aboutsummaryrefslogtreecommitdiff
path: root/mesalib/src/mesa/main
diff options
context:
space:
mode:
Diffstat (limited to 'mesalib/src/mesa/main')
-rw-r--r--mesalib/src/mesa/main/clear.c84
-rw-r--r--mesalib/src/mesa/main/context.h9
-rw-r--r--mesalib/src/mesa/main/core.h119
-rw-r--r--mesalib/src/mesa/main/formats.h11
-rw-r--r--mesalib/src/mesa/main/glheader.h10
-rw-r--r--mesalib/src/mesa/main/mtypes.h44
-rw-r--r--mesalib/src/mesa/main/renderbuffer.c40
-rw-r--r--mesalib/src/mesa/main/shader_query.cpp93
-rw-r--r--mesalib/src/mesa/main/shaderapi.c61
-rw-r--r--mesalib/src/mesa/main/shaderapi.h11
-rw-r--r--mesalib/src/mesa/main/shaderobj.c19
-rw-r--r--mesalib/src/mesa/main/simple_list.h8
-rw-r--r--mesalib/src/mesa/main/texobj.c13
-rw-r--r--mesalib/src/mesa/main/uniform_query.cpp885
-rw-r--r--mesalib/src/mesa/main/uniforms.c1014
-rw-r--r--mesalib/src/mesa/main/uniforms.h86
-rw-r--r--mesalib/src/mesa/main/version.c5
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, &paramPos)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
- }
- else {
- const struct gl_program_parameter *p =
- &prog->Parameters->Parameters[paramPos];
- gl_constant_value (*values)[4];
- GLint rows, cols, i, j, k;
- GLsizei numBytes;
- GLenum storage_type;
-
- values = prog->Parameters->ParameterValues + paramPos + offset;
-
- get_uniform_rows_cols(p, &rows, &cols);
-
- numBytes = rows * cols * _mesa_sizeof_type(returnType);
- if (bufSize < numBytes) {
- _mesa_error( ctx, GL_INVALID_OPERATION,
- "glGetnUniformfvARB(out of bounds: bufSize is %d,"
- " but %d bytes are required)", bufSize, numBytes );
- return;
- }
-
- if (ctx->Const.NativeIntegers) {
- storage_type = base_uniform_type(p->DataType);
- } else {
- storage_type = GL_FLOAT;
- }
-
- k = 0;
- for (i = 0; i < rows; i++) {
- for (j = 0; j < cols; j++ ) {
- void *out = (char *)paramsOut + 4 * k;
-
- switch (returnType) {
- case GL_FLOAT:
- switch (storage_type) {
- case GL_FLOAT:
- *(float *)out = values[i][j].f;
- break;
- case GL_INT:
- case GL_BOOL: /* boolean is just an integer 1 or 0. */
- *(float *)out = values[i][j].i;
- break;
- case GL_UNSIGNED_INT:
- *(float *)out = values[i][j].u;
- break;
- }
- break;
-
- case GL_INT:
- case GL_UNSIGNED_INT:
- switch (storage_type) {
- case GL_FLOAT:
- /* While the GL 3.2 core spec doesn't explicitly
- * state how conversion of float uniforms to integer
- * values works, in section 6.2 "State Tables" on
- * page 267 it says:
- *
- * "Unless otherwise specified, when floating
- * point state is returned as integer values or
- * integer state is returned as floating-point
- * values it is converted in the fashion
- * described in section 6.1.2"
- *
- * That section, on page 248, says:
- *
- * "If GetIntegerv or GetInteger64v are called,
- * a floating-point value is rounded to the
- * nearest integer..."
- */
- *(int *)out = IROUND(values[i][j].f);
- break;
-
- case GL_INT:
- case GL_UNSIGNED_INT:
- case GL_BOOL:
- /* type conversions for these to int/uint are just
- * copying the data.
- */
- *(int *)out = values[i][j].i;
- break;
- break;
- }
- break;
- }
-
- k++;
- }
- }
- }
-}
-
-
-/**
- * Called via glGetUniformLocation().
- *
- * The return value will encode two values, the uniform location and an
- * offset (used for arrays, structs).
- */
-GLint
-_mesa_get_uniform_location(struct gl_context *ctx,
- struct gl_shader_program *shProg,
- const GLchar *name)
-{
- GLint offset = 0, location = -1;
-
- if (shProg->LinkStatus == GL_FALSE) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
- return -1;
- }
-
- /* XXX we should return -1 if the uniform was declared, but not
- * actually used.
- */
-
- /* XXX we need to be able to parse uniform names for structs and arrays
- * such as:
- * mymatrix[1]
- * mystruct.field1
- */
-
- {
- /* handle 1-dimension arrays here... */
- char *c = strchr(name, '[');
- if (c) {
- /* truncate name at [ */
- const GLint len = c - name;
- GLchar *newName = malloc(len + 1);
- if (!newName)
- return -1; /* out of mem */
- memcpy(newName, name, len);
- newName[len] = 0;
-
- location = _mesa_lookup_uniform(shProg->Uniforms, newName);
- if (location >= 0) {
- const GLint element = atoi(c + 1);
- if (element > 0) {
- /* get type of the uniform array element */
- const struct gl_program_parameter *p =
- get_uniform_parameter(shProg, location);
- if (p) {
- GLint rows, cols;
- get_matrix_dims(p->DataType, &rows, &cols);
- if (rows < 1)
- rows = 1;
- offset = element * rows;
- }
- }
- }
-
- free(newName);
- }
- }
-
- if (location < 0) {
- location = _mesa_lookup_uniform(shProg->Uniforms, name);
- }
-
- if (location >= 0) {
- merge_location_offset(&location, offset);
- }
-
- return location;
-}
-
-
+#include "ir_uniform.h"
+#include "glsl_types.h"
/**
* Update the vertex/fragment program's TexturesUsed array.
@@ -585,470 +77,53 @@ _mesa_update_shader_textures_used(struct gl_program *prog)
}
}
-
/**
- * Check if the type given by userType is allowed to set a uniform of the
- * target type. Generally, equivalence is required, but setting Boolean
- * uniforms can be done with glUniformiv or glUniformfv.
- */
-static GLboolean
-compatible_types(GLenum userType, GLenum targetType)
-{
- if (userType == targetType)
- return GL_TRUE;
-
- if (targetType == GL_BOOL && (userType == GL_FLOAT ||
- userType == GL_UNSIGNED_INT ||
- userType == GL_INT))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
- userType == GL_UNSIGNED_INT_VEC2 ||
- userType == GL_INT_VEC2))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
- userType == GL_UNSIGNED_INT_VEC3 ||
- userType == GL_INT_VEC3))
- return GL_TRUE;
-
- if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
- userType == GL_UNSIGNED_INT_VEC4 ||
- userType == GL_INT_VEC4))
- return GL_TRUE;
-
- if (is_sampler_type(targetType) && userType == GL_INT)
- return GL_TRUE;
-
- return GL_FALSE;
-}
-
-
-/**
- * Set the value of a program's uniform variable.
- * \param program the program whose uniform to update
- * \param index the index of the program parameter for the uniform
- * \param offset additional parameter slot offset (for arrays)
- * \param type the incoming datatype of 'values'
- * \param count the number of uniforms to set
- * \param elems number of elements per uniform (1, 2, 3 or 4)
- * \param values the new values, of datatype 'type'
- */
-static void
-set_program_uniform(struct gl_context *ctx, struct gl_program *program,
- GLint index, GLint offset,
- GLenum type, GLsizei count, GLint elems,
- const void *values)
-{
- const struct gl_program_parameter *param =
- &program->Parameters->Parameters[index];
-
- assert(offset >= 0);
- assert(elems >= 1);
- assert(elems <= 4);
-
- if (!compatible_types(type, param->DataType)) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
- return;
- }
-
- if (index + offset > (GLint) program->Parameters->Size) {
- /* out of bounds! */
- return;
- }
-
- if (param->Type == PROGRAM_SAMPLER) {
- /* This controls which texture unit which is used by a sampler */
- GLboolean changed = GL_FALSE;
- GLint i;
-
- /* this should have been caught by the compatible_types() check */
- ASSERT(type == GL_INT);
-
- /* loop over number of samplers to change */
- for (i = 0; i < count; i++) {
- GLuint sampler = (GLuint)
- program->Parameters->ParameterValues[index+offset + i][0].f;
- GLuint texUnit = ((GLuint *) values)[i];
-
- /* check that the sampler (tex unit index) is legal */
- if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glUniform1(invalid sampler/tex unit index for '%s')",
- param->Name);
- return;
- }
-
- /* This maps a sampler to a texture unit: */
- if (sampler < MAX_SAMPLERS) {
-#if 0
- printf("Set program %p sampler %d '%s' to unit %u\n",
- program, sampler, param->Name, texUnit);
-#endif
- if (program->SamplerUnits[sampler] != texUnit) {
- program->SamplerUnits[sampler] = texUnit;
- changed = GL_TRUE;
- }
- }
- }
-
- if (changed) {
- /* When a sampler's value changes it usually requires rewriting
- * a GPU program's TEX instructions since there may not be a
- * sampler->texture lookup table. We signal this with the
- * ProgramStringNotify() callback.
- */
- FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
- _mesa_update_shader_textures_used(program);
- /* Do we need to care about the return value here?
- * This should not be the first time the driver was notified of
- * this program.
- */
- (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
- }
- }
- else {
- /* ordinary uniform variable */
- const GLboolean isUniformBool = is_boolean_type(param->DataType);
- const GLenum basicType = base_uniform_type(type);
- const GLint slots = (param->Size + 3) / 4;
- const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
- GLsizei k, i;
-
- if ((GLint) param->Size > typeSize) {
- /* an array */
- /* we'll ignore extra data below */
- }
- else {
- /* non-array: count must be at most one; count == 0 is handled
- * by the loop below
- */
- if (count > 1) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniform(uniform '%s' is not an array)",
- param->Name);
- return;
- }
- }
-
- /* loop over number of array elements */
- for (k = 0; k < count; k++) {
- gl_constant_value *uniformVal;
-
- if (offset + k >= slots) {
- /* Extra array data is ignored */
- break;
- }
-
- /* uniformVal (the destination) is always gl_constant_value[4] */
- uniformVal = program->Parameters->ParameterValues[index + offset + k];
-
- if (basicType == GL_INT) {
- const GLint *iValues = ((const GLint *) values) + k * elems;
- for (i = 0; i < elems; i++) {
- if (!ctx->Const.NativeIntegers)
- uniformVal[i].f = (GLfloat) iValues[i];
- else
- uniformVal[i].i = iValues[i];
- }
- }
- else if (basicType == GL_UNSIGNED_INT) {
- const GLuint *iValues = ((const GLuint *) values) + k * elems;
- for (i = 0; i < elems; i++) {
- if (!ctx->Const.NativeIntegers)
- uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
- else
- uniformVal[i].u = iValues[i];
- }
- }
- else {
- const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
- assert(basicType == GL_FLOAT);
- for (i = 0; i < elems; i++) {
- uniformVal[i].f = fValues[i];
- }
- }
-
- /* if the uniform is bool-valued, convert to 1 or 0 */
- if (isUniformBool) {
- for (i = 0; i < elems; i++) {
- if (basicType == GL_FLOAT)
- uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
- else
- uniformVal[i].b = uniformVal[i].u ? 1 : 0;
-
- if (ctx->Const.NativeIntegers)
- uniformVal[i].u =
- uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0;
- else
- uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
- }
- }
- }
- }
-}
-
-
-/**
- * Called via glUniform*() functions.
+ * Connect a piece of driver storage with a part of a uniform
+ *
+ * \param uni The uniform with which the storage will be associated
+ * \param element_stride Byte-stride between array elements.
+ * \sa gl_uniform_driver_storage::element_stride.
+ * \param vector_stride Byte-stride between vectors (in a matrix).
+ * \sa gl_uniform_driver_storage::vector_stride.
+ * \param format Conversion from native format to driver format
+ * required by the driver.
+ * \param data Location to dump the data.
*/
void
-_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
- GLint location, GLsizei count,
- const GLvoid *values, GLenum type)
-{
- struct gl_uniform *uniform;
- GLint elems, offset;
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (!shProg || !shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
- return;
- }
-
- if (location == -1)
- return; /* The standard specifies this as a no-op */
-
- if (location < -1) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
- location);
- return;
- }
-
- split_location_offset(&location, &offset);
-
- if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
- return;
- }
-
- if (count < 0) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
- return;
- }
-
- elems = _mesa_sizeof_glsl_type(type);
-
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
-
- uniform = &shProg->Uniforms->Uniforms[location];
-
- if (ctx->Shader.Flags & GLSL_UNIFORMS) {
- const GLenum basicType = base_uniform_type(type);
- GLint i;
- printf("Mesa: set program %u uniform %s (loc %d) to: ",
- shProg->Name, uniform->Name, location);
- if (basicType == GL_INT) {
- const GLint *v = (const GLint *) values;
- for (i = 0; i < count * elems; i++) {
- printf("%d ", v[i]);
- }
- }
- else if (basicType == GL_UNSIGNED_INT) {
- const GLuint *v = (const GLuint *) values;
- for (i = 0; i < count * elems; i++) {
- printf("%u ", v[i]);
- }
- }
- else {
- const GLfloat *v = (const GLfloat *) values;
- assert(basicType == GL_FLOAT);
- for (i = 0; i < count * elems; i++) {
- printf("%g ", v[i]);
- }
- }
- printf("\n");
- }
-
- /* A uniform var may be used by both a vertex shader and a fragment
- * shader. We may need to update one or both shader's uniform here:
- */
- if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->VertPos;
- if (index >= 0) {
- set_program_uniform(ctx,
- shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
- index, offset, type, count, elems, values);
- }
- }
-
- if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->FragPos;
- if (index >= 0) {
- set_program_uniform(ctx,
- shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
- index, offset, type, count, elems, values);
- }
- }
-
- if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->GeomPos;
- if (index >= 0) {
- set_program_uniform(ctx,
- shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
- index, offset, type, count, elems, values);
- }
- }
-
- uniform->Initialized = GL_TRUE;
-}
-
-
-/**
- * Set a matrix-valued program parameter.
- */
-static void
-set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
- GLuint index, GLuint offset,
- GLuint count, GLuint rows, GLuint cols,
- GLboolean transpose, const GLfloat *values)
+_mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni,
+ unsigned element_stride,
+ unsigned vector_stride,
+ enum gl_uniform_driver_format format,
+ void *data)
{
- GLuint mat, row, col;
- GLuint src = 0;
- const struct gl_program_parameter *param =
- &program->Parameters->Parameters[index];
- const GLuint slots = (param->Size + 3) / 4;
- const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
- GLint nr, nc;
-
- /* check that the number of rows, columns is correct */
- get_matrix_dims(param->DataType, &nr, &nc);
- if (rows != nr || cols != nc) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(matrix size mismatch)");
- return;
- }
-
- if ((GLint) param->Size <= typeSize) {
- /* non-array: count must be at most one; count == 0 is handled
- * by the loop below
- */
- if (count > 1) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(uniform is not an array)");
- return;
- }
- }
-
- /*
- * Note: the _columns_ of a matrix are stored in program registers, not
- * the rows. So, the loops below look a little funny.
- * XXX could optimize this a bit...
- */
+ uni->driver_storage = (struct gl_uniform_driver_storage*)
+ realloc(uni->driver_storage,
+ sizeof(struct gl_uniform_driver_storage)
+ * (uni->num_driver_storage + 1));
- /* loop over matrices */
- for (mat = 0; mat < count; mat++) {
-
- /* each matrix: */
- for (col = 0; col < cols; col++) {
- GLfloat *v;
- if (offset >= slots) {
- /* Ignore writes beyond the end of (the used part of) an array */
- return;
- }
- v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
- for (row = 0; row < rows; row++) {
- if (transpose) {
- v[row] = values[src + row * cols + col];
- }
- else {
- v[row] = values[src + col * rows + row];
- }
- }
-
- offset++;
- }
+ uni->driver_storage[uni->num_driver_storage].element_stride = element_stride;
+ uni->driver_storage[uni->num_driver_storage].vector_stride = vector_stride;
+ uni->driver_storage[uni->num_driver_storage].format = (uint8_t) format;
+ uni->driver_storage[uni->num_driver_storage].data = data;
- src += rows * cols; /* next matrix */
- }
+ uni->num_driver_storage++;
}
-
/**
- * Called by glUniformMatrix*() functions.
- * Note: cols=2, rows=4 ==> array[2] of vec4
+ * Sever all connections with all pieces of driver storage for all uniforms
+ *
+ * \warning
+ * This function does \b not release any of the \c data pointers
+ * previously passed in to \c _mesa_uniform_attach_driver_stoarge.
*/
void
-_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
- GLint cols, GLint rows,
- GLint location, GLsizei count,
- GLboolean transpose, const GLfloat *values)
+_mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni)
{
- struct gl_uniform *uniform;
- GLint offset;
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (!shProg || !shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUniformMatrix(program not linked)");
- return;
- }
-
- if (location == -1)
- return; /* The standard specifies this as a no-op */
-
- if (location < -1) {
- _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
- return;
- }
-
- split_location_offset(&location, &offset);
-
- if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
- return;
- }
- if (values == NULL) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
- return;
- }
-
- FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
-
- uniform = &shProg->Uniforms->Uniforms[location];
-
- if (shProg->_LinkedShaders[MESA_SHADER_VERTEX]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->VertPos;
- if (index >= 0) {
- set_program_uniform_matrix(ctx,
- shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program,
- index, offset,
- count, rows, cols, transpose, values);
- }
- }
-
- if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->FragPos;
- if (index >= 0) {
- set_program_uniform_matrix(ctx,
- shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program,
- index, offset,
- count, rows, cols, transpose, values);
- }
- }
-
- if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]) {
- /* convert uniform location to program parameter index */
- GLint index = uniform->GeomPos;
- if (index >= 0) {
- set_program_uniform_matrix(ctx,
- shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program,
- index, offset,
- count, rows, cols, transpose, values);
- }
- }
-
- uniform->Initialized = GL_TRUE;
+ free(uni->driver_storage);
+ uni->driver_storage = NULL;
+ uni->num_driver_storage = 0;
}
-
void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
@@ -1349,7 +424,7 @@ _mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLfloat *params)
{
GET_CURRENT_CONTEXT(ctx);
- get_uniform(ctx, program, location, bufSize, GL_FLOAT, params);
+ _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params);
}
void GLAPIENTRY
@@ -1364,7 +439,7 @@ _mesa_GetnUniformivARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
- get_uniform(ctx, program, location, bufSize, GL_INT, params);
+ _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params);
}
void GLAPIENTRY
@@ -1380,7 +455,7 @@ _mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLuint *params)
{
GET_CURRENT_CONTEXT(ctx);
- get_uniform(ctx, program, location, bufSize, GL_UNSIGNED_INT, params);
+ _mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, params);
}
void GLAPIENTRY
@@ -1403,7 +478,7 @@ _mesa_GetnUniformdvARB(GLhandleARB program, GLint location,
(void) params;
/*
- get_uniform(ctx, program, location, bufSize, GL_DOUBLE, params);
+ _mesa_get_uniform(ctx, program, location, bufSize, GL_DOUBLE, params);
*/
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformdvARB"
"(GL_ARB_gpu_shader_fp64 not implemented)");
@@ -1428,6 +503,17 @@ _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
if (!shProg)
return -1;
+ /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
+ *
+ * "If program has not been successfully linked, the error
+ * INVALID_OPERATION is generated."
+ */
+ if (shProg->LinkStatus == GL_FALSE) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetUniformLocation(program not linked)");
+ return -1;
+ }
+
return _mesa_get_uniform_location(ctx, shProg, name);
}
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 &&