/* * 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/context.h" #include "main/core.h" #include "main/enums.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" #include "glsl/glsl_symbol_table.h" #include "glsl/ir.h" #include "glsl/program.h" #include "program/hash_table.h" #include "util/strndup.h" static GLint program_resource_location(struct gl_shader_program *shProg, struct gl_program_resource *res, const char *name, unsigned array_index); /** * 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); DECL_RESOURCE_FUNC(SUB, gl_subroutine_function); 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"); } 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; unsigned array_index = 0; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_PROGRAM_INPUT, name, &array_index); if (!res) return -1; GLint loc = program_resource_location(shProg, res, name, array_index); /* 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; unsigned array_index = 0; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name, &array_index); if (!res) return -1; GLint loc = program_resource_location(shProg, res, name, array_index); /* 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) { const ir_variable *var; switch (res->Type) { case GL_UNIFORM_BLOCK: case GL_SHADER_STORAGE_BLOCK: return RESOURCE_UBO(res)->Name; case GL_TRANSFORM_FEEDBACK_VARYING: return RESOURCE_XFB(res)->Name; case GL_PROGRAM_INPUT: var = RESOURCE_VAR(res); /* Special case gl_VertexIDMESA -> gl_VertexID. */ if (var->data.mode == ir_var_system_value && var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) { return "gl_VertexID"; } /* fallthrough */ case GL_PROGRAM_OUTPUT: return RESOURCE_VAR(res)->name; case GL_UNIFORM: case GL_BUFFER_VARIABLE: return RESOURCE_UNI(res)->name; case GL_VERTEX_SUBROUTINE_UNIFORM: case GL_GEOMETRY_SUBROUTINE_UNIFORM: case GL_FRAGMENT_SUBROUTINE_UNIFORM: case GL_COMPUTE_SUBROUTINE_UNIFORM: case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: return RESOURCE_UNI(res)->name + MESA_SUBROUTINE_PREFIX_LEN; case GL_VERTEX_SUBROUTINE: case GL_GEOMETRY_SUBROUTINE: case GL_FRAGMENT_SUBROUTINE: case GL_COMPUTE_SUBROUTINE: case GL_TESS_CONTROL_SUBROUTINE: case GL_TESS_EVALUATION_SUBROUTINE: return RESOURCE_SUB(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)->type->length; case GL_UNIFORM: case GL_VERTEX_SUBROUTINE_UNIFORM: case GL_GEOMETRY_SUBROUTINE_UNIFORM: case GL_FRAGMENT_SUBROUTINE_UNIFORM: case GL_COMPUTE_SUBROUTINE_UNIFORM: case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: return RESOURCE_UNI(res)->array_elements; case GL_BUFFER_VARIABLE: /* Unsized arrays */ if (RESOURCE_UNI(res)->array_stride > 0 && RESOURCE_UNI(res)->array_elements == 0) return 1; else return RESOURCE_UNI(res)->array_elements; case GL_VERTEX_SUBROUTINE: case GL_GEOMETRY_SUBROUTINE: case GL_FRAGMENT_SUBROUTINE: case GL_COMPUTE_SUBROUTINE: case GL_TESS_CONTROL_SUBROUTINE: case GL_TESS_EVALUATION_SUBROUTINE: case GL_ATOMIC_COUNTER_BUFFER: case GL_UNIFORM_BLOCK: case GL_SHADER_STORAGE_BLOCK: return 0; default: assert(!"support for resource type not implemented"); } return 0; } /** * Checks if array subscript is valid and if so sets array_index. */ static bool valid_array_index(const GLchar *name, unsigned *array_index) { long idx = 0; const GLchar *out_base_name_end; idx = parse_program_resource_name(name, &out_base_name_end); if (idx < 0) return false; if (array_index) *array_index = idx; return true; } /* 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, unsigned *array_index) { 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); unsigned baselen_without_array_index = baselen; const char *rname_last_square_bracket = strrchr(rname, '['); bool found = false; bool rname_has_array_index_zero = false; /* From ARB_program_interface_query spec: * * "uint GetProgramResourceIndex(uint program, enum programInterface, * const char *name); * [...] * If exactly matches the name string of one of the active * resources for , the index of the matched resource is * returned. Additionally, if would exactly match the name string * of an active resource if "[0]" were appended to , the index of * the matched resource is returned. [...]" * * "A string provided to GetProgramResourceLocation or * GetProgramResourceLocationIndex is considered to match an active variable * if: * * * the string exactly matches the name of the active variable; * * * if the string identifies the base name of an active array, where the * string would exactly match the name of the variable if the suffix * "[0]" were appended to the string; [...]" */ /* Remove array's index from interface block name comparison only if * array's index is zero and the resulting string length is the same * than the provided name's length. */ if (rname_last_square_bracket) { baselen_without_array_index -= strlen(rname_last_square_bracket); rname_has_array_index_zero = (strncmp(rname_last_square_bracket, "[0]\0", 4) == 0) && (baselen_without_array_index == strlen(name)); } if (strncmp(rname, name, baselen) == 0) found = true; else if (rname_has_array_index_zero && strncmp(rname, name, baselen_without_array_index) == 0) found = true; if (found) { switch (programInterface) { case GL_UNIFORM_BLOCK: case GL_SHADER_STORAGE_BLOCK: /* Basename match, check if array or struct. */ if (rname_has_array_index_zero || name[baselen] == '\0' || name[baselen] == '[' || name[baselen] == '.') { return res; } break; case GL_TRANSFORM_FEEDBACK_VARYING: case GL_BUFFER_VARIABLE: case GL_UNIFORM: case GL_VERTEX_SUBROUTINE_UNIFORM: case GL_GEOMETRY_SUBROUTINE_UNIFORM: case GL_FRAGMENT_SUBROUTINE_UNIFORM: case GL_COMPUTE_SUBROUTINE_UNIFORM: case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: case GL_VERTEX_SUBROUTINE: case GL_GEOMETRY_SUBROUTINE: case GL_FRAGMENT_SUBROUTINE: case GL_COMPUTE_SUBROUTINE: case GL_TESS_CONTROL_SUBROUTINE: case GL_TESS_EVALUATION_SUBROUTINE: if (name[baselen] == '.') { return res; } /* fall-through */ case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: if (name[baselen] == '\0') { return res; } else if (name[baselen] == '[' && valid_array_index(name, array_index)) { 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_ATOMIC_COUNTER_BUFFER: return RESOURCE_ATC(res) - shProg->AtomicBuffers; case GL_UNIFORM_BLOCK: case GL_SHADER_STORAGE_BLOCK: case GL_TRANSFORM_FEEDBACK_VARYING: default: return calc_resource_index(shProg, res); } } /** * Find a program resource that points to given data. */ static struct gl_program_resource* program_resource_find_data(struct gl_shader_program *shProg, void *data) { struct gl_program_resource *res = shProg->ProgramResourceList; for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) { if (res->Data == data) return res; } return NULL; } /* 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: case GL_SHADER_STORAGE_BLOCK: 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: case GL_VERTEX_SUBROUTINE_UNIFORM: case GL_GEOMETRY_SUBROUTINE_UNIFORM: case GL_FRAGMENT_SUBROUTINE_UNIFORM: case GL_COMPUTE_SUBROUTINE_UNIFORM: case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: case GL_VERTEX_SUBROUTINE: case GL_GEOMETRY_SUBROUTINE: case GL_FRAGMENT_SUBROUTINE: case GL_COMPUTE_SUBROUTINE: case GL_TESS_CONTROL_SUBROUTINE: case GL_TESS_EVALUATION_SUBROUTINE: case GL_BUFFER_VARIABLE: if (++idx == (int) index) return res; break; default: assert(!"not implemented for given interface"); } } return NULL; } /* Function returns if resource name is expected to have index * appended into it. * * * 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. */ static bool add_index_to_name(struct gl_program_resource *res) { bool add_index = !(((res->Type == GL_PROGRAM_INPUT) && res->StageReferences & (1 << MESA_SHADER_GEOMETRY))); /* Transform feedback varyings have array index already appended * in their names. */ if (res->Type == GL_TRANSFORM_FEEDBACK_VARYING) add_index = false; return add_index; } /* Get name length of a program resource. This consists of * base name + 3 for '[0]' if resource is an array. */ extern unsigned _mesa_program_resource_name_len(struct gl_program_resource *res) { unsigned length = strlen(_mesa_program_resource_name(res)); if (_mesa_program_resource_array_size(res) && add_index_to_name(res)) length += 3; return length; } /* 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)); if (_mesa_program_resource_array_size(res) && add_index_to_name(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 array_index) { /* Built-in locations should report GL_INVALID_INDEX. */ if (is_gl_identifier(name)) return GL_INVALID_INDEX; /* 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: /* If the input is an array, fail if the index is out of bounds. */ if (array_index > 0 && array_index >= RESOURCE_VAR(res)->type->length) { return -1; } return RESOURCE_VAR(res)->data.location + array_index - VERT_ATTRIB_GENERIC0; case GL_PROGRAM_OUTPUT: /* If the output is an array, fail if the index is out of bounds. */ if (array_index > 0 && array_index >= RESOURCE_VAR(res)->type->length) { return -1; } return RESOURCE_VAR(res)->data.location + array_index - FRAG_RESULT_DATA0; case GL_UNIFORM: /* If the uniform is built-in, fail. */ if (RESOURCE_UNI(res)->builtin) return -1; /* From page 79 of the OpenGL 4.2 spec: * * "A valid name cannot be a structure, an array of structures, or any * portion of a single vector or a matrix." */ if (RESOURCE_UNI(res)->type->without_array()->is_record()) 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; /* fallthrough */ case GL_VERTEX_SUBROUTINE_UNIFORM: case GL_GEOMETRY_SUBROUTINE_UNIFORM: case GL_FRAGMENT_SUBROUTINE_UNIFORM: case GL_COMPUTE_SUBROUTINE_UNIFORM: case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: /* If the uniform is an array, fail if the index is out of bounds. */ if (array_index > 0 && array_index >= RESOURCE_UNI(res)->array_elements) { return -1; } /* location in remap table + array element offset */ return RESOURCE_UNI(res)->remap_location + array_index; default: return -1; } } /** * Function implements following location queries: * glGetUniformLocation */ GLint _mesa_program_resource_location(struct gl_shader_program *shProg, GLenum programInterface, const char *name) { unsigned array_index = 0; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, programInterface, name, &array_index); /* Resource not found. */ if (!res) return -1; return program_resource_location(shProg, res, name, array_index); } /** * 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, NULL); /* 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_TESS_CONTROL_SHADER: return MESA_SHADER_TESS_CTRL; case GL_REFERENCED_BY_TESS_EVALUATION_SHADER: return MESA_SHADER_TESS_EVAL; 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 || res->Type == GL_SHADER_STORAGE_BLOCK) return shProg->InterfaceBlockStageIndex[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 && res->Type != GL_SHADER_STORAGE_BLOCK) 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, NULL); if (!uni) continue; (*val)++; } return 1; case GL_ACTIVE_VARIABLES: { unsigned num_values = 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, NULL); if (!uni) continue; *val++ = _mesa_program_resource_index(shProg, uni); num_values++; } return num_values; } } } else if (res->Type == GL_SHADER_STORAGE_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_BUFFER_VARIABLE, iname, NULL); if (!uni) continue; (*val)++; } return 1; case GL_ACTIVE_VARIABLES: { unsigned num_values = 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_BUFFER_VARIABLE, iname, NULL); if (!uni) continue; *val++ = _mesa_program_resource_index(shProg, uni); num_values++; } return num_values; } } } 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++) { /* Active atomic buffer contains index to UniformStorage. Find * out gl_program_resource via data pointer and then calculate * index of that uniform. */ unsigned idx = RESOURCE_ATC(res)->Uniforms[i]; struct gl_program_resource *uni = program_resource_find_data(shProg, &shProg->UniformStorage[idx]); assert(uni); *val++ = _mesa_program_resource_index(shProg, uni); } 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_enum_to_string(res->Type), _mesa_enum_to_string(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; #define VALIDATE_TYPE_2(type1, type2)\ if (res->Type != type1 && res->Type != type2)\ goto invalid_operation; switch(prop) { case GL_NAME_LENGTH: switch (res->Type) { case GL_ATOMIC_COUNTER_BUFFER: goto invalid_operation; default: /* Resource name length + terminator. */ *val = _mesa_program_resource_name_len(res) + 1; } return 1; case GL_TYPE: switch (res->Type) { case GL_UNIFORM: case GL_BUFFER_VARIABLE: *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: case GL_BUFFER_VARIABLE: /* Test if a buffer variable is an array or an unsized array. * Unsized arrays return zero as array size. */ if (RESOURCE_UNI(res)->is_shader_storage && RESOURCE_UNI(res)->array_stride > 0) *val = RESOURCE_UNI(res)->array_elements; else *val = MAX2(RESOURCE_UNI(res)->array_elements, 1); return 1; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = MAX2(_mesa_program_resource_array_size(res), 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_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->offset; return 1; case GL_BLOCK_INDEX: VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->block_index; return 1; case GL_ARRAY_STRIDE: VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->array_stride; return 1; case GL_MATRIX_STRIDE: VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->matrix_stride; return 1; case GL_IS_ROW_MAJOR: VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *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 (!_mesa_has_compute_shaders(ctx)) goto invalid_enum; /* fallthrough */ case GL_REFERENCED_BY_VERTEX_SHADER: case GL_REFERENCED_BY_TESS_CONTROL_SHADER: case GL_REFERENCED_BY_TESS_EVALUATION_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_BUFFER_VARIABLE: case GL_SHADER_STORAGE_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), 0); 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; case GL_NUM_COMPATIBLE_SUBROUTINES: if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM && res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM && res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM && res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM && res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM && res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM) goto invalid_operation; *val = RESOURCE_UNI(res)->num_compatible_subroutines; return 1; case GL_COMPATIBLE_SUBROUTINES: { const struct gl_uniform_storage *uni; struct gl_shader *sh; unsigned count, i; int j; if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM && res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM && res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM && res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM && res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM && res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM) goto invalid_operation; uni = RESOURCE_UNI(res); sh = shProg->_LinkedShaders[_mesa_shader_stage_from_subroutine_uniform(res->Type)]; count = 0; for (i = 0; i < sh->NumSubroutineFunctions; i++) { struct gl_subroutine_function *fn = &sh->SubroutineFunctions[i]; for (j = 0; j < fn->num_compat_types; j++) { if (fn->types[j] == uni->type) { val[count++] = i; break; } } } return count; } case GL_TOP_LEVEL_ARRAY_SIZE: VALIDATE_TYPE(GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->top_level_array_size; return 1; case GL_TOP_LEVEL_ARRAY_STRIDE: VALIDATE_TYPE(GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->top_level_array_stride; return 1; /* GL_ARB_tessellation_shader */ case GL_IS_PER_PATCH: switch (res->Type) { case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = RESOURCE_VAR(res)->data.patch; return 1; default: goto invalid_operation; } default: goto invalid_enum; } #undef VALIDATE_TYPE #undef VALIDATE_TYPE_2 invalid_enum: _mesa_error(ctx, GL_INVALID_ENUM, "%s(%s prop %s)", caller, _mesa_enum_to_string(res->Type), _mesa_enum_to_string(prop)); return 0; invalid_operation: _mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller, _mesa_enum_to_string(res->Type), _mesa_enum_to_string(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_enum_to_string(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; } static bool validate_io(const struct gl_shader *input_stage, const struct gl_shader *output_stage) { assert(input_stage && output_stage); /* For each output in a, find input in b and do any required checks. */ foreach_in_list(ir_instruction, out, input_stage->ir) { ir_variable *out_var = out->as_variable(); if (!out_var || out_var->data.mode != ir_var_shader_out) continue; foreach_in_list(ir_instruction, in, output_stage->ir) { ir_variable *in_var = in->as_variable(); if (!in_var || in_var->data.mode != ir_var_shader_in) continue; if (strcmp(in_var->name, out_var->name) == 0) { /* From OpenGL ES 3.1 spec: * "When both shaders are in separate programs, mismatched * precision qualifiers will result in a program interface * mismatch that will result in program pipeline validation * failures, as described in section 7.4.1 (“Shader Interface * Matching”) of the OpenGL ES 3.1 Specification." */ if (in_var->data.precision != out_var->data.precision) return false; } } } return true; } /** * Validate inputs against outputs in a program pipeline. */ extern "C" bool _mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline) { struct gl_shader_program **shProg = (struct gl_shader_program **) pipeline->CurrentProgram; /* Find first active stage in pipeline. */ unsigned idx, prev = 0; for (idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) { if (shProg[idx]) { prev = idx; break; } } for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) { if (shProg[idx]) { /* Since we now only validate precision, we can skip this step for * desktop GLSL shaders, there precision qualifier is ignored. * * From OpenGL 4.50 Shading Language spec, section 4.7: * "For the purposes of determining if an output from one shader * stage matches an input of the next stage, the precision * qualifier need not match." */ if (shProg[prev]->IsES || shProg[idx]->IsES) { if (!validate_io(shProg[prev]->_LinkedShaders[prev], shProg[idx]->_LinkedShaders[idx])) return false; } prev = idx; } } return true; }