| /* |
| * Mesa 3-D graphics library |
| * |
| * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. |
| * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved. |
| * Copyright © 2010, 2011 Intel Corporation |
| * |
| * Permission is hereby granted, free of charge, to any person obtaining a |
| * copy of this software and associated documentation files (the "Software"), |
| * to deal in the Software without restriction, including without limitation |
| * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
| * and/or sell copies of the Software, and to permit persons to whom the |
| * Software is furnished to do so, subject to the following conditions: |
| * |
| * The above copyright notice and this permission notice shall be included |
| * in all copies or substantial portions of the Software. |
| * |
| * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
| * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
| * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
| * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR |
| * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, |
| * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR |
| * OTHER DEALINGS IN THE SOFTWARE. |
| */ |
| |
| #include <stdlib.h> |
| |
| #include "main/core.h" |
| #include "main/context.h" |
| #include "main/shaderapi.h" |
| #include "main/shaderobj.h" |
| #include "main/uniforms.h" |
| #include "compiler/glsl/ir.h" |
| #include "compiler/glsl/ir_uniform.h" |
| #include "compiler/glsl/glsl_parser_extras.h" |
| #include "compiler/glsl/program.h" |
| #include "util/bitscan.h" |
| |
| |
| extern "C" void GLAPIENTRY |
| _mesa_GetActiveUniform(GLuint program, GLuint index, |
| GLsizei maxLength, GLsizei *length, GLint *size, |
| GLenum *type, GLcharARB *nameOut) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| struct gl_shader_program *shProg; |
| struct gl_program_resource *res; |
| |
| if (maxLength < 0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(maxLength < 0)"); |
| return; |
| } |
| |
| shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); |
| if (!shProg) |
| return; |
| |
| res = _mesa_program_resource_find_index((struct gl_shader_program *) shProg, |
| GL_UNIFORM, index); |
| |
| if (!res) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); |
| return; |
| } |
| |
| if (nameOut) |
| _mesa_get_program_resource_name(shProg, GL_UNIFORM, index, maxLength, |
| length, nameOut, "glGetActiveUniform"); |
| if (type) |
| _mesa_program_resource_prop((struct gl_shader_program *) shProg, |
| res, index, GL_TYPE, (GLint*) type, |
| "glGetActiveUniform"); |
| if (size) |
| _mesa_program_resource_prop((struct gl_shader_program *) shProg, |
| res, index, GL_ARRAY_SIZE, (GLint*) size, |
| "glGetActiveUniform"); |
| } |
| |
| static GLenum |
| resource_prop_from_uniform_prop(GLenum uni_prop) |
| { |
| switch (uni_prop) { |
| case GL_UNIFORM_TYPE: |
| return GL_TYPE; |
| case GL_UNIFORM_SIZE: |
| return GL_ARRAY_SIZE; |
| case GL_UNIFORM_NAME_LENGTH: |
| return GL_NAME_LENGTH; |
| case GL_UNIFORM_BLOCK_INDEX: |
| return GL_BLOCK_INDEX; |
| case GL_UNIFORM_OFFSET: |
| return GL_OFFSET; |
| case GL_UNIFORM_ARRAY_STRIDE: |
| return GL_ARRAY_STRIDE; |
| case GL_UNIFORM_MATRIX_STRIDE: |
| return GL_MATRIX_STRIDE; |
| case GL_UNIFORM_IS_ROW_MAJOR: |
| return GL_IS_ROW_MAJOR; |
| case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX: |
| return GL_ATOMIC_COUNTER_BUFFER_INDEX; |
| default: |
| return 0; |
| } |
| } |
| |
| extern "C" void GLAPIENTRY |
| _mesa_GetActiveUniformsiv(GLuint program, |
| GLsizei uniformCount, |
| const GLuint *uniformIndices, |
| GLenum pname, |
| GLint *params) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| struct gl_shader_program *shProg; |
| struct gl_program_resource *res; |
| GLenum res_prop; |
| |
| if (uniformCount < 0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, |
| "glGetActiveUniformsiv(uniformCount < 0)"); |
| return; |
| } |
| |
| shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); |
| if (!shProg) |
| return; |
| |
| res_prop = resource_prop_from_uniform_prop(pname); |
| |
| /* We need to first verify that each entry exists as active uniform. If |
| * not, generate error and do not cause any other side effects. |
| * |
| * In the case of and error condition, Page 16 (section 2.3.1 Errors) |
| * of the OpenGL 4.5 spec says: |
| * |
| * "If the generating command modifies values through a pointer argu- |
| * ment, no change is made to these values." |
| */ |
| for (int i = 0; i < uniformCount; i++) { |
| if (!_mesa_program_resource_find_index(shProg, GL_UNIFORM, |
| uniformIndices[i])) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)"); |
| return; |
| } |
| } |
| |
| for (int i = 0; i < uniformCount; i++) { |
| res = _mesa_program_resource_find_index(shProg, GL_UNIFORM, |
| uniformIndices[i]); |
| if (!_mesa_program_resource_prop(shProg, res, uniformIndices[i], |
| res_prop, ¶ms[i], |
| "glGetActiveUniformsiv")) |
| break; |
| } |
| } |
| |
| static struct gl_uniform_storage * |
| validate_uniform_parameters(struct gl_context *ctx, |
| struct gl_shader_program *shProg, |
| GLint location, GLsizei count, |
| unsigned *array_index, |
| const char *caller) |
| { |
| if (shProg == NULL) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller); |
| return NULL; |
| } |
| |
| /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec: |
| * |
| * "If a negative number is provided where an argument of type sizei or |
| * sizeiptr is specified, the error INVALID_VALUE is generated." |
| */ |
| if (count < 0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller); |
| return NULL; |
| } |
| |
| /* Check that the given location is in bounds of uniform remap table. |
| * Unlinked programs will have NumUniformRemapTable == 0, so we can take |
| * the shProg->data->LinkStatus check out of the main path. |
| */ |
| if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) { |
| if (!shProg->data->LinkStatus) |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", |
| caller); |
| else |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", |
| caller, location); |
| |
| return NULL; |
| } |
| |
| if (location == -1) { |
| if (!shProg->data->LinkStatus) |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", |
| caller); |
| |
| return NULL; |
| } |
| |
| /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says: |
| * |
| * "If any of the following conditions occur, an INVALID_OPERATION |
| * error is generated by the Uniform* commands, and no uniform values |
| * are changed: |
| * |
| * ... |
| * |
| * - if no variable with a location of location exists in the |
| * program object currently in use and location is not -1, |
| * - if count is greater than one, and the uniform declared in the |
| * shader is not an array variable, |
| */ |
| if (location < -1 || !shProg->UniformRemapTable[location]) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", |
| caller, location); |
| return NULL; |
| } |
| |
| /* If the driver storage pointer in remap table is -1, we ignore silently. |
| * |
| * GL_ARB_explicit_uniform_location spec says: |
| * "What happens if Uniform* is called with an explicitly defined |
| * uniform location, but that uniform is deemed inactive by the |
| * linker? |
| * |
| * RESOLVED: The call is ignored for inactive uniform variables and |
| * no error is generated." |
| * |
| */ |
| if (shProg->UniformRemapTable[location] == |
| INACTIVE_UNIFORM_EXPLICIT_LOCATION) |
| return NULL; |
| |
| struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location]; |
| |
| /* Even though no location is assigned to a built-in uniform and this |
| * function should already have returned NULL, this test makes it explicit |
| * that we are not allowing to update the value of a built-in. |
| */ |
| if (uni->builtin) |
| return NULL; |
| |
| if (uni->array_elements == 0) { |
| if (count > 1) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "%s(count = %u for non-array \"%s\"@%d)", |
| caller, count, uni->name, location); |
| return NULL; |
| } |
| |
| assert((location - uni->remap_location) == 0); |
| *array_index = 0; |
| } else { |
| /* The array index specified by the uniform location is just the uniform |
| * location minus the base location of of the uniform. |
| */ |
| *array_index = location - uni->remap_location; |
| |
| /* If the uniform is an array, check that array_index is in bounds. |
| * array_index is unsigned so no need to check for less than zero. |
| */ |
| if (*array_index >= uni->array_elements) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", |
| caller, location); |
| return NULL; |
| } |
| } |
| return uni; |
| } |
| |
| /** |
| * Called via glGetUniform[fiui]v() to get the current value of a uniform. |
| */ |
| extern "C" void |
| _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, |
| GLsizei bufSize, enum glsl_base_type returnType, |
| GLvoid *paramsOut) |
| { |
| struct gl_shader_program *shProg = |
| _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv"); |
| unsigned offset; |
| |
| struct gl_uniform_storage *const uni = |
| validate_uniform_parameters(ctx, shProg, location, 1, |
| &offset, "glGetUniform"); |
| if (uni == NULL) { |
| /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1 |
| * spec says: |
| * |
| * "The error INVALID_OPERATION is generated if program has not been |
| * linked successfully, or if location is not a valid location for |
| * program." |
| * |
| * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec |
| * says: |
| * |
| * "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." |
| * |
| * Allowing -1 for the location parameter of glUniform allows |
| * applications to avoid error paths in the case that, for example, some |
| * uniform variable is removed by the compiler / linker after |
| * optimization. In this case, the new value of the uniform is dropped |
| * on the floor. For the case of glGetUniform, there is nothing |
| * sensible to do for a location of -1. |
| * |
| * If the location was -1, validate_unfirom_parameters will return NULL |
| * without raising an error. Raise the error here. |
| */ |
| if (location == -1) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)", |
| location); |
| } |
| |
| return; |
| } |
| |
| { |
| unsigned elements = (uni->type->is_sampler()) |
| ? 1 : uni->type->components(); |
| const int dmul = uni->type->is_64bit() ? 2 : 1; |
| const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 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]; |
| |
| assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT || |
| returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE); |
| |
| /* doubles have a different size than the other 3 types */ |
| unsigned bytes = sizeof(src[0]) * elements * rmul; |
| if (bufSize < 0 || bytes > (unsigned) bufSize) { |
| _mesa_error( ctx, GL_INVALID_OPERATION, |
| "glGetnUniform*vARB(out of bounds: bufSize is %d," |
| " but %u bytes are required)", bufSize, bytes ); |
| return; |
| } |
| |
| /* If the return type and the uniform's native type are "compatible," |
| * just memcpy the data. If the types are not compatible, perform a |
| * slower convert-and-copy process. |
| */ |
| if (returnType == uni->type->base_type |
| || ((returnType == GLSL_TYPE_INT |
| || returnType == GLSL_TYPE_UINT) |
| && |
| (uni->type->base_type == GLSL_TYPE_INT |
| || uni->type->base_type == GLSL_TYPE_UINT |
| || uni->type->base_type == GLSL_TYPE_SAMPLER |
| || uni->type->base_type == GLSL_TYPE_IMAGE))) { |
| memcpy(paramsOut, src, bytes); |
| } else { |
| union gl_constant_value *const dst = |
| (union gl_constant_value *) paramsOut; |
| /* This code could be optimized by putting the loop inside the switch |
| * statements. However, this is not expected to be |
| * performance-critical code. |
| */ |
| for (unsigned i = 0; i < elements; i++) { |
| int sidx = i * dmul; |
| int didx = i * rmul; |
| |
| switch (returnType) { |
| case GLSL_TYPE_FLOAT: |
| switch (uni->type->base_type) { |
| case GLSL_TYPE_UINT: |
| dst[didx].f = (float) src[sidx].u; |
| break; |
| case GLSL_TYPE_INT: |
| case GLSL_TYPE_SAMPLER: |
| case GLSL_TYPE_IMAGE: |
| dst[didx].f = (float) src[sidx].i; |
| break; |
| case GLSL_TYPE_BOOL: |
| dst[didx].f = src[sidx].i ? 1.0f : 0.0f; |
| break; |
| case GLSL_TYPE_DOUBLE: { |
| double tmp; |
| memcpy(&tmp, &src[sidx].f, sizeof(tmp)); |
| dst[didx].f = tmp; |
| break; |
| } |
| default: |
| assert(!"Should not get here."); |
| break; |
| } |
| break; |
| case GLSL_TYPE_DOUBLE: |
| switch (uni->type->base_type) { |
| case GLSL_TYPE_UINT: { |
| double tmp = src[sidx].u; |
| memcpy(&dst[didx].f, &tmp, sizeof(tmp)); |
| break; |
| } |
| case GLSL_TYPE_INT: |
| case GLSL_TYPE_SAMPLER: |
| case GLSL_TYPE_IMAGE: { |
| double tmp = src[sidx].i; |
| memcpy(&dst[didx].f, &tmp, sizeof(tmp)); |
| break; |
| } |
| case GLSL_TYPE_BOOL: { |
| double tmp = src[sidx].i ? 1.0 : 0.0; |
| memcpy(&dst[didx].f, &tmp, sizeof(tmp)); |
| break; |
| } |
| case GLSL_TYPE_FLOAT: { |
| double tmp = src[sidx].f; |
| memcpy(&dst[didx].f, &tmp, sizeof(tmp)); |
| break; |
| } |
| default: |
| assert(!"Should not get here."); |
| break; |
| } |
| break; |
| case GLSL_TYPE_INT: |
| case GLSL_TYPE_UINT: |
| switch (uni->type->base_type) { |
| case GLSL_TYPE_FLOAT: |
| /* While the GL 3.2 core spec doesn't explicitly |
| * state how conversion of float uniforms to integer |
| * values works, in section 6.2 "State Tables" on |
| * page 267 it says: |
| * |
| * "Unless otherwise specified, when floating |
| * point state is returned as integer values or |
| * integer state is returned as floating-point |
| * values it is converted in the fashion |
| * described in section 6.1.2" |
| * |
| * That section, on page 248, says: |
| * |
| * "If GetIntegerv or GetInteger64v are called, |
| * a floating-point value is rounded to the |
| * nearest integer..." |
| */ |
| dst[didx].i = IROUND(src[sidx].f); |
| break; |
| case GLSL_TYPE_BOOL: |
| dst[didx].i = src[sidx].i ? 1 : 0; |
| break; |
| case GLSL_TYPE_DOUBLE: { |
| double tmp; |
| memcpy(&tmp, &src[sidx].f, sizeof(tmp)); |
| dst[didx].i = IROUNDD(tmp); |
| break; |
| } |
| default: |
| assert(!"Should not get here."); |
| break; |
| } |
| break; |
| |
| default: |
| assert(!"Should not get here."); |
| break; |
| } |
| } |
| } |
| } |
| } |
| |
| static void |
| log_uniform(const void *values, enum glsl_base_type basicType, |
| unsigned rows, unsigned cols, unsigned count, |
| bool transpose, |
| const struct gl_shader_program *shProg, |
| GLint location, |
| const struct gl_uniform_storage *uni) |
| { |
| |
| const union gl_constant_value *v = (const union gl_constant_value *) values; |
| const unsigned elems = rows * cols * count; |
| const char *const extra = (cols == 1) ? "uniform" : "uniform matrix"; |
| |
| printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", " |
| "transpose = %s) to: ", |
| shProg->Name, extra, uni->name, location, uni->type->name, |
| transpose ? "true" : "false"); |
| for (unsigned i = 0; i < elems; i++) { |
| if (i != 0 && ((i % rows) == 0)) |
| printf(", "); |
| |
| switch (basicType) { |
| case GLSL_TYPE_UINT: |
| printf("%u ", v[i].u); |
| break; |
| case GLSL_TYPE_INT: |
| printf("%d ", v[i].i); |
| break; |
| case GLSL_TYPE_FLOAT: |
| printf("%g ", v[i].f); |
| break; |
| case GLSL_TYPE_DOUBLE: { |
| double tmp; |
| memcpy(&tmp, &v[i * 2].f, sizeof(tmp)); |
| printf("%g ", tmp); |
| break; |
| } |
| default: |
| assert(!"Should not get here."); |
| break; |
| } |
| } |
| printf("\n"); |
| fflush(stdout); |
| } |
| |
| #if 0 |
| static void |
| log_program_parameters(const struct gl_shader_program *shProg) |
| { |
| for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { |
| if (shProg->_LinkedShaders[i] == NULL) |
| continue; |
| |
| const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program; |
| |
| 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", |
| 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); |
| } |
| } |
| fflush(stdout); |
| } |
| #endif |
| |
| /** |
| * Propagate some values from uniform backing storage to driver storage |
| * |
| * Values propagated from uniform backing storage to driver storage |
| * have all format / type conversions previously requested by the |
| * driver applied. This function is most often called by the |
| * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f, |
| * etc. |
| * |
| * \param uni Uniform whose data is to be propagated to driver storage |
| * \param array_index If \c uni is an array, this is the element of |
| * the array to be propagated. |
| * \param count Number of array elements to propagate. |
| */ |
| extern "C" void |
| _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, |
| unsigned array_index, |
| unsigned count) |
| { |
| unsigned i; |
| |
| /* vector_elements and matrix_columns can be 0 for samplers. |
| */ |
| const unsigned components = MAX2(1, uni->type->vector_elements); |
| const unsigned vectors = MAX2(1, uni->type->matrix_columns); |
| const int dmul = uni->type->is_64bit() ? 2 : 1; |
| |
| /* Store the data in the driver's requested type in the driver's storage |
| * areas. |
| */ |
| unsigned src_vector_byte_stride = components * 4 * dmul; |
| |
| for (i = 0; i < uni->num_driver_storage; i++) { |
| struct gl_uniform_driver_storage *const store = &uni->driver_storage[i]; |
| uint8_t *dst = (uint8_t *) store->data; |
| const unsigned extra_stride = |
| store->element_stride - (vectors * store->vector_stride); |
| const uint8_t *src = |
| (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i); |
| |
| #if 0 |
| printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u " |
| "extra_stride=%u\n", |
| __func__, dst, array_index, components, |
| vectors, count, store->vector_stride, extra_stride); |
| #endif |
| |
| dst += array_index * store->element_stride; |
| |
| switch (store->format) { |
| case uniform_native: { |
| unsigned j; |
| unsigned v; |
| |
| if (src_vector_byte_stride == store->vector_stride) { |
| if (extra_stride) { |
| for (j = 0; j < count; j++) { |
| memcpy(dst, src, src_vector_byte_stride * vectors); |
| src += src_vector_byte_stride * vectors; |
| dst += store->vector_stride * vectors; |
| |
| dst += extra_stride; |
| } |
| } else { |
| /* Unigine Heaven benchmark gets here */ |
| memcpy(dst, src, src_vector_byte_stride * vectors * count); |
| src += src_vector_byte_stride * vectors * count; |
| dst += store->vector_stride * vectors * count; |
| } |
| } else { |
| for (j = 0; j < count; j++) { |
| for (v = 0; v < vectors; v++) { |
| memcpy(dst, src, src_vector_byte_stride); |
| src += src_vector_byte_stride; |
| dst += store->vector_stride; |
| } |
| |
| dst += extra_stride; |
| } |
| } |
| break; |
| } |
| |
| case uniform_int_float: { |
| const int *isrc = (const int *) src; |
| unsigned j; |
| unsigned v; |
| unsigned c; |
| |
| for (j = 0; j < count; j++) { |
| for (v = 0; v < vectors; v++) { |
| for (c = 0; c < components; c++) { |
| ((float *) dst)[c] = (float) *isrc; |
| isrc++; |
| } |
| |
| dst += store->vector_stride; |
| } |
| |
| dst += extra_stride; |
| } |
| break; |
| } |
| |
| default: |
| assert(!"Should not get here."); |
| break; |
| } |
| } |
| } |
| |
| |
| /** |
| * Return printable string for a given GLSL_TYPE_x |
| */ |
| static const char * |
| glsl_type_name(enum glsl_base_type type) |
| { |
| switch (type) { |
| case GLSL_TYPE_UINT: |
| return "uint"; |
| case GLSL_TYPE_INT: |
| return "int"; |
| case GLSL_TYPE_FLOAT: |
| return "float"; |
| case GLSL_TYPE_DOUBLE: |
| return "double"; |
| case GLSL_TYPE_BOOL: |
| return "bool"; |
| case GLSL_TYPE_SAMPLER: |
| return "sampler"; |
| case GLSL_TYPE_IMAGE: |
| return "image"; |
| case GLSL_TYPE_ATOMIC_UINT: |
| return "atomic_uint"; |
| case GLSL_TYPE_STRUCT: |
| return "struct"; |
| case GLSL_TYPE_INTERFACE: |
| return "interface"; |
| case GLSL_TYPE_ARRAY: |
| return "array"; |
| case GLSL_TYPE_VOID: |
| return "void"; |
| case GLSL_TYPE_ERROR: |
| return "error"; |
| default: |
| return "other"; |
| } |
| } |
| |
| |
| /** |
| * Called via glUniform*() functions. |
| */ |
| extern "C" void |
| _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, |
| GLint location, GLsizei count, |
| const GLvoid *values, |
| enum glsl_base_type basicType, |
| unsigned src_components) |
| { |
| unsigned offset; |
| int size_mul = glsl_base_type_is_64bit(basicType) ? 2 : 1; |
| |
| struct gl_uniform_storage *const uni = |
| validate_uniform_parameters(ctx, shProg, location, count, |
| &offset, "glUniform"); |
| if (uni == NULL) |
| return; |
| |
| if (uni->type->is_matrix()) { |
| /* Can't set matrix uniforms (like mat4) with glUniform */ |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "glUniform%u(uniform \"%s\"@%d is matrix)", |
| src_components, uni->name, location); |
| return; |
| } |
| |
| /* Verify that the types are compatible. |
| */ |
| const unsigned components = uni->type->is_sampler() |
| ? 1 : uni->type->vector_elements; |
| |
| if (components != src_components) { |
| /* glUniformN() must match float/vecN type */ |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "glUniform%u(\"%s\"@%u has %u components, not %u)", |
| src_components, uni->name, location, |
| components, src_components); |
| return; |
| } |
| |
| bool match; |
| switch (uni->type->base_type) { |
| case GLSL_TYPE_BOOL: |
| match = (basicType != GLSL_TYPE_DOUBLE); |
| break; |
| case GLSL_TYPE_SAMPLER: |
| match = (basicType == GLSL_TYPE_INT); |
| break; |
| case GLSL_TYPE_IMAGE: |
| match = (basicType == GLSL_TYPE_INT && _mesa_is_desktop_gl(ctx)); |
| break; |
| default: |
| match = (basicType == uni->type->base_type); |
| break; |
| } |
| |
| if (!match) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "glUniform%u(\"%s\"@%d is %s, not %s)", |
| src_components, uni->name, location, |
| glsl_type_name(uni->type->base_type), |
| glsl_type_name(basicType)); |
| return; |
| } |
| |
| if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { |
| log_uniform(values, basicType, components, 1, count, |
| false, shProg, location, uni); |
| } |
| |
| /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says: |
| * |
| * "Setting a sampler's value to i selects texture image unit number |
| * i. The values of i range from zero to the implementation- dependent |
| * maximum supported number of texture image units." |
| * |
| * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of |
| * the PDF) says: |
| * |
| * "Error Description Offending command |
| * ignored? |
| * ... |
| * INVALID_VALUE Numeric argument out of range Yes" |
| * |
| * Based on that, when an invalid sampler is specified, we generate a |
| * GL_INVALID_VALUE error and ignore the command. |
| */ |
| if (uni->type->is_sampler()) { |
| for (int i = 0; i < count; i++) { |
| const unsigned texUnit = ((unsigned *) values)[i]; |
| |
| /* check that the sampler (tex unit index) is legal */ |
| if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) { |
| _mesa_error(ctx, GL_INVALID_VALUE, |
| "glUniform1i(invalid sampler/tex unit index for " |
| "uniform %d)", |
| location); |
| return; |
| } |
| } |
| /* We need to reset the validate flag on changes to samplers in case |
| * two different sampler types are set to the same texture unit. |
| */ |
| ctx->_Shader->Validated = GL_FALSE; |
| } |
| |
| if (uni->type->is_image()) { |
| for (int i = 0; i < count; i++) { |
| const int unit = ((GLint *) values)[i]; |
| |
| /* check that the image unit is legal */ |
| if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) { |
| _mesa_error(ctx, GL_INVALID_VALUE, |
| "glUniform1i(invalid image unit index for uniform %d)", |
| location); |
| return; |
| } |
| } |
| } |
| |
| /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says: |
| * |
| * "When loading N elements starting at an arbitrary position k in a |
| * uniform declared as an array, elements k through k + N - 1 in the |
| * array will be replaced with the new values. Values for any array |
| * element that exceeds the highest array element index used, as |
| * reported by GetActiveUniform, will be ignored by the GL." |
| * |
| * Clamp 'count' to a valid value. Note that for non-arrays a count > 1 |
| * will have already generated an error. |
| */ |
| if (uni->array_elements != 0) { |
| count = MIN2(count, (int) (uni->array_elements - offset)); |
| } |
| |
| FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); |
| |
| /* 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); |
| } 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; |
| |
| 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); |
| |
| /* If the uniform is a sampler, do the extra magic necessary to propagate |
| * the changes through. |
| */ |
| if (uni->type->is_sampler()) { |
| bool flushed = false; |
| 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; |
| |
| bool changed = false; |
| for (int j = 0; j < count; j++) { |
| unsigned unit = uni->opaque[i].index + offset + j; |
| if (sh->SamplerUnits[unit] != ((unsigned *) values)[j]) { |
| sh->SamplerUnits[unit] = ((unsigned *) values)[j]; |
| changed = true; |
| } |
| } |
| |
| if (changed) { |
| if (!flushed) { |
| FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); |
| flushed = true; |
| } |
| |
| struct gl_program *const prog = sh->Program; |
| assert(sizeof(prog->SamplerUnits) == sizeof(sh->SamplerUnits)); |
| |
| _mesa_update_shader_textures_used(shProg, prog); |
| if (ctx->Driver.SamplerUniformChange) |
| ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog); |
| } |
| } |
| } |
| |
| /* If the uniform is an image, update the mapping from image |
| * uniforms to image units present in the shader data structure. |
| */ |
| if (uni->type->is_image()) { |
| for (int i = 0; i < MESA_SHADER_STAGES; i++) { |
| if (uni->opaque[i].active) { |
| struct gl_linked_shader *sh = shProg->_LinkedShaders[i]; |
| |
| for (int j = 0; j < count; j++) |
| sh->Program->sh.ImageUnits[uni->opaque[i].index + offset + j] = |
| ((GLint *) values)[j]; |
| } |
| } |
| |
| ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits; |
| } |
| } |
| |
| /** |
| * Called by glUniformMatrix*() functions. |
| * Note: cols=2, rows=4 ==> array[2] of vec4 |
| */ |
| extern "C" void |
| _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, |
| GLuint cols, GLuint rows, |
| GLint location, GLsizei count, |
| GLboolean transpose, |
| const GLvoid *values, enum glsl_base_type basicType) |
| { |
| unsigned offset; |
| unsigned vectors; |
| unsigned components; |
| unsigned elements; |
| int size_mul; |
| struct gl_uniform_storage *const uni = |
| validate_uniform_parameters(ctx, shProg, location, count, |
| &offset, "glUniformMatrix"); |
| if (uni == NULL) |
| return; |
| |
| if (!uni->type->is_matrix()) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "glUniformMatrix(non-matrix uniform)"); |
| return; |
| } |
| |
| assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE); |
| size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1; |
| |
| assert(!uni->type->is_sampler()); |
| vectors = uni->type->matrix_columns; |
| components = uni->type->vector_elements; |
| |
| /* Verify that the types are compatible. This is greatly simplified for |
| * matrices because they can only have a float base type. |
| */ |
| if (vectors != cols || components != rows) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "glUniformMatrix(matrix size mismatch)"); |
| return; |
| } |
| |
| /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE. |
| * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml |
| */ |
| if (transpose) { |
| if (ctx->API == API_OPENGLES2 && ctx->Version < 30) { |
| _mesa_error(ctx, GL_INVALID_VALUE, |
| "glUniformMatrix(matrix transpose is not GL_FALSE)"); |
| return; |
| } |
| } |
| |
| /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec |
| * says: |
| * |
| * "If any of the following conditions occur, an INVALID_OPERATION |
| * error is generated by the Uniform* commands, and no uniform values |
| * are changed: |
| * |
| * ... |
| * |
| * - if the uniform declared in the shader is not of type boolean and |
| * the type indicated in the name of the Uniform* command used does |
| * not match the type of the uniform" |
| * |
| * There are no Boolean matrix types, so we do not need to allow |
| * GLSL_TYPE_BOOL here (as _mesa_uniform does). |
| */ |
| if (uni->type->base_type != basicType) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)", |
| cols, rows, uni->name, location, |
| glsl_type_name(uni->type->base_type), |
| glsl_type_name(basicType)); |
| return; |
| } |
| |
| if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { |
| log_uniform(values, uni->type->base_type, components, vectors, count, |
| bool(transpose), shProg, location, uni); |
| } |
| |
| /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says: |
| * |
| * "When loading N elements starting at an arbitrary position k in a |
| * uniform declared as an array, elements k through k + N - 1 in the |
| * array will be replaced with the new values. Values for any array |
| * element that exceeds the highest array element index used, as |
| * reported by GetActiveUniform, will be ignored by the GL." |
| * |
| * Clamp 'count' to a valid value. Note that for non-arrays a count > 1 |
| * will have already generated an error. |
| */ |
| if (uni->array_elements != 0) { |
| count = MIN2(count, (int) (uni->array_elements - offset)); |
| } |
| |
| FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); |
| |
| /* Store the data in the "actual type" backing storage for the uniform. |
| */ |
| elements = components * vectors; |
| |
| 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; |
| |
| 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 *)&uni->storage[elements * offset].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; |
| } |
| } |
| |
| _mesa_propagate_uniforms_to_driver_storage(uni, offset, count); |
| } |
| |
| |
| extern "C" bool |
| _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg, |
| char *errMsg, size_t errMsgLength) |
| { |
| /* Shader does not have samplers. */ |
| if (shProg->data->NumUniformStorage == 0) |
| return true; |
| |
| if (!shProg->SamplersValidated) { |
| _mesa_snprintf(errMsg, errMsgLength, |
| "active samplers with a different type " |
| "refer to the same texture image unit"); |
| return false; |
| } |
| return true; |
| } |
| |
| extern "C" bool |
| _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline) |
| { |
| /* Section 2.11.11 (Shader Execution), subheading "Validation," of the |
| * OpenGL 4.1 spec says: |
| * |
| * "[INVALID_OPERATION] is generated by any command that transfers |
| * vertices to the GL if: |
| * |
| * ... |
| * |
| * - Any two active samplers in the current program object are of |
| * different types, but refer to the same texture image unit. |
| * |
| * - The number of active samplers in the program exceeds the |
| * maximum number of texture image units allowed." |
| */ |
| |
| GLbitfield mask; |
| GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; |
| struct gl_linked_shader *shader; |
| unsigned active_samplers = 0; |
| const struct gl_shader_program **shProg = |
| (const struct gl_shader_program **) pipeline->CurrentProgram; |
| |
| |
| memset(TexturesUsed, 0, sizeof(TexturesUsed)); |
| |
| for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) { |
| if (!shProg[idx]) |
| continue; |
| |
| shader = shProg[idx]->_LinkedShaders[idx]; |
| if (!shader || !shader->Program) |
| continue; |
| |
| mask = shader->Program->SamplersUsed; |
| while (mask) { |
| const int s = u_bit_scan(&mask); |
| GLuint unit = shader->SamplerUnits[s]; |
| GLuint tgt = shader->SamplerTargets[s]; |
| |
| /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a |
| * great job of eliminating unused uniforms currently so for now |
| * don't throw an error if two sampler types both point to 0. |
| */ |
| if (unit == 0) |
| continue; |
| |
| if (TexturesUsed[unit] & ~(1 << tgt)) { |
| pipeline->InfoLog = |
| ralloc_asprintf(pipeline, |
| "Program %d: " |
| "Texture unit %d is accessed with 2 different types", |
| shProg[idx]->Name, unit); |
| return false; |
| } |
| |
| TexturesUsed[unit] |= (1 << tgt); |
| } |
| |
| active_samplers += shader->Program->info.num_textures; |
| } |
| |
| if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) { |
| pipeline->InfoLog = |
| ralloc_asprintf(pipeline, |
| "the number of active samplers %d exceed the " |
| "maximum %d", |
| active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS); |
| return false; |
| } |
| |
| return true; |
| } |