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:
Ian Romanick
2011-10-18 16:01:49 -07:00
parent 143d20c16a
commit 719909698c
10 changed files with 519 additions and 255 deletions

View File

@@ -1858,7 +1858,7 @@ link_shaders(struct gl_context *ctx, struct gl_shader_program *prog)
}
update_array_sizes(prog);
assign_uniform_locations(prog);
link_assign_uniform_locations(prog);
/* OpenGL ES requires that a vertex shader and a fragment shader both be
* present in a linked program. By checking for use of shading language

View File

@@ -51,6 +51,7 @@
#include "ralloc.h"
#include <stdbool.h>
#include "../glsl/glsl_parser_extras.h"
#include "../glsl/ir_uniform.h"
/** Define this to enable shader substitution (see below) */
#define SHADER_SUBST 0
@@ -572,13 +573,24 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *param
*params = _mesa_longest_attribute_name_length(shProg);
break;
case GL_ACTIVE_UNIFORMS:
*params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
*params = shProg->NumUserUniformStorage;
break;
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
*params = _mesa_longest_uniform_name(shProg->Uniforms);
if (*params > 0)
(*params)++; /* add one for terminating zero */
case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
unsigned i;
GLint max_len = 0;
for (i = 0; i < shProg->NumUserUniformStorage; i++) {
/* Add one for the terminating NUL character.
*/
const GLint len = strlen(shProg->UniformStorage[i].name) + 1;
if (len > max_len)
max_len = len;
}
*params = max_len;
break;
}
case GL_PROGRAM_BINARY_LENGTH_OES:
*params = 0;
break;

View File

@@ -275,9 +275,15 @@ void
_mesa_clear_shader_program_data(struct gl_context *ctx,
struct gl_shader_program *shProg)
{
if (shProg->Uniforms) {
_mesa_free_uniform_list(shProg->Uniforms);
shProg->Uniforms = NULL;
if (shProg->UniformStorage) {
ralloc_free(shProg->UniformStorage);
shProg->NumUserUniformStorage = 0;
shProg->UniformStorage = NULL;
}
if (shProg->UniformHash) {
string_to_uint_map_dtor(shProg->UniformHash);
shProg->UniformHash = NULL;
}
if (shProg->Varying) {

View File

@@ -22,15 +22,16 @@
* 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"
extern "C" {
#include "main/image.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "uniforms.h"
@@ -44,42 +45,30 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
const struct gl_program_parameter *param;
if (!shProg)
return;
if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
if (index >= shProg->NumUserUniformStorage) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
return;
}
param = get_uniform_parameter(shProg, index);
if (!param)
return;
const struct gl_uniform *const uni = &shProg->Uniforms->Uniforms[index];
const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
if (nameOut) {
_mesa_copy_string(nameOut, maxLength, length, param->Name);
_mesa_copy_string(nameOut, maxLength, length, uni->name);
}
if (size) {
GLint typeSize = _mesa_sizeof_glsl_type(uni->Type->gl_type);
if ((GLint) param->Size > typeSize) {
/* This is an array.
* Array elements are placed on vector[4] boundaries so they're
* a multiple of four floats. We round typeSize up to next multiple
* of four to get the right size below.
*/
typeSize = (typeSize + 3) & ~3;
}
/* Note that the returned size is in units of the <type>, not bytes */
*size = param->Size / typeSize;
/* 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;
*type = uni->type->gl_type;
}
}
@@ -419,12 +408,21 @@ validate_uniform_parameters(struct gl_context *ctx,
_mesa_uniform_split_location_offset(location, loc, array_index);
if (*loc >= shProg->Uniforms->NumUniforms) {
if (*loc >= shProg->NumUserUniformStorage) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
caller, location);
return false;
}
/* This case should be impossible. The implication is that a call like
* glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an
* array.
*/
if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) {
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
caller, location);
return false;
}
return true;
}
@@ -433,72 +431,81 @@ validate_uniform_parameters(struct gl_context *ctx,
*/
extern "C" 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)
{
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
struct gl_program *prog;
GLint paramPos;
struct gl_uniform_storage *uni;
unsigned loc, offset;
if (!validate_uniform_parameters(ctx, shProg, location, 1,
&loc, &offset, "glGetUniform", true))
return;
if (!find_uniform_parameter_pos(shProg, loc, &prog, &paramPos)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
}
else {
const struct gl_program_parameter *p =
&prog->Parameters->Parameters[paramPos];
gl_constant_value (*values)[4];
GLint rows, cols, i, j, k;
GLsizei numBytes;
GLenum storage_type;
uni = &shProg->UniformStorage[loc];
values = prog->Parameters->ParameterValues + paramPos + offset;
{
unsigned elements = (uni->type->is_sampler())
? 1 : uni->type->components();
get_uniform_rows_cols(p, &rows, &cols);
/* 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];
numBytes = rows * cols * _mesa_sizeof_type(returnType);
if (bufSize < numBytes) {
_mesa_error( ctx, GL_INVALID_OPERATION,
"glGetnUniformfvARB(out of bounds: bufSize is %d,"
" but %d bytes are required)", bufSize, numBytes );
return;
unsigned bytes = sizeof(uni->storage[0]) * elements;
if (bytes > bufSize) {
elements = bufSize / sizeof(uni->storage[0]);
bytes = bufSize;
}
if (ctx->Const.NativeIntegers) {
storage_type = base_uniform_type(p->DataType);
/* 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 {
storage_type = GL_FLOAT;
}
k = 0;
for (i = 0; i < rows; i++) {
for (j = 0; j < cols; j++ ) {
void *out = (char *)paramsOut + 4 * k;
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 GL_FLOAT:
switch (storage_type) {
case GL_FLOAT:
*(float *)out = values[i][j].f;
case GLSL_TYPE_FLOAT:
switch (uni->type->base_type) {
case GLSL_TYPE_UINT:
dst[i].f = (float) src[i].u;
break;
case GL_INT:
case GL_BOOL: /* boolean is just an integer 1 or 0. */
*(float *)out = values[i][j].i;
case GLSL_TYPE_INT:
case GLSL_TYPE_SAMPLER:
dst[i].f = (float) src[i].i;
break;
case GL_UNSIGNED_INT:
*(float *)out = values[i][j].u;
case GLSL_TYPE_BOOL:
dst[i].f = src[i].i ? 1.0f : 0.0f;
break;
default:
assert(!"Should not get here.");
break;
}
break;
case GL_INT:
case GL_UNSIGNED_INT:
switch (storage_type) {
case GL_FLOAT:
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
@@ -516,23 +523,21 @@ _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
* a floating-point value is rounded to the
* nearest integer..."
*/
*(int *)out = IROUND(values[i][j].f);
dst[i].i = IROUND(src[i].f);
break;
case GL_INT:
case GL_UNSIGNED_INT:
case GL_BOOL:
/* type conversions for these to int/uint are just
* copying the data.
*/
*(int *)out = values[i][j].i;
case GLSL_TYPE_BOOL:
dst[i].i = src[i].i ? 1 : 0;
break;
default:
assert(!"Should not get here.");
break;
}
break;
}
k++;
default:
assert(!"Should not get here.");
break;
}
}
}
}
@@ -935,9 +940,12 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
GLint location, GLsizei count,
const GLvoid *values, GLenum type)
{
struct gl_uniform *uniform;
GLint elems;
unsigned loc, offset;
unsigned components;
unsigned src_components;
unsigned i;
enum glsl_base_type basicType;
struct gl_uniform_storage *uni;
ASSERT_OUTSIDE_BEGIN_END(ctx);
@@ -945,73 +953,219 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
&loc, &offset, "glUniform", false))
return;
elems = _mesa_sizeof_glsl_type(type);
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()) {
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) {
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];
}
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;
}
memcpy(prog->SamplerUnits,
shProg->SamplerUnits,
sizeof(shProg->SamplerUnits));
_mesa_update_shader_textures_used(prog);
(void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog);
}
}
}
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);
}
}
uniform->Initialized = GL_TRUE;
}
/**
@@ -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)];
}
}
dst += elements;
src += elements;
}
}
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);
}
}
uni->initialized = true;
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);
}
}
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;
free(newName);
}
/* 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;
}
if (location < 0) {
location = _mesa_lookup_uniform(shProg->Uniforms, name);
}
unsigned location;
const bool found = shProg->UniformHash->get(location, name_copy);
if (location < 0) {
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 -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;
}

View File

@@ -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

View File

@@ -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 *,

View File

@@ -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:

View File

@@ -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;
}
}

View File

@@ -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);
}
}
}

View File

@@ -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;