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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 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 "main/shaderapi.h"
#include "main/shaderobj.h"
#include "uniforms.h"
extern "C" void GLAPIENTRY
_mesa_GetActiveUniform(GLhandleARB 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,
"glGetUniformIndices(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;
default:
_mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)");
return;
}
}
}
static bool
validate_uniform_parameters(struct gl_context *ctx,
struct gl_shader_program *shProg,
GLint location, GLsizei count,
unsigned *loc,
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 false;
}
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 false;
}
/* 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 false;
}
/* 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 false;
}
_mesa_uniform_split_location_offset(location, loc, array_index);
if (*loc >= shProg->NumUserUniformStorage) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
caller, location);
return false;
}
if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"%s(count > 1 for non-array, location=%d)",
caller, location);
return false;
}
/* 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.
*/
unsigned limit = shProg->UniformStorage[*loc].array_elements;
if (limit == 0)
limit = 1;
if (*array_index >= limit) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
caller, location);
return false;
}
return true;
}
/**
* 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");
struct gl_uniform_storage *uni;
unsigned loc, offset;
if (!validate_uniform_parameters(ctx, shProg, location, 1,
&loc, &offset, "glGetUniform", true))
return;
uni = &shProg->UniformStorage[loc];
{
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++) {
switch (returnType) {
case GLSL_TYPE_FLOAT:
switch (uni->type->base_type) {
case GLSL_TYPE_UINT:
dst[i].f = (float) src[i].u;
break;
case GLSL_TYPE_INT:
case GLSL_TYPE_SAMPLER:
dst[i].f = (float) src[i].i;
break;
case GLSL_TYPE_BOOL:
dst[i].f = src[i].i ? 1.0f : 0.0f;
break;
default:
assert(!"Should not get here.");
break;
}
break;
case GLSL_TYPE_INT:
case GLSL_TYPE_UINT:
switch (uni->type->base_type) {
case GLSL_TYPE_FLOAT:
/* While the GL 3.2 core spec doesn't explicitly
* state how conversion of float uniforms to integer
* values works, in section 6.2 "State Tables" on
* page 267 it says:
*
* "Unless otherwise specified, when floating
* point state is returned as integer values or
* integer state is returned as floating-point
* values it is converted in the fashion
* described in section 6.1.2"
*
* That section, on page 248, says:
*
* "If GetIntegerv or GetInteger64v are called,
* a floating-point value is rounded to the
* nearest integer..."
*/
dst[i].i = IROUND(src[i].f);
break;
case GLSL_TYPE_BOOL:
dst[i].i = src[i].i ? 1 : 0;
break;
default:
assert(!"Should not get here.");
break;
}
break;
default:
assert(!"Should not get here.");
break;
}
}
}
}
}
static void
log_uniform(const void *values, enum glsl_base_type basicType,
unsigned rows, unsigned cols, unsigned count,
bool transpose,
const struct gl_shader_program *shProg,
GLint location,
const struct gl_uniform_storage *uni)
{
const union gl_constant_value *v = (const union gl_constant_value *) values;
const unsigned elems = rows * cols * count;
const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
"transpose = %s) to: ",
shProg->Name, extra, uni->name, location, uni->type->name,
transpose ? "true" : "false");
for (unsigned i = 0; i < elems; i++) {
if (i != 0 && ((i % rows) == 0))
printf(", ");
switch (basicType) {
case GLSL_TYPE_UINT:
printf("%u ", v[i].u);
break;
case GLSL_TYPE_INT:
printf("%d ", v[i].i);
break;
case GLSL_TYPE_FLOAT:
printf("%g ", v[i].f);
break;
default:
assert(!"Should not get here.");
break;
}
}
printf("\n");
fflush(stdout);
}
#if 0
static void
log_program_parameters(const struct gl_shader_program *shProg)
{
static const char *stages[] = {
"vertex", "fragment", "geometry"
};
assert(Elements(stages) == MESA_SHADER_TYPES);
for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
if (shProg->_LinkedShaders[i] == NULL)
continue;
const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
printf("Program %d %s shader parameters:\n",
shProg->Name, stages[i]);
for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
printf("%s: %p %f %f %f %f\n",
prog->Parameters->Parameters[j].Name,
prog->Parameters->ParameterValues[j],
prog->Parameters->ParameterValues[j][0].f,
prog->Parameters->ParameterValues[j][1].f,
prog->Parameters->ParameterValues[j][2].f,
prog->Parameters->ParameterValues[j][3].f);
}
}
fflush(stdout);
}
#endif
/**
* Propagate some values from uniform backing storage to driver storage
*
* Values propagated from uniform backing storage to driver storage
* have all format / type conversions previously requested by the
* driver applied. This function is most often called by the
* implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
* etc.
*
* \param uni Uniform whose data is to be propagated to driver storage
* \param array_index If \c uni is an array, this is the element of
* the array to be propagated.
* \param count Number of array elements to propagate.
*/
extern "C" void
_mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
unsigned array_index,
unsigned count)
{
unsigned i;
/* vector_elements and matrix_columns can be 0 for samplers.
*/
const unsigned components = MAX2(1, uni->type->vector_elements);
const unsigned vectors = MAX2(1, uni->type->matrix_columns);
/* Store the data in the driver's requested type in the driver's storage
* areas.
*/
unsigned src_vector_byte_stride = components * 4;
for (i = 0; i < uni->num_driver_storage; i++) {
struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
uint8_t *dst = (uint8_t *) store->data;
const unsigned extra_stride =
store->element_stride - (vectors * store->vector_stride);
const uint8_t *src =
(uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
#if 0
printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
"extra_stride=%u\n",
__func__, dst, array_index, components,
vectors, count, store->vector_stride, extra_stride);
#endif
dst += array_index * store->element_stride;
switch (store->format) {
case uniform_native:
case uniform_bool_int_0_1: {
unsigned j;
unsigned v;
for (j = 0; j < count; j++) {
for (v = 0; v < vectors; v++) {
memcpy(dst, src, src_vector_byte_stride);
src += src_vector_byte_stride;
dst += store->vector_stride;
}
dst += extra_stride;
}
break;
}
case uniform_int_float:
case uniform_bool_float: {
const int *isrc = (const int *) src;
unsigned j;
unsigned v;
unsigned c;
for (j = 0; j < count; j++) {
for (v = 0; v < vectors; v++) {
for (c = 0; c < components; c++) {
((float *) dst)[c] = (float) *isrc;
isrc++;
}
dst += store->vector_stride;
}
dst += extra_stride;
}
break;
}
case uniform_bool_int_0_not0: {
const int *isrc = (const int *) src;
unsigned j;
unsigned v;
unsigned c;
for (j = 0; j < count; j++) {
for (v = 0; v < vectors; v++) {
for (c = 0; c < components; c++) {
((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
isrc++;
}
dst += store->vector_stride;
}
dst += extra_stride;
}
break;
}
default:
assert(!"Should not get here.");
break;
}
}
}
/**
* Called via glUniform*() functions.
*/
extern "C" void
_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
GLint location, GLsizei count,
const GLvoid *values, GLenum type)
{
unsigned loc, offset;
unsigned components;
unsigned src_components;
enum glsl_base_type basicType;
struct gl_uniform_storage *uni;
if (!validate_uniform_parameters(ctx, shProg, location, count,
&loc, &offset, "glUniform", false))
return;
uni = &shProg->UniformStorage[loc];
/* Verify that the types are compatible.
*/
switch (type) {
case GL_FLOAT:
basicType = GLSL_TYPE_FLOAT;
src_components = 1;
break;
case GL_FLOAT_VEC2:
basicType = GLSL_TYPE_FLOAT;
src_components = 2;
break;
case GL_FLOAT_VEC3:
basicType = GLSL_TYPE_FLOAT;
src_components = 3;
break;
case GL_FLOAT_VEC4:
basicType = GLSL_TYPE_FLOAT;
src_components = 4;
break;
case GL_UNSIGNED_INT:
basicType = GLSL_TYPE_UINT;
src_components = 1;
break;
case GL_UNSIGNED_INT_VEC2:
basicType = GLSL_TYPE_UINT;
src_components = 2;
break;
case GL_UNSIGNED_INT_VEC3:
basicType = GLSL_TYPE_UINT;
src_components = 3;
break;
case GL_UNSIGNED_INT_VEC4:
basicType = GLSL_TYPE_UINT;
src_components = 4;
break;
case GL_INT:
basicType = GLSL_TYPE_INT;
src_components = 1;
break;
case GL_INT_VEC2:
basicType = GLSL_TYPE_INT;
src_components = 2;
break;
case GL_INT_VEC3:
basicType = GLSL_TYPE_INT;
src_components = 3;
break;
case GL_INT_VEC4:
basicType = GLSL_TYPE_INT;
src_components = 4;
break;
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
case GL_FLOAT_MAT4:
default:
_mesa_problem(NULL, "Invalid type in %s", __func__);
return;
}
if (uni->type->is_sampler()) {
components = 1;
} else {
components = uni->type->vector_elements;
}
bool match;
switch (uni->type->base_type) {
case GLSL_TYPE_BOOL:
match = true;
break;
case GLSL_TYPE_SAMPLER:
match = (basicType == GLSL_TYPE_INT);
break;
default:
match = (basicType == uni->type->base_type);
break;
}
if (uni->type->is_matrix() || components != src_components || !match) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
return;
}
if (ctx->Shader.Flags & GLSL_UNIFORMS) {
log_uniform(values, basicType, components, 1, count,
false, shProg, location, uni);
}
/* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
*
* "Setting a sampler's value to i selects texture image unit number
* i. The values of i range from zero to the implementation- dependent
* maximum supported number of texture image units."
*
* In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
* the PDF) says:
*
* "Error Description Offending command
* ignored?
* ...
* INVALID_VALUE Numeric argument out of range Yes"
*
* Based on that, when an invalid sampler is specified, we generate a
* GL_INVALID_VALUE error and ignore the command.
*/
if (uni->type->is_sampler()) {
int i;
for (i = 0; i < count; i++) {
const unsigned texUnit = ((unsigned *) values)[i];
/* check that the sampler (tex unit index) is legal */
if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniform1i(invalid sampler/tex unit index for "
"uniform %d)",
location);
return;
}
}
}
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
*
* "When loading N elements starting at an arbitrary position k in a
* uniform declared as an array, elements k through k + N - 1 in the
* array will be replaced with the new values. Values for any array
* element that exceeds the highest array element index used, as
* reported by GetActiveUniform, will be ignored by the GL."
*
* Clamp 'count' to a valid value. Note that for non-arrays a count > 1
* will have already generated an error.
*/
if (uni->array_elements != 0) {
count = MIN2(count, (int) (uni->array_elements - offset));
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
/* Store the data in the "actual type" backing storage for the uniform.
*/
if (!uni->type->is_boolean()) {
memcpy(&uni->storage[components * offset], values,
sizeof(uni->storage[0]) * components * count);
} else {
const union gl_constant_value *src =
(const union gl_constant_value *) values;
union gl_constant_value *dst = &uni->storage[components * offset];
const unsigned elems = components * count;
unsigned i;
for (i = 0; i < elems; i++) {
if (basicType == GLSL_TYPE_FLOAT) {
dst[i].i = src[i].f != 0.0f ? 1 : 0;
} else {
dst[i].i = src[i].i != 0 ? 1 : 0;
}
}
}
uni->initialized = true;
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
/* If the uniform is a sampler, do the extra magic necessary to propagate
* the changes through.
*/
if (uni->type->is_sampler()) {
int i;
for (i = 0; i < count; i++) {
shProg->SamplerUnits[uni->sampler + offset + i] =
((unsigned *) values)[i];
}
bool flushed = false;
for (i = 0; i < MESA_SHADER_TYPES; i++) {
struct gl_shader *const sh = shProg->_LinkedShaders[i];
/* If the shader stage doesn't use any samplers, don't bother
* checking if any samplers have changed.
*/
if (sh == NULL || sh->active_samplers == 0)
continue;
struct gl_program *const prog = sh->Program;
assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
/* Determine if any of the samplers used by this shader stage have
* been modified.
*/
bool changed = false;
for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
if ((sh->active_samplers & (1U << j)) != 0
&& (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
changed = true;
break;
}
}
if (changed) {
if (!flushed) {
FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
flushed = true;
}
memcpy(prog->SamplerUnits,
shProg->SamplerUnits,
sizeof(shProg->SamplerUnits));
_mesa_update_shader_textures_used(shProg, prog);
if (ctx->Driver.SamplerUniformChange)
ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
}
}
}
}
/**
* Called by glUniformMatrix*() functions.
* Note: cols=2, rows=4 ==> array[2] of vec4
*/
extern "C" void
_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
GLuint cols, GLuint rows,
GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
unsigned loc, offset;
unsigned vectors;
unsigned components;
unsigned elements;
struct gl_uniform_storage *uni;
if (!validate_uniform_parameters(ctx, shProg, location, count,
&loc, &offset, "glUniformMatrix", false))
return;
uni = &shProg->UniformStorage[loc];
if (!uni->type->is_matrix()) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(non-matrix uniform)");
return;
}
assert(!uni->type->is_sampler());
vectors = uni->type->matrix_columns;
components = uni->type->vector_elements;
/* Verify that the types are compatible. This is greatly simplified for
* matrices because they can only have a float base type.
*/
if (vectors != cols || components != rows) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(matrix size mismatch)");
return;
}
/* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
* http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
if (ctx->API == API_OPENGLES
|| (ctx->API == API_OPENGLES2 && ctx->Version < 30)) {
if (transpose) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniformMatrix(matrix transpose is not GL_FALSE)");
return;
}
}
if (ctx->Shader.Flags & GLSL_UNIFORMS) {
log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
bool(transpose), shProg, location, uni);
}
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
*
* "When loading N elements starting at an arbitrary position k in a
* uniform declared as an array, elements k through k + N - 1 in the
* array will be replaced with the new values. Values for any array
* element that exceeds the highest array element index used, as
* reported by GetActiveUniform, will be ignored by the GL."
*
* Clamp 'count' to a valid value. Note that for non-arrays a count > 1
* will have already generated an error.
*/
if (uni->array_elements != 0) {
count = MIN2(count, (int) (uni->array_elements - offset));
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
/* Store the data in the "actual type" backing storage for the uniform.
*/
elements = components * vectors;
if (!transpose) {
memcpy(&uni->storage[elements * offset], values,
sizeof(uni->storage[0]) * elements * count);
} else {
/* Copy and transpose the matrix.
*/
const float *src = values;
float *dst = &uni->storage[elements * offset].f;
for (int i = 0; i < count; i++) {
for (unsigned r = 0; r < rows; r++) {
for (unsigned c = 0; c < cols; c++) {
dst[(c * components) + r] = src[c + (r * vectors)];
}
}
dst += elements;
src += elements;
}
}
uni->initialized = true;
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
}
/**
* Called via glGetUniformLocation().
*
* Returns the uniform index into UniformStorage (also the
* glGetActiveUniformsiv uniform index), and stores the referenced
* array offset in *offset, or GL_INVALID_INDEX (-1). Those two
* return values can be encoded into a uniform location for
* glUniform* using _mesa_uniform_merge_location_offset(index, offset).
*/
extern "C" unsigned
_mesa_get_uniform_location(struct gl_context *ctx,
struct gl_shader_program *shProg,
const GLchar *name,
unsigned *out_offset)
{
/* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
*
* "The first element of a uniform array is identified using the
* name of the uniform array appended with "[0]". Except if the last
* part of the string name indicates a uniform array, then the
* location of the first element of that array can be retrieved by
* either using the name of the uniform array, or the name of the
* uniform array appended with "[0]"."
*
* Note: since uniform names are not allowed to use whitespace, and array
* indices within uniform names are not allowed to use "+", "-", or leading
* zeros, it follows that each uniform has a unique name up to the possible
* ambiguity with "[0]" noted above. Therefore we don't need to worry
* about mal-formed inputs--they will properly fail when we try to look up
* the uniform name in shProg->UniformHash.
*/
const GLchar *base_name_end;
long offset = parse_program_resource_name(name, &base_name_end);
bool array_lookup = offset >= 0;
char *name_copy;
if (array_lookup) {
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;
offset = 0;
}
unsigned location = 0;
const bool found = shProg->UniformHash->get(location, name_copy);
assert(!found
|| strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
/* Free the temporary buffer *before* possibly returning an error.
*/
if (name_copy != name)
free(name_copy);
if (!found)
return GL_INVALID_INDEX;
/* If the uniform is an array, fail if the index is out of bounds.
* (A negative index is caught above.) This also fails if the uniform
* is not an array, but the user is trying to index it, because
* array_elements is zero and offset >= 0.
*/
if (array_lookup
&& offset >= (long) shProg->UniformStorage[location].array_elements) {
return GL_INVALID_INDEX;
}
*out_offset = offset;
return location;
}
extern "C" bool
_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
char *errMsg, size_t errMsgLength)
{
const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
memset(unit_types, 0, sizeof(unit_types));
for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
const struct gl_uniform_storage *const storage =
&shProg->UniformStorage[i];
const glsl_type *const t = (storage->type->is_array())
? storage->type->fields.array : storage->type;
if (!t->is_sampler())
continue;
const unsigned count = MAX2(1, storage->type->array_size());
for (unsigned j = 0; j < count; j++) {
const unsigned unit = storage->storage[j].i;
/* The types of the samplers associated with a particular texture
* unit must be an exact match. Page 74 (page 89 of the PDF) of the
* OpenGL 3.3 core spec says:
*
* "It is not allowed to have variables of different sampler
* types pointing to the same texture image unit within a program
* object."
*/
if (unit_types[unit] == NULL) {
unit_types[unit] = t;
} else if (unit_types[unit] != t) {
_mesa_snprintf(errMsg, errMsgLength,
"Texture unit %d is accessed both as %s and %s",
unit, unit_types[unit]->name, t->name);
return false;
}
}
}
return true;
}
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