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# Provide compatibility with scripts for the old Mesa build system for
# a while by putting a link to the driver into /lib of the build tree.

if BUILD_SHARED
if HAVE_COMPAT_SYMLINKS
all-local : .install-gallium-links

.install-gallium-links : $(dri_LTLIBRARIES) $(egl_LTLIBRARIES) $(lib_LTLIBRARIES)
	$(AM_V_GEN)$(MKDIR_P) $(top_builddir)/$(LIB_DIR);	\
	link_dir=$(top_builddir)/$(LIB_DIR)/gallium;		\
	if test x$(egl_LTLIBRARIES) != x; then			\
		link_dir=$(top_builddir)/$(LIB_DIR)/egl;	\
	fi;							\
	$(MKDIR_P) $$link_dir;					\
	file_list="$(dri_LTLIBRARIES:%.la=.libs/%.so)";		\
	file_list+="$(egl_LTLIBRARIES:%.la=.libs/%.$(LIB_EXT)*)";	\
	file_list+="$(lib_LTLIBRARIES:%.la=.libs/%.$(LIB_EXT)*)";	\
	for f in $$file_list; do 				\
		if test -h .libs/$$f; then			\
			cp -d $$f $$link_dir;			\
		else						\
			ln -f $$f $$link_dir;			\
		fi;						\
	done && touch $@
endif

clean-local:
	for f in $(notdir $(dri_LTLIBRARIES:%.la=.libs/%.$(LIB_EXT)*)) \
		 $(notdir $(egl_LTLIBRARIES:%.la=.libs/%.$(LIB_EXT)*)) \
		 $(notdir $(lib_LTLIBRARIES:%.la=.libs/%.$(LIB_EXT)*)); do \
		echo $$f; \
		$(RM) $(top_builddir)/$(LIB_DIR)/gallium/$$f;   \
	done;
	rmdir $(top_builddir)/$(LIB_DIR)/gallium || true
	$(RM) .install-gallium-links

endif
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/*
 * 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
 * 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.
 */

#include <stdlib.h>

#include "main/core.h"
#include "main/context.h"
#include "ir.h"
#include "ir_uniform.h"
#include "program/hash_table.h"
#include "../glsl/program.h"
#include "../glsl/ir_uniform.h"
#include "../glsl/glsl_parser_extras.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "uniforms.h"


extern "C" void GLAPIENTRY
_mesa_GetActiveUniform(GLuint 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");

   if (!shProg)
      return;

   if (index >= shProg->NumUserUniformStorage) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
      return;
   }

   const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];

   if (nameOut) {
      _mesa_get_uniform_name(uni, maxLength, length, nameOut);
   }

   if (size) {
      /* array_elements is zero for non-arrays, but the API requires that 1 be
       * returned.
       */
      *size = MAX2(1, uni->array_elements);
   }

   if (type) {
      *type = uni->type->gl_type;
   }
}

extern "C" void GLAPIENTRY
_mesa_GetActiveUniformsiv(GLuint program,
			  GLsizei uniformCount,
			  const GLuint *uniformIndices,
			  GLenum pname,
			  GLint *params)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_shader_program *shProg;
   GLsizei i;

   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
   if (!shProg)
      return;

   if (uniformCount < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE,
		  "glGetActiveUniformsiv(uniformCount < 0)");
      return;
   }

   for (i = 0; i < uniformCount; i++) {
      GLuint index = uniformIndices[i];

      if (index >= shProg->NumUserUniformStorage) {
	 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
	 return;
      }
   }

   for (i = 0; i < uniformCount; i++) {
      GLuint index = uniformIndices[i];
      const struct gl_uniform_storage *uni = &shProg->UniformStorage[index];

      switch (pname) {
      case GL_UNIFORM_TYPE:
	 params[i] = uni->type->gl_type;
	 break;

      case GL_UNIFORM_SIZE:
	 /* array_elements is zero for non-arrays, but the API requires that 1 be
	  * returned.
	  */
	 params[i] = MAX2(1, uni->array_elements);
	 break;

      case GL_UNIFORM_NAME_LENGTH:
	 params[i] = strlen(uni->name) + 1;

         /* 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]"."
          */
         if (uni->array_elements != 0)
            params[i] += 3;
	 break;

      case GL_UNIFORM_BLOCK_INDEX:
	 params[i] = uni->block_index;
	 break;

      case GL_UNIFORM_OFFSET:
	 params[i] = uni->offset;
	 break;

      case GL_UNIFORM_ARRAY_STRIDE:
	 params[i] = uni->array_stride;
	 break;

      case GL_UNIFORM_MATRIX_STRIDE:
	 params[i] = uni->matrix_stride;
	 break;

      case GL_UNIFORM_IS_ROW_MAJOR:
	 params[i] = uni->row_major;
	 break;

      case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
         if (!ctx->Extensions.ARB_shader_atomic_counters)
            goto invalid_enum;
         params[i] = uni->atomic_buffer_index;
         break;

      default:
         goto invalid_enum;
      }
   }

   return;

 invalid_enum:
   _mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)");
}

static struct gl_uniform_storage *
validate_uniform_parameters(struct gl_context *ctx,
			    struct gl_shader_program *shProg,
			    GLint location, GLsizei count,
			    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 NULL;
   }

   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 NULL;
   }

   /* 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 NULL;
   }

   /* 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 count is greater than one, and the uniform declared in the
    *           shader is not an array variable,
    */
   if (location < -1) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
                  caller, location);
      return NULL;
   }

   /* Check that the given location is in bounds of uniform remap table. */
   if (location >= (GLint) shProg->NumUniformRemapTable) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
		  caller, location);
      return NULL;
   }

   /* If the driver storage pointer in remap table is -1, we ignore silently.
    *
    * GL_ARB_explicit_uniform_location spec says:
    *     "What happens if Uniform* is called with an explicitly defined
    *     uniform location, but that uniform is deemed inactive by the
    *     linker?
    *
    *     RESOLVED: The call is ignored for inactive uniform variables and
    *     no error is generated."
    *
    */
   if (shProg->UniformRemapTable[location] ==
       INACTIVE_UNIFORM_EXPLICIT_LOCATION)
      return NULL;

   struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];

   if (uni->array_elements == 0 && count > 1) {
      _mesa_error(ctx, GL_INVALID_OPERATION,
		  "%s(count > 1 for non-array, location=%d)",
		  caller, location);
      return NULL;
   }

   /* The array index specified by the uniform location is just the uniform
    * location minus the base location of of the uniform.
    */
   *array_index = location - uni->remap_location;

   /* If the uniform is an array, check that array_index is in bounds.
    * If not an array, check that array_index is zero.
    * array_index is unsigned so no need to check for less than zero.
    */
   const unsigned limit = MAX2(uni->array_elements, 1);
   if (*array_index >= limit) {
      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
		  caller, location);
      return NULL;
   }
   return uni;
}

/**
 * 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, enum glsl_base_type returnType,
		  GLvoid *paramsOut)
{
   struct gl_shader_program *shProg =
      _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
   unsigned offset;

   struct gl_uniform_storage *const uni =
      validate_uniform_parameters(ctx, shProg, location, 1,
                                  &offset, "glGetUniform", true);
   if (uni == NULL)
      return;

   {
      unsigned elements = (uni->type->is_sampler())
	 ? 1 : uni->type->components();

      /* Calculate the source base address *BEFORE* modifying elements to
       * account for the size of the user's buffer.
       */
      const union gl_constant_value *const src =
	 &uni->storage[offset * elements];

      assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
             returnType == GLSL_TYPE_UINT);
      /* The three (currently) supported types all have the same size,
       * which is of course the same as their union. That'll change
       * with glGetUniformdv()...
       */
      unsigned bytes = sizeof(src[0]) * elements;
      if (bufSize < 0 || bytes > (unsigned) bufSize) {
	 _mesa_error( ctx, GL_INVALID_OPERATION,
	             "glGetnUniform*vARB(out of bounds: bufSize is %d,"
	             " but %u bytes are required)", bufSize, bytes );
	 return;
      }

      /* If the return type and the uniform's native type are "compatible,"
       * just memcpy the data.  If the types are not compatible, perform a
       * slower convert-and-copy process.
       */
      if (returnType == uni->type->base_type
	  || ((returnType == GLSL_TYPE_INT
	       || returnType == GLSL_TYPE_UINT
	       || returnType == GLSL_TYPE_SAMPLER)
	      &&
	      (uni->type->base_type == GLSL_TYPE_INT
	       || uni->type->base_type == GLSL_TYPE_UINT
	       || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
	 memcpy(paramsOut, src, bytes);
      } else {
	 union gl_constant_value *const dst =
	    (union gl_constant_value *) paramsOut;

	 /* This code could be optimized by putting the loop inside the switch
	  * statements.  However, this is not expected to be
	  * performance-critical code.
	  */
	 for (unsigned i = 0; i < elements; i++) {