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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/enums.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
#include "compiler/glsl/glsl_symbol_table.h"
#include "compiler/glsl/ir.h"
#include "compiler/glsl/program.h"
#include "compiler/glsl/string_to_uint_map.h"
#include "util/mesa-sha1.h"
static GLint
program_resource_location(struct gl_program_resource *res,
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(XFV, gl_transform_feedback_varying_info);
DECL_RESOURCE_FUNC(XFB, gl_transform_feedback_buffer);
DECL_RESOURCE_FUNC(SUB, gl_subroutine_function);
static void
bind_attrib_location(struct gl_context *ctx,
struct gl_shader_program *const shProg, GLuint index,
const GLchar *name, bool no_error)
{
if (!name)
return;
if (!no_error) {
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(%u >= %u)",
index, ctx->Const.Program[MESA_SHADER_VERTEX].MaxAttribs);
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.
*/
}
void GLAPIENTRY
_mesa_BindAttribLocation_no_error(GLuint program, GLuint index,
const GLchar *name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program(ctx, program);
bind_attrib_location(ctx, shProg, index, name, true);
}
void GLAPIENTRY
_mesa_BindAttribLocation(GLuint program, GLuint index,
const GLchar *name)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program_err(ctx, program, "glBindAttribLocation");
if (!shProg)
return;
bind_attrib_location(ctx, shProg, index, name, false);
}
void GLAPIENTRY
_mesa_GetActiveAttrib(GLuint program, GLuint desired_index,
GLsizei maxLength, GLsizei * length, GLint * size,
GLenum * type, GLchar * 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->data->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);
const char *var_name = var->name;
_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(GLuint program, const GLchar * 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->data->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;
return program_resource_location(res, array_index);
}
unsigned
_mesa_count_active_attribs(struct gl_shader_program *shProg)
{
if (!shProg->data->LinkStatus
|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
return 0;
}
struct gl_program_resource *res = shProg->data->ProgramResourceList;
unsigned count = 0;
for (unsigned j = 0; j < shProg->data->NumProgramResourceList;
j++, res++) {
if (res->Type == GL_PROGRAM_INPUT &&
res->StageReferences & (1 << MESA_SHADER_VERTEX))
count++;
}
return count;
}
size_t
_mesa_longest_attribute_name_length(struct gl_shader_program *shProg)
{
if (!shProg->data->LinkStatus
|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
return 0;
}
struct gl_program_resource *res = shProg->data->ProgramResourceList;
size_t longest = 0;
for (unsigned j = 0; j < shProg->data->NumProgramResourceList;
j++, res++) {
if (res->Type == GL_PROGRAM_INPUT &&
res->StageReferences & (1 << MESA_SHADER_VERTEX)) {
/* From the ARB_gl_spirv spec:
*
* "If pname is ACTIVE_ATTRIBUTE_MAX_LENGTH, the length of the
* longest active attribute name, including a null terminator, is
* returned. If no active attributes exist, zero is returned. If
* no name reflection information is available, one is returned."
*/
const size_t length = RESOURCE_VAR(res)->name != NULL ?
strlen(RESOURCE_VAR(res)->name) : 0;
if (length >= longest)
longest = length + 1;
}
}
return longest;
}
void static
bind_frag_data_location(struct gl_shader_program *const shProg,
const char *name, unsigned colorNumber,
unsigned index)
{
/* 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.
*/
}
void GLAPIENTRY
_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
const GLchar *name)
{
_mesa_BindFragDataLocationIndexed(program, colorNumber, 0, name);
}
void GLAPIENTRY
_mesa_BindFragDataLocation_no_error(GLuint program, GLuint colorNumber,
const GLchar *name)
{
GET_CURRENT_CONTEXT(ctx);
if (!name)
return;
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program(ctx, program);
bind_frag_data_location(shProg, name, colorNumber, 0);
}
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;
}
bind_frag_data_location(shProg, name, colorNumber, index);
}
void GLAPIENTRY
_mesa_BindFragDataLocationIndexed_no_error(GLuint program, GLuint colorNumber,
GLuint index, const GLchar *name)
{
GET_CURRENT_CONTEXT(ctx);
if (!name)
return;
struct gl_shader_program *const shProg =
_mesa_lookup_shader_program(ctx, program);
bind_frag_data_location(shProg, name, colorNumber, index);
}
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->data->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->data->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;
return program_resource_location(res, array_index);
}
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
switch (res->Type) {
case GL_UNIFORM_BLOCK:
case GL_SHADER_STORAGE_BLOCK:
return RESOURCE_UBO(res)->Name;
case GL_TRANSFORM_FEEDBACK_VARYING:
return RESOURCE_XFV(res)->Name;
case GL_PROGRAM_INPUT:
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:
break;
}
return NULL;
}
unsigned
_mesa_program_resource_array_size(struct gl_program_resource *res)
{
switch (res->Type) {
case GL_TRANSFORM_FEEDBACK_VARYING:
return RESOURCE_XFV(res)->Size > 1 ?
RESOURCE_XFV(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;
}
static uint32_t
compute_resource_key(GLenum programInterface, const char *name)
{
struct mesa_sha1 ctx;
unsigned char sha1[20];
_mesa_sha1_init(&ctx);
_mesa_sha1_update(&ctx, &programInterface, sizeof(programInterface));
_mesa_sha1_update(&ctx, name, strlen(name));
_mesa_sha1_final(&ctx, sha1);
return _mesa_hash_data(sha1, sizeof(sha1));
}
static struct gl_program_resource *
search_resource_hash(struct gl_shader_program *shProg,
GLenum programInterface, const char *name,
unsigned *array_index)
{
const char *base_name_end;
long index = parse_program_resource_name(name, &base_name_end);
char *name_copy;
/* If dealing with array, we need to get the basename. */
if (index >= 0) {
name_copy = (char *) malloc(base_name_end - name + 1);
memcpy(name_copy, name, base_name_end - name);
name_copy[base_name_end - name] = '\0';
} else {
name_copy = (char*) name;
}
uint32_t key = compute_resource_key(programInterface, name_copy);
struct gl_program_resource *res = (struct gl_program_resource *)
_mesa_hash_table_u64_search(shProg->data->ProgramResourceHash, key);
if (name_copy != name)
free(name_copy);
if (res && array_index)
*array_index = index >= 0 ? index : 0;
return res;
}
/* 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 = NULL;
/* If we have a name, try the ProgramResourceHash first. */
if (name && shProg->data->ProgramResourceHash)
res = search_resource_hash(shProg, programInterface, name, array_index);
if (res)
return res;
res = shProg->data->ProgramResourceList;
for (unsigned i = 0; i < shProg->data->NumProgramResourceList; i++, res++) {
if (res->Type != programInterface)
continue;
/* Resource basename. */
const char *rname = _mesa_program_resource_name(res);
/* Since ARB_gl_spirv lack of name reflections is a possibility */
if (rname == NULL)
continue;
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 =
(strcmp(rname_last_square_bracket, "[0]") == 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;
}
/* Find an uniform or buffer variable program resource with an specific offset
* inside a block with an specific binding.
*
* Valid interfaces are GL_BUFFER_VARIABLE and GL_UNIFORM.
*/
static struct gl_program_resource *
program_resource_find_binding_offset(struct gl_shader_program *shProg,
GLenum programInterface,
const GLuint binding,
const GLint offset)
{
/* First we need to get the BLOCK_INDEX from the BUFFER_BINDING */
GLenum blockInterface;
switch (programInterface) {
case GL_BUFFER_VARIABLE:
blockInterface = GL_SHADER_STORAGE_BLOCK;
break;
case GL_UNIFORM:
blockInterface = GL_UNIFORM_BLOCK;
break;
default:
assert("Invalid program interface");
return NULL;
}
int block_index = -1;
int starting_index = -1;
struct gl_program_resource *res = shProg->data->ProgramResourceList;
/* Blocks are added to the resource list in the same order that they are
* added to UniformBlocks/ShaderStorageBlocks. Furthermore, all the blocks
* of each type (UBO/SSBO) are contiguous, so we can infer block_index from
* the resource list.
*/
for (unsigned i = 0; i < shProg->data->NumProgramResourceList; i++, res++) {
if (res->Type != blockInterface)
continue;
/* Store the first index where a resource of the specific interface is. */
if (starting_index == -1)
starting_index = i;
const struct gl_uniform_block *block = RESOURCE_UBO(res);
if (block->Binding == binding) {
/* For arrays, or arrays of arrays of blocks, we want the resource
* for the block with base index. Most properties for members of each
* block are inherited from the block with the base index, including
* a uniform being active or not.
*/
block_index = i - starting_index - block->linearized_array_index;
break;
}
}
if (block_index == -1)
return NULL;
/* We now look for the resource corresponding to the uniform or buffer
* variable using the BLOCK_INDEX and OFFSET.
*/
res = shProg->data->ProgramResourceList;
for (unsigned i = 0; i < shProg->data->NumProgramResourceList; i++, res++) {
if (res->Type != programInterface)
continue;
const struct gl_uniform_storage *uniform = RESOURCE_UNI(res);
if (uniform->block_index == block_index && uniform->offset == offset) {
return res;
}
}
return NULL;
}
/* Checks if an uniform or buffer variable is in the active program resource
* list.
*
* It takes into accout that for variables coming from SPIR-V binaries their
* names could not be available (ARB_gl_spirv). In that case, it will use the
* the offset and the block binding to locate the resource.
*
* Valid interfaces are GL_BUFFER_VARIABLE and GL_UNIFORM.
*/
struct gl_program_resource *
_mesa_program_resource_find_active_variable(struct gl_shader_program *shProg,
GLenum programInterface,
const gl_uniform_block *block,
unsigned index)
{
struct gl_program_resource *res;
struct gl_uniform_buffer_variable uni = block->Uniforms[index];
assert(programInterface == GL_UNIFORM ||
programInterface == GL_BUFFER_VARIABLE);
if (uni.IndexName) {
res = _mesa_program_resource_find_name(shProg, programInterface, uni.IndexName,
NULL);
} else {
/* As the resource has no associated name (ARB_gl_spirv),
* we can use the UBO/SSBO binding and offset to find it.
*/
res = program_resource_find_binding_offset(shProg, programInterface,
block->Binding, uni.Offset);
}
return res;
}
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->data->NumProgramResourceList; i++) {
if (&shProg->data->ProgramResourceList[i] == res)
return index;
if (shProg->data->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->data->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_BUFFER:
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->data->ProgramResourceList;
for (unsigned i = 0; i < shProg->data->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->data->ProgramResourceList;
int idx = -1;
for (unsigned i = 0; i < shProg->data->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:
case GL_TRANSFORM_FEEDBACK_BUFFER:
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.
*/
static bool
add_index_to_name(struct gl_program_resource *res)
{
/* Transform feedback varyings have array index already appended
* in their names.
*/
return res->Type != GL_TRANSFORM_FEEDBACK_VARYING;
}
/* 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)
{
const char* name = _mesa_program_resource_name(res);
/* For shaders constructed from SPIR-V binaries, variables may not
* have names associated with them.
*/
if (!name)
return 0;
unsigned length = strlen(name);
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));
/* The resource name can be NULL for shaders constructed from SPIR-V
* binaries. In that case, we do not add the '[0]'.
*/
if (name && name[0] != '\0' &&
_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_program_resource *res, unsigned array_index)
{
switch (res->Type) {
case GL_PROGRAM_INPUT: {
const gl_shader_variable *var = RESOURCE_VAR(res);
if (var->location == -1)
return -1;
/* 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);
}
case GL_PROGRAM_OUTPUT:
if (RESOURCE_VAR(res)->location == -1)
return -1;
/* 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;
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_struct())
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(res, array_index);
}
static GLint
_get_resource_location_index(struct gl_program_resource *res)
{
/* Non-existent variable or resource is not referenced by fragment stage. */
if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT)))
return -1;
/* From OpenGL 4.5 spec, 7.3 Program Objects
* "The value -1 will be returned by either command...
* ... or if name identifies an active variable that does not have a
* valid location assigned.
*/
if (RESOURCE_VAR(res)->location == -1)
return -1;
return RESOURCE_VAR(res)->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);
return _get_resource_location_index(res);
}
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)
return shProg->data->UniformBlocks[index].stageref & (1 << stage);
if (res->Type == GL_SHADER_STORAGE_BLOCK)
return shProg->data->ShaderStorageBlocks[index].stageref & (1 << stage);
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 &&
res->Type != GL_TRANSFORM_FEEDBACK_BUFFER)
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++) {
struct gl_program_resource *uni =
_mesa_program_resource_find_active_variable(
shProg,
GL_UNIFORM,
RESOURCE_UBO(res),
i);
if (!uni)
continue;
(*val)++;
}
return 1;
case GL_ACTIVE_VARIABLES: {
unsigned num_values = 0;
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
struct gl_program_resource *uni =
_mesa_program_resource_find_active_variable(
shProg,
GL_UNIFORM,
RESOURCE_UBO(res),
i);
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++) {
struct gl_program_resource *uni =
_mesa_program_resource_find_active_variable(
shProg,
GL_BUFFER_VARIABLE,
RESOURCE_UBO(res),
i);
if (!uni)
continue;
(*val)++;
}
return 1;
case GL_ACTIVE_VARIABLES: {
unsigned num_values = 0;
for (unsigned i = 0; i < RESOURCE_UBO(res)->NumUniforms; i++) {
struct gl_program_resource *uni =
_mesa_program_resource_find_active_variable(
shProg,
GL_BUFFER_VARIABLE,
RESOURCE_UBO(res),
i);
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->data->UniformStorage[idx]);
assert(uni);
*val++ = _mesa_program_resource_index(shProg, uni);
}
return RESOURCE_ATC(res)->NumUniforms;
}
} else if (res->Type == GL_TRANSFORM_FEEDBACK_BUFFER) {
switch (prop) {
case GL_BUFFER_BINDING:
*val = RESOURCE_XFB(res)->Binding;
return 1;
case GL_NUM_ACTIVE_VARIABLES:
*val = RESOURCE_XFB(res)->NumVaryings;
return 1;
case GL_ACTIVE_VARIABLES:
struct gl_transform_feedback_info *linked_xfb =
shProg->last_vert_prog->sh.LinkedTransformFeedback;
for (int i = 0; i < linked_xfb->NumVarying; i++) {
unsigned index = linked_xfb->Varyings[i].BufferIndex;
struct gl_program_resource *buf_res =
_mesa_program_resource_find_index(shProg,
GL_TRANSFORM_FEEDBACK_BUFFER,
index);
assert(buf_res);
if (res == buf_res) {
*val++ = i;
}
}
return RESOURCE_XFB(res)->NumVaryings;
}
}
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:
case GL_TRANSFORM_FEEDBACK_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_XFV(res)->Type;
return 1;
default:
goto invalid_operation;
}
case GL_ARRAY_SIZE:
switch (res->Type) {
case GL_UNIFORM:
case GL_BUFFER_VARIABLE:
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:
/* 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 = RESOURCE_XFV(res)->Size;
return 1;
default:
goto invalid_operation;
}
case GL_OFFSET:
switch (res->Type) {
case GL_UNIFORM:
case GL_BUFFER_VARIABLE:
*val = RESOURCE_UNI(res)->offset;
return 1;
case GL_TRANSFORM_FEEDBACK_VARYING:
*val = RESOURCE_XFV(res)->Offset;
return 1;
default:
goto invalid_operation;
}
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_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_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
*val = program_resource_location(res, 0);
return 1;
default:
goto invalid_operation;
}
case GL_LOCATION_COMPONENT:
switch (res->Type) {
case GL_PROGRAM_INPUT:
case GL_PROGRAM_OUTPUT:
*val = RESOURCE_VAR(res)->component;
return 1;
default:
goto invalid_operation;
}
case GL_LOCATION_INDEX: {
int tmp;
if (res->Type != GL_PROGRAM_OUTPUT)
goto invalid_operation;
tmp = program_resource_location(res, 0);
if (tmp == -1)
*val = -1;
else
*val = _get_resource_location_index(res);
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_program *p;
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);
p = shProg->_LinkedShaders[_mesa_shader_stage_from_subroutine_uniform(res->Type)]->Program;
count = 0;
for (i = 0; i < p->sh.NumSubroutineFunctions; i++) {
struct gl_subroutine_function *fn = &p->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;
}
case GL_TRANSFORM_FEEDBACK_BUFFER_INDEX:
VALIDATE_TYPE(GL_TRANSFORM_FEEDBACK_VARYING);
*val = RESOURCE_XFV(res)->BufferIndex;
return 1;
case GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE:
VALIDATE_TYPE(GL_TRANSFORM_FEEDBACK_BUFFER);
*val = RESOURCE_XFB(res)->Stride * 4;
return 1;
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(struct gl_program *producer, struct gl_program *consumer)
{
if (producer->sh.data->linked_stages == consumer->sh.data->linked_stages)
return true;
const bool producer_is_array_stage =
producer->info.stage == MESA_SHADER_TESS_CTRL;
const bool consumer_is_array_stage =
consumer->info.stage == MESA_SHADER_GEOMETRY ||
consumer->info.stage == MESA_SHADER_TESS_CTRL ||
consumer->info.stage == MESA_SHADER_TESS_EVAL;
bool valid = true;
gl_shader_variable const **outputs =
(gl_shader_variable const **) calloc(producer->sh.data->NumProgramResourceList,
sizeof(gl_shader_variable *));
if (outputs == NULL)
return false;
/* Section 7.4.1 (Shader Interface Matching) of the OpenGL ES 3.1 spec
* says:
*
* 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.
*
* Every input has an output, and every output has an input. Scan the list
* of producer resources once, and generate the list of outputs. As inputs
* and outputs are matched, remove the matched outputs from the set. At
* the end, the set must be empty. If the set is not empty, then there is
* some output that did not have an input.
*/
unsigned num_outputs = 0;
for (unsigned i = 0; i < producer->sh.data->NumProgramResourceList; i++) {
struct gl_program_resource *res =
&producer->sh.data->ProgramResourceList[i];
if (res->Type != GL_PROGRAM_OUTPUT)
continue;
gl_shader_variable const *const var = RESOURCE_VAR(res);
/* Section 7.4.1 (Shader Interface Matching) of the OpenGL ES 3.1 spec
* says:
*
* Built-in inputs or outputs do not affect interface matching.
*/
if (is_gl_identifier(var->name))
continue;
outputs[num_outputs++] = var;
}
unsigned match_index = 0;
for (unsigned i = 0; i < consumer->sh.data->NumProgramResourceList; i++) {
struct gl_program_resource *res =
&consumer->sh.data->ProgramResourceList[i];
if (res->Type != GL_PROGRAM_INPUT)
continue;
gl_shader_variable const *const consumer_var = RESOURCE_VAR(res);
gl_shader_variable const *producer_var = NULL;
if (is_gl_identifier(consumer_var->name))
continue;
/* Inputs with explicit locations match other outputs with explicit
* locations by location instead of by name.
*/
if (consumer_var->explicit_location) {
for (unsigned j = 0; j < num_outputs; j++) {
const gl_shader_variable *const var = outputs[j];
if (var->explicit_location &&
consumer_var->location == var->location) {
producer_var = var;
match_index = j;
break;
}
}
} else {
for (unsigned j = 0; j < num_outputs; j++) {
const gl_shader_variable *const var = outputs[j];
if (!var->explicit_location &&
strcmp(consumer_var->name, var->name) == 0) {
producer_var = var;
match_index = j;
break;
}
}
}
/* Section 7.4.1 (Shader Interface Matching) of the OpenGL ES 3.1 spec
* says:
*
* - 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.
*/
if (producer_var == NULL) {
valid = false;
goto out;
}
/* An output cannot match more than one input, so remove the output from
* the set of possible outputs.
*/
outputs[match_index] = NULL;
num_outputs--;
if (match_index < num_outputs)
outputs[match_index] = outputs[num_outputs];
/* Section 7.4.1 (Shader Interface Matching) of the ES 3.2 spec says:
*
* "Tessellation control shader per-vertex output variables and
* blocks and tessellation control, tessellation evaluation, and
* geometry shader per-vertex input variables and blocks are
* required to be declared as arrays, with each element representing
* input or output values for a single vertex of a multi-vertex
* primitive. For the purposes of interface matching, such variables
* and blocks are treated as though they were not declared as
* arrays."
*
* So we unwrap those types before matching.
*/
const glsl_type *consumer_type = consumer_var->type;
const glsl_type *consumer_interface_type = consumer_var->interface_type;
const glsl_type *producer_type = producer_var->type;
const glsl_type *producer_interface_type = producer_var->interface_type;
if (consumer_is_array_stage) {
if (consumer_interface_type) {
/* the interface is the array; the underlying types should match */
if (consumer_interface_type->is_array() && !consumer_var->patch)
consumer_interface_type = consumer_interface_type->fields.array;
} else {
if (consumer_type->is_array() && !consumer_var->patch)
consumer_type = consumer_type->fields.array;
}
}
if (producer_is_array_stage) {
if (producer_interface_type) {
/* the interface is the array; the underlying types should match */
if (producer_interface_type->is_array() && !producer_var->patch)
producer_interface_type = producer_interface_type->fields.array;
} else {
if (producer_type->is_array() && !producer_var->patch)
producer_type = producer_type->fields.array;
}
}
if (producer_type != consumer_type) {
valid = false;
goto out;
}
if (producer_interface_type != consumer_interface_type) {
valid = false;
goto out;
}
/* Section 9.2.2 (Separable Programs) of the GLSL ES spec says:
*
* Qualifier Class| Qualifier |in/out
* ---------------+-------------+------
* Storage | in |
* | out | N/A
* | uniform |
* ---------------+-------------+------
* Auxiliary | centroid | No
* ---------------+-------------+------
* | location | Yes
* | Block layout| N/A
* | binding | N/A
* | offset | N/A
* | format | N/A
* ---------------+-------------+------
* Interpolation | smooth |
* | flat | Yes
* ---------------+-------------+------
* | lowp |
* Precision | mediump | Yes
* | highp |
* ---------------+-------------+------
* Variance | invariant | No
* ---------------+-------------+------
* Memory | all | N/A
*
* Note that location mismatches are detected by the loops above that
* find the producer variable that goes with the consumer variable.
*/
unsigned producer_interpolation = producer_var->interpolation;
unsigned consumer_interpolation = consumer_var->interpolation;
if (producer_interpolation == INTERP_MODE_NONE)
producer_interpolation = INTERP_MODE_SMOOTH;
if (consumer_interpolation == INTERP_MODE_NONE)
consumer_interpolation = INTERP_MODE_SMOOTH;
if (producer_interpolation != consumer_interpolation) {
valid = false;
goto out;
}
if (producer_var->precision != consumer_var->precision) {
valid = false;
goto out;
}
if (producer_var->outermost_struct_type != consumer_var->outermost_struct_type) {
valid = false;
goto out;
}
}
out:
free(outputs);
return valid && num_outputs == 0;
}
/**
* Validate inputs against outputs in a program pipeline.
*/
extern "C" bool
_mesa_validate_pipeline_io(struct gl_pipeline_object *pipeline)
{
struct gl_program **prog = (struct gl_program **) pipeline->CurrentProgram;
/* Find first active stage in pipeline. */
unsigned idx, prev = 0;
for (idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
if (prog[idx]) {
prev = idx;
break;
}
}
for (idx = prev + 1; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
if (prog[idx]) {
/* Pipeline might include both non-compute and a compute program, do
* not attempt to validate varyings between non-compute and compute
* stage.
*/
if (prog[idx]->info.stage == MESA_SHADER_COMPUTE)
break;
if (!validate_io(prog[prev], prog[idx]))
return false;
prev = idx;
}
}
return true;
}
extern "C" void
_mesa_create_program_resource_hash(struct gl_shader_program *shProg)
{
/* Rebuild resource hash. */
if (shProg->data->ProgramResourceHash)
_mesa_hash_table_u64_destroy(shProg->data->ProgramResourceHash, NULL);
shProg->data->ProgramResourceHash = _mesa_hash_table_u64_create(shProg);
struct gl_program_resource *res = shProg->data->ProgramResourceList;
for (unsigned i = 0; i < shProg->data->NumProgramResourceList; i++, res++) {
const char *name = _mesa_program_resource_name(res);
if (name) {
uint32_t key = compute_resource_key(res->Type, name);
_mesa_hash_table_u64_insert(shProg->data->ProgramResourceHash, key,
res);
}
}
}
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