diff options
author | Brian Paul <[email protected]> | 2008-05-14 16:09:46 -0600 |
---|---|---|
committer | Brian Paul <[email protected]> | 2008-05-14 16:09:46 -0600 |
commit | ade508312c701ce89d3c2cd717994dbbabb4f207 (patch) | |
tree | 7c7a35935143d90c99820025a8887c5606041db6 /src/mesa/shader/shader_api.c | |
parent | c807c1a23fc918591e9d2f6f26c4e071a725bced (diff) |
Updated GLSL uniform/sampler handling from gallium-0.1 branch
Previously, the shader linker combined the uniforms used by the vertex and
fragment shaders into a combined set of uniforms. This made the implementation
of glUniform*() simple, but was rather inefficient otherwise. Now each shader
gets its own set of uniforms (no more modelview matrix showing up in the
fragment shader uniforms, for example).
cherry-picked by hand from gallium-0.1 branch
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r-- | src/mesa/shader/shader_api.c | 423 |
1 files changed, 211 insertions, 212 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c index 65a8c6cc54a..11450db6448 100644 --- a/src/mesa/shader/shader_api.c +++ b/src/mesa/shader/shader_api.c @@ -43,6 +43,7 @@ #include "prog_parameter.h" #include "prog_print.h" #include "prog_statevars.h" +#include "prog_uniform.h" #include "shader/shader_api.h" #include "shader/slang/slang_compile.h" #include "shader/slang/slang_link.h" @@ -75,23 +76,23 @@ _mesa_clear_shader_program_data(GLcontext *ctx, struct gl_shader_program *shProg) { if (shProg->VertexProgram) { - if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) { - /* to prevent a double-free in the next call */ - shProg->VertexProgram->Base.Parameters = NULL; - } + /* Set ptr to NULL since the param list is shared with the + * original/unlinked program. + */ + shProg->VertexProgram->Base.Parameters = NULL; _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL); } if (shProg->FragmentProgram) { - if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) { - /* to prevent a double-free in the next call */ - shProg->FragmentProgram->Base.Parameters = NULL; - } + /* Set ptr to NULL since the param list is shared with the + * original/unlinked program. + */ + shProg->FragmentProgram->Base.Parameters = NULL; _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL); } if (shProg->Uniforms) { - _mesa_free_parameter_list(shProg->Uniforms); + _mesa_free_uniform_list(shProg->Uniforms); shProg->Uniforms = NULL; } @@ -680,9 +681,9 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index, shProg->Attributes->Parameters[index].Name); sz = shProg->Attributes->Parameters[index].Size; if (size) - *size = 1; /* attributes may not be arrays */ - if (type && sz > 0 && sz <= 4) /* XXX this is a temporary hack */ - *type = vec_types[sz - 1]; + *size = sz; + if (type) + *type = vec_types[sz]; /* XXX this is a temporary hack */ } @@ -696,41 +697,41 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index, { struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program); - GLuint ind, j; + const struct gl_program *prog; + GLint progPos; if (!shProg) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform"); return; } - if (!shProg->Uniforms || index >= shProg->Uniforms->NumParameters) { + if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); return; } - ind = 0; - for (j = 0; j < shProg->Uniforms->NumParameters; j++) { - if (shProg->Uniforms->Parameters[j].Type == PROGRAM_UNIFORM || - shProg->Uniforms->Parameters[j].Type == PROGRAM_SAMPLER) { - if (ind == index) { - GLuint uSize = shProg->Uniforms->Parameters[j].Size; - GLenum uType = shProg->Uniforms->Parameters[j].DataType; - /* found it */ - copy_string(nameOut, maxLength, length, - shProg->Uniforms->Parameters[j].Name); - if (size) { - /* convert from floats to 'type' (eg: sizeof(mat4x4)=1) */ - *size = uSize / sizeof_glsl_type(uType); - } - if (type) - *type = uType; - return; - } - ind++; + progPos = shProg->Uniforms->Uniforms[index].VertPos; + if (progPos >= 0) { + prog = &shProg->VertexProgram->Base; + } + else { + progPos = shProg->Uniforms->Uniforms[index].FragPos; + if (progPos >= 0) { + prog = &shProg->FragmentProgram->Base; } } - _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); + if (!prog || progPos < 0) + return; /* should never happen */ + + if (nameOut) + copy_string(nameOut, maxLength, length, + prog->Parameters->Parameters[progPos].Name); + if (size) + *size = prog->Parameters->Parameters[progPos].Size; + + if (type) + *type = prog->Parameters->Parameters[progPos].DataType; } @@ -848,14 +849,10 @@ _mesa_get_programiv(GLcontext *ctx, GLuint program, PROGRAM_INPUT) + 1; break; case GL_ACTIVE_UNIFORMS: - *params - = _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_UNIFORM) - + _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_SAMPLER); + *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0; break; case GL_ACTIVE_UNIFORM_MAX_LENGTH: - *params = MAX2( - _mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_UNIFORM), - _mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_SAMPLER)); + *params = _mesa_longest_uniform_name(shProg->Uniforms); if (*params > 0) (*params)++; /* add one for terminating zero */ break; @@ -952,42 +949,24 @@ _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program); if (shProg) { - GLint i; - if (location >= 0 && location < shProg->Uniforms->NumParameters) { - GLuint uSize; - GLenum uType; - GLint rows = 0; - uType = shProg->Uniforms->Parameters[location].DataType; - uSize = sizeof_glsl_type(uType); - /* Matrix types need special handling, because they span several - * parameters, and may also not be fully packed. - */ - switch (shProg->Uniforms->Parameters[location].DataType) { - case GL_FLOAT_MAT2: - case GL_FLOAT_MAT3x2: - case GL_FLOAT_MAT4x2: - rows = 2; - break; - case GL_FLOAT_MAT2x3: - case GL_FLOAT_MAT3: - case GL_FLOAT_MAT4x3: - rows = 3; - break; - case GL_FLOAT_MAT2x4: - case GL_FLOAT_MAT3x4: - case GL_FLOAT_MAT4: - rows = 4; - } - if (rows != 0) { - GLint r, c; - for (c = 0, i = 0; c * 4 < uSize; c++) - for (r = 0; r < rows; r++, i++) - params[i] = shProg->Uniforms->ParameterValues[location + c][r]; + if (location < shProg->Uniforms->NumUniforms) { + GLint progPos, i; + const struct gl_program *prog; + + progPos = shProg->Uniforms->Uniforms[location].VertPos; + if (progPos >= 0) { + prog = &shProg->VertexProgram->Base; } - else - for (i = 0; i < uSize; i++) { - params[i] = shProg->Uniforms->ParameterValues[location][i]; + else { + progPos = shProg->Uniforms->Uniforms[location].FragPos; + if (progPos >= 0) { + prog = &shProg->FragmentProgram->Base; } + } + + for (i = 0; i < prog->Parameters->Parameters[progPos].Size; i++) { + params[i] = prog->Parameters->ParameterValues[progPos][i]; + } } else { _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)"); @@ -1007,23 +986,10 @@ _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name) { struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, program); - if (shProg) { - GLuint loc; - for (loc = 0; loc < shProg->Uniforms->NumParameters; loc++) { - const struct gl_program_parameter *u - = shProg->Uniforms->Parameters + loc; - /* XXX this is a temporary simplification / short-cut. - * We need to handle things like "e.c[0].b" as seen in the - * GLSL orange book, page 189. - */ - if ((u->Type == PROGRAM_UNIFORM || - u->Type == PROGRAM_SAMPLER) && !strcmp(u->Name, name)) { - return loc; - } - } - } - return -1; + if (!shProg) + return -1; + return _mesa_lookup_uniform(shProg->Uniforms, name); } @@ -1134,55 +1100,121 @@ _mesa_use_program(GLcontext *ctx, GLuint program) } + /** - * Called via ctx->Driver.Uniform(). + * Update the vertex and fragment program's TexturesUsed arrays. */ -void -_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, - const GLvoid *values, GLenum type) +static void +update_textures_used(struct gl_program *prog) { - struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; - GLint elems, i, k; - GLenum uType; - GLsizei maxCount; + GLuint s; - if (!shProg || !shProg->LinkStatus) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); - return; - } + memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); - if (location == -1) - return; /* The standard specifies this as a no-op */ - - /* The spec says this is GL_INVALID_OPERATION, although it seems like it - * ought to be GL_INVALID_VALUE - */ - if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)"); - return; + for (s = 0; s < MAX_SAMPLERS; s++) { + if (prog->SamplersUsed & (1 << s)) { + GLuint u = prog->SamplerUnits[s]; + GLuint t = prog->SamplerTargets[s]; + assert(u < MAX_TEXTURE_IMAGE_UNITS); + prog->TexturesUsed[u] |= (1 << t); + } } +} - FLUSH_VERTICES(ctx, _NEW_PROGRAM); - uType = shProg->Uniforms->Parameters[location].DataType; - /* - * If we're setting a sampler, we must use glUniformi1()! - */ - if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) { - GLint unit; +/** + * Set the value of a program's uniform variable. + * \param program the program whose uniform to update + * \param location the location/index of the uniform + * \param type the datatype of the uniform + * \param count the number of uniforms to set + * \param elems number of elements per uniform + * \param values the new values + */ +static void +set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location, + GLenum type, GLint count, GLint elems, const void *values) +{ + if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) { + /* This controls which texture unit which is used by a sampler */ + GLuint texUnit, sampler; + + /* data type for setting samplers must be int */ if (type != GL_INT || count != 1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(only glUniform1i can be used " "to set sampler uniforms)"); return; } + + sampler = (GLuint) program->Parameters->ParameterValues[location][0]; + texUnit = ((GLuint *) values)[0]; + /* check that the sampler (tex unit index) is legal */ - unit = ((GLint *) values)[0]; - if (unit >= ctx->Const.MaxTextureImageUnits) { + if (texUnit >= ctx->Const.MaxTextureImageUnits) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform1(invalid sampler/tex unit index)"); return; } + + /* This maps a sampler to a texture unit: */ + program->SamplerUnits[sampler] = texUnit; + update_textures_used(program); + + FLUSH_VERTICES(ctx, _NEW_TEXTURE); + } + else { + /* ordinary uniform variable */ + GLint k, i; + + if (count * elems > program->Parameters->Parameters[location].Size) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)"); + return; + } + + for (k = 0; k < count; k++) { + GLfloat *uniformVal = program->Parameters->ParameterValues[location + k]; + if (type == GL_INT || + type == GL_INT_VEC2 || + type == GL_INT_VEC3 || + type == GL_INT_VEC4) { + const GLint *iValues = ((const GLint *) values) + k * elems; + for (i = 0; i < elems; i++) { + uniformVal[i] = (GLfloat) iValues[i]; + } + } + else { + const GLfloat *fValues = ((const GLfloat *) values) + k * elems; + for (i = 0; i < elems; i++) { + uniformVal[i] = fValues[i]; + } + } + } + } +} + + +/** + * Called via ctx->Driver.Uniform(). + */ +void +_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, + const GLvoid *values, GLenum type) +{ + struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; + GLint elems; + + if (!shProg || !shProg->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); + return; + } + + if (location == -1) + return; /* The standard specifies this as a no-op */ + + if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { + _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)"); + return; } if (count < 0) { @@ -1212,69 +1244,56 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, return; } - /* OpenGL requires types to match exactly, except that one can convert - * float or int array to boolean array. + FLUSH_VERTICES(ctx, _NEW_PROGRAM); + + /* 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: */ - switch (uType) - { - case GL_BOOL: - case GL_BOOL_VEC2: - case GL_BOOL_VEC3: - case GL_BOOL_VEC4: - if (elems != sizeof_glsl_type(uType)) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count mismatch)"); - } - break; - case PROGRAM_SAMPLER: - break; - default: - if (shProg->Uniforms->Parameters[location].Type != PROGRAM_SAMPLER - && uType != type) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); - } - break; + if (shProg->VertexProgram) { + GLint loc = shProg->Uniforms->Uniforms[location].VertPos; + if (loc >= 0) { + set_program_uniform(ctx, &shProg->VertexProgram->Base, + loc, type, count, elems, values); + } + } + + if (shProg->FragmentProgram) { + GLint loc = shProg->Uniforms->Uniforms[location].FragPos; + if (loc >= 0) { + set_program_uniform(ctx, &shProg->FragmentProgram->Base, + loc, type, count, elems, values); + } } +} - /* XXX if this is a base type, then count must equal 1. However, we - * don't have enough information from the compiler to distinguish a - * base type from a 1-element array of that type. The standard allows - * count to overrun an array, in which case the overflow is ignored. + +static void +set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program, + GLuint location, GLuint rows, GLuint cols, + GLboolean transpose, const GLfloat *values) +{ + /* + * Note: the _columns_ of a matrix are stored in program registers, not + * the rows. */ - maxCount = shProg->Uniforms->Parameters[location].Size / elems; - if (count > maxCount) count = maxCount; - - for (k = 0; k < count; k++) { - GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k]; - if (type == GL_INT || - type == GL_INT_VEC2 || - type == GL_INT_VEC3 || - type == GL_INT_VEC4) { - const GLint *iValues = ((const GLint *) values) + k * elems; - for (i = 0; i < elems; i++) { - uniformVal[i] = (GLfloat) iValues[i]; + /* XXXX need to test 3x3 and 2x2 matrices... */ + if (transpose) { + GLuint row, col; + for (col = 0; col < cols; col++) { + GLfloat *v = program->Parameters->ParameterValues[location + col]; + for (row = 0; row < rows; row++) { + v[row] = values[row * cols + col]; } } - else { - const GLfloat *fValues = ((const GLfloat *) values) + k * elems; - for (i = 0; i < elems; i++) { - uniformVal[i] = fValues[i]; + } + else { + GLuint row, col; + for (col = 0; col < cols; col++) { + GLfloat *v = program->Parameters->ParameterValues[location + col]; + for (row = 0; row < rows; row++) { + v[row] = values[col * rows + row]; } } - if (uType == GL_BOOL || - uType == GL_BOOL_VEC2 || - uType == GL_BOOL_VEC3 || - uType == GL_BOOL_VEC4) { - for (i = 0; i < elems; i++) - uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f; - } - } - - if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) { - if (shProg->VertexProgram) - _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base); - if (shProg->FragmentProgram) - _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base); - FLUSH_VERTICES(ctx, _NEW_TEXTURE); } } @@ -1287,62 +1306,42 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, GLenum matrixType, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values) { - GLsizei maxCount, i; struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; + if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(program not linked)"); return; } + if (location == -1) return; /* The standard specifies this as a no-op */ - /* The spec says this is GL_INVALID_OPERATION, although it seems like it - * ought to be GL_INVALID_VALUE - */ - if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) { - _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)"); + + if (location < 0 || location >= shProg->Uniforms->NumUniforms) { + _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)"); return; } if (values == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); return; } - if (count < 0) { - _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(count < 0)"); - return; - } FLUSH_VERTICES(ctx, _NEW_PROGRAM); - /* - * Note: the _columns_ of a matrix are stored in program registers, not - * the rows. - */ - /* XXXX need to test 3x3 and 2x2 matrices... */ - maxCount = shProg->Uniforms->Parameters[location].Size / (4 * cols); - if (count > maxCount) - count = maxCount; - for (i = 0; i < count; i++) { - if (transpose) { - GLuint row, col; - for (col = 0; col < cols; col++) { - GLfloat *v = shProg->Uniforms->ParameterValues[location + col]; - for (row = 0; row < rows; row++) { - v[row] = values[row * cols + col]; - } - } + if (shProg->VertexProgram) { + GLint loc = shProg->Uniforms->Uniforms[location].VertPos; + if (loc >= 0) { + set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base, + loc, rows, cols, transpose, values); } - else { - GLuint row, col; - for (col = 0; col < cols; col++) { - GLfloat *v = shProg->Uniforms->ParameterValues[location + col]; - for (row = 0; row < rows; row++) { - v[row] = values[col * rows + row]; - } - } + } + + if (shProg->FragmentProgram) { + GLint loc = shProg->Uniforms->Uniforms[location].FragPos; + if (loc >= 0) { + set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base, + loc, rows, cols, transpose, values); } - location += cols; - values += rows * cols; } } |