diff options
author | marha <marha@users.sourceforge.net> | 2011-11-09 16:58:33 +0100 |
---|---|---|
committer | marha <marha@users.sourceforge.net> | 2011-11-09 16:58:33 +0100 |
commit | a8e5f06fe01732fbd643bc435dd3b8eaa602defe (patch) | |
tree | b18cd9881bc5a6d317edca6c38fa912bade00802 /mesalib/src/mesa/main | |
parent | 1ed503a856d9753a813951796bc6ba56c42ecd28 (diff) | |
download | vcxsrv-a8e5f06fe01732fbd643bc435dd3b8eaa602defe.tar.gz vcxsrv-a8e5f06fe01732fbd643bc435dd3b8eaa602defe.tar.bz2 vcxsrv-a8e5f06fe01732fbd643bc435dd3b8eaa602defe.zip |
libX11 mesa pixman git update 9 nov 2011
Diffstat (limited to 'mesalib/src/mesa/main')
-rw-r--r-- | mesalib/src/mesa/main/clear.c | 84 | ||||
-rw-r--r-- | mesalib/src/mesa/main/context.h | 9 | ||||
-rw-r--r-- | mesalib/src/mesa/main/core.h | 119 | ||||
-rw-r--r-- | mesalib/src/mesa/main/formats.h | 11 | ||||
-rw-r--r-- | mesalib/src/mesa/main/glheader.h | 10 | ||||
-rw-r--r-- | mesalib/src/mesa/main/mtypes.h | 44 | ||||
-rw-r--r-- | mesalib/src/mesa/main/renderbuffer.c | 40 | ||||
-rw-r--r-- | mesalib/src/mesa/main/shader_query.cpp | 93 | ||||
-rw-r--r-- | mesalib/src/mesa/main/shaderapi.c | 61 | ||||
-rw-r--r-- | mesalib/src/mesa/main/shaderapi.h | 11 | ||||
-rw-r--r-- | mesalib/src/mesa/main/shaderobj.c | 19 | ||||
-rw-r--r-- | mesalib/src/mesa/main/simple_list.h | 8 | ||||
-rw-r--r-- | mesalib/src/mesa/main/texobj.c | 13 | ||||
-rw-r--r-- | mesalib/src/mesa/main/uniform_query.cpp | 885 | ||||
-rw-r--r-- | mesalib/src/mesa/main/uniforms.c | 1014 | ||||
-rw-r--r-- | mesalib/src/mesa/main/uniforms.h | 86 | ||||
-rw-r--r-- | mesalib/src/mesa/main/version.c | 5 |
17 files changed, 1384 insertions, 1128 deletions
diff --git a/mesalib/src/mesa/main/clear.c b/mesalib/src/mesa/main/clear.c index c35675fb4..2e27c951b 100644 --- a/mesalib/src/mesa/main/clear.c +++ b/mesalib/src/mesa/main/clear.c @@ -326,6 +326,13 @@ _mesa_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value) switch (buffer) { case GL_STENCIL: + /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says: + * + * "ClearBuffer generates an INVALID VALUE error if buffer is + * COLOR and drawbuffer is less than zero, or greater than the + * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH, + * STENCIL, or DEPTH STENCIL and drawbuffer is not zero." + */ if (drawbuffer != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)", drawbuffer); @@ -373,6 +380,25 @@ _mesa_ClearBufferiv(GLenum buffer, GLint drawbuffer, const GLint *value) } } break; + case GL_DEPTH: + /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says: + * + * "The result of ClearBuffer is undefined if no conversion between + * the type of the specified value and the type of the buffer being + * cleared is defined (for example, if ClearBufferiv is called for a + * fixed- or floating-point buffer, or if ClearBufferfv is called + * for a signed or unsigned integer buffer). This is not an error." + * + * In this case we take "undefined" and "not an error" to mean "ignore." + * Note that we still need to generate an error for the invalid + * drawbuffer case (see the GL_STENCIL case above). + */ + if (drawbuffer != 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferiv(drawbuffer=%d)", + drawbuffer); + return; + } + return; default: _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferiv(buffer=%s)", _mesa_lookup_enum_by_nr(buffer)); @@ -424,6 +450,31 @@ _mesa_ClearBufferuiv(GLenum buffer, GLint drawbuffer, const GLuint *value) } } break; + case GL_DEPTH: + case GL_STENCIL: + /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says: + * + * "The result of ClearBuffer is undefined if no conversion between + * the type of the specified value and the type of the buffer being + * cleared is defined (for example, if ClearBufferiv is called for a + * fixed- or floating-point buffer, or if ClearBufferfv is called + * for a signed or unsigned integer buffer). This is not an error." + * + * In this case we take "undefined" and "not an error" to mean "ignore." + * Even though we could do something sensible for GL_STENCIL, page 263 + * (page 279 of the PDF) says: + * + * "Only ClearBufferiv should be used to clear stencil buffers." + * + * Note that we still need to generate an error for the invalid + * drawbuffer case (see the GL_STENCIL case in _mesa_ClearBufferiv). + */ + if (drawbuffer != 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferuiv(drawbuffer=%d)", + drawbuffer); + return; + } + return; default: _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferuiv(buffer=%s)", _mesa_lookup_enum_by_nr(buffer)); @@ -450,6 +501,13 @@ _mesa_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value) switch (buffer) { case GL_DEPTH: + /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says: + * + * "ClearBuffer generates an INVALID VALUE error if buffer is + * COLOR and drawbuffer is less than zero, or greater than the + * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH, + * STENCIL, or DEPTH STENCIL and drawbuffer is not zero." + */ if (drawbuffer != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)", drawbuffer); @@ -498,6 +556,25 @@ _mesa_ClearBufferfv(GLenum buffer, GLint drawbuffer, const GLfloat *value) } } break; + case GL_STENCIL: + /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says: + * + * "The result of ClearBuffer is undefined if no conversion between + * the type of the specified value and the type of the buffer being + * cleared is defined (for example, if ClearBufferiv is called for a + * fixed- or floating-point buffer, or if ClearBufferfv is called + * for a signed or unsigned integer buffer). This is not an error." + * + * In this case we take "undefined" and "not an error" to mean "ignore." + * Note that we still need to generate an error for the invalid + * drawbuffer case (see the GL_DEPTH case above). + */ + if (drawbuffer != 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfv(drawbuffer=%d)", + drawbuffer); + return; + } + return; default: _mesa_error(ctx, GL_INVALID_ENUM, "glClearBufferfv(buffer=%s)", _mesa_lookup_enum_by_nr(buffer)); @@ -525,6 +602,13 @@ _mesa_ClearBufferfi(GLenum buffer, GLint drawbuffer, return; } + /* Page 264 (page 280 of the PDF) of the OpenGL 3.0 spec says: + * + * "ClearBuffer generates an INVALID VALUE error if buffer is + * COLOR and drawbuffer is less than zero, or greater than the + * value of MAX DRAW BUFFERS minus one; or if buffer is DEPTH, + * STENCIL, or DEPTH STENCIL and drawbuffer is not zero." + */ if (drawbuffer != 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glClearBufferfi(drawbuffer=%d)", drawbuffer); diff --git a/mesalib/src/mesa/main/context.h b/mesalib/src/mesa/main/context.h index a9df0a866..a66dd5076 100644 --- a/mesalib/src/mesa/main/context.h +++ b/mesalib/src/mesa/main/context.h @@ -53,6 +53,11 @@ #include "mtypes.h" +#ifdef __cplusplus +extern "C" { +#endif + + struct _glapi_table; @@ -285,5 +290,9 @@ do { \ /*@}*/ +#ifdef __cplusplus +} +#endif + #endif /* CONTEXT_H */ diff --git a/mesalib/src/mesa/main/core.h b/mesalib/src/mesa/main/core.h index ee3e91593..c28a8af53 100644 --- a/mesalib/src/mesa/main/core.h +++ b/mesalib/src/mesa/main/core.h @@ -1,64 +1,55 @@ -/*
- * Mesa 3-D graphics library
- * Version: 7.9
- *
- * Copyright (C) 2010 LunarG Inc.
- *
- * 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.
- *
- * Authors:
- * Chia-I Wu <olv@lunarg.com>
- */
-
-
-/**
- * \file core.h
- * The public header of core mesa.
- *
- * This file is the (only) public header of core mesa. It is supposed to be
- * used by GLX, WGL, and GLSL. It is important that headers directly or
- * indirectly included here do not perform feature tests (#if FEATURE_xxx).
- */
-
-
-#ifndef CORE_H
-#define CORE_H
-
-
-#include "main/glheader.h"
-#include "main/compiler.h"
-#include "main/imports.h"
-#include "main/macros.h"
-
-#include "main/mtypes.h"
-
-#ifdef __cplusplus
-extern "C" {
-#endif
-
-/* for GLSL */
-#include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
-
-#ifdef __cplusplus
-}
-#endif
-
-
-#endif /* CORE_H */
+/* + * Mesa 3-D graphics library + * Version: 7.9 + * + * Copyright (C) 2010 LunarG Inc. + * + * 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. + * + * Authors: + * Chia-I Wu <olv@lunarg.com> + */ + + +/** + * \file core.h + * The public header of core mesa. + * + * This file is the (only) public header of core mesa. It is supposed to be + * used by GLX, WGL, and GLSL. It is important that headers directly or + * indirectly included here do not perform feature tests (#if FEATURE_xxx). + */ + + +#ifndef CORE_H +#define CORE_H + + +#include "main/glheader.h" +#include "main/compiler.h" +#include "main/imports.h" +#include "main/macros.h" + +#include "main/mtypes.h" + +/* for GLSL */ +#include "program/prog_parameter.h" + + +#endif /* CORE_H */ diff --git a/mesalib/src/mesa/main/formats.h b/mesalib/src/mesa/main/formats.h index f24d52548..b2cb750aa 100644 --- a/mesalib/src/mesa/main/formats.h +++ b/mesalib/src/mesa/main/formats.h @@ -35,6 +35,12 @@ #include <GL/gl.h> + +#ifdef __cplusplus +extern "C" { +#endif + + /* OpenGL doesn't have GL_UNSIGNED_BYTE_4_4, so we must define our own type * for GL_LUMINANCE4_ALPHA4. */ #define MESA_UNSIGNED_BYTE_4_4 (GL_UNSIGNED_BYTE<<1) @@ -322,4 +328,9 @@ GLboolean _mesa_format_matches_format_and_type(gl_format gl_format, GLenum format, GLenum type); + +#ifdef __cplusplus +} +#endif + #endif /* FORMATS_H */ diff --git a/mesalib/src/mesa/main/glheader.h b/mesalib/src/mesa/main/glheader.h index c4fb1570d..7980111b5 100644 --- a/mesalib/src/mesa/main/glheader.h +++ b/mesalib/src/mesa/main/glheader.h @@ -54,6 +54,11 @@ #include "GL/glext.h" +#ifdef __cplusplus +extern "C" { +#endif + + /** * GL_FIXED is defined in glext.h version 64 but these typedefs aren't (yet). */ @@ -172,4 +177,9 @@ typedef void *GLeglImageOES; #define GLX_DONT_CARE 0xFFFFFFFF + +#ifdef __cplusplus +} +#endif + #endif /* GLHEADER_H */ diff --git a/mesalib/src/mesa/main/mtypes.h b/mesalib/src/mesa/main/mtypes.h index 61909727d..58dc9af0f 100644 --- a/mesalib/src/mesa/main/mtypes.h +++ b/mesalib/src/mesa/main/mtypes.h @@ -43,6 +43,11 @@ #include "main/formats.h" /* MESA_FORMAT_COUNT */ +#ifdef __cplusplus +extern "C" { +#endif + + /** * Stencil buffer data type. */ @@ -77,6 +82,7 @@ struct gl_program_cache; struct gl_texture_object; struct gl_context; struct st_context; +struct gl_uniform_storage; /*@}*/ @@ -2184,6 +2190,15 @@ struct gl_shader_program */ struct string_to_uint_map *AttributeBindings; + /** + * User-defined fragment data bindings + * + * These are set via \c glBindFragDataLocation and are used to direct the + * GLSL linker. These are \b not the values used in the compiled shader, + * and they are \b not the values returned by \c glGetFragDataLocation. + */ + struct string_to_uint_map *FragDataBindings; + /** Transform feedback varyings */ struct { GLenum BufferMode; @@ -2205,7 +2220,30 @@ struct gl_shader_program } Vert; /* post-link info: */ - struct gl_uniform_list *Uniforms; + unsigned NumUserUniformStorage; + struct gl_uniform_storage *UniformStorage; + + /** + * Map of active uniform names to locations + * + * Maps any active uniform that is not an array element to a location. + * Each active uniform, including individual structure members will appear + * in this map. This roughly corresponds to the set of names that would be + * enumerated by \c glGetActiveUniform. + */ + struct string_to_uint_map *UniformHash; + + /** + * Map from sampler unit to texture unit (set by glUniform1i()) + * + * A sampler unit is associated with each sampler uniform by the linker. + * The sampler unit associated with each uniform is stored in the + * \c gl_uniform_storage::sampler field. + */ + GLubyte SamplerUnits[MAX_SAMPLERS]; + /** Which texture target is being sampled (TEXTURE_1D/2D/3D/etc_INDEX) */ + gl_texture_index SamplerTargets[MAX_SAMPLERS]; + struct gl_program_parameter_list *Varying; GLboolean LinkStatus; /**< GL_LINK_STATUS */ GLboolean Validated; @@ -3421,4 +3459,8 @@ enum _debug +#ifdef __cplusplus +} +#endif + #endif /* MTYPES_H */ diff --git a/mesalib/src/mesa/main/renderbuffer.c b/mesalib/src/mesa/main/renderbuffer.c index 33bec42d9..4415dbd4f 100644 --- a/mesalib/src/mesa/main/renderbuffer.c +++ b/mesalib/src/mesa/main/renderbuffer.c @@ -720,7 +720,8 @@ get_values_ubyte4(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint cou GLuint *dst = (GLuint *) values; GLuint i; ASSERT(rb->DataType == GL_UNSIGNED_BYTE); - ASSERT(rb->Format == MESA_FORMAT_RGBA8888); + ASSERT(rb->Format == MESA_FORMAT_RGBA8888 || + rb->Format == MESA_FORMAT_RGBA8888_REV); for (i = 0; i < count; i++) { const GLuint *src = (GLuint *) rb->Data + (y[i] * rb->RowStride + x[i]); dst[i] = *src; @@ -736,7 +737,8 @@ put_row_ubyte4(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint count, const GLuint *src = (const GLuint *) values; GLuint *dst = (GLuint *) rb->Data + (y * rb->RowStride + x); ASSERT(rb->DataType == GL_UNSIGNED_BYTE); - ASSERT(rb->Format == MESA_FORMAT_RGBA8888); + ASSERT(rb->Format == MESA_FORMAT_RGBA8888 || + rb->Format == MESA_FORMAT_RGBA8888_REV); if (mask) { GLuint i; for (i = 0; i < count; i++) { @@ -760,7 +762,8 @@ put_row_rgb_ubyte4(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint co GLubyte *dst = (GLubyte *) rb->Data + 4 * (y * rb->RowStride + x); GLuint i; ASSERT(rb->DataType == GL_UNSIGNED_BYTE); - ASSERT(rb->Format == MESA_FORMAT_RGBA8888); + ASSERT(rb->Format == MESA_FORMAT_RGBA8888 || + rb->Format == MESA_FORMAT_RGBA8888_REV); for (i = 0; i < count; i++) { if (!mask || mask[i]) { dst[i * 4 + 0] = src[i * 3 + 0]; @@ -780,7 +783,8 @@ put_mono_row_ubyte4(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint c const GLuint val = *((const GLuint *) value); GLuint *dst = (GLuint *) rb->Data + (y * rb->RowStride + x); ASSERT(rb->DataType == GL_UNSIGNED_BYTE); - ASSERT(rb->Format == MESA_FORMAT_RGBA8888); + ASSERT(rb->Format == MESA_FORMAT_RGBA8888 || + rb->Format == MESA_FORMAT_RGBA8888_REV); if (!mask && val == 0) { /* common case */ memset(dst, 0, count * 4 * sizeof(GLubyte)); @@ -814,7 +818,8 @@ put_values_ubyte4(struct gl_context *ctx, struct gl_renderbuffer *rb, GLuint cou const GLuint *src = (const GLuint *) values; GLuint i; ASSERT(rb->DataType == GL_UNSIGNED_BYTE); - ASSERT(rb->Format == MESA_FORMAT_RGBA8888); + ASSERT(rb->Format == MESA_FORMAT_RGBA8888 || + rb->Format == MESA_FORMAT_RGBA8888_REV); for (i = 0; i < count; i++) { if (!mask || mask[i]) { GLuint *dst = (GLuint *) rb->Data + (y[i] * rb->RowStride + x[i]); @@ -833,7 +838,8 @@ put_mono_values_ubyte4(struct gl_context *ctx, struct gl_renderbuffer *rb, const GLuint val = *((const GLuint *) value); GLuint i; ASSERT(rb->DataType == GL_UNSIGNED_BYTE); - ASSERT(rb->Format == MESA_FORMAT_RGBA8888); + ASSERT(rb->Format == MESA_FORMAT_RGBA8888 || + rb->Format == MESA_FORMAT_RGBA8888_REV); for (i = 0; i < count; i++) { if (!mask || mask[i]) { GLuint *dst = (GLuint *) rb->Data + (y[i] * rb->RowStride + x[i]); @@ -1400,6 +1406,7 @@ _mesa_set_renderbuffer_accessors(struct gl_renderbuffer *rb) break; case MESA_FORMAT_RGBA8888: + case MESA_FORMAT_RGBA8888_REV: rb->DataType = GL_UNSIGNED_BYTE; rb->GetValues = get_values_ubyte4; rb->PutRow = put_row_ubyte4; @@ -1622,7 +1629,10 @@ _mesa_soft_renderbuffer_storage(struct gl_context *ctx, struct gl_renderbuffer * case GL_RGB10_A2: case GL_RGBA12: #endif - rb->Format = MESA_FORMAT_RGBA8888; + if (_mesa_little_endian()) + rb->Format = MESA_FORMAT_RGBA8888_REV; + else + rb->Format = MESA_FORMAT_RGBA8888; break; case GL_RGBA16: case GL_RGBA16_SNORM: @@ -2127,16 +2137,6 @@ _mesa_add_color_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb, return GL_FALSE; } - if (rgbBits <= 8) { - if (alphaBits) - rb->Format = MESA_FORMAT_RGBA8888; - else - rb->Format = MESA_FORMAT_RGB888; - } - else { - assert(rgbBits <= 16); - rb->Format = MESA_FORMAT_NONE; /*XXX RGBA16;*/ - } rb->InternalFormat = GL_RGBA; rb->AllocStorage = _mesa_soft_renderbuffer_storage; @@ -2284,15 +2284,12 @@ _mesa_add_depth_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, } if (depthBits <= 16) { - rb->Format = MESA_FORMAT_Z16; rb->InternalFormat = GL_DEPTH_COMPONENT16; } else if (depthBits <= 24) { - rb->Format = MESA_FORMAT_X8_Z24; rb->InternalFormat = GL_DEPTH_COMPONENT24; } else { - rb->Format = MESA_FORMAT_Z32; rb->InternalFormat = GL_DEPTH_COMPONENT32; } @@ -2332,7 +2329,6 @@ _mesa_add_stencil_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb } assert(stencilBits <= 8); - rb->Format = MESA_FORMAT_S8; rb->InternalFormat = GL_STENCIL_INDEX8; rb->AllocStorage = _mesa_soft_renderbuffer_storage; @@ -2371,7 +2367,6 @@ _mesa_add_accum_renderbuffer(struct gl_context *ctx, struct gl_framebuffer *fb, return GL_FALSE; } - rb->Format = MESA_FORMAT_SIGNED_RGBA_16; rb->InternalFormat = GL_RGBA16_SNORM; rb->AllocStorage = _mesa_soft_renderbuffer_storage; _mesa_add_renderbuffer(fb, BUFFER_ACCUM, rb); @@ -2416,7 +2411,6 @@ _mesa_add_aux_renderbuffers(struct gl_context *ctx, struct gl_framebuffer *fb, } assert (colorBits <= 8); - rb->Format = MESA_FORMAT_RGBA8888; rb->InternalFormat = GL_RGBA; rb->AllocStorage = _mesa_soft_renderbuffer_storage; diff --git a/mesalib/src/mesa/main/shader_query.cpp b/mesalib/src/mesa/main/shader_query.cpp index bd873a491..38bacdb74 100644 --- a/mesalib/src/mesa/main/shader_query.cpp +++ b/mesalib/src/mesa/main/shader_query.cpp @@ -237,3 +237,96 @@ _mesa_longest_attribute_name_length(struct gl_shader_program *shProg) return longest; } + +void GLAPIENTRY +_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber, + const GLchar *name) +{ + GET_CURRENT_CONTEXT(ctx); + + struct gl_shader_program *const shProg = + _mesa_lookup_shader_program_err(ctx, program, "glBindFragDataLocation"); + if (!shProg) + return; + + if (!name) + return; + + if (strncmp(name, "gl_", 3) == 0) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBindFragDataLocation(illegal name)"); + return; + } + + if (colorNumber >= ctx->Const.MaxDrawBuffers) { + _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocation(index)"); + return; + } + + /* Replace the current value if it's already in the list. Add + * FRAG_RESULT_DATA0 because that's how the linker differentiates + * between built-in attributes and user-defined attributes. + */ + shProg->FragDataBindings->put(colorNumber + FRAG_RESULT_DATA0, name); + + /* + * Note that this binding won't go into effect until + * glLinkProgram is called again. + */ +} + +GLint GLAPIENTRY +_mesa_GetFragDataLocation(GLuint program, const GLchar *name) +{ + GET_CURRENT_CONTEXT(ctx); + struct gl_shader_program *const shProg = + _mesa_lookup_shader_program_err(ctx, program, "glGetFragDataLocation"); + + if (!shProg) { + return -1; + } + + if (!shProg->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetFragDataLocation(program not linked)"); + return -1; + } + + if (!name) + return -1; + + if (strncmp(name, "gl_", 3) == 0) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetFragDataLocation(illegal name)"); + return -1; + } + + /* Not having a fragment shader is not an error. + */ + if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) + return -1; + + exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir; + foreach_list(node, ir) { + const ir_variable *const var = ((ir_instruction *) node)->as_variable(); + + /* The extra check against FRAG_RESULT_DATA0 is because + * glGetFragDataLocation cannot be used on "conventional" attributes. + * + * From page 95 of the OpenGL 3.0 spec: + * + * "If name is not an active attribute, if name is a conventional + * attribute, or if an error occurs, -1 will be returned." + */ + if (var == NULL + || var->mode != ir_var_out + || var->location == -1 + || var->location < FRAG_RESULT_DATA0) + continue; + + if (strcmp(var->name, name) == 0) + return var->location - FRAG_RESULT_DATA0; + } + + return -1; +} diff --git a/mesalib/src/mesa/main/shaderapi.c b/mesalib/src/mesa/main/shaderapi.c index 56d955c53..c4d01abc7 100644 --- a/mesalib/src/mesa/main/shaderapi.c +++ b/mesalib/src/mesa/main/shaderapi.c @@ -47,10 +47,10 @@ #include "main/shaderobj.h" #include "program/program.h" #include "program/prog_parameter.h" -#include "program/prog_uniform.h" #include "ralloc.h" #include <stdbool.h> #include "../glsl/glsl_parser_extras.h" +#include "../glsl/ir_uniform.h" /** Define this to enable shader substitution (see below) */ #define SHADER_SUBST 0 @@ -325,14 +325,6 @@ attach_shader(struct gl_context *ctx, GLuint program, GLuint shader) } -static void -bind_frag_data_location(struct gl_context *ctx, GLuint program, - GLuint colorNumber, const GLchar *name) -{ - _mesa_problem(ctx, "bind_frag_data_location() not implemented yet"); -} - - static GLuint create_shader(struct gl_context *ctx, GLenum type) { @@ -504,16 +496,6 @@ get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount, } -static GLint -get_frag_data_location(struct gl_context *ctx, GLuint program, - const GLchar *name) -{ - _mesa_problem(ctx, "get_frag_data_location() not implemented yet"); - return -1; -} - - - /** * glGetHandleARB() - return ID/name of currently bound shader program. */ @@ -572,13 +554,24 @@ get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *param *params = _mesa_longest_attribute_name_length(shProg); break; case GL_ACTIVE_UNIFORMS: - *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0; + *params = shProg->NumUserUniformStorage; break; - case GL_ACTIVE_UNIFORM_MAX_LENGTH: - *params = _mesa_longest_uniform_name(shProg->Uniforms); - if (*params > 0) - (*params)++; /* add one for terminating zero */ + case GL_ACTIVE_UNIFORM_MAX_LENGTH: { + unsigned i; + GLint max_len = 0; + + for (i = 0; i < shProg->NumUserUniformStorage; i++) { + /* Add one for the terminating NUL character. + */ + const GLint len = strlen(shProg->UniformStorage[i].name) + 1; + + if (len > max_len) + max_len = len; + } + + *params = max_len; break; + } case GL_PROGRAM_BINARY_LENGTH_OES: *params = 0; break; @@ -1049,16 +1042,6 @@ _mesa_AttachShader(GLuint program, GLuint shader) } -/* GL_EXT_gpu_shader4, GL3 */ -void GLAPIENTRY -_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber, - const GLchar *name) -{ - GET_CURRENT_CONTEXT(ctx); - bind_frag_data_location(ctx, program, colorNumber, name); -} - - void GLAPIENTRY _mesa_CompileShaderARB(GLhandleARB shaderObj) { @@ -1185,16 +1168,6 @@ _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount, } -/* GL_EXT_gpu_shader4, GL3 */ -GLint GLAPIENTRY -_mesa_GetFragDataLocation(GLuint program, const GLchar *name) -{ - GET_CURRENT_CONTEXT(ctx); - return get_frag_data_location(ctx, program, name); -} - - - void GLAPIENTRY _mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length, GLcharARB * infoLog) diff --git a/mesalib/src/mesa/main/shaderapi.h b/mesalib/src/mesa/main/shaderapi.h index bec448dee..0ffebdb07 100644 --- a/mesalib/src/mesa/main/shaderapi.h +++ b/mesalib/src/mesa/main/shaderapi.h @@ -29,6 +29,12 @@ #include "glheader.h" + +#ifdef __cplusplus +extern "C" { +#endif + + struct _glapi_table; struct gl_context; struct gl_shader_program; @@ -194,4 +200,9 @@ _mesa_ActiveProgramEXT(GLuint program); extern GLuint GLAPIENTRY _mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string); + +#ifdef __cplusplus +} +#endif + #endif /* SHADERAPI_H */ diff --git a/mesalib/src/mesa/main/shaderobj.c b/mesalib/src/mesa/main/shaderobj.c index ccf7efddb..454007f83 100644 --- a/mesalib/src/mesa/main/shaderobj.c +++ b/mesalib/src/mesa/main/shaderobj.c @@ -37,7 +37,6 @@ #include "main/shaderobj.h" #include "program/program.h" #include "program/prog_parameter.h" -#include "program/prog_uniform.h" #include "program/hash_table.h" #include "ralloc.h" @@ -241,6 +240,7 @@ _mesa_init_shader_program(struct gl_context *ctx, struct gl_shader_program *prog prog->RefCount = 1; prog->AttributeBindings = string_to_uint_map_ctor(); + prog->FragDataBindings = string_to_uint_map_ctor(); #if FEATURE_ARB_geometry_shader4 prog->Geom.VerticesOut = 0; @@ -275,9 +275,15 @@ void _mesa_clear_shader_program_data(struct gl_context *ctx, struct gl_shader_program *shProg) { - if (shProg->Uniforms) { - _mesa_free_uniform_list(shProg->Uniforms); - shProg->Uniforms = NULL; + if (shProg->UniformStorage) { + ralloc_free(shProg->UniformStorage); + shProg->NumUserUniformStorage = 0; + shProg->UniformStorage = NULL; + } + + if (shProg->UniformHash) { + string_to_uint_map_dtor(shProg->UniformHash); + shProg->UniformHash = NULL; } if (shProg->Varying) { @@ -311,6 +317,11 @@ _mesa_free_shader_program_data(struct gl_context *ctx, shProg->AttributeBindings = NULL; } + if (shProg->FragDataBindings) { + string_to_uint_map_dtor(shProg->FragDataBindings); + shProg->FragDataBindings = NULL; + } + /* detach shaders */ for (i = 0; i < shProg->NumShaders; i++) { _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); diff --git a/mesalib/src/mesa/main/simple_list.h b/mesalib/src/mesa/main/simple_list.h index ff7f88823..9417108a0 100644 --- a/mesalib/src/mesa/main/simple_list.h +++ b/mesalib/src/mesa/main/simple_list.h @@ -37,6 +37,10 @@ #ifndef _SIMPLE_LIST_H #define _SIMPLE_LIST_H +#ifdef __cplusplus +extern "C" { +#endif + struct simple_node { struct simple_node *next; struct simple_node *prev; @@ -199,4 +203,8 @@ do { \ #define foreach_s(ptr, t, list) \ for(ptr=(list)->next,t=(ptr)->next; list != ptr; ptr=t, t=(t)->next) +#ifdef __cplusplus +} +#endif + #endif diff --git a/mesalib/src/mesa/main/texobj.c b/mesalib/src/mesa/main/texobj.c index e2f0dc8b6..17c78ce3e 100644 --- a/mesalib/src/mesa/main/texobj.c +++ b/mesalib/src/mesa/main/texobj.c @@ -415,10 +415,6 @@ incomplete(struct gl_texture_object *t, const char *fmt, ...) * The gl_texture_object::Complete flag will be set to GL_TRUE or GL_FALSE * accordingly. * - * XXX TODO: For immutable textures (GL_ARB_texture_storage) we can skip - * many of the checks below since we know the mipmap images will have - * consistent sizes. - * * \param ctx GL context. * \param t texture object. * @@ -504,6 +500,15 @@ _mesa_test_texobj_completeness( const struct gl_context *ctx, /* Compute _MaxLambda = q - b (see the 1.2 spec) used during mipmapping */ t->_MaxLambda = (GLfloat) (t->_MaxLevel - t->BaseLevel); + if (t->Immutable) { + /* This texture object was created with glTexStorage1/2/3D() so we + * know that all the mipmap levels are the right size and all cube + * map faces are the same size. + * We don't need to do any of the additional checks below. + */ + return; + } + if (t->Target == GL_TEXTURE_CUBE_MAP_ARB) { /* make sure that all six cube map level 0 images are the same size */ const GLuint w = t->Image[0][baseLevel]->Width2; diff --git a/mesalib/src/mesa/main/uniform_query.cpp b/mesalib/src/mesa/main/uniform_query.cpp index ba7d7591f..39aa5570e 100644 --- a/mesalib/src/mesa/main/uniform_query.cpp +++ b/mesalib/src/mesa/main/uniform_query.cpp @@ -22,15 +22,20 @@ * 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 <stdlib.h> + #include "main/core.h" +#include "main/context.h" #include "ir.h" +#include "ir_uniform.h" +#include "program/hash_table.h" #include "../glsl/program.h" - -extern "C" { +#include "../glsl/ir_uniform.h" #include "main/shaderapi.h" #include "main/shaderobj.h" #include "uniforms.h" -} + extern "C" void GLAPIENTRY _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, @@ -40,41 +45,875 @@ _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); - const struct gl_program_parameter *param; if (!shProg) return; - if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { + if (index >= shProg->NumUserUniformStorage) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); return; } - param = get_uniform_parameter(shProg, index); - if (!param) - return; - - const struct gl_uniform *const uni = &shProg->Uniforms->Uniforms[index]; + const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index]; if (nameOut) { - _mesa_copy_string(nameOut, maxLength, length, param->Name); + _mesa_copy_string(nameOut, maxLength, length, uni->name); } if (size) { - GLint typeSize = _mesa_sizeof_glsl_type(uni->Type->gl_type); - if ((GLint) param->Size > typeSize) { - /* This is an array. - * Array elements are placed on vector[4] boundaries so they're - * a multiple of four floats. We round typeSize up to next multiple - * of four to get the right size below. - */ - typeSize = (typeSize + 3) & ~3; - } - /* Note that the returned size is in units of the <type>, not bytes */ - *size = param->Size / typeSize; + /* array_elements is zero for non-arrays, but the API requires that 1 be + * returned. + */ + *size = MAX2(1, uni->array_elements); } if (type) { - *type = uni->Type->gl_type; + *type = uni->type->gl_type; + } +} + +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 count is greater than one, and the uniform declared in the + * shader is not an array variable, + */ + 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->NumUserUniformStorage) { + _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)", + caller, location); + return false; + } + + if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "%s(count > 1 for non-array, location=%d)", + caller, location); + return false; + } + + /* This case should be impossible. The implication is that a call like + * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an + * array. + */ + if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) { + _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, enum glsl_base_type returnType, + GLvoid *paramsOut) +{ + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv"); + struct gl_uniform_storage *uni; + unsigned loc, offset; + + if (!validate_uniform_parameters(ctx, shProg, location, 1, + &loc, &offset, "glGetUniform", true)) + return; + + uni = &shProg->UniformStorage[loc]; + + { + unsigned elements = (uni->type->is_sampler()) + ? 1 : uni->type->components(); + + /* 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]; + + unsigned bytes = sizeof(uni->storage[0]) * elements; + if (bytes > (unsigned) bufSize) { + elements = bufSize / sizeof(uni->storage[0]); + bytes = bufSize; + } + + /* 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 + || returnType == GLSL_TYPE_SAMPLER) + && + (uni->type->base_type == GLSL_TYPE_INT + || uni->type->base_type == GLSL_TYPE_UINT + || uni->type->base_type == GLSL_TYPE_SAMPLER))) { + 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++) { + switch (returnType) { + case GLSL_TYPE_FLOAT: + switch (uni->type->base_type) { + case GLSL_TYPE_UINT: + dst[i].f = (float) src[i].u; + break; + case GLSL_TYPE_INT: + case GLSL_TYPE_SAMPLER: + dst[i].f = (float) src[i].i; + break; + case GLSL_TYPE_BOOL: + dst[i].f = src[i].i ? 1.0f : 0.0f; + 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[i].i = IROUND(src[i].f); + break; + case GLSL_TYPE_BOOL: + dst[i].i = src[i].i ? 1 : 0; + 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; + default: + assert(!"Should not get here."); + break; + } + } + printf("\n"); + fflush(stdout); +} + +#if 0 +static void +log_program_parameters(const struct gl_shader_program *shProg) +{ + static const char *stages[] = { + "vertex", "fragment", "geometry" + }; + + assert(Elements(stages) == MESA_SHADER_TYPES); + + for (unsigned i = 0; i < MESA_SHADER_TYPES; 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, stages[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); + + /* Store the data in the driver's requested type in the driver's storage + * areas. + */ + unsigned src_vector_byte_stride = components * 4; + + 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 * (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: + case uniform_bool_int_0_1: { + unsigned j; + unsigned v; + + 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: + case uniform_bool_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; + } + + case uniform_bool_int_0_not0: { + 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++) { + ((int *) dst)[c] = *isrc == 0 ? 0 : ~0; + isrc++; + } + + dst += store->vector_stride; + } + + dst += extra_stride; + } + break; + } + + default: + assert(!"Should not get here."); + break; + } + } +} + +/** + * 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) +{ + unsigned loc, offset; + unsigned components; + unsigned src_components; + enum glsl_base_type basicType; + struct gl_uniform_storage *uni; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!validate_uniform_parameters(ctx, shProg, location, count, + &loc, &offset, "glUniform", false)) + return; + + uni = &shProg->UniformStorage[loc]; + + /* Verify that the types are compatible. + */ + switch (type) { + case GL_FLOAT: + basicType = GLSL_TYPE_FLOAT; + src_components = 1; + break; + case GL_FLOAT_VEC2: + basicType = GLSL_TYPE_FLOAT; + src_components = 2; + break; + case GL_FLOAT_VEC3: + basicType = GLSL_TYPE_FLOAT; + src_components = 3; + break; + case GL_FLOAT_VEC4: + basicType = GLSL_TYPE_FLOAT; + src_components = 4; + break; + case GL_UNSIGNED_INT: + basicType = GLSL_TYPE_UINT; + src_components = 1; + break; + case GL_UNSIGNED_INT_VEC2: + basicType = GLSL_TYPE_UINT; + src_components = 2; + break; + case GL_UNSIGNED_INT_VEC3: + basicType = GLSL_TYPE_UINT; + src_components = 3; + break; + case GL_UNSIGNED_INT_VEC4: + basicType = GLSL_TYPE_UINT; + src_components = 4; + break; + case GL_INT: + basicType = GLSL_TYPE_INT; + src_components = 1; + break; + case GL_INT_VEC2: + basicType = GLSL_TYPE_INT; + src_components = 2; + break; + case GL_INT_VEC3: + basicType = GLSL_TYPE_INT; + src_components = 3; + break; + case GL_INT_VEC4: + basicType = GLSL_TYPE_INT; + src_components = 4; + break; + case GL_BOOL: + case GL_BOOL_VEC2: + case GL_BOOL_VEC3: + case GL_BOOL_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: + default: + _mesa_problem(NULL, "Invalid type in %s", __func__); + return; + } + + if (uni->type->is_sampler()) { + components = 1; + } else { + components = uni->type->vector_elements; + } + + bool match; + switch (uni->type->base_type) { + case GLSL_TYPE_BOOL: + match = true; + break; + case GLSL_TYPE_SAMPLER: + match = (basicType == GLSL_TYPE_INT); + break; + default: + match = (basicType == uni->type->base_type); + break; + } + + if (uni->type->is_matrix() || components != src_components || !match) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); + return; + } + + if (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()) { + int i; + + for (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; + } + } + } + + /* 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) { + if (offset >= uni->array_elements) + return; + + count = MIN2(count, (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[components * offset], values, + sizeof(uni->storage[0]) * components * count); + } 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; + unsigned i; + + for (i = 0; i < elems; i++) { + if (basicType == GLSL_TYPE_FLOAT) { + dst[i].i = src[i].f != 0.0f ? 1 : 0; + } else { + dst[i].i = src[i].i != 0 ? 1 : 0; + } + } + } + + uni->initialized = true; + + _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()) { + int i; + + for (i = 0; i < count; i++) { + shProg->SamplerUnits[uni->sampler + offset + i] = + ((unsigned *) values)[i]; + } + + bool flushed = false; + for (i = 0; i < MESA_SHADER_TYPES; i++) { + struct gl_program *prog; + + if (shProg->_LinkedShaders[i] == NULL) + continue; + + prog = shProg->_LinkedShaders[i]->Program; + + assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits)); + + if (memcmp(prog->SamplerUnits, + shProg->SamplerUnits, + sizeof(shProg->SamplerUnits)) != 0) { + if (!flushed) { + FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); + flushed = true; + } + + memcpy(prog->SamplerUnits, + shProg->SamplerUnits, + sizeof(shProg->SamplerUnits)); + + _mesa_update_shader_textures_used(prog); + (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog); + } + } + } +} + +/** + * 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 GLfloat *values) +{ + unsigned loc, offset; + unsigned vectors; + unsigned components; + unsigned elements; + struct gl_uniform_storage *uni; + + ASSERT_OUTSIDE_BEGIN_END(ctx); + + if (!validate_uniform_parameters(ctx, shProg, location, count, + &loc, &offset, "glUniformMatrix", false)) + return; + + uni = &shProg->UniformStorage[loc]; + if (!uni->type->is_matrix()) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniformMatrix(non-matrix uniform)"); + return; + } + + 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; + } + + if (ctx->Shader.Flags & GLSL_UNIFORMS) { + log_uniform(values, GLSL_TYPE_FLOAT, 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) { + if (offset >= uni->array_elements) + return; + + count = MIN2(count, (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[elements * offset], values, + sizeof(uni->storage[0]) * elements * count); + } else { + /* Copy and transpose the matrix. + */ + const float *src = 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; + } + } + + uni->initialized = true; + + _mesa_propagate_uniforms_to_driver_storage(uni, offset, count); +} + +/** + * 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) +{ + const size_t len = strlen(name); + long offset; + bool array_lookup; + char *name_copy; + + /* If the name ends with a ']', assume that it refers to some element of an + * array. Malformed array references will fail the hash table look up + * below, so it doesn't matter that they are not caught here. This code + * only wants to catch the "leaf" array references so that arrays of + * structures containing arrays will be handled correctly. + */ + if (name[len-1] == ']') { + unsigned i; + + /* Walk backwards over the string looking for a non-digit character. + * This had better be the opening bracket for an array index. + * + * Initially, i specifies the location of the ']'. Since the string may + * contain only the ']' charcater, walk backwards very carefully. + */ + for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i) + /* empty */ ; + + /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says: + * + * "The first element of a uniform array is identified using the + * name of the uniform array appended with "[0]". Except if the last + * part of the string name indicates a uniform array, then the + * location of the first element of that array can be retrieved by + * either using the name of the uniform array, or the name of the + * uniform array appended with "[0]"." + * + * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says: + * + * "name must be a null terminated string, without white space." + * + * Return an error if there is no opening '[' to match the closing ']'. + * An error will also be returned if there is intervening white space + * (or other non-digit characters) before the opening '['. + */ + if ((i == 0) || name[i-1] != '[') + return -1; + + /* Return an error if there are no digits between the opening '[' to + * match the closing ']'. + */ + if (i == (len - 1)) + return -1; + + /* Make a new string that is a copy of the old string up to (but not + * including) the '[' character. + */ + name_copy = (char *) malloc(i); + memcpy(name_copy, name, i - 1); + name_copy[i-1] = '\0'; + + offset = strtol(&name[i], NULL, 10); + if (offset < 0) + return -1; + + array_lookup = true; + } else { + name_copy = (char *) name; + offset = 0; + array_lookup = false; + } + + unsigned location; + const bool found = shProg->UniformHash->get(location, name_copy); + + assert(!found + || strcmp(name_copy, shProg->UniformStorage[location].name) == 0); + + /* Free the temporary buffer *before* possibly returning an error. + */ + if (name_copy != name) + free(name_copy); + + if (!found) + return -1; + + /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]' + * to (correctly) fail if 'a' is not an array. + */ + if (array_lookup && shProg->UniformStorage[location].array_elements == 0) { + return -1; + } + + return _mesa_uniform_merge_location_offset(location, offset); } 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, ¶mPos)) { - _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); } diff --git a/mesalib/src/mesa/main/uniforms.h b/mesalib/src/mesa/main/uniforms.h index 77f55d47d..123d7b954 100644 --- a/mesalib/src/mesa/main/uniforms.h +++ b/mesalib/src/mesa/main/uniforms.h @@ -27,6 +27,13 @@ #include "glheader.h" #include "program/prog_parameter.h" +#include "../glsl/glsl_types.h" +#include "../glsl/ir_uniform.h" + +#ifdef __cplusplus +extern "C" { +#endif + struct gl_program; struct _glapi_table; @@ -180,10 +187,30 @@ _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shader_program, void _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, - GLint cols, GLint rows, + GLuint cols, GLuint rows, GLint location, GLsizei count, GLboolean transpose, const GLfloat *values); +void +_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location, + GLsizei bufSize, enum glsl_base_type returnType, + GLvoid *paramsOut); + +extern void +_mesa_uniform_attach_driver_storage(struct gl_uniform_storage *, + unsigned element_stride, + unsigned vector_stride, + enum gl_uniform_driver_format format, + void *data); + +extern void +_mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni); + +extern void +_mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni, + unsigned array_index, + unsigned count); + extern void _mesa_update_shader_textures_used(struct gl_program *prog); @@ -208,4 +235,61 @@ struct gl_builtin_uniform_desc { extern const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[]; +/** + * \name 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. + */ +/*@{*/ +/** + * Combine the uniform's base location and the offset + */ +static inline GLint +_mesa_uniform_merge_location_offset(unsigned base_location, unsigned offset) +{ + return (base_location << 16) | offset; +} + +/** + * Separate the uniform base location and parameter offset + */ +static inline void +_mesa_uniform_split_location_offset(GLint location, unsigned *base_location, + unsigned *offset) +{ + *offset = location & 0xffff; + *base_location = location >> 16; +} +/*@}*/ + + +#ifdef __cplusplus +} +#endif + + #endif /* UNIFORMS_H */ diff --git a/mesalib/src/mesa/main/version.c b/mesalib/src/mesa/main/version.c index 17c060059..49cdc3088 100644 --- a/mesalib/src/mesa/main/version.c +++ b/mesalib/src/mesa/main/version.c @@ -124,9 +124,11 @@ compute_version(struct gl_context *ctx) ctx->Extensions.EXT_pixel_buffer_object && ctx->Extensions.EXT_texture_sRGB); const GLboolean ver_3_0 = (ver_2_1 && + ctx->Const.GLSLVersion >= 130 && ctx->Extensions.ARB_color_buffer_float && ctx->Extensions.ARB_depth_buffer_float && ctx->Extensions.ARB_half_float_pixel && + ctx->Extensions.ARB_half_float_vertex && ctx->Extensions.ARB_map_buffer_range && ctx->Extensions.ARB_texture_float && ctx->Extensions.ARB_texture_rg && @@ -145,6 +147,7 @@ compute_version(struct gl_context *ctx) ctx->Extensions.EXT_transform_feedback && ctx->Extensions.NV_conditional_render); const GLboolean ver_3_1 = (ver_3_0 && + ctx->Const.GLSLVersion >= 140 && ctx->Extensions.ARB_copy_buffer && ctx->Extensions.ARB_draw_instanced && ctx->Extensions.ARB_texture_buffer_object && @@ -154,6 +157,7 @@ compute_version(struct gl_context *ctx) ctx->Extensions.NV_texture_rectangle && ctx->Const.MaxVertexTextureImageUnits >= 16); const GLboolean ver_3_2 = (ver_3_1 && + ctx->Const.GLSLVersion >= 150 && ctx->Extensions.ARB_depth_clamp && ctx->Extensions.ARB_draw_elements_base_vertex && ctx->Extensions.ARB_fragment_coord_conventions && @@ -164,6 +168,7 @@ compute_version(struct gl_context *ctx) ctx->Extensions.ARB_texture_multisample && ctx->Extensions.EXT_vertex_array_bgra); const GLboolean ver_3_3 = (ver_3_2 && + ctx->Const.GLSLVersion >= 330 && ctx->Extensions.ARB_blend_func_extended && ctx->Extensions.ARB_explicit_attrib_location && ctx->Extensions.ARB_instanced_arrays && |