
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Tested-by: Tom Stellard <thomas.stellard@amd.com>
916 lines
27 KiB
C++
916 lines
27 KiB
C++
/*
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* Mesa 3-D graphics library
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*
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* Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
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* Copyright © 2010, 2011 Intel Corporation
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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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/shaderapi.h"
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#include "main/shaderobj.h"
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#include "uniforms.h"
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}
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extern "C" void GLAPIENTRY
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_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
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GLsizei maxLength, GLsizei *length, GLint *size,
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GLenum *type, GLcharARB *nameOut)
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{
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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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if (!shProg)
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return;
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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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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, uni->name);
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}
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if (size) {
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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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*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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}
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}
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static bool
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validate_uniform_parameters(struct gl_context *ctx,
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struct gl_shader_program *shProg,
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GLint location, GLsizei count,
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unsigned *loc,
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unsigned *array_index,
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const char *caller,
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bool negative_one_is_not_valid)
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{
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if (!shProg || !shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
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return false;
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}
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if (location == -1) {
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/* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
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* spec says:
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*
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* "The error INVALID_OPERATION is generated if program has not been
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* linked successfully, or if location is not a valid location for
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* program."
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*
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* For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
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* says:
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*
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* "If the value of location is -1, the Uniform* commands will
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* silently ignore the data passed in, and the current uniform
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* values will not be changed."
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*
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* Allowing -1 for the location parameter of glUniform allows
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* applications to avoid error paths in the case that, for example, some
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* uniform variable is removed by the compiler / linker after
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* optimization. In this case, the new value of the uniform is dropped
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* on the floor. For the case of glGetUniform, there is nothing
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* sensible to do for a location of -1.
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*
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* The negative_one_is_not_valid flag selects between the two behaviors.
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*/
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if (negative_one_is_not_valid) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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}
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return false;
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}
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/* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
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*
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* "If a negative number is provided where an argument of type sizei or
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* sizeiptr is specified, the error INVALID_VALUE is generated."
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*/
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if (count < 0) {
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_mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
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return false;
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}
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/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
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*
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* "If any of the following conditions occur, an INVALID_OPERATION
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* error is generated by the Uniform* commands, and no uniform values
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* are changed:
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*
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* ...
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*
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* - if no variable with a location of location exists in the
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* program object currently in use and location is not -1,
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* - if count is greater than one, and the uniform declared in the
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* shader is not an array variable,
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*/
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if (location < -1) {
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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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_mesa_uniform_split_location_offset(location, loc, array_index);
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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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if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"%s(count > 1 for non-array, 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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/**
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* Called via glGetUniform[fiui]v() to get the current value of a uniform.
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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, 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_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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uni = &shProg->UniformStorage[loc];
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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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/* 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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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 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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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 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 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 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 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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* page 267 it says:
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*
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* "Unless otherwise specified, when floating
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* point state is returned as integer values or
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* integer state is returned as floating-point
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* values it is converted in the fashion
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* described in section 6.1.2"
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*
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* That section, on page 248, says:
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*
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* "If GetIntegerv or GetInteger64v are called,
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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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dst[i].i = IROUND(src[i].f);
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break;
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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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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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}
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static void
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log_uniform(const void *values, enum glsl_base_type basicType,
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unsigned rows, unsigned cols, unsigned count,
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bool transpose,
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const struct gl_shader_program *shProg,
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GLint location,
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const struct gl_uniform_storage *uni)
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{
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const union gl_constant_value *v = (const union gl_constant_value *) values;
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const unsigned elems = rows * cols * count;
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const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
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printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
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"transpose = %s) to: ",
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shProg->Name, extra, uni->name, location, uni->type->name,
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transpose ? "true" : "false");
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for (unsigned i = 0; i < elems; i++) {
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if (i != 0 && ((i % rows) == 0))
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printf(", ");
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switch (basicType) {
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case GLSL_TYPE_UINT:
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printf("%u ", v[i].u);
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break;
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case GLSL_TYPE_INT:
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printf("%d ", v[i].i);
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break;
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case GLSL_TYPE_FLOAT:
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printf("%g ", v[i].f);
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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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}
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printf("\n");
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fflush(stdout);
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}
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#if 0
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static void
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log_program_parameters(const struct gl_shader_program *shProg)
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{
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static const char *stages[] = {
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"vertex", "fragment", "geometry"
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};
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assert(Elements(stages) == MESA_SHADER_TYPES);
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for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
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if (shProg->_LinkedShaders[i] == NULL)
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continue;
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const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
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printf("Program %d %s shader parameters:\n",
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shProg->Name, stages[i]);
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for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
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printf("%s: %p %f %f %f %f\n",
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prog->Parameters->Parameters[j].Name,
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prog->Parameters->ParameterValues[j],
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prog->Parameters->ParameterValues[j][0].f,
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prog->Parameters->ParameterValues[j][1].f,
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prog->Parameters->ParameterValues[j][2].f,
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prog->Parameters->ParameterValues[j][3].f);
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}
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}
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fflush(stdout);
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}
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#endif
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/**
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* Propagate some values from uniform backing storage to driver storage
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*
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* Values propagated from uniform backing storage to driver storage
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* have all format / type conversions previously requested by the
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* driver applied. This function is most often called by the
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* implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
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* etc.
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*
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* \param uni Uniform whose data is to be propagated to driver storage
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* \param array_index If \c uni is an array, this is the element of
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* the array to be propagated.
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* \param count Number of array elements to propagate.
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*/
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extern "C" void
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_mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
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unsigned array_index,
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unsigned count)
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{
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unsigned i;
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/* vector_elements and matrix_columns can be 0 for samplers.
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*/
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const unsigned components = MAX2(1, uni->type->vector_elements);
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const unsigned vectors = MAX2(1, uni->type->matrix_columns);
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/* Store the data in the driver's requested type in the driver's storage
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* areas.
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*/
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unsigned src_vector_byte_stride = components * 4;
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for (i = 0; i < uni->num_driver_storage; i++) {
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struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
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uint8_t *dst = (uint8_t *) store->data;
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const unsigned extra_stride =
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store->element_stride - (vectors * store->vector_stride);
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const uint8_t *src =
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(uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
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#if 0
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printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
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"extra_stride=%u\n",
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__func__, dst, array_index, components,
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vectors, count, store->vector_stride, extra_stride);
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#endif
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dst += array_index * store->element_stride;
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switch (store->format) {
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case uniform_native:
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case uniform_bool_int_0_1: {
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unsigned j;
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unsigned v;
|
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for (j = 0; j < count; j++) {
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for (v = 0; v < vectors; v++) {
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memcpy(dst, src, src_vector_byte_stride);
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src += src_vector_byte_stride;
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dst += store->vector_stride;
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}
|
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dst += extra_stride;
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}
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break;
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}
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|
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case uniform_int_float:
|
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case uniform_bool_float: {
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const int *isrc = (const int *) src;
|
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unsigned j;
|
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unsigned v;
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unsigned c;
|
|
|
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for (j = 0; j < count; j++) {
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for (v = 0; v < vectors; v++) {
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for (c = 0; c < components; c++) {
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((float *) dst)[c] = (float) *isrc;
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isrc++;
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}
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|
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dst += store->vector_stride;
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}
|
|
|
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dst += extra_stride;
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}
|
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break;
|
|
}
|
|
|
|
case uniform_bool_int_0_not0: {
|
|
const int *isrc = (const int *) src;
|
|
unsigned j;
|
|
unsigned v;
|
|
unsigned c;
|
|
|
|
for (j = 0; j < count; j++) {
|
|
for (v = 0; v < vectors; v++) {
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|
for (c = 0; c < components; c++) {
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((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
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isrc++;
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}
|
|
|
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dst += store->vector_stride;
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|
}
|
|
|
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dst += extra_stride;
|
|
}
|
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break;
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}
|
|
|
|
default:
|
|
assert(!"Should not get here.");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
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|
* Called via glUniform*() functions.
|
|
*/
|
|
extern "C" void
|
|
_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
|
|
GLint location, GLsizei count,
|
|
const GLvoid *values, GLenum type)
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|
{
|
|
unsigned loc, offset;
|
|
unsigned components;
|
|
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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|
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ASSERT_OUTSIDE_BEGIN_END(ctx);
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|
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if (!validate_uniform_parameters(ctx, shProg, location, count,
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&loc, &offset, "glUniform", false))
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return;
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uni = &shProg->UniformStorage[loc];
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|
|
/* Verify that the types are compatible.
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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:
|
|
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:
|
|
basicType = GLSL_TYPE_FLOAT;
|
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src_components = 4;
|
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break;
|
|
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:
|
|
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);
|
|
|
|
/* Store the data in the "actual type" backing storage for the uniform.
|
|
*/
|
|
if (!uni->type->is_boolean()) {
|
|
memcpy(&uni->storage[components * offset], values,
|
|
sizeof(uni->storage[0]) * components * count);
|
|
} else {
|
|
const union gl_constant_value *src =
|
|
(const union gl_constant_value *) values;
|
|
union gl_constant_value *dst = &uni->storage[components * offset];
|
|
const unsigned elems = components * count;
|
|
|
|
for (i = 0; i < elems; i++) {
|
|
if (basicType == GLSL_TYPE_FLOAT) {
|
|
dst[i].i = src[i].f != 0.0f ? 1 : 0;
|
|
} else {
|
|
dst[i].i = src[i].i != 0 ? 1 : 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
uni->initialized = true;
|
|
|
|
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
|
|
|
|
/* If the uniform is a sampler, do the extra magic necessary to propagate
|
|
* the changes through.
|
|
*/
|
|
if (uni->type->is_sampler()) {
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called by glUniformMatrix*() functions.
|
|
* Note: cols=2, rows=4 ==> array[2] of vec4
|
|
*/
|
|
extern "C" void
|
|
_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
|
|
GLint cols, GLint rows,
|
|
GLint location, GLsizei count,
|
|
GLboolean transpose, const GLfloat *values)
|
|
{
|
|
unsigned loc, offset;
|
|
unsigned vectors;
|
|
unsigned components;
|
|
unsigned elements;
|
|
struct gl_uniform_storage *uni;
|
|
|
|
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
|
|
|
if (!validate_uniform_parameters(ctx, shProg, location, count,
|
|
&loc, &offset, "glUniformMatrix", false))
|
|
return;
|
|
|
|
uni = &shProg->UniformStorage[loc];
|
|
if (!uni->type->is_matrix()) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniformMatrix(non-matrix uniform)");
|
|
return;
|
|
}
|
|
|
|
assert(!uni->type->is_sampler());
|
|
vectors = uni->type->matrix_columns;
|
|
components = uni->type->vector_elements;
|
|
|
|
/* Verify that the types are compatible. This is greatly simplified for
|
|
* matrices because they can only have a float base type.
|
|
*/
|
|
if (vectors != cols || components != rows) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniformMatrix(matrix size mismatch)");
|
|
return;
|
|
}
|
|
|
|
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);
|
|
|
|
/* Store the data in the "actual type" backing storage for the uniform.
|
|
*/
|
|
elements = components * vectors;
|
|
|
|
if (!transpose) {
|
|
memcpy(&uni->storage[elements * offset], values,
|
|
sizeof(uni->storage[0]) * elements * count);
|
|
} else {
|
|
/* Copy and transpose the matrix.
|
|
*/
|
|
const float *src = values;
|
|
float *dst = &uni->storage[elements * offset].f;
|
|
|
|
for (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;
|
|
}
|
|
}
|
|
|
|
uni->initialized = true;
|
|
|
|
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
|
|
}
|
|
|
|
/**
|
|
* Called via glGetUniformLocation().
|
|
*
|
|
* The return value will encode two values, the uniform location and an
|
|
* offset (used for arrays, structs).
|
|
*/
|
|
extern "C" GLint
|
|
_mesa_get_uniform_location(struct gl_context *ctx,
|
|
struct gl_shader_program *shProg,
|
|
const GLchar *name)
|
|
{
|
|
const size_t len = strlen(name);
|
|
long offset;
|
|
bool array_lookup;
|
|
char *name_copy;
|
|
|
|
/* 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;
|
|
|
|
/* 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 */ ;
|
|
|
|
/* 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;
|
|
|
|
/* 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;
|
|
}
|
|
|
|
unsigned location;
|
|
const bool found = shProg->UniformHash->get(location, name_copy);
|
|
|
|
assert(!found
|
|
|| strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
|
|
|
|
/* Free the temporary buffer *before* possibly returning an error.
|
|
*/
|
|
if (name_copy != name)
|
|
free(name_copy);
|
|
|
|
if (!found)
|
|
return -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;
|
|
}
|
|
|
|
return _mesa_uniform_merge_location_offset(location, offset);
|
|
}
|