mesa|mapi: replace _mesa_[v]snprintf with [v]snprintf
[mesa.git] / src / mesa / main / uniform_query.cpp
index c0e3ca45e5616104909efdc880b4d52737762039..db2f173dd2f7ab17b0588dde98cbd8d9570f2ad5 100644 (file)
@@ -26,8 +26,8 @@
 
 #include <stdlib.h>
 #include <inttypes.h>  /* for PRIx64 macro */
+#include <math.h>
 
-#include "main/core.h"
 #include "main/context.h"
 #include "main/shaderapi.h"
 #include "main/shaderobj.h"
@@ -322,18 +322,28 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
 
    {
       unsigned elements = uni->type->components();
-      /* XXX: Remove the sampler/image check workarounds when bindless is fully
-       * implemented.
-       */
-      const int dmul =
-         (uni->type->is_64bit() && !uni->type->is_sampler() && !uni->type->is_image()) ? 2 : 1;
       const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
+      int dmul = (uni->type->is_64bit()) ? 2 : 1;
+
+      if ((uni->type->is_sampler() || uni->type->is_image()) &&
+          !uni->is_bindless) {
+         /* Non-bindless samplers/images are represented using unsigned integer
+          * 32-bit, while bindless handles are 64-bit.
+          */
+         dmul = 1;
+      }
 
       /* Calculate the source base address *BEFORE* modifying elements to
        * account for the size of the user's buffer.
        */
-      const union gl_constant_value *const src =
-         &uni->storage[offset * elements * dmul];
+      const union gl_constant_value *src;
+      if (ctx->Const.PackedDriverUniformStorage &&
+          (uni->is_bindless || !uni->type->contains_opaque())) {
+         src = (gl_constant_value *) uni->driver_storage[0].data +
+            (offset * elements * dmul);
+      } else {
+         src = &uni->storage[offset * elements * dmul];
+      }
 
       assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
              returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE ||
@@ -354,7 +364,8 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
        */
       if (returnType == uni->type->base_type ||
           ((returnType == GLSL_TYPE_INT || returnType == GLSL_TYPE_UINT) &&
-           (uni->type->is_sampler() || uni->type->is_image()))) {
+           (uni->type->is_sampler() || uni->type->is_image())) ||
+          (returnType == GLSL_TYPE_UINT64 && uni->is_bindless)) {
          memcpy(paramsOut, src, bytes);
       } else {
          union gl_constant_value *const dst =
@@ -718,13 +729,15 @@ log_program_parameters(const struct gl_shader_program *shProg)
       printf("Program %d %s shader parameters:\n",
              shProg->Name, _mesa_shader_stage_to_string(i));
       for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
-        printf("%s: %p %f %f %f %f\n",
+         unsigned pvo = prog->Parameters->ParameterValueOffset[j];
+         printf("%s: %u %p %f %f %f %f\n",
                prog->Parameters->Parameters[j].Name,
-               prog->Parameters->ParameterValues[j],
-               prog->Parameters->ParameterValues[j][0].f,
-               prog->Parameters->ParameterValues[j][1].f,
-               prog->Parameters->ParameterValues[j][2].f,
-               prog->Parameters->ParameterValues[j][3].f);
+                pvo,
+                prog->Parameters->ParameterValues + pvo,
+                prog->Parameters->ParameterValues[pvo].f,
+                prog->Parameters->ParameterValues[pvo + 1].f,
+                prog->Parameters->ParameterValues[pvo + 2].f,
+                prog->Parameters->ParameterValues[pvo + 3].f);
       }
    }
    fflush(stdout);
@@ -998,6 +1011,66 @@ validate_uniform(GLint location, GLsizei count, const GLvoid *values,
    return uni;
 }
 
+void
+_mesa_flush_vertices_for_uniforms(struct gl_context *ctx,
+                                  const struct gl_uniform_storage *uni)
+{
+   /* Opaque uniforms have no storage unless they are bindless */
+   if (!uni->is_bindless && uni->type->contains_opaque()) {
+      FLUSH_VERTICES(ctx, 0);
+      return;
+   }
+
+   uint64_t new_driver_state = 0;
+   unsigned mask = uni->active_shader_mask;
+
+   while (mask) {
+      unsigned index = u_bit_scan(&mask);
+
+      assert(index < MESA_SHADER_STAGES);
+      new_driver_state |= ctx->DriverFlags.NewShaderConstants[index];
+   }
+
+   FLUSH_VERTICES(ctx, new_driver_state ? 0 : _NEW_PROGRAM_CONSTANTS);
+   ctx->NewDriverState |= new_driver_state;
+}
+
+static void
+copy_uniforms_to_storage(gl_constant_value *storage,
+                         struct gl_uniform_storage *uni,
+                         struct gl_context *ctx, GLsizei count,
+                         const GLvoid *values, const int size_mul,
+                         const unsigned offset, const unsigned components,
+                         enum glsl_base_type basicType)
+{
+   if (!uni->type->is_boolean() && !uni->is_bindless) {
+      memcpy(storage, values,
+             sizeof(storage[0]) * components * count * size_mul);
+   } else if (uni->is_bindless) {
+      const union gl_constant_value *src =
+         (const union gl_constant_value *) values;
+      GLuint64 *dst = (GLuint64 *)&storage->i;
+      const unsigned elems = components * count;
+
+      for (unsigned i = 0; i < elems; i++) {
+         dst[i] = src[i].i;
+      }
+   } else {
+      const union gl_constant_value *src =
+         (const union gl_constant_value *) values;
+      union gl_constant_value *dst = storage;
+      const unsigned elems = components * count;
+
+      for (unsigned i = 0; i < elems; i++) {
+         if (basicType == GLSL_TYPE_FLOAT) {
+            dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
+         } else {
+            dst[i].i = src[i].i != 0    ? ctx->Const.UniformBooleanTrue : 0;
+         }
+      }
+   }
+}
+
 
 /**
  * Called via glUniform*() functions.
@@ -1052,30 +1125,33 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
       count = MIN2(count, (int) (uni->array_elements - offset));
    }
 
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+   /* We check samplers for changes and flush if needed in the sampler
+    * handling code further down, so just skip them here.
+    */
+   if (!uni->type->is_sampler()) {
+       _mesa_flush_vertices_for_uniforms(ctx, uni);
+   }
 
    /* Store the data in the "actual type" backing storage for the uniform.
     */
-   if (!uni->type->is_boolean()) {
-      memcpy(&uni->storage[size_mul * components * offset], values,
-             sizeof(uni->storage[0]) * components * count * size_mul);
+   gl_constant_value *storage;
+   if (ctx->Const.PackedDriverUniformStorage &&
+       (uni->is_bindless || !uni->type->contains_opaque())) {
+      for (unsigned s = 0; s < uni->num_driver_storage; s++) {
+         storage = (gl_constant_value *)
+            uni->driver_storage[s].data + (size_mul * offset * components);
+
+         copy_uniforms_to_storage(storage, uni, ctx, count, values, size_mul,
+                                  offset, components, basicType);
+      }
    } else {
-      const union gl_constant_value *src =
-         (const union gl_constant_value *) values;
-      union gl_constant_value *dst = &uni->storage[components * offset];
-      const unsigned elems = components * count;
+      storage = &uni->storage[size_mul * components * offset];
+      copy_uniforms_to_storage(storage, uni, ctx, count, values, size_mul,
+                               offset, components, basicType);
 
-      for (unsigned i = 0; i < elems; i++) {
-         if (basicType == GLSL_TYPE_FLOAT) {
-            dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
-         } else {
-            dst[i].i = src[i].i != 0    ? ctx->Const.UniformBooleanTrue : 0;
-         }
-      }
+      _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
    }
 
-   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
-
    /* If the uniform is a sampler, do the extra magic necessary to propagate
     * the changes through.
     */
@@ -1094,9 +1170,25 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
          bool changed = false;
          for (int j = 0; j < count; j++) {
             unsigned unit = uni->opaque[i].index + offset + j;
-            if (sh->Program->SamplerUnits[unit] != ((unsigned *) values)[j]) {
-               sh->Program->SamplerUnits[unit] = ((unsigned *) values)[j];
-               changed = true;
+            unsigned value = ((unsigned *)values)[j];
+
+            if (uni->is_bindless) {
+               struct gl_bindless_sampler *sampler =
+                  &sh->Program->sh.BindlessSamplers[unit];
+
+               /* Mark this bindless sampler as bound to a texture unit.
+                */
+               if (sampler->unit != value || !sampler->bound) {
+                  sampler->unit = value;
+                  changed = true;
+               }
+               sampler->bound = true;
+               sh->Program->sh.HasBoundBindlessSampler = true;
+            } else {
+               if (sh->Program->SamplerUnits[unit] != value) {
+                  sh->Program->SamplerUnits[unit] = value;
+                  changed = true;
+               }
             }
          }
 
@@ -1125,15 +1217,79 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
          if (!uni->opaque[i].active)
             continue;
 
-         for (int j = 0; j < count; j++)
-            sh->Program->sh.ImageUnits[uni->opaque[i].index + offset + j] =
-               ((GLint *) values)[j];
+         for (int j = 0; j < count; j++) {
+            unsigned unit = uni->opaque[i].index + offset + j;
+            unsigned value = ((unsigned *)values)[j];
+
+            if (uni->is_bindless) {
+               struct gl_bindless_image *image =
+                  &sh->Program->sh.BindlessImages[unit];
+
+               /* Mark this bindless image as bound to an image unit.
+                */
+               image->unit = value;
+               image->bound = true;
+               sh->Program->sh.HasBoundBindlessImage = true;
+            } else {
+               sh->Program->sh.ImageUnits[unit] = value;
+            }
+         }
       }
 
       ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
    }
 }
 
+
+static void
+copy_uniform_matrix_to_storage(gl_constant_value *storage,
+                               GLsizei count, const void *values,
+                               const unsigned size_mul, const unsigned offset,
+                               const unsigned components,
+                               const unsigned vectors, bool transpose,
+                               unsigned cols, unsigned rows,
+                               enum glsl_base_type basicType)
+{
+   const unsigned elements = components * vectors;
+
+   if (!transpose) {
+      memcpy(storage, values,
+             sizeof(storage[0]) * elements * count * size_mul);
+   } else if (basicType == GLSL_TYPE_FLOAT) {
+      /* Copy and transpose the matrix.
+       */
+      const float *src = (const float *)values;
+      float *dst = &storage->f;
+
+      for (int i = 0; i < count; i++) {
+         for (unsigned r = 0; r < rows; r++) {
+            for (unsigned c = 0; c < cols; c++) {
+               dst[(c * components) + r] = src[c + (r * vectors)];
+            }
+         }
+
+         dst += elements;
+         src += elements;
+      }
+   } else {
+      assert(basicType == GLSL_TYPE_DOUBLE);
+      const double *src = (const double *)values;
+      double *dst = (double *)&storage->f;
+
+      for (int i = 0; i < count; i++) {
+         for (unsigned r = 0; r < rows; r++) {
+            for (unsigned c = 0; c < cols; c++) {
+               dst[(c * components) + r] = src[c + (r * vectors)];
+            }
+         }
+
+         dst += elements;
+         src += elements;
+      }
+   }
+}
+
+
 /**
  * Called by glUniformMatrix*() functions.
  * Note: cols=2, rows=4  ==>  array[2] of vec4
@@ -1229,49 +1385,63 @@ _mesa_uniform_matrix(GLint location, GLsizei count,
       count = MIN2(count, (int) (uni->array_elements - offset));
    }
 
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+   _mesa_flush_vertices_for_uniforms(ctx, uni);
 
    /* Store the data in the "actual type" backing storage for the uniform.
     */
+   gl_constant_value *storage;
    const unsigned elements = components * vectors;
+   if (ctx->Const.PackedDriverUniformStorage) {
+      for (unsigned s = 0; s < uni->num_driver_storage; s++) {
+         storage = (gl_constant_value *)
+            uni->driver_storage[s].data + (size_mul * offset * elements);
+
+         copy_uniform_matrix_to_storage(storage, count, values, size_mul,
+                                        offset, components, vectors,
+                                        transpose, cols, rows, basicType);
+      }
+   } else {
+      storage =  &uni->storage[size_mul * elements * offset];
+      copy_uniform_matrix_to_storage(storage, count, values, size_mul, offset,
+                                     components, vectors, transpose, cols,
+                                     rows, basicType);
 
-   if (!transpose) {
-      memcpy(&uni->storage[size_mul * elements * offset], values,
-            sizeof(uni->storage[0]) * elements * count * size_mul);
-   } else if (basicType == GLSL_TYPE_FLOAT) {
-      /* Copy and transpose the matrix.
-       */
-      const float *src = (const float *)values;
-      float *dst = &uni->storage[elements * offset].f;
+      _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
+   }
+}
 
-      for (int i = 0; i < count; i++) {
-        for (unsigned r = 0; r < rows; r++) {
-           for (unsigned c = 0; c < cols; c++) {
-              dst[(c * components) + r] = src[c + (r * vectors)];
-           }
-        }
+static void
+update_bound_bindless_sampler_flag(struct gl_program *prog)
+{
+   unsigned i;
 
-        dst += elements;
-        src += elements;
-      }
-   } else {
-      assert(basicType == GLSL_TYPE_DOUBLE);
-      const double *src = (const double *)values;
-      double *dst = (double *)&uni->storage[elements * offset].f;
+   if (likely(!prog->sh.HasBoundBindlessSampler))
+      return;
 
-      for (int i = 0; i < count; i++) {
-        for (unsigned r = 0; r < rows; r++) {
-           for (unsigned c = 0; c < cols; c++) {
-              dst[(c * components) + r] = src[c + (r * vectors)];
-           }
-        }
+   for (i = 0; i < prog->sh.NumBindlessSamplers; i++) {
+      struct gl_bindless_sampler *sampler = &prog->sh.BindlessSamplers[i];
 
-        dst += elements;
-        src += elements;
-      }
+      if (sampler->bound)
+         return;
    }
+   prog->sh.HasBoundBindlessSampler = false;
+}
+
+static void
+update_bound_bindless_image_flag(struct gl_program *prog)
+{
+   unsigned i;
+
+   if (likely(!prog->sh.HasBoundBindlessImage))
+      return;
 
-   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
+   for (i = 0; i < prog->sh.NumBindlessImages; i++) {
+      struct gl_bindless_image *image = &prog->sh.BindlessImages[i];
+
+      if (image->bound)
+         return;
+   }
+   prog->sh.HasBoundBindlessImage = false;
 }
 
 /**
@@ -1282,28 +1452,48 @@ _mesa_uniform_handle(GLint location, GLsizei count, const GLvoid *values,
                      struct gl_context *ctx, struct gl_shader_program *shProg)
 {
    unsigned offset;
-   struct gl_uniform_storage *const uni =
-      validate_uniform_parameters(location, count, &offset,
-                                  ctx, shProg, "glUniformHandleui64*ARB");
-   if (uni == NULL)
-      return;
+   struct gl_uniform_storage *uni;
 
-   if (!uni->is_bindless) {
-      /* From section "Errors" of the ARB_bindless_texture spec:
-       *
-       * "The error INVALID_OPERATION is generated by
-       *  UniformHandleui64{v}ARB if the sampler or image uniform being
-       *  updated has the "bound_sampler" or "bound_image" layout qualifier."
-       *
-       * From section 4.4.6 of the ARB_bindless_texture spec:
+   if (_mesa_is_no_error_enabled(ctx)) {
+      /* From Section 7.6 (UNIFORM VARIABLES) of the OpenGL 4.5 spec:
        *
-       * "In the absence of these qualifiers, sampler and image uniforms are
-       *  considered "bound". Additionally, if GL_ARB_bindless_texture is not
-       *  enabled, these uniforms are considered "bound"."
+       *   "If the value of location is -1, the Uniform* commands will
+       *   silently ignore the data passed in, and the current uniform values
+       *   will not be changed.
        */
-      _mesa_error(ctx, GL_INVALID_OPERATION,
-                  "glUniformHandleui64*ARB(non-bindless sampler/image uniform)");
-      return;
+      if (location == -1)
+         return;
+
+      uni = shProg->UniformRemapTable[location];
+
+      /* The array index specified by the uniform location is just the
+       * uniform location minus the base location of of the uniform.
+       */
+      assert(uni->array_elements > 0 || location == (int)uni->remap_location);
+      offset = location - uni->remap_location;
+   } else {
+      uni = validate_uniform_parameters(location, count, &offset,
+                                        ctx, shProg, "glUniformHandleui64*ARB");
+      if (!uni)
+         return;
+
+      if (!uni->is_bindless) {
+         /* From section "Errors" of the ARB_bindless_texture spec:
+          *
+          * "The error INVALID_OPERATION is generated by
+          *  UniformHandleui64{v}ARB if the sampler or image uniform being
+          *  updated has the "bound_sampler" or "bound_image" layout qualifier."
+          *
+          * From section 4.4.6 of the ARB_bindless_texture spec:
+          *
+          * "In the absence of these qualifiers, sampler and image uniforms are
+          *  considered "bound". Additionally, if GL_ARB_bindless_texture is
+          *  not enabled, these uniforms are considered "bound"."
+          */
+         _mesa_error(ctx, GL_INVALID_OPERATION,
+                     "glUniformHandleui64*ARB(non-bindless sampler/image uniform)");
+         return;
+      }
    }
 
    const unsigned components = uni->type->vector_elements;
@@ -1329,14 +1519,70 @@ _mesa_uniform_handle(GLint location, GLsizei count, const GLvoid *values,
       count = MIN2(count, (int) (uni->array_elements - offset));
    }
 
-   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+   _mesa_flush_vertices_for_uniforms(ctx, uni);
 
    /* Store the data in the "actual type" backing storage for the uniform.
     */
-   memcpy(&uni->storage[size_mul * components * offset], values,
-          sizeof(uni->storage[0]) * components * count * size_mul);
+   gl_constant_value *storage;
+   if (ctx->Const.PackedDriverUniformStorage) {
+      for (unsigned s = 0; s < uni->num_driver_storage; s++) {
+         storage = (gl_constant_value *)
+            uni->driver_storage[s].data + (size_mul * offset * components);
+         memcpy(storage, values,
+                sizeof(uni->storage[0]) * components * count * size_mul);
+      }
+   } else {
+      memcpy(&uni->storage[size_mul * components * offset], values,
+             sizeof(uni->storage[0]) * components * count * size_mul);
+
+      _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
+   }
+
+   if (uni->type->is_sampler()) {
+      /* Mark this bindless sampler as not bound to a texture unit because
+       * it refers to a texture handle.
+       */
+      for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+         struct gl_linked_shader *const sh = shProg->_LinkedShaders[i];
+
+         /* If the shader stage doesn't use the sampler uniform, skip this. */
+         if (!uni->opaque[i].active)
+            continue;
 
-   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
+         for (int j = 0; j < count; j++) {
+            unsigned unit = uni->opaque[i].index + offset + j;
+            struct gl_bindless_sampler *sampler =
+               &sh->Program->sh.BindlessSamplers[unit];
+
+            sampler->bound = false;
+         }
+
+         update_bound_bindless_sampler_flag(sh->Program);
+      }
+   }
+
+   if (uni->type->is_image()) {
+      /* Mark this bindless image as not bound to an image unit because it
+       * refers to a texture handle.
+       */
+      for (int i = 0; i < MESA_SHADER_STAGES; i++) {
+         struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
+
+         /* If the shader stage doesn't use the sampler uniform, skip this. */
+         if (!uni->opaque[i].active)
+            continue;
+
+         for (int j = 0; j < count; j++) {
+            unsigned unit = uni->opaque[i].index + offset + j;
+            struct gl_bindless_image *image =
+               &sh->Program->sh.BindlessImages[unit];
+
+            image->bound = false;
+         }
+
+         update_bound_bindless_image_flag(sh->Program);
+      }
+   }
 }
 
 extern "C" bool
@@ -1348,7 +1594,7 @@ _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
       return true;
 
    if (!shProg->SamplersValidated) {
-      _mesa_snprintf(errMsg, errMsgLength,
+      snprintf(errMsg, errMsgLength,
                      "active samplers with a different type "
                      "refer to the same texture image unit");
       return false;