mesa: Rewrite the way uniforms are tracked and handled
Switch all of the code in ir_to_mesa, st_glsl_to_tgsi, glUniform*, glGetUniform, glGetUniformLocation, and glGetActiveUniforms to use the gl_uniform_storage structures in the gl_shader_program. A couple of notes: * Like most rewrite-the-world patches, this should be reviewed by applying the patch and examining the modified functions. * This leaves a lot of dead code around in linker.cpp and uniform_query.cpp. This will be deleted in the next patches. v2: Update the comment block (previously a FINISHME) in _mesa_uniform about generating GL_INVALID_VALUE when an out-of-range sampler index is specified. Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Tested-by: Tom Stellard <thomas.stellard@amd.com>
This commit is contained in:
@@ -1858,7 +1858,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
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}
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update_array_sizes(prog);
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assign_uniform_locations(prog);
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link_assign_uniform_locations(prog);
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/* OpenGL ES requires that a vertex shader and a fragment shader both be
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* present in a linked program. By checking for use of shading language
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@@ -51,6 +51,7 @@
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#include "ralloc.h"
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#include <stdbool.h>
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#include "../glsl/glsl_parser_extras.h"
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#include "../glsl/ir_uniform.h"
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/** Define this to enable shader substitution (see below) */
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#define SHADER_SUBST 0
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@@ -572,13 +573,24 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *param
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*params = _mesa_longest_attribute_name_length(shProg);
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break;
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case GL_ACTIVE_UNIFORMS:
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*params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
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*params = shProg->NumUserUniformStorage;
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break;
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case GL_ACTIVE_UNIFORM_MAX_LENGTH:
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*params = _mesa_longest_uniform_name(shProg->Uniforms);
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if (*params > 0)
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(*params)++; /* add one for terminating zero */
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case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
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unsigned i;
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GLint max_len = 0;
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for (i = 0; i < shProg->NumUserUniformStorage; i++) {
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/* Add one for the terminating NUL character.
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*/
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const GLint len = strlen(shProg->UniformStorage[i].name) + 1;
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if (len > max_len)
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max_len = len;
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}
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*params = max_len;
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break;
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}
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case GL_PROGRAM_BINARY_LENGTH_OES:
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*params = 0;
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break;
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@@ -275,9 +275,15 @@ void
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_mesa_clear_shader_program_data(struct gl_context *ctx,
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struct gl_shader_program *shProg)
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{
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if (shProg->Uniforms) {
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_mesa_free_uniform_list(shProg->Uniforms);
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shProg->Uniforms = NULL;
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if (shProg->UniformStorage) {
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ralloc_free(shProg->UniformStorage);
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shProg->NumUserUniformStorage = 0;
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shProg->UniformStorage = NULL;
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}
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if (shProg->UniformHash) {
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string_to_uint_map_dtor(shProg->UniformHash);
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shProg->UniformHash = NULL;
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}
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if (shProg->Varying) {
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@@ -22,15 +22,16 @@
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <stdlib.h>
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#include "main/core.h"
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#include "main/context.h"
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#include "ir.h"
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#include "ir_uniform.h"
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#include "program/hash_table.h"
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#include "../glsl/program.h"
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#include "../glsl/ir_uniform.h"
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extern "C" {
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#include "main/image.h"
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#include "main/shaderapi.h"
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#include "main/shaderobj.h"
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#include "uniforms.h"
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@@ -44,42 +45,30 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
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GET_CURRENT_CONTEXT(ctx);
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
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const struct gl_program_parameter *param;
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if (!shProg)
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return;
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if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
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if (index >= shProg->NumUserUniformStorage) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
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return;
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}
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param = get_uniform_parameter(shProg, index);
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if (!param)
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return;
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const struct gl_uniform *const uni = &shProg->Uniforms->Uniforms[index];
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const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
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if (nameOut) {
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_mesa_copy_string(nameOut, maxLength, length, param->Name);
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_mesa_copy_string(nameOut, maxLength, length, uni->name);
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}
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if (size) {
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GLint typeSize = _mesa_sizeof_glsl_type(uni->Type->gl_type);
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if ((GLint) param->Size > typeSize) {
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/* This is an array.
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* Array elements are placed on vector[4] boundaries so they're
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* a multiple of four floats. We round typeSize up to next multiple
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* of four to get the right size below.
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/* array_elements is zero for non-arrays, but the API requires that 1 be
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* returned.
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*/
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typeSize = (typeSize + 3) & ~3;
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}
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/* Note that the returned size is in units of the <type>, not bytes */
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*size = param->Size / typeSize;
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*size = MAX2(1, uni->array_elements);
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}
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if (type) {
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*type = uni->Type->gl_type;
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*type = uni->type->gl_type;
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}
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}
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@@ -419,12 +408,21 @@ validate_uniform_parameters(struct gl_context *ctx,
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_mesa_uniform_split_location_offset(location, loc, array_index);
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if (*loc >= shProg->Uniforms->NumUniforms) {
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if (*loc >= shProg->NumUserUniformStorage) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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return false;
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}
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/* This case should be impossible. The implication is that a call like
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* glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an
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* array.
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*/
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if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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return false;
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}
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return true;
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}
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@@ -433,72 +431,81 @@ validate_uniform_parameters(struct gl_context *ctx,
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*/
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extern "C" void
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_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
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GLsizei bufSize, GLenum returnType, GLvoid *paramsOut)
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GLsizei bufSize, enum glsl_base_type returnType,
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GLvoid *paramsOut)
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{
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
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struct gl_program *prog;
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GLint paramPos;
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struct gl_uniform_storage *uni;
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unsigned loc, offset;
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if (!validate_uniform_parameters(ctx, shProg, location, 1,
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&loc, &offset, "glGetUniform", true))
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return;
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if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
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}
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else {
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const struct gl_program_parameter *p =
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&prog->Parameters->Parameters[paramPos];
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gl_constant_value (*values)[4];
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GLint rows, cols, i, j, k;
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GLsizei numBytes;
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GLenum storage_type;
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uni = &shProg->UniformStorage[loc];
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values = prog->Parameters->ParameterValues + paramPos + offset;
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{
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unsigned elements = (uni->type->is_sampler())
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? 1 : uni->type->components();
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get_uniform_rows_cols(p, &rows, &cols);
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/* Calculate the source base address *BEFORE* modifying elements to
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* account for the size of the user's buffer.
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*/
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const union gl_constant_value *const src =
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&uni->storage[offset * elements];
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numBytes = rows * cols * _mesa_sizeof_type(returnType);
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if (bufSize < numBytes) {
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_mesa_error( ctx, GL_INVALID_OPERATION,
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"glGetnUniformfvARB(out of bounds: bufSize is %d,"
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" but %d bytes are required)", bufSize, numBytes );
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return;
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unsigned bytes = sizeof(uni->storage[0]) * elements;
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if (bytes > bufSize) {
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elements = bufSize / sizeof(uni->storage[0]);
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bytes = bufSize;
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}
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if (ctx->Const.NativeIntegers) {
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storage_type = base_uniform_type(p->DataType);
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/* If the return type and the uniform's native type are "compatible,"
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* just memcpy the data. If the types are not compatible, perform a
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* slower convert-and-copy process.
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*/
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if (returnType == uni->type->base_type
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|| ((returnType == GLSL_TYPE_INT
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|| returnType == GLSL_TYPE_UINT
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|| returnType == GLSL_TYPE_SAMPLER)
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&&
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(uni->type->base_type == GLSL_TYPE_INT
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|| uni->type->base_type == GLSL_TYPE_UINT
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|| uni->type->base_type == GLSL_TYPE_SAMPLER))) {
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memcpy(paramsOut, src, bytes);
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} else {
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storage_type = GL_FLOAT;
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}
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k = 0;
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for (i = 0; i < rows; i++) {
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for (j = 0; j < cols; j++ ) {
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void *out = (char *)paramsOut + 4 * k;
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union gl_constant_value *const dst =
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(union gl_constant_value *) paramsOut;
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/* This code could be optimized by putting the loop inside the switch
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* statements. However, this is not expected to be
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* performance-critical code.
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*/
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for (unsigned i = 0; i < elements; i++) {
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switch (returnType) {
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case GL_FLOAT:
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switch (storage_type) {
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case GL_FLOAT:
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*(float *)out = values[i][j].f;
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case GLSL_TYPE_FLOAT:
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switch (uni->type->base_type) {
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case GLSL_TYPE_UINT:
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dst[i].f = (float) src[i].u;
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break;
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case GL_INT:
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case GL_BOOL: /* boolean is just an integer 1 or 0. */
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*(float *)out = values[i][j].i;
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case GLSL_TYPE_INT:
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case GLSL_TYPE_SAMPLER:
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dst[i].f = (float) src[i].i;
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break;
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case GL_UNSIGNED_INT:
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*(float *)out = values[i][j].u;
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case GLSL_TYPE_BOOL:
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dst[i].f = src[i].i ? 1.0f : 0.0f;
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break;
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default:
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assert(!"Should not get here.");
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break;
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}
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break;
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case GL_INT:
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case GL_UNSIGNED_INT:
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switch (storage_type) {
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case GL_FLOAT:
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case GLSL_TYPE_INT:
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case GLSL_TYPE_UINT:
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switch (uni->type->base_type) {
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case GLSL_TYPE_FLOAT:
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/* While the GL 3.2 core spec doesn't explicitly
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* state how conversion of float uniforms to integer
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* values works, in section 6.2 "State Tables" on
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@@ -516,23 +523,21 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
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* a floating-point value is rounded to the
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* nearest integer..."
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*/
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*(int *)out = IROUND(values[i][j].f);
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dst[i].i = IROUND(src[i].f);
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break;
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_BOOL:
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/* type conversions for these to int/uint are just
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* copying the data.
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*/
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*(int *)out = values[i][j].i;
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case GLSL_TYPE_BOOL:
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dst[i].i = src[i].i ? 1 : 0;
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break;
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default:
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assert(!"Should not get here.");
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break;
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}
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break;
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}
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k++;
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default:
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assert(!"Should not get here.");
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break;
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}
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}
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}
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}
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@@ -935,9 +940,12 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
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GLint location, GLsizei count,
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const GLvoid *values, GLenum type)
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{
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struct gl_uniform *uniform;
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GLint elems;
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unsigned loc, offset;
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unsigned components;
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unsigned src_components;
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unsigned i;
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enum glsl_base_type basicType;
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struct gl_uniform_storage *uni;
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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@@ -945,73 +953,219 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
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&loc, &offset, "glUniform", false))
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return;
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elems = _mesa_sizeof_glsl_type(type);
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uni = &shProg->UniformStorage[loc];
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/* Verify that the types are compatible.
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*/
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switch (type) {
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case GL_FLOAT:
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basicType = GLSL_TYPE_FLOAT;
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src_components = 1;
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break;
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case GL_FLOAT_VEC2:
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basicType = GLSL_TYPE_FLOAT;
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src_components = 2;
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break;
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case GL_FLOAT_VEC3:
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basicType = GLSL_TYPE_FLOAT;
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src_components = 3;
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break;
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case GL_FLOAT_VEC4:
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basicType = GLSL_TYPE_FLOAT;
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src_components = 4;
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break;
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case GL_UNSIGNED_INT:
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basicType = GLSL_TYPE_UINT;
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src_components = 1;
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break;
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case GL_UNSIGNED_INT_VEC2:
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basicType = GLSL_TYPE_UINT;
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src_components = 2;
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break;
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case GL_UNSIGNED_INT_VEC3:
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basicType = GLSL_TYPE_UINT;
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src_components = 3;
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break;
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case GL_UNSIGNED_INT_VEC4:
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basicType = GLSL_TYPE_UINT;
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src_components = 4;
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break;
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case GL_INT:
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basicType = GLSL_TYPE_INT;
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src_components = 1;
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break;
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case GL_INT_VEC2:
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basicType = GLSL_TYPE_INT;
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src_components = 2;
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break;
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case GL_INT_VEC3:
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basicType = GLSL_TYPE_INT;
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src_components = 3;
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break;
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case GL_INT_VEC4:
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basicType = GLSL_TYPE_INT;
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src_components = 4;
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break;
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case GL_BOOL:
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case GL_BOOL_VEC2:
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case GL_BOOL_VEC3:
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case GL_BOOL_VEC4:
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case GL_FLOAT_MAT2:
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case GL_FLOAT_MAT2x3:
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case GL_FLOAT_MAT2x4:
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case GL_FLOAT_MAT3x2:
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case GL_FLOAT_MAT3:
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case GL_FLOAT_MAT3x4:
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case GL_FLOAT_MAT4x2:
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case GL_FLOAT_MAT4x3:
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case GL_FLOAT_MAT4:
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default:
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_mesa_problem(NULL, "Invalid type in %s", __func__);
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return;
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}
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if (uni->type->is_sampler()) {
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components = 1;
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} else {
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components = uni->type->vector_elements;
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}
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bool match;
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switch (uni->type->base_type) {
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case GLSL_TYPE_BOOL:
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match = true;
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break;
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case GLSL_TYPE_SAMPLER:
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match = (basicType == GLSL_TYPE_INT);
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break;
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default:
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match = (basicType == uni->type->base_type);
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break;
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}
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if (uni->type->is_matrix() || components != src_components || !match) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
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return;
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}
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if (ctx->Shader.Flags & GLSL_UNIFORMS) {
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log_uniform(values, basicType, components, 1, count,
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false, shProg, location, uni);
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}
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/* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
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*
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* "Setting a sampler's value to i selects texture image unit number
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* i. The values of i range from zero to the implementation- dependent
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* maximum supported number of texture image units."
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*
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* In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
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* the PDF) says:
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*
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* "Error Description Offending command
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* ignored?
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* ...
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* INVALID_VALUE Numeric argument out of range Yes"
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*
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* Based on that, when an invalid sampler is specified, we generate a
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* GL_INVALID_VALUE error and ignore the command.
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*/
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if (uni->type->is_sampler()) {
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for (i = 0; i < count; i++) {
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const unsigned texUnit = ((unsigned *) values)[i];
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/* check that the sampler (tex unit index) is legal */
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if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
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_mesa_error(ctx, GL_INVALID_VALUE,
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"glUniform1i(invalid sampler/tex unit index for "
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"uniform %d)",
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||||
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) {
|
||||
if (offset >= uni->array_elements)
|
||||
return;
|
||||
|
||||
count = MIN2(count, (uni->array_elements - offset));
|
||||
}
|
||||
|
||||
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
|
||||
|
||||
uniform = &shProg->Uniforms->Uniforms[loc];
|
||||
|
||||
if (ctx->Shader.Flags & GLSL_UNIFORMS) {
|
||||
const GLenum basicType = base_uniform_type(type);
|
||||
GLint i;
|
||||
printf("Mesa: set program %u uniform %s (loc %d) to: ",
|
||||
shProg->Name, uniform->Name, location);
|
||||
if (basicType == GL_INT) {
|
||||
const GLint *v = (const GLint *) values;
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%d ", v[i]);
|
||||
}
|
||||
}
|
||||
else if (basicType == GL_UNSIGNED_INT) {
|
||||
const GLuint *v = (const GLuint *) values;
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%u ", v[i]);
|
||||
}
|
||||
}
|
||||
else {
|
||||
const GLfloat *v = (const GLfloat *) values;
|
||||
assert(basicType == GL_FLOAT);
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%g ", v[i]);
|
||||
}
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
/* A uniform var may be used by both a vertex shader and a fragment
|
||||
* shader. We may need to update one or both shader's uniform here:
|
||||
/* Store the data in the "actual type" backing storage for the uniform.
|
||||
*/
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->VertPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
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;
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->FragPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
}
|
||||
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()) {
|
||||
for (i = 0; i < count; i++) {
|
||||
shProg->SamplerUnits[uni->sampler + offset + i] =
|
||||
((unsigned *) values)[i];
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->GeomPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
}
|
||||
bool flushed = false;
|
||||
for (i = 0; i < MESA_SHADER_TYPES; i++) {
|
||||
struct gl_program *prog;
|
||||
|
||||
if (shProg->_LinkedShaders[i] == NULL)
|
||||
continue;
|
||||
|
||||
prog = shProg->_LinkedShaders[i]->Program;
|
||||
|
||||
assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
|
||||
|
||||
if (memcmp(prog->SamplerUnits,
|
||||
shProg->SamplerUnits,
|
||||
sizeof(shProg->SamplerUnits)) != 0) {
|
||||
if (!flushed) {
|
||||
FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
|
||||
flushed = true;
|
||||
}
|
||||
|
||||
uniform->Initialized = GL_TRUE;
|
||||
memcpy(prog->SamplerUnits,
|
||||
shProg->SamplerUnits,
|
||||
sizeof(shProg->SamplerUnits));
|
||||
|
||||
_mesa_update_shader_textures_used(prog);
|
||||
(void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1093,8 +1247,11 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
|
||||
GLint location, GLsizei count,
|
||||
GLboolean transpose, const GLfloat *values)
|
||||
{
|
||||
struct gl_uniform *uniform;
|
||||
unsigned loc, offset;
|
||||
unsigned vectors;
|
||||
unsigned components;
|
||||
unsigned elements;
|
||||
struct gl_uniform_storage *uni;
|
||||
|
||||
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
||||
|
||||
@@ -1102,49 +1259,79 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
|
||||
&loc, &offset, "glUniformMatrix", false))
|
||||
return;
|
||||
|
||||
if (values == NULL) {
|
||||
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
|
||||
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;
|
||||
}
|
||||
|
||||
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) {
|
||||
if (offset >= uni->array_elements)
|
||||
return;
|
||||
|
||||
count = MIN2(count, (uni->array_elements - offset));
|
||||
}
|
||||
|
||||
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
|
||||
|
||||
uniform = &shProg->Uniforms->Uniforms[loc];
|
||||
/* Store the data in the "actual type" backing storage for the uniform.
|
||||
*/
|
||||
elements = components * vectors;
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->VertPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
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 (unsigned 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)];
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->FragPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
dst += elements;
|
||||
src += elements;
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->GeomPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
}
|
||||
}
|
||||
uni->initialized = true;
|
||||
|
||||
uniform->Initialized = GL_TRUE;
|
||||
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -1158,56 +1345,91 @@ _mesa_get_uniform_location(struct gl_context *ctx,
|
||||
struct gl_shader_program *shProg,
|
||||
const GLchar *name)
|
||||
{
|
||||
GLint offset = 0, location = -1;
|
||||
const size_t len = strlen(name);
|
||||
long offset;
|
||||
bool array_lookup;
|
||||
char *name_copy;
|
||||
|
||||
/* XXX we should return -1 if the uniform was declared, but not
|
||||
* actually used.
|
||||
/* If the name ends with a ']', assume that it refers to some element of an
|
||||
* array. Malformed array references will fail the hash table look up
|
||||
* below, so it doesn't matter that they are not caught here. This code
|
||||
* only wants to catch the "leaf" array references so that arrays of
|
||||
* structures containing arrays will be handled correctly.
|
||||
*/
|
||||
if (name[len-1] == ']') {
|
||||
unsigned i;
|
||||
|
||||
/* XXX we need to be able to parse uniform names for structs and arrays
|
||||
* such as:
|
||||
* mymatrix[1]
|
||||
* mystruct.field1
|
||||
/* Walk backwards over the string looking for a non-digit character.
|
||||
* This had better be the opening bracket for an array index.
|
||||
*
|
||||
* Initially, i specifies the location of the ']'. Since the string may
|
||||
* contain only the ']' charcater, walk backwards very carefully.
|
||||
*/
|
||||
for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
|
||||
/* empty */ ;
|
||||
|
||||
{
|
||||
/* handle 1-dimension arrays here... */
|
||||
char *c = strchr((char *)name, '[');
|
||||
if (c) {
|
||||
/* truncate name at [ */
|
||||
const GLint len = c - name;
|
||||
GLchar *newName = (GLchar *) malloc(len + 1);
|
||||
if (!newName)
|
||||
return -1; /* out of mem */
|
||||
memcpy(newName, name, len);
|
||||
newName[len] = 0;
|
||||
/* 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]"."
|
||||
*
|
||||
* Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
|
||||
*
|
||||
* "name must be a null terminated string, without white space."
|
||||
*
|
||||
* Return an error if there is no opening '[' to match the closing ']'.
|
||||
* An error will also be returned if there is intervening white space
|
||||
* (or other non-digit characters) before the opening '['.
|
||||
*/
|
||||
if ((i == 0) || name[i-1] != '[')
|
||||
return -1;
|
||||
|
||||
location = _mesa_lookup_uniform(shProg->Uniforms, newName);
|
||||
if (location >= 0) {
|
||||
const GLint element = atoi(c + 1);
|
||||
if (element > 0) {
|
||||
/* get type of the uniform array element */
|
||||
const struct gl_program_parameter *p =
|
||||
get_uniform_parameter(shProg, location);
|
||||
if (p) {
|
||||
GLint rows, cols;
|
||||
get_matrix_dims(p->DataType, &rows, &cols);
|
||||
if (rows < 1)
|
||||
rows = 1;
|
||||
offset = element * rows;
|
||||
}
|
||||
}
|
||||
/* Return an error if there are no digits between the opening '[' to
|
||||
* match the closing ']'.
|
||||
*/
|
||||
if (i == (len - 1))
|
||||
return -1;
|
||||
|
||||
/* Make a new string that is a copy of the old string up to (but not
|
||||
* including) the '[' character.
|
||||
*/
|
||||
name_copy = (char *) malloc(i);
|
||||
memcpy(name_copy, name, i - 1);
|
||||
name_copy[i-1] = '\0';
|
||||
|
||||
offset = strtol(&name[i], NULL, 10);
|
||||
if (offset < 0)
|
||||
return -1;
|
||||
|
||||
array_lookup = true;
|
||||
} else {
|
||||
name_copy = (char *) name;
|
||||
offset = 0;
|
||||
array_lookup = false;
|
||||
}
|
||||
|
||||
free(newName);
|
||||
}
|
||||
}
|
||||
unsigned location;
|
||||
const bool found = shProg->UniformHash->get(location, name_copy);
|
||||
|
||||
if (location < 0) {
|
||||
location = _mesa_lookup_uniform(shProg->Uniforms, name);
|
||||
}
|
||||
assert(!found
|
||||
|| strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
|
||||
|
||||
if (location < 0) {
|
||||
/* Free the temporary buffer *before* possibly returning an error.
|
||||
*/
|
||||
if (name_copy != name)
|
||||
free(name_copy);
|
||||
|
||||
if (!found)
|
||||
return -1;
|
||||
|
||||
/* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]'
|
||||
* to (correctly) fail if 'a' is not an array.
|
||||
*/
|
||||
if (array_lookup && shProg->UniformStorage[location].array_elements == 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
@@ -41,6 +41,8 @@
|
||||
#include "main/shaderapi.h"
|
||||
#include "main/shaderobj.h"
|
||||
#include "main/uniforms.h"
|
||||
#include "ir_uniform.h"
|
||||
#include "glsl_types.h"
|
||||
|
||||
/**
|
||||
* Update the vertex/fragment program's TexturesUsed array.
|
||||
@@ -422,7 +424,7 @@ _mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
|
||||
GLsizei bufSize, GLfloat *params)
|
||||
{
|
||||
GET_CURRENT_CONTEXT(ctx);
|
||||
_mesa_get_uniform(ctx, program, location, bufSize, GL_FLOAT, params);
|
||||
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params);
|
||||
}
|
||||
|
||||
void GLAPIENTRY
|
||||
@@ -437,7 +439,7 @@ _mesa_GetnUniformivARB(GLhandleARB program, GLint location,
|
||||
GLsizei bufSize, GLint *params)
|
||||
{
|
||||
GET_CURRENT_CONTEXT(ctx);
|
||||
_mesa_get_uniform(ctx, program, location, bufSize, GL_INT, params);
|
||||
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params);
|
||||
}
|
||||
|
||||
void GLAPIENTRY
|
||||
@@ -453,7 +455,7 @@ _mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
|
||||
GLsizei bufSize, GLuint *params)
|
||||
{
|
||||
GET_CURRENT_CONTEXT(ctx);
|
||||
_mesa_get_uniform(ctx, program, location, bufSize, GL_UNSIGNED_INT, params);
|
||||
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, params);
|
||||
}
|
||||
|
||||
void GLAPIENTRY
|
||||
|
@@ -27,6 +27,7 @@
|
||||
|
||||
#include "glheader.h"
|
||||
#include "program/prog_parameter.h"
|
||||
#include "../glsl/glsl_types.h"
|
||||
#include "../glsl/ir_uniform.h"
|
||||
|
||||
struct gl_program;
|
||||
@@ -187,7 +188,8 @@ _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
|
||||
|
||||
void
|
||||
_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
|
||||
GLsizei bufSize, GLenum returnType, GLvoid *paramsOut);
|
||||
GLsizei bufSize, enum glsl_base_type returnType,
|
||||
GLvoid *paramsOut);
|
||||
|
||||
extern void
|
||||
_mesa_uniform_attach_driver_storage(struct gl_uniform_storage *,
|
||||
|
@@ -35,6 +35,7 @@
|
||||
#include "ir_visitor.h"
|
||||
#include "ir_print_visitor.h"
|
||||
#include "ir_expression_flattening.h"
|
||||
#include "ir_uniform.h"
|
||||
#include "glsl_types.h"
|
||||
#include "glsl_parser_extras.h"
|
||||
#include "../glsl/program.h"
|
||||
@@ -2597,17 +2598,17 @@ class add_uniform_to_shader : public uniform_field_visitor {
|
||||
public:
|
||||
add_uniform_to_shader(struct gl_shader_program *shader_program,
|
||||
struct gl_program_parameter_list *params)
|
||||
: shader_program(shader_program), params(params), next_sampler(0)
|
||||
: shader_program(shader_program), params(params)
|
||||
{
|
||||
/* empty */
|
||||
}
|
||||
|
||||
int process(ir_variable *var)
|
||||
void process(ir_variable *var)
|
||||
{
|
||||
this->idx = -1;
|
||||
this->uniform_field_visitor::process(var);
|
||||
|
||||
return this->idx;
|
||||
var->location = this->idx;
|
||||
}
|
||||
|
||||
private:
|
||||
@@ -2615,7 +2616,6 @@ private:
|
||||
|
||||
struct gl_shader_program *shader_program;
|
||||
struct gl_program_parameter_list *params;
|
||||
int next_sampler;
|
||||
int idx;
|
||||
};
|
||||
|
||||
@@ -2648,8 +2648,20 @@ add_uniform_to_shader::visit_field(const glsl_type *type, const char *name)
|
||||
* store in ParameterValues[].
|
||||
*/
|
||||
if (file == PROGRAM_SAMPLER) {
|
||||
unsigned location;
|
||||
const bool found =
|
||||
this->shader_program->UniformHash->get(location,
|
||||
params->Parameters[index].Name);
|
||||
assert(found);
|
||||
|
||||
if (!found)
|
||||
return;
|
||||
|
||||
struct gl_uniform_storage *storage =
|
||||
&this->shader_program->UniformStorage[location];
|
||||
|
||||
for (unsigned int j = 0; j < size / 4; j++)
|
||||
params->ParameterValues[index + j][0].f = this->next_sampler++;
|
||||
params->ParameterValues[index + j][0].f = storage->sampler + j;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2684,17 +2696,7 @@ _mesa_generate_parameters_list_for_uniforms(struct gl_shader_program
|
||||
|| (strncmp(var->name, "gl_", 3) == 0))
|
||||
continue;
|
||||
|
||||
int loc = add.process(var);
|
||||
|
||||
/* The location chosen in the Parameters list here (returned from
|
||||
* _mesa_add_parameter) has to match what the linker chose.
|
||||
*/
|
||||
if (var->location != loc) {
|
||||
linker_error(shader_program,
|
||||
"Allocation of uniform `%s' to target failed "
|
||||
"(%d vs %d)\n",
|
||||
var->name, loc, var->location);
|
||||
}
|
||||
add.process(var);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2830,12 +2832,12 @@ set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
|
||||
element_type->matrix_columns,
|
||||
element_type->vector_elements,
|
||||
loc, 1, GL_FALSE, (GLfloat *)values);
|
||||
loc += element_type->matrix_columns;
|
||||
} else {
|
||||
_mesa_uniform(ctx, shader_program, loc, element_type->matrix_columns,
|
||||
values, element_type->gl_type);
|
||||
loc += type_size(element_type);
|
||||
}
|
||||
|
||||
loc++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3282,6 +3284,15 @@ get_mesa_program(struct gl_context *ctx,
|
||||
_mesa_optimize_program(ctx, prog);
|
||||
}
|
||||
|
||||
/* This has to be done last. Any operation that can cause
|
||||
* prog->ParameterValues to get reallocated (e.g., anything that adds a
|
||||
* program constant) has to happen before creating this linkage.
|
||||
*/
|
||||
_mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
|
||||
if (!shader_program->LinkStatus) {
|
||||
goto fail_exit;
|
||||
}
|
||||
|
||||
return prog;
|
||||
|
||||
fail_exit:
|
||||
|
@@ -27,6 +27,8 @@
|
||||
#include "glsl_types.h"
|
||||
#include "ir_visitor.h"
|
||||
#include "../glsl/program.h"
|
||||
#include "program/hash_table.h"
|
||||
#include "ir_uniform.h"
|
||||
|
||||
extern "C" {
|
||||
#include "main/compiler.h"
|
||||
@@ -110,17 +112,13 @@ _mesa_get_sampler_uniform_value(class ir_dereference *sampler,
|
||||
|
||||
sampler->accept(&getname);
|
||||
|
||||
GLint index = _mesa_lookup_parameter_index(prog->Parameters, -1,
|
||||
getname.name);
|
||||
|
||||
if (index < 0) {
|
||||
unsigned location;
|
||||
if (!shader_program->UniformHash->get(location, getname.name)) {
|
||||
linker_error(shader_program,
|
||||
"failed to find sampler named %s.\n", getname.name);
|
||||
return 0;
|
||||
}
|
||||
|
||||
index += getname.offset;
|
||||
|
||||
return prog->Parameters->ParameterValues[index][0].f;
|
||||
return shader_program->UniformStorage[location].sampler + getname.offset;
|
||||
}
|
||||
}
|
||||
|
@@ -64,6 +64,8 @@
|
||||
#include "draw/draw_context.h"
|
||||
#include "cso_cache/cso_context.h"
|
||||
|
||||
#include "../glsl/ir_uniform.h"
|
||||
|
||||
|
||||
static GLuint double_types[4] = {
|
||||
PIPE_FORMAT_R64_FLOAT,
|
||||
@@ -636,12 +638,12 @@ check_uniforms(struct gl_context *ctx)
|
||||
if (shProg[j] == NULL || !shProg[j]->LinkStatus)
|
||||
continue;
|
||||
|
||||
for (i = 0; i < shProg[j]->Uniforms->NumUniforms; i++) {
|
||||
const struct gl_uniform *u = &shProg[j]->Uniforms->Uniforms[i];
|
||||
if (!u->Initialized) {
|
||||
for (i = 0; i < shProg[j]->NumUserUniformStorage; i++) {
|
||||
const struct gl_uniform_storage *u = &shProg[j]->UniformStorage[i];
|
||||
if (!u->initialized) {
|
||||
_mesa_warning(ctx,
|
||||
"Using shader with uninitialized uniform: %s",
|
||||
u->Name);
|
||||
u->name);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -2984,12 +2984,12 @@ set_uniform_initializer(struct gl_context *ctx, void *mem_ctx,
|
||||
element_type->matrix_columns,
|
||||
element_type->vector_elements,
|
||||
loc, 1, GL_FALSE, (GLfloat *)values);
|
||||
loc += element_type->matrix_columns;
|
||||
} else {
|
||||
_mesa_uniform(ctx, shader_program, loc, element_type->matrix_columns,
|
||||
values, element_type->gl_type);
|
||||
loc += type_size(element_type);
|
||||
}
|
||||
|
||||
loc++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5004,6 +5004,15 @@ get_mesa_program(struct gl_context *ctx,
|
||||
|
||||
_mesa_reference_program(ctx, &shader->Program, prog);
|
||||
|
||||
/* This has to be done last. Any operation the can cause
|
||||
* prog->ParameterValues to get reallocated (e.g., anything that adds a
|
||||
* program constant) has to happen before creating this linkage.
|
||||
*/
|
||||
_mesa_associate_uniform_storage(ctx, shader_program, prog->Parameters);
|
||||
if (!shader_program->LinkStatus) {
|
||||
return NULL;
|
||||
}
|
||||
|
||||
struct st_vertex_program *stvp;
|
||||
struct st_fragment_program *stfp;
|
||||
struct st_geometry_program *stgp;
|
||||
|
Reference in New Issue
Block a user