mesa: assorted glsl uniform/attribute fixes

Fix incorrect uniform/attribute size query results.
Add missing error checking for glUniform, glUniformMatrix params
Fix an array size/allocation error.
This commit is contained in:
Brian Paul
2008-07-21 13:58:50 -06:00
parent 74a19b0abd
commit ffbc66bf61
5 changed files with 166 additions and 43 deletions

View File

@@ -62,29 +62,6 @@ _mesa_free_parameter_list(struct gl_program_parameter_list *paramList)
}
static GLint
_mesa_fit_type_in_vec4(GLenum type)
{
switch (type) {
case GL_FLOAT:
case GL_INT:
return 4;
break;
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
return 2;
break;
case GL_FLOAT_VEC3:
case GL_INT_VEC3:
return 1;
break;
case GL_FLOAT_VEC4:
case GL_INT_VEC4:
default:
return 1;
}
}
/**
* Add a new parameter to a parameter list.
* Note that parameter values are usually 4-element GLfloat vectors.
@@ -294,7 +271,7 @@ _mesa_add_uniform(struct gl_program_parameter_list *paramList,
}
else {
i = _mesa_add_parameter(paramList, PROGRAM_UNIFORM, name,
size * _mesa_fit_type_in_vec4(datatype), datatype, NULL, NULL);
size, datatype, NULL, NULL);
return i;
}
}
@@ -362,7 +339,7 @@ _mesa_add_varying(struct gl_program_parameter_list *paramList,
*/
GLint
_mesa_add_attribute(struct gl_program_parameter_list *paramList,
const char *name, GLint size, GLint attrib)
const char *name, GLint size, GLenum datatype, GLint attrib)
{
GLint i = _mesa_lookup_parameter_index(paramList, -1, name);
if (i >= 0) {
@@ -378,7 +355,7 @@ _mesa_add_attribute(struct gl_program_parameter_list *paramList,
if (size < 0)
size = 4;
i = _mesa_add_parameter(paramList, PROGRAM_INPUT, name,
size, GL_NONE, NULL, state);
size, datatype, NULL, state);
}
return i;
}

View File

@@ -122,7 +122,7 @@ _mesa_add_varying(struct gl_program_parameter_list *paramList,
extern GLint
_mesa_add_attribute(struct gl_program_parameter_list *paramList,
const char *name, GLint size, GLint attrib);
const char *name, GLint size, GLenum datatype, GLint attrib);
extern GLint
_mesa_add_state_reference(struct gl_program_parameter_list *paramList,

View File

@@ -513,6 +513,7 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
struct gl_shader_program *shProg;
const GLint size = -1; /* unknown size */
GLint i, oldIndex;
GLenum datatype;
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glBindAttribLocation");
@@ -537,13 +538,14 @@ _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
if (shProg->LinkStatus) {
/* get current index/location for the attribute */
oldIndex = _mesa_get_attrib_location(ctx, program, name);
assert(0);
}
else {
oldIndex = -1;
}
/* this will replace the current value if it's already in the list */
i = _mesa_add_attribute(shProg->Attributes, name, size, index);
i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
if (i < 0) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
}
@@ -710,16 +712,51 @@ _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
}
static GLint
sizeof_glsl_type(GLenum type)
{
switch (type) {
case GL_FLOAT:
case GL_INT:
case GL_BOOL:
return 1;
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_BOOL_VEC2:
return 2;
case GL_FLOAT_VEC3:
case GL_INT_VEC3:
case GL_BOOL_VEC3:
return 3;
case GL_FLOAT_VEC4:
case GL_INT_VEC4:
case GL_BOOL_VEC4:
return 4;
case GL_FLOAT_MAT2:
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT2x4:
return 8; /* two float[4] vectors */
case GL_FLOAT_MAT3:
case GL_FLOAT_MAT3x2:
case GL_FLOAT_MAT3x4:
return 12; /* three float[4] vectors */
case GL_FLOAT_MAT4:
case GL_FLOAT_MAT4x2:
case GL_FLOAT_MAT4x3:
return 16; /* four float[4] vectors */
default:
_mesa_problem(NULL, "Invalid type in sizeof_glsl_type()");
return 1;
}
}
static void
_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
static const GLenum vec_types[] = {
GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
};
struct gl_shader_program *shProg;
GLint sz;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
if (!shProg)
@@ -732,11 +769,11 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
copy_string(nameOut, maxLength, length,
shProg->Attributes->Parameters[index].Name);
sz = shProg->Attributes->Parameters[index].Size;
if (size)
*size = sz;
*size = shProg->Attributes->Parameters[index].Size
/ sizeof_glsl_type(shProg->Attributes->Parameters[index].DataType);
if (type)
*type = vec_types[sz]; /* XXX this is a temporary hack */
*type = shProg->Attributes->Parameters[index].DataType;
}
@@ -779,8 +816,8 @@ _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
copy_string(nameOut, maxLength, length,
prog->Parameters->Parameters[progPos].Name);
if (size)
*size = prog->Parameters->Parameters[progPos].Size;
*size = prog->Parameters->Parameters[progPos].Size
/ sizeof_glsl_type(prog->Parameters->Parameters[progPos].DataType);
if (type)
*type = prog->Parameters->Parameters[progPos].DataType;
}
@@ -1172,6 +1209,36 @@ update_textures_used(struct gl_program *prog)
}
/**
* Check if the type given by userType is allowed to set a uniform of the
* target type. Generally, equivalence is required, but setting Boolean
* uniforms can be done with glUniformiv or glUniformfv.
*/
static GLboolean
compatible_types(GLenum userType, GLenum targetType)
{
if (userType == targetType)
return GL_TRUE;
if (targetType == GL_BOOL && (userType == GL_FLOAT || userType == GL_INT))
return GL_TRUE;
if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
userType == GL_INT_VEC2))
return GL_TRUE;
if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
userType == GL_INT_VEC3))
return GL_TRUE;
if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
userType == GL_INT_VEC4))
return GL_TRUE;
return GL_FALSE;
}
/**
* Set the value of a program's uniform variable.
* \param program the program whose uniform to update
@@ -1185,6 +1252,12 @@ static void
set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
GLenum type, GLsizei count, GLint elems, const void *values)
{
if (!compatible_types(type,
program->Parameters->Parameters[location].DataType)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
return;
}
if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLuint texUnit, sampler;
@@ -1317,19 +1390,74 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
}
static void
get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
{
switch (type) {
case GL_FLOAT_MAT2:
*rows = *cols = 2;
break;
case GL_FLOAT_MAT2x3:
*rows = 3;
*cols = 2;
break;
case GL_FLOAT_MAT2x4:
*rows = 4;
*cols = 2;
break;
case GL_FLOAT_MAT3:
*rows = 3;
*cols = 3;
break;
case GL_FLOAT_MAT3x2:
*rows = 2;
*cols = 3;
break;
case GL_FLOAT_MAT3x4:
*rows = 4;
*cols = 3;
break;
case GL_FLOAT_MAT4:
*rows = 4;
*cols = 4;
break;
case GL_FLOAT_MAT4x2:
*rows = 2;
*cols = 4;
break;
case GL_FLOAT_MAT4x3:
*rows = 3;
*cols = 4;
break;
default:
*rows = *cols = 0;
}
}
static void
set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
GLuint location, GLuint count,
GLuint rows, GLuint cols,
GLboolean transpose, const GLfloat *values)
{
GLuint mat, row, col;
GLuint dst = location, src = 0;
GLint nr, nc;
/* check that the number of rows, columns is correct */
get_matrix_dims(program->Parameters->Parameters[location].DataType, &nr, &nc);
if (rows != nr || cols != nc) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(matrix size mismatch");
return;
}
/*
* Note: the _columns_ of a matrix are stored in program registers, not
* the rows. So, the loops below look a little funny.
* XXX could optimize this a bit...
*/
GLuint mat, row, col;
GLuint dst = location, src = 0;
/* loop over matrices */
for (mat = 0; mat < count; mat++) {

View File

@@ -3037,6 +3037,23 @@ _slang_gen_operation(slang_assemble_ctx * A, slang_operation *oper)
}
/**
* Compute total size of array give size of element, number of elements.
*/
static GLint
array_size(GLint baseSize, GLint arrayLen)
{
GLint total;
if (arrayLen > 1) {
/* round up base type to multiple of 4 */
total = ((baseSize + 3) & ~0x3) * MAX2(arrayLen, 1);
}
else {
total = baseSize;
}
return total;
}
/**
* Called by compiler when a global variable has been parsed/compiled.
@@ -3076,7 +3093,7 @@ _slang_codegen_global_variable(slang_assemble_ctx *A, slang_variable *var,
}
else if (var->type.qualifier == SLANG_QUAL_UNIFORM) {
/* Uniform variable */
const GLint totalSize = size * MAX2(var->array_len, 1);
const GLint totalSize = array_size(size, var->array_len);
const GLuint swizzle = _slang_var_swizzle(totalSize, 0);
if (prog) {
/* user-defined uniform */
@@ -3161,7 +3178,7 @@ _slang_codegen_global_variable(slang_assemble_ctx *A, slang_variable *var,
/* user-defined vertex attribute */
const GLint attr = -1; /* unknown */
GLint index = _mesa_add_attribute(prog->Attributes, varName,
size, attr);
size, datatype, attr);
assert(index >= 0);
store = _slang_new_ir_storage(PROGRAM_INPUT,
VERT_ATTRIB_GENERIC0 + index, size);

View File

@@ -211,7 +211,6 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
{
GLuint i, j;
GLbitfield usedAttributes;
GLint size = 4; /* XXX fix */
assert(prog->Target == GL_VERTEX_PROGRAM_ARB);
@@ -253,6 +252,8 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
* Start at 1 since generic attribute 0 always aliases
* glVertex/position.
*/
GLint size = prog->Attributes->Parameters[k].Size;
GLenum datatype = prog->Attributes->Parameters[k].DataType;
for (attr = 1; attr < MAX_VERTEX_ATTRIBS; attr++) {
if (((1 << attr) & usedAttributes) == 0)
break;
@@ -261,7 +262,7 @@ _slang_resolve_attributes(struct gl_shader_program *shProg,
/* too many! XXX record error log */
return GL_FALSE;
}
_mesa_add_attribute(shProg->Attributes, name, size, attr);
_mesa_add_attribute(shProg->Attributes, name, size, datatype,attr);
/* set the attribute as used */
usedAttributes |= 1<<attr;