/* * Copyright © 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice (including the next * paragraph) shall be included in all copies or substantial portions of the * Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN 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. */ /** * \file shader_query.cpp * C-to-C++ bridge functions to query GLSL shader data * * \author Ian Romanick */ #include "main/core.h" #include "glsl_symbol_table.h" #include "ir.h" #include "shaderobj.h" #include "program/hash_table.h" #include "../glsl/program.h" #include "uniforms.h" #include "main/enums.h" extern "C" { #include "shaderapi.h" } static GLint program_resource_location(struct gl_shader_program *shProg, struct gl_program_resource *res, const char *name); /** * Declare convenience functions to return resource data in a given type. * Warning! this is not type safe so be *very* careful when using these. */ #define DECL_RESOURCE_FUNC(name, type) \ const type * RESOURCE_ ## name (gl_program_resource *res) { \ assert(res->Data); \ return (type *) res->Data; \ } DECL_RESOURCE_FUNC(VAR, ir_variable); DECL_RESOURCE_FUNC(UBO, gl_uniform_block); DECL_RESOURCE_FUNC(UNI, gl_uniform_storage); DECL_RESOURCE_FUNC(ATC, gl_active_atomic_buffer); DECL_RESOURCE_FUNC(XFB, gl_transform_feedback_varying_info); void GLAPIENTRY _mesa_BindAttribLocation(GLhandleARB program, GLuint index, const GLcharARB *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glBindAttribLocation"); if (!shProg) return; if (!name) return; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBindAttribLocation(illegal name)"); return; } if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)"); return; } /* Replace the current value if it's already in the list. Add * VERT_ATTRIB_GENERIC0 because that's how the linker differentiates * between built-in attributes and user-defined attributes. */ shProg->AttributeBindings->put(index + VERT_ATTRIB_GENERIC0, name); /* * Note that this attribute binding won't go into effect until * glLinkProgram is called again. */ } static bool is_active_attrib(const ir_variable *var) { if (!var) return false; switch (var->data.mode) { case ir_var_shader_in: return var->data.location != -1; case ir_var_system_value: /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes): * "For GetActiveAttrib, all active vertex shader input variables * are enumerated, including the special built-in inputs gl_VertexID * and gl_InstanceID." */ return var->data.location == SYSTEM_VALUE_VERTEX_ID || var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE || var->data.location == SYSTEM_VALUE_INSTANCE_ID; default: return false; } } void GLAPIENTRY _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index, GLsizei maxLength, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg; if (maxLength < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(maxLength < 0)"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib"); if (!shProg) return; if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(program not linked)"); return; } if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)"); return; } struct gl_program_resource *res = _mesa_program_resource_find_index(shProg, GL_PROGRAM_INPUT, desired_index); /* User asked for index that does not exist. */ if (!res) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)"); return; } const ir_variable *const var = RESOURCE_VAR(res); if (!is_active_attrib(var)) return; const char *var_name = var->name; /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to * consider gl_VertexIDMESA as gl_VertexID for purposes of checking * active attributes. */ if (var->data.mode == ir_var_system_value && var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) { var_name = "gl_VertexID"; } _mesa_copy_string(name, maxLength, length, var_name); if (size) _mesa_program_resource_prop(shProg, res, desired_index, GL_ARRAY_SIZE, size, "glGetActiveAttrib"); if (type) _mesa_program_resource_prop(shProg, res, desired_index, GL_TYPE, (GLint *) type, "glGetActiveAttrib"); } /* Locations associated with shader variables (array or non-array) can be * queried using its base name or using the base name appended with the * valid array index. For example, in case of below vertex shader, valid * queries can be made to know the location of "xyz", "array", "array[0]", * "array[1]", "array[2]" and "array[3]". In this example index reurned * will be 0, 0, 0, 1, 2, 3 respectively. * * [Vertex Shader] * layout(location=0) in vec4 xyz; * layout(location=1) in vec4[4] array; * void main() * { } * * This requirement came up with the addition of ARB_program_interface_query * to OpenGL 4.3 specification. See page 101 (page 122 of the PDF) for details. * * This utility function is used by: * _mesa_GetAttribLocation * _mesa_GetFragDataLocation * _mesa_GetFragDataIndex * * Returns 0: * if the 'name' string matches var->name. * Returns 'matched index': * if the 'name' string matches var->name appended with valid array index. */ int static inline get_matching_index(const ir_variable *const var, const char *name) { unsigned idx = 0; const char *const paren = strchr(name, '['); const unsigned len = (paren != NULL) ? paren - name : strlen(name); if (paren != NULL) { if (!var->type->is_array()) return -1; char *endptr; idx = (unsigned) strtol(paren + 1, &endptr, 10); const unsigned idx_len = endptr != (paren + 1) ? endptr - paren - 1 : 0; /* Validate the sub string representing index in 'name' string */ if ((idx > 0 && paren[1] == '0') /* leading zeroes */ || (idx == 0 && idx_len > 1) /* all zeroes */ || paren[1] == ' ' /* whitespace */ || endptr[0] != ']' /* closing brace */ || endptr[1] != '\0' /* null char */ || idx_len == 0 /* missing index */ || idx >= var->type->length) /* exceeding array bound */ return -1; } if (strncmp(var->name, name, len) == 0 && var->name[len] == '\0') return idx; return -1; } GLint GLAPIENTRY _mesa_GetAttribLocation(GLhandleARB program, const GLcharARB * name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation"); if (!shProg) { return -1; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetAttribLocation(program not linked)"); return -1; } if (!name) return -1; /* Not having a vertex shader is not an error. */ if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) return -1; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_PROGRAM_INPUT, name); if (!res) return -1; GLint loc = program_resource_location(shProg, res, name); /* The extra check against against 0 is made because of builtin-attribute * locations that have offset applied. Function program_resource_location * can return built-in attribute locations < 0 and glGetAttribLocation * cannot be used on "conventional" attributes. * * From page 95 of the OpenGL 3.0 spec: * * "If name is not an active attribute, if name is a conventional * attribute, or if an error occurs, -1 will be returned." */ return (loc >= 0) ? loc : -1; } unsigned _mesa_count_active_attribs(struct gl_shader_program *shProg) { if (!shProg->LinkStatus || shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { return 0; } struct gl_program_resource *res = shProg->ProgramResourceList; unsigned count = 0; for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) { if (res->Type == GL_PROGRAM_INPUT && res->StageReferences & (1 << MESA_SHADER_VERTEX) && is_active_attrib(RESOURCE_VAR(res))) count++; } return count; } size_t _mesa_longest_attribute_name_length(struct gl_shader_program *shProg) { if (!shProg->LinkStatus || shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { return 0; } struct gl_program_resource *res = shProg->ProgramResourceList; size_t longest = 0; for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) { if (res->Type == GL_PROGRAM_INPUT && res->StageReferences & (1 << MESA_SHADER_VERTEX)) { const size_t length = strlen(RESOURCE_VAR(res)->name); if (length >= longest) longest = length + 1; } } return longest; } void GLAPIENTRY _mesa_BindFragDataLocation(GLuint program, GLuint colorNumber, const GLchar *name) { _mesa_BindFragDataLocationIndexed(program, colorNumber, 0, name); } void GLAPIENTRY _mesa_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glBindFragDataLocationIndexed"); if (!shProg) return; if (!name) return; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBindFragDataLocationIndexed(illegal name)"); return; } if (index > 1) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(index)"); return; } if (index == 0 && colorNumber >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)"); return; } if (index == 1 && colorNumber >= ctx->Const.MaxDualSourceDrawBuffers) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)"); return; } /* Replace the current value if it's already in the list. Add * FRAG_RESULT_DATA0 because that's how the linker differentiates * between built-in attributes and user-defined attributes. */ shProg->FragDataBindings->put(colorNumber + FRAG_RESULT_DATA0, name); shProg->FragDataIndexBindings->put(index, name); /* * Note that this binding won't go into effect until * glLinkProgram is called again. */ } GLint GLAPIENTRY _mesa_GetFragDataIndex(GLuint program, const GLchar *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetFragDataIndex"); if (!shProg) { return -1; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataIndex(program not linked)"); return -1; } if (!name) return -1; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataIndex(illegal name)"); return -1; } /* Not having a fragment shader is not an error. */ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) return -1; return _mesa_program_resource_location_index(shProg, GL_PROGRAM_OUTPUT, name); } GLint GLAPIENTRY _mesa_GetFragDataLocation(GLuint program, const GLchar *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetFragDataLocation"); if (!shProg) { return -1; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataLocation(program not linked)"); return -1; } if (!name) return -1; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataLocation(illegal name)"); return -1; } /* Not having a fragment shader is not an error. */ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) return -1; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name); if (!res) return -1; GLint loc = program_resource_location(shProg, res, name); /* The extra check against against 0 is made because of builtin-attribute * locations that have offset applied. Function program_resource_location * can return built-in attribute locations < 0 and glGetFragDataLocation * cannot be used on "conventional" attributes. * * From page 95 of the OpenGL 3.0 spec: * * "If name is not an active attribute, if name is a conventional * attribute, or if an error occurs, -1 will be returned." */ return (loc >= 0) ? loc : -1; } const char* _mesa_program_resource_name(struct gl_program_resource *res) { switch (res->Type) { case GL_UNIFORM_BLOCK: return RESOURCE_UBO(res)->Name; case GL_TRANSFORM_FEEDBACK_VARYING: return RESOURCE_XFB(res)->Name; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: return RESOURCE_VAR(res)->name; case GL_UNIFORM: return RESOURCE_UNI(res)->name; default: assert(!"support for resource type not implemented"); } return NULL; } unsigned _mesa_program_resource_array_size(struct gl_program_resource *res) { switch (res->Type) { case GL_TRANSFORM_FEEDBACK_VARYING: return RESOURCE_XFB(res)->Size > 1 ? RESOURCE_XFB(res)->Size : 0; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: return RESOURCE_VAR(res)->data.max_array_access; case GL_UNIFORM: return RESOURCE_UNI(res)->array_elements; case GL_ATOMIC_COUNTER_BUFFER: case GL_UNIFORM_BLOCK: return 0; default: assert(!"support for resource type not implemented"); } return 0; } static int array_index_of_resource(struct gl_program_resource *res, const char *name) { assert(res->Data); switch (res->Type) { case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: return get_matching_index(RESOURCE_VAR(res), name); default: assert(!"support for resource type not implemented"); return -1; } } /* Find a program resource with specific name in given interface. */ struct gl_program_resource * _mesa_program_resource_find_name(struct gl_shader_program *shProg, GLenum programInterface, const char *name) { struct gl_program_resource *res = shProg->ProgramResourceList; for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) { if (res->Type != programInterface) continue; /* Resource basename. */ const char *rname = _mesa_program_resource_name(res); unsigned baselen = strlen(rname); switch (programInterface) { case GL_TRANSFORM_FEEDBACK_VARYING: case GL_UNIFORM_BLOCK: case GL_UNIFORM: if (strncmp(rname, name, baselen) == 0) { /* Basename match, check if array or struct. */ if (name[baselen] == '\0' || name[baselen] == '[' || name[baselen] == '.') { return res; } } break; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: if (array_index_of_resource(res, name) >= 0) return res; break; default: assert(!"not implemented for given interface"); } } return NULL; } static GLuint calc_resource_index(struct gl_shader_program *shProg, struct gl_program_resource *res) { unsigned i; GLuint index = 0; for (i = 0; i < shProg->NumProgramResourceList; i++) { if (&shProg->ProgramResourceList[i] == res) return index; if (shProg->ProgramResourceList[i].Type == res->Type) index++; } return GL_INVALID_INDEX; } /** * Calculate index for the given resource. */ GLuint _mesa_program_resource_index(struct gl_shader_program *shProg, struct gl_program_resource *res) { if (!res) return GL_INVALID_INDEX; switch (res->Type) { case GL_UNIFORM_BLOCK: return RESOURCE_UBO(res)- shProg->UniformBlocks; case GL_ATOMIC_COUNTER_BUFFER: return RESOURCE_ATC(res) - shProg->AtomicBuffers; case GL_TRANSFORM_FEEDBACK_VARYING: default: return calc_resource_index(shProg, res); } } /* Find a program resource with specific index in given interface. */ struct gl_program_resource * _mesa_program_resource_find_index(struct gl_shader_program *shProg, GLenum programInterface, GLuint index) { struct gl_program_resource *res = shProg->ProgramResourceList; int idx = -1; for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) { if (res->Type != programInterface) continue; switch (res->Type) { case GL_UNIFORM_BLOCK: case GL_ATOMIC_COUNTER_BUFFER: if (_mesa_program_resource_index(shProg, res) == index) return res; break; case GL_TRANSFORM_FEEDBACK_VARYING: case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: case GL_UNIFORM: if (++idx == (int) index) return res; break; default: assert(!"not implemented for given interface"); } } return NULL; } /* Get full name of a program resource. */ bool _mesa_get_program_resource_name(struct gl_shader_program *shProg, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name, const char *caller) { GET_CURRENT_CONTEXT(ctx); /* Find resource with given interface and index. */ struct gl_program_resource *res = _mesa_program_resource_find_index(shProg, programInterface, index); /* The error INVALID_VALUE is generated if is greater than * or equal to the number of entries in the active resource list for * . */ if (!res) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(index %u)", caller, index); return false; } if (bufSize < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(bufSize %d)", caller, bufSize); return false; } GLsizei localLength; if (length == NULL) length = &localLength; _mesa_copy_string(name, bufSize, length, _mesa_program_resource_name(res)); /* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0 * spec says: * * "If the active uniform is an array, the uniform name returned in * name will always be the name of the uniform array appended with * "[0]"." * * The same text also appears in the OpenGL 4.2 spec. It does not, * however, appear in any previous spec. Previous specifications are * ambiguous in this regard. However, either name can later be passed * to glGetUniformLocation (and related APIs), so there shouldn't be any * harm in always appending "[0]" to uniform array names. * * Geometry shader stage has different naming convention where the 'normal' * condition is an array, therefore for variables referenced in geometry * stage we do not add '[0]'. * * Note, that TCS outputs and TES inputs should not have index appended * either. */ bool add_index = !(((programInterface == GL_PROGRAM_INPUT) && res->StageReferences & (1 << MESA_SHADER_GEOMETRY))); if (add_index && _mesa_program_resource_array_size(res)) { int i; /* The comparison is strange because *length does *NOT* include the * terminating NUL, but maxLength does. */ for (i = 0; i < 3 && (*length + i + 1) < bufSize; i++) name[*length + i] = "[0]"[i]; name[*length + i] = '\0'; *length += i; } return true; } static GLint program_resource_location(struct gl_shader_program *shProg, struct gl_program_resource *res, const char *name) { unsigned index, offset; int array_index = -1; if (res->Type == GL_PROGRAM_INPUT || res->Type == GL_PROGRAM_OUTPUT) { array_index = array_index_of_resource(res, name); if (array_index < 0) return -1; } /* VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 are decremented as these * offsets are used internally to differentiate between built-in attributes * and user-defined attributes. */ switch (res->Type) { case GL_PROGRAM_INPUT: return RESOURCE_VAR(res)->data.location + array_index - VERT_ATTRIB_GENERIC0; case GL_PROGRAM_OUTPUT: return RESOURCE_VAR(res)->data.location + array_index - FRAG_RESULT_DATA0; case GL_UNIFORM: index = _mesa_get_uniform_location(shProg, name, &offset); if (index == GL_INVALID_INDEX) return -1; /* From the GL_ARB_uniform_buffer_object spec: * * "The value -1 will be returned if does not correspond to an * active uniform variable name in , if is associated * with a named uniform block, or if starts with the reserved * prefix "gl_"." */ if (RESOURCE_UNI(res)->block_index != -1 || RESOURCE_UNI(res)->atomic_buffer_index != -1) return -1; /* location in remap table + array element offset */ return RESOURCE_UNI(res)->remap_location + offset; default: return -1; } } /** * Function implements following location queries: * glGetAttribLocation * glGetFragDataLocation * glGetUniformLocation */ GLint _mesa_program_resource_location(struct gl_shader_program *shProg, GLenum programInterface, const char *name) { struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, programInterface, name); /* Resource not found. */ if (!res) return -1; return program_resource_location(shProg, res, name); } /** * Function implements following index queries: * glGetFragDataIndex */ GLint _mesa_program_resource_location_index(struct gl_shader_program *shProg, GLenum programInterface, const char *name) { struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, programInterface, name); /* Non-existent variable or resource is not referenced by fragment stage. */ if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT))) return -1; return RESOURCE_VAR(res)->data.index; } static uint8_t stage_from_enum(GLenum ref) { switch (ref) { case GL_REFERENCED_BY_VERTEX_SHADER: return MESA_SHADER_VERTEX; case GL_REFERENCED_BY_GEOMETRY_SHADER: return MESA_SHADER_GEOMETRY; case GL_REFERENCED_BY_FRAGMENT_SHADER: return MESA_SHADER_FRAGMENT; case GL_REFERENCED_BY_COMPUTE_SHADER: return MESA_SHADER_COMPUTE; default: assert(!"shader stage not supported"); return MESA_SHADER_STAGES; } } /** * Check if resource is referenced by given 'referenced by' stage enum. * ATC and UBO resources hold stage references of their own. */ static bool is_resource_referenced(struct gl_shader_program *shProg, struct gl_program_resource *res, GLuint index, uint8_t stage) { /* First, check if we even have such a stage active. */ if (!shProg->_LinkedShaders[stage]) return false; if (res->Type == GL_ATOMIC_COUNTER_BUFFER) return RESOURCE_ATC(res)->StageReferences[stage]; if (res->Type == GL_UNIFORM_BLOCK) return shProg->UniformBlockStageIndex[stage][index] != -1; return res->StageReferences & (1 << stage); } static unsigned get_buffer_property(struct gl_shader_program *shProg, struct gl_program_resource *res, const GLenum prop, GLint *val, const char *caller) { GET_CURRENT_CONTEXT(ctx); if (res->Type != GL_UNIFORM_BLOCK && res->Type != GL_ATOMIC_COUNTER_BUFFER) goto invalid_operation; if (res->Type == GL_UNIFORM_BLOCK) { switch (prop) { case GL_BUFFER_BINDING: *val = RESOURCE_UBO(res)->Binding; return 1; case GL_BUFFER_DATA_SIZE: *val = RESOURCE_UBO(res)->UniformBufferSize; return 1; case GL_NUM_ACTIVE_VARIABLES: *val = 0; for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) { const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName; struct gl_program_resource *uni = _mesa_program_resource_find_name(shProg, GL_UNIFORM, iname); if (!uni) continue; (*val)++; } return 1; case GL_ACTIVE_VARIABLES: for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) { const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName; struct gl_program_resource *uni = _mesa_program_resource_find_name(shProg, GL_UNIFORM, iname); if (!uni) continue; *val++ = _mesa_program_resource_index(shProg, uni); } return RESOURCE_UBO(res)->NumUniforms; } } else if (res->Type == GL_ATOMIC_COUNTER_BUFFER) { switch (prop) { case GL_BUFFER_BINDING: *val = RESOURCE_ATC(res)->Binding; return 1; case GL_BUFFER_DATA_SIZE: *val = RESOURCE_ATC(res)->MinimumSize; return 1; case GL_NUM_ACTIVE_VARIABLES: *val = RESOURCE_ATC(res)->NumUniforms; return 1; case GL_ACTIVE_VARIABLES: for (unsigned i = 0; i < RESOURCE_ATC(res)->NumUniforms; i++) *val++ = RESOURCE_ATC(res)->Uniforms[i]; return RESOURCE_ATC(res)->NumUniforms; } } assert(!"support for property type not implemented"); invalid_operation: _mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller, _mesa_lookup_enum_by_nr(res->Type), _mesa_lookup_enum_by_nr(prop)); return 0; } unsigned _mesa_program_resource_prop(struct gl_shader_program *shProg, struct gl_program_resource *res, GLuint index, const GLenum prop, GLint *val, const char *caller) { GET_CURRENT_CONTEXT(ctx); #define VALIDATE_TYPE(type)\ if (res->Type != type)\ goto invalid_operation; switch(prop) { case GL_NAME_LENGTH: if (res->Type == GL_ATOMIC_COUNTER_BUFFER) goto invalid_operation; /* Base name +3 if array '[0]' + terminator. */ *val = strlen(_mesa_program_resource_name(res)) + (_mesa_program_resource_array_size(res) > 0 ? 3 : 0) + 1; return 1; case GL_TYPE: switch (res->Type) { case GL_UNIFORM: *val = RESOURCE_UNI(res)->type->gl_type; return 1; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = RESOURCE_VAR(res)->type->gl_type; return 1; case GL_TRANSFORM_FEEDBACK_VARYING: *val = RESOURCE_XFB(res)->Type; return 1; default: goto invalid_operation; } case GL_ARRAY_SIZE: switch (res->Type) { case GL_UNIFORM: *val = MAX2(RESOURCE_UNI(res)->array_elements, 1); return 1; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = MAX2(RESOURCE_VAR(res)->type->length, 1); return 1; case GL_TRANSFORM_FEEDBACK_VARYING: *val = MAX2(RESOURCE_XFB(res)->Size, 1); return 1; default: goto invalid_operation; } case GL_OFFSET: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->offset; return 1; case GL_BLOCK_INDEX: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->block_index; return 1; case GL_ARRAY_STRIDE: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->array_stride; return 1; case GL_MATRIX_STRIDE: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->matrix_stride; return 1; case GL_IS_ROW_MAJOR: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->row_major; return 1; case GL_ATOMIC_COUNTER_BUFFER_INDEX: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->atomic_buffer_index; return 1; case GL_BUFFER_BINDING: case GL_BUFFER_DATA_SIZE: case GL_NUM_ACTIVE_VARIABLES: case GL_ACTIVE_VARIABLES: return get_buffer_property(shProg, res, prop, val, caller); case GL_REFERENCED_BY_COMPUTE_SHADER: if (!ctx->Extensions.ARB_compute_shader) goto invalid_enum; case GL_REFERENCED_BY_VERTEX_SHADER: case GL_REFERENCED_BY_GEOMETRY_SHADER: case GL_REFERENCED_BY_FRAGMENT_SHADER: switch (res->Type) { case GL_UNIFORM: case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: case GL_UNIFORM_BLOCK: case GL_ATOMIC_COUNTER_BUFFER: *val = is_resource_referenced(shProg, res, index, stage_from_enum(prop)); return 1; default: goto invalid_operation; } case GL_LOCATION: switch (res->Type) { case GL_UNIFORM: case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = program_resource_location(shProg, res, _mesa_program_resource_name(res)); return 1; default: goto invalid_operation; } case GL_LOCATION_INDEX: if (res->Type != GL_PROGRAM_OUTPUT) goto invalid_operation; *val = RESOURCE_VAR(res)->data.index; return 1; /* GL_ARB_tessellation_shader */ case GL_IS_PER_PATCH: case GL_REFERENCED_BY_TESS_CONTROL_SHADER: case GL_REFERENCED_BY_TESS_EVALUATION_SHADER: default: goto invalid_enum; } #undef VALIDATE_TYPE invalid_enum: _mesa_error(ctx, GL_INVALID_ENUM, "%s(%s prop %s)", caller, _mesa_lookup_enum_by_nr(res->Type), _mesa_lookup_enum_by_nr(prop)); return 0; invalid_operation: _mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller, _mesa_lookup_enum_by_nr(res->Type), _mesa_lookup_enum_by_nr(prop)); return 0; } extern void _mesa_get_program_resourceiv(struct gl_shader_program *shProg, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei bufSize, GLsizei *length, GLint *params) { GET_CURRENT_CONTEXT(ctx); GLint *val = (GLint *) params; const GLenum *prop = props; GLsizei amount = 0; struct gl_program_resource *res = _mesa_program_resource_find_index(shProg, programInterface, index); /* No such resource found or bufSize negative. */ if (!res || bufSize < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramResourceiv(%s index %d bufSize %d)", _mesa_lookup_enum_by_nr(programInterface), index, bufSize); return; } /* Write propCount values until error occurs or bufSize reached. */ for (int i = 0; i < propCount && i < bufSize; i++, val++, prop++) { int props_written = _mesa_program_resource_prop(shProg, res, index, *prop, val, "glGetProgramResourceiv"); /* Error happened. */ if (props_written == 0) return; amount += props_written; } /* If is not NULL, the actual number of integer values * written to will be written to . */ if (length) *length = amount; }