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Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c297
1 files changed, 216 insertions, 81 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index b3d66c5babd..013e912e5d6 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -370,6 +370,31 @@ _mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
}
+/**
+ * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
+ */
+static GLbitfield
+get_shader_flags(void)
+{
+ GLbitfield flags = 0x0;
+ const char *env = _mesa_getenv("MESA_GLSL");
+
+ if (env) {
+ if (_mesa_strstr(env, "dump"))
+ flags |= GLSL_DUMP;
+ if (_mesa_strstr(env, "log"))
+ flags |= GLSL_LOG;
+ if (_mesa_strstr(env, "nopt"))
+ flags |= GLSL_NO_OPT;
+ else if (_mesa_strstr(env, "opt"))
+ flags |= GLSL_OPT;
+ if (_mesa_strstr(env, "uniform"))
+ flags |= GLSL_UNIFORMS;
+ }
+
+ return flags;
+}
+
/**
* Initialize context's shader state.
@@ -381,8 +406,9 @@ _mesa_init_shader_state(GLcontext * ctx)
* are generated by the GLSL compiler.
*/
ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
- ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */
+ ctx->Shader.EmitCondCodes = GL_FALSE;/*GL_TRUE;*/ /* XXX probably want GL_FALSE... */
ctx->Shader.EmitComments = GL_FALSE;
+ ctx->Shader.Flags = get_shader_flags();
}
@@ -866,6 +892,7 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
{
const struct gl_shader_program *shProg;
const struct gl_program *prog;
+ const struct gl_program_parameter *param;
GLint progPos;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
@@ -891,14 +918,30 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint 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
- / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
- if (type)
- *type = prog->Parameters->Parameters[progPos].DataType;
+ ASSERT(progPos < prog->Parameters->NumParameters);
+ param = &prog->Parameters->Parameters[progPos];
+
+ if (nameOut) {
+ copy_string(nameOut, maxLength, length, param->Name);
+ }
+
+ if (size) {
+ GLint typeSize = sizeof_glsl_type(param->DataType);
+ if (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;
+ }
+
+ if (type) {
+ *type = param->DataType;
+ }
}
@@ -1117,7 +1160,8 @@ get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
/**
* Determine the number of rows and columns occupied by a uniform
- * according to its datatype.
+ * 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,
@@ -1126,33 +1170,45 @@ get_uniform_rows_cols(const struct gl_program_parameter *p,
get_matrix_dims(p->DataType, rows, cols);
if (*rows == 0 && *cols == 0) {
/* not a matrix type, probably a float or vector */
- *rows = p->Size / 4 + 1;
- if (p->Size % 4 == 0)
- *cols = 4;
- else
- *cols = p->Size % 4;
+ if (p->Size <= 4) {
+ *rows = 1;
+ *cols = p->Size;
+ }
+ else {
+ *rows = p->Size / 4 + 1;
+ if (p->Size % 4 == 0)
+ *cols = 4;
+ else
+ *cols = p->Size % 4;
+ }
}
}
-#define MAX_UNIFORM_ELEMENTS 16
-
/**
- * Helper for GetUniformfv(), GetUniformiv()
- * Returns number of elements written to 'params' output.
+ * Helper for get_uniform[fi]v() functions.
+ * Given a shader program name and uniform location, return a pointer
+ * to the shader program and return the program parameter position.
*/
-static GLuint
-get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
- GLfloat *params)
+static void
+lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location,
+ struct gl_program **progOut, GLint *paramPosOut)
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
- if (shProg) {
- if (shProg->Uniforms &&
- location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
- GLint progPos;
- const struct gl_program *prog = NULL;
+ struct gl_program *prog = NULL;
+ GLint progPos = -1;
+ /* if shProg is NULL, we'll have already recorded an error */
+
+ if (shProg) {
+ if (!shProg->Uniforms ||
+ location < 0 ||
+ location >= (GLint) shProg->Uniforms->NumUniforms) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
+ }
+ else {
+ /* OK, find the gl_program and program parameter location */
progPos = shProg->Uniforms->Uniforms[location].VertPos;
if (progPos >= 0) {
prog = &shProg->VertexProgram->Base;
@@ -1163,33 +1219,11 @@ get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
prog = &shProg->FragmentProgram->Base;
}
}
-
- ASSERT(prog);
- if (prog) {
- const struct gl_program_parameter *p =
- &prog->Parameters->Parameters[progPos];
- GLint rows, cols, i, j, k;
-
- /* See uniformiv() below */
- assert(p->Size <= MAX_UNIFORM_ELEMENTS);
-
- get_uniform_rows_cols(p, &rows, &cols);
-
- k = 0;
- for (i = 0; i < rows; i++) {
- for (j = 0; j < cols; j++ ) {
- params[k++] = prog->Parameters->ParameterValues[progPos+i][j];
- }
- }
-
- return p->Size;
- }
- }
- else {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
}
}
- return 0;
+
+ *progOut = prog;
+ *paramPosOut = progPos;
}
@@ -1200,23 +1234,54 @@ static void
_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
GLfloat *params)
{
- (void) get_uniformfv(ctx, program, location, params);
+ struct gl_program *prog;
+ GLint paramPos;
+
+ lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
+
+ if (prog) {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[paramPos];
+ GLint rows, cols, i, j, k;
+
+ get_uniform_rows_cols(p, &rows, &cols);
+
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ params[k++] = prog->Parameters->ParameterValues[paramPos+i][j];
+ }
+ }
+ }
}
/**
* Called via ctx->Driver.GetUniformiv().
+ * \sa _mesa_get_uniformfv, only difference is a cast.
*/
static void
_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
GLint *params)
{
- GLfloat fparams[MAX_UNIFORM_ELEMENTS];
- GLuint n = get_uniformfv(ctx, program, location, fparams);
- GLuint i;
- assert(n <= MAX_UNIFORM_ELEMENTS);
- for (i = 0; i < n; i++) {
- params[i] = (GLint) fparams[i];
+ struct gl_program *prog;
+ GLint paramPos;
+
+ lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
+
+ if (prog) {
+ const struct gl_program_parameter *p =
+ &prog->Parameters->Parameters[paramPos];
+ GLint rows, cols, i, j, k;
+
+ get_uniform_rows_cols(p, &rows, &cols);
+
+ k = 0;
+ for (i = 0; i < rows; i++) {
+ for (j = 0; j < cols; j++ ) {
+ params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j];
+ }
+ }
}
}
@@ -1357,7 +1422,10 @@ _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
if (!sh)
return;
- sh->CompileStatus = _slang_compile(ctx, sh);
+ /* this call will set the sh->CompileStatus field to indicate if
+ * compilation was successful.
+ */
+ (void) _slang_compile(ctx, sh);
}
@@ -1527,7 +1595,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
return;
}
- if (index + offset > program->Parameters->Size) {
+ if (index + offset > (GLint) program->Parameters->Size) {
/* out of bounds! */
return;
}
@@ -1535,27 +1603,36 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
if (param->Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLuint texUnit, sampler;
+ GLint i;
/* data type for setting samplers must be int */
- if (type != GL_INT || count != 1) {
+ if (type != GL_INT) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniform(only glUniform1i can be used "
"to set sampler uniforms)");
return;
}
- sampler = (GLuint) program->Parameters->ParameterValues[index][0];
- texUnit = ((GLuint *) values)[0];
+ /* XXX arrays of samplers haven't been tested much, but it's not a
+ * common thing...
+ */
+ for (i = 0; i < count; i++) {
+ sampler = (GLuint) program->Parameters->ParameterValues[index + i][0];
+ texUnit = ((GLuint *) values)[i];
+
+ /* check that the sampler (tex unit index) is legal */
+ if (texUnit >= ctx->Const.MaxTextureImageUnits) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUniform1(invalid sampler/tex unit index)");
+ return;
+ }
- /* check that the sampler (tex unit index) is legal */
- 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: */
+ if (sampler < MAX_SAMPLERS) {
+ program->SamplerUnits[sampler] = texUnit;
+ }
}
- /* This maps a sampler to a texture unit: */
- program->SamplerUnits[sampler] = texUnit;
_mesa_update_shader_textures_used(program);
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
@@ -1563,19 +1640,31 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
else {
/* ordinary uniform variable */
GLsizei k, i;
- GLint slots = (param->Size + 3) / 4;
+ const GLint slots = (param->Size + 3) / 4;
+ const GLint typeSize = sizeof_glsl_type(param->DataType);
- if (count * elems > (GLint) param->Size) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
- return;
+ if (param->Size > typeSize) {
+ /* an array */
+ /* we'll ignore extra data below */
+ }
+ else {
+ /* non-array: count must be one */
+ if (count != 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform(uniform is not an array)");
+ return;
+ }
}
-
- if (count > slots)
- count = slots;
for (k = 0; k < count; k++) {
- GLfloat *uniformVal =
- program->Parameters->ParameterValues[index + offset + k];
+ GLfloat *uniformVal;
+
+ if (offset + k > slots) {
+ /* Extra array data is ignored */
+ break;
+ }
+
+ uniformVal = program->Parameters->ParameterValues[index + offset + k];
if (is_integer_type(type)) {
const GLint *iValues = ((const GLint *) values) + k * elems;
for (i = 0; i < elems; i++) {
@@ -1592,7 +1681,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program,
/* if the uniform is bool-valued, convert to 1.0 or 0.0 */
if (is_boolean_type(param->DataType)) {
for (i = 0; i < elems; i++) {
- uniformVal[i] = uniformVal[i] ? 1.0 : 0.0;
+ uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
}
}
}
@@ -1610,6 +1699,7 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
struct gl_uniform *uniform;
GLint elems, offset;
+ GLenum basicType;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
@@ -1619,6 +1709,11 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
if (location == -1)
return; /* The standard specifies this as a no-op */
+ if (location < -1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)");
+ return;
+ }
+
split_location_offset(&location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
@@ -1633,19 +1728,35 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
switch (type) {
case GL_FLOAT:
+ basicType = GL_FLOAT;
+ elems = 1;
+ break;
case GL_INT:
+ basicType = GL_INT;
elems = 1;
break;
case GL_FLOAT_VEC2:
+ basicType = GL_FLOAT;
+ elems = 2;
+ break;
case GL_INT_VEC2:
+ basicType = GL_INT;
elems = 2;
break;
case GL_FLOAT_VEC3:
+ basicType = GL_FLOAT;
+ elems = 3;
+ break;
case GL_INT_VEC3:
+ basicType = GL_INT;
elems = 3;
break;
case GL_FLOAT_VEC4:
+ basicType = GL_FLOAT;
+ elems = 4;
+ break;
case GL_INT_VEC4:
+ basicType = GL_INT;
elems = 4;
break;
default:
@@ -1657,6 +1768,25 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
uniform = &shProg->Uniforms->Uniforms[location];
+ if (ctx->Shader.Flags & GLSL_UNIFORMS) {
+ GLint i;
+ _mesa_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++) {
+ _mesa_printf("%d ", v[i]);
+ }
+ }
+ else {
+ const GLfloat *v = (const GLfloat *) values;
+ for (i = 0; i < count * elems; i++) {
+ _mesa_printf("%g ", v[i]);
+ }
+ }
+ _mesa_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:
*/
@@ -1758,6 +1888,11 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
if (location == -1)
return; /* The standard specifies this as a no-op */
+ if (location < -1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
+ return;
+ }
+
split_location_offset(&location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {