blob: cabdb0bdb6b65df750b4fe426395dba885819d19 [file] [log] [blame]
/*
* Mesa 3-D graphics library
*
* Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* \file uniforms.c
* Functions related to GLSL uniform variables.
* \author Brian Paul
*/
/**
* XXX things to do:
* 1. Check that the right error code is generated for all _mesa_error() calls.
* 2. Insert FLUSH_VERTICES calls in various places
*/
#include "main/glheader.h"
#include "main/context.h"
#include "main/dispatch.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "main/uniforms.h"
#include "program/prog_parameter.h"
#include "program/prog_statevars.h"
#include "program/prog_uniform.h"
static GLenum
base_uniform_type(GLenum type)
{
switch (type) {
#if 0 /* not needed, for now */
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
return GL_BOOL;
#endif
case GL_FLOAT:
case GL_FLOAT_VEC2:
case GL_FLOAT_VEC3:
case GL_FLOAT_VEC4:
return GL_FLOAT;
case GL_UNSIGNED_INT:
case GL_UNSIGNED_INT_VEC2:
case GL_UNSIGNED_INT_VEC3:
case GL_UNSIGNED_INT_VEC4:
return GL_UNSIGNED_INT;
case GL_INT:
case GL_INT_VEC2:
case GL_INT_VEC3:
case GL_INT_VEC4:
return GL_INT;
default:
_mesa_problem(NULL, "Invalid type in base_uniform_type()");
return GL_FLOAT;
}
}
static GLboolean
is_boolean_type(GLenum type)
{
switch (type) {
case GL_BOOL:
case GL_BOOL_VEC2:
case GL_BOOL_VEC3:
case GL_BOOL_VEC4:
return GL_TRUE;
default:
return GL_FALSE;
}
}
static GLboolean
is_sampler_type(GLenum type)
{
switch (type) {
case GL_SAMPLER_1D:
case GL_SAMPLER_2D:
case GL_SAMPLER_3D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_1D_SHADOW:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_2D_RECT_ARB:
case GL_SAMPLER_2D_RECT_SHADOW_ARB:
case GL_SAMPLER_1D_ARRAY_EXT:
case GL_SAMPLER_2D_ARRAY_EXT:
case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
return GL_TRUE;
default:
return GL_FALSE;
}
}
static struct gl_program_parameter *
get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index)
{
const struct gl_program *prog = NULL;
GLint progPos;
progPos = shProg->Uniforms->Uniforms[index].VertPos;
if (progPos >= 0) {
prog = &shProg->VertexProgram->Base;
}
else {
progPos = shProg->Uniforms->Uniforms[index].FragPos;
if (progPos >= 0) {
prog = &shProg->FragmentProgram->Base;
}
}
if (!prog || progPos < 0)
return NULL; /* should never happen */
return &prog->Parameters->Parameters[progPos];
}
/**
* Called by glGetActiveUniform().
*/
static void
_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
GLsizei maxLength, GLsizei *length, GLint *size,
GLenum *type, GLchar *nameOut)
{
const struct gl_shader_program *shProg;
const struct gl_program *prog = NULL;
const struct gl_program_parameter *param;
GLint progPos;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
if (!shProg)
return;
if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
return;
}
progPos = shProg->Uniforms->Uniforms[index].VertPos;
if (progPos >= 0) {
prog = &shProg->VertexProgram->Base;
}
else {
progPos = shProg->Uniforms->Uniforms[index].FragPos;
if (progPos >= 0) {
prog = &shProg->FragmentProgram->Base;
} else {
progPos = shProg->Uniforms->Uniforms[index].GeomPos;
if (progPos >= 0) {
prog = &shProg->GeometryProgram->Base;
}
}
}
if (!prog || progPos < 0)
return; /* should never happen */
ASSERT(progPos < prog->Parameters->NumParameters);
param = &prog->Parameters->Parameters[progPos];
if (nameOut) {
_mesa_copy_string(nameOut, maxLength, length, param->Name);
}
if (size) {
GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
if ((GLint) param->Size > typeSize) {
/* This is an array.
* Array elements are placed on vector[4] boundaries so they're
* a multiple of four floats. We round typeSize up to next multiple
* of four to get the right size below.
*/
typeSize = (typeSize + 3) & ~3;
}
/* Note that the returned size is in units of the <type>, not bytes */
*size = param->Size / typeSize;
}
if (type) {
*type = param->DataType;
}
}
static void
get_matrix_dims(GLenum type, GLint *rows, GLint *cols)
{
switch (type) {
case GL_FLOAT_MAT2:
*rows = *cols = 2;
break;
case GL_FLOAT_MAT2x3:
*rows = 3;
*cols = 2;
break;
case GL_FLOAT_MAT2x4:
*rows = 4;
*cols = 2;
break;
case GL_FLOAT_MAT3:
*rows = 3;
*cols = 3;
break;
case GL_FLOAT_MAT3x2:
*rows = 2;
*cols = 3;
break;
case GL_FLOAT_MAT3x4:
*rows = 4;
*cols = 3;
break;
case GL_FLOAT_MAT4:
*rows = 4;
*cols = 4;
break;
case GL_FLOAT_MAT4x2:
*rows = 2;
*cols = 4;
break;
case GL_FLOAT_MAT4x3:
*rows = 3;
*cols = 4;
break;
default:
*rows = *cols = 0;
}
}
/**
* Determine the number of rows and columns occupied by a uniform
* according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4),
* the number of rows = 1 and cols = number of elements in the vector.
*/
static void
get_uniform_rows_cols(const struct gl_program_parameter *p,
GLint *rows, GLint *cols)
{
get_matrix_dims(p->DataType, rows, cols);
if (*rows == 0 && *cols == 0) {
/* not a matrix type, probably a float or vector */
if (p->Size <= 4) {
*rows = 1;
*cols = p->Size;
}
else {
*rows = p->Size / 4 + 1;
if (p->Size % 4 == 0)
*cols = 4;
else
*cols = p->Size % 4;
}
}
}
/**
* Helper for get_uniform[fi]v() functions.
* Given a shader program name and uniform location, return a pointer
* to the shader program and return the program parameter position.
*/
static void
lookup_uniform_parameter(GLcontext *ctx, GLuint program, GLint location,
struct gl_program **progOut, GLint *paramPosOut)
{
struct gl_shader_program *shProg
= _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v");
struct gl_program *prog = NULL;
GLint progPos = -1;
/* if shProg is NULL, we'll have already recorded an error */
if (shProg) {
if (!shProg->Uniforms ||
location < 0 ||
location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
}
else {
/* OK, find the gl_program and program parameter location */
progPos = shProg->Uniforms->Uniforms[location].VertPos;
if (progPos >= 0) {
prog = &shProg->VertexProgram->Base;
}
else {
progPos = shProg->Uniforms->Uniforms[location].FragPos;
if (progPos >= 0) {
prog = &shProg->FragmentProgram->Base;
}
}
}
}
*progOut = prog;
*paramPosOut = progPos;
}
/**
* GLGL uniform arrays and structs require special handling.
*
* The GL_ARB_shader_objects spec says that if you use
* glGetUniformLocation to get the location of an array, you CANNOT
* access other elements of the array by adding an offset to the
* returned location. For example, you must call
* glGetUniformLocation("foo[16]") if you want to set the 16th element
* of the array with glUniform().
*
* HOWEVER, some other OpenGL drivers allow accessing array elements
* by adding an offset to the returned array location. And some apps
* seem to depend on that behaviour.
*
* Mesa's gl_uniform_list doesn't directly support this since each
* entry in the list describes one uniform variable, not one uniform
* element. We could insert dummy entries in the list for each array
* element after [0] but that causes complications elsewhere.
*
* We solve this problem by encoding two values in the location that's
* returned by glGetUniformLocation():
* a) index into gl_uniform_list::Uniforms[] for the uniform
* b) an array/field offset (0 for simple types)
*
* These two values are encoded in the high and low halves of a GLint.
* By putting the uniform number in the high part and the offset in the
* low part, we can support the unofficial ability to index into arrays
* by adding offsets to the location value.
*/
static void
merge_location_offset(GLint *location, GLint offset)
{
*location = (*location << 16) | offset;
}
/**
* Separate the uniform location and parameter offset. See above.
*/
static void
split_location_offset(GLint *location, GLint *offset)
{
*offset = *location & 0xffff;
*location = *location >> 16;
}
/**
* Called via glGetUniformfv().
*/
static void
_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
GLfloat *params)
{
struct gl_program *prog;
GLint paramPos;
GLint offset;
split_location_offset(&location, &offset);
lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
if (prog) {
const struct gl_program_parameter *p =
&prog->Parameters->Parameters[paramPos];
GLint rows, cols, i, j, k;
get_uniform_rows_cols(p, &rows, &cols);
k = 0;
for (i = 0; i < rows; i++) {
for (j = 0; j < cols; j++ ) {
params[k++] = prog->Parameters->ParameterValues[paramPos+i][j];
}
}
}
}
/**
* Called via glGetUniformiv().
* \sa _mesa_get_uniformfv, only difference is a cast.
*/
static void
_mesa_get_uniformiv(GLcontext *ctx, GLuint program, GLint location,
GLint *params)
{
struct gl_program *prog;
GLint paramPos;
GLint offset;
split_location_offset(&location, &offset);
lookup_uniform_parameter(ctx, program, location, &prog, &paramPos);
if (prog) {
const struct gl_program_parameter *p =
&prog->Parameters->Parameters[paramPos];
GLint rows, cols, i, j, k;
get_uniform_rows_cols(p, &rows, &cols);
k = 0;
for (i = 0; i < rows; i++) {
for (j = 0; j < cols; j++ ) {
params[k++] = (GLint) prog->Parameters->ParameterValues[paramPos+i][j];
}
}
}
}
/**
* Called via glGetUniformLocation().
*
* The return value will encode two values, the uniform location and an
* offset (used for arrays, structs).
*/
static GLint
_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
{
GLint offset = 0, location = -1;
struct gl_shader_program *shProg =
_mesa_lookup_shader_program_err(ctx, program, "glGetUniformLocation");
if (!shProg)
return -1;
if (shProg->LinkStatus == GL_FALSE) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
return -1;
}
/* XXX we should return -1 if the uniform was declared, but not
* actually used.
*/
/* XXX we need to be able to parse uniform names for structs and arrays
* such as:
* mymatrix[1]
* mystruct.field1
*/
{
/* handle 1-dimension arrays here... */
char *c = strchr(name, '[');
if (c) {
/* truncate name at [ */
const GLint len = c - name;
GLchar *newName = malloc(len + 1);
if (!newName)
return -1; /* out of mem */
memcpy(newName, name, len);
newName[len] = 0;
location = _mesa_lookup_uniform(shProg->Uniforms, newName);
if (location >= 0) {
const GLint element = atoi(c + 1);
if (element > 0) {
/* get type of the uniform array element */
struct gl_program_parameter *p;
p = get_uniform_parameter(shProg, location);
if (p) {
GLint rows, cols;
get_matrix_dims(p->DataType, &rows, &cols);
if (rows < 1)
rows = 1;
offset = element * rows;
}
}
}
free(newName);
}
}
if (location < 0) {
location = _mesa_lookup_uniform(shProg->Uniforms, name);
}
if (location >= 0) {
merge_location_offset(&location, offset);
}
return location;
}
/**
* Update the vertex/fragment program's TexturesUsed array.
*
* This needs to be called after glUniform(set sampler var) is called.
* A call to glUniform(samplerVar, value) causes a sampler to point to a
* particular texture unit. We know the sampler's texture target
* (1D/2D/3D/etc) from compile time but the sampler's texture unit is
* set by glUniform() calls.
*
* So, scan the program->SamplerUnits[] and program->SamplerTargets[]
* information to update the prog->TexturesUsed[] values.
* Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
* TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
* We'll use that info for state validation before rendering.
*/
void
_mesa_update_shader_textures_used(struct gl_program *prog)
{
GLuint s;
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
for (s = 0; s < MAX_SAMPLERS; s++) {
if (prog->SamplersUsed & (1 << s)) {
GLuint unit = prog->SamplerUnits[s];
GLuint tgt = prog->SamplerTargets[s];
assert(unit < MAX_TEXTURE_IMAGE_UNITS);
assert(tgt < NUM_TEXTURE_TARGETS);
prog->TexturesUsed[unit] |= (1 << tgt);
}
}
}
/**
* Check if the type given by userType is allowed to set a uniform of the
* target type. Generally, equivalence is required, but setting Boolean
* uniforms can be done with glUniformiv or glUniformfv.
*/
static GLboolean
compatible_types(GLenum userType, GLenum targetType)
{
if (userType == targetType)
return GL_TRUE;
if (targetType == GL_BOOL && (userType == GL_FLOAT ||
userType == GL_UNSIGNED_INT ||
userType == GL_INT))
return GL_TRUE;
if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 ||
userType == GL_UNSIGNED_INT_VEC2 ||
userType == GL_INT_VEC2))
return GL_TRUE;
if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 ||
userType == GL_UNSIGNED_INT_VEC3 ||
userType == GL_INT_VEC3))
return GL_TRUE;
if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 ||
userType == GL_UNSIGNED_INT_VEC4 ||
userType == GL_INT_VEC4))
return GL_TRUE;
if (is_sampler_type(targetType) && userType == GL_INT)
return GL_TRUE;
return GL_FALSE;
}
/**
* Set the value of a program's uniform variable.
* \param program the program whose uniform to update
* \param index the index of the program parameter for the uniform
* \param offset additional parameter slot offset (for arrays)
* \param type the incoming datatype of 'values'
* \param count the number of uniforms to set
* \param elems number of elements per uniform (1, 2, 3 or 4)
* \param values the new values, of datatype 'type'
*/
static void
set_program_uniform(GLcontext *ctx, struct gl_program *program,
GLint index, GLint offset,
GLenum type, GLsizei count, GLint elems,
const void *values)
{
const struct gl_program_parameter *param =
&program->Parameters->Parameters[index];
assert(offset >= 0);
assert(elems >= 1);
assert(elems <= 4);
if (!compatible_types(type, param->DataType)) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
return;
}
if (index + offset > (GLint) program->Parameters->Size) {
/* out of bounds! */
return;
}
if (param->Type == PROGRAM_SAMPLER) {
/* This controls which texture unit which is used by a sampler */
GLboolean changed = GL_FALSE;
GLint i;
/* this should have been caught by the compatible_types() check */
ASSERT(type == GL_INT);
/* loop over number of samplers to change */
for (i = 0; i < count; i++) {
GLuint sampler =
(GLuint) program->Parameters->ParameterValues[index + offset + i][0];
GLuint texUnit = ((GLuint *) values)[i];
/* check that the sampler (tex unit index) is legal */
if (texUnit >= ctx->Const.MaxTextureImageUnits) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniform1(invalid sampler/tex unit index for '%s')",
param->Name);
return;
}
/* This maps a sampler to a texture unit: */
if (sampler < MAX_SAMPLERS) {
#if 0
printf("Set program %p sampler %d '%s' to unit %u\n",
program, sampler, param->Name, texUnit);
#endif
if (program->SamplerUnits[sampler] != texUnit) {
program->SamplerUnits[sampler] = texUnit;
changed = GL_TRUE;
}
}
}
if (changed) {
/* When a sampler's value changes it usually requires rewriting
* a GPU program's TEX instructions since there may not be a
* sampler->texture lookup table. We signal this with the
* ProgramStringNotify() callback.
*/
FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
_mesa_update_shader_textures_used(program);
/* Do we need to care about the return value here?
* This should not be the first time the driver was notified of
* this program.
*/
(void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program);
}
}
else {
/* ordinary uniform variable */
const GLboolean isUniformBool = is_boolean_type(param->DataType);
const GLenum basicType = base_uniform_type(type);
const GLint slots = (param->Size + 3) / 4;
const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
GLsizei k, i;
if ((GLint) param->Size > typeSize) {
/* an array */
/* we'll ignore extra data below */
}
else {
/* non-array: count must be at most one; count == 0 is handled by the loop below */
if (count > 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniform(uniform '%s' is not an array)",
param->Name);
return;
}
}
/* loop over number of array elements */
for (k = 0; k < count; k++) {
GLfloat *uniformVal;
if (offset + k >= slots) {
/* Extra array data is ignored */
break;
}
/* uniformVal (the destination) is always float[4] */
uniformVal = program->Parameters->ParameterValues[index + offset + k];
if (basicType == GL_INT) {
/* convert user's ints to floats */
const GLint *iValues = ((const GLint *) values) + k * elems;
for (i = 0; i < elems; i++) {
uniformVal[i] = (GLfloat) iValues[i];
}
}
else if (basicType == GL_UNSIGNED_INT) {
/* convert user's uints to floats */
const GLuint *iValues = ((const GLuint *) values) + k * elems;
for (i = 0; i < elems; i++) {
uniformVal[i] = (GLfloat) iValues[i];
}
}
else {
const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
assert(basicType == GL_FLOAT);
for (i = 0; i < elems; i++) {
uniformVal[i] = fValues[i];
}
}
/* if the uniform is bool-valued, convert to 1.0 or 0.0 */
if (isUniformBool) {
for (i = 0; i < elems; i++) {
uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f;
}
}
}
}
}
/**
* Called via glUniform*() functions.
*/
static void
_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
const GLvoid *values, GLenum type)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
struct gl_uniform *uniform;
GLint elems, offset;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
return;
}
if (location == -1)
return; /* The standard specifies this as a no-op */
if (location < -1) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)",
location);
return;
}
split_location_offset(&location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location);
return;
}
if (count < 0) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
return;
}
elems = _mesa_sizeof_glsl_type(type);
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
uniform = &shProg->Uniforms->Uniforms[location];
if (ctx->Shader.Flags & GLSL_UNIFORMS) {
const GLenum basicType = base_uniform_type(type);
GLint i;
printf("Mesa: set program %u uniform %s (loc %d) to: ",
shProg->Name, uniform->Name, location);
if (basicType == GL_INT) {
const GLint *v = (const GLint *) values;
for (i = 0; i < count * elems; i++) {
printf("%d ", v[i]);
}
}
else if (basicType == GL_UNSIGNED_INT) {
const GLuint *v = (const GLuint *) values;
for (i = 0; i < count * elems; i++) {
printf("%u ", v[i]);
}
}
else {
const GLfloat *v = (const GLfloat *) values;
assert(basicType == GL_FLOAT);
for (i = 0; i < count * elems; i++) {
printf("%g ", v[i]);
}
}
printf("\n");
}
/* A uniform var may be used by both a vertex shader and a fragment
* shader. We may need to update one or both shader's uniform here:
*/
if (shProg->VertexProgram) {
/* convert uniform location to program parameter index */
GLint index = uniform->VertPos;
if (index >= 0) {
set_program_uniform(ctx, &shProg->VertexProgram->Base,
index, offset, type, count, elems, values);
}
}
if (shProg->FragmentProgram) {
/* convert uniform location to program parameter index */
GLint index = uniform->FragPos;
if (index >= 0) {
set_program_uniform(ctx, &shProg->FragmentProgram->Base,
index, offset, type, count, elems, values);
}
}
uniform->Initialized = GL_TRUE;
}
/**
* Set a matrix-valued program parameter.
*/
static void
set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
GLuint index, GLuint offset,
GLuint count, GLuint rows, GLuint cols,
GLboolean transpose, const GLfloat *values)
{
GLuint mat, row, col;
GLuint src = 0;
const struct gl_program_parameter * param = &program->Parameters->Parameters[index];
const GLuint slots = (param->Size + 3) / 4;
const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType);
GLint nr, nc;
/* check that the number of rows, columns is correct */
get_matrix_dims(param->DataType, &nr, &nc);
if (rows != nr || cols != nc) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(matrix size mismatch)");
return;
}
if ((GLint) param->Size <= typeSize) {
/* non-array: count must be at most one; count == 0 is handled by the loop below */
if (count > 1) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(uniform is not an array)");
return;
}
}
/*
* Note: the _columns_ of a matrix are stored in program registers, not
* the rows. So, the loops below look a little funny.
* XXX could optimize this a bit...
*/
/* loop over matrices */
for (mat = 0; mat < count; mat++) {
/* each matrix: */
for (col = 0; col < cols; col++) {
GLfloat *v;
if (offset >= slots) {
/* Ignore writes beyond the end of (the used part of) an array */
return;
}
v = program->Parameters->ParameterValues[index + offset];
for (row = 0; row < rows; row++) {
if (transpose) {
v[row] = values[src + row * cols + col];
}
else {
v[row] = values[src + col * rows + row];
}
}
offset++;
}
src += rows * cols; /* next matrix */
}
}
/**
* Called by glUniformMatrix*() functions.
* Note: cols=2, rows=4 ==> array[2] of vec4
*/
static void
_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
GLint location, GLsizei count,
GLboolean transpose, const GLfloat *values)
{
struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
struct gl_uniform *uniform;
GLint offset;
if (!shProg || !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUniformMatrix(program not linked)");
return;
}
if (location == -1)
return; /* The standard specifies this as a no-op */
if (location < -1) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)");
return;
}
split_location_offset(&location, &offset);
if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
return;
}
if (values == NULL) {
_mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
return;
}
FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
uniform = &shProg->Uniforms->Uniforms[location];
if (shProg->VertexProgram) {
/* convert uniform location to program parameter index */
GLint index = uniform->VertPos;
if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
index, offset,
count, rows, cols, transpose, values);
}
}
if (shProg->FragmentProgram) {
/* convert uniform location to program parameter index */
GLint index = uniform->FragPos;
if (index >= 0) {
set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
index, offset,
count, rows, cols, transpose, values);
}
}
uniform->Initialized = GL_TRUE;
}
void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, 1, &v0, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[2];
v[0] = v0;
v[1] = v1;
_mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[3];
v[0] = v0;
v[1] = v1;
v[2] = v2;
_mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
GLfloat v3)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[4];
v[0] = v0;
v[1] = v1;
v[2] = v2;
v[3] = v3;
_mesa_uniform(ctx, location, 1, v, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1iARB(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, 1, &v0, GL_INT);
}
void GLAPIENTRY
_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[2];
v[0] = v0;
v[1] = v1;
_mesa_uniform(ctx, location, 1, v, GL_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[3];
v[0] = v0;
v[1] = v1;
v[2] = v2;
_mesa_uniform(ctx, location, 1, v, GL_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[4];
v[0] = v0;
v[1] = v1;
v[2] = v2;
v[3] = v3;
_mesa_uniform(ctx, location, 1, v, GL_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_INT);
}
void GLAPIENTRY
_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_INT_VEC4);
}
/** OpenGL 3.0 GLuint-valued functions **/
void GLAPIENTRY
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, 1, &v0, GL_UNSIGNED_INT);
}
void GLAPIENTRY
_mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
{
GET_CURRENT_CONTEXT(ctx);
GLuint v[2];
v[0] = v0;
v[1] = v1;
_mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
{
GET_CURRENT_CONTEXT(ctx);
GLuint v[3];
v[0] = v0;
v[1] = v1;
v[2] = v2;
_mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
{
GET_CURRENT_CONTEXT(ctx);
GLuint v[4];
v[0] = v0;
v[1] = v1;
v[2] = v2;
v[3] = v3;
_mesa_uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT);
}
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC4);
}
void GLAPIENTRY
_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 2, 2, location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 3, 3, location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 4, 4, location, count, transpose, value);
}
/**
* Non-square UniformMatrix are OpenGL 2.1
*/
void GLAPIENTRY
_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 2, 3, location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 3, 2, location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 2, 4, location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 4, 2, location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 3, 4, location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, 4, 3, location, count, transpose, value);
}
void GLAPIENTRY
_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_uniformfv(ctx, program, location, params);
}
void GLAPIENTRY
_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_uniformiv(ctx, program, location, params);
}
GLint GLAPIENTRY
_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
{
GET_CURRENT_CONTEXT(ctx);
return _mesa_get_uniform_location(ctx, programObj, name);
}
void GLAPIENTRY
_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
GLsizei maxLength, GLsizei * length, GLint * size,
GLenum * type, GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_active_uniform(ctx, program, index, maxLength, length, size,
type, name);
}
/**
* Plug in shader uniform-related functions into API dispatch table.
*/
void
_mesa_init_shader_uniform_dispatch(struct _glapi_table *exec)
{
SET_Uniform1fARB(exec, _mesa_Uniform1fARB);
SET_Uniform2fARB(exec, _mesa_Uniform2fARB);
SET_Uniform3fARB(exec, _mesa_Uniform3fARB);
SET_Uniform4fARB(exec, _mesa_Uniform4fARB);
SET_Uniform1iARB(exec, _mesa_Uniform1iARB);
SET_Uniform2iARB(exec, _mesa_Uniform2iARB);
SET_Uniform3iARB(exec, _mesa_Uniform3iARB);
SET_Uniform4iARB(exec, _mesa_Uniform4iARB);
SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB);
SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB);
SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB);
SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB);
SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB);
SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB);
SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB);
SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB);
SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB);
SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB);
SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB);
SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB);
SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB);
SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB);
SET_GetUniformivARB(exec, _mesa_GetUniformivARB);
/* OpenGL 2.1 */
SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv);
SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv);
SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv);
SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv);
SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv);
SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv);
/* OpenGL 3.0 */
/* XXX finish dispatch */
(void) _mesa_Uniform1ui;
(void) _mesa_Uniform2ui;
(void) _mesa_Uniform3ui;
(void) _mesa_Uniform4ui;
(void) _mesa_Uniform1uiv;
(void) _mesa_Uniform2uiv;
(void) _mesa_Uniform3uiv;
(void) _mesa_Uniform4uiv;
}