/* * Mesa 3-D graphics library * * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved. * Copyright © 2010, 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 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 * BRIAN PAUL 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. */ #include "main/core.h" #include "main/context.h" #include "ir.h" #include "../glsl/program.h" extern "C" { #include "main/image.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "uniforms.h" } extern "C" void GLAPIENTRY _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *nameOut) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); const struct gl_program_parameter *param; if (!shProg) return; if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); return; } param = get_uniform_parameter(shProg, index); if (!param) return; const struct gl_uniform *const uni = &shProg->Uniforms->Uniforms[index]; if (nameOut) { _mesa_copy_string(nameOut, maxLength, length, param->Name); } if (size) { GLint typeSize = _mesa_sizeof_glsl_type(uni->Type->gl_type); if ((GLint) 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 , not bytes */ *size = param->Size / typeSize; } if (type) { *type = uni->Type->gl_type; } } static GLenum base_uniform_type(GLenum type) { switch (type) { case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: return GL_BOOL; case GL_FLOAT: case GL_FLOAT_VEC2: case GL_FLOAT_VEC3: case GL_FLOAT_VEC4: case GL_FLOAT_MAT2: case GL_FLOAT_MAT2x3: case GL_FLOAT_MAT2x4: case GL_FLOAT_MAT3x2: case GL_FLOAT_MAT3: case GL_FLOAT_MAT3x4: case GL_FLOAT_MAT4x2: case GL_FLOAT_MAT4x3: case GL_FLOAT_MAT4: return GL_FLOAT; case GL_UNSIGNED_INT: case GL_UNSIGNED_INT_VEC2: case GL_UNSIGNED_INT_VEC3: case GL_UNSIGNED_INT_VEC4: return GL_UNSIGNED_INT; case GL_INT: case GL_INT_VEC2: case GL_INT_VEC3: case GL_INT_VEC4: return GL_INT; default: _mesa_problem(NULL, "Invalid type in base_uniform_type()"); return GL_FLOAT; } } static GLboolean is_boolean_type(GLenum type) { switch (type) { case GL_BOOL: case GL_BOOL_VEC2: case GL_BOOL_VEC3: case GL_BOOL_VEC4: return GL_TRUE; default: return GL_FALSE; } } static GLboolean is_sampler_type(GLenum type) { switch (type) { case GL_SAMPLER_1D: case GL_INT_SAMPLER_1D: case GL_UNSIGNED_INT_SAMPLER_1D: case GL_SAMPLER_2D: case GL_INT_SAMPLER_2D: case GL_UNSIGNED_INT_SAMPLER_2D: case GL_SAMPLER_3D: case GL_INT_SAMPLER_3D: case GL_UNSIGNED_INT_SAMPLER_3D: case GL_SAMPLER_CUBE: case GL_INT_SAMPLER_CUBE: case GL_UNSIGNED_INT_SAMPLER_CUBE: case GL_SAMPLER_1D_SHADOW: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_2D_RECT_ARB: case GL_INT_SAMPLER_2D_RECT: case GL_UNSIGNED_INT_SAMPLER_2D_RECT: case GL_SAMPLER_2D_RECT_SHADOW_ARB: case GL_SAMPLER_1D_ARRAY_EXT: case GL_INT_SAMPLER_1D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: case GL_SAMPLER_2D_ARRAY_EXT: case GL_INT_SAMPLER_2D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: case GL_SAMPLER_CUBE_MAP_ARRAY: case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW: case GL_SAMPLER_BUFFER: case GL_INT_SAMPLER_BUFFER: case GL_UNSIGNED_INT_SAMPLER_BUFFER: case GL_SAMPLER_2D_MULTISAMPLE: case GL_INT_SAMPLER_2D_MULTISAMPLE: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: case GL_SAMPLER_EXTERNAL_OES: return GL_TRUE; default: return GL_FALSE; } } /** * Given a uniform index, return the vertex/geometry/fragment program * that has that parameter, plus the position of the parameter in the * parameter/constant buffer. * \param shProg the shader program * \param index the uniform index in [0, NumUniforms-1] * \param progOut returns containing program * \param posOut returns position of the uniform in the param/const buffer * \return GL_TRUE for success, GL_FALSE for invalid index */ static GLboolean find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index, struct gl_program **progOut, GLint *posOut) { struct gl_program *prog = NULL; GLint pos; if (!shProg->Uniforms || index < 0 || index >= (GLint) shProg->Uniforms->NumUniforms) { return GL_FALSE; } pos = shProg->Uniforms->Uniforms[index].VertPos; if (pos >= 0) { prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program; } else { pos = shProg->Uniforms->Uniforms[index].FragPos; if (pos >= 0) { prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program; } else { pos = shProg->Uniforms->Uniforms[index].GeomPos; if (pos >= 0) { prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program; } } } if (!prog || pos < 0) return GL_FALSE; /* should really never happen */ *progOut = prog; *posOut = pos; return GL_TRUE; } /** * Return pointer to a gl_program_parameter which corresponds to a uniform. * \param shProg the shader program * \param index the uniform index in [0, NumUniforms-1] * \return gl_program_parameter point or NULL if index is invalid */ const struct gl_program_parameter * get_uniform_parameter(struct gl_shader_program *shProg, GLint index) { struct gl_program *prog; GLint progPos; if (find_uniform_parameter_pos(shProg, index, &prog, &progPos)) return &prog->Parameters->Parameters[progPos]; else return NULL; } static unsigned get_vector_elements(GLenum type) { switch (type) { case GL_FLOAT: case GL_INT: case GL_BOOL: case GL_UNSIGNED_INT: default: /* Catch all the various sampler types. */ return 1; case GL_FLOAT_VEC2: case GL_INT_VEC2: case GL_BOOL_VEC2: case GL_UNSIGNED_INT_VEC2: return 2; case GL_FLOAT_VEC3: case GL_INT_VEC3: case GL_BOOL_VEC3: case GL_UNSIGNED_INT_VEC3: return 3; case GL_FLOAT_VEC4: case GL_INT_VEC4: case GL_BOOL_VEC4: case GL_UNSIGNED_INT_VEC4: return 4; } } 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; } } /** * Determine the number of rows and columns occupied by a uniform * 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, GLint *rows, GLint *cols) { get_matrix_dims(p->DataType, rows, cols); if (*rows == 0 && *cols == 0) { /* not a matrix type, probably a float or vector */ *rows = 1; *cols = get_vector_elements(p->DataType); } } static bool validate_uniform_parameters(struct gl_context *ctx, struct gl_shader_program *shProg, GLint location, GLsizei count, unsigned *loc, unsigned *array_index, const char *caller, bool negative_one_is_not_valid) { if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller); return false; } if (location == -1) { /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1 * spec says: * * "The error INVALID_OPERATION is generated if program has not been * linked successfully, or if location is not a valid location for * program." * * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec * says: * * "If the value of location is -1, the Uniform* commands will * silently ignore the data passed in, and the current uniform * values will not be changed." * * Allowing -1 for the location parameter of glUniform allows * applications to avoid error paths in the case that, for example, some * uniform variable is removed by the compiler / linker after * optimization. In this case, the new value of the uniform is dropped * on the floor. For the case of glGetUniform, there is nothing * sensible to do for a location of -1. * * The negative_one_is_not_valid flag selects between the two behaviors. */ if (negative_one_is_not_valid) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", caller, location); } return false; } /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec: * * "If a negative number is provided where an argument of type sizei or * sizeiptr is specified, the error INVALID_VALUE is generated." */ if (count < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller); return false; } /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says: * * "If any of the following conditions occur, an INVALID_OPERATION * error is generated by the Uniform* commands, and no uniform values * are changed: * * ... * * - if no variable with a location of location exists in the * program object currently in use and location is not -1, */ if (location < -1) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", caller, location); return false; } _mesa_uniform_split_location_offset(location, loc, array_index); if (*loc >= shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", caller, location); return false; } return true; } /** * Called via glGetUniform[fiui]v() to get the current value of a uniform. */ extern "C" void _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, GLsizei bufSize, GLenum returnType, GLvoid *paramsOut) { struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv"); struct gl_program *prog; GLint paramPos; unsigned loc, offset; if (!validate_uniform_parameters(ctx, shProg, location, 1, &loc, &offset, "glGetUniform", true)) return; if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); } else { const struct gl_program_parameter *p = &prog->Parameters->Parameters[paramPos]; gl_constant_value (*values)[4]; GLint rows, cols, i, j, k; GLsizei numBytes; GLenum storage_type; values = prog->Parameters->ParameterValues + paramPos + offset; get_uniform_rows_cols(p, &rows, &cols); numBytes = rows * cols * _mesa_sizeof_type(returnType); if (bufSize < numBytes) { _mesa_error( ctx, GL_INVALID_OPERATION, "glGetnUniformfvARB(out of bounds: bufSize is %d," " but %d bytes are required)", bufSize, numBytes ); return; } if (ctx->Const.NativeIntegers) { storage_type = base_uniform_type(p->DataType); } else { storage_type = GL_FLOAT; } k = 0; for (i = 0; i < rows; i++) { for (j = 0; j < cols; j++ ) { void *out = (char *)paramsOut + 4 * k; switch (returnType) { case GL_FLOAT: switch (storage_type) { case GL_FLOAT: *(float *)out = values[i][j].f; break; case GL_INT: case GL_BOOL: /* boolean is just an integer 1 or 0. */ *(float *)out = values[i][j].i; break; case GL_UNSIGNED_INT: *(float *)out = values[i][j].u; break; } break; case GL_INT: case GL_UNSIGNED_INT: switch (storage_type) { case GL_FLOAT: /* While the GL 3.2 core spec doesn't explicitly * state how conversion of float uniforms to integer * values works, in section 6.2 "State Tables" on * page 267 it says: * * "Unless otherwise specified, when floating * point state is returned as integer values or * integer state is returned as floating-point * values it is converted in the fashion * described in section 6.1.2" * * That section, on page 248, says: * * "If GetIntegerv or GetInteger64v are called, * a floating-point value is rounded to the * nearest integer..." */ *(int *)out = IROUND(values[i][j].f); break; case GL_INT: case GL_UNSIGNED_INT: case GL_BOOL: /* type conversions for these to int/uint are just * copying the data. */ *(int *)out = values[i][j].i; break; break; } break; } k++; } } } } /** * 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_UNSIGNED_INT || userType == GL_INT)) return GL_TRUE; if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || userType == GL_UNSIGNED_INT_VEC2 || userType == GL_INT_VEC2)) return GL_TRUE; if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || userType == GL_UNSIGNED_INT_VEC3 || userType == GL_INT_VEC3)) return GL_TRUE; if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || userType == GL_UNSIGNED_INT_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 * \param index the index of the program parameter for the uniform * \param offset additional parameter slot offset (for arrays) * \param type the incoming datatype of 'values' * \param count the number of uniforms to set * \param elems number of elements per uniform (1, 2, 3 or 4) * \param values the new values, of datatype 'type' */ static void set_program_uniform(struct gl_context *ctx, struct gl_program *program, GLint index, GLint offset, GLenum type, GLsizei count, GLint elems, const void *values) { const struct gl_program_parameter *param = &program->Parameters->Parameters[index]; assert(offset >= 0); assert(elems >= 1); assert(elems <= 4); if (!compatible_types(type, param->DataType)) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); return; } if (index + offset > (GLint) program->Parameters->Size) { /* out of bounds! */ return; } if (param->Type == PROGRAM_SAMPLER) { /* This controls which texture unit which is used by a sampler */ GLboolean changed = GL_FALSE; GLint i; /* this should have been caught by the compatible_types() check */ ASSERT(type == GL_INT); /* loop over number of samplers to change */ for (i = 0; i < count; i++) { GLuint sampler = (GLuint) program->Parameters->ParameterValues[index+offset + i][0].f; GLuint texUnit = ((GLuint *) values)[i]; /* check that the sampler (tex unit index) is legal */ if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform1(invalid sampler/tex unit index for '%s')", param->Name); return; } /* This maps a sampler to a texture unit: */ if (sampler < MAX_SAMPLERS) { #if 0 printf("Set program %p sampler %d '%s' to unit %u\n", program, sampler, param->Name, texUnit); #endif if (program->SamplerUnits[sampler] != texUnit) { program->SamplerUnits[sampler] = texUnit; changed = GL_TRUE; } } } if (changed) { /* When a sampler's value changes it usually requires rewriting * a GPU program's TEX instructions since there may not be a * sampler->texture lookup table. We signal this with the * ProgramStringNotify() callback. */ FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); _mesa_update_shader_textures_used(program); /* Do we need to care about the return value here? * This should not be the first time the driver was notified of * this program. */ (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program); } } else { /* ordinary uniform variable */ const GLboolean isUniformBool = is_boolean_type(param->DataType); const GLenum basicType = base_uniform_type(type); const GLint slots = (param->Size + 3) / 4; const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); GLsizei k, i; if ((GLint) param->Size > typeSize) { /* an array */ /* we'll ignore extra data below */ } else { /* non-array: count must be at most one; count == 0 is handled * by the loop below */ if (count > 1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(uniform '%s' is not an array)", param->Name); return; } } /* loop over number of array elements */ for (k = 0; k < count; k++) { gl_constant_value *uniformVal; if (offset + k >= slots) { /* Extra array data is ignored */ break; } /* uniformVal (the destination) is always gl_constant_value[4] */ uniformVal = program->Parameters->ParameterValues[index + offset + k]; if (basicType == GL_INT) { const GLint *iValues = ((const GLint *) values) + k * elems; for (i = 0; i < elems; i++) { if (!ctx->Const.NativeIntegers) uniformVal[i].f = (GLfloat) iValues[i]; else uniformVal[i].i = iValues[i]; } } else if (basicType == GL_UNSIGNED_INT) { const GLuint *iValues = ((const GLuint *) values) + k * elems; for (i = 0; i < elems; i++) { if (!ctx->Const.NativeIntegers) uniformVal[i].f = (GLfloat)(GLuint) iValues[i]; else uniformVal[i].u = iValues[i]; } } else { const GLfloat *fValues = ((const GLfloat *) values) + k * elems; assert(basicType == GL_FLOAT); for (i = 0; i < elems; i++) { uniformVal[i].f = fValues[i]; } } /* if the uniform is bool-valued, convert to 1 or 0 */ if (isUniformBool) { for (i = 0; i < elems; i++) { if (basicType == GL_FLOAT) uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0; else uniformVal[i].b = uniformVal[i].u ? 1 : 0; if (ctx->Const.NativeIntegers) uniformVal[i].u = uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0; else uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f; } } } } } /** * Called via glUniform*() functions. */ extern "C" void _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, GLint location, GLsizei count, const GLvoid *values, GLenum type) { struct gl_uniform *uniform; GLint elems; unsigned loc, offset; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!validate_uniform_parameters(ctx, shProg, location, count, &loc, &offset, "glUniform", false)) return; elems = _mesa_sizeof_glsl_type(type); FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[loc]; if (ctx->Shader.Flags & GLSL_UNIFORMS) { const GLenum basicType = base_uniform_type(type); GLint i; 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++) { printf("%d ", v[i]); } } else if (basicType == GL_UNSIGNED_INT) { const GLuint *v = (const GLuint *) values; for (i = 0; i < count * elems; i++) { printf("%u ", v[i]); } } else { const GLfloat *v = (const GLfloat *) values; assert(basicType == GL_FLOAT); for (i = 0; i < count * elems; i++) { printf("%g ", v[i]); } } 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: */ if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) { /* convert uniform location to program parameter index */ GLint index = uniform->VertPos; if (index >= 0) { set_program_uniform(ctx, shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program, index, offset, type, count, elems, values); } } if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { /* convert uniform location to program parameter index */ GLint index = uniform->FragPos; if (index >= 0) { set_program_uniform(ctx, shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program, index, offset, type, count, elems, values); } } if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { /* convert uniform location to program parameter index */ GLint index = uniform->GeomPos; if (index >= 0) { set_program_uniform(ctx, shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program, index, offset, type, count, elems, values); } } uniform->Initialized = GL_TRUE; } /** * Set a matrix-valued program parameter. */ static void set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program, GLuint index, GLuint offset, GLuint count, GLuint rows, GLuint cols, GLboolean transpose, const GLfloat *values) { GLuint mat, row, col; GLuint src = 0; const struct gl_program_parameter *param = &program->Parameters->Parameters[index]; const GLuint slots = (param->Size + 3) / 4; const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); GLint nr, nc; /* check that the number of rows, columns is correct */ get_matrix_dims(param->DataType, &nr, &nc); if (rows != nr || cols != nc) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(matrix size mismatch)"); return; } if ((GLint) param->Size <= typeSize) { /* non-array: count must be at most one; count == 0 is handled * by the loop below */ if (count > 1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(uniform is not an array)"); return; } } /* * Note: the _columns_ of a matrix are stored in program registers, not * the rows. So, the loops below look a little funny. * XXX could optimize this a bit... */ /* loop over matrices */ for (mat = 0; mat < count; mat++) { /* each matrix: */ for (col = 0; col < cols; col++) { GLfloat *v; if (offset >= slots) { /* Ignore writes beyond the end of (the used part of) an array */ return; } v = (GLfloat *) program->Parameters->ParameterValues[index + offset]; for (row = 0; row < rows; row++) { if (transpose) { v[row] = values[src + row * cols + col]; } else { v[row] = values[src + col * rows + row]; } } offset++; } src += rows * cols; /* next matrix */ } } /** * Called by glUniformMatrix*() functions. * Note: cols=2, rows=4 ==> array[2] of vec4 */ extern "C" void _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, GLint cols, GLint rows, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values) { struct gl_uniform *uniform; unsigned loc, offset; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!validate_uniform_parameters(ctx, shProg, location, count, &loc, &offset, "glUniformMatrix", false)) return; if (values == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); return; } FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[loc]; if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) { /* convert uniform location to program parameter index */ GLint index = uniform->VertPos; if (index >= 0) { set_program_uniform_matrix(ctx, shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program, index, offset, count, rows, cols, transpose, values); } } if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) { /* convert uniform location to program parameter index */ GLint index = uniform->FragPos; if (index >= 0) { set_program_uniform_matrix(ctx, shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program, index, offset, count, rows, cols, transpose, values); } } if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) { /* convert uniform location to program parameter index */ GLint index = uniform->GeomPos; if (index >= 0) { set_program_uniform_matrix(ctx, shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program, index, offset, count, rows, cols, transpose, values); } } uniform->Initialized = GL_TRUE; } /** * Called via glGetUniformLocation(). * * The return value will encode two values, the uniform location and an * offset (used for arrays, structs). */ extern "C" GLint _mesa_get_uniform_location(struct gl_context *ctx, struct gl_shader_program *shProg, const GLchar *name) { GLint offset = 0, location = -1; /* XXX we should return -1 if the uniform was declared, but not * actually used. */ /* XXX we need to be able to parse uniform names for structs and arrays * such as: * mymatrix[1] * mystruct.field1 */ { /* handle 1-dimension arrays here... */ char *c = strchr((char *)name, '['); if (c) { /* truncate name at [ */ const GLint len = c - name; GLchar *newName = (GLchar *) malloc(len + 1); if (!newName) return -1; /* out of mem */ memcpy(newName, name, len); newName[len] = 0; location = _mesa_lookup_uniform(shProg->Uniforms, newName); if (location >= 0) { const GLint element = atoi(c + 1); if (element > 0) { /* get type of the uniform array element */ const struct gl_program_parameter *p = get_uniform_parameter(shProg, location); if (p) { GLint rows, cols; get_matrix_dims(p->DataType, &rows, &cols); if (rows < 1) rows = 1; offset = element * rows; } } } free(newName); } } if (location < 0) { location = _mesa_lookup_uniform(shProg->Uniforms, name); } if (location < 0) { return -1; } return _mesa_uniform_merge_location_offset(location, offset); }