diff options
Diffstat (limited to 'mesalib/src/mesa/shader/shader_api.c')
-rw-r--r-- | mesalib/src/mesa/shader/shader_api.c | 2154 |
1 files changed, 2154 insertions, 0 deletions
diff --git a/mesalib/src/mesa/shader/shader_api.c b/mesalib/src/mesa/shader/shader_api.c new file mode 100644 index 000000000..178b7d0db --- /dev/null +++ b/mesalib/src/mesa/shader/shader_api.c @@ -0,0 +1,2154 @@ +/* + * Mesa 3-D graphics library + * Version: 7.6 + * + * Copyright (C) 2004-2008 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * 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 + * BRIAN PAUL 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. + */ + +/** + * \file shader_api.c + * Implementation of GLSL-related API functions + * \author Brian Paul + */ + +/** + * XXX things to do: + * 1. Check that the right error code is generated for all _mesa_error() calls. + * 2. Insert FLUSH_VERTICES calls in various places + */ + + +#include "main/glheader.h" +#include "main/context.h" +#include "main/hash.h" +#include "main/macros.h" +#include "shader/program.h" +#include "shader/prog_parameter.h" +#include "shader/prog_print.h" +#include "shader/prog_statevars.h" +#include "shader/prog_uniform.h" +#include "shader/shader_api.h" +#include "shader/slang/slang_compile.h" +#include "shader/slang/slang_link.h" +#include "glapi/dispatch.h" + + +/** + * Allocate a new gl_shader_program object, initialize it. + */ +static struct gl_shader_program * +_mesa_new_shader_program(GLcontext *ctx, GLuint name) +{ + struct gl_shader_program *shProg; + shProg = CALLOC_STRUCT(gl_shader_program); + if (shProg) { + shProg->Type = GL_SHADER_PROGRAM_MESA; + shProg->Name = name; + shProg->RefCount = 1; + shProg->Attributes = _mesa_new_parameter_list(); + } + return shProg; +} + + +/** + * Clear (free) the shader program state that gets produced by linking. + */ +void +_mesa_clear_shader_program_data(GLcontext *ctx, + struct gl_shader_program *shProg) +{ + _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL); + _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL); + + if (shProg->Uniforms) { + _mesa_free_uniform_list(shProg->Uniforms); + shProg->Uniforms = NULL; + } + + if (shProg->Varying) { + _mesa_free_parameter_list(shProg->Varying); + shProg->Varying = NULL; + } +} + + +/** + * Free all the data that hangs off a shader program object, but not the + * object itself. + */ +void +_mesa_free_shader_program_data(GLcontext *ctx, + struct gl_shader_program *shProg) +{ + GLuint i; + + assert(shProg->Type == GL_SHADER_PROGRAM_MESA); + + _mesa_clear_shader_program_data(ctx, shProg); + + if (shProg->Attributes) { + _mesa_free_parameter_list(shProg->Attributes); + shProg->Attributes = NULL; + } + + /* detach shaders */ + for (i = 0; i < shProg->NumShaders; i++) { + _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); + } + shProg->NumShaders = 0; + + if (shProg->Shaders) { + _mesa_free(shProg->Shaders); + shProg->Shaders = NULL; + } + + if (shProg->InfoLog) { + _mesa_free(shProg->InfoLog); + shProg->InfoLog = NULL; + } +} + + +/** + * Free/delete a shader program object. + */ +void +_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg) +{ + _mesa_free_shader_program_data(ctx, shProg); + + _mesa_free(shProg); +} + + +/** + * Set ptr to point to shProg. + * If ptr is pointing to another object, decrement its refcount (and delete + * if refcount hits zero). + * Then set ptr to point to shProg, incrementing its refcount. + */ +/* XXX this could be static */ +void +_mesa_reference_shader_program(GLcontext *ctx, + struct gl_shader_program **ptr, + struct gl_shader_program *shProg) +{ + assert(ptr); + if (*ptr == shProg) { + /* no-op */ + return; + } + if (*ptr) { + /* Unreference the old shader program */ + GLboolean deleteFlag = GL_FALSE; + struct gl_shader_program *old = *ptr; + + ASSERT(old->RefCount > 0); + old->RefCount--; +#if 0 + printf("ShaderProgram %p ID=%u RefCount-- to %d\n", + (void *) old, old->Name, old->RefCount); +#endif + deleteFlag = (old->RefCount == 0); + + if (deleteFlag) { + _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); + _mesa_free_shader_program(ctx, old); + } + + *ptr = NULL; + } + assert(!*ptr); + + if (shProg) { + shProg->RefCount++; +#if 0 + printf("ShaderProgram %p ID=%u RefCount++ to %d\n", + (void *) shProg, shProg->Name, shProg->RefCount); +#endif + *ptr = shProg; + } +} + + +/** + * Lookup a GLSL program object. + */ +struct gl_shader_program * +_mesa_lookup_shader_program(GLcontext *ctx, GLuint name) +{ + struct gl_shader_program *shProg; + if (name) { + shProg = (struct gl_shader_program *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + /* Note that both gl_shader and gl_shader_program objects are kept + * in the same hash table. Check the object's type to be sure it's + * what we're expecting. + */ + if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) { + return NULL; + } + return shProg; + } + return NULL; +} + + +/** + * As above, but record an error if program is not found. + */ +static struct gl_shader_program * +_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name, + const char *caller) +{ + if (!name) { + _mesa_error(ctx, GL_INVALID_VALUE, caller); + return NULL; + } + else { + struct gl_shader_program *shProg = (struct gl_shader_program *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + if (!shProg) { + _mesa_error(ctx, GL_INVALID_VALUE, caller); + return NULL; + } + if (shProg->Type != GL_SHADER_PROGRAM_MESA) { + _mesa_error(ctx, GL_INVALID_OPERATION, caller); + return NULL; + } + return shProg; + } +} + + + + +/** + * Allocate a new gl_shader object, initialize it. + */ +struct gl_shader * +_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type) +{ + struct gl_shader *shader; + assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER); + shader = CALLOC_STRUCT(gl_shader); + if (shader) { + shader->Type = type; + shader->Name = name; + shader->RefCount = 1; + } + return shader; +} + + +void +_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh) +{ + if (sh->Source) + _mesa_free((void *) sh->Source); + if (sh->InfoLog) + _mesa_free(sh->InfoLog); + _mesa_reference_program(ctx, &sh->Program, NULL); + _mesa_free(sh); +} + + +/** + * Set ptr to point to sh. + * If ptr is pointing to another shader, decrement its refcount (and delete + * if refcount hits zero). + * Then set ptr to point to sh, incrementing its refcount. + */ +/* XXX this could be static */ +void +_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr, + struct gl_shader *sh) +{ + assert(ptr); + if (*ptr == sh) { + /* no-op */ + return; + } + if (*ptr) { + /* Unreference the old shader */ + GLboolean deleteFlag = GL_FALSE; + struct gl_shader *old = *ptr; + + ASSERT(old->RefCount > 0); + old->RefCount--; + /*printf("SHADER DECR %p (%d) to %d\n", + (void*) old, old->Name, old->RefCount);*/ + deleteFlag = (old->RefCount == 0); + + if (deleteFlag) { + _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name); + _mesa_free_shader(ctx, old); + } + + *ptr = NULL; + } + assert(!*ptr); + + if (sh) { + /* reference new */ + sh->RefCount++; + /*printf("SHADER INCR %p (%d) to %d\n", + (void*) sh, sh->Name, sh->RefCount);*/ + *ptr = sh; + } +} + + +/** + * Lookup a GLSL shader object. + */ +struct gl_shader * +_mesa_lookup_shader(GLcontext *ctx, GLuint name) +{ + if (name) { + struct gl_shader *sh = (struct gl_shader *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + /* Note that both gl_shader and gl_shader_program objects are kept + * in the same hash table. Check the object's type to be sure it's + * what we're expecting. + */ + if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) { + return NULL; + } + return sh; + } + return NULL; +} + + +/** + * As above, but record an error if shader is not found. + */ +static struct gl_shader * +_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller) +{ + if (!name) { + _mesa_error(ctx, GL_INVALID_VALUE, caller); + return NULL; + } + else { + struct gl_shader *sh = (struct gl_shader *) + _mesa_HashLookup(ctx->Shared->ShaderObjects, name); + if (!sh) { + _mesa_error(ctx, GL_INVALID_VALUE, caller); + return NULL; + } + if (sh->Type == GL_SHADER_PROGRAM_MESA) { + _mesa_error(ctx, GL_INVALID_OPERATION, caller); + return NULL; + } + return sh; + } +} + + +/** + * Return mask of GLSL_x flags by examining the MESA_GLSL env var. + */ +static GLbitfield +get_shader_flags(void) +{ + GLbitfield flags = 0x0; + const char *env = _mesa_getenv("MESA_GLSL"); + + if (env) { + if (_mesa_strstr(env, "dump")) + flags |= GLSL_DUMP; + if (_mesa_strstr(env, "log")) + flags |= GLSL_LOG; + if (_mesa_strstr(env, "nopt")) + flags |= GLSL_NO_OPT; + else if (_mesa_strstr(env, "opt")) + flags |= GLSL_OPT; + if (_mesa_strstr(env, "uniform")) + flags |= GLSL_UNIFORMS; + } + + return flags; +} + + +/** + * Initialize context's shader state. + */ +void +_mesa_init_shader_state(GLcontext * ctx) +{ + /* Device drivers may override these to control what kind of instructions + * are generated by the GLSL compiler. + */ + ctx->Shader.EmitHighLevelInstructions = GL_TRUE; + ctx->Shader.EmitContReturn = GL_TRUE; + ctx->Shader.EmitCondCodes = GL_FALSE; + ctx->Shader.EmitComments = GL_FALSE; + ctx->Shader.Flags = get_shader_flags(); + + /* Default pragma settings */ + ctx->Shader.DefaultPragmas.IgnoreOptimize = GL_FALSE; + ctx->Shader.DefaultPragmas.IgnoreDebug = GL_FALSE; + ctx->Shader.DefaultPragmas.Optimize = GL_TRUE; + ctx->Shader.DefaultPragmas.Debug = GL_FALSE; +} + + +/** + * Free the per-context shader-related state. + */ +void +_mesa_free_shader_state(GLcontext *ctx) +{ + _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL); +} + + +/** + * Copy string from <src> to <dst>, up to maxLength characters, returning + * length of <dst> in <length>. + * \param src the strings source + * \param maxLength max chars to copy + * \param length returns number of chars copied + * \param dst the string destination + */ +static void +copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src) +{ + GLsizei len; + for (len = 0; len < maxLength - 1 && src && src[len]; len++) + dst[len] = src[len]; + if (maxLength > 0) + dst[len] = 0; + if (length) + *length = len; +} + + +static GLboolean +_mesa_is_program(GLcontext *ctx, GLuint name) +{ + struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name); + return shProg ? GL_TRUE : GL_FALSE; +} + + +static GLboolean +_mesa_is_shader(GLcontext *ctx, GLuint name) +{ + struct gl_shader *shader = _mesa_lookup_shader(ctx, name); + return shader ? GL_TRUE : GL_FALSE; +} + + +/** + * Called via ctx->Driver.AttachShader() + */ +static void +_mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader) +{ + struct gl_shader_program *shProg; + struct gl_shader *sh; + GLuint i, n; + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader"); + if (!shProg) + return; + + sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader"); + if (!sh) { + return; + } + + n = shProg->NumShaders; + for (i = 0; i < n; i++) { + if (shProg->Shaders[i] == sh) { + /* The shader is already attched to this program. The + * GL_ARB_shader_objects spec says: + * + * "The error INVALID_OPERATION is generated by AttachObjectARB + * if <obj> is already attached to <containerObj>." + */ + _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader"); + return; + } + } + + /* grow list */ + shProg->Shaders = (struct gl_shader **) + _mesa_realloc(shProg->Shaders, + n * sizeof(struct gl_shader *), + (n + 1) * sizeof(struct gl_shader *)); + if (!shProg->Shaders) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader"); + return; + } + + /* append */ + shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */ + _mesa_reference_shader(ctx, &shProg->Shaders[n], sh); + shProg->NumShaders++; +} + + +static GLint +_mesa_get_attrib_location(GLcontext *ctx, GLuint program, + const GLchar *name) +{ + struct gl_shader_program *shProg + = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation"); + + if (!shProg) { + return -1; + } + + if (!shProg->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glGetAttribLocation(program not linked)"); + return -1; + } + + if (!name) + return -1; + + if (shProg->VertexProgram) { + const struct gl_program_parameter_list *attribs = + shProg->VertexProgram->Base.Attributes; + if (attribs) { + GLint i = _mesa_lookup_parameter_index(attribs, -1, name); + if (i >= 0) { + return attribs->Parameters[i].StateIndexes[0]; + } + } + } + return -1; +} + + +static void +_mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index, + const GLchar *name) +{ + struct gl_shader_program *shProg; + const GLint size = -1; /* unknown size */ + GLint i, oldIndex; + GLenum datatype = GL_FLOAT_VEC4; + + shProg = _mesa_lookup_shader_program_err(ctx, program, + "glBindAttribLocation"); + if (!shProg) { + return; + } + + if (!name) + return; + + if (strncmp(name, "gl_", 3) == 0) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glBindAttribLocation(illegal name)"); + return; + } + + if (index >= ctx->Const.VertexProgram.MaxAttribs) { + _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)"); + return; + } + + if (shProg->LinkStatus) { + /* get current index/location for the attribute */ + oldIndex = _mesa_get_attrib_location(ctx, program, name); + } + else { + oldIndex = -1; + } + + /* this will replace the current value if it's already in the list */ + i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index); + if (i < 0) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation"); + return; + } + + /* + * Note that this attribute binding won't go into effect until + * glLinkProgram is called again. + */ +} + + +static GLuint +_mesa_create_shader(GLcontext *ctx, GLenum type) +{ + struct gl_shader *sh; + GLuint name; + + name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1); + + switch (type) { + case GL_FRAGMENT_SHADER: + case GL_VERTEX_SHADER: + sh = _mesa_new_shader(ctx, name, type); + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)"); + return 0; + } + + _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh); + + return name; +} + + +static GLuint +_mesa_create_program(GLcontext *ctx) +{ + GLuint name; + struct gl_shader_program *shProg; + + name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1); + shProg = _mesa_new_shader_program(ctx, name); + + _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg); + + assert(shProg->RefCount == 1); + + return name; +} + + +/** + * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's + * DeleteProgramARB. + */ +static void +_mesa_delete_program2(GLcontext *ctx, GLuint name) +{ + /* + * NOTE: deleting shaders/programs works a bit differently than + * texture objects (and buffer objects, etc). Shader/program + * handles/IDs exist in the hash table until the object is really + * deleted (refcount==0). With texture objects, the handle/ID is + * removed from the hash table in glDeleteTextures() while the tex + * object itself might linger until its refcount goes to zero. + */ + struct gl_shader_program *shProg; + + shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram"); + if (!shProg) + return; + + shProg->DeletePending = GL_TRUE; + + /* effectively, decr shProg's refcount */ + _mesa_reference_shader_program(ctx, &shProg, NULL); +} + + +static void +_mesa_delete_shader(GLcontext *ctx, GLuint shader) +{ + struct gl_shader *sh; + + sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader"); + if (!sh) + return; + + sh->DeletePending = GL_TRUE; + + /* effectively, decr sh's refcount */ + _mesa_reference_shader(ctx, &sh, NULL); +} + + +static void +_mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader) +{ + struct gl_shader_program *shProg; + GLuint n; + GLuint i, j; + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader"); + if (!shProg) + return; + + n = shProg->NumShaders; + + for (i = 0; i < n; i++) { + if (shProg->Shaders[i]->Name == shader) { + /* found it */ + struct gl_shader **newList; + + /* release */ + _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL); + + /* alloc new, smaller array */ + newList = (struct gl_shader **) + _mesa_malloc((n - 1) * sizeof(struct gl_shader *)); + if (!newList) { + _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader"); + return; + } + for (j = 0; j < i; j++) { + newList[j] = shProg->Shaders[j]; + } + while (++i < n) + newList[j++] = shProg->Shaders[i]; + _mesa_free(shProg->Shaders); + + shProg->Shaders = newList; + shProg->NumShaders = n - 1; + +#ifdef DEBUG + /* sanity check */ + { + for (j = 0; j < shProg->NumShaders; j++) { + assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER || + shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER); + assert(shProg->Shaders[j]->RefCount > 0); + } + } +#endif + + return; + } + } + + /* not found */ + { + GLenum err; + if (_mesa_is_shader(ctx, shader)) + err = GL_INVALID_OPERATION; + else if (_mesa_is_program(ctx, shader)) + err = GL_INVALID_OPERATION; + else + err = GL_INVALID_VALUE; + _mesa_error(ctx, err, "glDetachProgram(shader)"); + return; + } +} + + +static GLint +sizeof_glsl_type(GLenum type) +{ + switch (type) { + case GL_FLOAT: + case GL_INT: + case GL_BOOL: + case GL_SAMPLER_1D: + case GL_SAMPLER_2D: + case GL_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_SAMPLER_1D_SHADOW: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_2D_RECT_ARB: + case GL_SAMPLER_2D_RECT_SHADOW_ARB: + case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: + case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: + case GL_SAMPLER_CUBE_SHADOW_EXT: + return 1; + case GL_FLOAT_VEC2: + case GL_INT_VEC2: + case GL_BOOL_VEC2: + return 2; + case GL_FLOAT_VEC3: + case GL_INT_VEC3: + case GL_BOOL_VEC3: + return 3; + case GL_FLOAT_VEC4: + case GL_INT_VEC4: + case GL_BOOL_VEC4: + return 4; + case GL_FLOAT_MAT2: + case GL_FLOAT_MAT2x3: + case GL_FLOAT_MAT2x4: + return 8; /* two float[4] vectors */ + case GL_FLOAT_MAT3: + case GL_FLOAT_MAT3x2: + case GL_FLOAT_MAT3x4: + return 12; /* three float[4] vectors */ + case GL_FLOAT_MAT4: + case GL_FLOAT_MAT4x2: + case GL_FLOAT_MAT4x3: + return 16; /* four float[4] vectors */ + default: + _mesa_problem(NULL, "Invalid type in sizeof_glsl_type()"); + return 1; + } +} + + +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_integer_type(GLenum type) +{ + switch (type) { + case GL_INT: + case GL_INT_VEC2: + case GL_INT_VEC3: + case GL_INT_VEC4: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + +static GLboolean +is_sampler_type(GLenum type) +{ + switch (type) { + case GL_SAMPLER_1D: + case GL_SAMPLER_2D: + case GL_SAMPLER_3D: + case GL_SAMPLER_CUBE: + case GL_SAMPLER_1D_SHADOW: + case GL_SAMPLER_2D_SHADOW: + case GL_SAMPLER_2D_RECT_ARB: + case GL_SAMPLER_2D_RECT_SHADOW_ARB: + case GL_SAMPLER_1D_ARRAY_EXT: + case GL_SAMPLER_2D_ARRAY_EXT: + return GL_TRUE; + default: + return GL_FALSE; + } +} + + +static void +_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index, + GLsizei maxLength, GLsizei *length, GLint *size, + GLenum *type, GLchar *nameOut) +{ + const struct gl_program_parameter_list *attribs = NULL; + struct gl_shader_program *shProg; + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib"); + if (!shProg) + return; + + if (shProg->VertexProgram) + attribs = shProg->VertexProgram->Base.Attributes; + + if (!attribs || index >= attribs->NumParameters) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)"); + return; + } + + copy_string(nameOut, maxLength, length, attribs->Parameters[index].Name); + + if (size) + *size = attribs->Parameters[index].Size + / sizeof_glsl_type(attribs->Parameters[index].DataType); + + if (type) + *type = attribs->Parameters[index].DataType; +} + + +static struct gl_program_parameter * +get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index) +{ + const struct gl_program *prog = NULL; + GLint progPos; + + progPos = shProg->Uniforms->Uniforms[index].VertPos; + if (progPos >= 0) { + prog = &shProg->VertexProgram->Base; + } + else { + progPos = shProg->Uniforms->Uniforms[index].FragPos; + if (progPos >= 0) { + prog = &shProg->FragmentProgram->Base; + } + } + + if (!prog || progPos < 0) + return NULL; /* should never happen */ + + return &prog->Parameters->Parameters[progPos]; +} + + +/** + * Called via ctx->Driver.GetActiveUniform(). + */ +static void +_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index, + GLsizei maxLength, GLsizei *length, GLint *size, + GLenum *type, GLchar *nameOut) +{ + const struct gl_shader_program *shProg; + const struct gl_program *prog = NULL; + const struct gl_program_parameter *param; + GLint progPos; + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); + if (!shProg) + return; + + if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); + return; + } + + progPos = shProg->Uniforms->Uniforms[index].VertPos; + if (progPos >= 0) { + prog = &shProg->VertexProgram->Base; + } + else { + progPos = shProg->Uniforms->Uniforms[index].FragPos; + if (progPos >= 0) { + prog = &shProg->FragmentProgram->Base; + } + } + + if (!prog || progPos < 0) + return; /* should never happen */ + + ASSERT(progPos < prog->Parameters->NumParameters); + param = &prog->Parameters->Parameters[progPos]; + + if (nameOut) { + copy_string(nameOut, maxLength, length, param->Name); + } + + if (size) { + GLint typeSize = sizeof_glsl_type(param->DataType); + if (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; + } + + if (type) { + *type = param->DataType; + } +} + + +/** + * Called via ctx->Driver.GetAttachedShaders(). + */ +static void +_mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount, + GLsizei *count, GLuint *obj) +{ + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders"); + if (shProg) { + GLuint i; + for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) { + obj[i] = shProg->Shaders[i]->Name; + } + if (count) + *count = i; + } +} + + +static GLuint +_mesa_get_handle(GLcontext *ctx, GLenum pname) +{ + GLint handle = 0; + + if (pname == GL_PROGRAM_OBJECT_ARB) { + CALL_GetIntegerv(ctx->Exec, (GL_CURRENT_PROGRAM, &handle)); + } else { + _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB"); + } + + return handle; +} + + +static void +_mesa_get_programiv(GLcontext *ctx, GLuint program, + GLenum pname, GLint *params) +{ + const struct gl_program_parameter_list *attribs; + struct gl_shader_program *shProg + = _mesa_lookup_shader_program(ctx, program); + + if (!shProg) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)"); + return; + } + + if (shProg->VertexProgram) + attribs = shProg->VertexProgram->Base.Attributes; + else + attribs = NULL; + + switch (pname) { + case GL_DELETE_STATUS: + *params = shProg->DeletePending; + break; + case GL_LINK_STATUS: + *params = shProg->LinkStatus; + break; + case GL_VALIDATE_STATUS: + *params = shProg->Validated; + break; + case GL_INFO_LOG_LENGTH: + *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0; + break; + case GL_ATTACHED_SHADERS: + *params = shProg->NumShaders; + break; + case GL_ACTIVE_ATTRIBUTES: + *params = attribs ? attribs->NumParameters : 0; + break; + case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH: + *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1; + break; + case GL_ACTIVE_UNIFORMS: + *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0; + break; + case GL_ACTIVE_UNIFORM_MAX_LENGTH: + *params = _mesa_longest_uniform_name(shProg->Uniforms); + if (*params > 0) + (*params)++; /* add one for terminating zero */ + break; + case GL_PROGRAM_BINARY_LENGTH_OES: + *params = 0; + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)"); + return; + } +} + + +static void +_mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params) +{ + struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv"); + + if (!shader) { + return; + } + + switch (pname) { + case GL_SHADER_TYPE: + *params = shader->Type; + break; + case GL_DELETE_STATUS: + *params = shader->DeletePending; + break; + case GL_COMPILE_STATUS: + *params = shader->CompileStatus; + break; + case GL_INFO_LOG_LENGTH: + *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0; + break; + case GL_SHADER_SOURCE_LENGTH: + *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0; + break; + default: + _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)"); + return; + } +} + + +static void +_mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize, + GLsizei *length, GLchar *infoLog) +{ + struct gl_shader_program *shProg + = _mesa_lookup_shader_program(ctx, program); + if (!shProg) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)"); + return; + } + copy_string(infoLog, bufSize, length, shProg->InfoLog); +} + + +static void +_mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize, + GLsizei *length, GLchar *infoLog) +{ + struct gl_shader *sh = _mesa_lookup_shader(ctx, shader); + if (!sh) { + _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)"); + return; + } + copy_string(infoLog, bufSize, length, sh->InfoLog); +} + + +/** + * Called via ctx->Driver.GetShaderSource(). + */ +static void +_mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength, + GLsizei *length, GLchar *sourceOut) +{ + struct gl_shader *sh; + sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource"); + if (!sh) { + return; + } + copy_string(sourceOut, maxLength, length, sh->Source); +} + + +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 */ + if (p->Size <= 4) { + *rows = 1; + *cols = p->Size; + } + else { + *rows = p->Size / 4 + 1; + if (p->Size % 4 == 0) + *cols = 4; + else + *cols = p->Size % 4; + } + } +} + + +/** + * Helper for get_uniform[fi]v() functions. + * Given a shader program name and uniform location, return a pointer + * to the shader program and return the program parameter position. + */ +static void +lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location, + struct gl_program **progOut, GLint *paramPosOut) +{ + struct gl_shader_program *shProg + = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v"); + struct gl_program *prog = NULL; + GLint progPos = -1; + + /* if shProg is NULL, we'll have already recorded an error */ + + if (shProg) { + if (!shProg->Uniforms || + location < 0 || + location >= (GLint) shProg->Uniforms->NumUniforms) { + _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); + } + else { + /* OK, find the gl_program and program parameter location */ + progPos = shProg->Uniforms->Uniforms[location].VertPos; + if (progPos >= 0) { + prog = &shProg->VertexProgram->Base; + } + else { + progPos = shProg->Uniforms->Uniforms[location].FragPos; + if (progPos >= 0) { + prog = &shProg->FragmentProgram->Base; + } + } + } + } + + *progOut = prog; + *paramPosOut = progPos; +} + + +/** + * Called via ctx->Driver.GetUniformfv(). + */ +static void +_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location, + GLfloat *params) +{ + struct gl_program *prog; + GLint paramPos; + + lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); + + if (prog) { + const struct gl_program_parameter *p = + &prog->Parameters->Parameters[paramPos]; + GLint rows, cols, i, j, k; + + get_uniform_rows_cols(p, &rows, &cols); + + k = 0; + for (i = 0; i < rows; i++) { + for (j = 0; j < cols; j++ ) { + params[k++] = prog->Parameters->ParameterValues[paramPos+i][j]; + } + } + } +} + + +/** + * Called via ctx->Driver.GetUniformiv(). + * \sa _mesa_get_uniformfv, only difference is a cast. + */ +static void +_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location, + GLint *params) +{ + struct gl_program *prog; + GLint paramPos; + + lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); + + if (prog) { + const struct gl_program_parameter *p = + &prog->Parameters->Parameters[paramPos]; + GLint rows, cols, i, j, k; + + get_uniform_rows_cols(p, &rows, &cols); + + k = 0; + for (i = 0; i < rows; i++) { + for (j = 0; j < cols; j++ ) { + params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j]; + } + } + } +} + + +/** + * The value returned by GetUniformLocation actually encodes two things: + * 1. the index into the prog->Uniforms[] array for the uniform + * 2. an offset in the prog->ParameterValues[] array for specifying array + * elements or structure fields. + * This function merges those two values. + */ +static void +merge_location_offset(GLint *location, GLint offset) +{ + *location = *location | (offset << 16); +} + + +/** + * Seperate the uniform location and parameter offset. See above. + */ +static void +split_location_offset(GLint *location, GLint *offset) +{ + *offset = (*location >> 16); + *location = *location & 0xffff; +} + + +/** + * Called via ctx->Driver.GetUniformLocation(). + * + * The return value will encode two values, the uniform location and an + * offset (used for arrays, structs). + */ +static GLint +_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name) +{ + GLint offset = 0, location = -1; + + struct gl_shader_program *shProg = + _mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation"); + + if (!shProg) + return -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 = _mesa_malloc(len + 1); + if (!newName) + return -1; /* out of mem */ + _mesa_memcpy(newName, name, len); + newName[len] = 0; + + location = _mesa_lookup_uniform(shProg->Uniforms, newName); + if (location >= 0) { + const GLint element = _mesa_atoi(c + 1); + if (element > 0) { + /* get type of the uniform array element */ + struct gl_program_parameter *p; + 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; + } + } + } + + _mesa_free(newName); + } + } + + if (location < 0) { + location = _mesa_lookup_uniform(shProg->Uniforms, name); + } + + if (location >= 0) { + merge_location_offset(&location, offset); + } + + return location; +} + + + +/** + * Called via ctx->Driver.ShaderSource() + */ +static void +_mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source) +{ + struct gl_shader *sh; + + sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource"); + if (!sh) + return; + + /* free old shader source string and install new one */ + if (sh->Source) { + _mesa_free((void *) sh->Source); + } + sh->Source = source; + sh->CompileStatus = GL_FALSE; +#ifdef DEBUG + sh->SourceChecksum = _mesa_str_checksum(sh->Source); +#endif +} + + +/** + * Called via ctx->Driver.CompileShader() + */ +static void +_mesa_compile_shader(GLcontext *ctx, GLuint shaderObj) +{ + struct gl_shader *sh; + + sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader"); + if (!sh) + return; + + /* set default pragma state for shader */ + sh->Pragmas = ctx->Shader.DefaultPragmas; + + /* this call will set the sh->CompileStatus field to indicate if + * compilation was successful. + */ + (void) _slang_compile(ctx, sh); +} + + +/** + * Called via ctx->Driver.LinkProgram() + */ +static void +_mesa_link_program(GLcontext *ctx, GLuint program) +{ + struct gl_shader_program *shProg; + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram"); + if (!shProg) + return; + + FLUSH_VERTICES(ctx, _NEW_PROGRAM); + + _slang_link(ctx, program, shProg); + + /* debug code */ + if (0) { + GLuint i; + + _mesa_printf("Link %u shaders in program %u: %s\n", + shProg->NumShaders, shProg->Name, + shProg->LinkStatus ? "Success" : "Failed"); + + for (i = 0; i < shProg->NumShaders; i++) { + _mesa_printf(" shader %u, type 0x%x\n", + shProg->Shaders[i]->Name, + shProg->Shaders[i]->Type); + } + } +} + + +/** + * Called via ctx->Driver.UseProgram() + */ +void +_mesa_use_program(GLcontext *ctx, GLuint program) +{ + struct gl_shader_program *shProg; + + if (ctx->Shader.CurrentProgram && + ctx->Shader.CurrentProgram->Name == program) { + /* no-op */ + return; + } + + FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS); + + if (program) { + shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram"); + if (!shProg) { + return; + } + if (!shProg->LinkStatus) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUseProgram(program %u not linked)", program); + return; + } + + /* debug code */ + if (0) { + GLuint i; + _mesa_printf("Use Shader %u\n", shProg->Name); + for (i = 0; i < shProg->NumShaders; i++) { + _mesa_printf(" shader %u, type 0x%x, checksum %u\n", + shProg->Shaders[i]->Name, + shProg->Shaders[i]->Type, + shProg->Shaders[i]->SourceChecksum); + } + if (shProg->VertexProgram) + printf(" vert prog %u\n", shProg->VertexProgram->Base.Id); + if (shProg->FragmentProgram) + printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id); + } + } + else { + shProg = NULL; + } + + _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg); +} + + + +/** + * Update the vertex/fragment program's TexturesUsed array. + * + * This needs to be called after glUniform(set sampler var) is called. + * A call to glUniform(samplerVar, value) causes a sampler to point to a + * particular texture unit. We know the sampler's texture target + * (1D/2D/3D/etc) from compile time but the sampler's texture unit is + * set by glUniform() calls. + * + * So, scan the program->SamplerUnits[] and program->SamplerTargets[] + * information to update the prog->TexturesUsed[] values. + * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX, + * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc. + * We'll use that info for state validation before rendering. + */ +void +_mesa_update_shader_textures_used(struct gl_program *prog) +{ + GLuint s; + + memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); + + for (s = 0; s < MAX_SAMPLERS; s++) { + if (prog->SamplersUsed & (1 << s)) { + GLuint unit = prog->SamplerUnits[s]; + GLuint tgt = prog->SamplerTargets[s]; + assert(unit < MAX_TEXTURE_IMAGE_UNITS); + assert(tgt < NUM_TEXTURE_TARGETS); + prog->TexturesUsed[unit] |= (1 << tgt); + } + } +} + + +/** + * 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_INT)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || + userType == GL_INT_VEC2)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || + userType == GL_INT_VEC3)) + return GL_TRUE; + + if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_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(GLcontext *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]; + GLuint texUnit = ((GLuint *) values)[i]; + + /* check that the sampler (tex unit index) is legal */ + if (texUnit >= ctx->Const.MaxTextureImageUnits) { + _mesa_error(ctx, GL_INVALID_VALUE, + "glUniform1(invalid sampler/tex unit index)"); + return; + } + + /* This maps a sampler to a texture unit: */ + if (sampler < MAX_SAMPLERS) { +#if 0 + _mesa_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); + ctx->Driver.ProgramStringNotify(ctx, program->Target, program); + } + } + else { + /* ordinary uniform variable */ + const GLboolean isUniformBool = is_boolean_type(param->DataType); + const GLboolean areIntValues = is_integer_type(type); + const GLint slots = (param->Size + 3) / 4; + const GLint typeSize = sizeof_glsl_type(param->DataType); + GLsizei k, i; + + if (param->Size > typeSize) { + /* an array */ + /* we'll ignore extra data below */ + } + else { + /* non-array: count must be one */ + if (count != 1) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniform(uniform is not an array)"); + return; + } + } + + /* loop over number of array elements */ + for (k = 0; k < count; k++) { + GLfloat *uniformVal; + + if (offset + k >= slots) { + /* Extra array data is ignored */ + break; + } + + /* uniformVal (the destination) is always float[4] */ + uniformVal = program->Parameters->ParameterValues[index + offset + k]; + + if (areIntValues) { + /* convert user's ints to floats */ + const GLint *iValues = ((const GLint *) values) + k * elems; + for (i = 0; i < elems; i++) { + uniformVal[i] = (GLfloat) iValues[i]; + } + } + else { + const GLfloat *fValues = ((const GLfloat *) values) + k * elems; + for (i = 0; i < elems; i++) { + uniformVal[i] = fValues[i]; + } + } + + /* if the uniform is bool-valued, convert to 1.0 or 0.0 */ + if (isUniformBool) { + for (i = 0; i < elems; i++) { + uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f; + } + } + } + } +} + + +/** + * Called via ctx->Driver.Uniform(). + */ +static void +_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count, + const GLvoid *values, GLenum type) +{ + struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; + struct gl_uniform *uniform; + GLint elems, offset; + GLenum basicType; + + 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)"); + return; + } + + split_location_offset(&location, &offset); + + if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { + _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)"); + return; + } + + if (count < 0) { + _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)"); + return; + } + + switch (type) { + case GL_FLOAT: + basicType = GL_FLOAT; + elems = 1; + break; + case GL_INT: + basicType = GL_INT; + elems = 1; + break; + case GL_FLOAT_VEC2: + basicType = GL_FLOAT; + elems = 2; + break; + case GL_INT_VEC2: + basicType = GL_INT; + elems = 2; + break; + case GL_FLOAT_VEC3: + basicType = GL_FLOAT; + elems = 3; + break; + case GL_INT_VEC3: + basicType = GL_INT; + elems = 3; + break; + case GL_FLOAT_VEC4: + basicType = GL_FLOAT; + elems = 4; + break; + case GL_INT_VEC4: + basicType = GL_INT; + elems = 4; + break; + default: + _mesa_problem(ctx, "Invalid type in _mesa_uniform"); + return; + } + + FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); + + uniform = &shProg->Uniforms->Uniforms[location]; + + if (ctx->Shader.Flags & GLSL_UNIFORMS) { + GLint i; + _mesa_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++) { + _mesa_printf("%d ", v[i]); + } + } + else { + const GLfloat *v = (const GLfloat *) values; + for (i = 0; i < count * elems; i++) { + _mesa_printf("%g ", v[i]); + } + } + _mesa_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->VertexProgram) { + /* convert uniform location to program parameter index */ + GLint index = uniform->VertPos; + if (index >= 0) { + set_program_uniform(ctx, &shProg->VertexProgram->Base, + index, offset, type, count, elems, values); + } + } + + if (shProg->FragmentProgram) { + /* convert uniform location to program parameter index */ + GLint index = uniform->FragPos; + if (index >= 0) { + set_program_uniform(ctx, &shProg->FragmentProgram->Base, + index, offset, type, count, elems, values); + } + } + + uniform->Initialized = GL_TRUE; +} + + +/** + * Set a matrix-valued program parameter. + */ +static void +set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program, + GLuint index, GLuint offset, + GLuint count, GLuint rows, GLuint cols, + GLboolean transpose, const GLfloat *values) +{ + GLuint mat, row, col; + GLuint dst = index + offset, src = 0; + GLint nr, nc; + + /* check that the number of rows, columns is correct */ + get_matrix_dims(program->Parameters->Parameters[index].DataType, &nr, &nc); + if (rows != nr || cols != nc) { + _mesa_error(ctx, GL_INVALID_OPERATION, + "glUniformMatrix(matrix size mismatch)"); + return; + } + + if (index + offset > program->Parameters->Size) { + /* out of bounds! */ + 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... + */ + + /* loop over matrices */ + for (mat = 0; mat < count; mat++) { + + /* each matrix: */ + for (col = 0; col < cols; col++) { + GLfloat *v = program->Parameters->ParameterValues[dst]; + for (row = 0; row < rows; row++) { + if (transpose) { + v[row] = values[src + row * cols + col]; + } + else { + v[row] = values[src + col * rows + row]; + } + } + dst++; + } + + src += rows * cols; /* next matrix */ + } +} + + +/** + * Called by ctx->Driver.UniformMatrix(). + * Note: cols=2, rows=4 ==> array[2] of vec4 + */ +static void +_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows, + GLint location, GLsizei count, + GLboolean transpose, const GLfloat *values) +{ + struct gl_shader_program *shProg = ctx->Shader.CurrentProgram; + struct gl_uniform *uniform; + GLint offset; + + 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->VertexProgram) { + /* convert uniform location to program parameter index */ + GLint index = uniform->VertPos; + if (index >= 0) { + set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base, + index, offset, + count, rows, cols, transpose, values); + } + } + + if (shProg->FragmentProgram) { + /* convert uniform location to program parameter index */ + GLint index = uniform->FragPos; + if (index >= 0) { + set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base, + index, offset, + count, rows, cols, transpose, values); + } + } + + uniform->Initialized = GL_TRUE; +} + + +/** + * Validate a program's samplers. + * Specifically, check that there aren't two samplers of different types + * pointing to the same texture unit. + * \return GL_TRUE if valid, GL_FALSE if invalid + */ +static GLboolean +validate_samplers(GLcontext *ctx, const struct gl_program *prog, char *errMsg) +{ + static const char *targetName[] = { + "TEXTURE_2D_ARRAY", + "TEXTURE_1D_ARRAY", + "TEXTURE_CUBE", + "TEXTURE_3D", + "TEXTURE_RECT", + "TEXTURE_2D", + "TEXTURE_1D", + }; + GLint targetUsed[MAX_TEXTURE_IMAGE_UNITS]; + GLbitfield samplersUsed = prog->SamplersUsed; + GLuint i; + + assert(Elements(targetName) == NUM_TEXTURE_TARGETS); + + if (samplersUsed == 0x0) + return GL_TRUE; + + for (i = 0; i < Elements(targetUsed); i++) + targetUsed[i] = -1; + + /* walk over bits which are set in 'samplers' */ + while (samplersUsed) { + GLuint unit; + gl_texture_index target; + GLint sampler = _mesa_ffs(samplersUsed) - 1; + assert(sampler >= 0); + assert(sampler < MAX_TEXTURE_IMAGE_UNITS); + unit = prog->SamplerUnits[sampler]; + target = prog->SamplerTargets[sampler]; + if (targetUsed[unit] != -1 && targetUsed[unit] != target) { + _mesa_snprintf(errMsg, 100, + "Texture unit %d is accessed both as %s and %s", + unit, targetName[targetUsed[unit]], targetName[target]); + return GL_FALSE; + } + targetUsed[unit] = target; + samplersUsed ^= (1 << sampler); + } + + return GL_TRUE; +} + + +/** + * Do validation of the given shader program. + * \param errMsg returns error message if validation fails. + * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg) + */ +GLboolean +_mesa_validate_shader_program(GLcontext *ctx, + const struct gl_shader_program *shProg, + char *errMsg) +{ + const struct gl_vertex_program *vp = shProg->VertexProgram; + const struct gl_fragment_program *fp = shProg->FragmentProgram; + + if (!shProg->LinkStatus) { + return GL_FALSE; + } + + /* From the GL spec, a program is invalid if any of these are true: + + any two active samplers in the current program object are of + different types, but refer to the same texture image unit, + + any active sampler in the current program object refers to a texture + image unit where fixed-function fragment processing accesses a + texture target that does not match the sampler type, or + + the sum of the number of active samplers in the program and the + number of texture image units enabled for fixed-function fragment + processing exceeds the combined limit on the total number of texture + image units allowed. + */ + + + /* + * Check: any two active samplers in the current program object are of + * different types, but refer to the same texture image unit, + */ + if (vp && !validate_samplers(ctx, &vp->Base, errMsg)) { + return GL_FALSE; + } + if (fp && !validate_samplers(ctx, &fp->Base, errMsg)) { + return GL_FALSE; + } + + return GL_TRUE; +} + + +/** + * Called via glValidateProgram() + */ +static void +_mesa_validate_program(GLcontext *ctx, GLuint program) +{ + struct gl_shader_program *shProg; + char errMsg[100]; + + shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram"); + if (!shProg) { + return; + } + + shProg->Validated = _mesa_validate_shader_program(ctx, shProg, errMsg); + if (!shProg->Validated) { + /* update info log */ + if (shProg->InfoLog) { + _mesa_free(shProg->InfoLog); + } + shProg->InfoLog = _mesa_strdup(errMsg); + } +} + + +/** + * Plug in Mesa's GLSL functions into the device driver function table. + */ +void +_mesa_init_glsl_driver_functions(struct dd_function_table *driver) +{ + driver->AttachShader = _mesa_attach_shader; + driver->BindAttribLocation = _mesa_bind_attrib_location; + driver->CompileShader = _mesa_compile_shader; + driver->CreateProgram = _mesa_create_program; + driver->CreateShader = _mesa_create_shader; + driver->DeleteProgram2 = _mesa_delete_program2; + driver->DeleteShader = _mesa_delete_shader; + driver->DetachShader = _mesa_detach_shader; + driver->GetActiveAttrib = _mesa_get_active_attrib; + driver->GetActiveUniform = _mesa_get_active_uniform; + driver->GetAttachedShaders = _mesa_get_attached_shaders; + driver->GetAttribLocation = _mesa_get_attrib_location; + driver->GetHandle = _mesa_get_handle; + driver->GetProgramiv = _mesa_get_programiv; + driver->GetProgramInfoLog = _mesa_get_program_info_log; + driver->GetShaderiv = _mesa_get_shaderiv; + driver->GetShaderInfoLog = _mesa_get_shader_info_log; + driver->GetShaderSource = _mesa_get_shader_source; + driver->GetUniformfv = _mesa_get_uniformfv; + driver->GetUniformiv = _mesa_get_uniformiv; + driver->GetUniformLocation = _mesa_get_uniform_location; + driver->IsProgram = _mesa_is_program; + driver->IsShader = _mesa_is_shader; + driver->LinkProgram = _mesa_link_program; + driver->ShaderSource = _mesa_shader_source; + driver->Uniform = _mesa_uniform; + driver->UniformMatrix = _mesa_uniform_matrix; + driver->UseProgram = _mesa_use_program; + driver->ValidateProgram = _mesa_validate_program; +} |