpose
), shProg
, location
, uni
);
1100 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
1102 * "When loading N elements starting at an arbitrary position k in a
1103 * uniform declared as an array, elements k through k + N - 1 in the
1104 * array will be replaced with the new values. Values for any array
1105 * element that exceeds the highest array element index used, as
1106 * reported by GetActiveUniform, will be ignored by the GL."
1108 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
1109 * will have already generated an error.
1111 if (uni
->array_elements
!= 0) {
1112 count
= MIN2(count
, (int) (uni
->array_elements
- offset
));
1115 FLUSH_VERTICES(ctx
, _NEW_PROGRAM_CONSTANTS
);
1117 /* Store the data in the "actual type" backing storage for the uniform.
1119 const unsigned elements
= components
* vectors
;
1122 memcpy(&uni
->storage
[size_mul
* elements
* offset
], values
,
1123 sizeof(uni
->storage
[0]) * elements
* count
* size_mul
);
1124 } else if (basicType
== GLSL_TYPE_FLOAT
) {
1125 /* Copy and transpose the matrix.
1127 const float *src
= (const float *)values
;
1128 float *dst
= &uni
->storage
[elements
* offset
].f
;
1130 for (int i
= 0; i
< count
; i
++) {
1131 for (unsigned r
= 0; r
< rows
; r
++) {
1132 for (unsigned c
= 0; c
< cols
; c
++) {
1133 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
1141 assert(basicType
== GLSL_TYPE_DOUBLE
);
1142 const double *src
= (const double *)values
;
1143 double *dst
= (double *)&uni
->storage
[elements
* offset
].f
;
1145 for (int i
= 0; i
< count
; i
++) {
1146 for (unsigned r
= 0; r
< rows
; r
++) {
1147 for (unsigned c
= 0; c
< cols
; c
++) {
1148 dst
[(c
* components
) + r
] = src
[c
+ (r
* vectors
)];
1157 _mesa_propagate_uniforms_to_driver_storage(uni
, offset
, count
);
1162 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program
*shProg
,
1163 char *errMsg
, size_t errMsgLength
)
1165 /* Shader does not have samplers. */
1166 if (shProg
->data
->NumUniformStorage
== 0)
1169 if (!shProg
->SamplersValidated
) {
1170 _mesa_snprintf(errMsg
, errMsgLength
,
1171 "active samplers with a different type "
1172 "refer to the same texture image unit");
1179 _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object
*pipeline
)
1181 /* Section 2.11.11 (Shader Execution), subheading "Validation," of the
1182 * OpenGL 4.1 spec says:
1184 * "[INVALID_OPERATION] is generated by any command that transfers
1185 * vertices to the GL if:
1189 * - Any two active samplers in the current program object are of
1190 * different types, but refer to the same texture image unit.
1192 * - The number of active samplers in the program exceeds the
1193 * maximum number of texture image units allowed."
1197 GLbitfield TexturesUsed
[MAX_COMBINED_TEXTURE_IMAGE_UNITS
];
1198 unsigned active_samplers
= 0;
1199 const struct gl_program
**prog
=
1200 (const struct gl_program
**) pipeline
->CurrentProgram
;
1203 memset(TexturesUsed
, 0, sizeof(TexturesUsed
));
1205 for (unsigned idx
= 0; idx
< ARRAY_SIZE(pipeline
->CurrentProgram
); idx
++) {
1209 mask
= prog
[idx
]->SamplersUsed
;
1211 const int s
= u_bit_scan(&mask
);
1212 GLuint unit
= prog
[idx
]->SamplerUnits
[s
];
1213 GLuint tgt
= prog
[idx
]->sh
.SamplerTargets
[s
];
1215 /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
1216 * great job of eliminating unused uniforms currently so for now
1217 * don't throw an error if two sampler types both point to 0.
1222 if (TexturesUsed
[unit
] & ~(1 << tgt
)) {
1224 ralloc_asprintf(pipeline
,
1226 "Texture unit %d is accessed with 2 different types",
1227 prog
[idx
]->Id
, unit
);
1231 TexturesUsed
[unit
] |= (1 << tgt
);
1234 active_samplers
+= prog
[idx
]->info
.num_textures
;
1237 if (active_samplers
> MAX_COMBINED_TEXTURE_IMAGE_UNITS
) {
1239 ralloc_asprintf(pipeline
,
1240 "the number of active samplers %d exceed the "
1242 active_samplers
, MAX_COMBINED_TEXTURE_IMAGE_UNITS
);