| /* |
| * 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 |
| * BRIAN PAUL 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 "ir.h" |
| #include "ir_uniform.h" |
| #include "program/hash_table.h" |
| #include "../glsl/program.h" |
| #include "../glsl/ir_uniform.h" |
| #include "main/shaderapi.h" |
| #include "main/shaderobj.h" |
| #include "uniforms.h" |
| |
| |
| extern "C" void GLAPIENTRY |
| _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, |
| GLsizei maxLength, GLsizei *length, GLint *size, |
| GLenum *type, GLcharARB *nameOut) |
| { |
| GET_CURRENT_CONTEXT(ctx); |
| struct gl_shader_program *shProg = |
| _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); |
| |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| if (!shProg) |
| return; |
| |
| if (index >= shProg->NumUserUniformStorage) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); |
| return; |
| } |
| |
| const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index]; |
| |
| if (nameOut) { |
| _mesa_copy_string(nameOut, maxLength, length, uni->name); |
| } |
| |
| if (size) { |
| /* array_elements is zero for non-arrays, but the API requires that 1 be |
| * returned. |
| */ |
| *size = MAX2(1, uni->array_elements); |
| } |
| |
| if (type) { |
| *type = uni->type->gl_type; |
| } |
| } |
| |
| 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; |
| GLsizei i; |
| |
| shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); |
| if (!shProg) |
| return; |
| |
| if (uniformCount < 0) { |
| _mesa_error(ctx, GL_INVALID_VALUE, |
| "glGetUniformIndices(uniformCount < 0)"); |
| return; |
| } |
| |
| for (i = 0; i < uniformCount; i++) { |
| GLuint index = uniformIndices[i]; |
| |
| if (index >= shProg->NumUserUniformStorage) { |
| _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)"); |
| return; |
| } |
| } |
| |
| for (i = 0; i < uniformCount; i++) { |
| GLuint index = uniformIndices[i]; |
| const struct gl_uniform_storage *uni = &shProg->UniformStorage[index]; |
| |
| switch (pname) { |
| case GL_UNIFORM_TYPE: |
| params[i] = uni->type->gl_type; |
| break; |
| |
| case GL_UNIFORM_SIZE: |
| /* array_elements is zero for non-arrays, but the API requires that 1 be |
| * returned. |
| */ |
| params[i] = MAX2(1, uni->array_elements); |
| break; |
| |
| case GL_UNIFORM_NAME_LENGTH: |
| params[i] = strlen(uni->name) + 1; |
| break; |
| |
| case GL_UNIFORM_BLOCK_INDEX: |
| params[i] = uni->block_index; |
| break; |
| |
| case GL_UNIFORM_OFFSET: |
| params[i] = uni->offset; |
| break; |
| |
| case GL_UNIFORM_ARRAY_STRIDE: |
| params[i] = uni->array_stride; |
| break; |
| |
| case GL_UNIFORM_MATRIX_STRIDE: |
| params[i] = uni->matrix_stride; |
| break; |
| |
| case GL_UNIFORM_IS_ROW_MAJOR: |
| params[i] = uni->row_major; |
| break; |
| |
| default: |
| _mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)"); |
| return; |
| } |
| } |
| } |
| |
| static bool |
| validate_uniform_parameters(struct gl_context *ctx, |
| struct gl_shader_program *shProg, |
| GLint location, GLsizei count, |
| unsigned *loc, |
| unsigned *array_index, |
| const char *caller, |
| bool negative_one_is_not_valid) |
| { |
| if (!shProg || !shProg->LinkStatus) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller); |
| return false; |
| } |
| |
| if (location == -1) { |
| /* 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. |
| * |
| * The negative_one_is_not_valid flag selects between the two behaviors. |
| */ |
| if (negative_one_is_not_valid) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", |
| caller, location); |
| } |
| |
| return false; |
| } |
| |
| /* 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 false; |
| } |
| |
| /* 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) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", |
| caller, location); |
| return false; |
| } |
| |
| _mesa_uniform_split_location_offset(location, loc, array_index); |
| |
| if (*loc >= shProg->NumUserUniformStorage) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", |
| caller, location); |
| return false; |
| } |
| |
| if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "%s(count > 1 for non-array, location=%d)", |
| caller, location); |
| return false; |
| } |
| |
| /* If the uniform is an array, check that array_index is in bounds. |
| * If not an array, check that array_index is zero. |
| * array_index is unsigned so no need to check for less than zero. |
| */ |
| unsigned limit = shProg->UniformStorage[*loc].array_elements; |
| if (limit == 0) |
| limit = 1; |
| if (*array_index >= limit) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", |
| caller, location); |
| return false; |
| } |
| return true; |
| } |
| |
| /** |
| * 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"); |
| struct gl_uniform_storage *uni; |
| unsigned loc, offset; |
| |
| if (!validate_uniform_parameters(ctx, shProg, location, 1, |
| &loc, &offset, "glGetUniform", true)) |
| return; |
| |
| uni = &shProg->UniformStorage[loc]; |
| |
| { |
| unsigned elements = (uni->type->is_sampler()) |
| ? 1 : uni->type->components(); |
| |
| /* 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]; |
| |
| assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT || |
| returnType == GLSL_TYPE_UINT); |
| /* The three (currently) supported types all have the same size, |
| * which is of course the same as their union. That'll change |
| * with glGetUniformdv()... |
| */ |
| unsigned bytes = sizeof(src[0]) * elements; |
| 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 |
| || returnType == GLSL_TYPE_SAMPLER) |
| && |
| (uni->type->base_type == GLSL_TYPE_INT |
| || uni->type->base_type == GLSL_TYPE_UINT |
| || uni->type->base_type == GLSL_TYPE_SAMPLER))) { |
| 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++) { |
| switch (returnType) { |
| case GLSL_TYPE_FLOAT: |
| switch (uni->type->base_type) { |
| case GLSL_TYPE_UINT: |
| dst[i].f = (float) src[i].u; |
| break; |
| case GLSL_TYPE_INT: |
| case GLSL_TYPE_SAMPLER: |
| dst[i].f = (float) src[i].i; |
| break; |
| case GLSL_TYPE_BOOL: |
| dst[i].f = src[i].i ? 1.0f : 0.0f; |
| 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[i].i = IROUND(src[i].f); |
| break; |
| case GLSL_TYPE_BOOL: |
| dst[i].i = src[i].i ? 1 : 0; |
| 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; |
| default: |
| assert(!"Should not get here."); |
| break; |
| } |
| } |
| printf("\n"); |
| fflush(stdout); |
| } |
| |
| #if 0 |
| static void |
| log_program_parameters(const struct gl_shader_program *shProg) |
| { |
| static const char *stages[] = { |
| "vertex", "fragment", "geometry" |
| }; |
| |
| assert(Elements(stages) == MESA_SHADER_TYPES); |
| |
| for (unsigned i = 0; i < MESA_SHADER_TYPES; 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, stages[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); |
| |
| /* Store the data in the driver's requested type in the driver's storage |
| * areas. |
| */ |
| unsigned src_vector_byte_stride = components * 4; |
| |
| 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 * (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: |
| case uniform_bool_int_0_1: { |
| unsigned j; |
| unsigned v; |
| |
| 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: |
| case uniform_bool_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; |
| } |
| |
| case uniform_bool_int_0_not0: { |
| 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++) { |
| ((int *) dst)[c] = *isrc == 0 ? 0 : ~0; |
| isrc++; |
| } |
| |
| dst += store->vector_stride; |
| } |
| |
| dst += extra_stride; |
| } |
| break; |
| } |
| |
| default: |
| assert(!"Should not get here."); |
| break; |
| } |
| } |
| } |
| |
| /** |
| * 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, GLenum type) |
| { |
| unsigned loc, offset; |
| unsigned components; |
| unsigned src_components; |
| enum glsl_base_type basicType; |
| struct gl_uniform_storage *uni; |
| |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| if (!validate_uniform_parameters(ctx, shProg, location, count, |
| &loc, &offset, "glUniform", false)) |
| return; |
| |
| uni = &shProg->UniformStorage[loc]; |
| |
| /* Verify that the types are compatible. |
| */ |
| switch (type) { |
| case GL_FLOAT: |
| basicType = GLSL_TYPE_FLOAT; |
| src_components = 1; |
| break; |
| case GL_FLOAT_VEC2: |
| basicType = GLSL_TYPE_FLOAT; |
| src_components = 2; |
| break; |
| case GL_FLOAT_VEC3: |
| basicType = GLSL_TYPE_FLOAT; |
| src_components = 3; |
| break; |
| case GL_FLOAT_VEC4: |
| basicType = GLSL_TYPE_FLOAT; |
| src_components = 4; |
| break; |
| case GL_UNSIGNED_INT: |
| basicType = GLSL_TYPE_UINT; |
| src_components = 1; |
| break; |
| case GL_UNSIGNED_INT_VEC2: |
| basicType = GLSL_TYPE_UINT; |
| src_components = 2; |
| break; |
| case GL_UNSIGNED_INT_VEC3: |
| basicType = GLSL_TYPE_UINT; |
| src_components = 3; |
| break; |
| case GL_UNSIGNED_INT_VEC4: |
| basicType = GLSL_TYPE_UINT; |
| src_components = 4; |
| break; |
| case GL_INT: |
| basicType = GLSL_TYPE_INT; |
| src_components = 1; |
| break; |
| case GL_INT_VEC2: |
| basicType = GLSL_TYPE_INT; |
| src_components = 2; |
| break; |
| case GL_INT_VEC3: |
| basicType = GLSL_TYPE_INT; |
| src_components = 3; |
| break; |
| case GL_INT_VEC4: |
| basicType = GLSL_TYPE_INT; |
| src_components = 4; |
| break; |
| case GL_BOOL: |
| case GL_BOOL_VEC2: |
| case GL_BOOL_VEC3: |
| case GL_BOOL_VEC4: |
| case GL_FLOAT_MAT2: |
| case GL_FLOAT_MAT2x3: |
| case GL_FLOAT_MAT2x4: |
| case GL_FLOAT_MAT3x2: |
| case GL_FLOAT_MAT3: |
| case GL_FLOAT_MAT3x4: |
| case GL_FLOAT_MAT4x2: |
| case GL_FLOAT_MAT4x3: |
| case GL_FLOAT_MAT4: |
| default: |
| _mesa_problem(NULL, "Invalid type in %s", __func__); |
| return; |
| } |
| |
| if (uni->type->is_sampler()) { |
| components = 1; |
| } else { |
| components = uni->type->vector_elements; |
| } |
| |
| bool match; |
| switch (uni->type->base_type) { |
| case GLSL_TYPE_BOOL: |
| match = true; |
| break; |
| case GLSL_TYPE_SAMPLER: |
| match = (basicType == GLSL_TYPE_INT); |
| break; |
| default: |
| match = (basicType == uni->type->base_type); |
| break; |
| } |
| |
| if (uni->type->is_matrix() || components != src_components || !match) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); |
| return; |
| } |
| |
| if (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()) { |
| int i; |
| |
| for (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; |
| } |
| } |
| } |
| |
| /* 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[components * offset], values, |
| sizeof(uni->storage[0]) * components * count); |
| } 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; |
| unsigned i; |
| |
| for (i = 0; i < elems; i++) { |
| if (basicType == GLSL_TYPE_FLOAT) { |
| dst[i].i = src[i].f != 0.0f ? 1 : 0; |
| } else { |
| dst[i].i = src[i].i != 0 ? 1 : 0; |
| } |
| } |
| } |
| |
| uni->initialized = true; |
| |
| _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()) { |
| int i; |
| |
| for (i = 0; i < count; i++) { |
| shProg->SamplerUnits[uni->sampler + offset + i] = |
| ((unsigned *) values)[i]; |
| } |
| |
| bool flushed = false; |
| for (i = 0; i < MESA_SHADER_TYPES; i++) { |
| struct gl_shader *const sh = shProg->_LinkedShaders[i]; |
| |
| /* If the shader stage doesn't use any samplers, don't bother |
| * checking if any samplers have changed. |
| */ |
| if (sh == NULL || sh->active_samplers == 0) |
| continue; |
| |
| struct gl_program *const prog = sh->Program; |
| |
| assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits)); |
| |
| /* Determine if any of the samplers used by this shader stage have |
| * been modified. |
| */ |
| bool changed = false; |
| for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) { |
| if ((sh->active_samplers & (1U << j)) != 0 |
| && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) { |
| changed = true; |
| break; |
| } |
| } |
| |
| if (changed) { |
| if (!flushed) { |
| FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); |
| flushed = true; |
| } |
| |
| memcpy(prog->SamplerUnits, |
| shProg->SamplerUnits, |
| sizeof(shProg->SamplerUnits)); |
| |
| _mesa_update_shader_textures_used(shProg, prog); |
| if (ctx->Driver.SamplerUniformChange) |
| ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog); |
| } |
| } |
| } |
| } |
| |
| /** |
| * 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 GLfloat *values) |
| { |
| unsigned loc, offset; |
| unsigned vectors; |
| unsigned components; |
| unsigned elements; |
| struct gl_uniform_storage *uni; |
| |
| ASSERT_OUTSIDE_BEGIN_END(ctx); |
| |
| if (!validate_uniform_parameters(ctx, shProg, location, count, |
| &loc, &offset, "glUniformMatrix", false)) |
| return; |
| |
| uni = &shProg->UniformStorage[loc]; |
| if (!uni->type->is_matrix()) { |
| _mesa_error(ctx, GL_INVALID_OPERATION, |
| "glUniformMatrix(non-matrix uniform)"); |
| return; |
| } |
| |
| 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 (ctx->API == API_OPENGLES || ctx->API == API_OPENGLES2) { |
| if (transpose) { |
| _mesa_error(ctx, GL_INVALID_VALUE, |
| "glUniformMatrix(matrix transpose is not GL_FALSE)"); |
| return; |
| } |
| } |
| |
| if (ctx->Shader.Flags & GLSL_UNIFORMS) { |
| log_uniform(values, GLSL_TYPE_FLOAT, 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[elements * offset], values, |
| sizeof(uni->storage[0]) * elements * count); |
| } else { |
| /* Copy and transpose the matrix. |
| */ |
| const float *src = 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; |
| } |
| } |
| |
| uni->initialized = true; |
| |
| _mesa_propagate_uniforms_to_driver_storage(uni, offset, count); |
| } |
| |
| /** |
| * Called via glGetUniformLocation(). |
| * |
| * Returns the uniform index into UniformStorage (also the |
| * glGetActiveUniformsiv uniform index), and stores the referenced |
| * array offset in *offset, or GL_INVALID_INDEX (-1). Those two |
| * return values can be encoded into a uniform location for |
| * glUniform* using _mesa_uniform_merge_location_offset(index, offset). |
| */ |
| extern "C" unsigned |
| _mesa_get_uniform_location(struct gl_context *ctx, |
| struct gl_shader_program *shProg, |
| const GLchar *name, |
| unsigned *out_offset) |
| { |
| const size_t len = strlen(name); |
| long offset; |
| bool array_lookup; |
| char *name_copy; |
| |
| /* If the name ends with a ']', assume that it refers to some element of an |
| * array. Malformed array references will fail the hash table look up |
| * below, so it doesn't matter that they are not caught here. This code |
| * only wants to catch the "leaf" array references so that arrays of |
| * structures containing arrays will be handled correctly. |
| */ |
| if (name[len-1] == ']') { |
| unsigned i; |
| |
| /* Walk backwards over the string looking for a non-digit character. |
| * This had better be the opening bracket for an array index. |
| * |
| * Initially, i specifies the location of the ']'. Since the string may |
| * contain only the ']' charcater, walk backwards very carefully. |
| */ |
| for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i) |
| /* empty */ ; |
| |
| /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says: |
| * |
| * "The first element of a uniform array is identified using the |
| * name of the uniform array appended with "[0]". Except if the last |
| * part of the string name indicates a uniform array, then the |
| * location of the first element of that array can be retrieved by |
| * either using the name of the uniform array, or the name of the |
| * uniform array appended with "[0]"." |
| * |
| * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says: |
| * |
| * "name must be a null terminated string, without white space." |
| * |
| * Return an error if there is no opening '[' to match the closing ']'. |
| * An error will also be returned if there is intervening white space |
| * (or other non-digit characters) before the opening '['. |
| */ |
| if ((i == 0) || name[i-1] != '[') |
| return GL_INVALID_INDEX; |
| |
| /* Return an error if there are no digits between the opening '[' to |
| * match the closing ']'. |
| */ |
| if (i == (len - 1)) |
| return GL_INVALID_INDEX; |
| |
| /* Make a new string that is a copy of the old string up to (but not |
| * including) the '[' character. |
| */ |
| name_copy = (char *) malloc(i); |
| memcpy(name_copy, name, i - 1); |
| name_copy[i-1] = '\0'; |
| |
| offset = strtol(&name[i], NULL, 10); |
| if (offset < 0) { |
| free(name_copy); |
| return GL_INVALID_INDEX; |
| } |
| |
| array_lookup = true; |
| } else { |
| name_copy = (char *) name; |
| offset = 0; |
| array_lookup = false; |
| } |
| |
| unsigned location = 0; |
| const bool found = shProg->UniformHash->get(location, name_copy); |
| |
| assert(!found |
| || strcmp(name_copy, shProg->UniformStorage[location].name) == 0); |
| |
| /* Free the temporary buffer *before* possibly returning an error. |
| */ |
| if (name_copy != name) |
| free(name_copy); |
| |
| if (!found) |
| return GL_INVALID_INDEX; |
| |
| /* If the uniform is an array, fail if the index is out of bounds. |
| * (A negative index is caught above.) This also fails if the uniform |
| * is not an array, but the user is trying to index it, because |
| * array_elements is zero and offset >= 0. |
| */ |
| if (array_lookup |
| && offset >= shProg->UniformStorage[location].array_elements) { |
| return GL_INVALID_INDEX; |
| } |
| |
| *out_offset = offset; |
| return location; |
| } |
| |
| extern "C" bool |
| _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg, |
| char *errMsg, size_t errMsgLength) |
| { |
| const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; |
| |
| memset(unit_types, 0, sizeof(unit_types)); |
| |
| for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) { |
| const struct gl_uniform_storage *const storage = |
| &shProg->UniformStorage[i]; |
| const glsl_type *const t = (storage->type->is_array()) |
| ? storage->type->fields.array : storage->type; |
| |
| if (!t->is_sampler()) |
| continue; |
| |
| const unsigned count = MAX2(1, storage->type->array_size()); |
| for (unsigned j = 0; j < count; j++) { |
| const unsigned unit = storage->storage[j].i; |
| |
| /* The types of the samplers associated with a particular texture |
| * unit must be an exact match. Page 74 (page 89 of the PDF) of the |
| * OpenGL 3.3 core spec says: |
| * |
| * "It is not allowed to have variables of different sampler |
| * types pointing to the same texture image unit within a program |
| * object." |
| */ |
| if (unit_types[unit] == NULL) { |
| unit_types[unit] = t; |
| } else if (unit_types[unit] != t) { |
| _mesa_snprintf(errMsg, errMsgLength, |
| "Texture unit %d is accessed both as %s and %s", |
| unit, unit_types[unit]->name, t->name); |
| return false; |
| } |
| } |
| } |
| |
| return true; |
| } |