mesa: glsl: fix a number of glUniform issues
[mesa.git] / src / mesa / shader / shader_api.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.0
4 *
5 * Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file shader_api.c
27 * Implementation of GLSL-related API functions
28 * \author Brian Paul
29 */
30
31 /**
32 * XXX things to do:
33 * 1. Check that the right error code is generated for all _mesa_error() calls.
34 * 2. Insert FLUSH_VERTICES calls in various places
35 */
36
37
38 #include "main/glheader.h"
39 #include "main/context.h"
40 #include "main/hash.h"
41 #include "main/macros.h"
42 #include "program.h"
43 #include "prog_parameter.h"
44 #include "prog_print.h"
45 #include "prog_statevars.h"
46 #include "prog_uniform.h"
47 #include "shader/shader_api.h"
48 #include "shader/slang/slang_compile.h"
49 #include "shader/slang/slang_link.h"
50
51
52
53 #ifndef GL_PROGRAM_BINARY_LENGTH_OES
54 #define GL_PROGRAM_BINARY_LENGTH_OES 0x8741
55 #endif
56
57
58 /**
59 * Allocate a new gl_shader_program object, initialize it.
60 */
61 static struct gl_shader_program *
62 _mesa_new_shader_program(GLcontext *ctx, GLuint name)
63 {
64 struct gl_shader_program *shProg;
65 shProg = CALLOC_STRUCT(gl_shader_program);
66 if (shProg) {
67 shProg->Type = GL_SHADER_PROGRAM_MESA;
68 shProg->Name = name;
69 shProg->RefCount = 1;
70 shProg->Attributes = _mesa_new_parameter_list();
71 }
72 return shProg;
73 }
74
75
76 /**
77 * Clear (free) the shader program state that gets produced by linking.
78 */
79 void
80 _mesa_clear_shader_program_data(GLcontext *ctx,
81 struct gl_shader_program *shProg)
82 {
83 _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
84 _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
85
86 if (shProg->Uniforms) {
87 _mesa_free_uniform_list(shProg->Uniforms);
88 shProg->Uniforms = NULL;
89 }
90
91 if (shProg->Varying) {
92 _mesa_free_parameter_list(shProg->Varying);
93 shProg->Varying = NULL;
94 }
95 }
96
97
98 /**
99 * Free all the data that hangs off a shader program object, but not the
100 * object itself.
101 */
102 void
103 _mesa_free_shader_program_data(GLcontext *ctx,
104 struct gl_shader_program *shProg)
105 {
106 GLuint i;
107
108 assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
109
110 _mesa_clear_shader_program_data(ctx, shProg);
111
112 if (shProg->Attributes) {
113 _mesa_free_parameter_list(shProg->Attributes);
114 shProg->Attributes = NULL;
115 }
116
117 /* detach shaders */
118 for (i = 0; i < shProg->NumShaders; i++) {
119 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
120 }
121 shProg->NumShaders = 0;
122
123 if (shProg->Shaders) {
124 _mesa_free(shProg->Shaders);
125 shProg->Shaders = NULL;
126 }
127
128 if (shProg->InfoLog) {
129 _mesa_free(shProg->InfoLog);
130 shProg->InfoLog = NULL;
131 }
132 }
133
134
135 /**
136 * Free/delete a shader program object.
137 */
138 void
139 _mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
140 {
141 _mesa_free_shader_program_data(ctx, shProg);
142
143 _mesa_free(shProg);
144 }
145
146
147 /**
148 * Set ptr to point to shProg.
149 * If ptr is pointing to another object, decrement its refcount (and delete
150 * if refcount hits zero).
151 * Then set ptr to point to shProg, incrementing its refcount.
152 */
153 /* XXX this could be static */
154 void
155 _mesa_reference_shader_program(GLcontext *ctx,
156 struct gl_shader_program **ptr,
157 struct gl_shader_program *shProg)
158 {
159 assert(ptr);
160 if (*ptr == shProg) {
161 /* no-op */
162 return;
163 }
164 if (*ptr) {
165 /* Unreference the old shader program */
166 GLboolean deleteFlag = GL_FALSE;
167 struct gl_shader_program *old = *ptr;
168
169 ASSERT(old->RefCount > 0);
170 old->RefCount--;
171 #if 0
172 printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
173 (void *) old, old->Name, old->RefCount);
174 #endif
175 deleteFlag = (old->RefCount == 0);
176
177 if (deleteFlag) {
178 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
179 _mesa_free_shader_program(ctx, old);
180 }
181
182 *ptr = NULL;
183 }
184 assert(!*ptr);
185
186 if (shProg) {
187 shProg->RefCount++;
188 #if 0
189 printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
190 (void *) shProg, shProg->Name, shProg->RefCount);
191 #endif
192 *ptr = shProg;
193 }
194 }
195
196
197 /**
198 * Lookup a GLSL program object.
199 */
200 struct gl_shader_program *
201 _mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
202 {
203 struct gl_shader_program *shProg;
204 if (name) {
205 shProg = (struct gl_shader_program *)
206 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
207 /* Note that both gl_shader and gl_shader_program objects are kept
208 * in the same hash table. Check the object's type to be sure it's
209 * what we're expecting.
210 */
211 if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
212 return NULL;
213 }
214 return shProg;
215 }
216 return NULL;
217 }
218
219
220 /**
221 * As above, but record an error if program is not found.
222 */
223 static struct gl_shader_program *
224 _mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
225 const char *caller)
226 {
227 if (!name) {
228 _mesa_error(ctx, GL_INVALID_VALUE, caller);
229 return NULL;
230 }
231 else {
232 struct gl_shader_program *shProg = (struct gl_shader_program *)
233 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
234 if (!shProg) {
235 _mesa_error(ctx, GL_INVALID_VALUE, caller);
236 return NULL;
237 }
238 if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
239 _mesa_error(ctx, GL_INVALID_OPERATION, caller);
240 return NULL;
241 }
242 return shProg;
243 }
244 }
245
246
247
248
249 /**
250 * Allocate a new gl_shader object, initialize it.
251 */
252 struct gl_shader *
253 _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
254 {
255 struct gl_shader *shader;
256 assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
257 shader = CALLOC_STRUCT(gl_shader);
258 if (shader) {
259 shader->Type = type;
260 shader->Name = name;
261 shader->RefCount = 1;
262 }
263 return shader;
264 }
265
266
267 void
268 _mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
269 {
270 if (sh->Source)
271 _mesa_free((void *) sh->Source);
272 if (sh->InfoLog)
273 _mesa_free(sh->InfoLog);
274 _mesa_reference_program(ctx, &sh->Program, NULL);
275 _mesa_free(sh);
276 }
277
278
279 /**
280 * Set ptr to point to sh.
281 * If ptr is pointing to another shader, decrement its refcount (and delete
282 * if refcount hits zero).
283 * Then set ptr to point to sh, incrementing its refcount.
284 */
285 /* XXX this could be static */
286 void
287 _mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
288 struct gl_shader *sh)
289 {
290 assert(ptr);
291 if (*ptr == sh) {
292 /* no-op */
293 return;
294 }
295 if (*ptr) {
296 /* Unreference the old shader */
297 GLboolean deleteFlag = GL_FALSE;
298 struct gl_shader *old = *ptr;
299
300 ASSERT(old->RefCount > 0);
301 old->RefCount--;
302 /*printf("SHADER DECR %p (%d) to %d\n",
303 (void*) old, old->Name, old->RefCount);*/
304 deleteFlag = (old->RefCount == 0);
305
306 if (deleteFlag) {
307 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
308 _mesa_free_shader(ctx, old);
309 }
310
311 *ptr = NULL;
312 }
313 assert(!*ptr);
314
315 if (sh) {
316 /* reference new */
317 sh->RefCount++;
318 /*printf("SHADER INCR %p (%d) to %d\n",
319 (void*) sh, sh->Name, sh->RefCount);*/
320 *ptr = sh;
321 }
322 }
323
324
325 /**
326 * Lookup a GLSL shader object.
327 */
328 struct gl_shader *
329 _mesa_lookup_shader(GLcontext *ctx, GLuint name)
330 {
331 if (name) {
332 struct gl_shader *sh = (struct gl_shader *)
333 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
334 /* Note that both gl_shader and gl_shader_program objects are kept
335 * in the same hash table. Check the object's type to be sure it's
336 * what we're expecting.
337 */
338 if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
339 return NULL;
340 }
341 return sh;
342 }
343 return NULL;
344 }
345
346
347 /**
348 * As above, but record an error if shader is not found.
349 */
350 static struct gl_shader *
351 _mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
352 {
353 if (!name) {
354 _mesa_error(ctx, GL_INVALID_VALUE, caller);
355 return NULL;
356 }
357 else {
358 struct gl_shader *sh = (struct gl_shader *)
359 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
360 if (!sh) {
361 _mesa_error(ctx, GL_INVALID_VALUE, caller);
362 return NULL;
363 }
364 if (sh->Type == GL_SHADER_PROGRAM_MESA) {
365 _mesa_error(ctx, GL_INVALID_OPERATION, caller);
366 return NULL;
367 }
368 return sh;
369 }
370 }
371
372
373
374 /**
375 * Initialize context's shader state.
376 */
377 void
378 _mesa_init_shader_state(GLcontext * ctx)
379 {
380 /* Device drivers may override these to control what kind of instructions
381 * are generated by the GLSL compiler.
382 */
383 ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
384 ctx->Shader.EmitCondCodes = GL_FALSE;/*GL_TRUE;*/ /* XXX probably want GL_FALSE... */
385 ctx->Shader.EmitComments = GL_FALSE;
386 }
387
388
389 /**
390 * Free the per-context shader-related state.
391 */
392 void
393 _mesa_free_shader_state(GLcontext *ctx)
394 {
395 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
396 }
397
398
399 /**
400 * Copy string from <src> to <dst>, up to maxLength characters, returning
401 * length of <dst> in <length>.
402 * \param src the strings source
403 * \param maxLength max chars to copy
404 * \param length returns number of chars copied
405 * \param dst the string destination
406 */
407 static void
408 copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src)
409 {
410 GLsizei len;
411 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
412 dst[len] = src[len];
413 if (maxLength > 0)
414 dst[len] = 0;
415 if (length)
416 *length = len;
417 }
418
419
420 static GLboolean
421 _mesa_is_program(GLcontext *ctx, GLuint name)
422 {
423 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
424 return shProg ? GL_TRUE : GL_FALSE;
425 }
426
427
428 static GLboolean
429 _mesa_is_shader(GLcontext *ctx, GLuint name)
430 {
431 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
432 return shader ? GL_TRUE : GL_FALSE;
433 }
434
435
436 /**
437 * Called via ctx->Driver.AttachShader()
438 */
439 static void
440 _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
441 {
442 struct gl_shader_program *shProg;
443 struct gl_shader *sh;
444 GLuint i, n;
445
446 shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
447 if (!shProg)
448 return;
449
450 sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
451 if (!sh) {
452 return;
453 }
454
455 n = shProg->NumShaders;
456 for (i = 0; i < n; i++) {
457 if (shProg->Shaders[i] == sh) {
458 /* already attached */
459 return;
460 }
461 }
462
463 /* grow list */
464 shProg->Shaders = (struct gl_shader **)
465 _mesa_realloc(shProg->Shaders,
466 n * sizeof(struct gl_shader *),
467 (n + 1) * sizeof(struct gl_shader *));
468 if (!shProg->Shaders) {
469 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
470 return;
471 }
472
473 /* append */
474 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
475 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
476 shProg->NumShaders++;
477 }
478
479
480 static GLint
481 _mesa_get_attrib_location(GLcontext *ctx, GLuint program,
482 const GLchar *name)
483 {
484 struct gl_shader_program *shProg
485 = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
486
487 if (!shProg) {
488 return -1;
489 }
490
491 if (!shProg->LinkStatus) {
492 _mesa_error(ctx, GL_INVALID_OPERATION,
493 "glGetAttribLocation(program not linked)");
494 return -1;
495 }
496
497 if (!name)
498 return -1;
499
500 if (shProg->Attributes) {
501 GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
502 if (i >= 0) {
503 return shProg->Attributes->Parameters[i].StateIndexes[0];
504 }
505 }
506 return -1;
507 }
508
509
510 static void
511 _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
512 const GLchar *name)
513 {
514 struct gl_shader_program *shProg;
515 const GLint size = -1; /* unknown size */
516 GLint i, oldIndex;
517 GLenum datatype = GL_FLOAT_VEC4;
518
519 shProg = _mesa_lookup_shader_program_err(ctx, program,
520 "glBindAttribLocation");
521 if (!shProg) {
522 return;
523 }
524
525 if (!name)
526 return;
527
528 if (strncmp(name, "gl_", 3) == 0) {
529 _mesa_error(ctx, GL_INVALID_OPERATION,
530 "glBindAttribLocation(illegal name)");
531 return;
532 }
533
534 if (index >= ctx->Const.VertexProgram.MaxAttribs) {
535 _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
536 return;
537 }
538
539 if (shProg->LinkStatus) {
540 /* get current index/location for the attribute */
541 oldIndex = _mesa_get_attrib_location(ctx, program, name);
542 }
543 else {
544 oldIndex = -1;
545 }
546
547 /* this will replace the current value if it's already in the list */
548 i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
549 if (i < 0) {
550 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
551 return;
552 }
553
554 if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) {
555 /* If the index changed, need to search/replace references to that attribute
556 * in the vertex program.
557 */
558 _slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
559 }
560 }
561
562
563 static GLuint
564 _mesa_create_shader(GLcontext *ctx, GLenum type)
565 {
566 struct gl_shader *sh;
567 GLuint name;
568
569 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
570
571 switch (type) {
572 case GL_FRAGMENT_SHADER:
573 case GL_VERTEX_SHADER:
574 sh = _mesa_new_shader(ctx, name, type);
575 break;
576 default:
577 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
578 return 0;
579 }
580
581 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
582
583 return name;
584 }
585
586
587 static GLuint
588 _mesa_create_program(GLcontext *ctx)
589 {
590 GLuint name;
591 struct gl_shader_program *shProg;
592
593 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
594 shProg = _mesa_new_shader_program(ctx, name);
595
596 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
597
598 assert(shProg->RefCount == 1);
599
600 return name;
601 }
602
603
604 /**
605 * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
606 * DeleteProgramARB.
607 */
608 static void
609 _mesa_delete_program2(GLcontext *ctx, GLuint name)
610 {
611 /*
612 * NOTE: deleting shaders/programs works a bit differently than
613 * texture objects (and buffer objects, etc). Shader/program
614 * handles/IDs exist in the hash table until the object is really
615 * deleted (refcount==0). With texture objects, the handle/ID is
616 * removed from the hash table in glDeleteTextures() while the tex
617 * object itself might linger until its refcount goes to zero.
618 */
619 struct gl_shader_program *shProg;
620
621 shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
622 if (!shProg)
623 return;
624
625 shProg->DeletePending = GL_TRUE;
626
627 /* effectively, decr shProg's refcount */
628 _mesa_reference_shader_program(ctx, &shProg, NULL);
629 }
630
631
632 static void
633 _mesa_delete_shader(GLcontext *ctx, GLuint shader)
634 {
635 struct gl_shader *sh;
636
637 sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
638 if (!sh)
639 return;
640
641 sh->DeletePending = GL_TRUE;
642
643 /* effectively, decr sh's refcount */
644 _mesa_reference_shader(ctx, &sh, NULL);
645 }
646
647
648 static void
649 _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
650 {
651 struct gl_shader_program *shProg;
652 GLuint n;
653 GLuint i, j;
654
655 shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
656 if (!shProg)
657 return;
658
659 n = shProg->NumShaders;
660
661 for (i = 0; i < n; i++) {
662 if (shProg->Shaders[i]->Name == shader) {
663 /* found it */
664 struct gl_shader **newList;
665
666 /* release */
667 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
668
669 /* alloc new, smaller array */
670 newList = (struct gl_shader **)
671 _mesa_malloc((n - 1) * sizeof(struct gl_shader *));
672 if (!newList) {
673 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
674 return;
675 }
676 for (j = 0; j < i; j++) {
677 newList[j] = shProg->Shaders[j];
678 }
679 while (++i < n)
680 newList[j++] = shProg->Shaders[i];
681 _mesa_free(shProg->Shaders);
682
683 shProg->Shaders = newList;
684 shProg->NumShaders = n - 1;
685
686 #ifdef DEBUG
687 /* sanity check */
688 {
689 for (j = 0; j < shProg->NumShaders; j++) {
690 assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
691 shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
692 assert(shProg->Shaders[j]->RefCount > 0);
693 }
694 }
695 #endif
696
697 return;
698 }
699 }
700
701 /* not found */
702 {
703 GLenum err;
704 if (_mesa_is_shader(ctx, shader))
705 err = GL_INVALID_OPERATION;
706 else if (_mesa_is_program(ctx, shader))
707 err = GL_INVALID_OPERATION;
708 else
709 err = GL_INVALID_VALUE;
710 _mesa_error(ctx, err, "glDetachProgram(shader)");
711 return;
712 }
713 }
714
715
716 static GLint
717 sizeof_glsl_type(GLenum type)
718 {
719 switch (type) {
720 case GL_FLOAT:
721 case GL_INT:
722 case GL_BOOL:
723 return 1;
724 case GL_FLOAT_VEC2:
725 case GL_INT_VEC2:
726 case GL_BOOL_VEC2:
727 return 2;
728 case GL_FLOAT_VEC3:
729 case GL_INT_VEC3:
730 case GL_BOOL_VEC3:
731 return 3;
732 case GL_FLOAT_VEC4:
733 case GL_INT_VEC4:
734 case GL_BOOL_VEC4:
735 return 4;
736 case GL_FLOAT_MAT2:
737 case GL_FLOAT_MAT2x3:
738 case GL_FLOAT_MAT2x4:
739 return 8; /* two float[4] vectors */
740 case GL_FLOAT_MAT3:
741 case GL_FLOAT_MAT3x2:
742 case GL_FLOAT_MAT3x4:
743 return 12; /* three float[4] vectors */
744 case GL_FLOAT_MAT4:
745 case GL_FLOAT_MAT4x2:
746 case GL_FLOAT_MAT4x3:
747 return 16; /* four float[4] vectors */
748 default:
749 _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
750 return 1;
751 }
752 }
753
754
755 static GLboolean
756 is_boolean_type(GLenum type)
757 {
758 switch (type) {
759 case GL_BOOL:
760 case GL_BOOL_VEC2:
761 case GL_BOOL_VEC3:
762 case GL_BOOL_VEC4:
763 return GL_TRUE;
764 default:
765 return GL_FALSE;
766 }
767 }
768
769
770 static GLboolean
771 is_integer_type(GLenum type)
772 {
773 switch (type) {
774 case GL_INT:
775 case GL_INT_VEC2:
776 case GL_INT_VEC3:
777 case GL_INT_VEC4:
778 return GL_TRUE;
779 default:
780 return GL_FALSE;
781 }
782 }
783
784
785 static void
786 _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
787 GLsizei maxLength, GLsizei *length, GLint *size,
788 GLenum *type, GLchar *nameOut)
789 {
790 struct gl_shader_program *shProg;
791
792 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
793 if (!shProg)
794 return;
795
796 if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
797 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
798 return;
799 }
800
801 copy_string(nameOut, maxLength, length,
802 shProg->Attributes->Parameters[index].Name);
803 if (size)
804 *size = shProg->Attributes->Parameters[index].Size
805 / sizeof_glsl_type(shProg->Attributes->Parameters[index].DataType);
806 if (type)
807 *type = shProg->Attributes->Parameters[index].DataType;
808 }
809
810
811 static struct gl_program_parameter *
812 get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
813 {
814 const struct gl_program *prog;
815 GLint progPos;
816
817 progPos = shProg->Uniforms->Uniforms[index].VertPos;
818 if (progPos >= 0) {
819 prog = &shProg->VertexProgram->Base;
820 }
821 else {
822 progPos = shProg->Uniforms->Uniforms[index].FragPos;
823 if (progPos >= 0) {
824 prog = &shProg->FragmentProgram->Base;
825 }
826 }
827
828 if (!prog || progPos < 0)
829 return NULL; /* should never happen */
830
831 return &prog->Parameters->Parameters[progPos];
832 }
833
834
835 /**
836 * Called via ctx->Driver.GetActiveUniform().
837 */
838 static void
839 _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
840 GLsizei maxLength, GLsizei *length, GLint *size,
841 GLenum *type, GLchar *nameOut)
842 {
843 const struct gl_shader_program *shProg;
844 const struct gl_program *prog;
845 GLint progPos;
846
847 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
848 if (!shProg)
849 return;
850
851 if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
852 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
853 return;
854 }
855
856 progPos = shProg->Uniforms->Uniforms[index].VertPos;
857 if (progPos >= 0) {
858 prog = &shProg->VertexProgram->Base;
859 }
860 else {
861 progPos = shProg->Uniforms->Uniforms[index].FragPos;
862 if (progPos >= 0) {
863 prog = &shProg->FragmentProgram->Base;
864 }
865 }
866
867 if (!prog || progPos < 0)
868 return; /* should never happen */
869
870 if (nameOut)
871 copy_string(nameOut, maxLength, length,
872 prog->Parameters->Parameters[progPos].Name);
873 if (size)
874 *size = prog->Parameters->Parameters[progPos].Size
875 / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
876 if (type)
877 *type = prog->Parameters->Parameters[progPos].DataType;
878 }
879
880
881 /**
882 * Called via ctx->Driver.GetAttachedShaders().
883 */
884 static void
885 _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
886 GLsizei *count, GLuint *obj)
887 {
888 struct gl_shader_program *shProg =
889 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
890 if (shProg) {
891 GLuint i;
892 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
893 obj[i] = shProg->Shaders[i]->Name;
894 }
895 if (count)
896 *count = i;
897 }
898 }
899
900
901 static GLuint
902 _mesa_get_handle(GLcontext *ctx, GLenum pname)
903 {
904 #if 0
905 GET_CURRENT_CONTEXT(ctx);
906
907 switch (pname) {
908 case GL_PROGRAM_OBJECT_ARB:
909 {
910 struct gl2_program_intf **pro = ctx->Shader.CurrentProgram;
911
912 if (pro != NULL)
913 return (**pro)._container._generic.
914 GetName((struct gl2_generic_intf **) (pro));
915 }
916 break;
917 default:
918 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
919 }
920 #endif
921 return 0;
922 }
923
924
925 static void
926 _mesa_get_programiv(GLcontext *ctx, GLuint program,
927 GLenum pname, GLint *params)
928 {
929 struct gl_shader_program *shProg
930 = _mesa_lookup_shader_program(ctx, program);
931
932 if (!shProg) {
933 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
934 return;
935 }
936
937 switch (pname) {
938 case GL_DELETE_STATUS:
939 *params = shProg->DeletePending;
940 break;
941 case GL_LINK_STATUS:
942 *params = shProg->LinkStatus;
943 break;
944 case GL_VALIDATE_STATUS:
945 *params = shProg->Validated;
946 break;
947 case GL_INFO_LOG_LENGTH:
948 *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
949 break;
950 case GL_ATTACHED_SHADERS:
951 *params = shProg->NumShaders;
952 break;
953 case GL_ACTIVE_ATTRIBUTES:
954 *params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
955 break;
956 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
957 *params = _mesa_longest_parameter_name(shProg->Attributes,
958 PROGRAM_INPUT) + 1;
959 break;
960 case GL_ACTIVE_UNIFORMS:
961 *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
962 break;
963 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
964 *params = _mesa_longest_uniform_name(shProg->Uniforms);
965 if (*params > 0)
966 (*params)++; /* add one for terminating zero */
967 break;
968 case GL_PROGRAM_BINARY_LENGTH_OES:
969 *params = 0;
970 break;
971 default:
972 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
973 return;
974 }
975 }
976
977
978 static void
979 _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
980 {
981 struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
982
983 if (!shader) {
984 return;
985 }
986
987 switch (pname) {
988 case GL_SHADER_TYPE:
989 *params = shader->Type;
990 break;
991 case GL_DELETE_STATUS:
992 *params = shader->DeletePending;
993 break;
994 case GL_COMPILE_STATUS:
995 *params = shader->CompileStatus;
996 break;
997 case GL_INFO_LOG_LENGTH:
998 *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
999 break;
1000 case GL_SHADER_SOURCE_LENGTH:
1001 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
1002 break;
1003 default:
1004 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
1005 return;
1006 }
1007 }
1008
1009
1010 static void
1011 _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
1012 GLsizei *length, GLchar *infoLog)
1013 {
1014 struct gl_shader_program *shProg
1015 = _mesa_lookup_shader_program(ctx, program);
1016 if (!shProg) {
1017 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
1018 return;
1019 }
1020 copy_string(infoLog, bufSize, length, shProg->InfoLog);
1021 }
1022
1023
1024 static void
1025 _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
1026 GLsizei *length, GLchar *infoLog)
1027 {
1028 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
1029 if (!sh) {
1030 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
1031 return;
1032 }
1033 copy_string(infoLog, bufSize, length, sh->InfoLog);
1034 }
1035
1036
1037 /**
1038 * Called via ctx->Driver.GetShaderSource().
1039 */
1040 static void
1041 _mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
1042 GLsizei *length, GLchar *sourceOut)
1043 {
1044 struct gl_shader *sh;
1045 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
1046 if (!sh) {
1047 return;
1048 }
1049 copy_string(sourceOut, maxLength, length, sh->Source);
1050 }
1051
1052
1053 static void
1054 get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
1055 {
1056 switch (type) {
1057 case GL_FLOAT_MAT2:
1058 *rows = *cols = 2;
1059 break;
1060 case GL_FLOAT_MAT2x3:
1061 *rows = 3;
1062 *cols = 2;
1063 break;
1064 case GL_FLOAT_MAT2x4:
1065 *rows = 4;
1066 *cols = 2;
1067 break;
1068 case GL_FLOAT_MAT3:
1069 *rows = 3;
1070 *cols = 3;
1071 break;
1072 case GL_FLOAT_MAT3x2:
1073 *rows = 2;
1074 *cols = 3;
1075 break;
1076 case GL_FLOAT_MAT3x4:
1077 *rows = 4;
1078 *cols = 3;
1079 break;
1080 case GL_FLOAT_MAT4:
1081 *rows = 4;
1082 *cols = 4;
1083 break;
1084 case GL_FLOAT_MAT4x2:
1085 *rows = 2;
1086 *cols = 4;
1087 break;
1088 case GL_FLOAT_MAT4x3:
1089 *rows = 3;
1090 *cols = 4;
1091 break;
1092 default:
1093 *rows = *cols = 0;
1094 }
1095 }
1096
1097
1098 /**
1099 * Determine the number of rows and columns occupied by a uniform
1100 * according to its datatype.
1101 */
1102 static void
1103 get_uniform_rows_cols(const struct gl_program_parameter *p,
1104 GLint *rows, GLint *cols)
1105 {
1106 get_matrix_dims(p->DataType, rows, cols);
1107 if (*rows == 0 && *cols == 0) {
1108 /* not a matrix type, probably a float or vector */
1109 *rows = p->Size / 4 + 1;
1110 if (p->Size % 4 == 0)
1111 *cols = 4;
1112 else
1113 *cols = p->Size % 4;
1114 }
1115 }
1116
1117
1118 #define MAX_UNIFORM_ELEMENTS 16
1119
1120 /**
1121 * Helper for GetUniformfv(), GetUniformiv()
1122 * Returns number of elements written to 'params' output.
1123 */
1124 static GLuint
1125 get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
1126 GLfloat *params)
1127 {
1128 struct gl_shader_program *shProg
1129 = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
1130 if (shProg) {
1131 if (shProg->Uniforms &&
1132 location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
1133 GLint progPos;
1134 const struct gl_program *prog = NULL;
1135
1136 progPos = shProg->Uniforms->Uniforms[location].VertPos;
1137 if (progPos >= 0) {
1138 prog = &shProg->VertexProgram->Base;
1139 }
1140 else {
1141 progPos = shProg->Uniforms->Uniforms[location].FragPos;
1142 if (progPos >= 0) {
1143 prog = &shProg->FragmentProgram->Base;
1144 }
1145 }
1146
1147 ASSERT(prog);
1148 if (prog) {
1149 const struct gl_program_parameter *p =
1150 &prog->Parameters->Parameters[progPos];
1151 GLint rows, cols, i, j, k;
1152
1153 /* See uniformiv() below */
1154 assert(p->Size <= MAX_UNIFORM_ELEMENTS);
1155
1156 get_uniform_rows_cols(p, &rows, &cols);
1157
1158 k = 0;
1159 for (i = 0; i < rows; i++) {
1160 for (j = 0; j < cols; j++ ) {
1161 params[k++] = prog->Parameters->ParameterValues[progPos+i][j];
1162 }
1163 }
1164
1165 return p->Size;
1166 }
1167 }
1168 else {
1169 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
1170 }
1171 }
1172 return 0;
1173 }
1174
1175
1176 /**
1177 * Called via ctx->Driver.GetUniformfv().
1178 */
1179 static void
1180 _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
1181 GLfloat *params)
1182 {
1183 (void) get_uniformfv(ctx, program, location, params);
1184 }
1185
1186
1187 /**
1188 * Called via ctx->Driver.GetUniformiv().
1189 */
1190 static void
1191 _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
1192 GLint *params)
1193 {
1194 GLfloat fparams[MAX_UNIFORM_ELEMENTS];
1195 GLuint n = get_uniformfv(ctx, program, location, fparams);
1196 GLuint i;
1197 assert(n <= MAX_UNIFORM_ELEMENTS);
1198 for (i = 0; i < n; i++) {
1199 params[i] = (GLint) fparams[i];
1200 }
1201 }
1202
1203
1204 /**
1205 * The value returned by GetUniformLocation actually encodes two things:
1206 * 1. the index into the prog->Uniforms[] array for the uniform
1207 * 2. an offset in the prog->ParameterValues[] array for specifying array
1208 * elements or structure fields.
1209 * This function merges those two values.
1210 */
1211 static void
1212 merge_location_offset(GLint *location, GLint offset)
1213 {
1214 *location = *location | (offset << 16);
1215 }
1216
1217
1218 /**
1219 * Seperate the uniform location and parameter offset. See above.
1220 */
1221 static void
1222 split_location_offset(GLint *location, GLint *offset)
1223 {
1224 *offset = (*location >> 16);
1225 *location = *location & 0xffff;
1226 }
1227
1228
1229 /**
1230 * Called via ctx->Driver.GetUniformLocation().
1231 *
1232 * The return value will encode two values, the uniform location and an
1233 * offset (used for arrays, structs).
1234 */
1235 static GLint
1236 _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
1237 {
1238 GLint offset = 0, location = -1;
1239
1240 struct gl_shader_program *shProg =
1241 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
1242
1243 if (!shProg)
1244 return -1;
1245
1246 if (shProg->LinkStatus == GL_FALSE) {
1247 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
1248 return -1;
1249 }
1250
1251 /* XXX we should return -1 if the uniform was declared, but not
1252 * actually used.
1253 */
1254
1255 /* XXX we need to be able to parse uniform names for structs and arrays
1256 * such as:
1257 * mymatrix[1]
1258 * mystruct.field1
1259 */
1260
1261 {
1262 /* handle 1-dimension arrays here... */
1263 char *c = strchr(name, '[');
1264 if (c) {
1265 /* truncate name at [ */
1266 const GLint len = c - name;
1267 GLchar *newName = _mesa_malloc(len + 1);
1268 if (!newName)
1269 return -1; /* out of mem */
1270 _mesa_memcpy(newName, name, len);
1271 newName[len] = 0;
1272
1273 location = _mesa_lookup_uniform(shProg->Uniforms, newName);
1274 if (location >= 0) {
1275 const GLint element = _mesa_atoi(c + 1);
1276 if (element > 0) {
1277 /* get type of the uniform array element */
1278 struct gl_program_parameter *p;
1279 p = get_uniform_parameter(shProg, location);
1280 if (p) {
1281 GLint rows, cols;
1282 get_matrix_dims(p->DataType, &rows, &cols);
1283 if (rows < 1)
1284 rows = 1;
1285 offset = element * rows;
1286 }
1287 }
1288 }
1289
1290 _mesa_free(newName);
1291 }
1292 }
1293
1294 if (location < 0) {
1295 location = _mesa_lookup_uniform(shProg->Uniforms, name);
1296 }
1297
1298 if (location >= 0) {
1299 merge_location_offset(&location, offset);
1300 }
1301
1302 return location;
1303 }
1304
1305
1306
1307 /**
1308 * Called via ctx->Driver.ShaderSource()
1309 */
1310 static void
1311 _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
1312 {
1313 struct gl_shader *sh;
1314
1315 sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
1316 if (!sh)
1317 return;
1318
1319 /* free old shader source string and install new one */
1320 if (sh->Source) {
1321 _mesa_free((void *) sh->Source);
1322 }
1323 sh->Source = source;
1324 sh->CompileStatus = GL_FALSE;
1325 }
1326
1327
1328 /**
1329 * Called via ctx->Driver.CompileShader()
1330 */
1331 static void
1332 _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
1333 {
1334 struct gl_shader *sh;
1335
1336 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
1337 if (!sh)
1338 return;
1339
1340 sh->CompileStatus = _slang_compile(ctx, sh);
1341 }
1342
1343
1344 /**
1345 * Called via ctx->Driver.LinkProgram()
1346 */
1347 static void
1348 _mesa_link_program(GLcontext *ctx, GLuint program)
1349 {
1350 struct gl_shader_program *shProg;
1351
1352 shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
1353 if (!shProg)
1354 return;
1355
1356 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1357
1358 _slang_link(ctx, program, shProg);
1359 }
1360
1361
1362 /**
1363 * Called via ctx->Driver.UseProgram()
1364 */
1365 void
1366 _mesa_use_program(GLcontext *ctx, GLuint program)
1367 {
1368 struct gl_shader_program *shProg;
1369
1370 if (ctx->Shader.CurrentProgram &&
1371 ctx->Shader.CurrentProgram->Name == program) {
1372 /* no-op */
1373 return;
1374 }
1375
1376 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1377
1378 if (program) {
1379 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1380 if (!shProg) {
1381 return;
1382 }
1383 if (!shProg->LinkStatus) {
1384 _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram");
1385 return;
1386 }
1387 }
1388 else {
1389 shProg = NULL;
1390 }
1391
1392 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
1393 }
1394
1395
1396
1397 /**
1398 * Update the vertex and fragment program's TexturesUsed arrays.
1399 */
1400 static void
1401 update_textures_used(struct gl_program *prog)
1402 {
1403 GLuint s;
1404
1405 memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
1406
1407 for (s = 0; s < MAX_SAMPLERS; s++) {
1408 if (prog->SamplersUsed & (1 << s)) {
1409 GLuint u = prog->SamplerUnits[s];
1410 GLuint t = prog->SamplerTargets[s];
1411 assert(u < MAX_TEXTURE_IMAGE_UNITS);
1412 prog->TexturesUsed[u] |= (1 << t);
1413 }
1414 }
1415 }
1416
1417
1418 static GLboolean
1419 is_sampler_type(GLenum type)
1420 {
1421 switch (type) {
1422 case GL_SAMPLER_1D:
1423 case GL_SAMPLER_2D:
1424 case GL_SAMPLER_3D:
1425 case GL_SAMPLER_CUBE:
1426 case GL_SAMPLER_1D_SHADOW:
1427 case GL_SAMPLER_2D_SHADOW:
1428 case GL_SAMPLER_2D_RECT_ARB:
1429 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
1430 case GL_SAMPLER_1D_ARRAY_EXT:
1431 case GL_SAMPLER_2D_ARRAY_EXT:
1432 return GL_TRUE;
1433 default:
1434 return GL_FALSE;
1435 }
1436 }
1437
1438
1439 /**
1440 * Check if the type given by userType is allowed to set a uniform of the
1441 * target type. Generally, equivalence is required, but setting Boolean
1442 * uniforms can be done with glUniformiv or glUniformfv.
1443 */
1444 static GLboolean
1445 compatible_types(GLenum userType, GLenum targetType)
1446 {
1447 if (userType == targetType)
1448 return GL_TRUE;
1449
1450 if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT))
1451 return GL_TRUE;
1452
1453 if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
1454 userType == GL_INT_VEC2))
1455 return GL_TRUE;
1456
1457 if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
1458 userType == GL_INT_VEC3))
1459 return GL_TRUE;
1460
1461 if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
1462 userType == GL_INT_VEC4))
1463 return GL_TRUE;
1464
1465 if (is_sampler_type(targetType) && userType == GL_INT)
1466 return GL_TRUE;
1467
1468 return GL_FALSE;
1469 }
1470
1471
1472 /**
1473 * Set the value of a program's uniform variable.
1474 * \param program the program whose uniform to update
1475 * \param index the index of the program parameter for the uniform
1476 * \param offset additional parameter slot offset (for arrays)
1477 * \param type the datatype of the uniform
1478 * \param count the number of uniforms to set
1479 * \param elems number of elements per uniform
1480 * \param values the new values
1481 */
1482 static void
1483 set_program_uniform(GLcontext *ctx, struct gl_program *program,
1484 GLint index, GLint offset,
1485 GLenum type, GLsizei count, GLint elems,
1486 const void *values)
1487 {
1488 assert(offset >= 0);
1489
1490 if (!compatible_types(type,
1491 program->Parameters->Parameters[index].DataType)) {
1492 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
1493 return;
1494 }
1495
1496 if (index + offset > program->Parameters->Size) {
1497 /* out of bounds! */
1498 return;
1499 }
1500
1501 if (program->Parameters->Parameters[index].Type == PROGRAM_SAMPLER) {
1502 /* This controls which texture unit which is used by a sampler */
1503 GLuint texUnit, sampler;
1504
1505 /* data type for setting samplers must be int */
1506 if (type != GL_INT || count != 1) {
1507 _mesa_error(ctx, GL_INVALID_OPERATION,
1508 "glUniform(only glUniform1i can be used "
1509 "to set sampler uniforms)");
1510 return;
1511 }
1512
1513 sampler = (GLuint) program->Parameters->ParameterValues[index][0];
1514 texUnit = ((GLuint *) values)[0];
1515
1516 /* check that the sampler (tex unit index) is legal */
1517 if (texUnit >= ctx->Const.MaxTextureImageUnits) {
1518 _mesa_error(ctx, GL_INVALID_VALUE,
1519 "glUniform1(invalid sampler/tex unit index)");
1520 return;
1521 }
1522
1523 /* This maps a sampler to a texture unit: */
1524 program->SamplerUnits[sampler] = texUnit;
1525 update_textures_used(program);
1526
1527 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1528 }
1529 else {
1530 /* ordinary uniform variable */
1531 GLsizei k, i;
1532 GLint slots = (program->Parameters->Parameters[index].Size + 3) / 4;
1533
1534 if (count * elems > (GLint) program->Parameters->Parameters[index].Size) {
1535 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
1536 return;
1537 }
1538
1539 if (count > slots)
1540 count = slots;
1541
1542 for (k = 0; k < count; k++) {
1543 GLfloat *uniformVal = program->Parameters->ParameterValues[index + offset + k];
1544 if (is_integer_type(type)) {
1545 const GLint *iValues = ((const GLint *) values) + k * elems;
1546 for (i = 0; i < elems; i++) {
1547 uniformVal[i] = (GLfloat) iValues[i];
1548 }
1549 }
1550 else {
1551 const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
1552 for (i = 0; i < elems; i++) {
1553 uniformVal[i] = fValues[i];
1554 }
1555 }
1556
1557 /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
1558 if (is_boolean_type(program->Parameters->Parameters[index].DataType)) {
1559 for (i = 0; i < elems; i++) {
1560 uniformVal[i] = uniformVal[i] ? 1.0 : 0.0;
1561 }
1562 }
1563 }
1564 }
1565 }
1566
1567
1568 /**
1569 * Called via ctx->Driver.Uniform().
1570 */
1571 static void
1572 _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
1573 const GLvoid *values, GLenum type)
1574 {
1575 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1576 GLint elems, offset;
1577
1578 if (!shProg || !shProg->LinkStatus) {
1579 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
1580 return;
1581 }
1582
1583 if (location == -1)
1584 return; /* The standard specifies this as a no-op */
1585
1586 split_location_offset(&location, &offset);
1587
1588 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
1589 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
1590 return;
1591 }
1592
1593 if (count < 0) {
1594 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
1595 return;
1596 }
1597
1598 switch (type) {
1599 case GL_FLOAT:
1600 case GL_INT:
1601 elems = 1;
1602 break;
1603 case GL_FLOAT_VEC2:
1604 case GL_INT_VEC2:
1605 elems = 2;
1606 break;
1607 case GL_FLOAT_VEC3:
1608 case GL_INT_VEC3:
1609 elems = 3;
1610 break;
1611 case GL_FLOAT_VEC4:
1612 case GL_INT_VEC4:
1613 elems = 4;
1614 break;
1615 default:
1616 _mesa_problem(ctx, "Invalid type in _mesa_uniform");
1617 return;
1618 }
1619
1620 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1621
1622 /* A uniform var may be used by both a vertex shader and a fragment
1623 * shader. We may need to update one or both shader's uniform here:
1624 */
1625 if (shProg->VertexProgram) {
1626 /* convert uniform location to program parameter index */
1627 GLint index = shProg->Uniforms->Uniforms[location].VertPos;
1628 if (index >= 0) {
1629 set_program_uniform(ctx, &shProg->VertexProgram->Base,
1630 index, offset, type, count, elems, values);
1631 }
1632 }
1633
1634 if (shProg->FragmentProgram) {
1635 /* convert uniform location to program parameter index */
1636 GLint index = shProg->Uniforms->Uniforms[location].FragPos;
1637 if (index >= 0) {
1638 set_program_uniform(ctx, &shProg->FragmentProgram->Base,
1639 index, offset, type, count, elems, values);
1640 }
1641 }
1642 }
1643
1644
1645 /**
1646 * Set a matrix-valued program parameter.
1647 */
1648 static void
1649 set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
1650 GLuint index, GLuint offset,
1651 GLuint count, GLuint rows, GLuint cols,
1652 GLboolean transpose, const GLfloat *values)
1653 {
1654 GLuint mat, row, col;
1655 GLuint dst = index + offset, src = 0;
1656 GLint nr, nc;
1657
1658 /* check that the number of rows, columns is correct */
1659 get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc);
1660 if (rows != nr || cols != nc) {
1661 _mesa_error(ctx, GL_INVALID_OPERATION,
1662 "glUniformMatrix(matrix size mismatch)");
1663 return;
1664 }
1665
1666 if (index + offset > program->Parameters->Size) {
1667 /* out of bounds! */
1668 return;
1669 }
1670
1671 /*
1672 * Note: the _columns_ of a matrix are stored in program registers, not
1673 * the rows. So, the loops below look a little funny.
1674 * XXX could optimize this a bit...
1675 */
1676
1677 /* loop over matrices */
1678 for (mat = 0; mat < count; mat++) {
1679
1680 /* each matrix: */
1681 for (col = 0; col < cols; col++) {
1682 GLfloat *v = program->Parameters->ParameterValues[dst];
1683 for (row = 0; row < rows; row++) {
1684 if (transpose) {
1685 v[row] = values[src + row * cols + col];
1686 }
1687 else {
1688 v[row] = values[src + col * rows + row];
1689 }
1690 }
1691 dst++;
1692 }
1693
1694 src += rows * cols; /* next matrix */
1695 }
1696 }
1697
1698
1699 /**
1700 * Called by ctx->Driver.UniformMatrix().
1701 * Note: cols=2, rows=4 ==> array[2] of vec4
1702 */
1703 static void
1704 _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
1705 GLenum matrixType, GLint location, GLsizei count,
1706 GLboolean transpose, const GLfloat *values)
1707 {
1708 GLint offset;
1709 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1710
1711 if (!shProg || !shProg->LinkStatus) {
1712 _mesa_error(ctx, GL_INVALID_OPERATION,
1713 "glUniformMatrix(program not linked)");
1714 return;
1715 }
1716
1717 if (location == -1)
1718 return; /* The standard specifies this as a no-op */
1719
1720 split_location_offset(&location, &offset);
1721
1722 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
1723 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
1724 return;
1725 }
1726 if (values == NULL) {
1727 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
1728 return;
1729 }
1730
1731 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1732
1733 if (shProg->VertexProgram) {
1734 /* convert uniform location to program parameter index */
1735 GLint index = shProg->Uniforms->Uniforms[location].VertPos;
1736 if (index >= 0) {
1737 set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
1738 index, offset,
1739 count, rows, cols, transpose, values);
1740 }
1741 }
1742
1743 if (shProg->FragmentProgram) {
1744 /* convert uniform location to program parameter index */
1745 GLint index = shProg->Uniforms->Uniforms[location].FragPos;
1746 if (index >= 0) {
1747 set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
1748 index, offset,
1749 count, rows, cols, transpose, values);
1750 }
1751 }
1752 }
1753
1754
1755 static void
1756 _mesa_validate_program(GLcontext *ctx, GLuint program)
1757 {
1758 struct gl_shader_program *shProg;
1759
1760 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
1761 if (!shProg) {
1762 return;
1763 }
1764
1765 if (!shProg->LinkStatus) {
1766 shProg->Validated = GL_FALSE;
1767 return;
1768 }
1769
1770 /* From the GL spec, a program is invalid if any of these are true:
1771
1772 any two active samplers in the current program object are of
1773 different types, but refer to the same texture image unit,
1774
1775 any active sampler in the current program object refers to a texture
1776 image unit where fixed-function fragment processing accesses a
1777 texture target that does not match the sampler type, or
1778
1779 the sum of the number of active samplers in the program and the
1780 number of texture image units enabled for fixed-function fragment
1781 processing exceeds the combined limit on the total number of texture
1782 image units allowed.
1783 */
1784
1785 shProg->Validated = GL_TRUE;
1786 }
1787
1788
1789 /**
1790 * Plug in Mesa's GLSL functions into the device driver function table.
1791 */
1792 void
1793 _mesa_init_glsl_driver_functions(struct dd_function_table *driver)
1794 {
1795 driver->AttachShader = _mesa_attach_shader;
1796 driver->BindAttribLocation = _mesa_bind_attrib_location;
1797 driver->CompileShader = _mesa_compile_shader;
1798 driver->CreateProgram = _mesa_create_program;
1799 driver->CreateShader = _mesa_create_shader;
1800 driver->DeleteProgram2 = _mesa_delete_program2;
1801 driver->DeleteShader = _mesa_delete_shader;
1802 driver->DetachShader = _mesa_detach_shader;
1803 driver->GetActiveAttrib = _mesa_get_active_attrib;
1804 driver->GetActiveUniform = _mesa_get_active_uniform;
1805 driver->GetAttachedShaders = _mesa_get_attached_shaders;
1806 driver->GetAttribLocation = _mesa_get_attrib_location;
1807 driver->GetHandle = _mesa_get_handle;
1808 driver->GetProgramiv = _mesa_get_programiv;
1809 driver->GetProgramInfoLog = _mesa_get_program_info_log;
1810 driver->GetShaderiv = _mesa_get_shaderiv;
1811 driver->GetShaderInfoLog = _mesa_get_shader_info_log;
1812 driver->GetShaderSource = _mesa_get_shader_source;
1813 driver->GetUniformfv = _mesa_get_uniformfv;
1814 driver->GetUniformiv = _mesa_get_uniformiv;
1815 driver->GetUniformLocation = _mesa_get_uniform_location;
1816 driver->IsProgram = _mesa_is_program;
1817 driver->IsShader = _mesa_is_shader;
1818 driver->LinkProgram = _mesa_link_program;
1819 driver->ShaderSource = _mesa_shader_source;
1820 driver->Uniform = _mesa_uniform;
1821 driver->UniformMatrix = _mesa_uniform_matrix;
1822 driver->UseProgram = _mesa_use_program;
1823 driver->ValidateProgram = _mesa_validate_program;
1824 }