diff options
author | Ian Romanick <[email protected]> | 2011-10-18 16:01:49 -0700 |
---|---|---|
committer | Ian Romanick <[email protected]> | 2011-11-07 13:33:16 -0800 |
commit | 719909698c67c287a393d2380278e7b7495ae018 (patch) | |
tree | 1a49879205ab93ea2d67db62cd8282b60302bdd7 /src/mesa/main/uniform_query.cpp | |
parent | 143d20c16a33e2f08e834b28c23dbea772591ef9 (diff) |
mesa: Rewrite the way uniforms are tracked and handled
Switch all of the code in ir_to_mesa, st_glsl_to_tgsi, glUniform*,
glGetUniform, glGetUniformLocation, and glGetActiveUniforms to use the
gl_uniform_storage structures in the gl_shader_program.
A couple of notes:
* Like most rewrite-the-world patches, this should be reviewed by
applying the patch and examining the modified functions.
* This leaves a lot of dead code around in linker.cpp and
uniform_query.cpp. This will be deleted in the next patches.
v2: Update the comment block (previously a FINISHME) in _mesa_uniform
about generating GL_INVALID_VALUE when an out-of-range sampler index
is specified.
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.cpp | 638 |
1 files changed, 430 insertions, 208 deletions
diff --git a/src/mesa/main/uniform_query.cpp b/src/mesa/main/uniform_query.cpp index 3df9a848f9a..496f60416bf 100644 --- a/src/mesa/main/uniform_query.cpp +++ b/src/mesa/main/uniform_query.cpp @@ -22,15 +22,16 @@ * 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" extern "C" { -#include "main/image.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "uniforms.h" @@ -44,42 +45,30 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); - const struct gl_program_parameter *param; if (!shProg) return; - if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { + if (index >= shProg->NumUserUniformStorage) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); return; } - param = get_uniform_parameter(shProg, index); - if (!param) - return; - - const struct gl_uniform *const uni = &shProg->Uniforms->Uniforms[index]; + const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index]; if (nameOut) { - _mesa_copy_string(nameOut, maxLength, length, param->Name); + _mesa_copy_string(nameOut, maxLength, length, uni->name); } if (size) { - GLint typeSize = _mesa_sizeof_glsl_type(uni->Type->gl_type); - if ((GLint) param->Size > typeSize) { - /* This is an array. - * Array elements are placed on vector[4] boundaries so they're - * a multiple of four floats. We round typeSize up to next multiple - * of four to get the right size below. - */ - typeSize = (typeSize + 3) & ~3; - } - /* Note that the returned size is in units of the <type>, not bytes */ - *size = param->Size / typeSize; + /* 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; + *type = uni->type->gl_type; } } @@ -419,12 +408,21 @@ validate_uniform_parameters(struct gl_context *ctx, _mesa_uniform_split_location_offset(location, loc, array_index); - if (*loc >= shProg->Uniforms->NumUniforms) { + if (*loc >= shProg->NumUserUniformStorage) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", caller, location); return false; } + /* This case should be impossible. The implication is that a call like + * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an + * array. + */ + if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", + caller, location); + return false; + } return true; } @@ -433,72 +431,81 @@ validate_uniform_parameters(struct gl_context *ctx, */ extern "C" void _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, - GLsizei bufSize, GLenum returnType, GLvoid *paramsOut) + GLsizei bufSize, enum glsl_base_type returnType, + GLvoid *paramsOut) { struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv"); - struct gl_program *prog; - GLint paramPos; + struct gl_uniform_storage *uni; unsigned loc, offset; if (!validate_uniform_parameters(ctx, shProg, location, 1, &loc, &offset, "glGetUniform", true)) return; - if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) { - _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; - } + uni = &shProg->UniformStorage[loc]; - if (ctx->Const.NativeIntegers) { - storage_type = base_uniform_type(p->DataType); - } else { - storage_type = GL_FLOAT; - } + { + unsigned elements = (uni->type->is_sampler()) + ? 1 : uni->type->components(); - k = 0; - for (i = 0; i < rows; i++) { - for (j = 0; j < cols; j++ ) { - void *out = (char *)paramsOut + 4 * k; + /* 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]; + unsigned bytes = sizeof(uni->storage[0]) * elements; + if (bytes > bufSize) { + elements = bufSize / sizeof(uni->storage[0]); + bytes = bufSize; + } + + /* 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 GL_FLOAT: - switch (storage_type) { - case GL_FLOAT: - *(float *)out = values[i][j].f; + 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 GL_INT: - case GL_BOOL: /* boolean is just an integer 1 or 0. */ - *(float *)out = values[i][j].i; + case GLSL_TYPE_BOOL: + dst[i].f = src[i].i ? 1.0f : 0.0f; break; - case GL_UNSIGNED_INT: - *(float *)out = values[i][j].u; + default: + assert(!"Should not get here."); break; } break; - case GL_INT: - case GL_UNSIGNED_INT: - switch (storage_type) { - case GL_FLOAT: + 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 @@ -516,23 +523,21 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, * a floating-point value is rounded to the * nearest integer..." */ - *(int *)out = IROUND(values[i][j].f); + dst[i].i = IROUND(src[i].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; + case GLSL_TYPE_BOOL: + dst[i].i = src[i].i ? 1 : 0; break; + default: + assert(!"Should not get here."); break; } break; - } - k++; + default: + assert(!"Should not get here."); + break; + } } } } @@ -935,9 +940,12 @@ _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; + unsigned components; + unsigned src_components; + unsigned i; + enum glsl_base_type basicType; + struct gl_uniform_storage *uni; ASSERT_OUTSIDE_BEGIN_END(ctx); @@ -945,73 +953,219 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, &loc, &offset, "glUniform", false)) return; - elems = _mesa_sizeof_glsl_type(type); + uni = &shProg->UniformStorage[loc]; - FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + /* 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; + } - uniform = &shProg->Uniforms->Uniforms[loc]; + 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) { - 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]); + 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 (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; } } - 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: + /* 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 (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 (uni->array_elements != 0) { + if (offset >= uni->array_elements) + return; + + count = MIN2(count, (uni->array_elements - offset)); } - 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); + 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; + + 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; + } } } - 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); + 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()) { + for (i = 0; i < count; i++) { + shProg->SamplerUnits[uni->sampler + offset + i] = + ((unsigned *) values)[i]; } - } - uniform->Initialized = GL_TRUE; + bool flushed = false; + for (i = 0; i < MESA_SHADER_TYPES; i++) { + struct gl_program *prog; + + if (shProg->_LinkedShaders[i] == NULL) + continue; + + prog = shProg->_LinkedShaders[i]->Program; + + assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits)); + + if (memcmp(prog->SamplerUnits, + shProg->SamplerUnits, + sizeof(shProg->SamplerUnits)) != 0) { + if (!flushed) { + FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); + flushed = true; + } + + memcpy(prog->SamplerUnits, + shProg->SamplerUnits, + sizeof(shProg->SamplerUnits)); + + _mesa_update_shader_textures_used(prog); + (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog); + } + } + } } /** @@ -1093,8 +1247,11 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values) { - struct gl_uniform *uniform; unsigned loc, offset; + unsigned vectors; + unsigned components; + unsigned elements; + struct gl_uniform_storage *uni; ASSERT_OUTSIDE_BEGIN_END(ctx); @@ -1102,49 +1259,79 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, &loc, &offset, "glUniformMatrix", false)) return; - if (values == NULL) { - _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); + uni = &shProg->UniformStorage[loc]; + if (!uni->type->is_matrix()) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniformMatrix(non-matrix uniform)"); return; } - FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + assert(!uni->type->is_sampler()); + vectors = uni->type->matrix_columns; + components = uni->type->vector_elements; - uniform = &shProg->Uniforms->Uniforms[loc]; + /* 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; + } - 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 (ctx->Shader.Flags & GLSL_UNIFORMS) { + log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count, + bool(transpose), shProg, location, uni); } - 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); - } + /* 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) { + if (offset >= uni->array_elements) + return; + + count = MIN2(count, (uni->array_elements - offset)); } - 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); + 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 (unsigned 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; } } - uniform->Initialized = GL_TRUE; + uni->initialized = true; + + _mesa_propagate_uniforms_to_driver_storage(uni, offset, count); } /** @@ -1158,56 +1345,91 @@ _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. + 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; - /* XXX we need to be able to parse uniform names for structs and arrays - * such as: - * mymatrix[1] - * mystruct.field1 - */ + /* 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 */ ; - { - /* 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; - } - } - } + /* 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 -1; - free(newName); - } - } + /* Return an error if there are no digits between the opening '[' to + * match the closing ']'. + */ + if (i == (len - 1)) + return -1; - if (location < 0) { - location = _mesa_lookup_uniform(shProg->Uniforms, name); + /* 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) + return -1; + + array_lookup = true; + } else { + name_copy = (char *) name; + offset = 0; + array_lookup = false; } - if (location < 0) { + unsigned location; + 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 -1; + + /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]' + * to (correctly) fail if 'a' is not an array. + */ + if (array_lookup && shProg->UniformStorage[location].array_elements == 0) { return -1; } |