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authormarha <marha@users.sourceforge.net>2011-11-09 16:58:33 +0100
committermarha <marha@users.sourceforge.net>2011-11-09 16:58:33 +0100
commita8e5f06fe01732fbd643bc435dd3b8eaa602defe (patch)
treeb18cd9881bc5a6d317edca6c38fa912bade00802 /mesalib/src/mesa/main/uniforms.c
parent1ed503a856d9753a813951796bc6ba56c42ecd28 (diff)
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libX11 mesa pixman git update 9 nov 2011
Diffstat (limited to 'mesalib/src/mesa/main/uniforms.c')
-rw-r--r--mesalib/src/mesa/main/uniforms.c1014
1 files changed, 50 insertions, 964 deletions
diff --git a/mesalib/src/mesa/main/uniforms.c b/mesalib/src/mesa/main/uniforms.c
index 68e44b272..685c0f13f 100644
--- a/mesalib/src/mesa/main/uniforms.c
+++ b/mesalib/src/mesa/main/uniforms.c
@@ -35,522 +35,14 @@
* 2. Insert FLUSH_VERTICES calls in various places
*/
-
#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);
- }
-}
-
-
-/**
- * GLSL uniform arrays and structs require special handling.
- *
- * The GL_ARB_shader_objects spec says that if you use
- * glGetUniformLocation to get the location of an array, you CANNOT
- * access other elements of the array by adding an offset to the
- * returned location. For example, you must call
- * glGetUniformLocation("foo[16]") if you want to set the 16th element
- * of the array with glUniform().
- *
- * HOWEVER, some other OpenGL drivers allow accessing array elements
- * by adding an offset to the returned array location. And some apps
- * seem to depend on that behaviour.
- *
- * Mesa's gl_uniform_list doesn't directly support this since each
- * entry in the list describes one uniform variable, not one uniform
- * element. We could insert dummy entries in the list for each array
- * element after [0] but that causes complications elsewhere.
- *
- * We solve this problem by encoding two values in the location that's
- * returned by glGetUniformLocation():
- * a) index into gl_uniform_list::Uniforms[] for the uniform
- * b) an array/field offset (0 for simple types)
- *
- * These two values are encoded in the high and low halves of a GLint.
- * By putting the uniform number in the high part and the offset in the
- * low part, we can support the unofficial ability to index into arrays
- * by adding offsets to the location value.
- */
-static void
-merge_location_offset(GLint *location, GLint offset)
-{
- *location = (*location << 16) | offset;
-}
-
-
-/**
- * Separate the uniform location and parameter offset. See above.
- */
-static void
-split_location_offset(GLint *location, GLint *offset)
-{
- *offset = *location & 0xffff;
- *location = *location >> 16;
-}
-
-
-
-/**
- * Called via glGetUniform[fiui]v() to get the current value of a uniform.
- */
-static void
-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, offset;
-
- if (!shProg)
- return;
-
- split_location_offset(&location, &offset);
-
- if (!find_uniform_parameter_pos(shProg, location, &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;
-
- if (shProg->LinkStatus == GL_FALSE) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
- return -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) {
- merge_location_offset(&location, offset);
- }
-
- return location;
-}
-
-
+#include "ir_uniform.h"
+#include "glsl_types.h"
/**
* Update the vertex/fragment program's TexturesUsed array.
@@ -585,470 +77,53 @@ _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.
+ * Connect a piece of driver storage with a part of a uniform
+ *
+ * \param uni The uniform with which the storage will be associated
+ * \param element_stride Byte-stride between array elements.
+ * \sa gl_uniform_driver_storage::element_stride.
+ * \param vector_stride Byte-stride between vectors (in a matrix).
+ * \sa gl_uniform_driver_storage::vector_stride.
+ * \param format Conversion from native format to driver format
+ * required by the driver.
+ * \param data Location to dump the data.
*/
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, offset;
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (!shProg || !shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
- return;
- }
-
- if (location == -1)
- return; /* The standard specifies this as a no-op */
-
- if (location < -1) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
- location);
- return;
- }
-
- split_location_offset(&location, &offset);
-
- if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
- return;
- }
-
- if (count < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
- return;
- }
-
- elems = _mesa_sizeof_glsl_type(type);
-
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
-
- uniform = &shProg->Uniforms->Uniforms[location];
-
- 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)
+_mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni,
+ unsigned element_stride,
+ unsigned vector_stride,
+ enum gl_uniform_driver_format format,
+ void *data)
{
- 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...
- */
+ uni->driver_storage = (struct gl_uniform_driver_storage*)
+ realloc(uni->driver_storage,
+ sizeof(struct gl_uniform_driver_storage)
+ * (uni->num_driver_storage + 1));
- /* 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++;
- }
+ uni->driver_storage[uni->num_driver_storage].element_stride = element_stride;
+ uni->driver_storage[uni->num_driver_storage].vector_stride = vector_stride;
+ uni->driver_storage[uni->num_driver_storage].format = (uint8_t) format;
+ uni->driver_storage[uni->num_driver_storage].data = data;
- src += rows * cols; /* next matrix */
- }
+ uni->num_driver_storage++;
}
-
/**
- * Called by glUniformMatrix*() functions.
- * Note: cols=2, rows=4 ==> array[2] of vec4
+ * Sever all connections with all pieces of driver storage for all uniforms
+ *
+ * \warning
+ * This function does \b not release any of the \c data pointers
+ * previously passed in to \c _mesa_uniform_attach_driver_stoarge.
*/
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)
+_mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni)
{
- struct gl_uniform *uniform;
- GLint offset;
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (!shProg || !shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(program not linked)");
- return;
- }
-
- if (location == -1)
- return; /* The standard specifies this as a no-op */
-
- if (location < -1) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
- return;
- }
-
- split_location_offset(&location, &offset);
-
- if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
- return;
- }
- if (values == NULL) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
- return;
- }
-
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
-
- uniform = &shProg->Uniforms->Uniforms[location];
-
- 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;
+ free(uni->driver_storage);
+ uni->driver_storage = NULL;
+ uni->num_driver_storage = 0;
}
-
void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
@@ -1349,7 +424,7 @@ _mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLfloat *params)
{
GET_CURRENT_CONTEXT(ctx);
- get_uniform(ctx, program, location, bufSize, GL_FLOAT, params);
+ _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params);
}
void GLAPIENTRY
@@ -1364,7 +439,7 @@ _mesa_GetnUniformivARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
- get_uniform(ctx, program, location, bufSize, GL_INT, params);
+ _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params);
}
void GLAPIENTRY
@@ -1380,7 +455,7 @@ _mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLuint *params)
{
GET_CURRENT_CONTEXT(ctx);
- get_uniform(ctx, program, location, bufSize, GL_UNSIGNED_INT, params);
+ _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, params);
}
void GLAPIENTRY
@@ -1403,7 +478,7 @@ _mesa_GetnUniformdvARB(GLhandleARB program, GLint location,
(void) params;
/*
- get_uniform(ctx, program, location, bufSize, GL_DOUBLE, params);
+ _mesa_get_uniform(ctx, program, location, bufSize, GL_DOUBLE, params);
*/
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformdvARB"
"(GL_ARB_gpu_shader_fp64 not implemented)");
@@ -1428,6 +503,17 @@ _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
if (!shProg)
return -1;
+ /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
+ *
+ * "If program has not been successfully linked, the error
+ * INVALID_OPERATION is generated."
+ */
+ if (shProg->LinkStatus == GL_FALSE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetUniformLocation(program not linked)");
+ return -1;
+ }
+
return _mesa_get_uniform_location(ctx, shProg, name);
}