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authorIan Romanick <[email protected]>2011-10-13 13:45:39 -0700
committerIan Romanick <[email protected]>2011-11-07 13:33:16 -0800
commit2f45ed393a40e914749ddb86d41e0f77b2cea3da (patch)
tree8635c190a226f57ed1d556b6a88cad2823834aa2 /src/mesa/main/uniform_query.cpp
parent65add4327d786826d28c72ea34034df8137f65d9 (diff)
mesa: Move most of uniforms.c to uniform_query.cpp
Signed-off-by: Ian Romanick <[email protected]> Tested-by: Tom Stellard <[email protected]>
Diffstat (limited to 'src/mesa/main/uniform_query.cpp')
-rw-r--r--src/mesa/main/uniform_query.cpp945
1 files changed, 945 insertions, 0 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp
index ba7d7591f15..c680cd4920e 100644
--- a/src/mesa/main/uniform_query.cpp
+++ b/src/mesa/main/uniform_query.cpp
@@ -23,10 +23,12 @@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "main/core.h"
+#include "main/context.h"
#include "ir.h"
#include "../glsl/program.h"
extern "C" {
+#include "main/image.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "uniforms.h"
@@ -78,3 +80,946 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
*type = uni->Type->gl_type;
}
}
+
+static GLenum
+base_uniform_type(GLenum type)
+{
+ switch (type) {
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ return GL_BOOL;
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_FLOAT_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:
+ return GL_FLOAT;
+ case GL_UNSIGNED_INT:
+ case GL_UNSIGNED_INT_VEC2:
+ case GL_UNSIGNED_INT_VEC3:
+ case GL_UNSIGNED_INT_VEC4:
+ return GL_UNSIGNED_INT;
+ case GL_INT:
+ case GL_INT_VEC2:
+ case GL_INT_VEC3:
+ case GL_INT_VEC4:
+ return GL_INT;
+ default:
+ _mesa_problem(NULL, "Invalid type in base_uniform_type()");
+ return GL_FLOAT;
+ }
+}
+
+static GLboolean
+is_boolean_type(GLenum type)
+{
+ switch (type) {
+ case GL_BOOL:
+ case GL_BOOL_VEC2:
+ case GL_BOOL_VEC3:
+ case GL_BOOL_VEC4:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+static GLboolean
+is_sampler_type(GLenum type)
+{
+ switch (type) {
+ case GL_SAMPLER_1D:
+ case GL_INT_SAMPLER_1D:
+ case GL_UNSIGNED_INT_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_INT_SAMPLER_2D:
+ case GL_UNSIGNED_INT_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_INT_SAMPLER_3D:
+ case GL_UNSIGNED_INT_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_INT_SAMPLER_CUBE:
+ case GL_UNSIGNED_INT_SAMPLER_CUBE:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_CUBE_SHADOW:
+ case GL_SAMPLER_2D_RECT_ARB:
+ case GL_INT_SAMPLER_2D_RECT:
+ case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
+ case GL_SAMPLER_2D_RECT_SHADOW_ARB:
+ case GL_SAMPLER_1D_ARRAY_EXT:
+ case GL_INT_SAMPLER_1D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
+ case GL_SAMPLER_2D_ARRAY_EXT:
+ case GL_INT_SAMPLER_2D_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
+ case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
+ case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
+ case GL_SAMPLER_CUBE_MAP_ARRAY:
+ case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
+ case GL_SAMPLER_BUFFER:
+ case GL_INT_SAMPLER_BUFFER:
+ case GL_UNSIGNED_INT_SAMPLER_BUFFER:
+ case GL_SAMPLER_2D_MULTISAMPLE:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
+ case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
+ case GL_SAMPLER_EXTERNAL_OES:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+/**
+ * Given a uniform index, return the vertex/geometry/fragment program
+ * that has that parameter, plus the position of the parameter in the
+ * parameter/constant buffer.
+ * \param shProg the shader program
+ * \param index the uniform index in [0, NumUniforms-1]
+ * \param progOut returns containing program
+ * \param posOut returns position of the uniform in the param/const buffer
+ * \return GL_TRUE for success, GL_FALSE for invalid index
+ */
+static GLboolean
+find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
+ struct gl_program **progOut, GLint *posOut)
+{
+ struct gl_program *prog = NULL;
+ GLint pos;
+
+ if (!shProg->Uniforms ||
+ index < 0 ||
+ index >= (GLint) shProg->Uniforms->NumUniforms) {
+ return GL_FALSE;
+ }
+
+ pos = shProg->Uniforms->Uniforms[index].VertPos;
+ if (pos >= 0) {
+ prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
+ }
+ else {
+ pos = shProg->Uniforms->Uniforms[index].FragPos;
+ if (pos >= 0) {
+ prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
+ }
+ else {
+ pos = shProg->Uniforms->Uniforms[index].GeomPos;
+ if (pos >= 0) {
+ prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
+ }
+ }
+ }
+
+ if (!prog || pos < 0)
+ return GL_FALSE; /* should really never happen */
+
+ *progOut = prog;
+ *posOut = pos;
+
+ return GL_TRUE;
+}
+
+/**
+ * Return pointer to a gl_program_parameter which corresponds to a uniform.
+ * \param shProg the shader program
+ * \param index the uniform index in [0, NumUniforms-1]
+ * \return gl_program_parameter point or NULL if index is invalid
+ */
+const struct gl_program_parameter *
+get_uniform_parameter(struct gl_shader_program *shProg, GLint index)
+{
+ struct gl_program *prog;
+ GLint progPos;
+
+ if (find_uniform_parameter_pos(shProg, index, &prog, &progPos))
+ return &prog->Parameters->Parameters[progPos];
+ else
+ return NULL;
+}
+
+static unsigned
+get_vector_elements(GLenum type)
+{
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ case GL_BOOL:
+ case GL_UNSIGNED_INT:
+ default: /* Catch all the various sampler types. */
+ return 1;
+
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ case GL_BOOL_VEC2:
+ case GL_UNSIGNED_INT_VEC2:
+ return 2;
+
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ case GL_BOOL_VEC3:
+ case GL_UNSIGNED_INT_VEC3:
+ return 3;
+
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ case GL_BOOL_VEC4:
+ case GL_UNSIGNED_INT_VEC4:
+ return 4;
+ }
+}
+
+static void
+get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
+{
+ switch (type) {
+ case GL_FLOAT_MAT2:
+ *rows = *cols = 2;
+ break;
+ case GL_FLOAT_MAT2x3:
+ *rows = 3;
+ *cols = 2;
+ break;
+ case GL_FLOAT_MAT2x4:
+ *rows = 4;
+ *cols = 2;
+ break;
+ case GL_FLOAT_MAT3:
+ *rows = 3;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT3x2:
+ *rows = 2;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT3x4:
+ *rows = 4;
+ *cols = 3;
+ break;
+ case GL_FLOAT_MAT4:
+ *rows = 4;
+ *cols = 4;
+ break;
+ case GL_FLOAT_MAT4x2:
+ *rows = 2;
+ *cols = 4;
+ break;
+ case GL_FLOAT_MAT4x3:
+ *rows = 3;
+ *cols = 4;
+ break;
+ default:
+ *rows = *cols = 0;
+ }
+}
+
+/**
+ * Determine the number of rows and columns occupied by a uniform
+ * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
+ * the number of rows = 1 and cols = number of elements in the vector.
+ */
+static void
+get_uniform_rows_cols(const struct gl_program_parameter *p,
+ GLint *rows, GLint *cols)
+{
+ get_matrix_dims(p->DataType, rows, cols);
+ if (*rows == 0 && *cols == 0) {
+ /* not a matrix type, probably a float or vector */
+ *rows = 1;
+ *cols = get_vector_elements(p->DataType);
+ }
+}
+
+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 (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->Uniforms->NumUniforms) {
+ _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, GLenum returnType, GLvoid *paramsOut)
+{
+ struct gl_shader_program *shProg =
+ _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
+ struct gl_program *prog;
+ GLint paramPos;
+ unsigned loc, offset;
+
+ if (!validate_uniform_parameters(ctx, shProg, location, 1,
+ &loc, &offset, "glGetUniform", true))
+ return;
+
+ if (!find_uniform_parameter_pos(shProg, loc, &prog, &paramPos)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
+ }
+ else {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[paramPos];
+ gl_constant_value (*values)[4];
+ GLint rows, cols, i, j, k;
+ GLsizei numBytes;
+ GLenum storage_type;
+
+ values = prog->Parameters->ParameterValues + paramPos + offset;
+
+ get_uniform_rows_cols(p, &rows, &cols);
+
+ numBytes = rows * cols * _mesa_sizeof_type(returnType);
+ if (bufSize < numBytes) {
+ _mesa_error( ctx, GL_INVALID_OPERATION,
+ "glGetnUniformfvARB(out of bounds: bufSize is %d,"
+ " but %d bytes are required)", bufSize, numBytes );
+ return;
+ }
+
+ if (ctx->Const.NativeIntegers) {
+ storage_type = base_uniform_type(p->DataType);
+ } else {
+ storage_type = GL_FLOAT;
+ }
+
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ void *out = (char *)paramsOut + 4 * k;
+
+ switch (returnType) {
+ case GL_FLOAT:
+ switch (storage_type) {
+ case GL_FLOAT:
+ *(float *)out = values[i][j].f;
+ break;
+ case GL_INT:
+ case GL_BOOL: /* boolean is just an integer 1 or 0. */
+ *(float *)out = values[i][j].i;
+ break;
+ case GL_UNSIGNED_INT:
+ *(float *)out = values[i][j].u;
+ break;
+ }
+ break;
+
+ case GL_INT:
+ case GL_UNSIGNED_INT:
+ switch (storage_type) {
+ case GL_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..."
+ */
+ *(int *)out = IROUND(values[i][j].f);
+ break;
+
+ case GL_INT:
+ case GL_UNSIGNED_INT:
+ case GL_BOOL:
+ /* type conversions for these to int/uint are just
+ * copying the data.
+ */
+ *(int *)out = values[i][j].i;
+ break;
+ break;
+ }
+ break;
+ }
+
+ k++;
+ }
+ }
+ }
+}
+
+/**
+ * Check if the type given by userType is allowed to set a uniform of the
+ * target type. Generally, equivalence is required, but setting Boolean
+ * uniforms can be done with glUniformiv or glUniformfv.
+ */
+static GLboolean
+compatible_types(GLenum userType, GLenum targetType)
+{
+ if (userType == targetType)
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL && (userType == GL_FLOAT ||
+ userType == GL_UNSIGNED_INT ||
+ userType == GL_INT))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
+ userType == GL_UNSIGNED_INT_VEC2 ||
+ userType == GL_INT_VEC2))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
+ userType == GL_UNSIGNED_INT_VEC3 ||
+ userType == GL_INT_VEC3))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
+ userType == GL_UNSIGNED_INT_VEC4 ||
+ userType == GL_INT_VEC4))
+ return GL_TRUE;
+
+ if (is_sampler_type(targetType) && userType == GL_INT)
+ return GL_TRUE;
+
+ return GL_FALSE;
+}
+
+/**
+ * Set the value of a program's uniform variable.
+ * \param program the program whose uniform to update
+ * \param index the index of the program parameter for the uniform
+ * \param offset additional parameter slot offset (for arrays)
+ * \param type the incoming datatype of 'values'
+ * \param count the number of uniforms to set
+ * \param elems number of elements per uniform (1, 2, 3 or 4)
+ * \param values the new values, of datatype 'type'
+ */
+static void
+set_program_uniform(struct gl_context *ctx, struct gl_program *program,
+ GLint index, GLint offset,
+ GLenum type, GLsizei count, GLint elems,
+ const void *values)
+{
+ const struct gl_program_parameter *param =
+ &program->Parameters->Parameters[index];
+
+ assert(offset >= 0);
+ assert(elems >= 1);
+ assert(elems <= 4);
+
+ if (!compatible_types(type, param->DataType)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ return;
+ }
+
+ if (index + offset > (GLint) program->Parameters->Size) {
+ /* out of bounds! */
+ return;
+ }
+
+ if (param->Type == PROGRAM_SAMPLER) {
+ /* This controls which texture unit which is used by a sampler */
+ GLboolean changed = GL_FALSE;
+ GLint i;
+
+ /* this should have been caught by the compatible_types() check */
+ ASSERT(type == GL_INT);
+
+ /* loop over number of samplers to change */
+ for (i = 0; i < count; i++) {
+ GLuint sampler = (GLuint)
+ program->Parameters->ParameterValues[index+offset + i][0].f;
+ GLuint texUnit = ((GLuint *) values)[i];
+
+ /* check that the sampler (tex unit index) is legal */
+ if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniform1(invalid sampler/tex unit index for '%s')",
+ param->Name);
+ return;
+ }
+
+ /* This maps a sampler to a texture unit: */
+ if (sampler < MAX_SAMPLERS) {
+#if 0
+ printf("Set program %p sampler %d '%s' to unit %u\n",
+ program, sampler, param->Name, texUnit);
+#endif
+ if (program->SamplerUnits[sampler] != texUnit) {
+ program->SamplerUnits[sampler] = texUnit;
+ changed = GL_TRUE;
+ }
+ }
+ }
+
+ if (changed) {
+ /* When a sampler's value changes it usually requires rewriting
+ * a GPU program's TEX instructions since there may not be a
+ * sampler->texture lookup table. We signal this with the
+ * ProgramStringNotify() callback.
+ */
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
+ _mesa_update_shader_textures_used(program);
+ /* Do we need to care about the return value here?
+ * This should not be the first time the driver was notified of
+ * this program.
+ */
+ (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
+ }
+ }
+ else {
+ /* ordinary uniform variable */
+ const GLboolean isUniformBool = is_boolean_type(param->DataType);
+ const GLenum basicType = base_uniform_type(type);
+ const GLint slots = (param->Size + 3) / 4;
+ const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
+ GLsizei k, i;
+
+ if ((GLint) param->Size > typeSize) {
+ /* an array */
+ /* we'll ignore extra data below */
+ }
+ else {
+ /* non-array: count must be at most one; count == 0 is handled
+ * by the loop below
+ */
+ if (count > 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform(uniform '%s' is not an array)",
+ param->Name);
+ return;
+ }
+ }
+
+ /* loop over number of array elements */
+ for (k = 0; k < count; k++) {
+ gl_constant_value *uniformVal;
+
+ if (offset + k >= slots) {
+ /* Extra array data is ignored */
+ break;
+ }
+
+ /* uniformVal (the destination) is always gl_constant_value[4] */
+ uniformVal = program->Parameters->ParameterValues[index + offset + k];
+
+ if (basicType == GL_INT) {
+ const GLint *iValues = ((const GLint *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ if (!ctx->Const.NativeIntegers)
+ uniformVal[i].f = (GLfloat) iValues[i];
+ else
+ uniformVal[i].i = iValues[i];
+ }
+ }
+ else if (basicType == GL_UNSIGNED_INT) {
+ const GLuint *iValues = ((const GLuint *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ if (!ctx->Const.NativeIntegers)
+ uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
+ else
+ uniformVal[i].u = iValues[i];
+ }
+ }
+ else {
+ const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
+ assert(basicType == GL_FLOAT);
+ for (i = 0; i < elems; i++) {
+ uniformVal[i].f = fValues[i];
+ }
+ }
+
+ /* if the uniform is bool-valued, convert to 1 or 0 */
+ if (isUniformBool) {
+ for (i = 0; i < elems; i++) {
+ if (basicType == GL_FLOAT)
+ uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
+ else
+ uniformVal[i].b = uniformVal[i].u ? 1 : 0;
+
+ if (ctx->Const.NativeIntegers)
+ uniformVal[i].u =
+ uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0;
+ else
+ uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
+ }
+ }
+ }
+ }
+}
+
+/**
+ * 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)
+{
+ struct gl_uniform *uniform;
+ GLint elems;
+ unsigned loc, offset;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!validate_uniform_parameters(ctx, shProg, location, count,
+ &loc, &offset, "glUniform", false))
+ return;
+
+ elems = _mesa_sizeof_glsl_type(type);
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+ uniform = &shProg->Uniforms->Uniforms[loc];
+
+ if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ const GLenum basicType = base_uniform_type(type);
+ GLint i;
+ printf("Mesa: set program %u uniform %s (loc %d) to: ",
+ shProg->Name, uniform->Name, location);
+ if (basicType == GL_INT) {
+ const GLint *v = (const GLint *) values;
+ for (i = 0; i < count * elems; i++) {
+ printf("%d ", v[i]);
+ }
+ }
+ else if (basicType == GL_UNSIGNED_INT) {
+ const GLuint *v = (const GLuint *) values;
+ for (i = 0; i < count * elems; i++) {
+ printf("%u ", v[i]);
+ }
+ }
+ else {
+ const GLfloat *v = (const GLfloat *) values;
+ assert(basicType == GL_FLOAT);
+ for (i = 0; i < count * elems; i++) {
+ printf("%g ", v[i]);
+ }
+ }
+ printf("\n");
+ }
+
+ /* A uniform var may be used by both a vertex shader and a fragment
+ * shader. We may need to update one or both shader's uniform here:
+ */
+ if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->VertPos;
+ if (index >= 0) {
+ set_program_uniform(ctx,
+ shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
+ index, offset, type, count, elems, values);
+ }
+ }
+
+ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->FragPos;
+ if (index >= 0) {
+ set_program_uniform(ctx,
+ shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
+ index, offset, type, count, elems, values);
+ }
+ }
+
+ if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->GeomPos;
+ if (index >= 0) {
+ set_program_uniform(ctx,
+ shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
+ index, offset, type, count, elems, values);
+ }
+ }
+
+ uniform->Initialized = GL_TRUE;
+}
+
+/**
+ * Set a matrix-valued program parameter.
+ */
+static void
+set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
+ GLuint index, GLuint offset,
+ GLuint count, GLuint rows, GLuint cols,
+ GLboolean transpose, const GLfloat *values)
+{
+ GLuint mat, row, col;
+ GLuint src = 0;
+ const struct gl_program_parameter *param =
+ &program->Parameters->Parameters[index];
+ const GLuint slots = (param->Size + 3) / 4;
+ const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
+ GLint nr, nc;
+
+ /* check that the number of rows, columns is correct */
+ get_matrix_dims(param->DataType, &nr, &nc);
+ if (rows != nr || cols != nc) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(matrix size mismatch)");
+ return;
+ }
+
+ if ((GLint) param->Size <= typeSize) {
+ /* non-array: count must be at most one; count == 0 is handled
+ * by the loop below
+ */
+ if (count > 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(uniform is not an array)");
+ return;
+ }
+ }
+
+ /*
+ * Note: the _columns_ of a matrix are stored in program registers, not
+ * the rows. So, the loops below look a little funny.
+ * XXX could optimize this a bit...
+ */
+
+ /* loop over matrices */
+ for (mat = 0; mat < count; mat++) {
+
+ /* each matrix: */
+ for (col = 0; col < cols; col++) {
+ GLfloat *v;
+ if (offset >= slots) {
+ /* Ignore writes beyond the end of (the used part of) an array */
+ return;
+ }
+ v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
+ for (row = 0; row < rows; row++) {
+ if (transpose) {
+ v[row] = values[src + row * cols + col];
+ }
+ else {
+ v[row] = values[src + col * rows + row];
+ }
+ }
+
+ offset++;
+ }
+
+ src += rows * cols; /* next matrix */
+ }
+}
+
+/**
+ * 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,
+ GLint cols, GLint rows,
+ GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat *values)
+{
+ struct gl_uniform *uniform;
+ unsigned loc, offset;
+
+ ASSERT_OUTSIDE_BEGIN_END(ctx);
+
+ if (!validate_uniform_parameters(ctx, shProg, location, count,
+ &loc, &offset, "glUniformMatrix", false))
+ return;
+
+ if (values == NULL) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
+ return;
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
+
+ uniform = &shProg->Uniforms->Uniforms[loc];
+
+ if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->VertPos;
+ if (index >= 0) {
+ set_program_uniform_matrix(ctx,
+ shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
+ index, offset,
+ count, rows, cols, transpose, values);
+ }
+ }
+
+ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->FragPos;
+ if (index >= 0) {
+ set_program_uniform_matrix(ctx,
+ shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
+ index, offset,
+ count, rows, cols, transpose, values);
+ }
+ }
+
+ if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
+ /* convert uniform location to program parameter index */
+ GLint index = uniform->GeomPos;
+ if (index >= 0) {
+ set_program_uniform_matrix(ctx,
+ shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
+ index, offset,
+ count, rows, cols, transpose, values);
+ }
+ }
+
+ uniform->Initialized = GL_TRUE;
+}
+
+/**
+ * Called via glGetUniformLocation().
+ *
+ * The return value will encode two values, the uniform location and an
+ * offset (used for arrays, structs).
+ */
+extern "C" GLint
+_mesa_get_uniform_location(struct gl_context *ctx,
+ struct gl_shader_program *shProg,
+ const GLchar *name)
+{
+ GLint offset = 0, location = -1;
+
+ /* XXX we should return -1 if the uniform was declared, but not
+ * actually used.
+ */
+
+ /* XXX we need to be able to parse uniform names for structs and arrays
+ * such as:
+ * mymatrix[1]
+ * mystruct.field1
+ */
+
+ {
+ /* handle 1-dimension arrays here... */
+ char *c = strchr((char *)name, '[');
+ if (c) {
+ /* truncate name at [ */
+ const GLint len = c - name;
+ GLchar *newName = (GLchar *) malloc(len + 1);
+ if (!newName)
+ return -1; /* out of mem */
+ memcpy(newName, name, len);
+ newName[len] = 0;
+
+ location = _mesa_lookup_uniform(shProg->Uniforms, newName);
+ if (location >= 0) {
+ const GLint element = atoi(c + 1);
+ if (element > 0) {
+ /* get type of the uniform array element */
+ const struct gl_program_parameter *p =
+ get_uniform_parameter(shProg, location);
+ if (p) {
+ GLint rows, cols;
+ get_matrix_dims(p->DataType, &rows, &cols);
+ if (rows < 1)
+ rows = 1;
+ offset = element * rows;
+ }
+ }
+ }
+
+ free(newName);
+ }
+ }
+
+ if (location < 0) {
+ location = _mesa_lookup_uniform(shProg->Uniforms, name);
+ }
+
+ if (location < 0) {
+ return -1;
+ }
+
+ return _mesa_uniform_merge_location_offset(location, offset);
+}