1224 lines
39 KiB
C++
1224 lines
39 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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* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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* OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <stdlib.h>
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#include <inttypes.h> /* for PRIx64 macro */
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#include "main/core.h"
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#include "main/context.h"
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#include "main/shaderapi.h"
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#include "main/shaderobj.h"
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#include "main/uniforms.h"
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#include "compiler/glsl/ir.h"
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#include "compiler/glsl/ir_uniform.h"
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#include "compiler/glsl/glsl_parser_extras.h"
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#include "compiler/glsl/program.h"
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#include "util/bitscan.h"
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extern "C" void GLAPIENTRY
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_mesa_GetActiveUniform(GLuint 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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struct gl_program_resource *res;
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if (maxLength < 0) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(maxLength < 0)");
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return;
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}
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shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
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if (!shProg)
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return;
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res = _mesa_program_resource_find_index((struct gl_shader_program *) shProg,
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GL_UNIFORM, index);
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if (!res) {
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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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if (nameOut)
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_mesa_get_program_resource_name(shProg, GL_UNIFORM, index, maxLength,
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length, nameOut, "glGetActiveUniform");
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if (type)
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_mesa_program_resource_prop((struct gl_shader_program *) shProg,
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res, index, GL_TYPE, (GLint*) type,
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"glGetActiveUniform");
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if (size)
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_mesa_program_resource_prop((struct gl_shader_program *) shProg,
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res, index, GL_ARRAY_SIZE, (GLint*) size,
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"glGetActiveUniform");
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}
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static GLenum
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resource_prop_from_uniform_prop(GLenum uni_prop)
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{
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switch (uni_prop) {
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case GL_UNIFORM_TYPE:
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return GL_TYPE;
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case GL_UNIFORM_SIZE:
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return GL_ARRAY_SIZE;
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case GL_UNIFORM_NAME_LENGTH:
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return GL_NAME_LENGTH;
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case GL_UNIFORM_BLOCK_INDEX:
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return GL_BLOCK_INDEX;
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case GL_UNIFORM_OFFSET:
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return GL_OFFSET;
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case GL_UNIFORM_ARRAY_STRIDE:
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return GL_ARRAY_STRIDE;
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case GL_UNIFORM_MATRIX_STRIDE:
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return GL_MATRIX_STRIDE;
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case GL_UNIFORM_IS_ROW_MAJOR:
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return GL_IS_ROW_MAJOR;
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case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX:
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return GL_ATOMIC_COUNTER_BUFFER_INDEX;
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default:
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return 0;
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}
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}
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extern "C" void GLAPIENTRY
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_mesa_GetActiveUniformsiv(GLuint program,
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GLsizei uniformCount,
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const GLuint *uniformIndices,
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GLenum pname,
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GLint *params)
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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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struct gl_program_resource *res;
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GLenum res_prop;
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if (uniformCount < 0) {
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_mesa_error(ctx, GL_INVALID_VALUE,
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"glGetActiveUniformsiv(uniformCount < 0)");
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return;
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}
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shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
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if (!shProg)
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return;
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res_prop = resource_prop_from_uniform_prop(pname);
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/* We need to first verify that each entry exists as active uniform. If
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* not, generate error and do not cause any other side effects.
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*
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* In the case of and error condition, Page 16 (section 2.3.1 Errors)
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* of the OpenGL 4.5 spec says:
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*
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* "If the generating command modifies values through a pointer argu-
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* ment, no change is made to these values."
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*/
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for (int i = 0; i < uniformCount; i++) {
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if (!_mesa_program_resource_find_index(shProg, GL_UNIFORM,
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uniformIndices[i])) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
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return;
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}
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}
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for (int i = 0; i < uniformCount; i++) {
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res = _mesa_program_resource_find_index(shProg, GL_UNIFORM,
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uniformIndices[i]);
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if (!_mesa_program_resource_prop(shProg, res, uniformIndices[i],
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res_prop, ¶ms[i],
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"glGetActiveUniformsiv"))
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break;
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}
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}
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static struct gl_uniform_storage *
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validate_uniform_parameters(GLint location, GLsizei count,
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unsigned *array_index,
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struct gl_context *ctx,
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struct gl_shader_program *shProg,
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const char *caller)
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{
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if (shProg == NULL) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
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return NULL;
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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 NULL;
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}
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/* Check that the given location is in bounds of uniform remap table.
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* Unlinked programs will have NumUniformRemapTable == 0, so we can take
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* the shProg->data->LinkStatus check out of the main path.
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*/
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if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) {
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if (!shProg->data->LinkStatus)
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
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caller);
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else
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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return NULL;
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}
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if (location == -1) {
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if (!shProg->data->LinkStatus)
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)",
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caller);
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return NULL;
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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 || !shProg->UniformRemapTable[location]) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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return NULL;
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}
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/* If the driver storage pointer in remap table is -1, we ignore silently.
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*
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* GL_ARB_explicit_uniform_location spec says:
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* "What happens if Uniform* is called with an explicitly defined
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* uniform location, but that uniform is deemed inactive by the
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* linker?
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*
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* RESOLVED: The call is ignored for inactive uniform variables and
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* no error is generated."
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*
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*/
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if (shProg->UniformRemapTable[location] ==
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INACTIVE_UNIFORM_EXPLICIT_LOCATION)
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return NULL;
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struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location];
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/* Even though no location is assigned to a built-in uniform and this
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* function should already have returned NULL, this test makes it explicit
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* that we are not allowing to update the value of a built-in.
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*/
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if (uni->builtin)
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return NULL;
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if (uni->array_elements == 0) {
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if (count > 1) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"%s(count = %u for non-array \"%s\"@%d)",
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caller, count, uni->name, location);
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return NULL;
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}
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assert((location - uni->remap_location) == 0);
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*array_index = 0;
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} else {
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/* The array index specified by the uniform location is just the uniform
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* location minus the base location of of the uniform.
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*/
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*array_index = location - uni->remap_location;
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/* If the uniform is an array, check that array_index is in bounds.
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* array_index is unsigned so no need to check for less than zero.
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*/
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if (*array_index >= uni->array_elements) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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return NULL;
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}
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}
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return uni;
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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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unsigned offset;
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struct gl_uniform_storage *const uni =
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validate_uniform_parameters(location, 1, &offset,
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ctx, shProg, "glGetUniform");
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if (uni == NULL) {
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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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* If the location was -1, validate_unfirom_parameters will return NULL
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* without raising an error. Raise the error here.
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*/
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if (location == -1) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)",
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location);
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}
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return;
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}
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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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const int dmul = uni->type->is_64bit() ? 2 : 1;
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const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1;
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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 * dmul];
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assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
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returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE ||
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returnType == GLSL_TYPE_UINT64 || returnType == GLSL_TYPE_INT64);
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/* doubles have a different size than the other 3 types */
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unsigned bytes = sizeof(src[0]) * elements * rmul;
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if (bufSize < 0 || bytes > (unsigned) bufSize) {
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_mesa_error( ctx, GL_INVALID_OPERATION,
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"glGetnUniform*vARB(out of bounds: bufSize is %d,"
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" but %u bytes are required)", bufSize, bytes );
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return;
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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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&&
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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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|| uni->type->base_type == GLSL_TYPE_IMAGE))
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|| ((returnType == GLSL_TYPE_UINT64 ||
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returnType == GLSL_TYPE_INT64 ) &&
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(uni->type->base_type == GLSL_TYPE_UINT64 ||
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uni->type->base_type == GLSL_TYPE_INT64))) {
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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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int sidx = i * dmul;
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int didx = i * rmul;
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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[didx].f = (float) src[sidx].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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case GLSL_TYPE_IMAGE:
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dst[didx].f = (float) src[sidx].i;
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break;
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case GLSL_TYPE_BOOL:
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dst[didx].f = src[sidx].i ? 1.0f : 0.0f;
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break;
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case GLSL_TYPE_DOUBLE: {
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double tmp;
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memcpy(&tmp, &src[sidx].f, sizeof(tmp));
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dst[didx].f = tmp;
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break;
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}
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case GLSL_TYPE_UINT64: {
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uint64_t tmp;
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memcpy(&tmp, &src[sidx].u, sizeof(tmp));
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dst[didx].f = tmp;
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break;
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|
}
|
|
case GLSL_TYPE_INT64: {
|
|
uint64_t tmp;
|
|
memcpy(&tmp, &src[sidx].i, sizeof(tmp));
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dst[didx].f = tmp;
|
|
break;
|
|
}
|
|
default:
|
|
assert(!"Should not get here.");
|
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break;
|
|
}
|
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break;
|
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case GLSL_TYPE_DOUBLE:
|
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switch (uni->type->base_type) {
|
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case GLSL_TYPE_UINT: {
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double tmp = src[sidx].u;
|
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memcpy(&dst[didx].f, &tmp, sizeof(tmp));
|
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break;
|
|
}
|
|
case GLSL_TYPE_INT:
|
|
case GLSL_TYPE_SAMPLER:
|
|
case GLSL_TYPE_IMAGE: {
|
|
double tmp = src[sidx].i;
|
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memcpy(&dst[didx].f, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
case GLSL_TYPE_BOOL: {
|
|
double tmp = src[sidx].i ? 1.0 : 0.0;
|
|
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
case GLSL_TYPE_FLOAT: {
|
|
double tmp = src[sidx].f;
|
|
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
case GLSL_TYPE_UINT64: {
|
|
uint64_t tmpu;
|
|
double tmp;
|
|
memcpy(&tmpu, &src[sidx].u, sizeof(tmpu));
|
|
tmp = tmpu;
|
|
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
case GLSL_TYPE_INT64: {
|
|
int64_t tmpi;
|
|
double tmp;
|
|
memcpy(&tmpi, &src[sidx].i, sizeof(tmpi));
|
|
tmp = tmpi;
|
|
memcpy(&dst[didx].f, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
default:
|
|
assert(!"Should not get here.");
|
|
break;
|
|
}
|
|
break;
|
|
case GLSL_TYPE_INT:
|
|
case GLSL_TYPE_UINT:
|
|
switch (uni->type->base_type) {
|
|
case GLSL_TYPE_FLOAT:
|
|
/* While the GL 3.2 core spec doesn't explicitly
|
|
* state how conversion of float uniforms to integer
|
|
* values works, in section 6.2 "State Tables" on
|
|
* page 267 it says:
|
|
*
|
|
* "Unless otherwise specified, when floating
|
|
* point state is returned as integer values or
|
|
* integer state is returned as floating-point
|
|
* values it is converted in the fashion
|
|
* described in section 6.1.2"
|
|
*
|
|
* That section, on page 248, says:
|
|
*
|
|
* "If GetIntegerv or GetInteger64v are called,
|
|
* a floating-point value is rounded to the
|
|
* nearest integer..."
|
|
*/
|
|
dst[didx].i = IROUND(src[sidx].f);
|
|
break;
|
|
case GLSL_TYPE_BOOL:
|
|
dst[didx].i = src[sidx].i ? 1 : 0;
|
|
break;
|
|
case GLSL_TYPE_DOUBLE: {
|
|
double tmp;
|
|
memcpy(&tmp, &src[sidx].f, sizeof(tmp));
|
|
dst[didx].i = IROUNDD(tmp);
|
|
break;
|
|
}
|
|
case GLSL_TYPE_UINT64: {
|
|
uint64_t tmp;
|
|
memcpy(&tmp, &src[sidx].u, sizeof(tmp));
|
|
dst[didx].i = tmp;
|
|
break;
|
|
}
|
|
case GLSL_TYPE_INT64: {
|
|
int64_t tmp;
|
|
memcpy(&tmp, &src[sidx].i, sizeof(tmp));
|
|
dst[didx].i = tmp;
|
|
break;
|
|
}
|
|
default:
|
|
assert(!"Should not get here.");
|
|
break;
|
|
}
|
|
break;
|
|
case GLSL_TYPE_INT64:
|
|
case GLSL_TYPE_UINT64:
|
|
switch (uni->type->base_type) {
|
|
case GLSL_TYPE_UINT: {
|
|
uint64_t tmp = src[sidx].u;
|
|
memcpy(&dst[didx].u, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
case GLSL_TYPE_INT:
|
|
case GLSL_TYPE_SAMPLER:
|
|
case GLSL_TYPE_IMAGE: {
|
|
int64_t tmp = src[sidx].i;
|
|
memcpy(&dst[didx].u, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
case GLSL_TYPE_BOOL: {
|
|
int64_t tmp = src[sidx].i ? 1.0f : 0.0f;
|
|
memcpy(&dst[didx].u, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
case GLSL_TYPE_FLOAT: {
|
|
int64_t tmp = src[sidx].f;
|
|
memcpy(&dst[didx].u, &tmp, sizeof(tmp));
|
|
break;
|
|
}
|
|
default:
|
|
assert(!"Should not get here.");
|
|
break;
|
|
}
|
|
break;
|
|
default:
|
|
assert(!"Should not get here.");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void
|
|
log_uniform(const void *values, enum glsl_base_type basicType,
|
|
unsigned rows, unsigned cols, unsigned count,
|
|
bool transpose,
|
|
const struct gl_shader_program *shProg,
|
|
GLint location,
|
|
const struct gl_uniform_storage *uni)
|
|
{
|
|
|
|
const union gl_constant_value *v = (const union gl_constant_value *) values;
|
|
const unsigned elems = rows * cols * count;
|
|
const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
|
|
|
|
printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
|
|
"transpose = %s) to: ",
|
|
shProg->Name, extra, uni->name, location, uni->type->name,
|
|
transpose ? "true" : "false");
|
|
for (unsigned i = 0; i < elems; i++) {
|
|
if (i != 0 && ((i % rows) == 0))
|
|
printf(", ");
|
|
|
|
switch (basicType) {
|
|
case GLSL_TYPE_UINT:
|
|
printf("%u ", v[i].u);
|
|
break;
|
|
case GLSL_TYPE_INT:
|
|
printf("%d ", v[i].i);
|
|
break;
|
|
case GLSL_TYPE_UINT64: {
|
|
uint64_t tmp;
|
|
memcpy(&tmp, &v[i * 2].u, sizeof(tmp));
|
|
printf("%" PRIu64 " ", tmp);
|
|
break;
|
|
}
|
|
case GLSL_TYPE_INT64: {
|
|
int64_t tmp;
|
|
memcpy(&tmp, &v[i * 2].u, sizeof(tmp));
|
|
printf("%" PRId64 " ", tmp);
|
|
break;
|
|
}
|
|
case GLSL_TYPE_FLOAT:
|
|
printf("%g ", v[i].f);
|
|
break;
|
|
case GLSL_TYPE_DOUBLE: {
|
|
double tmp;
|
|
memcpy(&tmp, &v[i * 2].f, sizeof(tmp));
|
|
printf("%g ", tmp);
|
|
break;
|
|
}
|
|
default:
|
|
assert(!"Should not get here.");
|
|
break;
|
|
}
|
|
}
|
|
printf("\n");
|
|
fflush(stdout);
|
|
}
|
|
|
|
#if 0
|
|
static void
|
|
log_program_parameters(const struct gl_shader_program *shProg)
|
|
{
|
|
for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (shProg->_LinkedShaders[i] == NULL)
|
|
continue;
|
|
|
|
const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
|
|
|
|
printf("Program %d %s shader parameters:\n",
|
|
shProg->Name, _mesa_shader_stage_to_string(i));
|
|
for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
|
|
printf("%s: %p %f %f %f %f\n",
|
|
prog->Parameters->Parameters[j].Name,
|
|
prog->Parameters->ParameterValues[j],
|
|
prog->Parameters->ParameterValues[j][0].f,
|
|
prog->Parameters->ParameterValues[j][1].f,
|
|
prog->Parameters->ParameterValues[j][2].f,
|
|
prog->Parameters->ParameterValues[j][3].f);
|
|
}
|
|
}
|
|
fflush(stdout);
|
|
}
|
|
#endif
|
|
|
|
/**
|
|
* Propagate some values from uniform backing storage to driver storage
|
|
*
|
|
* Values propagated from uniform backing storage to driver storage
|
|
* have all format / type conversions previously requested by the
|
|
* driver applied. This function is most often called by the
|
|
* implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
|
|
* etc.
|
|
*
|
|
* \param uni Uniform whose data is to be propagated to driver storage
|
|
* \param array_index If \c uni is an array, this is the element of
|
|
* the array to be propagated.
|
|
* \param count Number of array elements to propagate.
|
|
*/
|
|
extern "C" void
|
|
_mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
|
|
unsigned array_index,
|
|
unsigned count)
|
|
{
|
|
unsigned i;
|
|
|
|
/* vector_elements and matrix_columns can be 0 for samplers.
|
|
*/
|
|
const unsigned components = MAX2(1, uni->type->vector_elements);
|
|
const unsigned vectors = MAX2(1, uni->type->matrix_columns);
|
|
const int dmul = uni->type->is_64bit() ? 2 : 1;
|
|
|
|
/* Store the data in the driver's requested type in the driver's storage
|
|
* areas.
|
|
*/
|
|
unsigned src_vector_byte_stride = components * 4 * dmul;
|
|
|
|
for (i = 0; i < uni->num_driver_storage; i++) {
|
|
struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
|
|
uint8_t *dst = (uint8_t *) store->data;
|
|
const unsigned extra_stride =
|
|
store->element_stride - (vectors * store->vector_stride);
|
|
const uint8_t *src =
|
|
(uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i);
|
|
|
|
#if 0
|
|
printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
|
|
"extra_stride=%u\n",
|
|
__func__, dst, array_index, components,
|
|
vectors, count, store->vector_stride, extra_stride);
|
|
#endif
|
|
|
|
dst += array_index * store->element_stride;
|
|
|
|
switch (store->format) {
|
|
case uniform_native: {
|
|
unsigned j;
|
|
unsigned v;
|
|
|
|
if (src_vector_byte_stride == store->vector_stride) {
|
|
if (extra_stride) {
|
|
for (j = 0; j < count; j++) {
|
|
memcpy(dst, src, src_vector_byte_stride * vectors);
|
|
src += src_vector_byte_stride * vectors;
|
|
dst += store->vector_stride * vectors;
|
|
|
|
dst += extra_stride;
|
|
}
|
|
} else {
|
|
/* Unigine Heaven benchmark gets here */
|
|
memcpy(dst, src, src_vector_byte_stride * vectors * count);
|
|
src += src_vector_byte_stride * vectors * count;
|
|
dst += store->vector_stride * vectors * count;
|
|
}
|
|
} else {
|
|
for (j = 0; j < count; j++) {
|
|
for (v = 0; v < vectors; v++) {
|
|
memcpy(dst, src, src_vector_byte_stride);
|
|
src += src_vector_byte_stride;
|
|
dst += store->vector_stride;
|
|
}
|
|
|
|
dst += extra_stride;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
|
|
case uniform_int_float: {
|
|
const int *isrc = (const int *) src;
|
|
unsigned j;
|
|
unsigned v;
|
|
unsigned c;
|
|
|
|
for (j = 0; j < count; j++) {
|
|
for (v = 0; v < vectors; v++) {
|
|
for (c = 0; c < components; c++) {
|
|
((float *) dst)[c] = (float) *isrc;
|
|
isrc++;
|
|
}
|
|
|
|
dst += store->vector_stride;
|
|
}
|
|
|
|
dst += extra_stride;
|
|
}
|
|
break;
|
|
}
|
|
|
|
default:
|
|
assert(!"Should not get here.");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Return printable string for a given GLSL_TYPE_x
|
|
*/
|
|
static const char *
|
|
glsl_type_name(enum glsl_base_type type)
|
|
{
|
|
switch (type) {
|
|
case GLSL_TYPE_UINT:
|
|
return "uint";
|
|
case GLSL_TYPE_INT:
|
|
return "int";
|
|
case GLSL_TYPE_FLOAT:
|
|
return "float";
|
|
case GLSL_TYPE_DOUBLE:
|
|
return "double";
|
|
case GLSL_TYPE_UINT64:
|
|
return "uint64";
|
|
case GLSL_TYPE_INT64:
|
|
return "int64";
|
|
case GLSL_TYPE_BOOL:
|
|
return "bool";
|
|
case GLSL_TYPE_SAMPLER:
|
|
return "sampler";
|
|
case GLSL_TYPE_IMAGE:
|
|
return "image";
|
|
case GLSL_TYPE_ATOMIC_UINT:
|
|
return "atomic_uint";
|
|
case GLSL_TYPE_STRUCT:
|
|
return "struct";
|
|
case GLSL_TYPE_INTERFACE:
|
|
return "interface";
|
|
case GLSL_TYPE_ARRAY:
|
|
return "array";
|
|
case GLSL_TYPE_VOID:
|
|
return "void";
|
|
case GLSL_TYPE_ERROR:
|
|
return "error";
|
|
default:
|
|
return "other";
|
|
}
|
|
}
|
|
|
|
|
|
/**
|
|
* Called via glUniform*() functions.
|
|
*/
|
|
extern "C" void
|
|
_mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
|
|
struct gl_context *ctx, struct gl_shader_program *shProg,
|
|
enum glsl_base_type basicType, unsigned src_components)
|
|
{
|
|
unsigned offset;
|
|
int size_mul = glsl_base_type_is_64bit(basicType) ? 2 : 1;
|
|
|
|
struct gl_uniform_storage *const uni =
|
|
validate_uniform_parameters(location, count, &offset,
|
|
ctx, shProg, "glUniform");
|
|
if (uni == NULL)
|
|
return;
|
|
|
|
if (uni->type->is_matrix()) {
|
|
/* Can't set matrix uniforms (like mat4) with glUniform */
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniform%u(uniform \"%s\"@%d is matrix)",
|
|
src_components, uni->name, location);
|
|
return;
|
|
}
|
|
|
|
/* Verify that the types are compatible.
|
|
*/
|
|
const unsigned components = uni->type->is_sampler()
|
|
? 1 : uni->type->vector_elements;
|
|
|
|
if (components != src_components) {
|
|
/* glUniformN() must match float/vecN type */
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniform%u(\"%s\"@%u has %u components, not %u)",
|
|
src_components, uni->name, location,
|
|
components, src_components);
|
|
return;
|
|
}
|
|
|
|
bool match;
|
|
switch (uni->type->base_type) {
|
|
case GLSL_TYPE_BOOL:
|
|
match = (basicType != GLSL_TYPE_DOUBLE);
|
|
break;
|
|
case GLSL_TYPE_SAMPLER:
|
|
match = (basicType == GLSL_TYPE_INT);
|
|
break;
|
|
case GLSL_TYPE_IMAGE:
|
|
match = (basicType == GLSL_TYPE_INT && _mesa_is_desktop_gl(ctx));
|
|
break;
|
|
default:
|
|
match = (basicType == uni->type->base_type);
|
|
break;
|
|
}
|
|
|
|
if (!match) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniform%u(\"%s\"@%d is %s, not %s)",
|
|
src_components, uni->name, location,
|
|
glsl_type_name(uni->type->base_type),
|
|
glsl_type_name(basicType));
|
|
return;
|
|
}
|
|
|
|
if (unlikely(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 (int 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;
|
|
}
|
|
}
|
|
/* We need to reset the validate flag on changes to samplers in case
|
|
* two different sampler types are set to the same texture unit.
|
|
*/
|
|
ctx->_Shader->Validated = GL_FALSE;
|
|
}
|
|
|
|
if (uni->type->is_image()) {
|
|
for (int i = 0; i < count; i++) {
|
|
const int unit = ((GLint *) values)[i];
|
|
|
|
/* check that the image unit is legal */
|
|
if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE,
|
|
"glUniform1i(invalid image 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) {
|
|
count = MIN2(count, (int) (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[size_mul * components * offset], values,
|
|
sizeof(uni->storage[0]) * components * count * size_mul);
|
|
} 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 (unsigned i = 0; i < elems; i++) {
|
|
if (basicType == GLSL_TYPE_FLOAT) {
|
|
dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0;
|
|
} else {
|
|
dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
_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()) {
|
|
bool flushed = false;
|
|
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
struct gl_linked_shader *const sh = shProg->_LinkedShaders[i];
|
|
|
|
/* If the shader stage doesn't use the sampler uniform, skip this. */
|
|
if (!uni->opaque[i].active)
|
|
continue;
|
|
|
|
bool changed = false;
|
|
for (int j = 0; j < count; j++) {
|
|
unsigned unit = uni->opaque[i].index + offset + j;
|
|
if (sh->Program->SamplerUnits[unit] != ((unsigned *) values)[j]) {
|
|
sh->Program->SamplerUnits[unit] = ((unsigned *) values)[j];
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
if (changed) {
|
|
if (!flushed) {
|
|
FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
|
|
flushed = true;
|
|
}
|
|
|
|
struct gl_program *const prog = sh->Program;
|
|
_mesa_update_shader_textures_used(shProg, prog);
|
|
if (ctx->Driver.SamplerUniformChange)
|
|
ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If the uniform is an image, update the mapping from image
|
|
* uniforms to image units present in the shader data structure.
|
|
*/
|
|
if (uni->type->is_image()) {
|
|
for (int i = 0; i < MESA_SHADER_STAGES; i++) {
|
|
if (uni->opaque[i].active) {
|
|
struct gl_linked_shader *sh = shProg->_LinkedShaders[i];
|
|
|
|
for (int j = 0; j < count; j++)
|
|
sh->Program->sh.ImageUnits[uni->opaque[i].index + offset + j] =
|
|
((GLint *) values)[j];
|
|
}
|
|
}
|
|
|
|
ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits;
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Called by glUniformMatrix*() functions.
|
|
* Note: cols=2, rows=4 ==> array[2] of vec4
|
|
*/
|
|
extern "C" void
|
|
_mesa_uniform_matrix(GLint location, GLsizei count,
|
|
GLboolean transpose, const void *values,
|
|
struct gl_context *ctx, struct gl_shader_program *shProg,
|
|
GLuint cols, GLuint rows, enum glsl_base_type basicType)
|
|
{
|
|
unsigned offset;
|
|
struct gl_uniform_storage *const uni =
|
|
validate_uniform_parameters(location, count, &offset,
|
|
ctx, shProg, "glUniformMatrix");
|
|
if (uni == NULL)
|
|
return;
|
|
|
|
if (!uni->type->is_matrix()) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniformMatrix(non-matrix uniform)");
|
|
return;
|
|
}
|
|
|
|
assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE);
|
|
const unsigned size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1;
|
|
|
|
assert(!uni->type->is_sampler());
|
|
const unsigned vectors = uni->type->matrix_columns;
|
|
const unsigned 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;
|
|
}
|
|
|
|
/* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
|
|
* http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml
|
|
*/
|
|
if (transpose) {
|
|
if (ctx->API == API_OPENGLES2 && ctx->Version < 30) {
|
|
_mesa_error(ctx, GL_INVALID_VALUE,
|
|
"glUniformMatrix(matrix transpose is not GL_FALSE)");
|
|
return;
|
|
}
|
|
}
|
|
|
|
/* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile spec
|
|
* says:
|
|
*
|
|
* "If any of the following conditions occur, an INVALID_OPERATION
|
|
* error is generated by the Uniform* commands, and no uniform values
|
|
* are changed:
|
|
*
|
|
* ...
|
|
*
|
|
* - if the uniform declared in the shader is not of type boolean and
|
|
* the type indicated in the name of the Uniform* command used does
|
|
* not match the type of the uniform"
|
|
*
|
|
* There are no Boolean matrix types, so we do not need to allow
|
|
* GLSL_TYPE_BOOL here (as _mesa_uniform does).
|
|
*/
|
|
if (uni->type->base_type != basicType) {
|
|
_mesa_error(ctx, GL_INVALID_OPERATION,
|
|
"glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)",
|
|
cols, rows, uni->name, location,
|
|
glsl_type_name(uni->type->base_type),
|
|
glsl_type_name(basicType));
|
|
return;
|
|
}
|
|
|
|
if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
|
|
log_uniform(values, uni->type->base_type, 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) {
|
|
count = MIN2(count, (int) (uni->array_elements - offset));
|
|
}
|
|
|
|
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
|
|
|
|
/* Store the data in the "actual type" backing storage for the uniform.
|
|
*/
|
|
const unsigned elements = components * vectors;
|
|
|
|
if (!transpose) {
|
|
memcpy(&uni->storage[size_mul * elements * offset], values,
|
|
sizeof(uni->storage[0]) * elements * count * size_mul);
|
|
} else if (basicType == GLSL_TYPE_FLOAT) {
|
|
/* Copy and transpose the matrix.
|
|
*/
|
|
const float *src = (const float *)values;
|
|
float *dst = &uni->storage[elements * offset].f;
|
|
|
|
for (int 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;
|
|
}
|
|
} else {
|
|
assert(basicType == GLSL_TYPE_DOUBLE);
|
|
const double *src = (const double *)values;
|
|
double *dst = (double *)&uni->storage[elements * offset].f;
|
|
|
|
for (int 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;
|
|
}
|
|
}
|
|
|
|
_mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
|
|
}
|
|
|
|
|
|
extern "C" bool
|
|
_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
|
|
char *errMsg, size_t errMsgLength)
|
|
{
|
|
/* Shader does not have samplers. */
|
|
if (shProg->data->NumUniformStorage == 0)
|
|
return true;
|
|
|
|
if (!shProg->SamplersValidated) {
|
|
_mesa_snprintf(errMsg, errMsgLength,
|
|
"active samplers with a different type "
|
|
"refer to the same texture image unit");
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
extern "C" bool
|
|
_mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline)
|
|
{
|
|
/* Section 2.11.11 (Shader Execution), subheading "Validation," of the
|
|
* OpenGL 4.1 spec says:
|
|
*
|
|
* "[INVALID_OPERATION] is generated by any command that transfers
|
|
* vertices to the GL if:
|
|
*
|
|
* ...
|
|
*
|
|
* - Any two active samplers in the current program object are of
|
|
* different types, but refer to the same texture image unit.
|
|
*
|
|
* - The number of active samplers in the program exceeds the
|
|
* maximum number of texture image units allowed."
|
|
*/
|
|
|
|
GLbitfield mask;
|
|
GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
|
|
unsigned active_samplers = 0;
|
|
const struct gl_program **prog =
|
|
(const struct gl_program **) pipeline->CurrentProgram;
|
|
|
|
|
|
memset(TexturesUsed, 0, sizeof(TexturesUsed));
|
|
|
|
for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) {
|
|
if (!prog[idx])
|
|
continue;
|
|
|
|
mask = prog[idx]->SamplersUsed;
|
|
while (mask) {
|
|
const int s = u_bit_scan(&mask);
|
|
GLuint unit = prog[idx]->SamplerUnits[s];
|
|
GLuint tgt = prog[idx]->sh.SamplerTargets[s];
|
|
|
|
/* FIXME: Samplers are initialized to 0 and Mesa doesn't do a
|
|
* great job of eliminating unused uniforms currently so for now
|
|
* don't throw an error if two sampler types both point to 0.
|
|
*/
|
|
if (unit == 0)
|
|
continue;
|
|
|
|
if (TexturesUsed[unit] & ~(1 << tgt)) {
|
|
pipeline->InfoLog =
|
|
ralloc_asprintf(pipeline,
|
|
"Program %d: "
|
|
"Texture unit %d is accessed with 2 different types",
|
|
prog[idx]->Id, unit);
|
|
return false;
|
|
}
|
|
|
|
TexturesUsed[unit] |= (1 << tgt);
|
|
}
|
|
|
|
active_samplers += prog[idx]->info.num_textures;
|
|
}
|
|
|
|
if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) {
|
|
pipeline->InfoLog =
|
|
ralloc_asprintf(pipeline,
|
|
"the number of active samplers %d exceed the "
|
|
"maximum %d",
|
|
active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS);
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|