diff options
Diffstat (limited to 'mesalib/src/mesa/main/uniform_query.cpp')
-rw-r--r-- | mesalib/src/mesa/main/uniform_query.cpp | 885 |
1 files changed, 862 insertions, 23 deletions
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); } |