/* * Mesa 3-D graphics library * * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved. * Copyright © 2010, 2011 Intel Corporation * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR * OTHER DEALINGS IN THE SOFTWARE. */ #include #include "main/core.h" #include "main/context.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "main/uniforms.h" #include "compiler/glsl/ir.h" #include "compiler/glsl/ir_uniform.h" #include "compiler/glsl/glsl_parser_extras.h" #include "compiler/glsl/program.h" #include "util/bitscan.h" extern "C" void GLAPIENTRY _mesa_GetActiveUniform(GLuint program, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *nameOut) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg; struct gl_program_resource *res; if (maxLength < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(maxLength < 0)"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); if (!shProg) return; res = _mesa_program_resource_find_index((struct gl_shader_program *) shProg, GL_UNIFORM, index); if (!res) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); return; } if (nameOut) _mesa_get_program_resource_name(shProg, GL_UNIFORM, index, maxLength, length, nameOut, "glGetActiveUniform"); if (type) _mesa_program_resource_prop((struct gl_shader_program *) shProg, res, index, GL_TYPE, (GLint*) type, "glGetActiveUniform"); if (size) _mesa_program_resource_prop((struct gl_shader_program *) shProg, res, index, GL_ARRAY_SIZE, (GLint*) size, "glGetActiveUniform"); } static GLenum resource_prop_from_uniform_prop(GLenum uni_prop) { switch (uni_prop) { case GL_UNIFORM_TYPE: return GL_TYPE; case GL_UNIFORM_SIZE: return GL_ARRAY_SIZE; case GL_UNIFORM_NAME_LENGTH: return GL_NAME_LENGTH; case GL_UNIFORM_BLOCK_INDEX: return GL_BLOCK_INDEX; case GL_UNIFORM_OFFSET: return GL_OFFSET; case GL_UNIFORM_ARRAY_STRIDE: return GL_ARRAY_STRIDE; case GL_UNIFORM_MATRIX_STRIDE: return GL_MATRIX_STRIDE; case GL_UNIFORM_IS_ROW_MAJOR: return GL_IS_ROW_MAJOR; case GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX: return GL_ATOMIC_COUNTER_BUFFER_INDEX; default: return 0; } } extern "C" void GLAPIENTRY _mesa_GetActiveUniformsiv(GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg; struct gl_program_resource *res; GLenum res_prop; if (uniformCount < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(uniformCount < 0)"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); if (!shProg) return; res_prop = resource_prop_from_uniform_prop(pname); /* We need to first verify that each entry exists as active uniform. If * not, generate error and do not cause any other side effects. * * In the case of and error condition, Page 16 (section 2.3.1 Errors) * of the OpenGL 4.5 spec says: * * "If the generating command modifies values through a pointer argu- * ment, no change is made to these values." */ for (int i = 0; i < uniformCount; i++) { if (!_mesa_program_resource_find_index(shProg, GL_UNIFORM, uniformIndices[i])) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)"); return; } } for (int i = 0; i < uniformCount; i++) { res = _mesa_program_resource_find_index(shProg, GL_UNIFORM, uniformIndices[i]); if (!_mesa_program_resource_prop(shProg, res, uniformIndices[i], res_prop, ¶ms[i], "glGetActiveUniformsiv")) break; } } static struct gl_uniform_storage * validate_uniform_parameters(struct gl_context *ctx, struct gl_shader_program *shProg, GLint location, GLsizei count, unsigned *array_index, const char *caller) { if (shProg == NULL) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller); return NULL; } /* 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 NULL; } /* Check that the given location is in bounds of uniform remap table. * Unlinked programs will have NumUniformRemapTable == 0, so we can take * the shProg->data->LinkStatus check out of the main path. */ if (unlikely(location >= (GLint) shProg->NumUniformRemapTable)) { if (!shProg->data->LinkStatus) _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller); else _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", caller, location); return NULL; } if (location == -1) { if (!shProg->data->LinkStatus) _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller); return NULL; } /* 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 count is greater than one, and the uniform declared in the * shader is not an array variable, */ if (location < -1 || !shProg->UniformRemapTable[location]) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", caller, location); return NULL; } /* If the driver storage pointer in remap table is -1, we ignore silently. * * GL_ARB_explicit_uniform_location spec says: * "What happens if Uniform* is called with an explicitly defined * uniform location, but that uniform is deemed inactive by the * linker? * * RESOLVED: The call is ignored for inactive uniform variables and * no error is generated." * */ if (shProg->UniformRemapTable[location] == INACTIVE_UNIFORM_EXPLICIT_LOCATION) return NULL; struct gl_uniform_storage *const uni = shProg->UniformRemapTable[location]; /* Even though no location is assigned to a built-in uniform and this * function should already have returned NULL, this test makes it explicit * that we are not allowing to update the value of a built-in. */ if (uni->builtin) return NULL; if (uni->array_elements == 0) { if (count > 1) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(count = %u for non-array \"%s\"@%d)", caller, count, uni->name, location); return NULL; } assert((location - uni->remap_location) == 0); *array_index = 0; } else { /* The array index specified by the uniform location is just the uniform * location minus the base location of of the uniform. */ *array_index = location - uni->remap_location; /* If the uniform is an array, check that array_index is in bounds. * array_index is unsigned so no need to check for less than zero. */ if (*array_index >= uni->array_elements) { _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", caller, location); return NULL; } } return uni; } /** * 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, enum glsl_base_type returnType, GLvoid *paramsOut) { struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv"); unsigned offset; struct gl_uniform_storage *const uni = validate_uniform_parameters(ctx, shProg, location, 1, &offset, "glGetUniform"); if (uni == NULL) { /* 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. * * If the location was -1, validate_unfirom_parameters will return NULL * without raising an error. Raise the error here. */ if (location == -1) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniform(location=%d)", location); } return; } { unsigned elements = (uni->type->is_sampler()) ? 1 : uni->type->components(); const int dmul = uni->type->is_64bit() ? 2 : 1; const int rmul = glsl_base_type_is_64bit(returnType) ? 2 : 1; /* Calculate the source base address *BEFORE* modifying elements to * account for the size of the user's buffer. */ const union gl_constant_value *const src = &uni->storage[offset * elements * dmul]; assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT || returnType == GLSL_TYPE_UINT || returnType == GLSL_TYPE_DOUBLE); /* doubles have a different size than the other 3 types */ unsigned bytes = sizeof(src[0]) * elements * rmul; if (bufSize < 0 || bytes > (unsigned) bufSize) { _mesa_error( ctx, GL_INVALID_OPERATION, "glGetnUniform*vARB(out of bounds: bufSize is %d," " but %u bytes are required)", bufSize, bytes ); return; } /* If the return type and the uniform's native type are "compatible," * just memcpy the data. If the types are not compatible, perform a * slower convert-and-copy process. */ if (returnType == uni->type->base_type || ((returnType == GLSL_TYPE_INT || returnType == GLSL_TYPE_UINT) && (uni->type->base_type == GLSL_TYPE_INT || uni->type->base_type == GLSL_TYPE_UINT || uni->type->base_type == GLSL_TYPE_SAMPLER || uni->type->base_type == GLSL_TYPE_IMAGE))) { memcpy(paramsOut, src, bytes); } else { union gl_constant_value *const dst = (union gl_constant_value *) paramsOut; /* This code could be optimized by putting the loop inside the switch * statements. However, this is not expected to be * performance-critical code. */ for (unsigned i = 0; i < elements; i++) { int sidx = i * dmul; int didx = i * rmul; switch (returnType) { case GLSL_TYPE_FLOAT: switch (uni->type->base_type) { case GLSL_TYPE_UINT: dst[didx].f = (float) src[sidx].u; break; case GLSL_TYPE_INT: case GLSL_TYPE_SAMPLER: case GLSL_TYPE_IMAGE: dst[didx].f = (float) src[sidx].i; break; case GLSL_TYPE_BOOL: dst[didx].f = src[sidx].i ? 1.0f : 0.0f; break; case GLSL_TYPE_DOUBLE: { double tmp; memcpy(&tmp, &src[sidx].f, sizeof(tmp)); dst[didx].f = tmp; break; } default: assert(!"Should not get here."); break; } break; case GLSL_TYPE_DOUBLE: switch (uni->type->base_type) { case GLSL_TYPE_UINT: { double tmp = src[sidx].u; memcpy(&dst[didx].f, &tmp, sizeof(tmp)); break; } case GLSL_TYPE_INT: case GLSL_TYPE_SAMPLER: case GLSL_TYPE_IMAGE: { double tmp = src[sidx].i; memcpy(&dst[didx].f, &tmp, sizeof(tmp)); break; } case GLSL_TYPE_BOOL: { double tmp = src[sidx].i ? 1.0 : 0.0; memcpy(&dst[didx].f, &tmp, sizeof(tmp)); break; } case GLSL_TYPE_FLOAT: { double tmp = src[sidx].f; memcpy(&dst[didx].f, &tmp, sizeof(tmp)); break; } default: assert(!"Should not get here."); break; } break; case GLSL_TYPE_INT: case GLSL_TYPE_UINT: switch (uni->type->base_type) { case GLSL_TYPE_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..." */ dst[didx].i = IROUND(src[sidx].f); break; case GLSL_TYPE_BOOL: dst[didx].i = src[sidx].i ? 1 : 0; break; case GLSL_TYPE_DOUBLE: { double tmp; memcpy(&tmp, &src[sidx].f, sizeof(tmp)); dst[didx].i = IROUNDD(tmp); break; } default: assert(!"Should not get here."); break; } break; default: assert(!"Should not get here."); break; } } } } } static void log_uniform(const void *values, enum glsl_base_type basicType, unsigned rows, unsigned cols, unsigned count, bool transpose, const struct gl_shader_program *shProg, GLint location, const struct gl_uniform_storage *uni) { const union gl_constant_value *v = (const union gl_constant_value *) values; const unsigned elems = rows * cols * count; const char *const extra = (cols == 1) ? "uniform" : "uniform matrix"; printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", " "transpose = %s) to: ", shProg->Name, extra, uni->name, location, uni->type->name, transpose ? "true" : "false"); for (unsigned i = 0; i < elems; i++) { if (i != 0 && ((i % rows) == 0)) printf(", "); switch (basicType) { case GLSL_TYPE_UINT: printf("%u ", v[i].u); break; case GLSL_TYPE_INT: printf("%d ", v[i].i); break; case GLSL_TYPE_FLOAT: printf("%g ", v[i].f); break; case GLSL_TYPE_DOUBLE: { double tmp; memcpy(&tmp, &v[i * 2].f, sizeof(tmp)); printf("%g ", tmp); break; } default: assert(!"Should not get here."); break; } } printf("\n"); fflush(stdout); } #if 0 static void log_program_parameters(const struct gl_shader_program *shProg) { for (unsigned i = 0; i < MESA_SHADER_STAGES; i++) { if (shProg->_LinkedShaders[i] == NULL) continue; const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program; printf("Program %d %s shader parameters:\n", shProg->Name, _mesa_shader_stage_to_string(i)); for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) { printf("%s: %p %f %f %f %f\n", prog->Parameters->Parameters[j].Name, prog->Parameters->ParameterValues[j], prog->Parameters->ParameterValues[j][0].f, prog->Parameters->ParameterValues[j][1].f, prog->Parameters->ParameterValues[j][2].f, prog->Parameters->ParameterValues[j][3].f); } } fflush(stdout); } #endif /** * Propagate some values from uniform backing storage to driver storage * * Values propagated from uniform backing storage to driver storage * have all format / type conversions previously requested by the * driver applied. This function is most often called by the * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f, * etc. * * \param uni Uniform whose data is to be propagated to driver storage * \param array_index If \c uni is an array, this is the element of * the array to be propagated. * \param count Number of array elements to propagate. */ extern "C" void _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, unsigned array_index, unsigned count) { unsigned i; /* vector_elements and matrix_columns can be 0 for samplers. */ const unsigned components = MAX2(1, uni->type->vector_elements); const unsigned vectors = MAX2(1, uni->type->matrix_columns); const int dmul = uni->type->is_64bit() ? 2 : 1; /* Store the data in the driver's requested type in the driver's storage * areas. */ unsigned src_vector_byte_stride = components * 4 * dmul; for (i = 0; i < uni->num_driver_storage; i++) { struct gl_uniform_driver_storage *const store = &uni->driver_storage[i]; uint8_t *dst = (uint8_t *) store->data; const unsigned extra_stride = store->element_stride - (vectors * store->vector_stride); const uint8_t *src = (uint8_t *) (&uni->storage[array_index * (dmul * components * vectors)].i); #if 0 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u " "extra_stride=%u\n", __func__, dst, array_index, components, vectors, count, store->vector_stride, extra_stride); #endif dst += array_index * store->element_stride; switch (store->format) { case uniform_native: { unsigned j; unsigned v; if (src_vector_byte_stride == store->vector_stride) { if (extra_stride) { for (j = 0; j < count; j++) { memcpy(dst, src, src_vector_byte_stride * vectors); src += src_vector_byte_stride * vectors; dst += store->vector_stride * vectors; dst += extra_stride; } } else { /* Unigine Heaven benchmark gets here */ memcpy(dst, src, src_vector_byte_stride * vectors * count); src += src_vector_byte_stride * vectors * count; dst += store->vector_stride * vectors * count; } } else { for (j = 0; j < count; j++) { for (v = 0; v < vectors; v++) { memcpy(dst, src, src_vector_byte_stride); src += src_vector_byte_stride; dst += store->vector_stride; } dst += extra_stride; } } break; } case uniform_int_float: { const int *isrc = (const int *) src; unsigned j; unsigned v; unsigned c; for (j = 0; j < count; j++) { for (v = 0; v < vectors; v++) { for (c = 0; c < components; c++) { ((float *) dst)[c] = (float) *isrc; isrc++; } dst += store->vector_stride; } dst += extra_stride; } break; } default: assert(!"Should not get here."); break; } } } /** * Return printable string for a given GLSL_TYPE_x */ static const char * glsl_type_name(enum glsl_base_type type) { switch (type) { case GLSL_TYPE_UINT: return "uint"; case GLSL_TYPE_INT: return "int"; case GLSL_TYPE_FLOAT: return "float"; case GLSL_TYPE_DOUBLE: return "double"; case GLSL_TYPE_BOOL: return "bool"; case GLSL_TYPE_SAMPLER: return "sampler"; case GLSL_TYPE_IMAGE: return "image"; case GLSL_TYPE_ATOMIC_UINT: return "atomic_uint"; case GLSL_TYPE_STRUCT: return "struct"; case GLSL_TYPE_INTERFACE: return "interface"; case GLSL_TYPE_ARRAY: return "array"; case GLSL_TYPE_VOID: return "void"; case GLSL_TYPE_ERROR: return "error"; default: return "other"; } } /** * 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, 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(ctx, shProg, location, count, &offset, "glUniform"); if (uni == NULL) return; 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; } /* Verify that the types are compatible. */ const unsigned components = uni->type->is_sampler() ? 1 : uni->type->vector_elements; if (components != src_components) { /* glUniformN() must match float/vecN type */ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform%u(\"%s\"@%u has %u components, not %u)", src_components, uni->name, location, components, src_components); return; } bool match; switch (uni->type->base_type) { case GLSL_TYPE_BOOL: match = (basicType != GLSL_TYPE_DOUBLE); break; case GLSL_TYPE_SAMPLER: match = (basicType == GLSL_TYPE_INT); break; case GLSL_TYPE_IMAGE: match = (basicType == GLSL_TYPE_INT && _mesa_is_desktop_gl(ctx)); break; default: match = (basicType == uni->type->base_type); break; } if (!match) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform%u(\"%s\"@%d is %s, not %s)", src_components, uni->name, location, glsl_type_name(uni->type->base_type), glsl_type_name(basicType)); return; } if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { log_uniform(values, basicType, components, 1, count, false, shProg, location, uni); } /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says: * * "Setting a sampler's value to i selects texture image unit number * i. The values of i range from zero to the implementation- dependent * maximum supported number of texture image units." * * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of * the PDF) says: * * "Error Description Offending command * ignored? * ... * INVALID_VALUE Numeric argument out of range Yes" * * Based on that, when an invalid sampler is specified, we generate a * GL_INVALID_VALUE error and ignore the command. */ if (uni->type->is_sampler()) { for (int i = 0; i < count; 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; } } /* We need to reset the validate flag on changes to samplers in case * two different sampler types are set to the same texture unit. */ ctx->_Shader->Validated = GL_FALSE; } if (uni->type->is_image()) { for (int i = 0; i < count; i++) { const int unit = ((GLint *) values)[i]; /* check that the image unit is legal */ if (unit < 0 || unit >= (int)ctx->Const.MaxImageUnits) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniform1i(invalid image unit index for uniform %d)", location); return; } } } /* 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 * uniform declared as an array, elements k through k + N - 1 in the * array will be replaced with the new values. Values for any array * element that exceeds the highest array element index used, as * reported by GetActiveUniform, will be ignored by the GL." * * Clamp 'count' to a valid value. Note that for non-arrays a count > 1 * will have already generated an error. */ if (uni->array_elements != 0) { count = MIN2(count, (int) (uni->array_elements - offset)); } FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); /* Store the data in the "actual type" backing storage for the uniform. */ if (!uni->type->is_boolean()) { memcpy(&uni->storage[size_mul * components * offset], values, sizeof(uni->storage[0]) * components * count * size_mul); } else { const union gl_constant_value *src = (const union gl_constant_value *) values; union gl_constant_value *dst = &uni->storage[components * offset]; const unsigned elems = components * count; for (unsigned i = 0; i < elems; i++) { if (basicType == GLSL_TYPE_FLOAT) { dst[i].i = src[i].f != 0.0f ? ctx->Const.UniformBooleanTrue : 0; } else { dst[i].i = src[i].i != 0 ? ctx->Const.UniformBooleanTrue : 0; } } } _mesa_propagate_uniforms_to_driver_storage(uni, offset, count); /* If the uniform is a sampler, do the extra magic necessary to propagate * the changes through. */ if (uni->type->is_sampler()) { bool flushed = false; for (int i = 0; i < MESA_SHADER_STAGES; i++) { struct gl_linked_shader *const sh = shProg->_LinkedShaders[i]; /* If the shader stage doesn't use the sampler uniform, skip this. */ if (!uni->opaque[i].active) continue; bool changed = false; for (int j = 0; j < count; j++) { unsigned unit = uni->opaque[i].index + offset + j; if (sh->Program->SamplerUnits[unit] != ((unsigned *) values)[j]) { sh->Program->SamplerUnits[unit] = ((unsigned *) values)[j]; changed = true; } } if (changed) { if (!flushed) { FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); flushed = true; } struct gl_program *const prog = sh->Program; _mesa_update_shader_textures_used(shProg, prog); if (ctx->Driver.SamplerUniformChange) ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog); } } } /* If the uniform is an image, update the mapping from image * uniforms to image units present in the shader data structure. */ if (uni->type->is_image()) { for (int i = 0; i < MESA_SHADER_STAGES; i++) { if (uni->opaque[i].active) { struct gl_linked_shader *sh = shProg->_LinkedShaders[i]; for (int j = 0; j < count; j++) sh->Program->sh.ImageUnits[uni->opaque[i].index + offset + j] = ((GLint *) values)[j]; } } ctx->NewDriverState |= ctx->DriverFlags.NewImageUnits; } } /** * 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, GLuint cols, GLuint rows, GLint location, GLsizei count, GLboolean transpose, const GLvoid *values, enum glsl_base_type basicType) { unsigned offset; unsigned vectors; unsigned components; unsigned elements; int size_mul; struct gl_uniform_storage *const uni = validate_uniform_parameters(ctx, shProg, location, count, &offset, "glUniformMatrix"); if (uni == NULL) return; if (!uni->type->is_matrix()) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(non-matrix uniform)"); return; } assert(basicType == GLSL_TYPE_FLOAT || basicType == GLSL_TYPE_DOUBLE); size_mul = basicType == GLSL_TYPE_DOUBLE ? 2 : 1; assert(!uni->type->is_sampler()); vectors = uni->type->matrix_columns; components = uni->type->vector_elements; /* Verify that the types are compatible. This is greatly simplified for * matrices because they can only have a float base type. */ if (vectors != cols || components != rows) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(matrix size mismatch)"); return; } /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE. * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */ if (transpose) { if (ctx->API == API_OPENGLES2 && ctx->Version < 30) { _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(matrix transpose is not GL_FALSE)"); return; } } /* Section 2.11.7 (Uniform Variables) of the OpenGL 4.2 Core Profile 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 the uniform declared in the shader is not of type boolean and * the type indicated in the name of the Uniform* command used does * not match the type of the uniform" * * There are no Boolean matrix types, so we do not need to allow * GLSL_TYPE_BOOL here (as _mesa_uniform does). */ if (uni->type->base_type != basicType) { _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix%ux%u(\"%s\"@%d is %s, not %s)", cols, rows, uni->name, location, glsl_type_name(uni->type->base_type), glsl_type_name(basicType)); return; } if (unlikely(ctx->_Shader->Flags & GLSL_UNIFORMS)) { log_uniform(values, uni->type->base_type, components, vectors, count, bool(transpose), shProg, location, uni); } /* 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 * uniform declared as an array, elements k through k + N - 1 in the * array will be replaced with the new values. Values for any array * element that exceeds the highest array element index used, as * reported by GetActiveUniform, will be ignored by the GL." * * Clamp 'count' to a valid value. Note that for non-arrays a count > 1 * will have already generated an error. */ if (uni->array_elements != 0) { count = MIN2(count, (int) (uni->array_elements - offset)); } FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); /* Store the data in the "actual type" backing storage for the uniform. */ elements = components * vectors; if (!transpose) { memcpy(&uni->storage[size_mul * elements * offset], values, sizeof(uni->storage[0]) * elements * count * size_mul); } else if (basicType == GLSL_TYPE_FLOAT) { /* Copy and transpose the matrix. */ const float *src = (const float *)values; float *dst = &uni->storage[elements * offset].f; for (int i = 0; i < count; i++) { for (unsigned r = 0; r < rows; r++) { for (unsigned c = 0; c < cols; c++) { dst[(c * components) + r] = src[c + (r * vectors)]; } } dst += elements; src += elements; } } else { assert(basicType == GLSL_TYPE_DOUBLE); const double *src = (const double *)values; double *dst = (double *)&uni->storage[elements * offset].f; for (int i = 0; i < count; i++) { for (unsigned r = 0; r < rows; r++) { for (unsigned c = 0; c < cols; c++) { dst[(c * components) + r] = src[c + (r * vectors)]; } } dst += elements; src += elements; } } _mesa_propagate_uniforms_to_driver_storage(uni, offset, count); } extern "C" bool _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg, char *errMsg, size_t errMsgLength) { /* Shader does not have samplers. */ if (shProg->data->NumUniformStorage == 0) return true; if (!shProg->SamplersValidated) { _mesa_snprintf(errMsg, errMsgLength, "active samplers with a different type " "refer to the same texture image unit"); return false; } return true; } extern "C" bool _mesa_sampler_uniforms_pipeline_are_valid(struct gl_pipeline_object *pipeline) { /* Section 2.11.11 (Shader Execution), subheading "Validation," of the * OpenGL 4.1 spec says: * * "[INVALID_OPERATION] is generated by any command that transfers * vertices to the GL if: * * ... * * - Any two active samplers in the current program object are of * different types, but refer to the same texture image unit. * * - The number of active samplers in the program exceeds the * maximum number of texture image units allowed." */ GLbitfield mask; GLbitfield TexturesUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; struct gl_linked_shader *shader; unsigned active_samplers = 0; const struct gl_shader_program **shProg = (const struct gl_shader_program **) pipeline->CurrentProgram; memset(TexturesUsed, 0, sizeof(TexturesUsed)); for (unsigned idx = 0; idx < ARRAY_SIZE(pipeline->CurrentProgram); idx++) { if (!shProg[idx]) continue; shader = shProg[idx]->_LinkedShaders[idx]; if (!shader || !shader->Program) continue; mask = shader->Program->SamplersUsed; while (mask) { const int s = u_bit_scan(&mask); GLuint unit = shader->Program->SamplerUnits[s]; GLuint tgt = shader->Program->sh.SamplerTargets[s]; /* FIXME: Samplers are initialized to 0 and Mesa doesn't do a * great job of eliminating unused uniforms currently so for now * don't throw an error if two sampler types both point to 0. */ if (unit == 0) continue; if (TexturesUsed[unit] & ~(1 << tgt)) { pipeline->InfoLog = ralloc_asprintf(pipeline, "Program %d: " "Texture unit %d is accessed with 2 different types", shProg[idx]->Name, unit); return false; } TexturesUsed[unit] |= (1 << tgt); } active_samplers += shader->Program->info.num_textures; } if (active_samplers > MAX_COMBINED_TEXTURE_IMAGE_UNITS) { pipeline->InfoLog = ralloc_asprintf(pipeline, "the number of active samplers %d exceed the " "maximum %d", active_samplers, MAX_COMBINED_TEXTURE_IMAGE_UNITS); return false; } return true; }