/* * Copyright © 2011 Intel Corporation * * 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 (including the next * paragraph) 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. */ /** * \file shader_query.cpp * C-to-C++ bridge functions to query GLSL shader data * * \author Ian Romanick */ #include "main/core.h" #include "glsl_symbol_table.h" #include "ir.h" #include "shaderobj.h" #include "program/hash_table.h" #include "../glsl/program.h" extern "C" { #include "shaderapi.h" } void GLAPIENTRY _mesa_BindAttribLocation(GLhandleARB program, GLuint index, const GLcharARB *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const 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.Program[MESA_SHADER_VERTEX].MaxAttribs) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)"); return; } /* Replace the current value if it's already in the list. Add * VERT_ATTRIB_GENERIC0 because that's how the linker differentiates * between built-in attributes and user-defined attributes. */ shProg->AttributeBindings->put(index + VERT_ATTRIB_GENERIC0, name); /* * Note that this attribute binding won't go into effect until * glLinkProgram is called again. */ } static bool is_active_attrib(const ir_variable *var) { if (!var) return false; switch (var->data.mode) { case ir_var_shader_in: return var->data.location != -1; case ir_var_system_value: /* From GL 4.3 core spec, section 11.1.1 (Vertex Attributes): * "For GetActiveAttrib, all active vertex shader input variables * are enumerated, including the special built-in inputs gl_VertexID * and gl_InstanceID." */ return var->data.location == SYSTEM_VALUE_VERTEX_ID || var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE || var->data.location == SYSTEM_VALUE_INSTANCE_ID; default: return false; } } void GLAPIENTRY _mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index, GLsizei maxLength, GLsizei * length, GLint * size, GLenum * type, GLcharARB * name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *shProg; if (maxLength < 0) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(maxLength < 0)"); return; } shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib"); if (!shProg) return; if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(program not linked)"); return; } if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)"); return; } exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; unsigned current_index = 0; foreach_in_list(ir_instruction, node, ir) { const ir_variable *const var = node->as_variable(); if (!is_active_attrib(var)) continue; if (current_index == desired_index) { const char *var_name = var->name; /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to * consider gl_VertexIDMESA as gl_VertexID for purposes of checking * active attributes. */ if (var->data.mode == ir_var_system_value && var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) { var_name = "gl_VertexID"; } _mesa_copy_string(name, maxLength, length, var_name); if (size) *size = (var->type->is_array()) ? var->type->length : 1; if (type) *type = var->type->gl_type; return; } current_index++; } /* If the loop did not return early, the caller must have asked for * an index that did not exit. Set an error. */ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)"); } /* Locations associated with shader variables (array or non-array) can be * queried using its base name or using the base name appended with the * valid array index. For example, in case of below vertex shader, valid * queries can be made to know the location of "xyz", "array", "array[0]", * "array[1]", "array[2]" and "array[3]". In this example index reurned * will be 0, 0, 0, 1, 2, 3 respectively. * * [Vertex Shader] * layout(location=0) in vec4 xyz; * layout(location=1) in vec4[4] array; * void main() * { } * * This requirement came up with the addition of ARB_program_interface_query * to OpenGL 4.3 specification. See page 101 (page 122 of the PDF) for details. * * This utility function is used by: * _mesa_GetAttribLocation * _mesa_GetFragDataLocation * _mesa_GetFragDataIndex * * Returns 0: * if the 'name' string matches var->name. * Returns 'matched index': * if the 'name' string matches var->name appended with valid array index. */ int static inline get_matching_index(const ir_variable *const var, const char *name) { unsigned idx = 0; const char *const paren = strchr(name, '['); const unsigned len = (paren != NULL) ? paren - name : strlen(name); if (paren != NULL) { if (!var->type->is_array()) return -1; char *endptr; idx = (unsigned) strtol(paren + 1, &endptr, 10); const unsigned idx_len = endptr != (paren + 1) ? endptr - paren - 1 : 0; /* Validate the sub string representing index in 'name' string */ if ((idx > 0 && paren[1] == '0') /* leading zeroes */ || (idx == 0 && idx_len > 1) /* all zeroes */ || paren[1] == ' ' /* whitespace */ || endptr[0] != ']' /* closing brace */ || endptr[1] != '\0' /* null char */ || idx_len == 0 /* missing index */ || idx >= var->type->length) /* exceeding array bound */ return -1; } if (strncmp(var->name, name, len) == 0 && var->name[len] == '\0') return idx; return -1; } GLint GLAPIENTRY _mesa_GetAttribLocation(GLhandleARB program, const GLcharARB * name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const 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; /* Not having a vertex shader is not an error. */ if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) return -1; exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; foreach_in_list(ir_instruction, node, ir) { const ir_variable *const var = node->as_variable(); /* The extra check against VERT_ATTRIB_GENERIC0 is because * glGetAttribLocation 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->data.mode != ir_var_shader_in || var->data.location == -1 || var->data.location < VERT_ATTRIB_GENERIC0) continue; int index = get_matching_index(var, (const char *) name); if (index >= 0) return var->data.location + index - VERT_ATTRIB_GENERIC0; } return -1; } unsigned _mesa_count_active_attribs(struct gl_shader_program *shProg) { if (!shProg->LinkStatus || shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { return 0; } exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; unsigned i = 0; foreach_in_list(ir_instruction, node, ir) { const ir_variable *const var = node->as_variable(); if (!is_active_attrib(var)) continue; i++; } return i; } size_t _mesa_longest_attribute_name_length(struct gl_shader_program *shProg) { if (!shProg->LinkStatus || shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { return 0; } exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; size_t longest = 0; foreach_in_list(ir_instruction, node, ir) { const ir_variable *const var = node->as_variable(); if (var == NULL || var->data.mode != ir_var_shader_in || var->data.location == -1) continue; const size_t len = strlen(var->name); if (len >= longest) longest = len + 1; } return longest; } void GLAPIENTRY _mesa_BindFragDataLocation(GLuint program, GLuint colorNumber, const GLchar *name) { _mesa_BindFragDataLocationIndexed(program, colorNumber, 0, name); } void GLAPIENTRY _mesa_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber, GLuint index, const GLchar *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glBindFragDataLocationIndexed"); if (!shProg) return; if (!name) return; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glBindFragDataLocationIndexed(illegal name)"); return; } if (index > 1) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(index)"); return; } if (index == 0 && colorNumber >= ctx->Const.MaxDrawBuffers) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)"); return; } if (index == 1 && colorNumber >= ctx->Const.MaxDualSourceDrawBuffers) { _mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)"); 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); shProg->FragDataIndexBindings->put(index, name); /* * Note that this binding won't go into effect until * glLinkProgram is called again. */ } GLint GLAPIENTRY _mesa_GetFragDataIndex(GLuint program, const GLchar *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetFragDataIndex"); if (!shProg) { return -1; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataIndex(program not linked)"); return -1; } if (!name) return -1; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataIndex(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_in_list(ir_instruction, node, ir) { const ir_variable *const var = 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->data.mode != ir_var_shader_out || var->data.location == -1 || var->data.location < FRAG_RESULT_DATA0) continue; if (get_matching_index(var, (const char *) name) >= 0) return var->data.index; } return -1; } 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_in_list(ir_instruction, node, ir) { const ir_variable *const var = 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->data.mode != ir_var_shader_out || var->data.location == -1 || var->data.location < FRAG_RESULT_DATA0) continue; int index = get_matching_index(var, (const char *) name); if (index >= 0) return var->data.location + index - FRAG_RESULT_DATA0; } return -1; }