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
26#include <stdlib.h>
27
28#include "main/core.h"
29#include "main/context.h"
30#include "ir.h"
31#include "ir_uniform.h"
32#include "program/hash_table.h"
33#include "../glsl/program.h"
34#include "../glsl/ir_uniform.h"
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   ASSERT_OUTSIDE_BEGIN_END(ctx);
50
51   if (!shProg)
52      return;
53
54   if (index >= shProg->NumUserUniformStorage) {
55      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
56      return;
57   }
58
59   const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
60
61   if (nameOut) {
62      _mesa_copy_string(nameOut, maxLength, length, uni->name);
63   }
64
65   if (size) {
66      /* array_elements is zero for non-arrays, but the API requires that 1 be
67       * returned.
68       */
69      *size = MAX2(1, uni->array_elements);
70   }
71
72   if (type) {
73      *type = uni->type->gl_type;
74   }
75}
76
77extern "C" void GLAPIENTRY
78_mesa_GetActiveUniformsiv(GLuint program,
79			  GLsizei uniformCount,
80			  const GLuint *uniformIndices,
81			  GLenum pname,
82			  GLint *params)
83{
84   GET_CURRENT_CONTEXT(ctx);
85   struct gl_shader_program *shProg;
86   GLsizei i;
87
88   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
89   if (!shProg)
90      return;
91
92   if (uniformCount < 0) {
93      _mesa_error(ctx, GL_INVALID_VALUE,
94		  "glGetUniformIndices(uniformCount < 0)");
95      return;
96   }
97
98   for (i = 0; i < uniformCount; i++) {
99      GLuint index = uniformIndices[i];
100
101      if (index >= shProg->NumUserUniformStorage) {
102	 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformsiv(index)");
103	 return;
104      }
105   }
106
107   for (i = 0; i < uniformCount; i++) {
108      GLuint index = uniformIndices[i];
109      const struct gl_uniform_storage *uni = &shProg->UniformStorage[index];
110
111      switch (pname) {
112      case GL_UNIFORM_TYPE:
113	 params[i] = uni->type->gl_type;
114	 break;
115
116      case GL_UNIFORM_SIZE:
117	 /* array_elements is zero for non-arrays, but the API requires that 1 be
118	  * returned.
119	  */
120	 params[i] = MAX2(1, uni->array_elements);
121	 break;
122
123      case GL_UNIFORM_NAME_LENGTH:
124	 params[i] = strlen(uni->name) + 1;
125	 break;
126
127      case GL_UNIFORM_BLOCK_INDEX:
128	 params[i] = uni->block_index;
129	 break;
130
131      case GL_UNIFORM_OFFSET:
132	 params[i] = uni->offset;
133	 break;
134
135      case GL_UNIFORM_ARRAY_STRIDE:
136	 params[i] = uni->array_stride;
137	 break;
138
139      case GL_UNIFORM_MATRIX_STRIDE:
140	 params[i] = uni->matrix_stride;
141	 break;
142
143      case GL_UNIFORM_IS_ROW_MAJOR:
144	 params[i] = uni->row_major;
145	 break;
146
147      default:
148	 _mesa_error(ctx, GL_INVALID_ENUM, "glGetActiveUniformsiv(pname)");
149	 return;
150      }
151   }
152}
153
154static bool
155validate_uniform_parameters(struct gl_context *ctx,
156			    struct gl_shader_program *shProg,
157			    GLint location, GLsizei count,
158			    unsigned *loc,
159			    unsigned *array_index,
160			    const char *caller,
161			    bool negative_one_is_not_valid)
162{
163   if (!shProg || !shProg->LinkStatus) {
164      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
165      return false;
166   }
167
168   if (location == -1) {
169      /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
170       * spec says:
171       *
172       *     "The error INVALID_OPERATION is generated if program has not been
173       *     linked successfully, or if location is not a valid location for
174       *     program."
175       *
176       * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
177       * says:
178       *
179       *     "If the value of location is -1, the Uniform* commands will
180       *     silently ignore the data passed in, and the current uniform
181       *     values will not be changed."
182       *
183       * Allowing -1 for the location parameter of glUniform allows
184       * applications to avoid error paths in the case that, for example, some
185       * uniform variable is removed by the compiler / linker after
186       * optimization.  In this case, the new value of the uniform is dropped
187       * on the floor.  For the case of glGetUniform, there is nothing
188       * sensible to do for a location of -1.
189       *
190       * The negative_one_is_not_valid flag selects between the two behaviors.
191       */
192      if (negative_one_is_not_valid) {
193	 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
194		     caller, location);
195      }
196
197      return false;
198   }
199
200   /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
201    *
202    *     "If a negative number is provided where an argument of type sizei or
203    *     sizeiptr is specified, the error INVALID_VALUE is generated."
204    */
205   if (count < 0) {
206      _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
207      return false;
208   }
209
210   /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
211    *
212    *     "If any of the following conditions occur, an INVALID_OPERATION
213    *     error is generated by the Uniform* commands, and no uniform values
214    *     are changed:
215    *
216    *     ...
217    *
218    *         - if no variable with a location of location exists in the
219    *           program object currently in use and location is not -1,
220    *         - if count is greater than one, and the uniform declared in the
221    *           shader is not an array variable,
222    */
223   if (location < -1) {
224      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
225                  caller, location);
226      return false;
227   }
228
229   _mesa_uniform_split_location_offset(location, loc, array_index);
230
231   if (*loc >= shProg->NumUserUniformStorage) {
232      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
233		  caller, location);
234      return false;
235   }
236
237   if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
238      _mesa_error(ctx, GL_INVALID_OPERATION,
239		  "%s(count > 1 for non-array, location=%d)",
240		  caller, location);
241      return false;
242   }
243
244   /* If the uniform is an array, check that array_index is in bounds.
245    * If not an array, check that array_index is zero.
246    * array_index is unsigned so no need to check for less than zero.
247    */
248   unsigned limit = shProg->UniformStorage[*loc].array_elements;
249   if (limit == 0)
250      limit = 1;
251   if (*array_index >= limit) {
252      _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
253		  caller, location);
254      return false;
255   }
256   return true;
257}
258
259/**
260 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
261 */
262extern "C" void
263_mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
264		  GLsizei bufSize, enum glsl_base_type returnType,
265		  GLvoid *paramsOut)
266{
267   struct gl_shader_program *shProg =
268      _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
269   struct gl_uniform_storage *uni;
270   unsigned loc, offset;
271
272   if (!validate_uniform_parameters(ctx, shProg, location, 1,
273				    &loc, &offset, "glGetUniform", true))
274      return;
275
276   uni = &shProg->UniformStorage[loc];
277
278   {
279      unsigned elements = (uni->type->is_sampler())
280	 ? 1 : uni->type->components();
281
282      /* Calculate the source base address *BEFORE* modifying elements to
283       * account for the size of the user's buffer.
284       */
285      const union gl_constant_value *const src =
286	 &uni->storage[offset * elements];
287
288      assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
289             returnType == GLSL_TYPE_UINT);
290      /* The three (currently) supported types all have the same size,
291       * which is of course the same as their union. That'll change
292       * with glGetUniformdv()...
293       */
294      unsigned bytes = sizeof(src[0]) * elements;
295      if (bufSize < 0 || bytes > (unsigned) bufSize) {
296	 _mesa_error( ctx, GL_INVALID_OPERATION,
297	             "glGetnUniform*vARB(out of bounds: bufSize is %d,"
298	             " but %u bytes are required)", bufSize, bytes );
299	 return;
300      }
301
302      /* If the return type and the uniform's native type are "compatible,"
303       * just memcpy the data.  If the types are not compatible, perform a
304       * slower convert-and-copy process.
305       */
306      if (returnType == uni->type->base_type
307	  || ((returnType == GLSL_TYPE_INT
308	       || returnType == GLSL_TYPE_UINT
309	       || returnType == GLSL_TYPE_SAMPLER)
310	      &&
311	      (uni->type->base_type == GLSL_TYPE_INT
312	       || uni->type->base_type == GLSL_TYPE_UINT
313	       || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
314	 memcpy(paramsOut, src, bytes);
315      } else {
316	 union gl_constant_value *const dst =
317	    (union gl_constant_value *) paramsOut;
318
319	 /* This code could be optimized by putting the loop inside the switch
320	  * statements.  However, this is not expected to be
321	  * performance-critical code.
322	  */
323	 for (unsigned i = 0; i < elements; i++) {
324	    switch (returnType) {
325	    case GLSL_TYPE_FLOAT:
326	       switch (uni->type->base_type) {
327	       case GLSL_TYPE_UINT:
328		  dst[i].f = (float) src[i].u;
329		  break;
330	       case GLSL_TYPE_INT:
331	       case GLSL_TYPE_SAMPLER:
332		  dst[i].f = (float) src[i].i;
333		  break;
334	       case GLSL_TYPE_BOOL:
335		  dst[i].f = src[i].i ? 1.0f : 0.0f;
336		  break;
337	       default:
338		  assert(!"Should not get here.");
339		  break;
340	       }
341	       break;
342
343	    case GLSL_TYPE_INT:
344	    case GLSL_TYPE_UINT:
345	       switch (uni->type->base_type) {
346	       case GLSL_TYPE_FLOAT:
347		  /* While the GL 3.2 core spec doesn't explicitly
348		   * state how conversion of float uniforms to integer
349		   * values works, in section 6.2 "State Tables" on
350		   * page 267 it says:
351		   *
352		   *     "Unless otherwise specified, when floating
353		   *      point state is returned as integer values or
354		   *      integer state is returned as floating-point
355		   *      values it is converted in the fashion
356		   *      described in section 6.1.2"
357		   *
358		   * That section, on page 248, says:
359		   *
360		   *     "If GetIntegerv or GetInteger64v are called,
361		   *      a floating-point value is rounded to the
362		   *      nearest integer..."
363		   */
364		  dst[i].i = IROUND(src[i].f);
365		  break;
366	       case GLSL_TYPE_BOOL:
367		  dst[i].i = src[i].i ? 1 : 0;
368		  break;
369	       default:
370		  assert(!"Should not get here.");
371		  break;
372	       }
373	       break;
374
375	    default:
376	       assert(!"Should not get here.");
377	       break;
378	    }
379	 }
380      }
381   }
382}
383
384static void
385log_uniform(const void *values, enum glsl_base_type basicType,
386	    unsigned rows, unsigned cols, unsigned count,
387	    bool transpose,
388	    const struct gl_shader_program *shProg,
389	    GLint location,
390	    const struct gl_uniform_storage *uni)
391{
392
393   const union gl_constant_value *v = (const union gl_constant_value *) values;
394   const unsigned elems = rows * cols * count;
395   const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
396
397   printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
398	  "transpose = %s) to: ",
399	  shProg->Name, extra, uni->name, location, uni->type->name,
400	  transpose ? "true" : "false");
401   for (unsigned i = 0; i < elems; i++) {
402      if (i != 0 && ((i % rows) == 0))
403	 printf(", ");
404
405      switch (basicType) {
406      case GLSL_TYPE_UINT:
407	 printf("%u ", v[i].u);
408	 break;
409      case GLSL_TYPE_INT:
410	 printf("%d ", v[i].i);
411	 break;
412      case GLSL_TYPE_FLOAT:
413	 printf("%g ", v[i].f);
414	 break;
415      default:
416	 assert(!"Should not get here.");
417	 break;
418      }
419   }
420   printf("\n");
421   fflush(stdout);
422}
423
424#if 0
425static void
426log_program_parameters(const struct gl_shader_program *shProg)
427{
428   static const char *stages[] = {
429      "vertex", "fragment", "geometry"
430   };
431
432   assert(Elements(stages) == MESA_SHADER_TYPES);
433
434   for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
435      if (shProg->_LinkedShaders[i] == NULL)
436	 continue;
437
438      const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
439
440      printf("Program %d %s shader parameters:\n",
441	     shProg->Name, stages[i]);
442      for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
443	 printf("%s: %p %f %f %f %f\n",
444		prog->Parameters->Parameters[j].Name,
445		prog->Parameters->ParameterValues[j],
446		prog->Parameters->ParameterValues[j][0].f,
447		prog->Parameters->ParameterValues[j][1].f,
448		prog->Parameters->ParameterValues[j][2].f,
449		prog->Parameters->ParameterValues[j][3].f);
450      }
451   }
452   fflush(stdout);
453}
454#endif
455
456/**
457 * Propagate some values from uniform backing storage to driver storage
458 *
459 * Values propagated from uniform backing storage to driver storage
460 * have all format / type conversions previously requested by the
461 * driver applied.  This function is most often called by the
462 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
463 * etc.
464 *
465 * \param uni          Uniform whose data is to be propagated to driver storage
466 * \param array_index  If \c uni is an array, this is the element of
467 *                     the array to be propagated.
468 * \param count        Number of array elements to propagate.
469 */
470extern "C" void
471_mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
472					   unsigned array_index,
473					   unsigned count)
474{
475   unsigned i;
476
477   /* vector_elements and matrix_columns can be 0 for samplers.
478    */
479   const unsigned components = MAX2(1, uni->type->vector_elements);
480   const unsigned vectors = MAX2(1, uni->type->matrix_columns);
481
482   /* Store the data in the driver's requested type in the driver's storage
483    * areas.
484    */
485   unsigned src_vector_byte_stride = components * 4;
486
487   for (i = 0; i < uni->num_driver_storage; i++) {
488      struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
489      uint8_t *dst = (uint8_t *) store->data;
490      const unsigned extra_stride =
491	 store->element_stride - (vectors * store->vector_stride);
492      const uint8_t *src =
493	 (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
494
495#if 0
496      printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
497	     "extra_stride=%u\n",
498	     __func__, dst, array_index, components,
499	     vectors, count, store->vector_stride, extra_stride);
500#endif
501
502      dst += array_index * store->element_stride;
503
504      switch (store->format) {
505      case uniform_native:
506      case uniform_bool_int_0_1: {
507	 unsigned j;
508	 unsigned v;
509
510	 for (j = 0; j < count; j++) {
511	    for (v = 0; v < vectors; v++) {
512	       memcpy(dst, src, src_vector_byte_stride);
513	       src += src_vector_byte_stride;
514	       dst += store->vector_stride;
515	    }
516
517	    dst += extra_stride;
518	 }
519	 break;
520      }
521
522      case uniform_int_float:
523      case uniform_bool_float: {
524	 const int *isrc = (const int *) src;
525	 unsigned j;
526	 unsigned v;
527	 unsigned c;
528
529	 for (j = 0; j < count; j++) {
530	    for (v = 0; v < vectors; v++) {
531	       for (c = 0; c < components; c++) {
532		  ((float *) dst)[c] = (float) *isrc;
533		  isrc++;
534	       }
535
536	       dst += store->vector_stride;
537	    }
538
539	    dst += extra_stride;
540	 }
541	 break;
542      }
543
544      case uniform_bool_int_0_not0: {
545	 const int *isrc = (const int *) src;
546	 unsigned j;
547	 unsigned v;
548	 unsigned c;
549
550	 for (j = 0; j < count; j++) {
551	    for (v = 0; v < vectors; v++) {
552	       for (c = 0; c < components; c++) {
553		  ((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
554		  isrc++;
555	       }
556
557	       dst += store->vector_stride;
558	    }
559
560	    dst += extra_stride;
561	 }
562	 break;
563      }
564
565      default:
566	 assert(!"Should not get here.");
567	 break;
568      }
569   }
570}
571
572/**
573 * Called via glUniform*() functions.
574 */
575extern "C" void
576_mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
577	      GLint location, GLsizei count,
578              const GLvoid *values, GLenum type)
579{
580   unsigned loc, offset;
581   unsigned components;
582   unsigned src_components;
583   enum glsl_base_type basicType;
584   struct gl_uniform_storage *uni;
585
586   ASSERT_OUTSIDE_BEGIN_END(ctx);
587
588   if (!validate_uniform_parameters(ctx, shProg, location, count,
589				    &loc, &offset, "glUniform", false))
590      return;
591
592   uni = &shProg->UniformStorage[loc];
593
594   /* Verify that the types are compatible.
595    */
596   switch (type) {
597   case GL_FLOAT:
598      basicType = GLSL_TYPE_FLOAT;
599      src_components = 1;
600      break;
601   case GL_FLOAT_VEC2:
602      basicType = GLSL_TYPE_FLOAT;
603      src_components = 2;
604      break;
605   case GL_FLOAT_VEC3:
606      basicType = GLSL_TYPE_FLOAT;
607      src_components = 3;
608      break;
609   case GL_FLOAT_VEC4:
610      basicType = GLSL_TYPE_FLOAT;
611      src_components = 4;
612      break;
613   case GL_UNSIGNED_INT:
614      basicType = GLSL_TYPE_UINT;
615      src_components = 1;
616      break;
617   case GL_UNSIGNED_INT_VEC2:
618      basicType = GLSL_TYPE_UINT;
619      src_components = 2;
620      break;
621   case GL_UNSIGNED_INT_VEC3:
622      basicType = GLSL_TYPE_UINT;
623      src_components = 3;
624      break;
625   case GL_UNSIGNED_INT_VEC4:
626      basicType = GLSL_TYPE_UINT;
627      src_components = 4;
628      break;
629   case GL_INT:
630      basicType = GLSL_TYPE_INT;
631      src_components = 1;
632      break;
633   case GL_INT_VEC2:
634      basicType = GLSL_TYPE_INT;
635      src_components = 2;
636      break;
637   case GL_INT_VEC3:
638      basicType = GLSL_TYPE_INT;
639      src_components = 3;
640      break;
641   case GL_INT_VEC4:
642      basicType = GLSL_TYPE_INT;
643      src_components = 4;
644      break;
645   case GL_BOOL:
646   case GL_BOOL_VEC2:
647   case GL_BOOL_VEC3:
648   case GL_BOOL_VEC4:
649   case GL_FLOAT_MAT2:
650   case GL_FLOAT_MAT2x3:
651   case GL_FLOAT_MAT2x4:
652   case GL_FLOAT_MAT3x2:
653   case GL_FLOAT_MAT3:
654   case GL_FLOAT_MAT3x4:
655   case GL_FLOAT_MAT4x2:
656   case GL_FLOAT_MAT4x3:
657   case GL_FLOAT_MAT4:
658   default:
659      _mesa_problem(NULL, "Invalid type in %s", __func__);
660      return;
661   }
662
663   if (uni->type->is_sampler()) {
664      components = 1;
665   } else {
666      components = uni->type->vector_elements;
667   }
668
669   bool match;
670   switch (uni->type->base_type) {
671   case GLSL_TYPE_BOOL:
672      match = true;
673      break;
674   case GLSL_TYPE_SAMPLER:
675      match = (basicType == GLSL_TYPE_INT);
676      break;
677   default:
678      match = (basicType == uni->type->base_type);
679      break;
680   }
681
682   if (uni->type->is_matrix() || components != src_components || !match) {
683      _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
684      return;
685   }
686
687   if (ctx->Shader.Flags & GLSL_UNIFORMS) {
688      log_uniform(values, basicType, components, 1, count,
689		  false, shProg, location, uni);
690   }
691
692   /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
693    *
694    *     "Setting a sampler's value to i selects texture image unit number
695    *     i. The values of i range from zero to the implementation- dependent
696    *     maximum supported number of texture image units."
697    *
698    * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
699    * the PDF) says:
700    *
701    *     "Error         Description                    Offending command
702    *                                                   ignored?
703    *     ...
704    *     INVALID_VALUE  Numeric argument out of range  Yes"
705    *
706    * Based on that, when an invalid sampler is specified, we generate a
707    * GL_INVALID_VALUE error and ignore the command.
708    */
709   if (uni->type->is_sampler()) {
710      int i;
711
712      for (i = 0; i < count; i++) {
713	 const unsigned texUnit = ((unsigned *) values)[i];
714
715         /* check that the sampler (tex unit index) is legal */
716         if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
717            _mesa_error(ctx, GL_INVALID_VALUE,
718                        "glUniform1i(invalid sampler/tex unit index for "
719			"uniform %d)",
720                        location);
721            return;
722         }
723      }
724   }
725
726   /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
727    *
728    *     "When loading N elements starting at an arbitrary position k in a
729    *     uniform declared as an array, elements k through k + N - 1 in the
730    *     array will be replaced with the new values. Values for any array
731    *     element that exceeds the highest array element index used, as
732    *     reported by GetActiveUniform, will be ignored by the GL."
733    *
734    * Clamp 'count' to a valid value.  Note that for non-arrays a count > 1
735    * will have already generated an error.
736    */
737   if (uni->array_elements != 0) {
738      count = MIN2(count, (int) (uni->array_elements - offset));
739   }
740
741   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
742
743   /* Store the data in the "actual type" backing storage for the uniform.
744    */
745   if (!uni->type->is_boolean()) {
746      memcpy(&uni->storage[components * offset], values,
747	     sizeof(uni->storage[0]) * components * count);
748   } else {
749      const union gl_constant_value *src =
750	 (const union gl_constant_value *) values;
751      union gl_constant_value *dst = &uni->storage[components * offset];
752      const unsigned elems = components * count;
753      unsigned i;
754
755      for (i = 0; i < elems; i++) {
756	 if (basicType == GLSL_TYPE_FLOAT) {
757	    dst[i].i = src[i].f != 0.0f ? 1 : 0;
758	 } else {
759	    dst[i].i = src[i].i != 0    ? 1 : 0;
760	 }
761      }
762   }
763
764   uni->initialized = true;
765
766   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
767
768   /* If the uniform is a sampler, do the extra magic necessary to propagate
769    * the changes through.
770    */
771   if (uni->type->is_sampler()) {
772      int i;
773
774      for (i = 0; i < count; i++) {
775	 shProg->SamplerUnits[uni->sampler + offset + i] =
776	    ((unsigned *) values)[i];
777      }
778
779      bool flushed = false;
780      for (i = 0; i < MESA_SHADER_TYPES; i++) {
781	 struct gl_shader *const sh = shProg->_LinkedShaders[i];
782
783	 /* If the shader stage doesn't use any samplers, don't bother
784	  * checking if any samplers have changed.
785	  */
786	 if (sh == NULL || sh->active_samplers == 0)
787	    continue;
788
789	 struct gl_program *const prog = sh->Program;
790
791	 assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
792
793	 /* Determine if any of the samplers used by this shader stage have
794	  * been modified.
795	  */
796	 bool changed = false;
797	 for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
798	    if ((sh->active_samplers & (1U << j)) != 0
799		&& (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
800	       changed = true;
801	       break;
802	    }
803	 }
804
805	 if (changed) {
806	    if (!flushed) {
807	       FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
808	       flushed = true;
809	    }
810
811	    memcpy(prog->SamplerUnits,
812		   shProg->SamplerUnits,
813		   sizeof(shProg->SamplerUnits));
814
815	    _mesa_update_shader_textures_used(shProg, prog);
816            if (ctx->Driver.SamplerUniformChange)
817	       ctx->Driver.SamplerUniformChange(ctx, prog->Target, prog);
818	 }
819      }
820   }
821}
822
823/**
824 * Called by glUniformMatrix*() functions.
825 * Note: cols=2, rows=4  ==>  array[2] of vec4
826 */
827extern "C" void
828_mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
829		     GLuint cols, GLuint rows,
830                     GLint location, GLsizei count,
831                     GLboolean transpose, const GLfloat *values)
832{
833   unsigned loc, offset;
834   unsigned vectors;
835   unsigned components;
836   unsigned elements;
837   struct gl_uniform_storage *uni;
838
839   ASSERT_OUTSIDE_BEGIN_END(ctx);
840
841   if (!validate_uniform_parameters(ctx, shProg, location, count,
842				    &loc, &offset, "glUniformMatrix", false))
843      return;
844
845   uni = &shProg->UniformStorage[loc];
846   if (!uni->type->is_matrix()) {
847      _mesa_error(ctx, GL_INVALID_OPERATION,
848		  "glUniformMatrix(non-matrix uniform)");
849      return;
850   }
851
852   assert(!uni->type->is_sampler());
853   vectors = uni->type->matrix_columns;
854   components = uni->type->vector_elements;
855
856   /* Verify that the types are compatible.  This is greatly simplified for
857    * matrices because they can only have a float base type.
858    */
859   if (vectors != cols || components != rows) {
860      _mesa_error(ctx, GL_INVALID_OPERATION,
861		  "glUniformMatrix(matrix size mismatch)");
862      return;
863   }
864
865   /* GL_INVALID_VALUE is generated if `transpose' is not GL_FALSE.
866    * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glUniform.xml */
867   if (ctx->API == API_OPENGLES || ctx->API == API_OPENGLES2) {
868      if (transpose) {
869	 _mesa_error(ctx, GL_INVALID_VALUE,
870		     "glUniformMatrix(matrix transpose is not GL_FALSE)");
871	 return;
872      }
873   }
874
875   if (ctx->Shader.Flags & GLSL_UNIFORMS) {
876      log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
877		  bool(transpose), shProg, location, uni);
878   }
879
880   /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
881    *
882    *     "When loading N elements starting at an arbitrary position k in a
883    *     uniform declared as an array, elements k through k + N - 1 in the
884    *     array will be replaced with the new values. Values for any array
885    *     element that exceeds the highest array element index used, as
886    *     reported by GetActiveUniform, will be ignored by the GL."
887    *
888    * Clamp 'count' to a valid value.  Note that for non-arrays a count > 1
889    * will have already generated an error.
890    */
891   if (uni->array_elements != 0) {
892      count = MIN2(count, (int) (uni->array_elements - offset));
893   }
894
895   FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
896
897   /* Store the data in the "actual type" backing storage for the uniform.
898    */
899   elements = components * vectors;
900
901   if (!transpose) {
902      memcpy(&uni->storage[elements * offset], values,
903	     sizeof(uni->storage[0]) * elements * count);
904   } else {
905      /* Copy and transpose the matrix.
906       */
907      const float *src = values;
908      float *dst = &uni->storage[elements * offset].f;
909
910      for (int i = 0; i < count; i++) {
911	 for (unsigned r = 0; r < rows; r++) {
912	    for (unsigned c = 0; c < cols; c++) {
913	       dst[(c * components) + r] = src[c + (r * vectors)];
914	    }
915	 }
916
917	 dst += elements;
918	 src += elements;
919      }
920   }
921
922   uni->initialized = true;
923
924   _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
925}
926
927/**
928 * Called via glGetUniformLocation().
929 *
930 * Returns the uniform index into UniformStorage (also the
931 * glGetActiveUniformsiv uniform index), and stores the referenced
932 * array offset in *offset, or GL_INVALID_INDEX (-1).  Those two
933 * return values can be encoded into a uniform location for
934 * glUniform* using _mesa_uniform_merge_location_offset(index, offset).
935 */
936extern "C" unsigned
937_mesa_get_uniform_location(struct gl_context *ctx,
938                           struct gl_shader_program *shProg,
939                           const GLchar *name,
940                           unsigned *out_offset)
941{
942   const size_t len = strlen(name);
943   long offset;
944   bool array_lookup;
945   char *name_copy;
946
947   /* If the name ends with a ']', assume that it refers to some element of an
948    * array.  Malformed array references will fail the hash table look up
949    * below, so it doesn't matter that they are not caught here.  This code
950    * only wants to catch the "leaf" array references so that arrays of
951    * structures containing arrays will be handled correctly.
952    */
953   if (name[len-1] == ']') {
954      unsigned i;
955
956      /* Walk backwards over the string looking for a non-digit character.
957       * This had better be the opening bracket for an array index.
958       *
959       * Initially, i specifies the location of the ']'.  Since the string may
960       * contain only the ']' charcater, walk backwards very carefully.
961       */
962      for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
963	 /* empty */ ;
964
965      /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
966       *
967       *     "The first element of a uniform array is identified using the
968       *     name of the uniform array appended with "[0]". Except if the last
969       *     part of the string name indicates a uniform array, then the
970       *     location of the first element of that array can be retrieved by
971       *     either using the name of the uniform array, or the name of the
972       *     uniform array appended with "[0]"."
973       *
974       * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
975       *
976       *     "name must be a null terminated string, without white space."
977       *
978       * Return an error if there is no opening '[' to match the closing ']'.
979       * An error will also be returned if there is intervening white space
980       * (or other non-digit characters) before the opening '['.
981       */
982      if ((i == 0) || name[i-1] != '[')
983	 return GL_INVALID_INDEX;
984
985      /* Return an error if there are no digits between the opening '[' to
986       * match the closing ']'.
987       */
988      if (i == (len - 1))
989	 return GL_INVALID_INDEX;
990
991      /* Make a new string that is a copy of the old string up to (but not
992       * including) the '[' character.
993       */
994      name_copy = (char *) malloc(i);
995      memcpy(name_copy, name, i - 1);
996      name_copy[i-1] = '\0';
997
998      offset = strtol(&name[i], NULL, 10);
999      if (offset < 0) {
1000	 free(name_copy);
1001	 return GL_INVALID_INDEX;
1002      }
1003
1004      array_lookup = true;
1005   } else {
1006      name_copy = (char *) name;
1007      offset = 0;
1008      array_lookup = false;
1009   }
1010
1011   unsigned location = 0;
1012   const bool found = shProg->UniformHash->get(location, name_copy);
1013
1014   assert(!found
1015	  || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
1016
1017   /* Free the temporary buffer *before* possibly returning an error.
1018    */
1019   if (name_copy != name)
1020      free(name_copy);
1021
1022   if (!found)
1023      return GL_INVALID_INDEX;
1024
1025   /* If the uniform is an array, fail if the index is out of bounds.
1026    * (A negative index is caught above.)  This also fails if the uniform
1027    * is not an array, but the user is trying to index it, because
1028    * array_elements is zero and offset >= 0.
1029    */
1030   if (array_lookup
1031	 && offset >= shProg->UniformStorage[location].array_elements) {
1032      return GL_INVALID_INDEX;
1033   }
1034
1035   *out_offset = offset;
1036   return location;
1037}
1038
1039extern "C" bool
1040_mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
1041				 char *errMsg, size_t errMsgLength)
1042{
1043   const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
1044
1045   memset(unit_types, 0, sizeof(unit_types));
1046
1047   for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
1048      const struct gl_uniform_storage *const storage =
1049	 &shProg->UniformStorage[i];
1050      const glsl_type *const t = (storage->type->is_array())
1051	 ? storage->type->fields.array : storage->type;
1052
1053      if (!t->is_sampler())
1054	 continue;
1055
1056      const unsigned count = MAX2(1, storage->type->array_size());
1057      for (unsigned j = 0; j < count; j++) {
1058	 const unsigned unit = storage->storage[j].i;
1059
1060	 /* The types of the samplers associated with a particular texture
1061	  * unit must be an exact match.  Page 74 (page 89 of the PDF) of the
1062	  * OpenGL 3.3 core spec says:
1063	  *
1064	  *     "It is not allowed to have variables of different sampler
1065	  *     types pointing to the same texture image unit within a program
1066	  *     object."
1067	  */
1068	 if (unit_types[unit] == NULL) {
1069	    unit_types[unit] = t;
1070	 } else if (unit_types[unit] != t) {
1071	    _mesa_snprintf(errMsg, errMsgLength,
1072			   "Texture unit %d is accessed both as %s and %s",
1073			   unit, unit_types[unit]->name, t->name);
1074	    return false;
1075	 }
1076      }
1077   }
1078
1079   return true;
1080}
1081