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/*
* Copyright © 2011 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice (including the next
* paragraph) shall be included in all copies or substantial portions of the
* Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
* DEALINGS IN THE SOFTWARE.
*/
/**
* \file shader_query.cpp
* C-to-C++ bridge functions to query GLSL shader data
*
* \author Ian Romanick <ian.d.romanick@intel.com>
*/
#include "main/context.h"
#include "main/core.h"
#include "main/enums.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
#include "glsl/glsl_symbol_table.h"
#include "glsl/ir.h"
#include "glsl/program.h"
#include "program/hash_table.h"
#include "util/strndup.h"
static GLint
program_resource_location(struct gl_shader_program *shProg,
struct gl_program_resource *res, const char *name,
unsigned array_index);
/**
* Declare convenience functions to return resource data in a given type.
* Warning! this is not type safe so be *very* careful when using these.
*/
#define DECL_RESOURCE_FUNC(name, type) \
const type * RESOURCE_ ## name (gl_program_resource *res) { \
assert(res->Data); \
return (type *) res->Data; \
}
DECL_RESOURCE_FUNC(VAR, gl_shader_variable);
DECL_RESOURCE_FUNC(UBO, gl_uniform_block);
DECL_RESOURCE_FUNC(UNI, gl_uniform_storage);
DECL_RESOURCE_FUNC(ATC, gl_active_atomic_buffer);
DECL_RESOURCE_FUNC(XFB, gl_transform_feedback_varying_info);
DECL_RESOURCE_FUNC(SUB, gl_subroutine_function);
void GLAPIENTRY
_mesa_BindAttribLocation(GLhandleARB program, GLuint index,
const GLcharARB *name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program_err(ctx, program, "glBindAttribLocation");
if (!shProg)
return;
if (!name)
return;
if (strncmp(name, "gl_", 3) == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glBindAttribLocation(illegal name)");
return;
}
if (index >= ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs) {
_mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
return;
}
/* Replace the current value if it's already in the list. Add
* VERT_ATTRIB_GENERIC0 because that's how the linker differentiates
* between built-in attributes and user-defined attributes.
*/
shProg->AttributeBindings->put(index + VERT_ATTRIB_GENERIC0, name);
/*
* Note that this attribute binding won't go into effect until
* glLinkProgram is called again.
*/
}
static bool
is_active_attrib(const gl_shader_variable *var)
{
if (!var)
return false;
switch (var->mode) {
case ir_var_shader_in:
return var->location != -1;
case ir_var_system_value:
/* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes):
* "For GetActiveAttrib, all active vertex shader input variables
* are enumerated, including the special built-in inputs gl_VertexID
* and gl_InstanceID."
*/
return var->location == SYSTEM_VALUE_VERTEX_ID ||
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE ||
var->location == SYSTEM_VALUE_INSTANCE_ID;
default:
return false;
}
}
void GLAPIENTRY
_mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
GLsizei maxLength, GLsizei * length, GLint * size,
GLenum * type, GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
if (maxLength < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(maxLength < 0)");
return;
}
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
if (!shProg)
return;
if (!shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetActiveAttrib(program not linked)");
return;
}
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)");
return;
}
struct gl_program_resource *res =
_mesa_program_resource_find_index(shProg, GL_PROGRAM_INPUT,
desired_index);
/* User asked for index that does not exist. */
if (!res) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
return;
}
const gl_shader_variable *const var = RESOURCE_VAR(res);
if (!is_active_attrib(var))
return;
const char *var_name = var->name;
/* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
* consider gl_VertexIDMESA as gl_VertexID for purposes of checking
* active attributes.
*/
if (var->mode == ir_var_system_value &&
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
var_name = "gl_VertexID";
}
_mesa_copy_string(name, maxLength, length, var_name);
if (size)
_mesa_program_resource_prop(shProg, res, desired_index, GL_ARRAY_SIZE,
size, "glGetActiveAttrib");
if (type)
_mesa_program_resource_prop(shProg, res, desired_index, GL_TYPE,
(GLint *) type, "glGetActiveAttrib");
}
GLint GLAPIENTRY
_mesa_GetAttribLocation(GLhandleARB program, const GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
if (!shProg) {
return -1;
}
if (!shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetAttribLocation(program not linked)");
return -1;
}
if (!name)
return -1;
/* Not having a vertex shader is not an error.
*/
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)
return -1;
unsigned array_index = 0;
struct gl_program_resource *res =
_mesa_program_resource_find_name(shProg, GL_PROGRAM_INPUT, name,
&array_index);
if (!res)
return -1;
GLint loc = program_resource_location(shProg, res, name, array_index);
/* The extra check against against 0 is made because of builtin-attribute
* locations that have offset applied. Function program_resource_location
* can return built-in attribute locations < 0 and glGetAttribLocation
* cannot be used on "conventional" attributes.
*
* From page 95 of the OpenGL 3.0 spec:
*
* "If name is not an active attribute, if name is a conventional
* attribute, or if an error occurs, -1 will be returned."
*/
return (loc >= 0) ? loc : -1;
}
unsigned
_mesa_count_active_attribs(struct gl_shader_program *shProg)
{
if (!shProg->LinkStatus
|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
return 0;
}
struct gl_program_resource *res = shProg->ProgramResourceList;
unsigned count = 0;
for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) {
if (res->Type == GL_PROGRAM_INPUT &&
res->StageReferences & (1 << MESA_SHADER_VERTEX) &&
is_active_attrib(RESOURCE_VAR(res)))
count++;
}
return count;
}
size_t
_mesa_longest_attribute_name_length(struct gl_shader_program *shProg)
{
if (!shProg->LinkStatus
|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
return 0;
}
struct gl_program_resource *res = shProg->ProgramResourceList;
size_t longest = 0;
for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) {
if (res->Type == GL_PROGRAM_INPUT &&
res->StageReferences & (1 << MESA_SHADER_VERTEX)) {
const size_t length = strlen(RESOURCE_VAR(res)->name);
if (length >= longest)
longest = length + 1;
}
}
return longest;
}
void GLAPIENTRY
_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
const GLchar *name)
{
_mesa_BindFragDataLocationIndexed(program, colorNumber, 0, name);
}
void GLAPIENTRY
_mesa_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber,
GLuint index, const GLchar *name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program_err(ctx, program, "glBindFragDataLocationIndexed");
if (!shProg)
return;
if (!name)
return;
if (strncmp(name, "gl_", 3) == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glBindFragDataLocationIndexed(illegal name)");
return;
}
if (index > 1) {
_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(index)");
return;
}
if (index == 0 && colorNumber >= ctx->Const.MaxDrawBuffers) {
_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)");
return;
}
if (index == 1 && colorNumber >= ctx->Const.MaxDualSourceDrawBuffers) {
_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)");
return;
}
/* Replace the current value if it's already in the list. Add
* FRAG_RESULT_DATA0 because that's how the linker differentiates
* between built-in attributes and user-defined attributes.
*/
shProg->FragDataBindings->put(colorNumber + FRAG_RESULT_DATA0, name);
shProg->FragDataIndexBindings->put(index, name);
/*
* Note that this binding won't go into effect until
* glLinkProgram is called again.
*/
}
GLint GLAPIENTRY
_mesa_GetFragDataIndex(GLuint program, const GLchar *name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetFragDataIndex");
if (!shProg) {
return -1;
}
if (!shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetFragDataIndex(program not linked)");
return -1;
}
if (!name)
return -1;
if (strncmp(name, "gl_", 3) == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetFragDataIndex(illegal name)");
return -1;
}
/* Not having a fragment shader is not an error.
*/
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
return -1;
return _mesa_program_resource_location_index(shProg, GL_PROGRAM_OUTPUT,
name);
}
GLint GLAPIENTRY
_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetFragDataLocation");
if (!shProg) {
return -1;
}
if (!shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetFragDataLocation(program not linked)");
return -1;
}
if (!name)
return -1;
if (strncmp(name, "gl_", 3) == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetFragDataLocation(illegal name)");
return -1;
}
/* Not having a fragment shader is not an error.
*/
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
return -1;
unsigned array_index = 0;
struct gl_program_resource *res =
_mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name,
&array_index);
if (!res)
return -1;
GLint loc = program_resource_location(shProg, res, name, array_index);
/* The extra check against against 0 is made because of builtin-attribute
* locations that have offset applied. Function program_resource_location
* can return built-in attribute locations < 0 and glGetFragDataLocation
* cannot be used on "conventional" attributes.
*
* From page 95 of the OpenGL 3.0 spec:
*
* "If name is not an active attribute, if name is a conventional
* attribute, or if an error occurs, -1 will be returned."
*/
return (loc >= 0) ? loc : -1;
}
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
const gl_shader_variable *var;
switch (res->Type) {
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
return RESOURCE_UBO(res)->Name;
case GL_TRANSFORM_FEEDBACK_VARYING:
return RESOURCE_XFB(res)->Name;
case GL_PROGRAM_INPUT:
var = RESOURCE_VAR(res);
/* Special case gl_VertexIDMESA -> gl_VertexID. */
if (var->mode == ir_var_system_value &&
var->location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
return "gl_VertexID";
}
/* fallthrough */
case GL_PROGRAM_OUTPUT:
return RESOURCE_VAR(res)->name;
case GL_UNIFORM:
case GL_BUFFER_VARIABLE:
return RESOURCE_UNI(res)->name;
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
return RESOURCE_UNI(res)->name + MESA_SUBROUTINE_PREFIX_LEN;
case GL_VERTEX_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
return RESOURCE_SUB(res)->name;
default:
assert(!"support for resource type not implemented");
}
return NULL;
}
unsigned
_mesa_program_resource_array_size(struct gl_program_resource *res)
{
switch (res->Type) {
case GL_TRANSFORM_FEEDBACK_VARYING:
return RESOURCE_XFB(res)->Size > 1 ?
RESOURCE_XFB(res)->Size : 0;
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
return RESOURCE_VAR(res)->type->length;
case GL_UNIFORM:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
return RESOURCE_UNI(res)->array_elements;
case GL_BUFFER_VARIABLE:
/* Unsized arrays */
if (RESOURCE_UNI(res)->array_stride > 0 &&
RESOURCE_UNI(res)->array_elements == 0)
return 1;
else
return RESOURCE_UNI(res)->array_elements;
case GL_VERTEX_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
case GL_ATOMIC_COUNTER_BUFFER:
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
return 0;
default:
assert(!"support for resource type not implemented");
}
return 0;
}
/**
* Checks if array subscript is valid and if so sets array_index.
*/
static bool
valid_array_index(const GLchar *name, unsigned *array_index)
{
long idx = 0;
const GLchar *out_base_name_end;
idx = parse_program_resource_name(name, &out_base_name_end);
if (idx < 0)
return false;
if (array_index)
*array_index = idx;
return true;
}
/* Find a program resource with specific name in given interface.
*/
struct gl_program_resource *
_mesa_program_resource_find_name(struct gl_shader_program *shProg,
GLenum programInterface, const char *name,
unsigned *array_index)
{
struct gl_program_resource *res = shProg->ProgramResourceList;
for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
if (res->Type != programInterface)
continue;
/* Resource basename. */
const char *rname = _mesa_program_resource_name(res);
unsigned baselen = strlen(rname);
unsigned baselen_without_array_index = baselen;
const char *rname_last_square_bracket = strrchr(rname, '[');
bool found = false;
bool rname_has_array_index_zero = false;
/* From ARB_program_interface_query spec:
*
* "uint GetProgramResourceIndex(uint program, enum programInterface,
* const char *name);
* [...]
* If <name> exactly matches the name string of one of the active
* resources for <programInterface>, the index of the matched resource is
* returned. Additionally, if <name> would exactly match the name string
* of an active resource if "[0]" were appended to <name>, the index of
* the matched resource is returned. [...]"
*
* "A string provided to GetProgramResourceLocation or
* GetProgramResourceLocationIndex is considered to match an active variable
* if:
*
* * the string exactly matches the name of the active variable;
*
* * if the string identifies the base name of an active array, where the
* string would exactly match the name of the variable if the suffix
* "[0]" were appended to the string; [...]"
*/
/* Remove array's index from interface block name comparison only if
* array's index is zero and the resulting string length is the same
* than the provided name's length.
*/
if (rname_last_square_bracket) {
baselen_without_array_index -= strlen(rname_last_square_bracket);
rname_has_array_index_zero =
(strncmp(rname_last_square_bracket, "[0]\0", 4) == 0) &&
(baselen_without_array_index == strlen(name));
}
if (strncmp(rname, name, baselen) == 0)
found = true;
else if (rname_has_array_index_zero &&
strncmp(rname, name, baselen_without_array_index) == 0)
found = true;
if (found) {
switch (programInterface) {
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
/* Basename match, check if array or struct. */
if (rname_has_array_index_zero ||
name[baselen] == '\0' ||
name[baselen] == '[' ||
name[baselen] == '.') {
return res;
}
break;
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_BUFFER_VARIABLE:
case GL_UNIFORM:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_VERTEX_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
if (name[baselen] == '.') {
return res;
}
/* fall-through */
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
if (name[baselen] == '\0') {
return res;
} else if (name[baselen] == '[' &&
valid_array_index(name, array_index)) {
return res;
}
break;
default:
assert(!"not implemented for given interface");
}
}
}
return NULL;
}
static GLuint
calc_resource_index(struct gl_shader_program *shProg,
struct gl_program_resource *res)
{
unsigned i;
GLuint index = 0;
for (i = 0; i < shProg->NumProgramResourceList; i++) {
if (&shProg->ProgramResourceList[i] == res)
return index;
if (shProg->ProgramResourceList[i].Type == res->Type)
index++;
}
return GL_INVALID_INDEX;
}
/**
* Calculate index for the given resource.
*/
GLuint
_mesa_program_resource_index(struct gl_shader_program *shProg,
struct gl_program_resource *res)
{
if (!res)
return GL_INVALID_INDEX;
switch (res->Type) {
case GL_ATOMIC_COUNTER_BUFFER:
return RESOURCE_ATC(res) - shProg->AtomicBuffers;
case GL_VERTEX_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
return RESOURCE_SUB(res)->index;
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
case GL_TRANSFORM_FEEDBACK_VARYING:
default:
return calc_resource_index(shProg, res);
}
}
/**
* Find a program resource that points to given data.
*/
static struct gl_program_resource*
program_resource_find_data(struct gl_shader_program *shProg, void *data)
{
struct gl_program_resource *res = shProg->ProgramResourceList;
for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
if (res->Data == data)
return res;
}
return NULL;
}
/* Find a program resource with specific index in given interface.
*/
struct gl_program_resource *
_mesa_program_resource_find_index(struct gl_shader_program *shProg,
GLenum programInterface, GLuint index)
{
struct gl_program_resource *res = shProg->ProgramResourceList;
int idx = -1;
for (unsigned i = 0; i < shProg->NumProgramResourceList; i++, res++) {
if (res->Type != programInterface)
continue;
switch (res->Type) {
case GL_UNIFORM_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
case GL_SHADER_STORAGE_BLOCK:
if (_mesa_program_resource_index(shProg, res) == index)
return res;
break;
case GL_TRANSFORM_FEEDBACK_VARYING:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_UNIFORM:
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
case GL_VERTEX_SUBROUTINE:
case GL_GEOMETRY_SUBROUTINE:
case GL_FRAGMENT_SUBROUTINE:
case GL_COMPUTE_SUBROUTINE:
case GL_TESS_CONTROL_SUBROUTINE:
case GL_TESS_EVALUATION_SUBROUTINE:
case GL_BUFFER_VARIABLE:
if (++idx == (int) index)
return res;
break;
default:
assert(!"not implemented for given interface");
}
}
return NULL;
}
/* Function returns if resource name is expected to have index
* appended into it.
*
*
* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
* spec says:
*
* "If the active uniform is an array, the uniform name returned in
* name will always be the name of the uniform array appended with
* "[0]"."
*
* The same text also appears in the OpenGL 4.2 spec. It does not,
* however, appear in any previous spec. Previous specifications are
* ambiguous in this regard. However, either name can later be passed
* to glGetUniformLocation (and related APIs), so there shouldn't be any
* harm in always appending "[0]" to uniform array names.
*
* Geometry shader stage has different naming convention where the 'normal'
* condition is an array, therefore for variables referenced in geometry
* stage we do not add '[0]'.
*
* Note, that TCS outputs and TES inputs should not have index appended
* either.
*/
static bool
add_index_to_name(struct gl_program_resource *res)
{
bool add_index = !((res->Type == GL_PROGRAM_INPUT &&
res->StageReferences & (1 << MESA_SHADER_GEOMETRY |
1 << MESA_SHADER_TESS_CTRL |
1 << MESA_SHADER_TESS_EVAL)) ||
(res->Type == GL_PROGRAM_OUTPUT &&
res->StageReferences & 1 << MESA_SHADER_TESS_CTRL));
/* Transform feedback varyings have array index already appended
* in their names.
*/
if (res->Type == GL_TRANSFORM_FEEDBACK_VARYING)
add_index = false;
return add_index;
}
/* Get name length of a program resource. This consists of
* base name + 3 for '[0]' if resource is an array.
*/
extern unsigned
_mesa_program_resource_name_len(struct gl_program_resource *res)
{
unsigned length = strlen(_mesa_program_resource_name(res));
if (_mesa_program_resource_array_size(res) && add_index_to_name(res))
length += 3;
return length;
}
/* Get full name of a program resource.
*/
bool
_mesa_get_program_resource_name(struct gl_shader_program *shProg,
GLenum programInterface, GLuint index,
GLsizei bufSize, GLsizei *length,
GLchar *name, const char *caller)
{
GET_CURRENT_CONTEXT(ctx);
/* Find resource with given interface and index. */
struct gl_program_resource *res =
_mesa_program_resource_find_index(shProg, programInterface, index);
/* The error INVALID_VALUE is generated if <index> is greater than
* or equal to the number of entries in the active resource list for
* <programInterface>.
*/
if (!res) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(index %u)", caller, index);
return false;
}
if (bufSize < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "%s(bufSize %d)", caller, bufSize);
return false;
}
GLsizei localLength;
if (length == NULL)
length = &localLength;
_mesa_copy_string(name, bufSize, length, _mesa_program_resource_name(res));
if (_mesa_program_resource_array_size(res) && add_index_to_name(res)) {
int i;
/* The comparison is strange because *length does *NOT* include the
* terminating NUL, but maxLength does.
*/
for (i = 0; i < 3 && (*length + i + 1) < bufSize; i++)
name[*length + i] = "[0]"[i];
name[*length + i] = '\0';
*length += i;
}
return true;
}
static GLint
program_resource_location(struct gl_shader_program *shProg,
struct gl_program_resource *res, const char *name,
unsigned array_index)
{
/* Built-in locations should report GL_INVALID_INDEX. */
if (is_gl_identifier(name))
return GL_INVALID_INDEX;
/* VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 are decremented as these
* offsets are used internally to differentiate between built-in attributes
* and user-defined attributes.
*/
switch (res->Type) {
case GL_PROGRAM_INPUT: {
const gl_shader_variable *var = RESOURCE_VAR(res);
/* If the input is an array, fail if the index is out of bounds. */
if (array_index > 0
&& array_index >= var->type->length) {
return -1;
}
return (var->location +
(array_index * var->type->without_array()->matrix_columns) -
VERT_ATTRIB_GENERIC0);
}
case GL_PROGRAM_OUTPUT:
/* If the output is an array, fail if the index is out of bounds. */
if (array_index > 0
&& array_index >= RESOURCE_VAR(res)->type->length) {
return -1;
}
return RESOURCE_VAR(res)->location + array_index - FRAG_RESULT_DATA0;
case GL_UNIFORM:
/* If the uniform is built-in, fail. */
if (RESOURCE_UNI(res)->builtin)
return -1;
/* From page 79 of the OpenGL 4.2 spec:
*
* "A valid name cannot be a structure, an array of structures, or any
* portion of a single vector or a matrix."
*/
if (RESOURCE_UNI(res)->type->without_array()->is_record())
return -1;
/* From the GL_ARB_uniform_buffer_object spec:
*
* "The value -1 will be returned if <name> does not correspond to an
* active uniform variable name in <program>, if <name> is associated
* with a named uniform block, or if <name> starts with the reserved
* prefix "gl_"."
*/
if (RESOURCE_UNI(res)->block_index != -1 ||
RESOURCE_UNI(res)->atomic_buffer_index != -1)
return -1;
/* fallthrough */
case GL_VERTEX_SUBROUTINE_UNIFORM:
case GL_GEOMETRY_SUBROUTINE_UNIFORM:
case GL_FRAGMENT_SUBROUTINE_UNIFORM:
case GL_COMPUTE_SUBROUTINE_UNIFORM:
case GL_TESS_CONTROL_SUBROUTINE_UNIFORM:
case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM:
/* If the uniform is an array, fail if the index is out of bounds. */
if (array_index > 0
&& array_index >= RESOURCE_UNI(res)->array_elements) {
return -1;
}
/* location in remap table + array element offset */
return RESOURCE_UNI(res)->remap_location + array_index;
default:
return -1;
}
}
/**
* Function implements following location queries:
* glGetUniformLocation
*/
GLint
_mesa_program_resource_location(struct gl_shader_program *shProg,
GLenum programInterface, const char *name)
{
unsigned array_index = 0;
struct gl_program_resource *res =
_mesa_program_resource_find_name(shProg, programInterface, name,
&array_index);
/* Resource not found. */
if (!res)
return -1;
return program_resource_location(shProg, res, name, array_index);
}
/**
* Function implements following index queries:
* glGetFragDataIndex
*/
GLint
_mesa_program_resource_location_index(struct gl_shader_program *shProg,
GLenum programInterface, const char *name)
{
struct gl_program_resource *res =
_mesa_program_resource_find_name(shProg, programInterface, name, NULL);
/* Non-existent variable or resource is not referenced by fragment stage. */
if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT)))
return -1;
return RESOURCE_VAR(res)->index;
}
static uint8_t
stage_from_enum(GLenum ref)
{
switch (ref) {
case GL_REFERENCED_BY_VERTEX_SHADER:
return MESA_SHADER_VERTEX;
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
return MESA_SHADER_TESS_CTRL;
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
return MESA_SHADER_TESS_EVAL;
case GL_REFERENCED_BY_GEOMETRY_SHADER:
return MESA_SHADER_GEOMETRY;
case GL_REFERENCED_BY_FRAGMENT_SHADER:
return MESA_SHADER_FRAGMENT;
case GL_REFERENCED_BY_COMPUTE_SHADER:
return MESA_SHADER_COMPUTE;
default:
assert(!"shader stage not supported");
return MESA_SHADER_STAGES;
}
}
/**
* Check if resource is referenced by given 'referenced by' stage enum.
* ATC and UBO resources hold stage references of their own.
*/
static bool
is_resource_referenced(struct gl_shader_program *shProg,
struct gl_program_resource *res,
GLuint index, uint8_t stage)
{
/* First, check if we even have such a stage active. */
if (!shProg->_LinkedShaders[stage])
return false;
if (res->Type == GL_ATOMIC_COUNTER_BUFFER)
return RESOURCE_ATC(res)->StageReferences[stage];
if (res->Type == GL_UNIFORM_BLOCK || res->Type == GL_SHADER_STORAGE_BLOCK)
return shProg->InterfaceBlockStageIndex[stage][index] != -1;
return res->StageReferences & (1 << stage);
}
static unsigned
get_buffer_property(struct gl_shader_program *shProg,
struct gl_program_resource *res, const GLenum prop,
GLint *val, const char *caller)
{
GET_CURRENT_CONTEXT(ctx);
if (res->Type != GL_UNIFORM_BLOCK &&
res->Type != GL_ATOMIC_COUNTER_BUFFER &&
res->Type != GL_SHADER_STORAGE_BLOCK)
goto invalid_operation;
if (res->Type == GL_UNIFORM_BLOCK) {
switch (prop) {
case GL_BUFFER_BINDING:
*val = RESOURCE_UBO(res)->Binding;
return 1;
case GL_BUFFER_DATA_SIZE:
*val = RESOURCE_UBO(res)->UniformBufferSize;
return 1;
case GL_NUM_ACTIVE_VARIABLES:
*val = 0;
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
struct gl_program_resource *uni =
_mesa_program_resource_find_name(shProg, GL_UNIFORM, iname,
NULL);
if (!uni)
continue;
(*val)++;
}
return 1;
case GL_ACTIVE_VARIABLES: {
unsigned num_values = 0;
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
struct gl_program_resource *uni =
_mesa_program_resource_find_name(shProg, GL_UNIFORM, iname,
NULL);
if (!uni)
continue;
*val++ =
_mesa_program_resource_index(shProg, uni);
num_values++;
}
return num_values;
}
}
} else if (res->Type == GL_SHADER_STORAGE_BLOCK) {
switch (prop) {
case GL_BUFFER_BINDING:
*val = RESOURCE_UBO(res)->Binding;
return 1;
case GL_BUFFER_DATA_SIZE:
*val = RESOURCE_UBO(res)->UniformBufferSize;
return 1;
case GL_NUM_ACTIVE_VARIABLES:
*val = 0;
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
struct gl_program_resource *uni =
_mesa_program_resource_find_name(shProg, GL_BUFFER_VARIABLE,
iname, NULL);
if (!uni)
continue;
(*val)++;
}
return 1;
case GL_ACTIVE_VARIABLES: {
unsigned num_values = 0;
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
const char *iname = RESOURCE_UBO(res)->Uniforms[i].IndexName;
struct gl_program_resource *uni =
_mesa_program_resource_find_name(shProg, GL_BUFFER_VARIABLE,
iname, NULL);
if (!uni)
continue;
*val++ =
_mesa_program_resource_index(shProg, uni);
num_values++;
}
return num_values;
}
}
} else if (res->Type == GL_ATOMIC_COUNTER_BUFFER) {
switch (prop) {
case GL_BUFFER_BINDING:
*val = RESOURCE_ATC(res)->Binding;
return 1;
case GL_BUFFER_DATA_SIZE:
*val = RESOURCE_ATC(res)->MinimumSize;
return 1;
case GL_NUM_ACTIVE_VARIABLES:
*val = RESOURCE_ATC(res)->NumUniforms;
return 1;
case GL_ACTIVE_VARIABLES:
for (unsigned i = 0; i < RESOURCE_ATC(res)->NumUniforms; i++) {
/* Active atomic buffer contains index to UniformStorage. Find
* out gl_program_resource via data pointer and then calculate
* index of that uniform.
*/
unsigned idx = RESOURCE_ATC(res)->Uniforms[i];
struct gl_program_resource *uni =
program_resource_find_data(shProg,
&shProg->UniformStorage[idx]);
assert(uni);
*val++ = _mesa_program_resource_index(shProg, uni);
}
return RESOURCE_ATC(res)->NumUniforms;
}
}
assert(!"support for property type not implemented");
invalid_operation:
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller,
_mesa_enum_to_string(res->Type),
_mesa_enum_to_string(prop));
return 0;
}
unsigned
_mesa_program_resource_prop(struct gl_shader_program *shProg,
struct gl_program_resource *res, GLuint index,
const GLenum prop, GLint *val, const char *caller)
{
GET_CURRENT_CONTEXT(ctx);
#define VALIDATE_TYPE(type)\
if (res->Type != type)\
goto invalid_operation;
#define VALIDATE_TYPE_2(type1, type2)\
if (res->Type != type1 && res->Type != type2)\
goto invalid_operation;
switch(prop) {
case GL_NAME_LENGTH:
switch (res->Type) {
case GL_ATOMIC_COUNTER_BUFFER:
goto invalid_operation;
default:
/* Resource name length + terminator. */
*val = _mesa_program_resource_name_len(res) + 1;
}
return 1;
case GL_TYPE:
switch (res->Type) {
case GL_UNIFORM:
case GL_BUFFER_VARIABLE:
*val = RESOURCE_UNI(res)->type->gl_type;
return 1;
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
*val = RESOURCE_VAR(res)->type->gl_type;
return 1;
case GL_TRANSFORM_FEEDBACK_VARYING:
*val = RESOURCE_XFB(res)->Type;
return 1;
default:
goto invalid_operation;
}
case GL_ARRAY_SIZE:
switch (res->Type) {
case GL_UNIFORM:
case GL_BUFFER_VARIABLE:
/* Test if a buffer variable is an array or an unsized array.
* Unsized arrays return zero as array size.
*/
if (RESOURCE_UNI(res)->is_shader_storage &&
RESOURCE_UNI(res)->array_stride > 0)
*val = RESOURCE_UNI(res)->array_elements;
else
*val = MAX2(RESOURCE_UNI(res)->array_elements, 1);
return 1;
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
*val = MAX2(_mesa_program_resource_array_size(res), 1);
return 1;
case GL_TRANSFORM_FEEDBACK_VARYING:
*val = MAX2(RESOURCE_XFB(res)->Size, 1);
return 1;
default:
goto invalid_operation;
}
case GL_OFFSET:
VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->offset;
return 1;
case GL_BLOCK_INDEX:
VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->block_index;
return 1;
case GL_ARRAY_STRIDE:
VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->array_stride;
return 1;
case GL_MATRIX_STRIDE:
VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->matrix_stride;
return 1;
case GL_IS_ROW_MAJOR:
VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->row_major;
return 1;
case GL_ATOMIC_COUNTER_BUFFER_INDEX:
VALIDATE_TYPE(GL_UNIFORM);
*val = RESOURCE_UNI(res)->atomic_buffer_index;
return 1;
case GL_BUFFER_BINDING:
case GL_BUFFER_DATA_SIZE:
case GL_NUM_ACTIVE_VARIABLES:
case GL_ACTIVE_VARIABLES:
return get_buffer_property(shProg, res, prop, val, caller);
case GL_REFERENCED_BY_COMPUTE_SHADER:
if (!_mesa_has_compute_shaders(ctx))
goto invalid_enum;
/* fallthrough */
case GL_REFERENCED_BY_VERTEX_SHADER:
case GL_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_REFERENCED_BY_GEOMETRY_SHADER:
case GL_REFERENCED_BY_FRAGMENT_SHADER:
switch (res->Type) {
case GL_UNIFORM:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
case GL_UNIFORM_BLOCK:
case GL_BUFFER_VARIABLE:
case GL_SHADER_STORAGE_BLOCK:
case GL_ATOMIC_COUNTER_BUFFER:
*val = is_resource_referenced(shProg, res, index,
stage_from_enum(prop));
return 1;
default:
goto invalid_operation;
}
case GL_LOCATION:
switch (res->Type) {
case GL_UNIFORM:
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
*val = program_resource_location(shProg, res,
_mesa_program_resource_name(res),
0);
return 1;
default:
goto invalid_operation;
}
case GL_LOCATION_INDEX:
if (res->Type != GL_PROGRAM_OUTPUT)
goto invalid_operation;
*val = RESOURCE_VAR(res)->index;
return 1;
case GL_NUM_COMPATIBLE_SUBROUTINES:
if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM &&
res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM &&
res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM &&
res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM &&
res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM &&
res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM)
goto invalid_operation;
*val = RESOURCE_UNI(res)->num_compatible_subroutines;
return 1;
case GL_COMPATIBLE_SUBROUTINES: {
const struct gl_uniform_storage *uni;
struct gl_shader *sh;
unsigned count, i;
int j;
if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM &&
res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM &&
res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM &&
res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM &&
res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM &&
res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM)
goto invalid_operation;
uni = RESOURCE_UNI(res);
sh = shProg->_LinkedShaders[_mesa_shader_stage_from_subroutine_uniform(res->Type)];
count = 0;
for (i = 0; i < sh->NumSubroutineFunctions; i++) {
struct gl_subroutine_function *fn = &sh->SubroutineFunctions[i];
for (j = 0; j < fn->num_compat_types; j++) {
if (fn->types[j] == uni->type) {
val[count++] = i;
break;
}
}
}
return count;
}
case GL_TOP_LEVEL_ARRAY_SIZE:
VALIDATE_TYPE(GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->top_level_array_size;
return 1;
case GL_TOP_LEVEL_ARRAY_STRIDE:
VALIDATE_TYPE(GL_BUFFER_VARIABLE);
*val = RESOURCE_UNI(res)->top_level_array_stride;
return 1;
/* GL_ARB_tessellation_shader */
case GL_IS_PER_PATCH:
switch (res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
*val = RESOURCE_VAR(res)->patch;
return 1;
default:
goto invalid_operation;
}
default:
goto invalid_enum;
}
#undef VALIDATE_TYPE
#undef VALIDATE_TYPE_2
invalid_enum:
_mesa_error(ctx, GL_INVALID_ENUM, "%s(%s prop %s)", caller,
_mesa_enum_to_string(res->Type),
_mesa_enum_to_string(prop));
return 0;
invalid_operation:
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller,
_mesa_enum_to_string(res->Type),
_mesa_enum_to_string(prop));
return 0;
}
extern void
_mesa_get_program_resourceiv(struct gl_shader_program *shProg,
GLenum programInterface, GLuint index, GLsizei propCount,
const GLenum *props, GLsizei bufSize,
GLsizei *length, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
GLint *val = (GLint *) params;
const GLenum *prop = props;
GLsizei amount = 0;
struct gl_program_resource *res =
_mesa_program_resource_find_index(shProg, programInterface, index);
/* No such resource found or bufSize negative. */
if (!res || bufSize < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetProgramResourceiv(%s index %d bufSize %d)",
_mesa_enum_to_string(programInterface), index, bufSize);
return;
}
/* Write propCount values until error occurs or bufSize reached. */
for (int i = 0; i < propCount && i < bufSize; i++, val++, prop++) {
int props_written =
_mesa_program_resource_prop(shProg, res, index, *prop, val,
"glGetProgramResourceiv");
/* Error happened. */
if (props_written == 0)
return;
amount += props_written;
}
/* If <length> is not NULL, the actual number of integer values
* written to <params> will be written to <length>.
*/
if (length)
*length = amount;
}
static bool
validate_io(const struct gl_shader *producer,
const struct gl_shader *consumer, bool isES)
{
assert(producer && consumer);
unsigned inputs = 0, outputs = 0;
/* From OpenGL ES 3.1 spec (Interface matching):
*
* "An output variable is considered to match an input variable in the
* subsequent shader if:
*
* - the two variables match in name, type, and qualification; or
* - the two variables are declared with the same location qualifier and
* match in type and qualification.
*
* ...
*
* At an interface between program objects, the set of inputs and outputs
* are considered to match exactly if and only if:
*
* - Every declared input variable has a matching output, as described
* above.
*
* - There are no user-defined output variables declared without a
* matching input variable declaration.
*
* - All matched input and output variables have identical precision
* qualification.
*
* When the set of inputs and outputs on an interface between programs
* matches exactly, all inputs are well-defined except when the
* corresponding outputs were not written in the previous shader. However,
* any mismatch between inputs and outputs will result in a validation
* failure."
*
* OpenGL Core 4.5 spec includes same paragraph as above but without check
* for precision and the last 'validation failure' clause. Therefore
* behaviour is more relaxed, input and output amount is not required by the
* spec to be validated.
*
* FIXME: Update once Khronos spec bug #15331 is resolved.
* FIXME: Add validation by type, currently information loss during varying
* packing makes this challenging.
*/
/* Currently no matching done for desktop. */
if (!isES)
return true;
/* For each output in a, find input in b and do any required checks. */
foreach_in_list(ir_instruction, out, producer->ir) {
ir_variable *out_var = out->as_variable();
if (!out_var || out_var->data.mode != ir_var_shader_out ||
is_gl_identifier(out_var->name))
continue;
outputs++;
inputs = 0;
foreach_in_list(ir_instruction, in, consumer->ir) {
ir_variable *in_var = in->as_variable();
if (!in_var || in_var->data.mode != ir_var_shader_in ||
is_gl_identifier(in_var->name))
continue;
inputs++;
/* Match by location qualifier and precision.
*
* FIXME: Add explicit location matching validation here. Be careful
* not to match varyings with explicit locations to varyings without
* explicit locations.
*/
if ((in_var->data.explicit_location &&
out_var->data.explicit_location) &&
in_var->data.location == out_var->data.location &&
in_var->data.precision == out_var->data.precision)
continue;
unsigned len = strlen(in_var->name);
/* Handle input swizzle in variable name. */
const char *dot = strchr(in_var->name, '.');
if (dot)
len = dot - in_var->name;
/* Match by name and precision. */
if (strncmp(in_var->name, out_var->name, len) == 0) {
/* From OpenGL ES 3.1 spec:
* "When both shaders are in separate programs, mismatched
* precision qualifiers will result in a program interface
* mismatch that will result in program pipeline validation
* failures, as described in section 7.4.1 (“Shader Interface
* Matching”) of the OpenGL ES 3.1 Specification."
*/
if (in_var->data.precision != out_var->data.precision)
return false;
}
}
}
return inputs == outputs;
}
/**
* Validate inputs against outputs in a program pipeline.
*/
extern "C" bool
_mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
{
struct gl_shader_program **shProg =
(struct gl_shader_program **) pipeline->CurrentProgram;
/* Find first active stage in pipeline. */
unsigned idx, prev = 0;
for (idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
if (shProg[idx]) {
prev = idx;
break;
}
}
for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
if (shProg[idx]) {
if (!validate_io(shProg[prev]->_LinkedShaders[prev],
shProg[idx]->_LinkedShaders[idx],
shProg[prev]->IsES || shProg[idx]->IsES))
return false;
prev = idx;
}
}
return true;
}
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