mesa: meaningless whitespace change to see if git's working (ignore)
[mesa.git] / src / mesa / shader / shader_api.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.2
4 *
5 * Copyright (C) 2004-2008 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 "shader/program.h"
43 #include "shader/prog_parameter.h"
44 #include "shader/prog_print.h"
45 #include "shader/prog_statevars.h"
46 #include "shader/prog_uniform.h"
47 #include "shader/shader_api.h"
48 #include "shader/slang/slang_compile.h"
49 #include "shader/slang/slang_link.h"
50 #include "glapi/dispatch.h"
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 * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
375 */
376 static GLbitfield
377 get_shader_flags(void)
378 {
379 GLbitfield flags = 0x0;
380 const char *env = _mesa_getenv("MESA_GLSL");
381
382 if (env) {
383 if (_mesa_strstr(env, "dump"))
384 flags |= GLSL_DUMP;
385 if (_mesa_strstr(env, "log"))
386 flags |= GLSL_LOG;
387 if (_mesa_strstr(env, "nopt"))
388 flags |= GLSL_NO_OPT;
389 else if (_mesa_strstr(env, "opt"))
390 flags |= GLSL_OPT;
391 if (_mesa_strstr(env, "uniform"))
392 flags |= GLSL_UNIFORMS;
393 }
394
395 return flags;
396 }
397
398
399 /**
400 * Initialize context's shader state.
401 */
402 void
403 _mesa_init_shader_state(GLcontext * ctx)
404 {
405 /* Device drivers may override these to control what kind of instructions
406 * are generated by the GLSL compiler.
407 */
408 ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
409 ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */
410 ctx->Shader.EmitComments = GL_FALSE;
411 ctx->Shader.Flags = get_shader_flags();
412 }
413
414
415 /**
416 * Free the per-context shader-related state.
417 */
418 void
419 _mesa_free_shader_state(GLcontext *ctx)
420 {
421 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
422 }
423
424
425 /**
426 * Copy string from <src> to <dst>, up to maxLength characters, returning
427 * length of <dst> in <length>.
428 * \param src the strings source
429 * \param maxLength max chars to copy
430 * \param length returns number of chars copied
431 * \param dst the string destination
432 */
433 static void
434 copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src)
435 {
436 GLsizei len;
437 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
438 dst[len] = src[len];
439 if (maxLength > 0)
440 dst[len] = 0;
441 if (length)
442 *length = len;
443 }
444
445
446 static GLboolean
447 _mesa_is_program(GLcontext *ctx, GLuint name)
448 {
449 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
450 return shProg ? GL_TRUE : GL_FALSE;
451 }
452
453
454 static GLboolean
455 _mesa_is_shader(GLcontext *ctx, GLuint name)
456 {
457 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
458 return shader ? GL_TRUE : GL_FALSE;
459 }
460
461
462 /**
463 * Called via ctx->Driver.AttachShader()
464 */
465 static void
466 _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
467 {
468 struct gl_shader_program *shProg;
469 struct gl_shader *sh;
470 GLuint i, n;
471
472 shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
473 if (!shProg)
474 return;
475
476 sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
477 if (!sh) {
478 return;
479 }
480
481 n = shProg->NumShaders;
482 for (i = 0; i < n; i++) {
483 if (shProg->Shaders[i] == sh) {
484 /* The shader is already attched to this program. The
485 * GL_ARB_shader_objects spec says:
486 *
487 * "The error INVALID_OPERATION is generated by AttachObjectARB
488 * if <obj> is already attached to <containerObj>."
489 */
490 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
491 return;
492 }
493 }
494
495 /* grow list */
496 shProg->Shaders = (struct gl_shader **)
497 _mesa_realloc(shProg->Shaders,
498 n * sizeof(struct gl_shader *),
499 (n + 1) * sizeof(struct gl_shader *));
500 if (!shProg->Shaders) {
501 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
502 return;
503 }
504
505 /* append */
506 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
507 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
508 shProg->NumShaders++;
509 }
510
511
512 static GLint
513 _mesa_get_attrib_location(GLcontext *ctx, GLuint program,
514 const GLchar *name)
515 {
516 struct gl_shader_program *shProg
517 = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
518
519 if (!shProg) {
520 return -1;
521 }
522
523 if (!shProg->LinkStatus) {
524 _mesa_error(ctx, GL_INVALID_OPERATION,
525 "glGetAttribLocation(program not linked)");
526 return -1;
527 }
528
529 if (!name)
530 return -1;
531
532 if (shProg->VertexProgram) {
533 const struct gl_program_parameter_list *attribs =
534 shProg->VertexProgram->Base.Attributes;
535 if (attribs) {
536 GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
537 if (i >= 0) {
538 return attribs->Parameters[i].StateIndexes[0];
539 }
540 }
541 }
542 return -1;
543 }
544
545
546 static void
547 _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
548 const GLchar *name)
549 {
550 struct gl_shader_program *shProg;
551 const GLint size = -1; /* unknown size */
552 GLint i, oldIndex;
553 GLenum datatype = GL_FLOAT_VEC4;
554
555 shProg = _mesa_lookup_shader_program_err(ctx, program,
556 "glBindAttribLocation");
557 if (!shProg) {
558 return;
559 }
560
561 if (!name)
562 return;
563
564 if (strncmp(name, "gl_", 3) == 0) {
565 _mesa_error(ctx, GL_INVALID_OPERATION,
566 "glBindAttribLocation(illegal name)");
567 return;
568 }
569
570 if (index >= ctx->Const.VertexProgram.MaxAttribs) {
571 _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
572 return;
573 }
574
575 if (shProg->LinkStatus) {
576 /* get current index/location for the attribute */
577 oldIndex = _mesa_get_attrib_location(ctx, program, name);
578 }
579 else {
580 oldIndex = -1;
581 }
582
583 /* this will replace the current value if it's already in the list */
584 i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
585 if (i < 0) {
586 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
587 return;
588 }
589
590 /*
591 * Note that this attribute binding won't go into effect until
592 * glLinkProgram is called again.
593 */
594 }
595
596
597 static GLuint
598 _mesa_create_shader(GLcontext *ctx, GLenum type)
599 {
600 struct gl_shader *sh;
601 GLuint name;
602
603 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
604
605 switch (type) {
606 case GL_FRAGMENT_SHADER:
607 case GL_VERTEX_SHADER:
608 sh = _mesa_new_shader(ctx, name, type);
609 break;
610 default:
611 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
612 return 0;
613 }
614
615 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
616
617 return name;
618 }
619
620
621 static GLuint
622 _mesa_create_program(GLcontext *ctx)
623 {
624 GLuint name;
625 struct gl_shader_program *shProg;
626
627 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
628 shProg = _mesa_new_shader_program(ctx, name);
629
630 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
631
632 assert(shProg->RefCount == 1);
633
634 return name;
635 }
636
637
638 /**
639 * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
640 * DeleteProgramARB.
641 */
642 static void
643 _mesa_delete_program2(GLcontext *ctx, GLuint name)
644 {
645 /*
646 * NOTE: deleting shaders/programs works a bit differently than
647 * texture objects (and buffer objects, etc). Shader/program
648 * handles/IDs exist in the hash table until the object is really
649 * deleted (refcount==0). With texture objects, the handle/ID is
650 * removed from the hash table in glDeleteTextures() while the tex
651 * object itself might linger until its refcount goes to zero.
652 */
653 struct gl_shader_program *shProg;
654
655 shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
656 if (!shProg)
657 return;
658
659 shProg->DeletePending = GL_TRUE;
660
661 /* effectively, decr shProg's refcount */
662 _mesa_reference_shader_program(ctx, &shProg, NULL);
663 }
664
665
666 static void
667 _mesa_delete_shader(GLcontext *ctx, GLuint shader)
668 {
669 struct gl_shader *sh;
670
671 sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
672 if (!sh)
673 return;
674
675 sh->DeletePending = GL_TRUE;
676
677 /* effectively, decr sh's refcount */
678 _mesa_reference_shader(ctx, &sh, NULL);
679 }
680
681
682 static void
683 _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
684 {
685 struct gl_shader_program *shProg;
686 GLuint n;
687 GLuint i, j;
688
689 shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
690 if (!shProg)
691 return;
692
693 n = shProg->NumShaders;
694
695 for (i = 0; i < n; i++) {
696 if (shProg->Shaders[i]->Name == shader) {
697 /* found it */
698 struct gl_shader **newList;
699
700 /* release */
701 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
702
703 /* alloc new, smaller array */
704 newList = (struct gl_shader **)
705 _mesa_malloc((n - 1) * sizeof(struct gl_shader *));
706 if (!newList) {
707 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
708 return;
709 }
710 for (j = 0; j < i; j++) {
711 newList[j] = shProg->Shaders[j];
712 }
713 while (++i < n)
714 newList[j++] = shProg->Shaders[i];
715 _mesa_free(shProg->Shaders);
716
717 shProg->Shaders = newList;
718 shProg->NumShaders = n - 1;
719
720 #ifdef DEBUG
721 /* sanity check */
722 {
723 for (j = 0; j < shProg->NumShaders; j++) {
724 assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
725 shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
726 assert(shProg->Shaders[j]->RefCount > 0);
727 }
728 }
729 #endif
730
731 return;
732 }
733 }
734
735 /* not found */
736 {
737 GLenum err;
738 if (_mesa_is_shader(ctx, shader))
739 err = GL_INVALID_OPERATION;
740 else if (_mesa_is_program(ctx, shader))
741 err = GL_INVALID_OPERATION;
742 else
743 err = GL_INVALID_VALUE;
744 _mesa_error(ctx, err, "glDetachProgram(shader)");
745 return;
746 }
747 }
748
749
750 static GLint
751 sizeof_glsl_type(GLenum type)
752 {
753 switch (type) {
754 case GL_FLOAT:
755 case GL_INT:
756 case GL_BOOL:
757 case GL_SAMPLER_1D:
758 case GL_SAMPLER_2D:
759 case GL_SAMPLER_3D:
760 case GL_SAMPLER_CUBE:
761 case GL_SAMPLER_1D_SHADOW:
762 case GL_SAMPLER_2D_SHADOW:
763 case GL_SAMPLER_2D_RECT_ARB:
764 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
765 case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
766 case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
767 case GL_SAMPLER_CUBE_SHADOW_EXT:
768 return 1;
769 case GL_FLOAT_VEC2:
770 case GL_INT_VEC2:
771 case GL_BOOL_VEC2:
772 return 2;
773 case GL_FLOAT_VEC3:
774 case GL_INT_VEC3:
775 case GL_BOOL_VEC3:
776 return 3;
777 case GL_FLOAT_VEC4:
778 case GL_INT_VEC4:
779 case GL_BOOL_VEC4:
780 return 4;
781 case GL_FLOAT_MAT2:
782 case GL_FLOAT_MAT2x3:
783 case GL_FLOAT_MAT2x4:
784 return 8; /* two float[4] vectors */
785 case GL_FLOAT_MAT3:
786 case GL_FLOAT_MAT3x2:
787 case GL_FLOAT_MAT3x4:
788 return 12; /* three float[4] vectors */
789 case GL_FLOAT_MAT4:
790 case GL_FLOAT_MAT4x2:
791 case GL_FLOAT_MAT4x3:
792 return 16; /* four float[4] vectors */
793 default:
794 _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
795 return 1;
796 }
797 }
798
799
800 static GLboolean
801 is_boolean_type(GLenum type)
802 {
803 switch (type) {
804 case GL_BOOL:
805 case GL_BOOL_VEC2:
806 case GL_BOOL_VEC3:
807 case GL_BOOL_VEC4:
808 return GL_TRUE;
809 default:
810 return GL_FALSE;
811 }
812 }
813
814
815 static GLboolean
816 is_integer_type(GLenum type)
817 {
818 switch (type) {
819 case GL_INT:
820 case GL_INT_VEC2:
821 case GL_INT_VEC3:
822 case GL_INT_VEC4:
823 return GL_TRUE;
824 default:
825 return GL_FALSE;
826 }
827 }
828
829
830 static void
831 _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
832 GLsizei maxLength, GLsizei *length, GLint *size,
833 GLenum *type, GLchar *nameOut)
834 {
835 const struct gl_program_parameter_list *attribs = NULL;
836 struct gl_shader_program *shProg;
837
838 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
839 if (!shProg)
840 return;
841
842 if (shProg->VertexProgram)
843 attribs = shProg->VertexProgram->Base.Attributes;
844
845 if (!attribs || index >= attribs->NumParameters) {
846 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
847 return;
848 }
849
850 copy_string(nameOut, maxLength, length, attribs->Parameters[index].Name);
851
852 if (size)
853 *size = attribs->Parameters[index].Size
854 / sizeof_glsl_type(attribs->Parameters[index].DataType);
855
856 if (type)
857 *type = attribs->Parameters[index].DataType;
858 }
859
860
861 static struct gl_program_parameter *
862 get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
863 {
864 const struct gl_program *prog;
865 GLint progPos;
866
867 progPos = shProg->Uniforms->Uniforms[index].VertPos;
868 if (progPos >= 0) {
869 prog = &shProg->VertexProgram->Base;
870 }
871 else {
872 progPos = shProg->Uniforms->Uniforms[index].FragPos;
873 if (progPos >= 0) {
874 prog = &shProg->FragmentProgram->Base;
875 }
876 }
877
878 if (!prog || progPos < 0)
879 return NULL; /* should never happen */
880
881 return &prog->Parameters->Parameters[progPos];
882 }
883
884
885 /**
886 * Called via ctx->Driver.GetActiveUniform().
887 */
888 static void
889 _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
890 GLsizei maxLength, GLsizei *length, GLint *size,
891 GLenum *type, GLchar *nameOut)
892 {
893 const struct gl_shader_program *shProg;
894 const struct gl_program *prog;
895 GLint progPos;
896
897 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
898 if (!shProg)
899 return;
900
901 if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
902 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
903 return;
904 }
905
906 progPos = shProg->Uniforms->Uniforms[index].VertPos;
907 if (progPos >= 0) {
908 prog = &shProg->VertexProgram->Base;
909 }
910 else {
911 progPos = shProg->Uniforms->Uniforms[index].FragPos;
912 if (progPos >= 0) {
913 prog = &shProg->FragmentProgram->Base;
914 }
915 }
916
917 if (!prog || progPos < 0)
918 return; /* should never happen */
919
920 if (nameOut)
921 copy_string(nameOut, maxLength, length,
922 prog->Parameters->Parameters[progPos].Name);
923 if (size)
924 *size = prog->Parameters->Parameters[progPos].Size
925 / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
926 if (type)
927 *type = prog->Parameters->Parameters[progPos].DataType;
928 }
929
930
931 /**
932 * Called via ctx->Driver.GetAttachedShaders().
933 */
934 static void
935 _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
936 GLsizei *count, GLuint *obj)
937 {
938 struct gl_shader_program *shProg =
939 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
940 if (shProg) {
941 GLuint i;
942 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
943 obj[i] = shProg->Shaders[i]->Name;
944 }
945 if (count)
946 *count = i;
947 }
948 }
949
950
951 static GLuint
952 _mesa_get_handle(GLcontext *ctx, GLenum pname)
953 {
954 GLint handle = 0;
955
956 if (pname == GL_PROGRAM_OBJECT_ARB) {
957 CALL_GetIntegerv(ctx->Exec, (GL_CURRENT_PROGRAM, &handle));
958 } else {
959 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
960 }
961
962 return handle;
963 }
964
965
966 static void
967 _mesa_get_programiv(GLcontext *ctx, GLuint program,
968 GLenum pname, GLint *params)
969 {
970 const struct gl_program_parameter_list *attribs;
971 struct gl_shader_program *shProg
972 = _mesa_lookup_shader_program(ctx, program);
973
974 if (!shProg) {
975 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
976 return;
977 }
978
979 if (shProg->VertexProgram)
980 attribs = shProg->VertexProgram->Base.Attributes;
981 else
982 attribs = NULL;
983
984 switch (pname) {
985 case GL_DELETE_STATUS:
986 *params = shProg->DeletePending;
987 break;
988 case GL_LINK_STATUS:
989 *params = shProg->LinkStatus;
990 break;
991 case GL_VALIDATE_STATUS:
992 *params = shProg->Validated;
993 break;
994 case GL_INFO_LOG_LENGTH:
995 *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
996 break;
997 case GL_ATTACHED_SHADERS:
998 *params = shProg->NumShaders;
999 break;
1000 case GL_ACTIVE_ATTRIBUTES:
1001 *params = attribs ? attribs->NumParameters : 0;
1002 break;
1003 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
1004 *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
1005 break;
1006 case GL_ACTIVE_UNIFORMS:
1007 *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
1008 break;
1009 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
1010 *params = _mesa_longest_uniform_name(shProg->Uniforms);
1011 if (*params > 0)
1012 (*params)++; /* add one for terminating zero */
1013 break;
1014 case GL_PROGRAM_BINARY_LENGTH_OES:
1015 *params = 0;
1016 break;
1017 default:
1018 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
1019 return;
1020 }
1021 }
1022
1023
1024 static void
1025 _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
1026 {
1027 struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
1028
1029 if (!shader) {
1030 return;
1031 }
1032
1033 switch (pname) {
1034 case GL_SHADER_TYPE:
1035 *params = shader->Type;
1036 break;
1037 case GL_DELETE_STATUS:
1038 *params = shader->DeletePending;
1039 break;
1040 case GL_COMPILE_STATUS:
1041 *params = shader->CompileStatus;
1042 break;
1043 case GL_INFO_LOG_LENGTH:
1044 *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
1045 break;
1046 case GL_SHADER_SOURCE_LENGTH:
1047 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
1048 break;
1049 default:
1050 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
1051 return;
1052 }
1053 }
1054
1055
1056 static void
1057 _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
1058 GLsizei *length, GLchar *infoLog)
1059 {
1060 struct gl_shader_program *shProg
1061 = _mesa_lookup_shader_program(ctx, program);
1062 if (!shProg) {
1063 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
1064 return;
1065 }
1066 copy_string(infoLog, bufSize, length, shProg->InfoLog);
1067 }
1068
1069
1070 static void
1071 _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
1072 GLsizei *length, GLchar *infoLog)
1073 {
1074 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
1075 if (!sh) {
1076 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
1077 return;
1078 }
1079 copy_string(infoLog, bufSize, length, sh->InfoLog);
1080 }
1081
1082
1083 /**
1084 * Called via ctx->Driver.GetShaderSource().
1085 */
1086 static void
1087 _mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
1088 GLsizei *length, GLchar *sourceOut)
1089 {
1090 struct gl_shader *sh;
1091 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
1092 if (!sh) {
1093 return;
1094 }
1095 copy_string(sourceOut, maxLength, length, sh->Source);
1096 }
1097
1098
1099 static void
1100 get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
1101 {
1102 switch (type) {
1103 case GL_FLOAT_MAT2:
1104 *rows = *cols = 2;
1105 break;
1106 case GL_FLOAT_MAT2x3:
1107 *rows = 3;
1108 *cols = 2;
1109 break;
1110 case GL_FLOAT_MAT2x4:
1111 *rows = 4;
1112 *cols = 2;
1113 break;
1114 case GL_FLOAT_MAT3:
1115 *rows = 3;
1116 *cols = 3;
1117 break;
1118 case GL_FLOAT_MAT3x2:
1119 *rows = 2;
1120 *cols = 3;
1121 break;
1122 case GL_FLOAT_MAT3x4:
1123 *rows = 4;
1124 *cols = 3;
1125 break;
1126 case GL_FLOAT_MAT4:
1127 *rows = 4;
1128 *cols = 4;
1129 break;
1130 case GL_FLOAT_MAT4x2:
1131 *rows = 2;
1132 *cols = 4;
1133 break;
1134 case GL_FLOAT_MAT4x3:
1135 *rows = 3;
1136 *cols = 4;
1137 break;
1138 default:
1139 *rows = *cols = 0;
1140 }
1141 }
1142
1143
1144 /**
1145 * Determine the number of rows and columns occupied by a uniform
1146 * according to its datatype.
1147 */
1148 static void
1149 get_uniform_rows_cols(const struct gl_program_parameter *p,
1150 GLint *rows, GLint *cols)
1151 {
1152 get_matrix_dims(p->DataType, rows, cols);
1153 if (*rows == 0 && *cols == 0) {
1154 /* not a matrix type, probably a float or vector */
1155 *rows = p->Size / 4 + 1;
1156 if (p->Size % 4 == 0)
1157 *cols = 4;
1158 else
1159 *cols = p->Size % 4;
1160 }
1161 }
1162
1163
1164 #define MAX_UNIFORM_ELEMENTS 16
1165
1166 /**
1167 * Helper for GetUniformfv(), GetUniformiv()
1168 * Returns number of elements written to 'params' output.
1169 */
1170 static GLuint
1171 get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
1172 GLfloat *params)
1173 {
1174 struct gl_shader_program *shProg
1175 = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
1176 if (shProg) {
1177 if (shProg->Uniforms &&
1178 location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
1179 GLint progPos;
1180 const struct gl_program *prog = NULL;
1181
1182 progPos = shProg->Uniforms->Uniforms[location].VertPos;
1183 if (progPos >= 0) {
1184 prog = &shProg->VertexProgram->Base;
1185 }
1186 else {
1187 progPos = shProg->Uniforms->Uniforms[location].FragPos;
1188 if (progPos >= 0) {
1189 prog = &shProg->FragmentProgram->Base;
1190 }
1191 }
1192
1193 ASSERT(prog);
1194 if (prog) {
1195 const struct gl_program_parameter *p =
1196 &prog->Parameters->Parameters[progPos];
1197 GLint rows, cols, i, j, k;
1198
1199 /* See uniformiv() below */
1200 assert(p->Size <= MAX_UNIFORM_ELEMENTS);
1201
1202 get_uniform_rows_cols(p, &rows, &cols);
1203
1204 k = 0;
1205 for (i = 0; i < rows; i++) {
1206 for (j = 0; j < cols; j++ ) {
1207 params[k++] = prog->Parameters->ParameterValues[progPos+i][j];
1208 }
1209 }
1210
1211 return p->Size;
1212 }
1213 }
1214 else {
1215 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
1216 }
1217 }
1218 return 0;
1219 }
1220
1221
1222 /**
1223 * Called via ctx->Driver.GetUniformfv().
1224 */
1225 static void
1226 _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
1227 GLfloat *params)
1228 {
1229 (void) get_uniformfv(ctx, program, location, params);
1230 }
1231
1232
1233 /**
1234 * Called via ctx->Driver.GetUniformiv().
1235 */
1236 static void
1237 _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
1238 GLint *params)
1239 {
1240 GLfloat fparams[MAX_UNIFORM_ELEMENTS];
1241 GLuint n = get_uniformfv(ctx, program, location, fparams);
1242 GLuint i;
1243 assert(n <= MAX_UNIFORM_ELEMENTS);
1244 for (i = 0; i < n; i++) {
1245 params[i] = (GLint) fparams[i];
1246 }
1247 }
1248
1249
1250 /**
1251 * The value returned by GetUniformLocation actually encodes two things:
1252 * 1. the index into the prog->Uniforms[] array for the uniform
1253 * 2. an offset in the prog->ParameterValues[] array for specifying array
1254 * elements or structure fields.
1255 * This function merges those two values.
1256 */
1257 static void
1258 merge_location_offset(GLint *location, GLint offset)
1259 {
1260 *location = *location | (offset << 16);
1261 }
1262
1263
1264 /**
1265 * Seperate the uniform location and parameter offset. See above.
1266 */
1267 static void
1268 split_location_offset(GLint *location, GLint *offset)
1269 {
1270 *offset = (*location >> 16);
1271 *location = *location & 0xffff;
1272 }
1273
1274
1275 /**
1276 * Called via ctx->Driver.GetUniformLocation().
1277 *
1278 * The return value will encode two values, the uniform location and an
1279 * offset (used for arrays, structs).
1280 */
1281 static GLint
1282 _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
1283 {
1284 GLint offset = 0, location = -1;
1285
1286 struct gl_shader_program *shProg =
1287 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
1288
1289 if (!shProg)
1290 return -1;
1291
1292 if (shProg->LinkStatus == GL_FALSE) {
1293 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
1294 return -1;
1295 }
1296
1297 /* XXX we should return -1 if the uniform was declared, but not
1298 * actually used.
1299 */
1300
1301 /* XXX we need to be able to parse uniform names for structs and arrays
1302 * such as:
1303 * mymatrix[1]
1304 * mystruct.field1
1305 */
1306
1307 {
1308 /* handle 1-dimension arrays here... */
1309 char *c = strchr(name, '[');
1310 if (c) {
1311 /* truncate name at [ */
1312 const GLint len = c - name;
1313 GLchar *newName = _mesa_malloc(len + 1);
1314 if (!newName)
1315 return -1; /* out of mem */
1316 _mesa_memcpy(newName, name, len);
1317 newName[len] = 0;
1318
1319 location = _mesa_lookup_uniform(shProg->Uniforms, newName);
1320 if (location >= 0) {
1321 const GLint element = _mesa_atoi(c + 1);
1322 if (element > 0) {
1323 /* get type of the uniform array element */
1324 struct gl_program_parameter *p;
1325 p = get_uniform_parameter(shProg, location);
1326 if (p) {
1327 GLint rows, cols;
1328 get_matrix_dims(p->DataType, &rows, &cols);
1329 if (rows < 1)
1330 rows = 1;
1331 offset = element * rows;
1332 }
1333 }
1334 }
1335
1336 _mesa_free(newName);
1337 }
1338 }
1339
1340 if (location < 0) {
1341 location = _mesa_lookup_uniform(shProg->Uniforms, name);
1342 }
1343
1344 if (location >= 0) {
1345 merge_location_offset(&location, offset);
1346 }
1347
1348 return location;
1349 }
1350
1351
1352
1353 /**
1354 * Called via ctx->Driver.ShaderSource()
1355 */
1356 static void
1357 _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
1358 {
1359 struct gl_shader *sh;
1360
1361 sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
1362 if (!sh)
1363 return;
1364
1365 /* free old shader source string and install new one */
1366 if (sh->Source) {
1367 _mesa_free((void *) sh->Source);
1368 }
1369 sh->Source = source;
1370 sh->CompileStatus = GL_FALSE;
1371 }
1372
1373
1374 /**
1375 * Called via ctx->Driver.CompileShader()
1376 */
1377 static void
1378 _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
1379 {
1380 struct gl_shader *sh;
1381
1382 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
1383 if (!sh)
1384 return;
1385
1386 /* this call will set the sh->CompileStatus field to indicate if
1387 * compilation was successful.
1388 */
1389 (void) _slang_compile(ctx, sh);
1390 }
1391
1392
1393 /**
1394 * Called via ctx->Driver.LinkProgram()
1395 */
1396 static void
1397 _mesa_link_program(GLcontext *ctx, GLuint program)
1398 {
1399 struct gl_shader_program *shProg;
1400
1401 shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
1402 if (!shProg)
1403 return;
1404
1405 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1406
1407 _slang_link(ctx, program, shProg);
1408 }
1409
1410
1411 /**
1412 * Called via ctx->Driver.UseProgram()
1413 */
1414 void
1415 _mesa_use_program(GLcontext *ctx, GLuint program)
1416 {
1417 struct gl_shader_program *shProg;
1418
1419 if (ctx->Shader.CurrentProgram &&
1420 ctx->Shader.CurrentProgram->Name == program) {
1421 /* no-op */
1422 return;
1423 }
1424
1425 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1426
1427 if (program) {
1428 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1429 if (!shProg) {
1430 return;
1431 }
1432 if (!shProg->LinkStatus) {
1433 _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram");
1434 return;
1435 }
1436 }
1437 else {
1438 shProg = NULL;
1439 }
1440
1441 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
1442 }
1443
1444
1445
1446 /**
1447 * Update the vertex/fragment program's TexturesUsed array.
1448 *
1449 * This needs to be called after glUniform(set sampler var) is called.
1450 * A call to glUniform(samplerVar, value) causes a sampler to point to a
1451 * particular texture unit. We know the sampler's texture target
1452 * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
1453 * set by glUniform() calls.
1454 *
1455 * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
1456 * information to update the prog->TexturesUsed[] values.
1457 * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
1458 * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
1459 * We'll use that info for state validation before rendering.
1460 */
1461 void
1462 _mesa_update_shader_textures_used(struct gl_program *prog)
1463 {
1464 GLuint s;
1465
1466 memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
1467
1468 for (s = 0; s < MAX_SAMPLERS; s++) {
1469 if (prog->SamplersUsed & (1 << s)) {
1470 GLuint u = prog->SamplerUnits[s];
1471 GLuint t = prog->SamplerTargets[s];
1472 assert(u < MAX_TEXTURE_IMAGE_UNITS);
1473 prog->TexturesUsed[u] |= (1 << t);
1474 }
1475 }
1476 }
1477
1478
1479 static GLboolean
1480 is_sampler_type(GLenum type)
1481 {
1482 switch (type) {
1483 case GL_SAMPLER_1D:
1484 case GL_SAMPLER_2D:
1485 case GL_SAMPLER_3D:
1486 case GL_SAMPLER_CUBE:
1487 case GL_SAMPLER_1D_SHADOW:
1488 case GL_SAMPLER_2D_SHADOW:
1489 case GL_SAMPLER_2D_RECT_ARB:
1490 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
1491 case GL_SAMPLER_1D_ARRAY_EXT:
1492 case GL_SAMPLER_2D_ARRAY_EXT:
1493 return GL_TRUE;
1494 default:
1495 return GL_FALSE;
1496 }
1497 }
1498
1499
1500 /**
1501 * Check if the type given by userType is allowed to set a uniform of the
1502 * target type. Generally, equivalence is required, but setting Boolean
1503 * uniforms can be done with glUniformiv or glUniformfv.
1504 */
1505 static GLboolean
1506 compatible_types(GLenum userType, GLenum targetType)
1507 {
1508 if (userType == targetType)
1509 return GL_TRUE;
1510
1511 if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT))
1512 return GL_TRUE;
1513
1514 if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
1515 userType == GL_INT_VEC2))
1516 return GL_TRUE;
1517
1518 if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
1519 userType == GL_INT_VEC3))
1520 return GL_TRUE;
1521
1522 if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
1523 userType == GL_INT_VEC4))
1524 return GL_TRUE;
1525
1526 if (is_sampler_type(targetType) && userType == GL_INT)
1527 return GL_TRUE;
1528
1529 return GL_FALSE;
1530 }
1531
1532
1533 /**
1534 * Set the value of a program's uniform variable.
1535 * \param program the program whose uniform to update
1536 * \param index the index of the program parameter for the uniform
1537 * \param offset additional parameter slot offset (for arrays)
1538 * \param type the datatype of the uniform
1539 * \param count the number of uniforms to set
1540 * \param elems number of elements per uniform
1541 * \param values the new values
1542 */
1543 static void
1544 set_program_uniform(GLcontext *ctx, struct gl_program *program,
1545 GLint index, GLint offset,
1546 GLenum type, GLsizei count, GLint elems,
1547 const void *values)
1548 {
1549 struct gl_program_parameter *param =
1550 &program->Parameters->Parameters[index];
1551
1552 assert(offset >= 0);
1553
1554 if (!compatible_types(type, param->DataType)) {
1555 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
1556 return;
1557 }
1558
1559 if (index + offset > program->Parameters->Size) {
1560 /* out of bounds! */
1561 return;
1562 }
1563
1564 if (param->Type == PROGRAM_SAMPLER) {
1565 /* This controls which texture unit which is used by a sampler */
1566 GLuint texUnit, sampler;
1567
1568 /* data type for setting samplers must be int */
1569 if (type != GL_INT || count != 1) {
1570 _mesa_error(ctx, GL_INVALID_OPERATION,
1571 "glUniform(only glUniform1i can be used "
1572 "to set sampler uniforms)");
1573 return;
1574 }
1575
1576 sampler = (GLuint) program->Parameters->ParameterValues[index][0];
1577 texUnit = ((GLuint *) values)[0];
1578
1579 /* check that the sampler (tex unit index) is legal */
1580 if (texUnit >= ctx->Const.MaxTextureImageUnits) {
1581 _mesa_error(ctx, GL_INVALID_VALUE,
1582 "glUniform1(invalid sampler/tex unit index)");
1583 return;
1584 }
1585
1586 /* This maps a sampler to a texture unit: */
1587 program->SamplerUnits[sampler] = texUnit;
1588 _mesa_update_shader_textures_used(program);
1589
1590 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1591 }
1592 else {
1593 /* ordinary uniform variable */
1594 GLsizei k, i;
1595 GLint slots = (param->Size + 3) / 4;
1596
1597 if (count * elems > (GLint) param->Size) {
1598 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
1599 return;
1600 }
1601
1602 if (count > slots)
1603 count = slots;
1604
1605 for (k = 0; k < count; k++) {
1606 GLfloat *uniformVal =
1607 program->Parameters->ParameterValues[index + offset + k];
1608 if (is_integer_type(type)) {
1609 const GLint *iValues = ((const GLint *) values) + k * elems;
1610 for (i = 0; i < elems; i++) {
1611 uniformVal[i] = (GLfloat) iValues[i];
1612 }
1613 }
1614 else {
1615 const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
1616 for (i = 0; i < elems; i++) {
1617 uniformVal[i] = fValues[i];
1618 }
1619 }
1620
1621 /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
1622 if (is_boolean_type(param->DataType)) {
1623 for (i = 0; i < elems; i++) {
1624 uniformVal[i] = uniformVal[i] ? 1.0 : 0.0;
1625 }
1626 }
1627 }
1628 }
1629 }
1630
1631
1632 /**
1633 * Called via ctx->Driver.Uniform().
1634 */
1635 static void
1636 _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
1637 const GLvoid *values, GLenum type)
1638 {
1639 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1640 struct gl_uniform *uniform;
1641 GLint elems, offset;
1642 GLenum basicType;
1643
1644 if (!shProg || !shProg->LinkStatus) {
1645 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
1646 return;
1647 }
1648
1649 if (location == -1)
1650 return; /* The standard specifies this as a no-op */
1651
1652 split_location_offset(&location, &offset);
1653
1654 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
1655 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
1656 return;
1657 }
1658
1659 if (count < 0) {
1660 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
1661 return;
1662 }
1663
1664 switch (type) {
1665 case GL_FLOAT:
1666 basicType = GL_FLOAT;
1667 elems = 1;
1668 break;
1669 case GL_INT:
1670 basicType = GL_INT;
1671 elems = 1;
1672 break;
1673 case GL_FLOAT_VEC2:
1674 basicType = GL_FLOAT;
1675 elems = 2;
1676 break;
1677 case GL_INT_VEC2:
1678 basicType = GL_INT;
1679 elems = 2;
1680 break;
1681 case GL_FLOAT_VEC3:
1682 basicType = GL_FLOAT;
1683 elems = 3;
1684 break;
1685 case GL_INT_VEC3:
1686 basicType = GL_INT;
1687 elems = 3;
1688 break;
1689 case GL_FLOAT_VEC4:
1690 basicType = GL_FLOAT;
1691 elems = 4;
1692 break;
1693 case GL_INT_VEC4:
1694 basicType = GL_INT;
1695 elems = 4;
1696 break;
1697 default:
1698 _mesa_problem(ctx, "Invalid type in _mesa_uniform");
1699 return;
1700 }
1701
1702 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1703
1704 uniform = &shProg->Uniforms->Uniforms[location];
1705
1706 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
1707 GLint i;
1708 _mesa_printf("Mesa: set program %u uniform %s (loc %d) to: ",
1709 shProg->Name, uniform->Name, location);
1710 if (basicType == GL_INT) {
1711 const GLint *v = (const GLint *) values;
1712 for (i = 0; i < count * elems; i++) {
1713 _mesa_printf("%d ", v[i]);
1714 }
1715 }
1716 else {
1717 const GLfloat *v = (const GLfloat *) values;
1718 for (i = 0; i < count * elems; i++) {
1719 _mesa_printf("%g ", v[i]);
1720 }
1721 }
1722 _mesa_printf("\n");
1723 }
1724
1725 /* A uniform var may be used by both a vertex shader and a fragment
1726 * shader. We may need to update one or both shader's uniform here:
1727 */
1728 if (shProg->VertexProgram) {
1729 /* convert uniform location to program parameter index */
1730 GLint index = uniform->VertPos;
1731 if (index >= 0) {
1732 set_program_uniform(ctx, &shProg->VertexProgram->Base,
1733 index, offset, type, count, elems, values);
1734 }
1735 }
1736
1737 if (shProg->FragmentProgram) {
1738 /* convert uniform location to program parameter index */
1739 GLint index = uniform->FragPos;
1740 if (index >= 0) {
1741 set_program_uniform(ctx, &shProg->FragmentProgram->Base,
1742 index, offset, type, count, elems, values);
1743 }
1744 }
1745
1746 uniform->Initialized = GL_TRUE;
1747 }
1748
1749
1750 /**
1751 * Set a matrix-valued program parameter.
1752 */
1753 static void
1754 set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
1755 GLuint index, GLuint offset,
1756 GLuint count, GLuint rows, GLuint cols,
1757 GLboolean transpose, const GLfloat *values)
1758 {
1759 GLuint mat, row, col;
1760 GLuint dst = index + offset, src = 0;
1761 GLint nr, nc;
1762
1763 /* check that the number of rows, columns is correct */
1764 get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc);
1765 if (rows != nr || cols != nc) {
1766 _mesa_error(ctx, GL_INVALID_OPERATION,
1767 "glUniformMatrix(matrix size mismatch)");
1768 return;
1769 }
1770
1771 if (index + offset > program->Parameters->Size) {
1772 /* out of bounds! */
1773 return;
1774 }
1775
1776 /*
1777 * Note: the _columns_ of a matrix are stored in program registers, not
1778 * the rows. So, the loops below look a little funny.
1779 * XXX could optimize this a bit...
1780 */
1781
1782 /* loop over matrices */
1783 for (mat = 0; mat < count; mat++) {
1784
1785 /* each matrix: */
1786 for (col = 0; col < cols; col++) {
1787 GLfloat *v = program->Parameters->ParameterValues[dst];
1788 for (row = 0; row < rows; row++) {
1789 if (transpose) {
1790 v[row] = values[src + row * cols + col];
1791 }
1792 else {
1793 v[row] = values[src + col * rows + row];
1794 }
1795 }
1796 dst++;
1797 }
1798
1799 src += rows * cols; /* next matrix */
1800 }
1801 }
1802
1803
1804 /**
1805 * Called by ctx->Driver.UniformMatrix().
1806 * Note: cols=2, rows=4 ==> array[2] of vec4
1807 */
1808 static void
1809 _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
1810 GLenum matrixType, GLint location, GLsizei count,
1811 GLboolean transpose, const GLfloat *values)
1812 {
1813 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1814 struct gl_uniform *uniform;
1815 GLint offset;
1816
1817 if (!shProg || !shProg->LinkStatus) {
1818 _mesa_error(ctx, GL_INVALID_OPERATION,
1819 "glUniformMatrix(program not linked)");
1820 return;
1821 }
1822
1823 if (location == -1)
1824 return; /* The standard specifies this as a no-op */
1825
1826 split_location_offset(&location, &offset);
1827
1828 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
1829 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
1830 return;
1831 }
1832 if (values == NULL) {
1833 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
1834 return;
1835 }
1836
1837 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1838
1839 uniform = &shProg->Uniforms->Uniforms[location];
1840
1841 if (shProg->VertexProgram) {
1842 /* convert uniform location to program parameter index */
1843 GLint index = uniform->VertPos;
1844 if (index >= 0) {
1845 set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
1846 index, offset,
1847 count, rows, cols, transpose, values);
1848 }
1849 }
1850
1851 if (shProg->FragmentProgram) {
1852 /* convert uniform location to program parameter index */
1853 GLint index = uniform->FragPos;
1854 if (index >= 0) {
1855 set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
1856 index, offset,
1857 count, rows, cols, transpose, values);
1858 }
1859 }
1860
1861 uniform->Initialized = GL_TRUE;
1862 }
1863
1864
1865 static void
1866 _mesa_validate_program(GLcontext *ctx, GLuint program)
1867 {
1868 struct gl_shader_program *shProg;
1869
1870 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
1871 if (!shProg) {
1872 return;
1873 }
1874
1875 if (!shProg->LinkStatus) {
1876 shProg->Validated = GL_FALSE;
1877 return;
1878 }
1879
1880 /* From the GL spec, a program is invalid if any of these are true:
1881
1882 any two active samplers in the current program object are of
1883 different types, but refer to the same texture image unit,
1884
1885 any active sampler in the current program object refers to a texture
1886 image unit where fixed-function fragment processing accesses a
1887 texture target that does not match the sampler type, or
1888
1889 the sum of the number of active samplers in the program and the
1890 number of texture image units enabled for fixed-function fragment
1891 processing exceeds the combined limit on the total number of texture
1892 image units allowed.
1893 */
1894
1895 shProg->Validated = GL_TRUE;
1896 }
1897
1898
1899 /**
1900 * Plug in Mesa's GLSL functions into the device driver function table.
1901 */
1902 void
1903 _mesa_init_glsl_driver_functions(struct dd_function_table *driver)
1904 {
1905 driver->AttachShader = _mesa_attach_shader;
1906 driver->BindAttribLocation = _mesa_bind_attrib_location;
1907 driver->CompileShader = _mesa_compile_shader;
1908 driver->CreateProgram = _mesa_create_program;
1909 driver->CreateShader = _mesa_create_shader;
1910 driver->DeleteProgram2 = _mesa_delete_program2;
1911 driver->DeleteShader = _mesa_delete_shader;
1912 driver->DetachShader = _mesa_detach_shader;
1913 driver->GetActiveAttrib = _mesa_get_active_attrib;
1914 driver->GetActiveUniform = _mesa_get_active_uniform;
1915 driver->GetAttachedShaders = _mesa_get_attached_shaders;
1916 driver->GetAttribLocation = _mesa_get_attrib_location;
1917 driver->GetHandle = _mesa_get_handle;
1918 driver->GetProgramiv = _mesa_get_programiv;
1919 driver->GetProgramInfoLog = _mesa_get_program_info_log;
1920 driver->GetShaderiv = _mesa_get_shaderiv;
1921 driver->GetShaderInfoLog = _mesa_get_shader_info_log;
1922 driver->GetShaderSource = _mesa_get_shader_source;
1923 driver->GetUniformfv = _mesa_get_uniformfv;
1924 driver->GetUniformiv = _mesa_get_uniformiv;
1925 driver->GetUniformLocation = _mesa_get_uniform_location;
1926 driver->IsProgram = _mesa_is_program;
1927 driver->IsShader = _mesa_is_shader;
1928 driver->LinkProgram = _mesa_link_program;
1929 driver->ShaderSource = _mesa_shader_source;
1930 driver->Uniform = _mesa_uniform;
1931 driver->UniformMatrix = _mesa_uniform_matrix;
1932 driver->UseProgram = _mesa_use_program;
1933 driver->ValidateProgram = _mesa_validate_program;
1934 }