uniform_query.cpp revision 719909698c67c287a393d2380278e7b7495ae018
1/*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008  Brian Paul   All Rights Reserved.
5 * Copyright (C) 2009-2010  VMware, Inc.  All Rights Reserved.
6 * Copyright © 2010, 2011 Intel Corporation
7 *
8 * Permission is hereby granted, free of charge, to any person obtaining a
9 * copy of this software and associated documentation files (the "Software"),
10 * to deal in the Software without restriction, including without limitation
11 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
12 * and/or sell copies of the Software, and to permit persons to whom the
13 * Software is furnished to do so, subject to the following conditions:
14 *
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
17 *
18 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
19 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL
21 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
22 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
23 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
24 */
25#include <stdlib.h>
26#include "main/core.h"
27#include "main/context.h"
28#include "ir.h"
29#include "ir_uniform.h"
30#include "program/hash_table.h"
31#include "../glsl/program.h"
32#include "../glsl/ir_uniform.h"
33
34extern "C" {
35#include "main/shaderapi.h"
36#include "main/shaderobj.h"
37#include "uniforms.h"
38}
39
40extern "C" void GLAPIENTRY
41_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
42                          GLsizei maxLength, GLsizei *length, GLint *size,
43                          GLenum *type, GLcharARB *nameOut)
44{
45   GET_CURRENT_CONTEXT(ctx);
46   struct gl_shader_program *shProg =
47      _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
48
49   if (!shProg)
50      return;
51
52   if (index >= shProg->NumUserUniformStorage) {
53      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
54      return;
55   }
56
57   const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
58
59   if (nameOut) {
60      _mesa_copy_string(nameOut, maxLength, length, uni->name);
61   }
62
63   if (size) {
64      /* array_elements is zero for non-arrays, but the API requires that 1 be
65       * returned.
66       */
67      *size = MAX2(1, uni->array_elements);
68   }
69
70   if (type) {
71      *type = uni->type->gl_type;
72   }
73}
74
75static GLenum
76base_uniform_type(GLenum type)
77{
78   switch (type) {
79   case GL_BOOL:
80   case GL_BOOL_VEC2:
81   case GL_BOOL_VEC3:
82   case GL_BOOL_VEC4:
83      return GL_BOOL;
84   case GL_FLOAT:
85   case GL_FLOAT_VEC2:
86   case GL_FLOAT_VEC3:
87   case GL_FLOAT_VEC4:
88   case GL_FLOAT_MAT2:
89   case GL_FLOAT_MAT2x3:
90   case GL_FLOAT_MAT2x4:
91   case GL_FLOAT_MAT3x2:
92   case GL_FLOAT_MAT3:
93   case GL_FLOAT_MAT3x4:
94   case GL_FLOAT_MAT4x2:
95   case GL_FLOAT_MAT4x3:
96   case GL_FLOAT_MAT4:
97      return GL_FLOAT;
98   case GL_UNSIGNED_INT:
99   case GL_UNSIGNED_INT_VEC2:
100   case GL_UNSIGNED_INT_VEC3:
101   case GL_UNSIGNED_INT_VEC4:
102      return GL_UNSIGNED_INT;
103   case GL_INT:
104   case GL_INT_VEC2:
105   case GL_INT_VEC3:
106   case GL_INT_VEC4:
107      return GL_INT;
108   default:
109      _mesa_problem(NULL, "Invalid type in base_uniform_type()");
110      return GL_FLOAT;
111   }
112}
113
114static GLboolean
115is_boolean_type(GLenum type)
116{
117   switch (type) {
118   case GL_BOOL:
119   case GL_BOOL_VEC2:
120   case GL_BOOL_VEC3:
121   case GL_BOOL_VEC4:
122      return GL_TRUE;
123   default:
124      return GL_FALSE;
125   }
126}
127
128static GLboolean
129is_sampler_type(GLenum type)
130{
131   switch (type) {
132   case GL_SAMPLER_1D:
133   case GL_INT_SAMPLER_1D:
134   case GL_UNSIGNED_INT_SAMPLER_1D:
135   case GL_SAMPLER_2D:
136   case GL_INT_SAMPLER_2D:
137   case GL_UNSIGNED_INT_SAMPLER_2D:
138   case GL_SAMPLER_3D:
139   case GL_INT_SAMPLER_3D:
140   case GL_UNSIGNED_INT_SAMPLER_3D:
141   case GL_SAMPLER_CUBE:
142   case GL_INT_SAMPLER_CUBE:
143   case GL_UNSIGNED_INT_SAMPLER_CUBE:
144   case GL_SAMPLER_1D_SHADOW:
145   case GL_SAMPLER_2D_SHADOW:
146   case GL_SAMPLER_CUBE_SHADOW:
147   case GL_SAMPLER_2D_RECT_ARB:
148   case GL_INT_SAMPLER_2D_RECT:
149   case GL_UNSIGNED_INT_SAMPLER_2D_RECT:
150   case GL_SAMPLER_2D_RECT_SHADOW_ARB:
151   case GL_SAMPLER_1D_ARRAY_EXT:
152   case GL_INT_SAMPLER_1D_ARRAY:
153   case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY:
154   case GL_SAMPLER_2D_ARRAY_EXT:
155   case GL_INT_SAMPLER_2D_ARRAY:
156   case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
157   case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
158   case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
159   case GL_SAMPLER_CUBE_MAP_ARRAY:
160   case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
161   case GL_SAMPLER_BUFFER:
162   case GL_INT_SAMPLER_BUFFER:
163   case GL_UNSIGNED_INT_SAMPLER_BUFFER:
164   case GL_SAMPLER_2D_MULTISAMPLE:
165   case GL_INT_SAMPLER_2D_MULTISAMPLE:
166   case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE:
167   case GL_SAMPLER_2D_MULTISAMPLE_ARRAY:
168   case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
169   case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY:
170   case GL_SAMPLER_EXTERNAL_OES:
171      return GL_TRUE;
172   default:
173      return GL_FALSE;
174   }
175}
176
177/**
178 * Given a uniform index, return the vertex/geometry/fragment program
179 * that has that parameter, plus the position of the parameter in the
180 * parameter/constant buffer.
181 * \param shProg  the shader program
182 * \param index  the uniform index in [0, NumUniforms-1]
183 * \param progOut  returns containing program
184 * \param posOut  returns position of the uniform in the param/const buffer
185 * \return GL_TRUE for success, GL_FALSE for invalid index
186 */
187static GLboolean
188find_uniform_parameter_pos(struct gl_shader_program *shProg, GLint index,
189                           struct gl_program **progOut, GLint *posOut)
190{
191   struct gl_program *prog = NULL;
192   GLint pos;
193
194   if (!shProg->Uniforms ||
195       index < 0 ||
196       index >= (GLint) shProg->Uniforms->NumUniforms) {
197      return GL_FALSE;
198   }
199
200   pos = shProg->Uniforms->Uniforms[index].VertPos;
201   if (pos >= 0) {
202      prog = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program;
203   }
204   else {
205      pos = shProg->Uniforms->Uniforms[index].FragPos;
206      if (pos >= 0) {
207         prog = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program;
208      }
209      else {
210         pos = shProg->Uniforms->Uniforms[index].GeomPos;
211         if (pos >= 0) {
212            prog = shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program;
213         }
214      }
215   }
216
217   if (!prog || pos < 0)
218      return GL_FALSE; /* should really never happen */
219
220   *progOut = prog;
221   *posOut = pos;
222
223   return GL_TRUE;
224}
225
226/**
227 * Return pointer to a gl_program_parameter which corresponds to a uniform.
228 * \param shProg  the shader program
229 * \param index  the uniform index in [0, NumUniforms-1]
230 * \return gl_program_parameter point or NULL if index is invalid
231 */
232const struct gl_program_parameter *
233get_uniform_parameter(struct gl_shader_program *shProg, GLint index)
234{
235   struct gl_program *prog;
236   GLint progPos;
237
238   if (find_uniform_parameter_pos(shProg, index, &prog, &progPos))
239      return &prog->Parameters->Parameters[progPos];
240   else
241      return NULL;
242}
243
244static unsigned
245get_vector_elements(GLenum type)
246{
247   switch (type) {
248   case GL_FLOAT:
249   case GL_INT:
250   case GL_BOOL:
251   case GL_UNSIGNED_INT:
252   default: /* Catch all the various sampler types. */
253      return 1;
254
255   case GL_FLOAT_VEC2:
256   case GL_INT_VEC2:
257   case GL_BOOL_VEC2:
258   case GL_UNSIGNED_INT_VEC2:
259      return 2;
260
261   case GL_FLOAT_VEC3:
262   case GL_INT_VEC3:
263   case GL_BOOL_VEC3:
264   case GL_UNSIGNED_INT_VEC3:
265      return 3;
266
267   case GL_FLOAT_VEC4:
268   case GL_INT_VEC4:
269   case GL_BOOL_VEC4:
270   case GL_UNSIGNED_INT_VEC4:
271      return 4;
272   }
273}
274
275static void
276get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
277{
278   switch (type) {
279   case GL_FLOAT_MAT2:
280      *rows = *cols = 2;
281      break;
282   case GL_FLOAT_MAT2x3:
283      *rows = 3;
284      *cols = 2;
285      break;
286   case GL_FLOAT_MAT2x4:
287      *rows = 4;
288      *cols = 2;
289      break;
290   case GL_FLOAT_MAT3:
291      *rows = 3;
292      *cols = 3;
293      break;
294   case GL_FLOAT_MAT3x2:
295      *rows = 2;
296      *cols = 3;
297      break;
298   case GL_FLOAT_MAT3x4:
299      *rows = 4;
300      *cols = 3;
301      break;
302   case GL_FLOAT_MAT4:
303      *rows = 4;
304      *cols = 4;
305      break;
306   case GL_FLOAT_MAT4x2:
307      *rows = 2;
308      *cols = 4;
309      break;
310   case GL_FLOAT_MAT4x3:
311      *rows = 3;
312      *cols = 4;
313      break;
314   default:
315      *rows = *cols = 0;
316   }
317}
318
319/**
320 * Determine the number of rows and columns occupied by a uniform
321 * according to its datatype.  For non-matrix types (such as GL_FLOAT_VEC4),
322 * the number of rows = 1 and cols = number of elements in the vector.
323 */
324static void
325get_uniform_rows_cols(const struct gl_program_parameter *p,
326                      GLint *rows, GLint *cols)
327{
328   get_matrix_dims(p->DataType, rows, cols);
329   if (*rows == 0 && *cols == 0) {
330      /* not a matrix type, probably a float or vector */
331      *rows = 1;
332      *cols = get_vector_elements(p->DataType);
333   }
334}
335
336static bool
337validate_uniform_parameters(struct gl_context *ctx,
338			    struct gl_shader_program *shProg,
339			    GLint location, GLsizei count,
340			    unsigned *loc,
341			    unsigned *array_index,
342			    const char *caller,
343			    bool negative_one_is_not_valid)
344{
345   if (!shProg || !shProg->LinkStatus) {
346      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
347      return false;
348   }
349
350   if (location == -1) {
351      /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
352       * spec says:
353       *
354       *     "The error INVALID_OPERATION is generated if program has not been
355       *     linked successfully, or if location is not a valid location for
356       *     program."
357       *
358       * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
359       * says:
360       *
361       *     "If the value of location is -1, the Uniform* commands will
362       *     silently ignore the data passed in, and the current uniform
363       *     values will not be changed."
364       *
365       * Allowing -1 for the location parameter of glUniform allows
366       * applications to avoid error paths in the case that, for example, some
367       * uniform variable is removed by the compiler / linker after
368       * optimization.  In this case, the new value of the uniform is dropped
369       * on the floor.  For the case of glGetUniform, there is nothing
370       * sensible to do for a location of -1.
371       *
372       * The negative_one_is_not_valid flag selects between the two behaviors.
373       */
374      if (negative_one_is_not_valid) {
375	 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
376		     caller, location);
377      }
378
379      return false;
380   }
381
382   /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
383    *
384    *     "If a negative number is provided where an argument of type sizei or
385    *     sizeiptr is specified, the error INVALID_VALUE is generated."
386    */
387   if (count < 0) {
388      _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
389      return false;
390   }
391
392   /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
393    *
394    *     "If any of the following conditions occur, an INVALID_OPERATION
395    *     error is generated by the Uniform* commands, and no uniform values
396    *     are changed:
397    *
398    *     ...
399    *
400    *         - if no variable with a location of location exists in the
401    *           program object currently in use and location is not -1,
402    */
403   if (location < -1) {
404      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
405                  caller, location);
406      return false;
407   }
408
409   _mesa_uniform_split_location_offset(location, loc, array_index);
410
411   if (*loc >= shProg->NumUserUniformStorage) {
412      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
413		  caller, location);
414      return false;
415   }
416
417   /* This case should be impossible.  The implication is that a call like
418    * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an
419    * array.
420    */
421   if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) {
422      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
423		  caller, location);
424      return false;
425   }
426   return true;
427}
428
429/**
430 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
431 */
432extern "C" void
433_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
434		  GLsizei bufSize, enum glsl_base_type returnType,
435		  GLvoid *paramsOut)
436{
437   struct gl_shader_program *shProg =
438      _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
439   struct gl_uniform_storage *uni;
440   unsigned loc, offset;
441
442   if (!validate_uniform_parameters(ctx, shProg, location, 1,
443				    &loc, &offset, "glGetUniform", true))
444      return;
445
446   uni = &shProg->UniformStorage[loc];
447
448   {
449      unsigned elements = (uni->type->is_sampler())
450	 ? 1 : uni->type->components();
451
452      /* Calculate the source base address *BEFORE* modifying elements to
453       * account for the size of the user's buffer.
454       */
455      const union gl_constant_value *const src =
456	 &uni->storage[offset * elements];
457
458      unsigned bytes = sizeof(uni->storage[0]) * elements;
459      if (bytes > bufSize) {
460	 elements = bufSize / sizeof(uni->storage[0]);
461	 bytes = bufSize;
462      }
463
464      /* If the return type and the uniform's native type are "compatible,"
465       * just memcpy the data.  If the types are not compatible, perform a
466       * slower convert-and-copy process.
467       */
468      if (returnType == uni->type->base_type
469	  || ((returnType == GLSL_TYPE_INT
470	       || returnType == GLSL_TYPE_UINT
471	       || returnType == GLSL_TYPE_SAMPLER)
472	      &&
473	      (uni->type->base_type == GLSL_TYPE_INT
474	       || uni->type->base_type == GLSL_TYPE_UINT
475	       || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
476	 memcpy(paramsOut, src, bytes);
477      } else {
478	 union gl_constant_value *const dst =
479	    (union gl_constant_value *) paramsOut;
480
481	 /* This code could be optimized by putting the loop inside the switch
482	  * statements.  However, this is not expected to be
483	  * performance-critical code.
484	  */
485	 for (unsigned i = 0; i < elements; i++) {
486	    switch (returnType) {
487	    case GLSL_TYPE_FLOAT:
488	       switch (uni->type->base_type) {
489	       case GLSL_TYPE_UINT:
490		  dst[i].f = (float) src[i].u;
491		  break;
492	       case GLSL_TYPE_INT:
493	       case GLSL_TYPE_SAMPLER:
494		  dst[i].f = (float) src[i].i;
495		  break;
496	       case GLSL_TYPE_BOOL:
497		  dst[i].f = src[i].i ? 1.0f : 0.0f;
498		  break;
499	       default:
500		  assert(!"Should not get here.");
501		  break;
502	       }
503	       break;
504
505	    case GLSL_TYPE_INT:
506	    case GLSL_TYPE_UINT:
507	       switch (uni->type->base_type) {
508	       case GLSL_TYPE_FLOAT:
509		  /* While the GL 3.2 core spec doesn't explicitly
510		   * state how conversion of float uniforms to integer
511		   * values works, in section 6.2 "State Tables" on
512		   * page 267 it says:
513		   *
514		   *     "Unless otherwise specified, when floating
515		   *      point state is returned as integer values or
516		   *      integer state is returned as floating-point
517		   *      values it is converted in the fashion
518		   *      described in section 6.1.2"
519		   *
520		   * That section, on page 248, says:
521		   *
522		   *     "If GetIntegerv or GetInteger64v are called,
523		   *      a floating-point value is rounded to the
524		   *      nearest integer..."
525		   */
526		  dst[i].i = IROUND(src[i].f);
527		  break;
528	       case GLSL_TYPE_BOOL:
529		  dst[i].i = src[i].i ? 1 : 0;
530		  break;
531	       default:
532		  assert(!"Should not get here.");
533		  break;
534	       }
535	       break;
536
537	    default:
538	       assert(!"Should not get here.");
539	       break;
540	    }
541	 }
542      }
543   }
544}
545
546static void
547log_uniform(const void *values, enum glsl_base_type basicType,
548	    unsigned rows, unsigned cols, unsigned count,
549	    bool transpose,
550	    const struct gl_shader_program *shProg,
551	    GLint location,
552	    const struct gl_uniform_storage *uni)
553{
554
555   const union gl_constant_value *v = (const union gl_constant_value *) values;
556   const unsigned elems = rows * cols * count;
557   const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
558
559   printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
560	  "transpose = %s) to: ",
561	  shProg->Name, extra, uni->name, location, uni->type->name,
562	  transpose ? "true" : "false");
563   for (unsigned i = 0; i < elems; i++) {
564      if (i != 0 && ((i % rows) == 0))
565	 printf(", ");
566
567      switch (basicType) {
568      case GLSL_TYPE_UINT:
569	 printf("%u ", v[i].u);
570	 break;
571      case GLSL_TYPE_INT:
572	 printf("%d ", v[i].i);
573	 break;
574      case GLSL_TYPE_FLOAT:
575	 printf("%g ", v[i].f);
576	 break;
577      default:
578	 assert(!"Should not get here.");
579	 break;
580      }
581   }
582   printf("\n");
583   fflush(stdout);
584}
585
586#if 0
587static void
588log_program_parameters(const struct gl_shader_program *shProg)
589{
590   static const char *stages[] = {
591      "vertex", "fragment", "geometry"
592   };
593
594   assert(Elements(stages) == MESA_SHADER_TYPES);
595
596   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
597      if (shProg->_LinkedShaders[i] == NULL)
598	 continue;
599
600      const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
601
602      printf("Program %d %s shader parameters:\n",
603	     shProg->Name, stages[i]);
604      for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
605	 printf("%s: %p %f %f %f %f\n",
606		prog->Parameters->Parameters[j].Name,
607		prog->Parameters->ParameterValues[j],
608		prog->Parameters->ParameterValues[j][0].f,
609		prog->Parameters->ParameterValues[j][1].f,
610		prog->Parameters->ParameterValues[j][2].f,
611		prog->Parameters->ParameterValues[j][3].f);
612      }
613   }
614   fflush(stdout);
615}
616#endif
617
618/**
619 * Check if the type given by userType is allowed to set a uniform of the
620 * target type.  Generally, equivalence is required, but setting Boolean
621 * uniforms can be done with glUniformiv or glUniformfv.
622 */
623static GLboolean
624compatible_types(GLenum userType, GLenum targetType)
625{
626   if (userType == targetType)
627      return GL_TRUE;
628
629   if (targetType == GL_BOOL && (userType == GL_FLOAT ||
630                                 userType == GL_UNSIGNED_INT ||
631                                 userType == GL_INT))
632      return GL_TRUE;
633
634   if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
635                                      userType == GL_UNSIGNED_INT_VEC2 ||
636                                      userType == GL_INT_VEC2))
637      return GL_TRUE;
638
639   if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
640                                      userType == GL_UNSIGNED_INT_VEC3 ||
641                                      userType == GL_INT_VEC3))
642      return GL_TRUE;
643
644   if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
645                                      userType == GL_UNSIGNED_INT_VEC4 ||
646                                      userType == GL_INT_VEC4))
647      return GL_TRUE;
648
649   if (is_sampler_type(targetType) && userType == GL_INT)
650      return GL_TRUE;
651
652   return GL_FALSE;
653}
654
655/**
656 * Set the value of a program's uniform variable.
657 * \param program  the program whose uniform to update
658 * \param index  the index of the program parameter for the uniform
659 * \param offset  additional parameter slot offset (for arrays)
660 * \param type  the incoming datatype of 'values'
661 * \param count  the number of uniforms to set
662 * \param elems  number of elements per uniform (1, 2, 3 or 4)
663 * \param values  the new values, of datatype 'type'
664 */
665static void
666set_program_uniform(struct gl_context *ctx, struct gl_program *program,
667                    GLint index, GLint offset,
668                    GLenum type, GLsizei count, GLint elems,
669                    const void *values)
670{
671   const struct gl_program_parameter *param =
672      &program->Parameters->Parameters[index];
673
674   assert(offset >= 0);
675   assert(elems >= 1);
676   assert(elems <= 4);
677
678   if (!compatible_types(type, param->DataType)) {
679      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
680      return;
681   }
682
683   if (index + offset > (GLint) program->Parameters->Size) {
684      /* out of bounds! */
685      return;
686   }
687
688   if (param->Type == PROGRAM_SAMPLER) {
689      /* This controls which texture unit which is used by a sampler */
690      GLboolean changed = GL_FALSE;
691      GLint i;
692
693      /* this should have been caught by the compatible_types() check */
694      ASSERT(type == GL_INT);
695
696      /* loop over number of samplers to change */
697      for (i = 0; i < count; i++) {
698         GLuint sampler = (GLuint)
699            program->Parameters->ParameterValues[index+offset + i][0].f;
700         GLuint texUnit = ((GLuint *) values)[i];
701
702         /* check that the sampler (tex unit index) is legal */
703         if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
704            _mesa_error(ctx, GL_INVALID_VALUE,
705                        "glUniform1(invalid sampler/tex unit index for '%s')",
706                        param->Name);
707            return;
708         }
709
710         /* This maps a sampler to a texture unit: */
711         if (sampler < MAX_SAMPLERS) {
712#if 0
713            printf("Set program %p sampler %d '%s' to unit %u\n",
714		   program, sampler, param->Name, texUnit);
715#endif
716            if (program->SamplerUnits[sampler] != texUnit) {
717               program->SamplerUnits[sampler] = texUnit;
718               changed = GL_TRUE;
719            }
720         }
721      }
722
723      if (changed) {
724         /* When a sampler's value changes it usually requires rewriting
725          * a GPU program's TEX instructions since there may not be a
726          * sampler->texture lookup table.  We signal this with the
727          * ProgramStringNotify() callback.
728          */
729         FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
730         _mesa_update_shader_textures_used(program);
731         /* Do we need to care about the return value here?
732          * This should not be the first time the driver was notified of
733          * this program.
734          */
735         (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
736      }
737   }
738   else {
739      /* ordinary uniform variable */
740      const GLboolean isUniformBool = is_boolean_type(param->DataType);
741      const GLenum basicType = base_uniform_type(type);
742      const GLint slots = (param->Size + 3) / 4;
743      const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
744      GLsizei k, i;
745
746      if ((GLint) param->Size > typeSize) {
747         /* an array */
748         /* we'll ignore extra data below */
749      }
750      else {
751         /* non-array: count must be at most one; count == 0 is handled
752          * by the loop below
753          */
754         if (count > 1) {
755            _mesa_error(ctx, GL_INVALID_OPERATION,
756                        "glUniform(uniform '%s' is not an array)",
757                        param->Name);
758            return;
759         }
760      }
761
762      /* loop over number of array elements */
763      for (k = 0; k < count; k++) {
764         gl_constant_value *uniformVal;
765
766         if (offset + k >= slots) {
767            /* Extra array data is ignored */
768            break;
769         }
770
771         /* uniformVal (the destination) is always gl_constant_value[4] */
772         uniformVal = program->Parameters->ParameterValues[index + offset + k];
773
774         if (basicType == GL_INT) {
775            const GLint *iValues = ((const GLint *) values) + k * elems;
776            for (i = 0; i < elems; i++) {
777               if (!ctx->Const.NativeIntegers)
778                  uniformVal[i].f = (GLfloat) iValues[i];
779               else
780                  uniformVal[i].i = iValues[i];
781            }
782         }
783         else if (basicType == GL_UNSIGNED_INT) {
784            const GLuint *iValues = ((const GLuint *) values) + k * elems;
785            for (i = 0; i < elems; i++) {
786               if (!ctx->Const.NativeIntegers)
787                  uniformVal[i].f = (GLfloat)(GLuint) iValues[i];
788               else
789                  uniformVal[i].u = iValues[i];
790            }
791         }
792         else {
793            const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
794            assert(basicType == GL_FLOAT);
795            for (i = 0; i < elems; i++) {
796               uniformVal[i].f = fValues[i];
797            }
798         }
799
800         /* if the uniform is bool-valued, convert to 1 or 0 */
801         if (isUniformBool) {
802            for (i = 0; i < elems; i++) {
803               if (basicType == GL_FLOAT)
804                  uniformVal[i].b = uniformVal[i].f != 0.0f ? 1 : 0;
805               else
806                  uniformVal[i].b = uniformVal[i].u ? 1 : 0;
807
808               if (ctx->Const.NativeIntegers)
809                  uniformVal[i].u =
810                        uniformVal[i].b ? ctx->Const.UniformBooleanTrue : 0;
811               else
812                  uniformVal[i].f = uniformVal[i].b ? 1.0f : 0.0f;
813            }
814         }
815      }
816   }
817}
818
819/**
820 * Propagate some values from uniform backing storage to driver storage
821 *
822 * Values propagated from uniform backing storage to driver storage
823 * have all format / type conversions previously requested by the
824 * driver applied.  This function is most often called by the
825 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
826 * etc.
827 *
828 * \param uni          Uniform whose data is to be propagated to driver storage
829 * \param array_index  If \c uni is an array, this is the element of
830 *                     the array to be propagated.
831 * \param count        Number of array elements to propagate.
832 */
833extern "C" void
834_mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
835					   unsigned array_index,
836					   unsigned count)
837{
838   unsigned i;
839
840   /* vector_elements and matrix_columns can be 0 for samplers.
841    */
842   const unsigned components = MAX2(1, uni->type->vector_elements);
843   const unsigned vectors = MAX2(1, uni->type->matrix_columns);
844
845   /* Store the data in the driver's requested type in the driver's storage
846    * areas.
847    */
848   unsigned src_vector_byte_stride = components * 4;
849
850   for (i = 0; i < uni->num_driver_storage; i++) {
851      struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
852      uint8_t *dst = (uint8_t *) store->data;
853      const unsigned extra_stride =
854	 store->element_stride - (vectors * store->vector_stride);
855      const uint8_t *src =
856	 (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
857
858#if 0
859      printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
860	     "extra_stride=%u\n",
861	     __func__, dst, array_index, components,
862	     vectors, count, store->vector_stride, extra_stride);
863#endif
864
865      dst += array_index * store->element_stride;
866
867      switch (store->format) {
868      case uniform_native:
869      case uniform_bool_int_0_1: {
870	 unsigned j;
871	 unsigned v;
872
873	 for (j = 0; j < count; j++) {
874	    for (v = 0; v < vectors; v++) {
875	       memcpy(dst, src, src_vector_byte_stride);
876	       src += src_vector_byte_stride;
877	       dst += store->vector_stride;
878	    }
879
880	    dst += extra_stride;
881	 }
882	 break;
883      }
884
885      case uniform_int_float:
886      case uniform_bool_float: {
887	 const int *isrc = (const int *) src;
888	 unsigned j;
889	 unsigned v;
890	 unsigned c;
891
892	 for (j = 0; j < count; j++) {
893	    for (v = 0; v < vectors; v++) {
894	       for (c = 0; c < components; c++) {
895		  ((float *) dst)[c] = (float) *isrc;
896		  isrc++;
897	       }
898
899	       dst += store->vector_stride;
900	    }
901
902	    dst += extra_stride;
903	 }
904	 break;
905      }
906
907      case uniform_bool_int_0_not0: {
908	 const int *isrc = (const int *) src;
909	 unsigned j;
910	 unsigned v;
911	 unsigned c;
912
913	 for (j = 0; j < count; j++) {
914	    for (v = 0; v < vectors; v++) {
915	       for (c = 0; c < components; c++) {
916		  ((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
917		  isrc++;
918	       }
919
920	       dst += store->vector_stride;
921	    }
922
923	    dst += extra_stride;
924	 }
925	 break;
926      }
927
928      default:
929	 assert(!"Should not get here.");
930	 break;
931      }
932   }
933}
934
935/**
936 * Called via glUniform*() functions.
937 */
938extern "C" void
939_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
940	      GLint location, GLsizei count,
941              const GLvoid *values, GLenum type)
942{
943   unsigned loc, offset;
944   unsigned components;
945   unsigned src_components;
946   unsigned i;
947   enum glsl_base_type basicType;
948   struct gl_uniform_storage *uni;
949
950   ASSERT_OUTSIDE_BEGIN_END(ctx);
951
952   if (!validate_uniform_parameters(ctx, shProg, location, count,
953				    &loc, &offset, "glUniform", false))
954      return;
955
956   uni = &shProg->UniformStorage[loc];
957
958   /* Verify that the types are compatible.
959    */
960   switch (type) {
961   case GL_FLOAT:
962      basicType = GLSL_TYPE_FLOAT;
963      src_components = 1;
964      break;
965   case GL_FLOAT_VEC2:
966      basicType = GLSL_TYPE_FLOAT;
967      src_components = 2;
968      break;
969   case GL_FLOAT_VEC3:
970      basicType = GLSL_TYPE_FLOAT;
971      src_components = 3;
972      break;
973   case GL_FLOAT_VEC4:
974      basicType = GLSL_TYPE_FLOAT;
975      src_components = 4;
976      break;
977   case GL_UNSIGNED_INT:
978      basicType = GLSL_TYPE_UINT;
979      src_components = 1;
980      break;
981   case GL_UNSIGNED_INT_VEC2:
982      basicType = GLSL_TYPE_UINT;
983      src_components = 2;
984      break;
985   case GL_UNSIGNED_INT_VEC3:
986      basicType = GLSL_TYPE_UINT;
987      src_components = 3;
988      break;
989   case GL_UNSIGNED_INT_VEC4:
990      basicType = GLSL_TYPE_UINT;
991      src_components = 4;
992      break;
993   case GL_INT:
994      basicType = GLSL_TYPE_INT;
995      src_components = 1;
996      break;
997   case GL_INT_VEC2:
998      basicType = GLSL_TYPE_INT;
999      src_components = 2;
1000      break;
1001   case GL_INT_VEC3:
1002      basicType = GLSL_TYPE_INT;
1003      src_components = 3;
1004      break;
1005   case GL_INT_VEC4:
1006      basicType = GLSL_TYPE_INT;
1007      src_components = 4;
1008      break;
1009   case GL_BOOL:
1010   case GL_BOOL_VEC2:
1011   case GL_BOOL_VEC3:
1012   case GL_BOOL_VEC4:
1013   case GL_FLOAT_MAT2:
1014   case GL_FLOAT_MAT2x3:
1015   case GL_FLOAT_MAT2x4:
1016   case GL_FLOAT_MAT3x2:
1017   case GL_FLOAT_MAT3:
1018   case GL_FLOAT_MAT3x4:
1019   case GL_FLOAT_MAT4x2:
1020   case GL_FLOAT_MAT4x3:
1021   case GL_FLOAT_MAT4:
1022   default:
1023      _mesa_problem(NULL, "Invalid type in %s", __func__);
1024      return;
1025   }
1026
1027   if (uni->type->is_sampler()) {
1028      components = 1;
1029   } else {
1030      components = uni->type->vector_elements;
1031   }
1032
1033   bool match;
1034   switch (uni->type->base_type) {
1035   case GLSL_TYPE_BOOL:
1036      match = true;
1037      break;
1038   case GLSL_TYPE_SAMPLER:
1039      match = (basicType == GLSL_TYPE_INT);
1040      break;
1041   default:
1042      match = (basicType == uni->type->base_type);
1043      break;
1044   }
1045
1046   if (uni->type->is_matrix() || components != src_components || !match) {
1047      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
1048      return;
1049   }
1050
1051   if (ctx->Shader.Flags & GLSL_UNIFORMS) {
1052      log_uniform(values, basicType, components, 1, count,
1053		  false, shProg, location, uni);
1054   }
1055
1056   /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
1057    *
1058    *     "Setting a sampler's value to i selects texture image unit number
1059    *     i. The values of i range from zero to the implementation- dependent
1060    *     maximum supported number of texture image units."
1061    *
1062    * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
1063    * the PDF) says:
1064    *
1065    *     "Error         Description                    Offending command
1066    *                                                   ignored?
1067    *     ...
1068    *     INVALID_VALUE  Numeric argument out of range  Yes"
1069    *
1070    * Based on that, when an invalid sampler is specified, we generate a
1071    * GL_INVALID_VALUE error and ignore the command.
1072    */
1073   if (uni->type->is_sampler()) {
1074      for (i = 0; i < count; i++) {
1075	 const unsigned texUnit = ((unsigned *) values)[i];
1076
1077         /* check that the sampler (tex unit index) is legal */
1078         if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
1079            _mesa_error(ctx, GL_INVALID_VALUE,
1080                        "glUniform1i(invalid sampler/tex unit index for "
1081			"uniform %d)",
1082                        location);
1083            return;
1084         }
1085      }
1086   }
1087
1088   /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
1089    *
1090    *     "When loading N elements starting at an arbitrary position k in a
1091    *     uniform declared as an array, elements k through k + N - 1 in the
1092    *     array will be replaced with the new values. Values for any array
1093    *     element that exceeds the highest array element index used, as
1094    *     reported by GetActiveUniform, will be ignored by the GL."
1095    *
1096    * Clamp 'count' to a valid value.  Note that for non-arrays a count > 1
1097    * will have already generated an error.
1098    */
1099   if (uni->array_elements != 0) {
1100      if (offset >= uni->array_elements)
1101	 return;
1102
1103      count = MIN2(count, (uni->array_elements - offset));
1104   }
1105
1106   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
1107
1108   /* Store the data in the "actual type" backing storage for the uniform.
1109    */
1110   if (!uni->type->is_boolean()) {
1111      memcpy(&uni->storage[components * offset], values,
1112	     sizeof(uni->storage[0]) * components * count);
1113   } else {
1114      const union gl_constant_value *src =
1115	 (const union gl_constant_value *) values;
1116      union gl_constant_value *dst = &uni->storage[components * offset];
1117      const unsigned elems = components * count;
1118
1119      for (i = 0; i < elems; i++) {
1120	 if (basicType == GLSL_TYPE_FLOAT) {
1121	    dst[i].i = src[i].f != 0.0f ? 1 : 0;
1122	 } else {
1123	    dst[i].i = src[i].i != 0    ? 1 : 0;
1124	 }
1125      }
1126   }
1127
1128   uni->initialized = true;
1129
1130   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1131
1132   /* If the uniform is a sampler, do the extra magic necessary to propagate
1133    * the changes through.
1134    */
1135   if (uni->type->is_sampler()) {
1136      for (i = 0; i < count; i++) {
1137	 shProg->SamplerUnits[uni->sampler + offset + i] =
1138	    ((unsigned *) values)[i];
1139      }
1140
1141      bool flushed = false;
1142      for (i = 0; i < MESA_SHADER_TYPES; i++) {
1143	 struct gl_program *prog;
1144
1145	 if (shProg->_LinkedShaders[i] == NULL)
1146	    continue;
1147
1148	 prog = shProg->_LinkedShaders[i]->Program;
1149
1150	 assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
1151
1152	 if (memcmp(prog->SamplerUnits,
1153		    shProg->SamplerUnits,
1154		    sizeof(shProg->SamplerUnits)) != 0) {
1155	    if (!flushed) {
1156	       FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
1157	       flushed = true;
1158	    }
1159
1160	    memcpy(prog->SamplerUnits,
1161		   shProg->SamplerUnits,
1162		   sizeof(shProg->SamplerUnits));
1163
1164	    _mesa_update_shader_textures_used(prog);
1165	    (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog);
1166	 }
1167      }
1168   }
1169}
1170
1171/**
1172 * Set a matrix-valued program parameter.
1173 */
1174static void
1175set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program,
1176                           GLuint index, GLuint offset,
1177                           GLuint count, GLuint rows, GLuint cols,
1178                           GLboolean transpose, const GLfloat *values)
1179{
1180   GLuint mat, row, col;
1181   GLuint src = 0;
1182   const struct gl_program_parameter *param =
1183      &program->Parameters->Parameters[index];
1184   const GLuint slots = (param->Size + 3) / 4;
1185   const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
1186   GLint nr, nc;
1187
1188   /* check that the number of rows, columns is correct */
1189   get_matrix_dims(param->DataType, &nr, &nc);
1190   if (rows != nr || cols != nc) {
1191      _mesa_error(ctx, GL_INVALID_OPERATION,
1192                  "glUniformMatrix(matrix size mismatch)");
1193      return;
1194   }
1195
1196   if ((GLint) param->Size <= typeSize) {
1197      /* non-array: count must be at most one; count == 0 is handled
1198       * by the loop below
1199       */
1200      if (count > 1) {
1201         _mesa_error(ctx, GL_INVALID_OPERATION,
1202                     "glUniformMatrix(uniform is not an array)");
1203         return;
1204      }
1205   }
1206
1207   /*
1208    * Note: the _columns_ of a matrix are stored in program registers, not
1209    * the rows.  So, the loops below look a little funny.
1210    * XXX could optimize this a bit...
1211    */
1212
1213   /* loop over matrices */
1214   for (mat = 0; mat < count; mat++) {
1215
1216      /* each matrix: */
1217      for (col = 0; col < cols; col++) {
1218         GLfloat *v;
1219         if (offset >= slots) {
1220            /* Ignore writes beyond the end of (the used part of) an array */
1221            return;
1222         }
1223         v = (GLfloat *) program->Parameters->ParameterValues[index + offset];
1224         for (row = 0; row < rows; row++) {
1225            if (transpose) {
1226               v[row] = values[src + row * cols + col];
1227            }
1228            else {
1229               v[row] = values[src + col * rows + row];
1230            }
1231         }
1232
1233         offset++;
1234      }
1235
1236      src += rows * cols;  /* next matrix */
1237   }
1238}
1239
1240/**
1241 * Called by glUniformMatrix*() functions.
1242 * Note: cols=2, rows=4  ==>  array[2] of vec4
1243 */
1244extern "C" void
1245_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
1246		     GLint cols, GLint rows,
1247                     GLint location, GLsizei count,
1248                     GLboolean transpose, const GLfloat *values)
1249{
1250   unsigned loc, offset;
1251   unsigned vectors;
1252   unsigned components;
1253   unsigned elements;
1254   struct gl_uniform_storage *uni;
1255
1256   ASSERT_OUTSIDE_BEGIN_END(ctx);
1257
1258   if (!validate_uniform_parameters(ctx, shProg, location, count,
1259				    &loc, &offset, "glUniformMatrix", false))
1260      return;
1261
1262   uni = &shProg->UniformStorage[loc];
1263   if (!uni->type->is_matrix()) {
1264      _mesa_error(ctx, GL_INVALID_OPERATION,
1265		  "glUniformMatrix(non-matrix uniform)");
1266      return;
1267   }
1268
1269   assert(!uni->type->is_sampler());
1270   vectors = uni->type->matrix_columns;
1271   components = uni->type->vector_elements;
1272
1273   /* Verify that the types are compatible.  This is greatly simplified for
1274    * matrices because they can only have a float base type.
1275    */
1276   if (vectors != cols || components != rows) {
1277      _mesa_error(ctx, GL_INVALID_OPERATION,
1278		  "glUniformMatrix(matrix size mismatch)");
1279      return;
1280   }
1281
1282   if (ctx->Shader.Flags & GLSL_UNIFORMS) {
1283      log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
1284		  bool(transpose), shProg, location, uni);
1285   }
1286
1287   /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
1288    *
1289    *     "When loading N elements starting at an arbitrary position k in a
1290    *     uniform declared as an array, elements k through k + N - 1 in the
1291    *     array will be replaced with the new values. Values for any array
1292    *     element that exceeds the highest array element index used, as
1293    *     reported by GetActiveUniform, will be ignored by the GL."
1294    *
1295    * Clamp 'count' to a valid value.  Note that for non-arrays a count > 1
1296    * will have already generated an error.
1297    */
1298   if (uni->array_elements != 0) {
1299      if (offset >= uni->array_elements)
1300	 return;
1301
1302      count = MIN2(count, (uni->array_elements - offset));
1303   }
1304
1305   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
1306
1307   /* Store the data in the "actual type" backing storage for the uniform.
1308    */
1309   elements = components * vectors;
1310
1311   if (!transpose) {
1312      memcpy(&uni->storage[elements * offset], values,
1313	     sizeof(uni->storage[0]) * elements * count);
1314   } else {
1315      /* Copy and transpose the matrix.
1316       */
1317      const float *src = values;
1318      float *dst = &uni->storage[elements * offset].f;
1319
1320      for (unsigned i = 0; i < count; i++) {
1321	 for (unsigned r = 0; r < rows; r++) {
1322	    for (unsigned c = 0; c < cols; c++) {
1323	       dst[(c * components) + r] = src[c + (r * vectors)];
1324	    }
1325	 }
1326
1327	 dst += elements;
1328	 src += elements;
1329      }
1330   }
1331
1332   uni->initialized = true;
1333
1334   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
1335}
1336
1337/**
1338 * Called via glGetUniformLocation().
1339 *
1340 * The return value will encode two values, the uniform location and an
1341 * offset (used for arrays, structs).
1342 */
1343extern "C" GLint
1344_mesa_get_uniform_location(struct gl_context *ctx,
1345                           struct gl_shader_program *shProg,
1346			   const GLchar *name)
1347{
1348   const size_t len = strlen(name);
1349   long offset;
1350   bool array_lookup;
1351   char *name_copy;
1352
1353   /* If the name ends with a ']', assume that it refers to some element of an
1354    * array.  Malformed array references will fail the hash table look up
1355    * below, so it doesn't matter that they are not caught here.  This code
1356    * only wants to catch the "leaf" array references so that arrays of
1357    * structures containing arrays will be handled correctly.
1358    */
1359   if (name[len-1] == ']') {
1360      unsigned i;
1361
1362      /* Walk backwards over the string looking for a non-digit character.
1363       * This had better be the opening bracket for an array index.
1364       *
1365       * Initially, i specifies the location of the ']'.  Since the string may
1366       * contain only the ']' charcater, walk backwards very carefully.
1367       */
1368      for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
1369	 /* empty */ ;
1370
1371      /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
1372       *
1373       *     "The first element of a uniform array is identified using the
1374       *     name of the uniform array appended with "[0]". Except if the last
1375       *     part of the string name indicates a uniform array, then the
1376       *     location of the first element of that array can be retrieved by
1377       *     either using the name of the uniform array, or the name of the
1378       *     uniform array appended with "[0]"."
1379       *
1380       * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
1381       *
1382       *     "name must be a null terminated string, without white space."
1383       *
1384       * Return an error if there is no opening '[' to match the closing ']'.
1385       * An error will also be returned if there is intervening white space
1386       * (or other non-digit characters) before the opening '['.
1387       */
1388      if ((i == 0) || name[i-1] != '[')
1389	 return -1;
1390
1391      /* Return an error if there are no digits between the opening '[' to
1392       * match the closing ']'.
1393       */
1394      if (i == (len - 1))
1395	 return -1;
1396
1397      /* Make a new string that is a copy of the old string up to (but not
1398       * including) the '[' character.
1399       */
1400      name_copy = (char *) malloc(i);
1401      memcpy(name_copy, name, i - 1);
1402      name_copy[i-1] = '\0';
1403
1404      offset = strtol(&name[i], NULL, 10);
1405      if (offset < 0)
1406	 return -1;
1407
1408      array_lookup = true;
1409   } else {
1410      name_copy = (char *) name;
1411      offset = 0;
1412      array_lookup = false;
1413   }
1414
1415   unsigned location;
1416   const bool found = shProg->UniformHash->get(location, name_copy);
1417
1418   assert(!found
1419	  || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
1420
1421   /* Free the temporary buffer *before* possibly returning an error.
1422    */
1423   if (name_copy != name)
1424      free(name_copy);
1425
1426   if (!found)
1427      return -1;
1428
1429   /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]'
1430    * to (correctly) fail if 'a' is not an array.
1431    */
1432   if (array_lookup && shProg->UniformStorage[location].array_elements == 0) {
1433      return -1;
1434   }
1435
1436   return _mesa_uniform_merge_location_offset(location, offset);
1437}
1438