
Add implementations of the two API functions, Add a new strings to uint mapping for index bindings Add the blending mode validation for SRC1 + SRC_ALPHA_SATURATE Add get for MAX_DUAL_SOURCE_DRAW_BUFFERS v2: Add check in valid_to_render to address case in spec ERRORS. v3: Add index to ir.h so this patch compiles on its own fixup comment v4: fixup Brian's comments The GLSL patch will setup the indices. Signed-off-by: Dave Airlie <airlied@redhat.com>
403 lines
11 KiB
C++
403 lines
11 KiB
C++
/*
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* Copyright © 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 (including the next
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* paragraph) shall be included in all copies or substantial portions of the
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* Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* 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 OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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* DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file shader_query.cpp
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* C-to-C++ bridge functions to query GLSL shader data
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*
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* \author Ian Romanick <ian.d.romanick@intel.com>
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*/
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#include "main/core.h"
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#include "glsl_symbol_table.h"
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#include "ir.h"
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#include "shaderobj.h"
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#include "program/hash_table.h"
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#include "../glsl/program.h"
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extern "C" {
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#include "shaderapi.h"
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}
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void GLAPIENTRY
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_mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
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const GLcharARB *name)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct gl_shader_program *const shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glBindAttribLocation");
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if (!shProg)
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return;
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if (!name)
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return;
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if (strncmp(name, "gl_", 3) == 0) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glBindAttribLocation(illegal name)");
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return;
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}
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if (index >= ctx->Const.VertexProgram.MaxAttribs) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
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return;
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}
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/* Replace the current value if it's already in the list. Add
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* VERT_ATTRIB_GENERIC0 because that's how the linker differentiates
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* between built-in attributes and user-defined attributes.
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*/
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shProg->AttributeBindings->put(index + VERT_ATTRIB_GENERIC0, name);
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/*
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* Note that this attribute binding won't go into effect until
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* glLinkProgram is called again.
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*/
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}
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void GLAPIENTRY
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_mesa_GetActiveAttribARB(GLhandleARB program, GLuint desired_index,
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GLsizei maxLength, GLsizei * length, GLint * size,
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GLenum * type, GLcharARB * name)
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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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shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
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if (!shProg)
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return;
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if (!shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_VALUE,
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"glGetActiveAttrib(program not linked)");
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return;
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}
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if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)");
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return;
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}
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exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
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unsigned current_index = 0;
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foreach_list(node, ir) {
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const ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var == NULL
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|| var->mode != ir_var_in
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|| var->location == -1)
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continue;
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if (current_index == desired_index) {
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_mesa_copy_string(name, maxLength, length, var->name);
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if (size)
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*size = (var->type->is_array()) ? var->type->length : 1;
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if (type)
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*type = var->type->gl_type;
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return;
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}
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current_index++;
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}
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/* If the loop did not return early, the caller must have asked for
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* an index that did not exit. Set an error.
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*/
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_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
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}
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GLint GLAPIENTRY
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_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct gl_shader_program *const shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
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if (!shProg) {
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return -1;
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}
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if (!shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glGetAttribLocation(program not linked)");
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return -1;
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}
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if (!name)
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return -1;
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/* Not having a vertex shader is not an error.
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*/
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if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)
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return -1;
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exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
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foreach_list(node, ir) {
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const ir_variable *const var = ((ir_instruction *) node)->as_variable();
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/* The extra check against VERT_ATTRIB_GENERIC0 is because
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* glGetAttribLocation cannot be used on "conventional" attributes.
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*
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* From page 95 of the OpenGL 3.0 spec:
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*
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* "If name is not an active attribute, if name is a conventional
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* attribute, or if an error occurs, -1 will be returned."
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*/
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if (var == NULL
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|| var->mode != ir_var_in
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|| var->location == -1
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|| var->location < VERT_ATTRIB_GENERIC0)
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continue;
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if (strcmp(var->name, name) == 0)
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return var->location - VERT_ATTRIB_GENERIC0;
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}
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return -1;
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}
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unsigned
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_mesa_count_active_attribs(struct gl_shader_program *shProg)
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{
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if (!shProg->LinkStatus
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|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
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return 0;
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}
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exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
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unsigned i = 0;
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foreach_list(node, ir) {
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const ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var == NULL
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|| var->mode != ir_var_in
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|| var->location == -1)
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continue;
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i++;
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}
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return i;
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}
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size_t
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_mesa_longest_attribute_name_length(struct gl_shader_program *shProg)
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{
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if (!shProg->LinkStatus
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|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
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return 0;
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}
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exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir;
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size_t longest = 0;
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foreach_list(node, ir) {
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const ir_variable *const var = ((ir_instruction *) node)->as_variable();
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if (var == NULL
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|| var->mode != ir_var_in
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|| var->location == -1)
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continue;
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const size_t len = strlen(var->name);
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if (len >= longest)
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longest = len + 1;
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}
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return longest;
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}
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void GLAPIENTRY
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_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
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const GLchar *name)
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{
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_mesa_BindFragDataLocationIndexed(program, colorNumber, 0, name);
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}
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void GLAPIENTRY
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_mesa_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber,
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GLuint index, const GLchar *name)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct gl_shader_program *const shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glBindFragDataLocationIndexed");
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if (!shProg)
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return;
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if (!name)
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return;
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if (strncmp(name, "gl_", 3) == 0) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glBindFragDataLocationIndexed(illegal name)");
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return;
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}
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if (index > 1) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(index)");
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return;
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}
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if (index == 0 && colorNumber >= ctx->Const.MaxDrawBuffers) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)");
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return;
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}
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if (index == 1 && colorNumber >= ctx->Const.MaxDualSourceDrawBuffers) {
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_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)");
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return;
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}
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/* Replace the current value if it's already in the list. Add
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* FRAG_RESULT_DATA0 because that's how the linker differentiates
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* between built-in attributes and user-defined attributes.
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*/
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shProg->FragDataBindings->put(colorNumber + FRAG_RESULT_DATA0, name);
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shProg->FragDataIndexBindings->put(index, name);
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/*
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* Note that this binding won't go into effect until
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* glLinkProgram is called again.
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*/
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}
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GLint GLAPIENTRY
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_mesa_GetFragDataIndex(GLuint program, const GLchar *name)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct gl_shader_program *const shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glGetFragDataIndex");
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if (!shProg) {
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return -1;
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}
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if (!shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glGetFragDataIndex(program not linked)");
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return -1;
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}
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if (!name)
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return -1;
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if (strncmp(name, "gl_", 3) == 0) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glGetFragDataIndex(illegal name)");
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return -1;
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}
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/* Not having a fragment shader is not an error.
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*/
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if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
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return -1;
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exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
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foreach_list(node, ir) {
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const ir_variable *const var = ((ir_instruction *) node)->as_variable();
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/* The extra check against FRAG_RESULT_DATA0 is because
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* glGetFragDataLocation cannot be used on "conventional" attributes.
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*
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* From page 95 of the OpenGL 3.0 spec:
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*
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* "If name is not an active attribute, if name is a conventional
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* attribute, or if an error occurs, -1 will be returned."
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*/
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if (var == NULL
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|| var->mode != ir_var_out
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|| var->location == -1
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|| var->location < FRAG_RESULT_DATA0)
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continue;
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if (strcmp(var->name, name) == 0)
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return var->index;
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}
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return -1;
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}
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GLint GLAPIENTRY
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_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
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{
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GET_CURRENT_CONTEXT(ctx);
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struct gl_shader_program *const shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glGetFragDataLocation");
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if (!shProg) {
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return -1;
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}
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if (!shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glGetFragDataLocation(program not linked)");
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return -1;
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}
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if (!name)
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return -1;
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if (strncmp(name, "gl_", 3) == 0) {
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_mesa_error(ctx, GL_INVALID_OPERATION,
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"glGetFragDataLocation(illegal name)");
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return -1;
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}
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/* Not having a fragment shader is not an error.
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*/
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if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)
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return -1;
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exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir;
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foreach_list(node, ir) {
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const ir_variable *const var = ((ir_instruction *) node)->as_variable();
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/* The extra check against FRAG_RESULT_DATA0 is because
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* glGetFragDataLocation cannot be used on "conventional" attributes.
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*
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* From page 95 of the OpenGL 3.0 spec:
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*
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* "If name is not an active attribute, if name is a conventional
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* attribute, or if an error occurs, -1 will be returned."
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*/
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if (var == NULL
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|| var->mode != ir_var_out
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|| var->location == -1
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|| var->location < FRAG_RESULT_DATA0)
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continue;
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if (strcmp(var->name, name) == 0)
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return var->location - FRAG_RESULT_DATA0;
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}
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return -1;
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}
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