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Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c235
1 files changed, 199 insertions, 36 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
index c1fbcde61e4..bd3745cfe60 100644
--- a/src/mesa/shader/shader_api.c
+++ b/src/mesa/shader/shader_api.c
@@ -513,6 +513,7 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
struct gl_shader_program *shProg;
const GLint size = -1; /* unknown size */
GLint i, oldIndex;
+ GLenum datatype;
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glBindAttribLocation");
@@ -543,7 +544,7 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
}
/* this will replace the current value if it's already in the list */
- i = _mesa_add_attribute(shProg->Attributes, name, size, index);
+ i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
if (i < 0) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
}
@@ -710,16 +711,51 @@ _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
}
+static GLint
+sizeof_glsl_type(GLenum type)
+{
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ case GL_BOOL:
+ return 1;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ case GL_BOOL_VEC2:
+ return 2;
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ case GL_BOOL_VEC3:
+ return 3;
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ case GL_BOOL_VEC4:
+ return 4;
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT2x3:
+ case GL_FLOAT_MAT2x4:
+ return 8; /* two float[4] vectors */
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT3x2:
+ case GL_FLOAT_MAT3x4:
+ return 12; /* three float[4] vectors */
+ case GL_FLOAT_MAT4:
+ case GL_FLOAT_MAT4x2:
+ case GL_FLOAT_MAT4x3:
+ return 16; /* four float[4] vectors */
+ default:
+ _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
+ return 1;
+ }
+}
+
+
static void
_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
- static const GLenum vec_types[] = {
- GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
- };
struct gl_shader_program *shProg;
- GLint sz;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
if (!shProg)
@@ -732,11 +768,11 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
copy_string(nameOut, maxLength, length,
shProg->Attributes->Parameters[index].Name);
- sz = shProg->Attributes->Parameters[index].Size;
if (size)
- *size = sz;
+ *size = shProg->Attributes->Parameters[index].Size
+ / sizeof_glsl_type(shProg->Attributes->Parameters[index].DataType);
if (type)
- *type = vec_types[sz]; /* XXX this is a temporary hack */
+ *type = shProg->Attributes->Parameters[index].DataType;
}
@@ -779,8 +815,8 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
copy_string(nameOut, maxLength, length,
prog->Parameters->Parameters[progPos].Name);
if (size)
- *size = prog->Parameters->Parameters[progPos].Size;
-
+ *size = prog->Parameters->Parameters[progPos].Size
+ / sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
if (type)
*type = prog->Parameters->Parameters[progPos].DataType;
}
@@ -969,7 +1005,7 @@ get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
= _mesa_lookup_shader_program(ctx, program);
if (shProg) {
if (shProg->Uniforms &&
- location >= 0 && location < shProg->Uniforms->NumUniforms) {
+ location >= 0 && location < (GLint) shProg->Uniforms->NumUniforms) {
GLint progPos;
GLuint i;
const struct gl_program *prog = NULL;
@@ -1172,6 +1208,60 @@ update_textures_used(struct gl_program *prog)
}
+static GLboolean
+is_sampler_type(GLenum type)
+{
+ switch (type) {
+ case GL_SAMPLER_1D:
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_3D:
+ case GL_SAMPLER_CUBE:
+ case GL_SAMPLER_1D_SHADOW:
+ case GL_SAMPLER_2D_SHADOW:
+ case GL_SAMPLER_2D_RECT_ARB:
+ case GL_SAMPLER_2D_RECT_SHADOW_ARB:
+ case GL_SAMPLER_1D_ARRAY_EXT:
+ case GL_SAMPLER_2D_ARRAY_EXT:
+ return GL_TRUE;
+ default:
+ return GL_FALSE;
+ }
+}
+
+
+/**
+ * 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_INT))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
+ userType == GL_INT_VEC2))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
+ userType == GL_INT_VEC3))
+ return GL_TRUE;
+
+ if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_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
@@ -1185,6 +1275,12 @@ static void
set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
GLenum type, GLsizei count, GLint elems, const void *values)
{
+ if (!compatible_types(type,
+ program->Parameters->Parameters[location].DataType)) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
+ return;
+ }
+
if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLuint texUnit, sampler;
@@ -1217,7 +1313,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
/* ordinary uniform variable */
GLsizei k, i;
- if (count * elems > program->Parameters->Parameters[location].Size) {
+ if (count * elems > (GLint) program->Parameters->Parameters[location].Size) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
return;
}
@@ -1318,38 +1414,99 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
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;
+ }
+}
+
+
+static void
set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
- GLuint location, GLuint rows, GLuint cols,
+ GLuint location, GLuint count,
+ GLuint rows, GLuint cols,
GLboolean transpose, const GLfloat *values)
{
+ GLuint mat, row, col;
+ GLuint dst = location, src = 0;
+ GLint nr, nc;
+
+ /* check that the number of rows, columns is correct */
+ get_matrix_dims(program->Parameters->Parameters[location].DataType, &nr, &nc);
+ if (rows != nr || cols != nc) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(matrix size mismatch");
+ return;
+ }
+
/*
* Note: the _columns_ of a matrix are stored in program registers, not
- * the rows.
+ * the rows. So, the loops below look a little funny.
+ * XXX could optimize this a bit...
*/
- /* 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 {
- GLuint row, col;
+
+ /* loop over matrices */
+ for (mat = 0; mat < count; mat++) {
+
+ /* each matrix: */
for (col = 0; col < cols; col++) {
- GLfloat *v = program->Parameters->ParameterValues[location + col];
+ GLfloat *v = program->Parameters->ParameterValues[dst];
for (row = 0; row < rows; row++) {
- v[row] = values[col * rows + row];
+ if (transpose) {
+ v[row] = values[src + row * cols + col];
+ }
+ else {
+ v[row] = values[src + col * rows + row];
+ }
}
+ dst++;
}
+
+ src += rows * cols; /* next matrix */
}
}
/**
* Called by ctx->Driver.UniformMatrix().
+ * Note: cols=2, rows=4 ==> array[2] of vec4
*/
static void
_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
@@ -1367,7 +1524,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
if (location == -1)
return; /* The standard specifies this as a no-op */
- if (location < 0 || location >= shProg->Uniforms->NumUniforms) {
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
return;
}
@@ -1382,7 +1539,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
if (loc >= 0) {
set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
- loc, rows, cols, transpose, values);
+ loc, count, rows, cols, transpose, values);
}
}
@@ -1390,7 +1547,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
if (loc >= 0) {
set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
- loc, rows, cols, transpose, values);
+ loc, count, rows, cols, transpose, values);
}
}
}
@@ -1400,15 +1557,19 @@ static void
_mesa_validate_program(GLcontext *ctx, GLuint program)
{
struct gl_shader_program *shProg;
- shProg = _mesa_lookup_shader_program(ctx, program);
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
return;
}
- /* XXX temporary */
- shProg->Validated = GL_TRUE;
- /* From the GL spec:
+ if (!shProg->LinkStatus) {
+ shProg->Validated = GL_FALSE;
+ return;
+ }
+
+ /* From the GL spec, a program is invalid if any of these are true:
+
any two active samplers in the current program object are of
different types, but refer to the same texture image unit,
@@ -1421,6 +1582,8 @@ _mesa_validate_program(GLcontext *ctx, GLuint program)
processing exceeds the combined limit on the total number of texture
image units allowed.
*/
+
+ shProg->Validated = GL_TRUE;
}