1374 lines
36 KiB
C
1374 lines
36 KiB
C
/*
|
|
* Mesa 3-D graphics library
|
|
* Version: 7.0
|
|
*
|
|
* Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the "Software"),
|
|
* to deal in the Software without restriction, including without limitation
|
|
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
|
|
* and/or sell copies of the Software, and to permit persons to whom the
|
|
* Software is furnished to do so, subject to the following conditions:
|
|
*
|
|
* The above copyright notice and this permission notice shall be included
|
|
* in all copies or substantial portions of the Software.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
|
|
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
|
|
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
|
|
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
|
|
*/
|
|
|
|
/**
|
|
* \file shader_api.c
|
|
* Implementation of GLSL-related API functions
|
|
* \author Brian Paul
|
|
*/
|
|
|
|
/**
|
|
* XXX things to do:
|
|
* 1. Check that the right error code is generated for all _mesa_error() calls.
|
|
* 2. Insert FLUSH_VERTICES calls in various places
|
|
*/
|
|
|
|
|
|
#include "glheader.h"
|
|
#include "context.h"
|
|
#include "hash.h"
|
|
#include "macros.h"
|
|
#include "program.h"
|
|
#include "prog_parameter.h"
|
|
#include "prog_print.h"
|
|
#include "prog_statevars.h"
|
|
#include "shader/shader_api.h"
|
|
#include "shader/slang/slang_compile.h"
|
|
#include "shader/slang/slang_link.h"
|
|
|
|
|
|
|
|
/**
|
|
* Allocate a new gl_shader_program object, initialize it.
|
|
*/
|
|
struct gl_shader_program *
|
|
_mesa_new_shader_program(GLcontext *ctx, GLuint name)
|
|
{
|
|
struct gl_shader_program *shProg;
|
|
shProg = CALLOC_STRUCT(gl_shader_program);
|
|
if (shProg) {
|
|
shProg->Type = GL_SHADER_PROGRAM_MESA;
|
|
shProg->Name = name;
|
|
shProg->RefCount = 1;
|
|
shProg->Attributes = _mesa_new_parameter_list();
|
|
}
|
|
return shProg;
|
|
}
|
|
|
|
|
|
/**
|
|
* Clear (free) the shader program state that gets produced by linking.
|
|
*/
|
|
void
|
|
_mesa_clear_shader_program_data(GLcontext *ctx,
|
|
struct gl_shader_program *shProg)
|
|
{
|
|
if (shProg->VertexProgram) {
|
|
if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) {
|
|
/* to prevent a double-free in the next call */
|
|
shProg->VertexProgram->Base.Parameters = NULL;
|
|
}
|
|
ctx->Driver.DeleteProgram(ctx, &shProg->VertexProgram->Base);
|
|
shProg->VertexProgram = NULL;
|
|
}
|
|
|
|
if (shProg->FragmentProgram) {
|
|
if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) {
|
|
/* to prevent a double-free in the next call */
|
|
shProg->FragmentProgram->Base.Parameters = NULL;
|
|
}
|
|
ctx->Driver.DeleteProgram(ctx, &shProg->FragmentProgram->Base);
|
|
shProg->FragmentProgram = NULL;
|
|
}
|
|
|
|
if (shProg->Uniforms) {
|
|
_mesa_free_parameter_list(shProg->Uniforms);
|
|
shProg->Uniforms = NULL;
|
|
}
|
|
|
|
if (shProg->Varying) {
|
|
_mesa_free_parameter_list(shProg->Varying);
|
|
shProg->Varying = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Free all the data that hangs off a shader program object, but not the
|
|
* object itself.
|
|
*/
|
|
void
|
|
_mesa_free_shader_program_data(GLcontext *ctx,
|
|
struct gl_shader_program *shProg)
|
|
{
|
|
GLuint i;
|
|
|
|
assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
|
|
|
|
_mesa_clear_shader_program_data(ctx, shProg);
|
|
|
|
if (shProg->Attributes) {
|
|
_mesa_free_parameter_list(shProg->Attributes);
|
|
shProg->Attributes = NULL;
|
|
}
|
|
|
|
/* detach shaders */
|
|
for (i = 0; i < shProg->NumShaders; i++) {
|
|
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
|
|
}
|
|
if (shProg->Shaders) {
|
|
_mesa_free(shProg->Shaders);
|
|
shProg->Shaders = NULL;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Free/delete a shader program object.
|
|
*/
|
|
void
|
|
_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
|
|
{
|
|
_mesa_free_shader_program_data(ctx, shProg);
|
|
if (shProg->Shaders) {
|
|
_mesa_free(shProg->Shaders);
|
|
shProg->Shaders = NULL;
|
|
}
|
|
_mesa_free(shProg);
|
|
}
|
|
|
|
|
|
/**
|
|
* Set ptr to point to shProg.
|
|
* If ptr is pointing to another object, decrement its refcount (and delete
|
|
* if refcount hits zero).
|
|
* Then set ptr to point to shProg, incrementing its refcount.
|
|
*/
|
|
/* XXX this could be static */
|
|
void
|
|
_mesa_reference_shader_program(GLcontext *ctx,
|
|
struct gl_shader_program **ptr,
|
|
struct gl_shader_program *shProg)
|
|
{
|
|
assert(ptr);
|
|
if (*ptr == shProg) {
|
|
/* no-op */
|
|
return;
|
|
}
|
|
if (*ptr) {
|
|
/* Unreference the old shader program */
|
|
GLboolean deleteFlag = GL_FALSE;
|
|
struct gl_shader_program *old = *ptr;
|
|
|
|
ASSERT(old->RefCount > 0);
|
|
old->RefCount--;
|
|
/*printf("SHPROG DECR %p (%d) to %d\n",
|
|
(void*) old, old->Name, old->RefCount);*/
|
|
deleteFlag = (old->RefCount == 0);
|
|
|
|
if (deleteFlag) {
|
|
_mesa_HashRemove(ctx->Shared->ShaderProgramObjects, old->Name);
|
|
_mesa_free_shader_program(ctx, old);
|
|
}
|
|
|
|
*ptr = NULL;
|
|
}
|
|
assert(!*ptr);
|
|
|
|
if (shProg) {
|
|
shProg->RefCount++;
|
|
/*printf("SHPROG INCR %p (%d) to %d\n",
|
|
(void*) shProg, shProg->Name, shProg->RefCount);*/
|
|
*ptr = shProg;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Lookup a GLSL program object.
|
|
*/
|
|
struct gl_shader_program *
|
|
_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
|
|
{
|
|
struct gl_shader_program *shProg;
|
|
if (name) {
|
|
shProg = (struct gl_shader_program *)
|
|
_mesa_HashLookup(ctx->Shared->ShaderProgramObjects, name);
|
|
/* Note that both gl_shader and gl_shader_program objects are kept
|
|
* in the same hash table. Check the object's type to be sure it's
|
|
* what we're expecting.
|
|
*/
|
|
if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
|
|
return NULL;
|
|
}
|
|
return shProg;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/**
|
|
* Allocate a new gl_shader object, initialize it.
|
|
*/
|
|
struct gl_shader *
|
|
_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
|
|
{
|
|
struct gl_shader *shader;
|
|
assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
|
|
shader = CALLOC_STRUCT(gl_shader);
|
|
if (shader) {
|
|
shader->Type = type;
|
|
shader->Name = name;
|
|
shader->RefCount = 1;
|
|
}
|
|
return shader;
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
|
|
{
|
|
GLuint i;
|
|
if (sh->Source)
|
|
_mesa_free((void *) sh->Source);
|
|
if (sh->InfoLog)
|
|
_mesa_free(sh->InfoLog);
|
|
for (i = 0; i < sh->NumPrograms; i++) {
|
|
assert(sh->Programs[i]);
|
|
ctx->Driver.DeleteProgram(ctx, sh->Programs[i]);
|
|
}
|
|
if (sh->Programs)
|
|
_mesa_free(sh->Programs);
|
|
_mesa_free(sh);
|
|
}
|
|
|
|
|
|
/**
|
|
* Set ptr to point to sh.
|
|
* If ptr is pointing to another shader, decrement its refcount (and delete
|
|
* if refcount hits zero).
|
|
* Then set ptr to point to sh, incrementing its refcount.
|
|
*/
|
|
/* XXX this could be static */
|
|
void
|
|
_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
|
|
struct gl_shader *sh)
|
|
{
|
|
assert(ptr);
|
|
if (*ptr == sh) {
|
|
/* no-op */
|
|
return;
|
|
}
|
|
if (*ptr) {
|
|
/* Unreference the old shader */
|
|
GLboolean deleteFlag = GL_FALSE;
|
|
struct gl_shader *old = *ptr;
|
|
|
|
ASSERT(old->RefCount > 0);
|
|
old->RefCount--;
|
|
/*printf("SHADER DECR %p (%d) to %d\n",
|
|
(void*) old, old->Name, old->RefCount);*/
|
|
deleteFlag = (old->RefCount == 0);
|
|
|
|
if (deleteFlag) {
|
|
_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
|
|
_mesa_free_shader(ctx, old);
|
|
}
|
|
|
|
*ptr = NULL;
|
|
}
|
|
assert(!*ptr);
|
|
|
|
if (sh) {
|
|
/* reference new */
|
|
sh->RefCount++;
|
|
/*printf("SHADER INCR %p (%d) to %d\n",
|
|
(void*) sh, sh->Name, sh->RefCount);*/
|
|
*ptr = sh;
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Lookup a GLSL shader object.
|
|
*/
|
|
struct gl_shader *
|
|
_mesa_lookup_shader(GLcontext *ctx, GLuint name)
|
|
{
|
|
if (name) {
|
|
struct gl_shader *sh = (struct gl_shader *)
|
|
_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
|
|
/* Note that both gl_shader and gl_shader_program objects are kept
|
|
* in the same hash table. Check the object's type to be sure it's
|
|
* what we're expecting.
|
|
*/
|
|
if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
|
|
return NULL;
|
|
}
|
|
return sh;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
|
|
/**
|
|
* Initialize context's shader state.
|
|
*/
|
|
void
|
|
_mesa_init_shader_state(GLcontext * ctx)
|
|
{
|
|
/* Device drivers may override these to control what kind of instructions
|
|
* are generated by the GLSL compiler.
|
|
*/
|
|
ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
|
|
ctx->Shader.EmitCondCodes = GL_TRUE; /* XXX probably want GL_FALSE... */
|
|
ctx->Shader.EmitComments = GL_FALSE;
|
|
}
|
|
|
|
|
|
/**
|
|
* Free the per-context shader-related state.
|
|
*/
|
|
void
|
|
_mesa_free_shader_state(GLcontext *ctx)
|
|
{
|
|
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
|
|
}
|
|
|
|
|
|
/**
|
|
* Copy string from <src> to <dst>, up to maxLength characters, returning
|
|
* length of <dst> in <length>.
|
|
* \param src the strings source
|
|
* \param maxLength max chars to copy
|
|
* \param length returns number of chars copied
|
|
* \param dst the string destination
|
|
*/
|
|
static void
|
|
copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src)
|
|
{
|
|
GLsizei len;
|
|
for (len = 0; len < maxLength - 1 && src && src[len]; len++)
|
|
dst[len] = src[len];
|
|
if (maxLength > 0)
|
|
dst[len] = 0;
|
|
if (length)
|
|
*length = len;
|
|
}
|
|
|
|
|
|
/**
|
|
* Return size (in floats) of the given GLSL type.
|
|
* See also _slang_sizeof_type_specifier().
|
|
*/
|
|
static GLint
|
|
sizeof_glsl_type(GLenum type)
|
|
{
|
|
switch (type) {
|
|
case GL_BOOL:
|
|
case GL_FLOAT:
|
|
case GL_INT:
|
|
return 1;
|
|
case GL_BOOL_VEC2:
|
|
case GL_FLOAT_VEC2:
|
|
case GL_INT_VEC2:
|
|
return 2;
|
|
case GL_BOOL_VEC3:
|
|
case GL_FLOAT_VEC3:
|
|
case GL_INT_VEC3:
|
|
return 3;
|
|
case GL_BOOL_VEC4:
|
|
case GL_FLOAT_VEC4:
|
|
case GL_INT_VEC4:
|
|
return 4;
|
|
case GL_FLOAT_MAT2:
|
|
return 8; /* 2 rows of 4, actually */
|
|
case GL_FLOAT_MAT3:
|
|
return 12; /* 3 rows of 4, actually */
|
|
case GL_FLOAT_MAT4:
|
|
return 16;
|
|
case GL_FLOAT_MAT2x3:
|
|
return 8; /* 2 rows of 4, actually */
|
|
case GL_FLOAT_MAT2x4:
|
|
return 8;
|
|
case GL_FLOAT_MAT3x2:
|
|
return 12; /* 3 rows of 4, actually */
|
|
case GL_FLOAT_MAT3x4:
|
|
return 12;
|
|
case GL_FLOAT_MAT4x2:
|
|
return 16; /* 4 rows of 4, actually */
|
|
case GL_FLOAT_MAT4x3:
|
|
return 16; /* 4 rows of 4, actually */
|
|
default:
|
|
return 0; /* error */
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.AttachShader()
|
|
*/
|
|
void
|
|
_mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
|
|
GLuint n;
|
|
GLuint i;
|
|
|
|
if (!shProg || !sh) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE,
|
|
"glAttachShader(bad program or shader name)");
|
|
return;
|
|
}
|
|
|
|
n = shProg->NumShaders;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
if (shProg->Shaders[i] == sh) {
|
|
/* already attached */
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* grow list */
|
|
shProg->Shaders = (struct gl_shader **)
|
|
_mesa_realloc(shProg->Shaders,
|
|
n * sizeof(struct gl_shader *),
|
|
(n + 1) * sizeof(struct gl_shader *));
|
|
if (!shProg->Shaders) {
|
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
|
|
return;
|
|
}
|
|
|
|
/* append */
|
|
shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
|
|
_mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
|
|
shProg->NumShaders++;
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
|
|
const GLchar *name)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
const GLint size = -1; /* unknown size */
|
|
GLint i, oldIndex;
|
|
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)");
|
|
return;
|
|
}
|
|
|
|
if (!name)
|
|
return;
|
|
|
|
if (strncmp(name, "gl_", 3) == 0) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glBindAttribLocation(illegal name)");
|
|
return;
|
|
}
|
|
|
|
if (shProg->LinkStatus) {
|
|
/* get current index/location for the attribute */
|
|
oldIndex = _mesa_get_attrib_location(ctx, program, name);
|
|
}
|
|
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);
|
|
if (i < 0) {
|
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
|
|
}
|
|
|
|
if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) {
|
|
/* If the index changed, need to search/replace references to that attribute
|
|
* in the vertex program.
|
|
*/
|
|
_slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
|
|
}
|
|
}
|
|
|
|
|
|
GLuint
|
|
_mesa_create_shader(GLcontext *ctx, GLenum type)
|
|
{
|
|
struct gl_shader *sh;
|
|
GLuint name;
|
|
|
|
name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
|
|
|
|
switch (type) {
|
|
case GL_FRAGMENT_SHADER:
|
|
case GL_VERTEX_SHADER:
|
|
sh = _mesa_new_shader(ctx, name, type);
|
|
break;
|
|
default:
|
|
_mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
|
|
return 0;
|
|
}
|
|
|
|
_mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
|
|
|
|
return name;
|
|
}
|
|
|
|
|
|
GLuint
|
|
_mesa_create_program(GLcontext *ctx)
|
|
{
|
|
GLuint name;
|
|
struct gl_shader_program *shProg;
|
|
|
|
name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderProgramObjects, 1);
|
|
shProg = _mesa_new_shader_program(ctx, name);
|
|
|
|
_mesa_HashInsert(ctx->Shared->ShaderProgramObjects, name, shProg);
|
|
|
|
assert(shProg->RefCount == 1);
|
|
|
|
return name;
|
|
}
|
|
|
|
|
|
/**
|
|
* Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
|
|
* DeleteProgramARB.
|
|
*/
|
|
void
|
|
_mesa_delete_program2(GLcontext *ctx, GLuint name)
|
|
{
|
|
/*
|
|
* NOTE: deleting shaders/programs works a bit differently than
|
|
* texture objects (and buffer objects, etc). Shader/program
|
|
* handles/IDs exist in the hash table until the object is really
|
|
* deleted (refcount==0). With texture objects, the handle/ID is
|
|
* removed from the hash table in glDeleteTextures() while the tex
|
|
* object itself might linger until its refcount goes to zero.
|
|
*/
|
|
struct gl_shader_program *shProg;
|
|
|
|
shProg = _mesa_lookup_shader_program(ctx, name);
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgram(name)");
|
|
return;
|
|
}
|
|
|
|
shProg->DeletePending = GL_TRUE;
|
|
|
|
/* effectively, decr shProg's refcount */
|
|
_mesa_reference_shader_program(ctx, &shProg, NULL);
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_delete_shader(GLcontext *ctx, GLuint shader)
|
|
{
|
|
struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
|
|
if (!sh) {
|
|
return;
|
|
}
|
|
|
|
sh->DeletePending = GL_TRUE;
|
|
|
|
/* effectively, decr sh's refcount */
|
|
_mesa_reference_shader(ctx, &sh, NULL);
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
GLuint n;
|
|
GLuint i, j;
|
|
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE,
|
|
"glDetachShader(bad program or shader name)");
|
|
return;
|
|
}
|
|
|
|
n = shProg->NumShaders;
|
|
|
|
for (i = 0; i < n; i++) {
|
|
if (shProg->Shaders[i]->Name == shader) {
|
|
/* found it */
|
|
struct gl_shader **newList;
|
|
|
|
/* derefernce */
|
|
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
|
|
|
|
/* alloc new, smaller array */
|
|
newList = (struct gl_shader **)
|
|
_mesa_malloc((n - 1) * sizeof(struct gl_shader *));
|
|
if (!newList) {
|
|
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
|
|
return;
|
|
}
|
|
for (j = 0; j < i; j++) {
|
|
newList[j] = shProg->Shaders[j];
|
|
}
|
|
while (++i < n)
|
|
newList[j++] = shProg->Shaders[i];
|
|
_mesa_free(shProg->Shaders);
|
|
|
|
shProg->Shaders = newList;
|
|
shProg->NumShaders = n - 1;
|
|
|
|
#ifdef DEBUG
|
|
/* sanity check */
|
|
{
|
|
for (j = 0; j < shProg->NumShaders; j++) {
|
|
assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
|
|
shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
|
|
assert(shProg->Shaders[j]->RefCount > 0);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* not found */
|
|
_mesa_error(ctx, GL_INVALID_VALUE,
|
|
"glDetachShader(shader not found)");
|
|
}
|
|
|
|
|
|
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
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
GLint sz;
|
|
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib");
|
|
return;
|
|
}
|
|
|
|
if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
|
|
return;
|
|
}
|
|
|
|
copy_string(nameOut, maxLength, length,
|
|
shProg->Attributes->Parameters[index].Name);
|
|
sz = shProg->Attributes->Parameters[index].Size;
|
|
if (size)
|
|
*size = 1; /* attributes may not be arrays */
|
|
if (type && sz > 0 && sz <= 4) /* XXX this is a temporary hack */
|
|
*type = vec_types[sz - 1];
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.GetActiveUniform().
|
|
*/
|
|
void
|
|
_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
|
|
GLsizei maxLength, GLsizei *length, GLint *size,
|
|
GLenum *type, GLchar *nameOut)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
GLuint ind, j;
|
|
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
|
|
return;
|
|
}
|
|
|
|
if (!shProg->Uniforms || index >= shProg->Uniforms->NumParameters) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
|
|
return;
|
|
}
|
|
|
|
ind = 0;
|
|
for (j = 0; j < shProg->Uniforms->NumParameters; j++) {
|
|
if (shProg->Uniforms->Parameters[j].Type == PROGRAM_UNIFORM ||
|
|
shProg->Uniforms->Parameters[j].Type == PROGRAM_SAMPLER) {
|
|
if (ind == index) {
|
|
GLuint uSize = shProg->Uniforms->Parameters[j].Size;
|
|
GLenum uType = shProg->Uniforms->Parameters[j].DataType;
|
|
/* found it */
|
|
copy_string(nameOut, maxLength, length,
|
|
shProg->Uniforms->Parameters[j].Name);
|
|
if (size) {
|
|
/* convert from floats to 'type' (eg: sizeof(mat4x4)=1) */
|
|
*size = uSize / sizeof_glsl_type(uType);
|
|
}
|
|
if (type)
|
|
*type = uType;
|
|
return;
|
|
}
|
|
ind++;
|
|
}
|
|
}
|
|
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.GetAttachedShaders().
|
|
*/
|
|
void
|
|
_mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
|
|
GLsizei *count, GLuint *obj)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
if (shProg) {
|
|
GLint i;
|
|
for (i = 0; i < maxCount && i < shProg->NumShaders; i++) {
|
|
obj[i] = shProg->Shaders[i]->Name;
|
|
}
|
|
if (count)
|
|
*count = i;
|
|
}
|
|
else {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders");
|
|
}
|
|
}
|
|
|
|
|
|
GLint
|
|
_mesa_get_attrib_location(GLcontext *ctx, GLuint program,
|
|
const GLchar *name)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocation");
|
|
return -1;
|
|
}
|
|
|
|
if (!shProg->LinkStatus) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glGetAttribLocation(program not linked)");
|
|
return -1;
|
|
}
|
|
|
|
if (!name)
|
|
return -1;
|
|
|
|
if (shProg->Attributes) {
|
|
GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
|
|
if (i >= 0) {
|
|
return shProg->Attributes->Parameters[i].StateIndexes[0];
|
|
}
|
|
}
|
|
return -1;
|
|
}
|
|
|
|
|
|
GLuint
|
|
_mesa_get_handle(GLcontext *ctx, GLenum pname)
|
|
{
|
|
#if 0
|
|
GET_CURRENT_CONTEXT(ctx);
|
|
|
|
switch (pname) {
|
|
case GL_PROGRAM_OBJECT_ARB:
|
|
{
|
|
struct gl2_program_intf **pro = ctx->Shader.CurrentProgram;
|
|
|
|
if (pro != NULL)
|
|
return (**pro)._container._generic.
|
|
GetName((struct gl2_generic_intf **) (pro));
|
|
}
|
|
break;
|
|
default:
|
|
_mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
|
|
}
|
|
#endif
|
|
return 0;
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_get_programiv(GLcontext *ctx, GLuint program,
|
|
GLenum pname, GLint *params)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
|
|
return;
|
|
}
|
|
|
|
switch (pname) {
|
|
case GL_DELETE_STATUS:
|
|
*params = shProg->DeletePending;
|
|
break;
|
|
case GL_LINK_STATUS:
|
|
*params = shProg->LinkStatus;
|
|
break;
|
|
case GL_VALIDATE_STATUS:
|
|
*params = shProg->Validated;
|
|
break;
|
|
case GL_INFO_LOG_LENGTH:
|
|
*params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
|
|
break;
|
|
case GL_ATTACHED_SHADERS:
|
|
*params = shProg->NumShaders;
|
|
break;
|
|
case GL_ACTIVE_ATTRIBUTES:
|
|
*params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
|
|
break;
|
|
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
|
|
*params = _mesa_longest_parameter_name(shProg->Attributes,
|
|
PROGRAM_INPUT) + 1;
|
|
break;
|
|
case GL_ACTIVE_UNIFORMS:
|
|
*params
|
|
= _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_UNIFORM)
|
|
+ _mesa_num_parameters_of_type(shProg->Uniforms, PROGRAM_SAMPLER);
|
|
break;
|
|
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
|
|
*params = MAX2(
|
|
_mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_UNIFORM),
|
|
_mesa_longest_parameter_name(shProg->Uniforms, PROGRAM_SAMPLER));
|
|
if (*params > 0)
|
|
(*params)++; /* add one for terminating zero */
|
|
break;
|
|
default:
|
|
_mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
|
|
{
|
|
struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
|
|
|
|
if (!shader) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderiv(shader)");
|
|
return;
|
|
}
|
|
|
|
switch (pname) {
|
|
case GL_SHADER_TYPE:
|
|
*params = shader->Type;
|
|
break;
|
|
case GL_DELETE_STATUS:
|
|
*params = shader->DeletePending;
|
|
break;
|
|
case GL_COMPILE_STATUS:
|
|
*params = shader->CompileStatus;
|
|
break;
|
|
case GL_INFO_LOG_LENGTH:
|
|
*params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
|
|
break;
|
|
case GL_SHADER_SOURCE_LENGTH:
|
|
*params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
|
|
break;
|
|
default:
|
|
_mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
|
|
return;
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
|
|
GLsizei *length, GLchar *infoLog)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
|
|
return;
|
|
}
|
|
copy_string(infoLog, bufSize, length, shProg->InfoLog);
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
|
|
GLsizei *length, GLchar *infoLog)
|
|
{
|
|
struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
|
|
if (!sh) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
|
|
return;
|
|
}
|
|
copy_string(infoLog, bufSize, length, sh->InfoLog);
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.GetShaderSource().
|
|
*/
|
|
void
|
|
_mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
|
|
GLsizei *length, GLchar *sourceOut)
|
|
{
|
|
struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
|
|
if (!sh) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(shader)");
|
|
return;
|
|
}
|
|
copy_string(sourceOut, maxLength, length, sh->Source);
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.GetUniformfv().
|
|
*/
|
|
void
|
|
_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
|
|
GLfloat *params)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
if (shProg) {
|
|
GLint i;
|
|
if (location >= 0 && location < shProg->Uniforms->NumParameters) {
|
|
GLuint uSize;
|
|
GLenum uType;
|
|
GLint rows = 0;
|
|
uType = shProg->Uniforms->Parameters[location].DataType;
|
|
uSize = sizeof_glsl_type(uType);
|
|
/* Matrix types need special handling, because they span several
|
|
* parameters, and may also not be fully packed.
|
|
*/
|
|
switch (shProg->Uniforms->Parameters[location].DataType) {
|
|
case GL_FLOAT_MAT2:
|
|
case GL_FLOAT_MAT3x2:
|
|
case GL_FLOAT_MAT4x2:
|
|
rows = 2;
|
|
break;
|
|
case GL_FLOAT_MAT2x3:
|
|
case GL_FLOAT_MAT3:
|
|
case GL_FLOAT_MAT4x3:
|
|
rows = 3;
|
|
break;
|
|
case GL_FLOAT_MAT2x4:
|
|
case GL_FLOAT_MAT3x4:
|
|
case GL_FLOAT_MAT4:
|
|
rows = 4;
|
|
}
|
|
if (rows != 0) {
|
|
GLint r, c;
|
|
for (c = 0, i = 0; c * 4 < uSize; c++)
|
|
for (r = 0; r < rows; r++, i++)
|
|
params[i] = shProg->Uniforms->ParameterValues[location + c][r];
|
|
}
|
|
else
|
|
for (i = 0; i < uSize; i++) {
|
|
params[i] = shProg->Uniforms->ParameterValues[location][i];
|
|
}
|
|
}
|
|
else {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)");
|
|
}
|
|
}
|
|
else {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(program)");
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.GetUniformLocation().
|
|
*/
|
|
GLint
|
|
_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
|
|
{
|
|
struct gl_shader_program *shProg
|
|
= _mesa_lookup_shader_program(ctx, program);
|
|
if (shProg) {
|
|
GLuint loc;
|
|
for (loc = 0; loc < shProg->Uniforms->NumParameters; loc++) {
|
|
const struct gl_program_parameter *u
|
|
= shProg->Uniforms->Parameters + loc;
|
|
/* XXX this is a temporary simplification / short-cut.
|
|
* We need to handle things like "e.c[0].b" as seen in the
|
|
* GLSL orange book, page 189.
|
|
*/
|
|
if ((u->Type == PROGRAM_UNIFORM ||
|
|
u->Type == PROGRAM_SAMPLER) && !strcmp(u->Name, name)) {
|
|
return loc;
|
|
}
|
|
}
|
|
}
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
GLboolean
|
|
_mesa_is_program(GLcontext *ctx, GLuint name)
|
|
{
|
|
struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
|
|
return shProg ? GL_TRUE : GL_FALSE;
|
|
}
|
|
|
|
|
|
GLboolean
|
|
_mesa_is_shader(GLcontext *ctx, GLuint name)
|
|
{
|
|
struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
|
|
return shader ? GL_TRUE : GL_FALSE;
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.ShaderSource()
|
|
*/
|
|
void
|
|
_mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
|
|
{
|
|
struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
|
|
if (!sh) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glShaderSource(shaderObj)");
|
|
return;
|
|
}
|
|
|
|
/* free old shader source string and install new one */
|
|
if (sh->Source) {
|
|
_mesa_free((void *) sh->Source);
|
|
}
|
|
sh->Source = source;
|
|
sh->CompileStatus = GL_FALSE;
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.CompileShader()
|
|
*/
|
|
void
|
|
_mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
|
|
{
|
|
struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
|
|
|
|
if (!sh) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
|
|
return;
|
|
}
|
|
|
|
sh->CompileStatus = _slang_compile(ctx, sh);
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.LinkProgram()
|
|
*/
|
|
void
|
|
_mesa_link_program(GLcontext *ctx, GLuint program)
|
|
{
|
|
struct gl_shader_program *shProg;
|
|
|
|
shProg = _mesa_lookup_shader_program(ctx, program);
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)");
|
|
return;
|
|
}
|
|
|
|
_slang_link(ctx, program, shProg);
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.UseProgram()
|
|
*/
|
|
void
|
|
_mesa_use_program(GLcontext *ctx, GLuint program)
|
|
{
|
|
struct gl_shader_program *shProg;
|
|
|
|
if (ctx->Shader.CurrentProgram &&
|
|
ctx->Shader.CurrentProgram->Name == program) {
|
|
/* no-op */
|
|
return;
|
|
}
|
|
|
|
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
|
|
|
|
if (program) {
|
|
shProg = _mesa_lookup_shader_program(ctx, program);
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE,
|
|
"glUseProgramObjectARB(programObj)");
|
|
return;
|
|
}
|
|
}
|
|
else {
|
|
shProg = NULL;
|
|
}
|
|
|
|
_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via ctx->Driver.Uniform().
|
|
*/
|
|
void
|
|
_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
|
|
const GLvoid *values, GLenum type)
|
|
{
|
|
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
|
|
GLint elems, i, k;
|
|
GLenum uType;
|
|
GLsizei maxCount;
|
|
|
|
if (!shProg || !shProg->LinkStatus) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
|
|
return;
|
|
}
|
|
|
|
if (location == -1)
|
|
return; /* The standard specifies this as a no-op */
|
|
|
|
/* The spec says this is GL_INVALID_OPERATION, although it seems like it
|
|
* ought to be GL_INVALID_VALUE
|
|
*/
|
|
if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location)");
|
|
return;
|
|
}
|
|
|
|
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
|
|
|
|
uType = shProg->Uniforms->Parameters[location].DataType;
|
|
/*
|
|
* If we're setting a sampler, we must use glUniformi1()!
|
|
*/
|
|
if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
|
|
GLint unit;
|
|
if (type != GL_INT || count != 1) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniform(only glUniform1i can be used "
|
|
"to set sampler uniforms)");
|
|
return;
|
|
}
|
|
/* check that the sampler (tex unit index) is legal */
|
|
unit = ((GLint *) values)[0];
|
|
if (unit >= ctx->Const.MaxTextureImageUnits) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE,
|
|
"glUniform1(invalid sampler/tex unit index)");
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (count < 0) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
|
|
return;
|
|
}
|
|
|
|
switch (type) {
|
|
case GL_FLOAT:
|
|
case GL_INT:
|
|
elems = 1;
|
|
break;
|
|
case GL_FLOAT_VEC2:
|
|
case GL_INT_VEC2:
|
|
elems = 2;
|
|
break;
|
|
case GL_FLOAT_VEC3:
|
|
case GL_INT_VEC3:
|
|
elems = 3;
|
|
break;
|
|
case GL_FLOAT_VEC4:
|
|
case GL_INT_VEC4:
|
|
elems = 4;
|
|
break;
|
|
default:
|
|
_mesa_problem(ctx, "Invalid type in _mesa_uniform");
|
|
return;
|
|
}
|
|
|
|
/* OpenGL requires types to match exactly, except that one can convert
|
|
* float or int array to boolean array.
|
|
*/
|
|
switch (uType)
|
|
{
|
|
case GL_BOOL:
|
|
case GL_BOOL_VEC2:
|
|
case GL_BOOL_VEC3:
|
|
case GL_BOOL_VEC4:
|
|
if (elems != sizeof_glsl_type(uType)) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count mismatch)");
|
|
}
|
|
break;
|
|
case PROGRAM_SAMPLER:
|
|
break;
|
|
default:
|
|
if (shProg->Uniforms->Parameters[location].Type != PROGRAM_SAMPLER
|
|
&& uType != type) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
|
|
}
|
|
break;
|
|
}
|
|
|
|
/* XXX if this is a base type, then count must equal 1. However, we
|
|
* don't have enough information from the compiler to distinguish a
|
|
* base type from a 1-element array of that type. The standard allows
|
|
* count to overrun an array, in which case the overflow is ignored.
|
|
*/
|
|
maxCount = shProg->Uniforms->Parameters[location].Size / elems;
|
|
if (count > maxCount) count = maxCount;
|
|
|
|
for (k = 0; k < count; k++) {
|
|
GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k];
|
|
if (type == GL_INT ||
|
|
type == GL_INT_VEC2 ||
|
|
type == GL_INT_VEC3 ||
|
|
type == GL_INT_VEC4) {
|
|
const GLint *iValues = ((const GLint *) values) + k * elems;
|
|
for (i = 0; i < elems; i++) {
|
|
uniformVal[i] = (GLfloat) iValues[i];
|
|
}
|
|
}
|
|
else {
|
|
const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
|
|
for (i = 0; i < elems; i++) {
|
|
uniformVal[i] = fValues[i];
|
|
}
|
|
}
|
|
if (uType == GL_BOOL ||
|
|
uType == GL_BOOL_VEC2 ||
|
|
uType == GL_BOOL_VEC3 ||
|
|
uType == GL_BOOL_VEC4) {
|
|
for (i = 0; i < elems; i++)
|
|
uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
|
|
}
|
|
}
|
|
|
|
if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
|
|
if (shProg->VertexProgram)
|
|
_slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
|
|
if (shProg->FragmentProgram)
|
|
_slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
|
|
FLUSH_VERTICES(ctx, _NEW_TEXTURE);
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Called by ctx->Driver.UniformMatrix().
|
|
*/
|
|
void
|
|
_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
|
|
GLenum matrixType, GLint location, GLsizei count,
|
|
GLboolean transpose, const GLfloat *values)
|
|
{
|
|
GLsizei maxCount, i;
|
|
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
|
|
if (!shProg || !shProg->LinkStatus) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniformMatrix(program not linked)");
|
|
return;
|
|
}
|
|
if (location == -1)
|
|
return; /* The standard specifies this as a no-op */
|
|
/* The spec says this is GL_INVALID_OPERATION, although it seems like it
|
|
* ought to be GL_INVALID_VALUE
|
|
*/
|
|
if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
|
|
return;
|
|
}
|
|
if (values == NULL) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
|
|
return;
|
|
}
|
|
if (count < 0) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(count < 0)");
|
|
return;
|
|
}
|
|
|
|
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
|
|
|
|
/*
|
|
* Note: the _columns_ of a matrix are stored in program registers, not
|
|
* the rows.
|
|
*/
|
|
/* XXXX need to test 3x3 and 2x2 matrices... */
|
|
maxCount = shProg->Uniforms->Parameters[location].Size / (4 * cols);
|
|
if (count > maxCount)
|
|
count = maxCount;
|
|
for (i = 0; i < count; i++) {
|
|
if (transpose) {
|
|
GLuint row, col;
|
|
for (col = 0; col < cols; col++) {
|
|
GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
|
|
for (row = 0; row < rows; row++) {
|
|
v[row] = values[row * cols + col];
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
GLuint row, col;
|
|
for (col = 0; col < cols; col++) {
|
|
GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
|
|
for (row = 0; row < rows; row++) {
|
|
v[row] = values[col * rows + row];
|
|
}
|
|
}
|
|
}
|
|
location += cols;
|
|
values += rows * cols;
|
|
}
|
|
}
|
|
|
|
|
|
void
|
|
_mesa_validate_program(GLcontext *ctx, GLuint program)
|
|
{
|
|
struct gl_shader_program *shProg;
|
|
shProg = _mesa_lookup_shader_program(ctx, program);
|
|
if (!shProg) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
|
|
return;
|
|
}
|
|
/* XXX temporary */
|
|
shProg->Validated = GL_TRUE;
|
|
|
|
/* From the GL spec:
|
|
any two active samplers in the current program object are of
|
|
different types, but refer to the same texture image unit,
|
|
|
|
any active sampler in the current program object refers to a texture
|
|
image unit where fixed-function fragment processing accesses a
|
|
texture target that does not match the sampler type, or
|
|
|
|
the sum of the number of active samplers in the program and the
|
|
number of texture image units enabled for fixed-function fragment
|
|
processing exceeds the combined limit on the total number of texture
|
|
image units allowed.
|
|
*/
|
|
}
|