mesa: fix bug in get_uniform_rows_cols(): sometimes returned too many rows
[mesa.git] / src / mesa / shader / shader_api.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.1
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 "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 case GL_SAMPLER_1D:
724 case GL_SAMPLER_2D:
725 case GL_SAMPLER_3D:
726 case GL_SAMPLER_CUBE:
727 case GL_SAMPLER_1D_SHADOW:
728 case GL_SAMPLER_2D_SHADOW:
729 case GL_SAMPLER_2D_RECT_ARB:
730 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
731 case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
732 case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
733 case GL_SAMPLER_CUBE_SHADOW_EXT:
734 return 1;
735 case GL_FLOAT_VEC2:
736 case GL_INT_VEC2:
737 case GL_BOOL_VEC2:
738 return 2;
739 case GL_FLOAT_VEC3:
740 case GL_INT_VEC3:
741 case GL_BOOL_VEC3:
742 return 3;
743 case GL_FLOAT_VEC4:
744 case GL_INT_VEC4:
745 case GL_BOOL_VEC4:
746 return 4;
747 case GL_FLOAT_MAT2:
748 case GL_FLOAT_MAT2x3:
749 case GL_FLOAT_MAT2x4:
750 return 8; /* two float[4] vectors */
751 case GL_FLOAT_MAT3:
752 case GL_FLOAT_MAT3x2:
753 case GL_FLOAT_MAT3x4:
754 return 12; /* three float[4] vectors */
755 case GL_FLOAT_MAT4:
756 case GL_FLOAT_MAT4x2:
757 case GL_FLOAT_MAT4x3:
758 return 16; /* four float[4] vectors */
759 default:
760 _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
761 return 1;
762 }
763 }
764
765
766 static GLboolean
767 is_boolean_type(GLenum type)
768 {
769 switch (type) {
770 case GL_BOOL:
771 case GL_BOOL_VEC2:
772 case GL_BOOL_VEC3:
773 case GL_BOOL_VEC4:
774 return GL_TRUE;
775 default:
776 return GL_FALSE;
777 }
778 }
779
780
781 static GLboolean
782 is_integer_type(GLenum type)
783 {
784 switch (type) {
785 case GL_INT:
786 case GL_INT_VEC2:
787 case GL_INT_VEC3:
788 case GL_INT_VEC4:
789 return GL_TRUE;
790 default:
791 return GL_FALSE;
792 }
793 }
794
795
796 static void
797 _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
798 GLsizei maxLength, GLsizei *length, GLint *size,
799 GLenum *type, GLchar *nameOut)
800 {
801 struct gl_shader_program *shProg;
802
803 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
804 if (!shProg)
805 return;
806
807 if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
808 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
809 return;
810 }
811
812 copy_string(nameOut, maxLength, length,
813 shProg->Attributes->Parameters[index].Name);
814 if (size)
815 *size = shProg->Attributes->Parameters[index].Size
816 / sizeof_glsl_type(shProg->Attributes->Parameters[index].DataType);
817 if (type)
818 *type = shProg->Attributes->Parameters[index].DataType;
819 }
820
821
822 static struct gl_program_parameter *
823 get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
824 {
825 const struct gl_program *prog;
826 GLint progPos;
827
828 progPos = shProg->Uniforms->Uniforms[index].VertPos;
829 if (progPos >= 0) {
830 prog = &shProg->VertexProgram->Base;
831 }
832 else {
833 progPos = shProg->Uniforms->Uniforms[index].FragPos;
834 if (progPos >= 0) {
835 prog = &shProg->FragmentProgram->Base;
836 }
837 }
838
839 if (!prog || progPos < 0)
840 return NULL; /* should never happen */
841
842 return &prog->Parameters->Parameters[progPos];
843 }
844
845
846 /**
847 * Called via ctx->Driver.GetActiveUniform().
848 */
849 static void
850 _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
851 GLsizei maxLength, GLsizei *length, GLint *size,
852 GLenum *type, GLchar *nameOut)
853 {
854 const struct gl_shader_program *shProg;
855 const struct gl_program *prog;
856 GLint progPos;
857
858 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
859 if (!shProg)
860 return;
861
862 if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
863 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
864 return;
865 }
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; /* should never happen */
880
881 if (nameOut)
882 copy_string(nameOut, maxLength, length,
883 prog->Parameters->Parameters[progPos].Name);
884 if (size)
885 *size = prog->Parameters->Parameters[progPos].Size
886 / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
887 if (type)
888 *type = prog->Parameters->Parameters[progPos].DataType;
889 }
890
891
892 /**
893 * Called via ctx->Driver.GetAttachedShaders().
894 */
895 static void
896 _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
897 GLsizei *count, GLuint *obj)
898 {
899 struct gl_shader_program *shProg =
900 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
901 if (shProg) {
902 GLuint i;
903 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
904 obj[i] = shProg->Shaders[i]->Name;
905 }
906 if (count)
907 *count = i;
908 }
909 }
910
911
912 static GLuint
913 _mesa_get_handle(GLcontext *ctx, GLenum pname)
914 {
915 #if 0
916 GET_CURRENT_CONTEXT(ctx);
917
918 switch (pname) {
919 case GL_PROGRAM_OBJECT_ARB:
920 {
921 struct gl2_program_intf **pro = ctx->Shader.CurrentProgram;
922
923 if (pro != NULL)
924 return (**pro)._container._generic.
925 GetName((struct gl2_generic_intf **) (pro));
926 }
927 break;
928 default:
929 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
930 }
931 #endif
932 return 0;
933 }
934
935
936 static void
937 _mesa_get_programiv(GLcontext *ctx, GLuint program,
938 GLenum pname, GLint *params)
939 {
940 struct gl_shader_program *shProg
941 = _mesa_lookup_shader_program(ctx, program);
942
943 if (!shProg) {
944 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
945 return;
946 }
947
948 switch (pname) {
949 case GL_DELETE_STATUS:
950 *params = shProg->DeletePending;
951 break;
952 case GL_LINK_STATUS:
953 *params = shProg->LinkStatus;
954 break;
955 case GL_VALIDATE_STATUS:
956 *params = shProg->Validated;
957 break;
958 case GL_INFO_LOG_LENGTH:
959 *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
960 break;
961 case GL_ATTACHED_SHADERS:
962 *params = shProg->NumShaders;
963 break;
964 case GL_ACTIVE_ATTRIBUTES:
965 *params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
966 break;
967 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
968 *params = _mesa_longest_parameter_name(shProg->Attributes,
969 PROGRAM_INPUT) + 1;
970 break;
971 case GL_ACTIVE_UNIFORMS:
972 *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
973 break;
974 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
975 *params = _mesa_longest_uniform_name(shProg->Uniforms);
976 if (*params > 0)
977 (*params)++; /* add one for terminating zero */
978 break;
979 case GL_PROGRAM_BINARY_LENGTH_OES:
980 *params = 0;
981 break;
982 default:
983 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
984 return;
985 }
986 }
987
988
989 static void
990 _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
991 {
992 struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
993
994 if (!shader) {
995 return;
996 }
997
998 switch (pname) {
999 case GL_SHADER_TYPE:
1000 *params = shader->Type;
1001 break;
1002 case GL_DELETE_STATUS:
1003 *params = shader->DeletePending;
1004 break;
1005 case GL_COMPILE_STATUS:
1006 *params = shader->CompileStatus;
1007 break;
1008 case GL_INFO_LOG_LENGTH:
1009 *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
1010 break;
1011 case GL_SHADER_SOURCE_LENGTH:
1012 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
1013 break;
1014 default:
1015 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
1016 return;
1017 }
1018 }
1019
1020
1021 static void
1022 _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
1023 GLsizei *length, GLchar *infoLog)
1024 {
1025 struct gl_shader_program *shProg
1026 = _mesa_lookup_shader_program(ctx, program);
1027 if (!shProg) {
1028 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
1029 return;
1030 }
1031 copy_string(infoLog, bufSize, length, shProg->InfoLog);
1032 }
1033
1034
1035 static void
1036 _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
1037 GLsizei *length, GLchar *infoLog)
1038 {
1039 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
1040 if (!sh) {
1041 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
1042 return;
1043 }
1044 copy_string(infoLog, bufSize, length, sh->InfoLog);
1045 }
1046
1047
1048 /**
1049 * Called via ctx->Driver.GetShaderSource().
1050 */
1051 static void
1052 _mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
1053 GLsizei *length, GLchar *sourceOut)
1054 {
1055 struct gl_shader *sh;
1056 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
1057 if (!sh) {
1058 return;
1059 }
1060 copy_string(sourceOut, maxLength, length, sh->Source);
1061 }
1062
1063
1064 static void
1065 get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
1066 {
1067 switch (type) {
1068 case GL_FLOAT_MAT2:
1069 *rows = *cols = 2;
1070 break;
1071 case GL_FLOAT_MAT2x3:
1072 *rows = 3;
1073 *cols = 2;
1074 break;
1075 case GL_FLOAT_MAT2x4:
1076 *rows = 4;
1077 *cols = 2;
1078 break;
1079 case GL_FLOAT_MAT3:
1080 *rows = 3;
1081 *cols = 3;
1082 break;
1083 case GL_FLOAT_MAT3x2:
1084 *rows = 2;
1085 *cols = 3;
1086 break;
1087 case GL_FLOAT_MAT3x4:
1088 *rows = 4;
1089 *cols = 3;
1090 break;
1091 case GL_FLOAT_MAT4:
1092 *rows = 4;
1093 *cols = 4;
1094 break;
1095 case GL_FLOAT_MAT4x2:
1096 *rows = 2;
1097 *cols = 4;
1098 break;
1099 case GL_FLOAT_MAT4x3:
1100 *rows = 3;
1101 *cols = 4;
1102 break;
1103 default:
1104 *rows = *cols = 0;
1105 }
1106 }
1107
1108
1109 /**
1110 * Determine the number of rows and columns occupied by a uniform
1111 * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
1112 * the number of rows = 1 and cols = number of elements in the vector.
1113 */
1114 static void
1115 get_uniform_rows_cols(const struct gl_program_parameter *p,
1116 GLint *rows, GLint *cols)
1117 {
1118 get_matrix_dims(p->DataType, rows, cols);
1119 if (*rows == 0 && *cols == 0) {
1120 /* not a matrix type, probably a float or vector */
1121 if (p->Size <= 4) {
1122 *rows = 1;
1123 *cols = p->Size;
1124 }
1125 else {
1126 *rows = p->Size / 4 + 1;
1127 if (p->Size % 4 == 0)
1128 *cols = 4;
1129 else
1130 *cols = p->Size % 4;
1131 }
1132 }
1133 }
1134
1135
1136 #define MAX_UNIFORM_ELEMENTS 16
1137
1138 /**
1139 * Helper for GetUniformfv(), GetUniformiv()
1140 * Returns number of elements written to 'params' output.
1141 */
1142 static GLuint
1143 get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
1144 GLfloat *params)
1145 {
1146 struct gl_shader_program *shProg
1147 = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
1148 if (shProg) {
1149 if (shProg->Uniforms &&
1150 location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
1151 GLint progPos;
1152 const struct gl_program *prog = NULL;
1153
1154 progPos = shProg->Uniforms->Uniforms[location].VertPos;
1155 if (progPos >= 0) {
1156 prog = &shProg->VertexProgram->Base;
1157 }
1158 else {
1159 progPos = shProg->Uniforms->Uniforms[location].FragPos;
1160 if (progPos >= 0) {
1161 prog = &shProg->FragmentProgram->Base;
1162 }
1163 }
1164
1165 ASSERT(prog);
1166 if (prog) {
1167 const struct gl_program_parameter *p =
1168 &prog->Parameters->Parameters[progPos];
1169 GLint rows, cols, i, j, k;
1170
1171 /* See uniformiv() below */
1172 assert(p->Size <= MAX_UNIFORM_ELEMENTS);
1173
1174 get_uniform_rows_cols(p, &rows, &cols);
1175
1176 k = 0;
1177 for (i = 0; i < rows; i++) {
1178 for (j = 0; j < cols; j++ ) {
1179 params[k++] = prog->Parameters->ParameterValues[progPos+i][j];
1180 }
1181 }
1182
1183 return p->Size;
1184 }
1185 }
1186 else {
1187 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
1188 }
1189 }
1190 return 0;
1191 }
1192
1193
1194 /**
1195 * Called via ctx->Driver.GetUniformfv().
1196 */
1197 static void
1198 _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
1199 GLfloat *params)
1200 {
1201 (void) get_uniformfv(ctx, program, location, params);
1202 }
1203
1204
1205 /**
1206 * Called via ctx->Driver.GetUniformiv().
1207 */
1208 static void
1209 _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
1210 GLint *params)
1211 {
1212 GLfloat fparams[MAX_UNIFORM_ELEMENTS];
1213 GLuint n = get_uniformfv(ctx, program, location, fparams);
1214 GLuint i;
1215 assert(n <= MAX_UNIFORM_ELEMENTS);
1216 for (i = 0; i < n; i++) {
1217 params[i] = (GLint) fparams[i];
1218 }
1219 }
1220
1221
1222 /**
1223 * The value returned by GetUniformLocation actually encodes two things:
1224 * 1. the index into the prog->Uniforms[] array for the uniform
1225 * 2. an offset in the prog->ParameterValues[] array for specifying array
1226 * elements or structure fields.
1227 * This function merges those two values.
1228 */
1229 static void
1230 merge_location_offset(GLint *location, GLint offset)
1231 {
1232 *location = *location | (offset << 16);
1233 }
1234
1235
1236 /**
1237 * Seperate the uniform location and parameter offset. See above.
1238 */
1239 static void
1240 split_location_offset(GLint *location, GLint *offset)
1241 {
1242 *offset = (*location >> 16);
1243 *location = *location & 0xffff;
1244 }
1245
1246
1247 /**
1248 * Called via ctx->Driver.GetUniformLocation().
1249 *
1250 * The return value will encode two values, the uniform location and an
1251 * offset (used for arrays, structs).
1252 */
1253 static GLint
1254 _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
1255 {
1256 GLint offset = 0, location = -1;
1257
1258 struct gl_shader_program *shProg =
1259 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
1260
1261 if (!shProg)
1262 return -1;
1263
1264 if (shProg->LinkStatus == GL_FALSE) {
1265 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
1266 return -1;
1267 }
1268
1269 /* XXX we should return -1 if the uniform was declared, but not
1270 * actually used.
1271 */
1272
1273 /* XXX we need to be able to parse uniform names for structs and arrays
1274 * such as:
1275 * mymatrix[1]
1276 * mystruct.field1
1277 */
1278
1279 {
1280 /* handle 1-dimension arrays here... */
1281 char *c = strchr(name, '[');
1282 if (c) {
1283 /* truncate name at [ */
1284 const GLint len = c - name;
1285 GLchar *newName = _mesa_malloc(len + 1);
1286 if (!newName)
1287 return -1; /* out of mem */
1288 _mesa_memcpy(newName, name, len);
1289 newName[len] = 0;
1290
1291 location = _mesa_lookup_uniform(shProg->Uniforms, newName);
1292 if (location >= 0) {
1293 const GLint element = _mesa_atoi(c + 1);
1294 if (element > 0) {
1295 /* get type of the uniform array element */
1296 struct gl_program_parameter *p;
1297 p = get_uniform_parameter(shProg, location);
1298 if (p) {
1299 GLint rows, cols;
1300 get_matrix_dims(p->DataType, &rows, &cols);
1301 if (rows < 1)
1302 rows = 1;
1303 offset = element * rows;
1304 }
1305 }
1306 }
1307
1308 _mesa_free(newName);
1309 }
1310 }
1311
1312 if (location < 0) {
1313 location = _mesa_lookup_uniform(shProg->Uniforms, name);
1314 }
1315
1316 if (location >= 0) {
1317 merge_location_offset(&location, offset);
1318 }
1319
1320 return location;
1321 }
1322
1323
1324
1325 /**
1326 * Called via ctx->Driver.ShaderSource()
1327 */
1328 static void
1329 _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
1330 {
1331 struct gl_shader *sh;
1332
1333 sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
1334 if (!sh)
1335 return;
1336
1337 /* free old shader source string and install new one */
1338 if (sh->Source) {
1339 _mesa_free((void *) sh->Source);
1340 }
1341 sh->Source = source;
1342 sh->CompileStatus = GL_FALSE;
1343 }
1344
1345
1346 /**
1347 * Called via ctx->Driver.CompileShader()
1348 */
1349 static void
1350 _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
1351 {
1352 struct gl_shader *sh;
1353
1354 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
1355 if (!sh)
1356 return;
1357
1358 sh->CompileStatus = _slang_compile(ctx, sh);
1359 }
1360
1361
1362 /**
1363 * Called via ctx->Driver.LinkProgram()
1364 */
1365 static void
1366 _mesa_link_program(GLcontext *ctx, GLuint program)
1367 {
1368 struct gl_shader_program *shProg;
1369
1370 shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
1371 if (!shProg)
1372 return;
1373
1374 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1375
1376 _slang_link(ctx, program, shProg);
1377 }
1378
1379
1380 /**
1381 * Called via ctx->Driver.UseProgram()
1382 */
1383 void
1384 _mesa_use_program(GLcontext *ctx, GLuint program)
1385 {
1386 struct gl_shader_program *shProg;
1387
1388 if (ctx->Shader.CurrentProgram &&
1389 ctx->Shader.CurrentProgram->Name == program) {
1390 /* no-op */
1391 return;
1392 }
1393
1394 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1395
1396 if (program) {
1397 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1398 if (!shProg) {
1399 return;
1400 }
1401 if (!shProg->LinkStatus) {
1402 _mesa_error(ctx, GL_INVALID_OPERATION, "glUseProgram");
1403 return;
1404 }
1405 }
1406 else {
1407 shProg = NULL;
1408 }
1409
1410 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
1411 }
1412
1413
1414
1415 /**
1416 * Update the vertex and fragment program's TexturesUsed arrays.
1417 */
1418 static void
1419 update_textures_used(struct gl_program *prog)
1420 {
1421 GLuint s;
1422
1423 memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
1424
1425 for (s = 0; s < MAX_SAMPLERS; s++) {
1426 if (prog->SamplersUsed & (1 << s)) {
1427 GLuint u = prog->SamplerUnits[s];
1428 GLuint t = prog->SamplerTargets[s];
1429 assert(u < MAX_TEXTURE_IMAGE_UNITS);
1430 prog->TexturesUsed[u] |= (1 << t);
1431 }
1432 }
1433 }
1434
1435
1436 static GLboolean
1437 is_sampler_type(GLenum type)
1438 {
1439 switch (type) {
1440 case GL_SAMPLER_1D:
1441 case GL_SAMPLER_2D:
1442 case GL_SAMPLER_3D:
1443 case GL_SAMPLER_CUBE:
1444 case GL_SAMPLER_1D_SHADOW:
1445 case GL_SAMPLER_2D_SHADOW:
1446 case GL_SAMPLER_2D_RECT_ARB:
1447 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
1448 case GL_SAMPLER_1D_ARRAY_EXT:
1449 case GL_SAMPLER_2D_ARRAY_EXT:
1450 return GL_TRUE;
1451 default:
1452 return GL_FALSE;
1453 }
1454 }
1455
1456
1457 /**
1458 * Check if the type given by userType is allowed to set a uniform of the
1459 * target type. Generally, equivalence is required, but setting Boolean
1460 * uniforms can be done with glUniformiv or glUniformfv.
1461 */
1462 static GLboolean
1463 compatible_types(GLenum userType, GLenum targetType)
1464 {
1465 if (userType == targetType)
1466 return GL_TRUE;
1467
1468 if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT))
1469 return GL_TRUE;
1470
1471 if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
1472 userType == GL_INT_VEC2))
1473 return GL_TRUE;
1474
1475 if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
1476 userType == GL_INT_VEC3))
1477 return GL_TRUE;
1478
1479 if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
1480 userType == GL_INT_VEC4))
1481 return GL_TRUE;
1482
1483 if (is_sampler_type(targetType) && userType == GL_INT)
1484 return GL_TRUE;
1485
1486 return GL_FALSE;
1487 }
1488
1489
1490 /**
1491 * Set the value of a program's uniform variable.
1492 * \param program the program whose uniform to update
1493 * \param index the index of the program parameter for the uniform
1494 * \param offset additional parameter slot offset (for arrays)
1495 * \param type the datatype of the uniform
1496 * \param count the number of uniforms to set
1497 * \param elems number of elements per uniform
1498 * \param values the new values
1499 */
1500 static void
1501 set_program_uniform(GLcontext *ctx, struct gl_program *program,
1502 GLint index, GLint offset,
1503 GLenum type, GLsizei count, GLint elems,
1504 const void *values)
1505 {
1506 assert(offset >= 0);
1507
1508 if (!compatible_types(type,
1509 program->Parameters->Parameters[index].DataType)) {
1510 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
1511 return;
1512 }
1513
1514 if (index + offset > (GLint) program->Parameters->Size) {
1515 /* out of bounds! */
1516 return;
1517 }
1518
1519 if (program->Parameters->Parameters[index].Type == PROGRAM_SAMPLER) {
1520 /* This controls which texture unit which is used by a sampler */
1521 GLuint texUnit, sampler;
1522
1523 /* data type for setting samplers must be int */
1524 if (type != GL_INT || count != 1) {
1525 _mesa_error(ctx, GL_INVALID_OPERATION,
1526 "glUniform(only glUniform1i can be used "
1527 "to set sampler uniforms)");
1528 return;
1529 }
1530
1531 sampler = (GLuint) program->Parameters->ParameterValues[index][0];
1532 texUnit = ((GLuint *) values)[0];
1533
1534 /* check that the sampler (tex unit index) is legal */
1535 if (texUnit >= ctx->Const.MaxTextureImageUnits) {
1536 _mesa_error(ctx, GL_INVALID_VALUE,
1537 "glUniform1(invalid sampler/tex unit index)");
1538 return;
1539 }
1540
1541 /* This maps a sampler to a texture unit: */
1542 program->SamplerUnits[sampler] = texUnit;
1543 update_textures_used(program);
1544
1545 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1546 }
1547 else {
1548 /* ordinary uniform variable */
1549 GLsizei k, i;
1550 GLint slots = (program->Parameters->Parameters[index].Size + 3) / 4;
1551
1552 if (count * elems > (GLint) program->Parameters->Parameters[index].Size) {
1553 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
1554 return;
1555 }
1556
1557 if (count > slots)
1558 count = slots;
1559
1560 for (k = 0; k < count; k++) {
1561 GLfloat *uniformVal = program->Parameters->ParameterValues[index + offset + k];
1562 if (is_integer_type(type)) {
1563 const GLint *iValues = ((const GLint *) values) + k * elems;
1564 for (i = 0; i < elems; i++) {
1565 uniformVal[i] = (GLfloat) iValues[i];
1566 }
1567 }
1568 else {
1569 const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
1570 for (i = 0; i < elems; i++) {
1571 uniformVal[i] = fValues[i];
1572 }
1573 }
1574
1575 /* if the uniform is bool-valued, convert to 1.0 or 0.0 */
1576 if (is_boolean_type(program->Parameters->Parameters[index].DataType)) {
1577 for (i = 0; i < elems; i++) {
1578 uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
1579 }
1580 }
1581 }
1582 }
1583 }
1584
1585
1586 /**
1587 * Called via ctx->Driver.Uniform().
1588 */
1589 static void
1590 _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
1591 const GLvoid *values, GLenum type)
1592 {
1593 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1594 GLint elems, offset;
1595
1596 if (!shProg || !shProg->LinkStatus) {
1597 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
1598 return;
1599 }
1600
1601 if (location == -1)
1602 return; /* The standard specifies this as a no-op */
1603
1604 split_location_offset(&location, &offset);
1605
1606 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
1607 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
1608 return;
1609 }
1610
1611 if (count < 0) {
1612 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
1613 return;
1614 }
1615
1616 switch (type) {
1617 case GL_FLOAT:
1618 case GL_INT:
1619 elems = 1;
1620 break;
1621 case GL_FLOAT_VEC2:
1622 case GL_INT_VEC2:
1623 elems = 2;
1624 break;
1625 case GL_FLOAT_VEC3:
1626 case GL_INT_VEC3:
1627 elems = 3;
1628 break;
1629 case GL_FLOAT_VEC4:
1630 case GL_INT_VEC4:
1631 elems = 4;
1632 break;
1633 default:
1634 _mesa_problem(ctx, "Invalid type in _mesa_uniform");
1635 return;
1636 }
1637
1638 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1639
1640 /* A uniform var may be used by both a vertex shader and a fragment
1641 * shader. We may need to update one or both shader's uniform here:
1642 */
1643 if (shProg->VertexProgram) {
1644 /* convert uniform location to program parameter index */
1645 GLint index = shProg->Uniforms->Uniforms[location].VertPos;
1646 if (index >= 0) {
1647 set_program_uniform(ctx, &shProg->VertexProgram->Base,
1648 index, offset, type, count, elems, values);
1649 }
1650 }
1651
1652 if (shProg->FragmentProgram) {
1653 /* convert uniform location to program parameter index */
1654 GLint index = shProg->Uniforms->Uniforms[location].FragPos;
1655 if (index >= 0) {
1656 set_program_uniform(ctx, &shProg->FragmentProgram->Base,
1657 index, offset, type, count, elems, values);
1658 }
1659 }
1660 }
1661
1662
1663 /**
1664 * Set a matrix-valued program parameter.
1665 */
1666 static void
1667 set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
1668 GLuint index, GLuint offset,
1669 GLuint count, GLuint rows, GLuint cols,
1670 GLboolean transpose, const GLfloat *values)
1671 {
1672 GLuint mat, row, col;
1673 GLuint dst = index + offset, src = 0;
1674 GLint nr, nc;
1675
1676 /* check that the number of rows, columns is correct */
1677 get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc);
1678 if (rows != nr || cols != nc) {
1679 _mesa_error(ctx, GL_INVALID_OPERATION,
1680 "glUniformMatrix(matrix size mismatch)");
1681 return;
1682 }
1683
1684 if (index + offset > program->Parameters->Size) {
1685 /* out of bounds! */
1686 return;
1687 }
1688
1689 /*
1690 * Note: the _columns_ of a matrix are stored in program registers, not
1691 * the rows. So, the loops below look a little funny.
1692 * XXX could optimize this a bit...
1693 */
1694
1695 /* loop over matrices */
1696 for (mat = 0; mat < count; mat++) {
1697
1698 /* each matrix: */
1699 for (col = 0; col < cols; col++) {
1700 GLfloat *v = program->Parameters->ParameterValues[dst];
1701 for (row = 0; row < rows; row++) {
1702 if (transpose) {
1703 v[row] = values[src + row * cols + col];
1704 }
1705 else {
1706 v[row] = values[src + col * rows + row];
1707 }
1708 }
1709 dst++;
1710 }
1711
1712 src += rows * cols; /* next matrix */
1713 }
1714 }
1715
1716
1717 /**
1718 * Called by ctx->Driver.UniformMatrix().
1719 * Note: cols=2, rows=4 ==> array[2] of vec4
1720 */
1721 static void
1722 _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
1723 GLenum matrixType, GLint location, GLsizei count,
1724 GLboolean transpose, const GLfloat *values)
1725 {
1726 GLint offset;
1727 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1728
1729 if (!shProg || !shProg->LinkStatus) {
1730 _mesa_error(ctx, GL_INVALID_OPERATION,
1731 "glUniformMatrix(program not linked)");
1732 return;
1733 }
1734
1735 if (location == -1)
1736 return; /* The standard specifies this as a no-op */
1737
1738 split_location_offset(&location, &offset);
1739
1740 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
1741 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
1742 return;
1743 }
1744 if (values == NULL) {
1745 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
1746 return;
1747 }
1748
1749 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1750
1751 if (shProg->VertexProgram) {
1752 /* convert uniform location to program parameter index */
1753 GLint index = shProg->Uniforms->Uniforms[location].VertPos;
1754 if (index >= 0) {
1755 set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
1756 index, offset,
1757 count, rows, cols, transpose, values);
1758 }
1759 }
1760
1761 if (shProg->FragmentProgram) {
1762 /* convert uniform location to program parameter index */
1763 GLint index = shProg->Uniforms->Uniforms[location].FragPos;
1764 if (index >= 0) {
1765 set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
1766 index, offset,
1767 count, rows, cols, transpose, values);
1768 }
1769 }
1770 }
1771
1772
1773 static void
1774 _mesa_validate_program(GLcontext *ctx, GLuint program)
1775 {
1776 struct gl_shader_program *shProg;
1777
1778 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
1779 if (!shProg) {
1780 return;
1781 }
1782
1783 if (!shProg->LinkStatus) {
1784 shProg->Validated = GL_FALSE;
1785 return;
1786 }
1787
1788 /* From the GL spec, a program is invalid if any of these are true:
1789
1790 any two active samplers in the current program object are of
1791 different types, but refer to the same texture image unit,
1792
1793 any active sampler in the current program object refers to a texture
1794 image unit where fixed-function fragment processing accesses a
1795 texture target that does not match the sampler type, or
1796
1797 the sum of the number of active samplers in the program and the
1798 number of texture image units enabled for fixed-function fragment
1799 processing exceeds the combined limit on the total number of texture
1800 image units allowed.
1801 */
1802
1803 shProg->Validated = GL_TRUE;
1804 }
1805
1806
1807 /**
1808 * Plug in Mesa's GLSL functions into the device driver function table.
1809 */
1810 void
1811 _mesa_init_glsl_driver_functions(struct dd_function_table *driver)
1812 {
1813 driver->AttachShader = _mesa_attach_shader;
1814 driver->BindAttribLocation = _mesa_bind_attrib_location;
1815 driver->CompileShader = _mesa_compile_shader;
1816 driver->CreateProgram = _mesa_create_program;
1817 driver->CreateShader = _mesa_create_shader;
1818 driver->DeleteProgram2 = _mesa_delete_program2;
1819 driver->DeleteShader = _mesa_delete_shader;
1820 driver->DetachShader = _mesa_detach_shader;
1821 driver->GetActiveAttrib = _mesa_get_active_attrib;
1822 driver->GetActiveUniform = _mesa_get_active_uniform;
1823 driver->GetAttachedShaders = _mesa_get_attached_shaders;
1824 driver->GetAttribLocation = _mesa_get_attrib_location;
1825 driver->GetHandle = _mesa_get_handle;
1826 driver->GetProgramiv = _mesa_get_programiv;
1827 driver->GetProgramInfoLog = _mesa_get_program_info_log;
1828 driver->GetShaderiv = _mesa_get_shaderiv;
1829 driver->GetShaderInfoLog = _mesa_get_shader_info_log;
1830 driver->GetShaderSource = _mesa_get_shader_source;
1831 driver->GetUniformfv = _mesa_get_uniformfv;
1832 driver->GetUniformiv = _mesa_get_uniformiv;
1833 driver->GetUniformLocation = _mesa_get_uniform_location;
1834 driver->IsProgram = _mesa_is_program;
1835 driver->IsShader = _mesa_is_shader;
1836 driver->LinkProgram = _mesa_link_program;
1837 driver->ShaderSource = _mesa_shader_source;
1838 driver->Uniform = _mesa_uniform;
1839 driver->UniformMatrix = _mesa_uniform_matrix;
1840 driver->UseProgram = _mesa_use_program;
1841 driver->ValidateProgram = _mesa_validate_program;
1842 }