mirror of
https://gitlab.freedesktop.org/mesa/mesa.git
synced 2026-05-05 03:08:05 +02:00
mesa: Move most of uniforms.c to uniform_query.cpp
Signed-off-by: Ian Romanick <ian.d.romanick@intel.com> Tested-by: Tom Stellard <thomas.stellard@amd.com>
This commit is contained in:
parent
65add4327d
commit
2f45ed393a
2 changed files with 945 additions and 967 deletions
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@ -23,10 +23,12 @@
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include "main/core.h"
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#include "main/context.h"
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#include "ir.h"
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#include "../glsl/program.h"
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extern "C" {
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#include "main/image.h"
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#include "main/shaderapi.h"
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#include "main/shaderobj.h"
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#include "uniforms.h"
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@ -78,3 +80,946 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
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*type = uni->Type->gl_type;
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}
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}
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static GLenum
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base_uniform_type(GLenum type)
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{
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switch (type) {
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case GL_BOOL:
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case GL_BOOL_VEC2:
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case GL_BOOL_VEC3:
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case GL_BOOL_VEC4:
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return GL_BOOL;
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case GL_FLOAT:
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case GL_FLOAT_VEC2:
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case GL_FLOAT_VEC3:
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case GL_FLOAT_VEC4:
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case GL_FLOAT_MAT2:
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case GL_FLOAT_MAT2x3:
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case GL_FLOAT_MAT2x4:
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case GL_FLOAT_MAT3x2:
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case GL_FLOAT_MAT3:
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case GL_FLOAT_MAT3x4:
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case GL_FLOAT_MAT4x2:
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case GL_FLOAT_MAT4x3:
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case GL_FLOAT_MAT4:
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return GL_FLOAT;
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case GL_UNSIGNED_INT:
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case GL_UNSIGNED_INT_VEC2:
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case GL_UNSIGNED_INT_VEC3:
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case GL_UNSIGNED_INT_VEC4:
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return GL_UNSIGNED_INT;
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case GL_INT:
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case GL_INT_VEC2:
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case GL_INT_VEC3:
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case GL_INT_VEC4:
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return GL_INT;
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default:
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_mesa_problem(NULL, "Invalid type in base_uniform_type()");
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return GL_FLOAT;
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}
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}
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static GLboolean
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is_boolean_type(GLenum type)
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{
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switch (type) {
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case GL_BOOL:
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case GL_BOOL_VEC2:
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case GL_BOOL_VEC3:
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case GL_BOOL_VEC4:
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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static GLboolean
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is_sampler_type(GLenum type)
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{
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switch (type) {
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case GL_SAMPLER_1D:
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case GL_INT_SAMPLER_1D:
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case GL_UNSIGNED_INT_SAMPLER_1D:
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case GL_SAMPLER_2D:
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case GL_INT_SAMPLER_2D:
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case GL_UNSIGNED_INT_SAMPLER_2D:
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case GL_SAMPLER_3D:
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case GL_INT_SAMPLER_3D:
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case GL_UNSIGNED_INT_SAMPLER_3D:
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case GL_SAMPLER_CUBE:
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case GL_INT_SAMPLER_CUBE:
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case GL_UNSIGNED_INT_SAMPLER_CUBE:
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case GL_SAMPLER_1D_SHADOW:
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case GL_SAMPLER_2D_SHADOW:
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case GL_SAMPLER_CUBE_SHADOW:
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case GL_SAMPLER_2D_RECT_ARB:
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case GL_INT_SAMPLER_2D_RECT:
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case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
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case GL_SAMPLER_2D_RECT_SHADOW_ARB:
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case GL_SAMPLER_1D_ARRAY_EXT:
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case GL_INT_SAMPLER_1D_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
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case GL_SAMPLER_2D_ARRAY_EXT:
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case GL_INT_SAMPLER_2D_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
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case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
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case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
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case GL_SAMPLER_CUBE_MAP_ARRAY:
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case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
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case GL_SAMPLER_BUFFER:
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case GL_INT_SAMPLER_BUFFER:
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case GL_UNSIGNED_INT_SAMPLER_BUFFER:
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case GL_SAMPLER_2D_MULTISAMPLE:
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case GL_INT_SAMPLER_2D_MULTISAMPLE:
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
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case GL_SAMPLER_EXTERNAL_OES:
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return GL_TRUE;
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default:
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return GL_FALSE;
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}
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}
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/**
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* Given a uniform index, return the vertex/geometry/fragment program
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* that has that parameter, plus the position of the parameter in the
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* parameter/constant buffer.
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* \param shProg the shader program
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* \param index the uniform index in [0, NumUniforms-1]
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* \param progOut returns containing program
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* \param posOut returns position of the uniform in the param/const buffer
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* \return GL_TRUE for success, GL_FALSE for invalid index
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*/
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static GLboolean
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find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
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struct gl_program **progOut, GLint *posOut)
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{
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struct gl_program *prog = NULL;
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GLint pos;
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if (!shProg->Uniforms ||
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index < 0 ||
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index >= (GLint) shProg->Uniforms->NumUniforms) {
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return GL_FALSE;
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}
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pos = shProg->Uniforms->Uniforms[index].VertPos;
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if (pos >= 0) {
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prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
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}
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else {
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pos = shProg->Uniforms->Uniforms[index].FragPos;
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if (pos >= 0) {
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prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
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}
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else {
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pos = shProg->Uniforms->Uniforms[index].GeomPos;
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if (pos >= 0) {
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prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
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}
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}
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}
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if (!prog || pos < 0)
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return GL_FALSE; /* should really never happen */
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*progOut = prog;
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*posOut = pos;
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return GL_TRUE;
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}
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/**
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* Return pointer to a gl_program_parameter which corresponds to a uniform.
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* \param shProg the shader program
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* \param index the uniform index in [0, NumUniforms-1]
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* \return gl_program_parameter point or NULL if index is invalid
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*/
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const struct gl_program_parameter *
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get_uniform_parameter(struct gl_shader_program *shProg, GLint index)
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{
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struct gl_program *prog;
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GLint progPos;
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if (find_uniform_parameter_pos(shProg, index, &prog, &progPos))
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return &prog->Parameters->Parameters[progPos];
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else
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return NULL;
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}
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static unsigned
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get_vector_elements(GLenum type)
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{
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switch (type) {
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case GL_FLOAT:
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case GL_INT:
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case GL_BOOL:
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case GL_UNSIGNED_INT:
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default: /* Catch all the various sampler types. */
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return 1;
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case GL_FLOAT_VEC2:
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case GL_INT_VEC2:
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case GL_BOOL_VEC2:
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case GL_UNSIGNED_INT_VEC2:
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return 2;
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case GL_FLOAT_VEC3:
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case GL_INT_VEC3:
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case GL_BOOL_VEC3:
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case GL_UNSIGNED_INT_VEC3:
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return 3;
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case GL_FLOAT_VEC4:
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case GL_INT_VEC4:
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case GL_BOOL_VEC4:
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case GL_UNSIGNED_INT_VEC4:
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return 4;
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}
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}
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static void
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get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
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{
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switch (type) {
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case GL_FLOAT_MAT2:
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*rows = *cols = 2;
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break;
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case GL_FLOAT_MAT2x3:
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*rows = 3;
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*cols = 2;
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break;
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case GL_FLOAT_MAT2x4:
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*rows = 4;
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*cols = 2;
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break;
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case GL_FLOAT_MAT3:
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*rows = 3;
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*cols = 3;
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break;
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case GL_FLOAT_MAT3x2:
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*rows = 2;
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*cols = 3;
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break;
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case GL_FLOAT_MAT3x4:
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*rows = 4;
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*cols = 3;
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break;
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case GL_FLOAT_MAT4:
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*rows = 4;
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*cols = 4;
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break;
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case GL_FLOAT_MAT4x2:
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*rows = 2;
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*cols = 4;
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break;
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case GL_FLOAT_MAT4x3:
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*rows = 3;
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*cols = 4;
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break;
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default:
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*rows = *cols = 0;
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}
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}
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/**
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* Determine the number of rows and columns occupied by a uniform
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* according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
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* the number of rows = 1 and cols = number of elements in the vector.
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*/
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static void
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get_uniform_rows_cols(const struct gl_program_parameter *p,
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GLint *rows, GLint *cols)
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{
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get_matrix_dims(p->DataType, rows, cols);
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if (*rows == 0 && *cols == 0) {
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/* not a matrix type, probably a float or vector */
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*rows = 1;
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*cols = get_vector_elements(p->DataType);
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}
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}
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static bool
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validate_uniform_parameters(struct gl_context *ctx,
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struct gl_shader_program *shProg,
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GLint location, GLsizei count,
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unsigned *loc,
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unsigned *array_index,
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const char *caller,
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bool negative_one_is_not_valid)
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{
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if (!shProg || !shProg->LinkStatus) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
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return false;
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}
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if (location == -1) {
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/* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
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* spec says:
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*
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* "The error INVALID_OPERATION is generated if program has not been
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* linked successfully, or if location is not a valid location for
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* program."
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*
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* For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
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* says:
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*
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* "If the value of location is -1, the Uniform* commands will
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* silently ignore the data passed in, and the current uniform
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* values will not be changed."
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*
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* Allowing -1 for the location parameter of glUniform allows
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* applications to avoid error paths in the case that, for example, some
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* uniform variable is removed by the compiler / linker after
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* optimization. In this case, the new value of the uniform is dropped
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* on the floor. For the case of glGetUniform, there is nothing
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* sensible to do for a location of -1.
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*
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* The negative_one_is_not_valid flag selects between the two behaviors.
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*/
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if (negative_one_is_not_valid) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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}
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return false;
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}
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/* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
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*
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* "If a negative number is provided where an argument of type sizei or
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* sizeiptr is specified, the error INVALID_VALUE is generated."
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*/
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if (count < 0) {
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_mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
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return false;
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}
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/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
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*
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* "If any of the following conditions occur, an INVALID_OPERATION
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* error is generated by the Uniform* commands, and no uniform values
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* are changed:
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*
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* ...
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*
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* - if no variable with a location of location exists in the
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* program object currently in use and location is not -1,
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*/
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if (location < -1) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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return false;
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}
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_mesa_uniform_split_location_offset(location, loc, array_index);
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if (*loc >= shProg->Uniforms->NumUniforms) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
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caller, location);
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return false;
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}
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return true;
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}
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/**
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* Called via glGetUniform[fiui]v() to get the current value of a uniform.
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*/
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extern "C" void
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_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
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GLsizei bufSize, GLenum returnType, GLvoid *paramsOut)
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{
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struct gl_shader_program *shProg =
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_mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
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struct gl_program *prog;
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GLint paramPos;
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unsigned loc, offset;
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if (!validate_uniform_parameters(ctx, shProg, location, 1,
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&loc, &offset, "glGetUniform", true))
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return;
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if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) {
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_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
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}
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else {
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const struct gl_program_parameter *p =
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&prog->Parameters->Parameters[paramPos];
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gl_constant_value (*values)[4];
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GLint rows, cols, i, j, k;
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GLsizei numBytes;
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GLenum storage_type;
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values = prog->Parameters->ParameterValues + paramPos + offset;
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get_uniform_rows_cols(p, &rows, &cols);
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numBytes = rows * cols * _mesa_sizeof_type(returnType);
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if (bufSize < numBytes) {
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_mesa_error( ctx, GL_INVALID_OPERATION,
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"glGetnUniformfvARB(out of bounds: bufSize is %d,"
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" but %d bytes are required)", bufSize, numBytes );
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return;
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}
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if (ctx->Const.NativeIntegers) {
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storage_type = base_uniform_type(p->DataType);
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} else {
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storage_type = GL_FLOAT;
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}
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k = 0;
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for (i = 0; i < rows; i++) {
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for (j = 0; j < cols; j++ ) {
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void *out = (char *)paramsOut + 4 * k;
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switch (returnType) {
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case GL_FLOAT:
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switch (storage_type) {
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case GL_FLOAT:
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*(float *)out = values[i][j].f;
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break;
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case GL_INT:
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case GL_BOOL: /* boolean is just an integer 1 or 0. */
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*(float *)out = values[i][j].i;
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break;
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case GL_UNSIGNED_INT:
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*(float *)out = values[i][j].u;
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break;
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}
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break;
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case GL_INT:
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case GL_UNSIGNED_INT:
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switch (storage_type) {
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case GL_FLOAT:
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/* While the GL 3.2 core spec doesn't explicitly
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* state how conversion of float uniforms to integer
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* values works, in section 6.2 "State Tables" on
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* page 267 it says:
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*
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* "Unless otherwise specified, when floating
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* point state is returned as integer values or
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* integer state is returned as floating-point
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* values it is converted in the fashion
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* described in section 6.1.2"
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*
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* That section, on page 248, says:
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*
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* "If GetIntegerv or GetInteger64v are called,
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* a floating-point value is rounded to the
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* nearest integer..."
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*/
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*(int *)out = IROUND(values[i][j].f);
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break;
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case GL_INT:
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case GL_UNSIGNED_INT:
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case GL_BOOL:
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/* type conversions for these to int/uint are just
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* copying the data.
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*/
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*(int *)out = values[i][j].i;
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break;
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break;
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}
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break;
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}
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k++;
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}
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}
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}
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}
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/**
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* Check if the type given by userType is allowed to set a uniform of the
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* target type. Generally, equivalence is required, but setting Boolean
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* uniforms can be done with glUniformiv or glUniformfv.
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*/
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static GLboolean
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compatible_types(GLenum userType, GLenum targetType)
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{
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if (userType == targetType)
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return GL_TRUE;
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|
||||
if (targetType == GL_BOOL && (userType == GL_FLOAT ||
|
||||
userType == GL_UNSIGNED_INT ||
|
||||
userType == GL_INT))
|
||||
return GL_TRUE;
|
||||
|
||||
if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
|
||||
userType == GL_UNSIGNED_INT_VEC2 ||
|
||||
userType == GL_INT_VEC2))
|
||||
return GL_TRUE;
|
||||
|
||||
if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
|
||||
userType == GL_UNSIGNED_INT_VEC3 ||
|
||||
userType == GL_INT_VEC3))
|
||||
return GL_TRUE;
|
||||
|
||||
if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
|
||||
userType == GL_UNSIGNED_INT_VEC4 ||
|
||||
userType == GL_INT_VEC4))
|
||||
return GL_TRUE;
|
||||
|
||||
if (is_sampler_type(targetType) && userType == GL_INT)
|
||||
return GL_TRUE;
|
||||
|
||||
return GL_FALSE;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the value of a program's uniform variable.
|
||||
* \param program the program whose uniform to update
|
||||
* \param index the index of the program parameter for the uniform
|
||||
* \param offset additional parameter slot offset (for arrays)
|
||||
* \param type the incoming datatype of 'values'
|
||||
* \param count the number of uniforms to set
|
||||
* \param elems number of elements per uniform (1, 2, 3 or 4)
|
||||
* \param values the new values, of datatype 'type'
|
||||
*/
|
||||
static void
|
||||
set_program_uniform(struct gl_context *ctx, struct gl_program *program,
|
||||
GLint index, GLint offset,
|
||||
GLenum type, GLsizei count, GLint elems,
|
||||
const void *values)
|
||||
{
|
||||
const struct gl_program_parameter *param =
|
||||
&program->Parameters->Parameters[index];
|
||||
|
||||
assert(offset >= 0);
|
||||
assert(elems >= 1);
|
||||
assert(elems <= 4);
|
||||
|
||||
if (!compatible_types(type, param->DataType)) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
|
||||
return;
|
||||
}
|
||||
|
||||
if (index + offset > (GLint) program->Parameters->Size) {
|
||||
/* out of bounds! */
|
||||
return;
|
||||
}
|
||||
|
||||
if (param->Type == PROGRAM_SAMPLER) {
|
||||
/* This controls which texture unit which is used by a sampler */
|
||||
GLboolean changed = GL_FALSE;
|
||||
GLint i;
|
||||
|
||||
/* this should have been caught by the compatible_types() check */
|
||||
ASSERT(type == GL_INT);
|
||||
|
||||
/* loop over number of samplers to change */
|
||||
for (i = 0; i < count; i++) {
|
||||
GLuint sampler = (GLuint)
|
||||
program->Parameters->ParameterValues[index+offset + i][0].f;
|
||||
GLuint texUnit = ((GLuint *) values)[i];
|
||||
|
||||
/* check that the sampler (tex unit index) is legal */
|
||||
if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
|
||||
_mesa_error(ctx, GL_INVALID_VALUE,
|
||||
"glUniform1(invalid sampler/tex unit index for '%s')",
|
||||
param->Name);
|
||||
return;
|
||||
}
|
||||
|
||||
/* This maps a sampler to a texture unit: */
|
||||
if (sampler < MAX_SAMPLERS) {
|
||||
#if 0
|
||||
printf("Set program %p sampler %d '%s' to unit %u\n",
|
||||
program, sampler, param->Name, texUnit);
|
||||
#endif
|
||||
if (program->SamplerUnits[sampler] != texUnit) {
|
||||
program->SamplerUnits[sampler] = texUnit;
|
||||
changed = GL_TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (changed) {
|
||||
/* When a sampler's value changes it usually requires rewriting
|
||||
* a GPU program's TEX instructions since there may not be a
|
||||
* sampler->texture lookup table. We signal this with the
|
||||
* ProgramStringNotify() callback.
|
||||
*/
|
||||
FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
|
||||
_mesa_update_shader_textures_used(program);
|
||||
/* Do we need to care about the return value here?
|
||||
* This should not be the first time the driver was notified of
|
||||
* this program.
|
||||
*/
|
||||
(void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
|
||||
}
|
||||
}
|
||||
else {
|
||||
/* ordinary uniform variable */
|
||||
const GLboolean isUniformBool = is_boolean_type(param->DataType);
|
||||
const GLenum basicType = base_uniform_type(type);
|
||||
const GLint slots = (param->Size + 3) / 4;
|
||||
const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
|
||||
GLsizei k, i;
|
||||
|
||||
if ((GLint) param->Size > typeSize) {
|
||||
/* an array */
|
||||
/* we'll ignore extra data below */
|
||||
}
|
||||
else {
|
||||
/* non-array: count must be at most one; count == 0 is handled
|
||||
* by the loop below
|
||||
*/
|
||||
if (count > 1) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION,
|
||||
"glUniform(uniform '%s' is not an array)",
|
||||
param->Name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/* loop over number of array elements */
|
||||
for (k = 0; k < count; k++) {
|
||||
gl_constant_value *uniformVal;
|
||||
|
||||
if (offset + k >= slots) {
|
||||
/* Extra array data is ignored */
|
||||
break;
|
||||
}
|
||||
|
||||
/* uniformVal (the destination) is always gl_constant_value[4] */
|
||||
uniformVal = program->Parameters->ParameterValues[index + offset + k];
|
||||
|
||||
if (basicType == GL_INT) {
|
||||
const GLint *iValues = ((const GLint *) values) + k * elems;
|
||||
for (i = 0; i < elems; i++) {
|
||||
if (!ctx->Const.NativeIntegers)
|
||||
uniformVal[i].f = (GLfloat) iValues[i];
|
||||
else
|
||||
uniformVal[i].i = iValues[i];
|
||||
}
|
||||
}
|
||||
else if (basicType == GL_UNSIGNED_INT) {
|
||||
const GLuint *iValues = ((const GLuint *) values) + k * elems;
|
||||
for (i = 0; i < elems; i++) {
|
||||
if (!ctx->Const.NativeIntegers)
|
||||
uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
|
||||
else
|
||||
uniformVal[i].u = iValues[i];
|
||||
}
|
||||
}
|
||||
else {
|
||||
const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
|
||||
assert(basicType == GL_FLOAT);
|
||||
for (i = 0; i < elems; i++) {
|
||||
uniformVal[i].f = fValues[i];
|
||||
}
|
||||
}
|
||||
|
||||
/* if the uniform is bool-valued, convert to 1 or 0 */
|
||||
if (isUniformBool) {
|
||||
for (i = 0; i < elems; i++) {
|
||||
if (basicType == GL_FLOAT)
|
||||
uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
|
||||
else
|
||||
uniformVal[i].b = uniformVal[i].u ? 1 : 0;
|
||||
|
||||
if (ctx->Const.NativeIntegers)
|
||||
uniformVal[i].u =
|
||||
uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0;
|
||||
else
|
||||
uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Called via glUniform*() functions.
|
||||
*/
|
||||
extern "C" void
|
||||
_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
|
||||
GLint location, GLsizei count,
|
||||
const GLvoid *values, GLenum type)
|
||||
{
|
||||
struct gl_uniform *uniform;
|
||||
GLint elems;
|
||||
unsigned loc, offset;
|
||||
|
||||
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
||||
|
||||
if (!validate_uniform_parameters(ctx, shProg, location, count,
|
||||
&loc, &offset, "glUniform", false))
|
||||
return;
|
||||
|
||||
elems = _mesa_sizeof_glsl_type(type);
|
||||
|
||||
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
|
||||
|
||||
uniform = &shProg->Uniforms->Uniforms[loc];
|
||||
|
||||
if (ctx->Shader.Flags & GLSL_UNIFORMS) {
|
||||
const GLenum basicType = base_uniform_type(type);
|
||||
GLint i;
|
||||
printf("Mesa: set program %u uniform %s (loc %d) to: ",
|
||||
shProg->Name, uniform->Name, location);
|
||||
if (basicType == GL_INT) {
|
||||
const GLint *v = (const GLint *) values;
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%d ", v[i]);
|
||||
}
|
||||
}
|
||||
else if (basicType == GL_UNSIGNED_INT) {
|
||||
const GLuint *v = (const GLuint *) values;
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%u ", v[i]);
|
||||
}
|
||||
}
|
||||
else {
|
||||
const GLfloat *v = (const GLfloat *) values;
|
||||
assert(basicType == GL_FLOAT);
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%g ", v[i]);
|
||||
}
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
/* A uniform var may be used by both a vertex shader and a fragment
|
||||
* shader. We may need to update one or both shader's uniform here:
|
||||
*/
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->VertPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->FragPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->GeomPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
}
|
||||
}
|
||||
|
||||
uniform->Initialized = GL_TRUE;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set a matrix-valued program parameter.
|
||||
*/
|
||||
static void
|
||||
set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
|
||||
GLuint index, GLuint offset,
|
||||
GLuint count, GLuint rows, GLuint cols,
|
||||
GLboolean transpose, const GLfloat *values)
|
||||
{
|
||||
GLuint mat, row, col;
|
||||
GLuint src = 0;
|
||||
const struct gl_program_parameter *param =
|
||||
&program->Parameters->Parameters[index];
|
||||
const GLuint slots = (param->Size + 3) / 4;
|
||||
const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
|
||||
GLint nr, nc;
|
||||
|
||||
/* check that the number of rows, columns is correct */
|
||||
get_matrix_dims(param->DataType, &nr, &nc);
|
||||
if (rows != nr || cols != nc) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION,
|
||||
"glUniformMatrix(matrix size mismatch)");
|
||||
return;
|
||||
}
|
||||
|
||||
if ((GLint) param->Size <= typeSize) {
|
||||
/* non-array: count must be at most one; count == 0 is handled
|
||||
* by the loop below
|
||||
*/
|
||||
if (count > 1) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION,
|
||||
"glUniformMatrix(uniform is not an array)");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Note: the _columns_ of a matrix are stored in program registers, not
|
||||
* the rows. So, the loops below look a little funny.
|
||||
* XXX could optimize this a bit...
|
||||
*/
|
||||
|
||||
/* loop over matrices */
|
||||
for (mat = 0; mat < count; mat++) {
|
||||
|
||||
/* each matrix: */
|
||||
for (col = 0; col < cols; col++) {
|
||||
GLfloat *v;
|
||||
if (offset >= slots) {
|
||||
/* Ignore writes beyond the end of (the used part of) an array */
|
||||
return;
|
||||
}
|
||||
v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
|
||||
for (row = 0; row < rows; row++) {
|
||||
if (transpose) {
|
||||
v[row] = values[src + row * cols + col];
|
||||
}
|
||||
else {
|
||||
v[row] = values[src + col * rows + row];
|
||||
}
|
||||
}
|
||||
|
||||
offset++;
|
||||
}
|
||||
|
||||
src += rows * cols; /* next matrix */
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Called by glUniformMatrix*() functions.
|
||||
* Note: cols=2, rows=4 ==> array[2] of vec4
|
||||
*/
|
||||
extern "C" void
|
||||
_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
|
||||
GLint cols, GLint rows,
|
||||
GLint location, GLsizei count,
|
||||
GLboolean transpose, const GLfloat *values)
|
||||
{
|
||||
struct gl_uniform *uniform;
|
||||
unsigned loc, offset;
|
||||
|
||||
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
||||
|
||||
if (!validate_uniform_parameters(ctx, shProg, location, count,
|
||||
&loc, &offset, "glUniformMatrix", false))
|
||||
return;
|
||||
|
||||
if (values == NULL) {
|
||||
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
|
||||
return;
|
||||
}
|
||||
|
||||
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
|
||||
|
||||
uniform = &shProg->Uniforms->Uniforms[loc];
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->VertPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->FragPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->GeomPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
}
|
||||
}
|
||||
|
||||
uniform->Initialized = GL_TRUE;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called via glGetUniformLocation().
|
||||
*
|
||||
* The return value will encode two values, the uniform location and an
|
||||
* offset (used for arrays, structs).
|
||||
*/
|
||||
extern "C" GLint
|
||||
_mesa_get_uniform_location(struct gl_context *ctx,
|
||||
struct gl_shader_program *shProg,
|
||||
const GLchar *name)
|
||||
{
|
||||
GLint offset = 0, location = -1;
|
||||
|
||||
/* XXX we should return -1 if the uniform was declared, but not
|
||||
* actually used.
|
||||
*/
|
||||
|
||||
/* XXX we need to be able to parse uniform names for structs and arrays
|
||||
* such as:
|
||||
* mymatrix[1]
|
||||
* mystruct.field1
|
||||
*/
|
||||
|
||||
{
|
||||
/* handle 1-dimension arrays here... */
|
||||
char *c = strchr((char *)name, '[');
|
||||
if (c) {
|
||||
/* truncate name at [ */
|
||||
const GLint len = c - name;
|
||||
GLchar *newName = (GLchar *) malloc(len + 1);
|
||||
if (!newName)
|
||||
return -1; /* out of mem */
|
||||
memcpy(newName, name, len);
|
||||
newName[len] = 0;
|
||||
|
||||
location = _mesa_lookup_uniform(shProg->Uniforms, newName);
|
||||
if (location >= 0) {
|
||||
const GLint element = atoi(c + 1);
|
||||
if (element > 0) {
|
||||
/* get type of the uniform array element */
|
||||
const struct gl_program_parameter *p =
|
||||
get_uniform_parameter(shProg, location);
|
||||
if (p) {
|
||||
GLint rows, cols;
|
||||
get_matrix_dims(p->DataType, &rows, &cols);
|
||||
if (rows < 1)
|
||||
rows = 1;
|
||||
offset = element * rows;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
free(newName);
|
||||
}
|
||||
}
|
||||
|
||||
if (location < 0) {
|
||||
location = _mesa_lookup_uniform(shProg->Uniforms, name);
|
||||
}
|
||||
|
||||
if (location < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
return _mesa_uniform_merge_location_offset(location, offset);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -35,552 +35,12 @@
|
|||
* 2. Insert FLUSH_VERTICES calls in various places
|
||||
*/
|
||||
|
||||
#include <stdbool.h>
|
||||
#include "main/glheader.h"
|
||||
#include "main/context.h"
|
||||
#include "main/dispatch.h"
|
||||
#include "main/image.h"
|
||||
#include "main/mfeatures.h"
|
||||
#include "main/mtypes.h"
|
||||
#include "main/shaderapi.h"
|
||||
#include "main/shaderobj.h"
|
||||
#include "main/uniforms.h"
|
||||
#include "program/prog_parameter.h"
|
||||
#include "program/prog_statevars.h"
|
||||
#include "program/prog_uniform.h"
|
||||
#include "program/prog_instruction.h"
|
||||
|
||||
|
||||
static GLenum
|
||||
base_uniform_type(GLenum type)
|
||||
{
|
||||
switch (type) {
|
||||
case GL_BOOL:
|
||||
case GL_BOOL_VEC2:
|
||||
case GL_BOOL_VEC3:
|
||||
case GL_BOOL_VEC4:
|
||||
return GL_BOOL;
|
||||
case GL_FLOAT:
|
||||
case GL_FLOAT_VEC2:
|
||||
case GL_FLOAT_VEC3:
|
||||
case GL_FLOAT_VEC4:
|
||||
case GL_FLOAT_MAT2:
|
||||
case GL_FLOAT_MAT2x3:
|
||||
case GL_FLOAT_MAT2x4:
|
||||
case GL_FLOAT_MAT3x2:
|
||||
case GL_FLOAT_MAT3:
|
||||
case GL_FLOAT_MAT3x4:
|
||||
case GL_FLOAT_MAT4x2:
|
||||
case GL_FLOAT_MAT4x3:
|
||||
case GL_FLOAT_MAT4:
|
||||
return GL_FLOAT;
|
||||
case GL_UNSIGNED_INT:
|
||||
case GL_UNSIGNED_INT_VEC2:
|
||||
case GL_UNSIGNED_INT_VEC3:
|
||||
case GL_UNSIGNED_INT_VEC4:
|
||||
return GL_UNSIGNED_INT;
|
||||
case GL_INT:
|
||||
case GL_INT_VEC2:
|
||||
case GL_INT_VEC3:
|
||||
case GL_INT_VEC4:
|
||||
return GL_INT;
|
||||
default:
|
||||
_mesa_problem(NULL, "Invalid type in base_uniform_type()");
|
||||
return GL_FLOAT;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static GLboolean
|
||||
is_boolean_type(GLenum type)
|
||||
{
|
||||
switch (type) {
|
||||
case GL_BOOL:
|
||||
case GL_BOOL_VEC2:
|
||||
case GL_BOOL_VEC3:
|
||||
case GL_BOOL_VEC4:
|
||||
return GL_TRUE;
|
||||
default:
|
||||
return GL_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
static GLboolean
|
||||
is_sampler_type(GLenum type)
|
||||
{
|
||||
switch (type) {
|
||||
case GL_SAMPLER_1D:
|
||||
case GL_INT_SAMPLER_1D:
|
||||
case GL_UNSIGNED_INT_SAMPLER_1D:
|
||||
case GL_SAMPLER_2D:
|
||||
case GL_INT_SAMPLER_2D:
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D:
|
||||
case GL_SAMPLER_3D:
|
||||
case GL_INT_SAMPLER_3D:
|
||||
case GL_UNSIGNED_INT_SAMPLER_3D:
|
||||
case GL_SAMPLER_CUBE:
|
||||
case GL_INT_SAMPLER_CUBE:
|
||||
case GL_UNSIGNED_INT_SAMPLER_CUBE:
|
||||
case GL_SAMPLER_1D_SHADOW:
|
||||
case GL_SAMPLER_2D_SHADOW:
|
||||
case GL_SAMPLER_CUBE_SHADOW:
|
||||
case GL_SAMPLER_2D_RECT_ARB:
|
||||
case GL_INT_SAMPLER_2D_RECT:
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
|
||||
case GL_SAMPLER_2D_RECT_SHADOW_ARB:
|
||||
case GL_SAMPLER_1D_ARRAY_EXT:
|
||||
case GL_INT_SAMPLER_1D_ARRAY:
|
||||
case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
|
||||
case GL_SAMPLER_2D_ARRAY_EXT:
|
||||
case GL_INT_SAMPLER_2D_ARRAY:
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
|
||||
case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
|
||||
case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
|
||||
case GL_SAMPLER_CUBE_MAP_ARRAY:
|
||||
case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
|
||||
case GL_SAMPLER_BUFFER:
|
||||
case GL_INT_SAMPLER_BUFFER:
|
||||
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
|
||||
case GL_SAMPLER_2D_MULTISAMPLE:
|
||||
case GL_INT_SAMPLER_2D_MULTISAMPLE:
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
|
||||
case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
|
||||
case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
|
||||
case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
|
||||
case GL_SAMPLER_EXTERNAL_OES:
|
||||
return GL_TRUE;
|
||||
default:
|
||||
return GL_FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Given a uniform index, return the vertex/geometry/fragment program
|
||||
* that has that parameter, plus the position of the parameter in the
|
||||
* parameter/constant buffer.
|
||||
* \param shProg the shader program
|
||||
* \param index the uniform index in [0, NumUniforms-1]
|
||||
* \param progOut returns containing program
|
||||
* \param posOut returns position of the uniform in the param/const buffer
|
||||
* \return GL_TRUE for success, GL_FALSE for invalid index
|
||||
*/
|
||||
static GLboolean
|
||||
find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
|
||||
struct gl_program **progOut, GLint *posOut)
|
||||
{
|
||||
struct gl_program *prog = NULL;
|
||||
GLint pos;
|
||||
|
||||
if (!shProg->Uniforms ||
|
||||
index < 0 ||
|
||||
index >= (GLint) shProg->Uniforms->NumUniforms) {
|
||||
return GL_FALSE;
|
||||
}
|
||||
|
||||
pos = shProg->Uniforms->Uniforms[index].VertPos;
|
||||
if (pos >= 0) {
|
||||
prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
|
||||
}
|
||||
else {
|
||||
pos = shProg->Uniforms->Uniforms[index].FragPos;
|
||||
if (pos >= 0) {
|
||||
prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
|
||||
}
|
||||
else {
|
||||
pos = shProg->Uniforms->Uniforms[index].GeomPos;
|
||||
if (pos >= 0) {
|
||||
prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (!prog || pos < 0)
|
||||
return GL_FALSE; /* should really never happen */
|
||||
|
||||
*progOut = prog;
|
||||
*posOut = pos;
|
||||
|
||||
return GL_TRUE;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Return pointer to a gl_program_parameter which corresponds to a uniform.
|
||||
* \param shProg the shader program
|
||||
* \param index the uniform index in [0, NumUniforms-1]
|
||||
* \return gl_program_parameter point or NULL if index is invalid
|
||||
*/
|
||||
const struct gl_program_parameter *
|
||||
get_uniform_parameter(struct gl_shader_program *shProg, GLint index)
|
||||
{
|
||||
struct gl_program *prog;
|
||||
GLint progPos;
|
||||
|
||||
if (find_uniform_parameter_pos(shProg, index, &prog, &progPos))
|
||||
return &prog->Parameters->Parameters[progPos];
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
static unsigned
|
||||
get_vector_elements(GLenum type)
|
||||
{
|
||||
switch (type) {
|
||||
case GL_FLOAT:
|
||||
case GL_INT:
|
||||
case GL_BOOL:
|
||||
case GL_UNSIGNED_INT:
|
||||
default: /* Catch all the various sampler types. */
|
||||
return 1;
|
||||
|
||||
case GL_FLOAT_VEC2:
|
||||
case GL_INT_VEC2:
|
||||
case GL_BOOL_VEC2:
|
||||
case GL_UNSIGNED_INT_VEC2:
|
||||
return 2;
|
||||
|
||||
case GL_FLOAT_VEC3:
|
||||
case GL_INT_VEC3:
|
||||
case GL_BOOL_VEC3:
|
||||
case GL_UNSIGNED_INT_VEC3:
|
||||
return 3;
|
||||
|
||||
case GL_FLOAT_VEC4:
|
||||
case GL_INT_VEC4:
|
||||
case GL_BOOL_VEC4:
|
||||
case GL_UNSIGNED_INT_VEC4:
|
||||
return 4;
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
|
||||
{
|
||||
switch (type) {
|
||||
case GL_FLOAT_MAT2:
|
||||
*rows = *cols = 2;
|
||||
break;
|
||||
case GL_FLOAT_MAT2x3:
|
||||
*rows = 3;
|
||||
*cols = 2;
|
||||
break;
|
||||
case GL_FLOAT_MAT2x4:
|
||||
*rows = 4;
|
||||
*cols = 2;
|
||||
break;
|
||||
case GL_FLOAT_MAT3:
|
||||
*rows = 3;
|
||||
*cols = 3;
|
||||
break;
|
||||
case GL_FLOAT_MAT3x2:
|
||||
*rows = 2;
|
||||
*cols = 3;
|
||||
break;
|
||||
case GL_FLOAT_MAT3x4:
|
||||
*rows = 4;
|
||||
*cols = 3;
|
||||
break;
|
||||
case GL_FLOAT_MAT4:
|
||||
*rows = 4;
|
||||
*cols = 4;
|
||||
break;
|
||||
case GL_FLOAT_MAT4x2:
|
||||
*rows = 2;
|
||||
*cols = 4;
|
||||
break;
|
||||
case GL_FLOAT_MAT4x3:
|
||||
*rows = 3;
|
||||
*cols = 4;
|
||||
break;
|
||||
default:
|
||||
*rows = *cols = 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Determine the number of rows and columns occupied by a uniform
|
||||
* according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
|
||||
* the number of rows = 1 and cols = number of elements in the vector.
|
||||
*/
|
||||
static void
|
||||
get_uniform_rows_cols(const struct gl_program_parameter *p,
|
||||
GLint *rows, GLint *cols)
|
||||
{
|
||||
get_matrix_dims(p->DataType, rows, cols);
|
||||
if (*rows == 0 && *cols == 0) {
|
||||
/* not a matrix type, probably a float or vector */
|
||||
*rows = 1;
|
||||
*cols = get_vector_elements(p->DataType);
|
||||
}
|
||||
}
|
||||
|
||||
static bool
|
||||
validate_uniform_parameters(struct gl_context *ctx,
|
||||
struct gl_shader_program *shProg,
|
||||
GLint location, GLsizei count,
|
||||
unsigned *loc,
|
||||
unsigned *array_index,
|
||||
const char *caller,
|
||||
bool negative_one_is_not_valid)
|
||||
{
|
||||
if (!shProg || !shProg->LinkStatus) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
|
||||
return false;
|
||||
}
|
||||
|
||||
if (location == -1) {
|
||||
/* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
|
||||
* spec says:
|
||||
*
|
||||
* "The error INVALID_OPERATION is generated if program has not been
|
||||
* linked successfully, or if location is not a valid location for
|
||||
* program."
|
||||
*
|
||||
* For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
|
||||
* says:
|
||||
*
|
||||
* "If the value of location is -1, the Uniform* commands will
|
||||
* silently ignore the data passed in, and the current uniform
|
||||
* values will not be changed."
|
||||
*
|
||||
* Allowing -1 for the location parameter of glUniform allows
|
||||
* applications to avoid error paths in the case that, for example, some
|
||||
* uniform variable is removed by the compiler / linker after
|
||||
* optimization. In this case, the new value of the uniform is dropped
|
||||
* on the floor. For the case of glGetUniform, there is nothing
|
||||
* sensible to do for a location of -1.
|
||||
*
|
||||
* The negative_one_is_not_valid flag selects between the two behaviors.
|
||||
*/
|
||||
if (negative_one_is_not_valid) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
|
||||
caller, location);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
|
||||
*
|
||||
* "If a negative number is provided where an argument of type sizei or
|
||||
* sizeiptr is specified, the error INVALID_VALUE is generated."
|
||||
*/
|
||||
if (count < 0) {
|
||||
_mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
|
||||
return false;
|
||||
}
|
||||
|
||||
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 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 no variable with a location of location exists in the
|
||||
* program object currently in use and location is not -1,
|
||||
*/
|
||||
if (location < -1) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
|
||||
caller, location);
|
||||
return false;
|
||||
}
|
||||
|
||||
_mesa_uniform_split_location_offset(location, loc, array_index);
|
||||
|
||||
if (*loc >= shProg->Uniforms->NumUniforms) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
|
||||
caller, location);
|
||||
return false;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Called via glGetUniform[fiui]v() to get the current value of a uniform.
|
||||
*/
|
||||
void
|
||||
_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
|
||||
GLsizei bufSize, GLenum returnType, GLvoid *paramsOut)
|
||||
{
|
||||
struct gl_shader_program *shProg =
|
||||
_mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
|
||||
struct gl_program *prog;
|
||||
GLint paramPos;
|
||||
unsigned loc, offset;
|
||||
|
||||
if (!validate_uniform_parameters(ctx, shProg, location, 1,
|
||||
&loc, &offset, "glGetUniform", true))
|
||||
return;
|
||||
|
||||
if (!find_uniform_parameter_pos(shProg, loc, &prog, ¶mPos)) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
|
||||
}
|
||||
else {
|
||||
const struct gl_program_parameter *p =
|
||||
&prog->Parameters->Parameters[paramPos];
|
||||
gl_constant_value (*values)[4];
|
||||
GLint rows, cols, i, j, k;
|
||||
GLsizei numBytes;
|
||||
GLenum storage_type;
|
||||
|
||||
values = prog->Parameters->ParameterValues + paramPos + offset;
|
||||
|
||||
get_uniform_rows_cols(p, &rows, &cols);
|
||||
|
||||
numBytes = rows * cols * _mesa_sizeof_type(returnType);
|
||||
if (bufSize < numBytes) {
|
||||
_mesa_error( ctx, GL_INVALID_OPERATION,
|
||||
"glGetnUniformfvARB(out of bounds: bufSize is %d,"
|
||||
" but %d bytes are required)", bufSize, numBytes );
|
||||
return;
|
||||
}
|
||||
|
||||
if (ctx->Const.NativeIntegers) {
|
||||
storage_type = base_uniform_type(p->DataType);
|
||||
} else {
|
||||
storage_type = GL_FLOAT;
|
||||
}
|
||||
|
||||
k = 0;
|
||||
for (i = 0; i < rows; i++) {
|
||||
for (j = 0; j < cols; j++ ) {
|
||||
void *out = (char *)paramsOut + 4 * k;
|
||||
|
||||
switch (returnType) {
|
||||
case GL_FLOAT:
|
||||
switch (storage_type) {
|
||||
case GL_FLOAT:
|
||||
*(float *)out = values[i][j].f;
|
||||
break;
|
||||
case GL_INT:
|
||||
case GL_BOOL: /* boolean is just an integer 1 or 0. */
|
||||
*(float *)out = values[i][j].i;
|
||||
break;
|
||||
case GL_UNSIGNED_INT:
|
||||
*(float *)out = values[i][j].u;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
|
||||
case GL_INT:
|
||||
case GL_UNSIGNED_INT:
|
||||
switch (storage_type) {
|
||||
case GL_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..."
|
||||
*/
|
||||
*(int *)out = IROUND(values[i][j].f);
|
||||
break;
|
||||
|
||||
case GL_INT:
|
||||
case GL_UNSIGNED_INT:
|
||||
case GL_BOOL:
|
||||
/* type conversions for these to int/uint are just
|
||||
* copying the data.
|
||||
*/
|
||||
*(int *)out = values[i][j].i;
|
||||
break;
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
k++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Called via glGetUniformLocation().
|
||||
*
|
||||
* The return value will encode two values, the uniform location and an
|
||||
* offset (used for arrays, structs).
|
||||
*/
|
||||
GLint
|
||||
_mesa_get_uniform_location(struct gl_context *ctx,
|
||||
struct gl_shader_program *shProg,
|
||||
const GLchar *name)
|
||||
{
|
||||
GLint offset = 0, location = -1;
|
||||
|
||||
/* XXX we should return -1 if the uniform was declared, but not
|
||||
* actually used.
|
||||
*/
|
||||
|
||||
/* XXX we need to be able to parse uniform names for structs and arrays
|
||||
* such as:
|
||||
* mymatrix[1]
|
||||
* mystruct.field1
|
||||
*/
|
||||
|
||||
{
|
||||
/* handle 1-dimension arrays here... */
|
||||
char *c = strchr(name, '[');
|
||||
if (c) {
|
||||
/* truncate name at [ */
|
||||
const GLint len = c - name;
|
||||
GLchar *newName = malloc(len + 1);
|
||||
if (!newName)
|
||||
return -1; /* out of mem */
|
||||
memcpy(newName, name, len);
|
||||
newName[len] = 0;
|
||||
|
||||
location = _mesa_lookup_uniform(shProg->Uniforms, newName);
|
||||
if (location >= 0) {
|
||||
const GLint element = atoi(c + 1);
|
||||
if (element > 0) {
|
||||
/* get type of the uniform array element */
|
||||
const struct gl_program_parameter *p =
|
||||
get_uniform_parameter(shProg, location);
|
||||
if (p) {
|
||||
GLint rows, cols;
|
||||
get_matrix_dims(p->DataType, &rows, &cols);
|
||||
if (rows < 1)
|
||||
rows = 1;
|
||||
offset = element * rows;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
free(newName);
|
||||
}
|
||||
}
|
||||
|
||||
if (location < 0) {
|
||||
location = _mesa_lookup_uniform(shProg->Uniforms, name);
|
||||
}
|
||||
|
||||
if (location < 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
return _mesa_uniform_merge_location_offset(location, offset);
|
||||
}
|
||||
|
||||
|
||||
|
||||
/**
|
||||
* Update the vertex/fragment program's TexturesUsed array.
|
||||
|
|
@ -615,433 +75,6 @@ _mesa_update_shader_textures_used(struct gl_program *prog)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Check if the type given by userType is allowed to set a uniform of the
|
||||
* target type. Generally, equivalence is required, but setting Boolean
|
||||
* uniforms can be done with glUniformiv or glUniformfv.
|
||||
*/
|
||||
static GLboolean
|
||||
compatible_types(GLenum userType, GLenum targetType)
|
||||
{
|
||||
if (userType == targetType)
|
||||
return GL_TRUE;
|
||||
|
||||
if (targetType == GL_BOOL && (userType == GL_FLOAT ||
|
||||
userType == GL_UNSIGNED_INT ||
|
||||
userType == GL_INT))
|
||||
return GL_TRUE;
|
||||
|
||||
if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
|
||||
userType == GL_UNSIGNED_INT_VEC2 ||
|
||||
userType == GL_INT_VEC2))
|
||||
return GL_TRUE;
|
||||
|
||||
if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
|
||||
userType == GL_UNSIGNED_INT_VEC3 ||
|
||||
userType == GL_INT_VEC3))
|
||||
return GL_TRUE;
|
||||
|
||||
if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
|
||||
userType == GL_UNSIGNED_INT_VEC4 ||
|
||||
userType == GL_INT_VEC4))
|
||||
return GL_TRUE;
|
||||
|
||||
if (is_sampler_type(targetType) && userType == GL_INT)
|
||||
return GL_TRUE;
|
||||
|
||||
return GL_FALSE;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Set the value of a program's uniform variable.
|
||||
* \param program the program whose uniform to update
|
||||
* \param index the index of the program parameter for the uniform
|
||||
* \param offset additional parameter slot offset (for arrays)
|
||||
* \param type the incoming datatype of 'values'
|
||||
* \param count the number of uniforms to set
|
||||
* \param elems number of elements per uniform (1, 2, 3 or 4)
|
||||
* \param values the new values, of datatype 'type'
|
||||
*/
|
||||
static void
|
||||
set_program_uniform(struct gl_context *ctx, struct gl_program *program,
|
||||
GLint index, GLint offset,
|
||||
GLenum type, GLsizei count, GLint elems,
|
||||
const void *values)
|
||||
{
|
||||
const struct gl_program_parameter *param =
|
||||
&program->Parameters->Parameters[index];
|
||||
|
||||
assert(offset >= 0);
|
||||
assert(elems >= 1);
|
||||
assert(elems <= 4);
|
||||
|
||||
if (!compatible_types(type, param->DataType)) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
|
||||
return;
|
||||
}
|
||||
|
||||
if (index + offset > (GLint) program->Parameters->Size) {
|
||||
/* out of bounds! */
|
||||
return;
|
||||
}
|
||||
|
||||
if (param->Type == PROGRAM_SAMPLER) {
|
||||
/* This controls which texture unit which is used by a sampler */
|
||||
GLboolean changed = GL_FALSE;
|
||||
GLint i;
|
||||
|
||||
/* this should have been caught by the compatible_types() check */
|
||||
ASSERT(type == GL_INT);
|
||||
|
||||
/* loop over number of samplers to change */
|
||||
for (i = 0; i < count; i++) {
|
||||
GLuint sampler = (GLuint)
|
||||
program->Parameters->ParameterValues[index+offset + i][0].f;
|
||||
GLuint texUnit = ((GLuint *) values)[i];
|
||||
|
||||
/* check that the sampler (tex unit index) is legal */
|
||||
if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
|
||||
_mesa_error(ctx, GL_INVALID_VALUE,
|
||||
"glUniform1(invalid sampler/tex unit index for '%s')",
|
||||
param->Name);
|
||||
return;
|
||||
}
|
||||
|
||||
/* This maps a sampler to a texture unit: */
|
||||
if (sampler < MAX_SAMPLERS) {
|
||||
#if 0
|
||||
printf("Set program %p sampler %d '%s' to unit %u\n",
|
||||
program, sampler, param->Name, texUnit);
|
||||
#endif
|
||||
if (program->SamplerUnits[sampler] != texUnit) {
|
||||
program->SamplerUnits[sampler] = texUnit;
|
||||
changed = GL_TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (changed) {
|
||||
/* When a sampler's value changes it usually requires rewriting
|
||||
* a GPU program's TEX instructions since there may not be a
|
||||
* sampler->texture lookup table. We signal this with the
|
||||
* ProgramStringNotify() callback.
|
||||
*/
|
||||
FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
|
||||
_mesa_update_shader_textures_used(program);
|
||||
/* Do we need to care about the return value here?
|
||||
* This should not be the first time the driver was notified of
|
||||
* this program.
|
||||
*/
|
||||
(void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
|
||||
}
|
||||
}
|
||||
else {
|
||||
/* ordinary uniform variable */
|
||||
const GLboolean isUniformBool = is_boolean_type(param->DataType);
|
||||
const GLenum basicType = base_uniform_type(type);
|
||||
const GLint slots = (param->Size + 3) / 4;
|
||||
const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
|
||||
GLsizei k, i;
|
||||
|
||||
if ((GLint) param->Size > typeSize) {
|
||||
/* an array */
|
||||
/* we'll ignore extra data below */
|
||||
}
|
||||
else {
|
||||
/* non-array: count must be at most one; count == 0 is handled
|
||||
* by the loop below
|
||||
*/
|
||||
if (count > 1) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION,
|
||||
"glUniform(uniform '%s' is not an array)",
|
||||
param->Name);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/* loop over number of array elements */
|
||||
for (k = 0; k < count; k++) {
|
||||
gl_constant_value *uniformVal;
|
||||
|
||||
if (offset + k >= slots) {
|
||||
/* Extra array data is ignored */
|
||||
break;
|
||||
}
|
||||
|
||||
/* uniformVal (the destination) is always gl_constant_value[4] */
|
||||
uniformVal = program->Parameters->ParameterValues[index + offset + k];
|
||||
|
||||
if (basicType == GL_INT) {
|
||||
const GLint *iValues = ((const GLint *) values) + k * elems;
|
||||
for (i = 0; i < elems; i++) {
|
||||
if (!ctx->Const.NativeIntegers)
|
||||
uniformVal[i].f = (GLfloat) iValues[i];
|
||||
else
|
||||
uniformVal[i].i = iValues[i];
|
||||
}
|
||||
}
|
||||
else if (basicType == GL_UNSIGNED_INT) {
|
||||
const GLuint *iValues = ((const GLuint *) values) + k * elems;
|
||||
for (i = 0; i < elems; i++) {
|
||||
if (!ctx->Const.NativeIntegers)
|
||||
uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
|
||||
else
|
||||
uniformVal[i].u = iValues[i];
|
||||
}
|
||||
}
|
||||
else {
|
||||
const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
|
||||
assert(basicType == GL_FLOAT);
|
||||
for (i = 0; i < elems; i++) {
|
||||
uniformVal[i].f = fValues[i];
|
||||
}
|
||||
}
|
||||
|
||||
/* if the uniform is bool-valued, convert to 1 or 0 */
|
||||
if (isUniformBool) {
|
||||
for (i = 0; i < elems; i++) {
|
||||
if (basicType == GL_FLOAT)
|
||||
uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
|
||||
else
|
||||
uniformVal[i].b = uniformVal[i].u ? 1 : 0;
|
||||
|
||||
if (ctx->Const.NativeIntegers)
|
||||
uniformVal[i].u =
|
||||
uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0;
|
||||
else
|
||||
uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Called via glUniform*() functions.
|
||||
*/
|
||||
void
|
||||
_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
|
||||
GLint location, GLsizei count,
|
||||
const GLvoid *values, GLenum type)
|
||||
{
|
||||
struct gl_uniform *uniform;
|
||||
GLint elems;
|
||||
unsigned loc, offset;
|
||||
|
||||
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
||||
|
||||
if (!validate_uniform_parameters(ctx, shProg, location, count,
|
||||
&loc, &offset, "glUniform", false))
|
||||
return;
|
||||
|
||||
elems = _mesa_sizeof_glsl_type(type);
|
||||
|
||||
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
|
||||
|
||||
uniform = &shProg->Uniforms->Uniforms[loc];
|
||||
|
||||
if (ctx->Shader.Flags & GLSL_UNIFORMS) {
|
||||
const GLenum basicType = base_uniform_type(type);
|
||||
GLint i;
|
||||
printf("Mesa: set program %u uniform %s (loc %d) to: ",
|
||||
shProg->Name, uniform->Name, location);
|
||||
if (basicType == GL_INT) {
|
||||
const GLint *v = (const GLint *) values;
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%d ", v[i]);
|
||||
}
|
||||
}
|
||||
else if (basicType == GL_UNSIGNED_INT) {
|
||||
const GLuint *v = (const GLuint *) values;
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%u ", v[i]);
|
||||
}
|
||||
}
|
||||
else {
|
||||
const GLfloat *v = (const GLfloat *) values;
|
||||
assert(basicType == GL_FLOAT);
|
||||
for (i = 0; i < count * elems; i++) {
|
||||
printf("%g ", v[i]);
|
||||
}
|
||||
}
|
||||
printf("\n");
|
||||
}
|
||||
|
||||
/* A uniform var may be used by both a vertex shader and a fragment
|
||||
* shader. We may need to update one or both shader's uniform here:
|
||||
*/
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->VertPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->FragPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->GeomPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
|
||||
index, offset, type, count, elems, values);
|
||||
}
|
||||
}
|
||||
|
||||
uniform->Initialized = GL_TRUE;
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Set a matrix-valued program parameter.
|
||||
*/
|
||||
static void
|
||||
set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
|
||||
GLuint index, GLuint offset,
|
||||
GLuint count, GLuint rows, GLuint cols,
|
||||
GLboolean transpose, const GLfloat *values)
|
||||
{
|
||||
GLuint mat, row, col;
|
||||
GLuint src = 0;
|
||||
const struct gl_program_parameter *param =
|
||||
&program->Parameters->Parameters[index];
|
||||
const GLuint slots = (param->Size + 3) / 4;
|
||||
const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
|
||||
GLint nr, nc;
|
||||
|
||||
/* check that the number of rows, columns is correct */
|
||||
get_matrix_dims(param->DataType, &nr, &nc);
|
||||
if (rows != nr || cols != nc) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION,
|
||||
"glUniformMatrix(matrix size mismatch)");
|
||||
return;
|
||||
}
|
||||
|
||||
if ((GLint) param->Size <= typeSize) {
|
||||
/* non-array: count must be at most one; count == 0 is handled
|
||||
* by the loop below
|
||||
*/
|
||||
if (count > 1) {
|
||||
_mesa_error(ctx, GL_INVALID_OPERATION,
|
||||
"glUniformMatrix(uniform is not an array)");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Note: the _columns_ of a matrix are stored in program registers, not
|
||||
* the rows. So, the loops below look a little funny.
|
||||
* XXX could optimize this a bit...
|
||||
*/
|
||||
|
||||
/* loop over matrices */
|
||||
for (mat = 0; mat < count; mat++) {
|
||||
|
||||
/* each matrix: */
|
||||
for (col = 0; col < cols; col++) {
|
||||
GLfloat *v;
|
||||
if (offset >= slots) {
|
||||
/* Ignore writes beyond the end of (the used part of) an array */
|
||||
return;
|
||||
}
|
||||
v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
|
||||
for (row = 0; row < rows; row++) {
|
||||
if (transpose) {
|
||||
v[row] = values[src + row * cols + col];
|
||||
}
|
||||
else {
|
||||
v[row] = values[src + col * rows + row];
|
||||
}
|
||||
}
|
||||
|
||||
offset++;
|
||||
}
|
||||
|
||||
src += rows * cols; /* next matrix */
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* Called by glUniformMatrix*() functions.
|
||||
* Note: cols=2, rows=4 ==> array[2] of vec4
|
||||
*/
|
||||
void
|
||||
_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
|
||||
GLint cols, GLint rows,
|
||||
GLint location, GLsizei count,
|
||||
GLboolean transpose, const GLfloat *values)
|
||||
{
|
||||
struct gl_uniform *uniform;
|
||||
unsigned loc, offset;
|
||||
|
||||
ASSERT_OUTSIDE_BEGIN_END(ctx);
|
||||
|
||||
if (!validate_uniform_parameters(ctx, shProg, location, count,
|
||||
&loc, &offset, "glUniformMatrix", false))
|
||||
return;
|
||||
|
||||
if (values == NULL) {
|
||||
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
|
||||
return;
|
||||
}
|
||||
|
||||
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
|
||||
|
||||
uniform = &shProg->Uniforms->Uniforms[loc];
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->VertPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->FragPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
}
|
||||
}
|
||||
|
||||
if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
|
||||
/* convert uniform location to program parameter index */
|
||||
GLint index = uniform->GeomPos;
|
||||
if (index >= 0) {
|
||||
set_program_uniform_matrix(ctx,
|
||||
shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
|
||||
index, offset,
|
||||
count, rows, cols, transpose, values);
|
||||
}
|
||||
}
|
||||
|
||||
uniform->Initialized = GL_TRUE;
|
||||
}
|
||||
|
||||
|
||||
void GLAPIENTRY
|
||||
_mesa_Uniform1fARB(GLint location, GLfloat v0)
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue