/* * 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/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" #include "ir_uniform.h" #include "glsl_types.h" /** * 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_shader_program *shProg, struct gl_program *prog) { GLuint s; memcpy(prog->SamplerUnits, shProg->SamplerUnits, sizeof(prog->SamplerUnits)); memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); for (s = 0; s < MAX_SAMPLERS; s++) { if (prog->SamplersUsed & (1 << s)) { GLuint unit = shProg->SamplerUnits[s]; GLuint tgt = shProg->SamplerTargets[s]; assert(unit < Elements(prog->TexturesUsed)); assert(tgt < NUM_TEXTURE_TARGETS); prog->TexturesUsed[unit] |= (1 << tgt); } } } /** * Connect a piece of driver storage with a part of a uniform * * \param uni The uniform with which the storage will be associated * \param element_stride Byte-stride between array elements. * \sa gl_uniform_driver_storage::element_stride. * \param vector_stride Byte-stride between vectors (in a matrix). * \sa gl_uniform_driver_storage::vector_stride. * \param format Conversion from native format to driver format * required by the driver. * \param data Location to dump the data. */ void _mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni, unsigned element_stride, unsigned vector_stride, enum gl_uniform_driver_format format, void *data) { uni->driver_storage = (struct gl_uniform_driver_storage*) realloc(uni->driver_storage, sizeof(struct gl_uniform_driver_storage) * (uni->num_driver_storage + 1)); uni->driver_storage[uni->num_driver_storage].element_stride = element_stride; uni->driver_storage[uni->num_driver_storage].vector_stride = vector_stride; uni->driver_storage[uni->num_driver_storage].format = (uint8_t) format; uni->driver_storage[uni->num_driver_storage].data = data; uni->num_driver_storage++; } /** * Sever all connections with all pieces of driver storage for all uniforms * * \warning * This function does \b not release any of the \c data pointers * previously passed in to \c _mesa_uniform_attach_driver_stoarge. */ void _mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni) { free(uni->driver_storage); uni->driver_storage = NULL; uni->num_driver_storage = 0; } 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); _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_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); _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_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); _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, 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); (void) program; (void) location; (void) bufSize; (void) params; /* _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_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; GLuint index, offset; GET_CURRENT_CONTEXT(ctx); shProg = _mesa_lookup_shader_program_err(ctx, programObj, "glGetUniformLocation"); if (!shProg) return -1; /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says: * * "If program has not been successfully linked, the error * INVALID_OPERATION is generated." */ if (shProg->LinkStatus == GL_FALSE) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformLocation(program not linked)"); return -1; } index = _mesa_get_uniform_location(ctx, shProg, name, &offset); if (index == GL_INVALID_INDEX) return -1; return _mesa_uniform_merge_location_offset(index, offset); } static void GLAPIENTRY _mesa_GetUniformIndices(GLuint program, GLsizei uniformCount, const GLchar * const *uniformNames, GLuint *uniformIndices) { GET_CURRENT_CONTEXT(ctx); GLsizei i; struct gl_shader_program *shProg; if (!ctx->Extensions.ARB_uniform_buffer_object) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformIndices"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniformIndices"); if (!shProg) return; if (uniformCount < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformIndices(uniformCount < 0)"); return; } for (i = 0; i < uniformCount; i++) { unsigned offset; uniformIndices[i] = _mesa_get_uniform_location(ctx, shProg, uniformNames[i], &offset); } } /** * 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 */ /* GL_ARB_uniform_buffer_object / GL 3.1 */ SET_GetUniformIndices(exec, _mesa_GetUniformIndices); SET_GetActiveUniformsiv(exec, _mesa_GetActiveUniformsiv); #endif /* FEATURE_GL */ }