mesa: glsl: fix a number of glUniform issues

Additional error checking.
Allow setting elements of uniform arrays.  This involves encoding both
a uniform location and a parameter offset in the value returned by
glGetUniformLocation().
Limit glUniform[if]v()'s count to the size of the uniform array.
When setting bool-valued uniforms, convert all float/int values to 0 or 1.
This commit is contained in:
Brian Paul 2008-08-06 16:26:47 -06:00 committed by Keith Whitwell
parent bda6ad273d
commit eda291e316

View file

@ -765,6 +765,36 @@ sizeof_glsl_type(GLenum type)
}
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_integer_type(GLenum type)
{
switch (type) {
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
return GL_TRUE;
default:
return GL_FALSE;
}
}
static void
_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
@ -796,6 +826,30 @@ _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
}
static struct gl_program_parameter *
get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
{
const struct gl_program *prog;
GLint progPos;
progPos = shProg->Uniforms->Uniforms[index].VertPos;
if (progPos >= 0) {
prog = &shProg->VertexProgram->Base;
}
else {
progPos = shProg->Uniforms->Uniforms[index].FragPos;
if (progPos >= 0) {
prog = &shProg->FragmentProgram->Base;
}
}
if (!prog || progPos < 0)
return NULL; /* should never happen */
return &prog->Parameters->Parameters[progPos];
}
/**
* Called via ctx->Driver.GetActiveUniform().
*/
@ -1096,12 +1150,42 @@ _mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
}
/**
* The value returned by GetUniformLocation actually encodes two things:
* 1. the index into the prog->Uniforms[] array for the uniform
* 2. an offset in the prog->ParameterValues[] array for specifying array
* elements or structure fields.
* This function merges those two values.
*/
static void
merge_location_offset(GLint *location, GLint offset)
{
*location = *location | (offset << 16);
}
/**
* Seperate the uniform location and parameter offset. See above.
*/
static void
split_location_offset(GLint *location, GLint *offset)
{
*offset = (*location >> 16);
*location = *location & 0xffff;
}
/**
* Called via ctx->Driver.GetUniformLocation().
*
* The return value will encode two values, the uniform location and an
* offset (used for arrays, structs).
*/
static GLint
_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
{
GLint offset = 0, location = -1;
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
@ -1117,7 +1201,54 @@ _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
* actually used.
*/
return _mesa_lookup_uniform(shProg->Uniforms, name);
/* 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 = _mesa_malloc(len + 1);
if (!newName)
return -1; /* out of mem */
_mesa_memcpy(newName, name, len);
newName[len] = 0;
location = _mesa_lookup_uniform(shProg->Uniforms, newName);
if (location >= 0) {
const GLint element = _mesa_atoi(c + 1);
if (element > 0) {
/* get type of the uniform array element */
struct gl_program_parameter *p;
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;
}
}
}
_mesa_free(newName);
}
}
if (location < 0) {
location = _mesa_lookup_uniform(shProg->Uniforms, name);
}
if (location >= 0) {
merge_location_offset(&location, offset);
}
return location;
}
@ -1290,23 +1421,33 @@ compatible_types(GLenum userType, GLenum targetType)
/**
* Set the value of a program's uniform variable.
* \param program the program whose uniform to update
* \param location the location/index of the uniform
* \param index the index of the program parameter for the uniform
* \param offset additional parameter slot offset (for arrays)
* \param type the datatype of the uniform
* \param count the number of uniforms to set
* \param elems number of elements per uniform
* \param values the new values
*/
static void
set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
GLenum type, GLsizei count, GLint elems, const void *values)
set_program_uniform(GLcontext *ctx, struct gl_program *program,
GLint index, GLint offset,
GLenum type, GLsizei count, GLint elems,
const void *values)
{
assert(offset >= 0);
if (!compatible_types(type,
program->Parameters->Parameters[location].DataType)) {
program->Parameters->Parameters[index].DataType)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
return;
}
if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
if (index + offset > program->Parameters->Size) {
/* out of bounds! */
return;
}
if (program->Parameters->Parameters[index].Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLuint texUnit, sampler;
@ -1318,7 +1459,7 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
return;
}
sampler = (GLuint) program->Parameters->ParameterValues[location][0];
sampler = (GLuint) program->Parameters->ParameterValues[index][0];
texUnit = ((GLuint *) values)[0];
/* check that the sampler (tex unit index) is legal */
@ -1337,18 +1478,19 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
else {
/* ordinary uniform variable */
GLsizei k, i;
GLint slots = (program->Parameters->Parameters[index].Size + 3) / 4;
if (count * elems > (GLint) program->Parameters->Parameters[location].Size) {
if (count * elems > (GLint) program->Parameters->Parameters[index].Size) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
return;
}
if (count > slots)
count = slots;
for (k = 0; k < count; k++) {
GLfloat *uniformVal = program->Parameters->ParameterValues[location + k];
if (type == GL_INT ||
type == GL_INT_VEC2 ||
type == GL_INT_VEC3 ||
type == GL_INT_VEC4) {
GLfloat *uniformVal = program->Parameters->ParameterValues[index + offset + k];
if (is_integer_type(type)) {
const GLint *iValues = ((const GLint *) values) + k * elems;
for (i = 0; i < elems; i++) {
uniformVal[i] = (GLfloat) iValues[i];
@ -1360,6 +1502,13 @@ set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
uniformVal[i] = fValues[i];
}
}
/* if the uniform is bool-valued, convert to 1.0 or 0.0 */
if (is_boolean_type(program->Parameters->Parameters[index].DataType)) {
for (i = 0; i < elems; i++) {
uniformVal[i] = uniformVal[i] ? 1.0 : 0.0;
}
}
}
}
}
@ -1373,7 +1522,7 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
const GLvoid *values, GLenum type)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
GLint elems;
GLint elems, offset;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
@ -1383,6 +1532,8 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
if (location == -1)
return; /* The standard specifies this as a no-op */
split_location_offset(&location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
return;
@ -1421,23 +1572,28 @@ _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
* shader. We may need to update one or both shader's uniform here:
*/
if (shProg->VertexProgram) {
GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
if (loc >= 0) {
/* convert uniform location to program parameter index */
GLint index = shProg->Uniforms->Uniforms[location].VertPos;
if (index >= 0) {
set_program_uniform(ctx, &shProg->VertexProgram->Base,
loc, type, count, elems, values);
index, offset, type, count, elems, values);
}
}
if (shProg->FragmentProgram) {
GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
if (loc >= 0) {
/* convert uniform location to program parameter index */
GLint index = shProg->Uniforms->Uniforms[location].FragPos;
if (index >= 0) {
set_program_uniform(ctx, &shProg->FragmentProgram->Base,
loc, type, count, elems, values);
index, offset, type, count, elems, values);
}
}
}
/**
* Set a matrix-valued program parameter.
*/
static void
get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
{
@ -1485,19 +1641,24 @@ get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
static void
set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
GLuint location, GLuint count,
GLuint rows, GLuint cols,
GLuint index, GLuint offset,
GLuint count, GLuint rows, GLuint cols,
GLboolean transpose, const GLfloat *values)
{
GLuint mat, row, col;
GLuint dst = location, src = 0;
GLuint dst = index + offset, src = 0;
GLint nr, nc;
/* check that the number of rows, columns is correct */
get_matrix_dims(program->Parameters->Parameters[location].DataType, &nr, &nc);
get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc);
if (rows != nr || cols != nc) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(matrix size mismatch");
"glUniformMatrix(matrix size mismatch)");
return;
}
if (index + offset > program->Parameters->Size) {
/* out of bounds! */
return;
}
@ -1538,6 +1699,7 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
GLenum matrixType, GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
GLint offset;
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
if (!shProg || !shProg->LinkStatus) {
@ -1549,6 +1711,8 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
if (location == -1)
return; /* The standard specifies this as a no-op */
split_location_offset(&location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
return;
@ -1561,18 +1725,22 @@ _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
if (shProg->VertexProgram) {
GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
if (loc >= 0) {
/* convert uniform location to program parameter index */
GLint index = shProg->Uniforms->Uniforms[location].VertPos;
if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
loc, count, rows, cols, transpose, values);
index, offset,
count, rows, cols, transpose, values);
}
}
if (shProg->FragmentProgram) {
GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
if (loc >= 0) {
/* convert uniform location to program parameter index */
GLint index = shProg->Uniforms->Uniforms[location].FragPos;
if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
loc, count, rows, cols, transpose, values);
index, offset,
count, rows, cols, transpose, values);
}
}
}