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:
Ian Romanick 2011-10-13 13:45:39 -07:00
parent 65add4327d
commit 2f45ed393a
2 changed files with 945 additions and 967 deletions

View file

@ -23,10 +23,12 @@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "main/core.h"
#include "main/context.h"
#include "ir.h"
#include "../glsl/program.h"
extern "C" {
#include "main/image.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "uniforms.h"
@ -78,3 +80,946 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
*type = uni->Type->gl_type;
}
}
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.
*/
extern "C" 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, &paramPos)) {
_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++;
}
}
}
}
/**
* 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.
*/
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);
}

View file

@ -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, &paramPos)) {
_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)
{