/* * 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 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. */ /** * \file uniforms.c * Functions related to GLSL uniform variables. * \author Brian Paul */ /** * XXX things to do: * 1. Check that the right error code is generated for all _mesa_error() calls. * 2. Insert FLUSH_VERTICES calls in various places */ #include "main/glheader.h" #include "main/context.h" #include "main/dispatch.h" #include "main/image.h" #include "main/mfeatures.h" #include "main/mtypes.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" #include "program/prog_parameter.h" #include "program/prog_statevars.h" #include "program/prog_uniform.h" #include "program/prog_instruction.h" 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: 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 */ static 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; } /** * Called by glGetActiveUniform(). */ static void _mesa_get_active_uniform(struct gl_context *ctx, GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLchar *nameOut) { 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; if (nameOut) { _mesa_copy_string(nameOut, maxLength, length, param->Name); } if (size) { GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); 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 = param->DataType; } } 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); } } /** * GLSL uniform arrays and structs require special handling. * * The GL_ARB_shader_objects spec says that if you use * glGetUniformLocation to get the location of an array, you CANNOT * access other elements of the array by adding an offset to the * returned location. For example, you must call * glGetUniformLocation("foo[16]") if you want to set the 16th element * of the array with glUniform(). * * HOWEVER, some other OpenGL drivers allow accessing array elements * by adding an offset to the returned array location. And some apps * seem to depend on that behaviour. * * Mesa's gl_uniform_list doesn't directly support this since each * entry in the list describes one uniform variable, not one uniform * element. We could insert dummy entries in the list for each array * element after [0] but that causes complications elsewhere. * * We solve this problem by encoding two values in the location that's * returned by glGetUniformLocation(): * a) index into gl_uniform_list::Uniforms[] for the uniform * b) an array/field offset (0 for simple types) * * These two values are encoded in the high and low halves of a GLint. * By putting the uniform number in the high part and the offset in the * low part, we can support the unofficial ability to index into arrays * by adding offsets to the location value. */ static void merge_location_offset(GLint *location, GLint offset) { *location = (*location << 16) | offset; } /** * Separate the uniform location and parameter offset. See above. */ static void split_location_offset(GLint *location, GLint *offset) { *offset = *location & 0xffff; *location = *location >> 16; } /** * Called via glGetUniform[fiui]v() to get the current value of a uniform. */ static void 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, offset; if (!shProg) return; split_location_offset(&location, &offset); if (!find_uniform_parameter_pos(shProg, location, &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++; } } } } /** * Called via glGetUniformLocation(). * * The return value will encode two values, the uniform location and an * offset (used for arrays, structs). */ GLint _mesa_get_uniform_location(struct gl_context *ctx, struct gl_shader_program *shProg, const GLchar *name) { GLint offset = 0, location = -1; if (shProg->LinkStatus == GL_FALSE) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)"); return -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(name, '['); if (c) { /* truncate name at [ */ const GLint len = c - name; GLchar *newName = 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) { merge_location_offset(&location, offset); } return location; } /** * Update the vertex/fragment program's TexturesUsed array. * * This needs to be called after glUniform(set sampler var) is called. * A call to glUniform(samplerVar, value) causes a sampler to point to a * particular texture unit. We know the sampler's texture target * (1D/2D/3D/etc) from compile time but the sampler's texture unit is * set by glUniform() calls. * * So, scan the program->SamplerUnits[] and program->SamplerTargets[] * information to update the prog->TexturesUsed[] values. * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX, * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc. * We'll use that info for state validation before rendering. */ void _mesa_update_shader_textures_used(struct gl_program *prog) { GLuint s; memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); for (s = 0; s < MAX_SAMPLERS; s++) { if (prog->SamplersUsed & (1 << s)) { GLuint unit = prog->SamplerUnits[s]; GLuint tgt = prog->SamplerTargets[s]; assert(unit < Elements(prog->TexturesUsed)); assert(tgt < NUM_TEXTURE_TARGETS); prog->TexturesUsed[unit] |= (1 << tgt); } } } /** * 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. */ 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, offset; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); return; } if (location == -1) return; /* The standard specifies this as a no-op */ if (location < -1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)", location); return; } split_location_offset(&location, &offset); if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location); return; } if (count < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)"); return; } elems = _mesa_sizeof_glsl_type(type); FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[location]; 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 */ 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; GLint offset; ASSERT_OUTSIDE_BEGIN_END(ctx); if (!shProg || !shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(program not linked)"); return; } if (location == -1) return; /* The standard specifies this as a no-op */ if (location < -1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)"); return; } split_location_offset(&location, &offset); if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)"); return; } if (values == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); return; } FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); uniform = &shProg->Uniforms->Uniforms[location]; 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; } void GLAPIENTRY _mesa_Uniform1fARB(GLint location, GLfloat v0) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT); } void GLAPIENTRY _mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1) { GET_CURRENT_CONTEXT(ctx); GLfloat v[2]; v[0] = v0; v[1] = v1; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2); } void GLAPIENTRY _mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { GET_CURRENT_CONTEXT(ctx); GLfloat v[3]; v[0] = v0; v[1] = v1; v[2] = v2; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3); } void GLAPIENTRY _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) { GET_CURRENT_CONTEXT(ctx); GLfloat v[4]; v[0] = v0; v[1] = v1; v[2] = v2; v[3] = v3; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4); } void GLAPIENTRY _mesa_Uniform1iARB(GLint location, GLint v0) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT); } void GLAPIENTRY _mesa_Uniform2iARB(GLint location, GLint v0, GLint v1) { GET_CURRENT_CONTEXT(ctx); GLint v[2]; v[0] = v0; v[1] = v1; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2) { GET_CURRENT_CONTEXT(ctx); GLint v[3]; v[0] = v0; v[1] = v1; v[2] = v2; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { GET_CURRENT_CONTEXT(ctx); GLint v[4]; v[0] = v0; v[1] = v1; v[2] = v2; v[3] = v3; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4); } void GLAPIENTRY _mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT); } void GLAPIENTRY _mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2); } void GLAPIENTRY _mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3); } void GLAPIENTRY _mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4); } void GLAPIENTRY _mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT); } void GLAPIENTRY _mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4); } /** OpenGL 3.0 GLuint-valued functions **/ void GLAPIENTRY _mesa_Uniform1ui(GLint location, GLuint v0) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT); } void GLAPIENTRY _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1) { GET_CURRENT_CONTEXT(ctx); GLuint v[2]; v[0] = v0; v[1] = v1; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) { GET_CURRENT_CONTEXT(ctx); GLuint v[3]; v[0] = v0; v[1] = v1; v[2] = v2; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) { GET_CURRENT_CONTEXT(ctx); GLuint v[4]; v[0] = v0; v[1] = v1; v[2] = v2; v[3] = v3; _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4); } void GLAPIENTRY _mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT); } void GLAPIENTRY _mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2); } void GLAPIENTRY _mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3); } void GLAPIENTRY _mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4); } void GLAPIENTRY _mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 2, 2, location, count, transpose, value); } void GLAPIENTRY _mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 3, 3, location, count, transpose, value); } void GLAPIENTRY _mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, const GLfloat * value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 4, 4, location, count, transpose, value); } /** * Non-square UniformMatrix are OpenGL 2.1 */ void GLAPIENTRY _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 2, 3, location, count, transpose, value); } void GLAPIENTRY _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 3, 2, location, count, transpose, value); } void GLAPIENTRY _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 2, 4, location, count, transpose, value); } void GLAPIENTRY _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 4, 2, location, count, transpose, value); } void GLAPIENTRY _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 3, 4, location, count, transpose, value); } void GLAPIENTRY _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { GET_CURRENT_CONTEXT(ctx); _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, 4, 3, location, count, transpose, value); } void GLAPIENTRY _mesa_GetnUniformfvARB(GLhandleARB program, GLint location, GLsizei bufSize, GLfloat *params) { GET_CURRENT_CONTEXT(ctx); get_uniform(ctx, program, location, bufSize, GL_FLOAT, params); } void GLAPIENTRY _mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params) { _mesa_GetnUniformfvARB(program, location, INT_MAX, params); } void GLAPIENTRY _mesa_GetnUniformivARB(GLhandleARB program, GLint location, GLsizei bufSize, GLint *params) { GET_CURRENT_CONTEXT(ctx); get_uniform(ctx, program, location, bufSize, GL_INT, params); } void GLAPIENTRY _mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params) { _mesa_GetnUniformivARB(program, location, INT_MAX, params); } /* GL3 */ void GLAPIENTRY _mesa_GetnUniformuivARB(GLhandleARB program, GLint location, GLsizei bufSize, GLuint *params) { GET_CURRENT_CONTEXT(ctx); get_uniform(ctx, program, location, bufSize, GL_UNSIGNED_INT, params); } void GLAPIENTRY _mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params) { _mesa_GetnUniformuivARB(program, location, INT_MAX, params); } /* GL4 */ void GLAPIENTRY _mesa_GetnUniformdvARB(GLhandleARB program, GLint location, GLsizei bufSize, GLdouble *params) { GET_CURRENT_CONTEXT(ctx); /* get_uniform(ctx, program, location, bufSize, GL_DOUBLE, params); */ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformdvARB" "(GL_ARB_gpu_shader_fp64 not implemented)"); } void GLAPIENTRY _mesa_GetUniformdv(GLhandleARB program, GLint location, GLdouble *params) { _mesa_GetnUniformdvARB(program, location, INT_MAX, params); } GLint GLAPIENTRY _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name) { struct gl_shader_program *shProg; GET_CURRENT_CONTEXT(ctx); shProg = _mesa_lookup_shader_program_err(ctx, programObj, "glGetUniformLocation"); if (!shProg) return -1; return _mesa_get_uniform_location(ctx, shProg, name); } void GLAPIENTRY _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, GLsizei maxLength, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name) { GET_CURRENT_CONTEXT(ctx); _mesa_get_active_uniform(ctx, program, index, maxLength, length, size, type, name); } /** * Plug in shader uniform-related functions into API dispatch table. */ void _mesa_init_shader_uniform_dispatch(struct _glapi_table *exec) { #if FEATURE_GL SET_Uniform1fARB(exec, _mesa_Uniform1fARB); SET_Uniform2fARB(exec, _mesa_Uniform2fARB); SET_Uniform3fARB(exec, _mesa_Uniform3fARB); SET_Uniform4fARB(exec, _mesa_Uniform4fARB); SET_Uniform1iARB(exec, _mesa_Uniform1iARB); SET_Uniform2iARB(exec, _mesa_Uniform2iARB); SET_Uniform3iARB(exec, _mesa_Uniform3iARB); SET_Uniform4iARB(exec, _mesa_Uniform4iARB); SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB); SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB); SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB); SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB); SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB); SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB); SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB); SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB); SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB); SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB); SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB); SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB); SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB); SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB); SET_GetUniformivARB(exec, _mesa_GetUniformivARB); /* OpenGL 2.1 */ SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv); SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv); SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv); SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv); SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv); SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv); /* OpenGL 3.0 */ SET_Uniform1uiEXT(exec, _mesa_Uniform1ui); SET_Uniform2uiEXT(exec, _mesa_Uniform2ui); SET_Uniform3uiEXT(exec, _mesa_Uniform3ui); SET_Uniform4uiEXT(exec, _mesa_Uniform4ui); SET_Uniform1uivEXT(exec, _mesa_Uniform1uiv); SET_Uniform2uivEXT(exec, _mesa_Uniform2uiv); SET_Uniform3uivEXT(exec, _mesa_Uniform3uiv); SET_Uniform4uivEXT(exec, _mesa_Uniform4uiv); SET_GetUniformuivEXT(exec, _mesa_GetUniformuiv); /* GL_ARB_robustness */ SET_GetnUniformfvARB(exec, _mesa_GetnUniformfvARB); SET_GetnUniformivARB(exec, _mesa_GetnUniformivARB); SET_GetnUniformuivARB(exec, _mesa_GetnUniformuivARB); SET_GetnUniformdvARB(exec, _mesa_GetnUniformdvARB); /* GL 4.0 */ #endif /* FEATURE_GL */ }