mesa: add KHR_no_error support to glUniform*() functions

V2: restore lost comment, add static to validate_uniform(),
    simplify array offset logic.

Reviewed-by: Nicolai Hähnle <nicolai.haehnle@amd.com>
This commit is contained in:
Timothy Arceri 2017-03-30 23:22:46 +11:00
parent 2c9ac0bc63
commit bd2662bfa1

View file

@ -782,33 +782,27 @@ glsl_type_name(enum glsl_base_type type)
}
/**
* Called via glUniform*() functions.
*/
extern "C" void
_mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
struct gl_context *ctx, struct gl_shader_program *shProg,
enum glsl_base_type basicType, unsigned src_components)
static struct gl_uniform_storage *
validate_uniform(GLint location, GLsizei count, const GLvoid *values,
unsigned *offset, struct gl_context *ctx,
struct gl_shader_program *shProg,
enum glsl_base_type basicType, unsigned src_components)
{
unsigned offset;
int size_mul = glsl_base_type_is_64bit(basicType) ? 2 : 1;
struct gl_uniform_storage *const uni =
validate_uniform_parameters(location, count, &offset,
validate_uniform_parameters(location, count, offset,
ctx, shProg, "glUniform");
if (uni == NULL)
return;
return NULL;
if (uni->type->is_matrix()) {
/* Can't set matrix uniforms (like mat4) with glUniform */
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniform%u(uniform \"%s\"@%d is matrix)",
src_components, uni->name, location);
return;
return NULL;
}
/* Verify that the types are compatible.
*/
/* Verify that the types are compatible. */
const unsigned components = uni->type->is_sampler()
? 1 : uni->type->vector_elements;
@ -818,7 +812,7 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
"glUniform%u(\"%s\"@%u has %u components, not %u)",
src_components, uni->name, location,
components, src_components);
return;
return NULL;
}
bool match;
@ -843,12 +837,12 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
src_components, uni->name, location,
glsl_type_name(uni->type->base_type),
glsl_type_name(basicType));
return;
return NULL;
}
if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) {
log_uniform(values, basicType, components, 1, count,
false, shProg, location, uni);
false, shProg, location, uni);
}
/* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
@ -870,15 +864,14 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
*/
if (uni->type->is_sampler()) {
for (int i = 0; i < count; i++) {
const unsigned texUnit = ((unsigned *) values)[i];
const unsigned texUnit = ((unsigned *) values)[i];
/* check that the sampler (tex unit index) is legal */
if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniform1i(invalid sampler/tex unit index for "
"uniform %d)",
location);
return;
"uniform %d)", location);
return NULL;
}
}
/* We need to reset the validate flag on changes to samplers in case
@ -896,11 +889,45 @@ _mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniform1i(invalid image unit index for uniform %d)",
location);
return;
return NULL;
}
}
}
return uni;
}
/**
* Called via glUniform*() functions.
*/
extern "C" void
_mesa_uniform(GLint location, GLsizei count, const GLvoid *values,
struct gl_context *ctx, struct gl_shader_program *shProg,
enum glsl_base_type basicType, unsigned src_components)
{
unsigned offset;
int size_mul = glsl_base_type_is_64bit(basicType) ? 2 : 1;
struct gl_uniform_storage *uni;
if (_mesa_is_no_error_enabled(ctx)) {
uni = shProg->UniformRemapTable[location];
/* The array index specified by the uniform location is just the
* uniform location minus the base location of of the uniform.
*/
assert(uni->array_elements > 0 || location == (int)uni->remap_location);
offset = location - uni->remap_location;
} else {
uni = validate_uniform(location, count, values, &offset, ctx, shProg,
basicType, src_components);
if (!uni)
return;
}
const unsigned components = uni->type->is_sampler()
? 1 : uni->type->vector_elements;
/* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
*
* "When loading N elements starting at an arbitrary position k in a