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authorIan Romanick <[email protected]>2011-10-18 16:01:49 -0700
committerIan Romanick <[email protected]>2011-11-07 13:33:16 -0800
commit719909698c67c287a393d2380278e7b7495ae018 (patch)
tree1a49879205ab93ea2d67db62cd8282b60302bdd7 /src/mesa/main/uniform_query.cpp
parent143d20c16a33e2f08e834b28c23dbea772591ef9 (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.cpp638
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, &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;
- }
+ 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;
}