Go to most recent revision | Details | Last modification | View Log | RSS feed
Rev | Author | Line No. | Line |
---|---|---|---|
1901 | serge | 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 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 | /** |
||
27 | * \file uniforms.c |
||
28 | * Functions related to GLSL uniform variables. |
||
29 | * \author Brian Paul |
||
30 | */ |
||
31 | |||
32 | /** |
||
33 | * XXX things to do: |
||
34 | * 1. Check that the right error code is generated for all _mesa_error() calls. |
||
35 | * 2. Insert FLUSH_VERTICES calls in various places |
||
36 | */ |
||
37 | |||
38 | |||
39 | #include "main/glheader.h" |
||
40 | #include "main/context.h" |
||
41 | #include "main/dispatch.h" |
||
42 | #include "main/shaderapi.h" |
||
43 | #include "main/shaderobj.h" |
||
44 | #include "main/uniforms.h" |
||
45 | #include "program/prog_parameter.h" |
||
46 | #include "program/prog_statevars.h" |
||
47 | #include "program/prog_uniform.h" |
||
48 | #include "program/prog_instruction.h" |
||
49 | |||
50 | |||
51 | static GLenum |
||
52 | base_uniform_type(GLenum type) |
||
53 | { |
||
54 | switch (type) { |
||
55 | #if 0 /* not needed, for now */ |
||
56 | case GL_BOOL: |
||
57 | case GL_BOOL_VEC2: |
||
58 | case GL_BOOL_VEC3: |
||
59 | case GL_BOOL_VEC4: |
||
60 | return GL_BOOL; |
||
61 | #endif |
||
62 | case GL_FLOAT: |
||
63 | case GL_FLOAT_VEC2: |
||
64 | case GL_FLOAT_VEC3: |
||
65 | case GL_FLOAT_VEC4: |
||
66 | return GL_FLOAT; |
||
67 | case GL_UNSIGNED_INT: |
||
68 | case GL_UNSIGNED_INT_VEC2: |
||
69 | case GL_UNSIGNED_INT_VEC3: |
||
70 | case GL_UNSIGNED_INT_VEC4: |
||
71 | return GL_UNSIGNED_INT; |
||
72 | case GL_INT: |
||
73 | case GL_INT_VEC2: |
||
74 | case GL_INT_VEC3: |
||
75 | case GL_INT_VEC4: |
||
76 | return GL_INT; |
||
77 | default: |
||
78 | _mesa_problem(NULL, "Invalid type in base_uniform_type()"); |
||
79 | return GL_FLOAT; |
||
80 | } |
||
81 | } |
||
82 | |||
83 | static struct gl_builtin_uniform_element gl_DepthRange_elements[] = { |
||
84 | {"near", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_XXXX}, |
||
85 | {"far", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_YYYY}, |
||
86 | {"diff", {STATE_DEPTH_RANGE, 0, 0}, SWIZZLE_ZZZZ}, |
||
87 | }; |
||
88 | |||
89 | static struct gl_builtin_uniform_element gl_ClipPlane_elements[] = { |
||
90 | {NULL, {STATE_CLIPPLANE, 0, 0}, SWIZZLE_XYZW} |
||
91 | }; |
||
92 | |||
93 | static struct gl_builtin_uniform_element gl_Point_elements[] = { |
||
94 | {"size", {STATE_POINT_SIZE}, SWIZZLE_XXXX}, |
||
95 | {"sizeMin", {STATE_POINT_SIZE}, SWIZZLE_YYYY}, |
||
96 | {"sizeMax", {STATE_POINT_SIZE}, SWIZZLE_ZZZZ}, |
||
97 | {"fadeThresholdSize", {STATE_POINT_SIZE}, SWIZZLE_WWWW}, |
||
98 | {"distanceConstantAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_XXXX}, |
||
99 | {"distanceLinearAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_YYYY}, |
||
100 | {"distanceQuadraticAttenuation", {STATE_POINT_ATTENUATION}, SWIZZLE_ZZZZ}, |
||
101 | }; |
||
102 | |||
103 | static struct gl_builtin_uniform_element gl_FrontMaterial_elements[] = { |
||
104 | {"emission", {STATE_MATERIAL, 0, STATE_EMISSION}, SWIZZLE_XYZW}, |
||
105 | {"ambient", {STATE_MATERIAL, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
||
106 | {"diffuse", {STATE_MATERIAL, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
||
107 | {"specular", {STATE_MATERIAL, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
||
108 | {"shininess", {STATE_MATERIAL, 0, STATE_SHININESS}, SWIZZLE_XXXX}, |
||
109 | }; |
||
110 | |||
111 | static struct gl_builtin_uniform_element gl_BackMaterial_elements[] = { |
||
112 | {"emission", {STATE_MATERIAL, 1, STATE_EMISSION}, SWIZZLE_XYZW}, |
||
113 | {"ambient", {STATE_MATERIAL, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, |
||
114 | {"diffuse", {STATE_MATERIAL, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
||
115 | {"specular", {STATE_MATERIAL, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, |
||
116 | {"shininess", {STATE_MATERIAL, 1, STATE_SHININESS}, SWIZZLE_XXXX}, |
||
117 | }; |
||
118 | |||
119 | static struct gl_builtin_uniform_element gl_LightSource_elements[] = { |
||
120 | {"ambient", {STATE_LIGHT, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
||
121 | {"diffuse", {STATE_LIGHT, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
||
122 | {"specular", {STATE_LIGHT, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
||
123 | {"position", {STATE_LIGHT, 0, STATE_POSITION}, SWIZZLE_XYZW}, |
||
124 | {"halfVector", {STATE_LIGHT, 0, STATE_HALF_VECTOR}, SWIZZLE_XYZW}, |
||
125 | {"spotDirection", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, |
||
126 | MAKE_SWIZZLE4(SWIZZLE_X, |
||
127 | SWIZZLE_Y, |
||
128 | SWIZZLE_Z, |
||
129 | SWIZZLE_Z)}, |
||
130 | {"spotCosCutoff", {STATE_LIGHT, 0, STATE_SPOT_DIRECTION}, SWIZZLE_WWWW}, |
||
131 | {"spotCutoff", {STATE_LIGHT, 0, STATE_SPOT_CUTOFF}, SWIZZLE_XXXX}, |
||
132 | {"spotExponent", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_WWWW}, |
||
133 | {"constantAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_XXXX}, |
||
134 | {"linearAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_YYYY}, |
||
135 | {"quadraticAttenuation", {STATE_LIGHT, 0, STATE_ATTENUATION}, SWIZZLE_ZZZZ}, |
||
136 | }; |
||
137 | |||
138 | static struct gl_builtin_uniform_element gl_LightModel_elements[] = { |
||
139 | {"ambient", {STATE_LIGHTMODEL_AMBIENT, 0}, SWIZZLE_XYZW}, |
||
140 | }; |
||
141 | |||
142 | static struct gl_builtin_uniform_element gl_FrontLightModelProduct_elements[] = { |
||
143 | {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 0}, SWIZZLE_XYZW}, |
||
144 | }; |
||
145 | |||
146 | static struct gl_builtin_uniform_element gl_BackLightModelProduct_elements[] = { |
||
147 | {"sceneColor", {STATE_LIGHTMODEL_SCENECOLOR, 1}, SWIZZLE_XYZW}, |
||
148 | }; |
||
149 | |||
150 | static struct gl_builtin_uniform_element gl_FrontLightProduct_elements[] = { |
||
151 | {"ambient", {STATE_LIGHTPROD, 0, 0, STATE_AMBIENT}, SWIZZLE_XYZW}, |
||
152 | {"diffuse", {STATE_LIGHTPROD, 0, 0, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
||
153 | {"specular", {STATE_LIGHTPROD, 0, 0, STATE_SPECULAR}, SWIZZLE_XYZW}, |
||
154 | }; |
||
155 | |||
156 | static struct gl_builtin_uniform_element gl_BackLightProduct_elements[] = { |
||
157 | {"ambient", {STATE_LIGHTPROD, 0, 1, STATE_AMBIENT}, SWIZZLE_XYZW}, |
||
158 | {"diffuse", {STATE_LIGHTPROD, 0, 1, STATE_DIFFUSE}, SWIZZLE_XYZW}, |
||
159 | {"specular", {STATE_LIGHTPROD, 0, 1, STATE_SPECULAR}, SWIZZLE_XYZW}, |
||
160 | }; |
||
161 | |||
162 | static struct gl_builtin_uniform_element gl_TextureEnvColor_elements[] = { |
||
163 | {NULL, {STATE_TEXENV_COLOR, 0}, SWIZZLE_XYZW}, |
||
164 | }; |
||
165 | |||
166 | static struct gl_builtin_uniform_element gl_EyePlaneS_elements[] = { |
||
167 | {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_S}, SWIZZLE_XYZW}, |
||
168 | }; |
||
169 | |||
170 | static struct gl_builtin_uniform_element gl_EyePlaneT_elements[] = { |
||
171 | {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_T}, SWIZZLE_XYZW}, |
||
172 | }; |
||
173 | |||
174 | static struct gl_builtin_uniform_element gl_EyePlaneR_elements[] = { |
||
175 | {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_R}, SWIZZLE_XYZW}, |
||
176 | }; |
||
177 | |||
178 | static struct gl_builtin_uniform_element gl_EyePlaneQ_elements[] = { |
||
179 | {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_EYE_Q}, SWIZZLE_XYZW}, |
||
180 | }; |
||
181 | |||
182 | static struct gl_builtin_uniform_element gl_ObjectPlaneS_elements[] = { |
||
183 | {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_S}, SWIZZLE_XYZW}, |
||
184 | }; |
||
185 | |||
186 | static struct gl_builtin_uniform_element gl_ObjectPlaneT_elements[] = { |
||
187 | {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_T}, SWIZZLE_XYZW}, |
||
188 | }; |
||
189 | |||
190 | static struct gl_builtin_uniform_element gl_ObjectPlaneR_elements[] = { |
||
191 | {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_R}, SWIZZLE_XYZW}, |
||
192 | }; |
||
193 | |||
194 | static struct gl_builtin_uniform_element gl_ObjectPlaneQ_elements[] = { |
||
195 | {NULL, {STATE_TEXGEN, 0, STATE_TEXGEN_OBJECT_Q}, SWIZZLE_XYZW}, |
||
196 | }; |
||
197 | |||
198 | static struct gl_builtin_uniform_element gl_Fog_elements[] = { |
||
199 | {"color", {STATE_FOG_COLOR}, SWIZZLE_XYZW}, |
||
200 | {"density", {STATE_FOG_PARAMS}, SWIZZLE_XXXX}, |
||
201 | {"start", {STATE_FOG_PARAMS}, SWIZZLE_YYYY}, |
||
202 | {"end", {STATE_FOG_PARAMS}, SWIZZLE_ZZZZ}, |
||
203 | {"scale", {STATE_FOG_PARAMS}, SWIZZLE_WWWW}, |
||
204 | }; |
||
205 | |||
206 | static struct gl_builtin_uniform_element gl_NormalScale_elements[] = { |
||
207 | {NULL, {STATE_NORMAL_SCALE}, SWIZZLE_XXXX}, |
||
208 | }; |
||
209 | |||
210 | #define MATRIX(name, statevar, modifier) \ |
||
211 | static struct gl_builtin_uniform_element name ## _elements[] = { \ |
||
212 | { NULL, { statevar, 0, 0, 0, modifier}, SWIZZLE_XYZW }, \ |
||
213 | { NULL, { statevar, 0, 1, 1, modifier}, SWIZZLE_XYZW }, \ |
||
214 | { NULL, { statevar, 0, 2, 2, modifier}, SWIZZLE_XYZW }, \ |
||
215 | { NULL, { statevar, 0, 3, 3, modifier}, SWIZZLE_XYZW }, \ |
||
216 | } |
||
217 | |||
218 | MATRIX(gl_ModelViewMatrix, |
||
219 | STATE_MODELVIEW_MATRIX, STATE_MATRIX_TRANSPOSE); |
||
220 | MATRIX(gl_ModelViewMatrixInverse, |
||
221 | STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVTRANS); |
||
222 | MATRIX(gl_ModelViewMatrixTranspose, |
||
223 | STATE_MODELVIEW_MATRIX, 0); |
||
224 | MATRIX(gl_ModelViewMatrixInverseTranspose, |
||
225 | STATE_MODELVIEW_MATRIX, STATE_MATRIX_INVERSE); |
||
226 | |||
227 | MATRIX(gl_ProjectionMatrix, |
||
228 | STATE_PROJECTION_MATRIX, STATE_MATRIX_TRANSPOSE); |
||
229 | MATRIX(gl_ProjectionMatrixInverse, |
||
230 | STATE_PROJECTION_MATRIX, STATE_MATRIX_INVTRANS); |
||
231 | MATRIX(gl_ProjectionMatrixTranspose, |
||
232 | STATE_PROJECTION_MATRIX, 0); |
||
233 | MATRIX(gl_ProjectionMatrixInverseTranspose, |
||
234 | STATE_PROJECTION_MATRIX, STATE_MATRIX_INVERSE); |
||
235 | |||
236 | MATRIX(gl_ModelViewProjectionMatrix, |
||
237 | STATE_MVP_MATRIX, STATE_MATRIX_TRANSPOSE); |
||
238 | MATRIX(gl_ModelViewProjectionMatrixInverse, |
||
239 | STATE_MVP_MATRIX, STATE_MATRIX_INVTRANS); |
||
240 | MATRIX(gl_ModelViewProjectionMatrixTranspose, |
||
241 | STATE_MVP_MATRIX, 0); |
||
242 | MATRIX(gl_ModelViewProjectionMatrixInverseTranspose, |
||
243 | STATE_MVP_MATRIX, STATE_MATRIX_INVERSE); |
||
244 | |||
245 | MATRIX(gl_TextureMatrix, |
||
246 | STATE_TEXTURE_MATRIX, STATE_MATRIX_TRANSPOSE); |
||
247 | MATRIX(gl_TextureMatrixInverse, |
||
248 | STATE_TEXTURE_MATRIX, STATE_MATRIX_INVTRANS); |
||
249 | MATRIX(gl_TextureMatrixTranspose, |
||
250 | STATE_TEXTURE_MATRIX, 0); |
||
251 | MATRIX(gl_TextureMatrixInverseTranspose, |
||
252 | STATE_TEXTURE_MATRIX, STATE_MATRIX_INVERSE); |
||
253 | |||
254 | static struct gl_builtin_uniform_element gl_NormalMatrix_elements[] = { |
||
255 | { NULL, { STATE_MODELVIEW_MATRIX, 0, 0, 0, STATE_MATRIX_INVERSE}, |
||
256 | SWIZZLE_XYZW }, |
||
257 | { NULL, { STATE_MODELVIEW_MATRIX, 0, 1, 1, STATE_MATRIX_INVERSE}, |
||
258 | SWIZZLE_XYZW }, |
||
259 | { NULL, { STATE_MODELVIEW_MATRIX, 0, 2, 2, STATE_MATRIX_INVERSE}, |
||
260 | SWIZZLE_XYZW }, |
||
261 | }; |
||
262 | |||
263 | #undef MATRIX |
||
264 | |||
265 | #define STATEVAR(name) {#name, name ## _elements, Elements(name ## _elements)} |
||
266 | |||
267 | const struct gl_builtin_uniform_desc _mesa_builtin_uniform_desc[] = { |
||
268 | STATEVAR(gl_DepthRange), |
||
269 | STATEVAR(gl_ClipPlane), |
||
270 | STATEVAR(gl_Point), |
||
271 | STATEVAR(gl_FrontMaterial), |
||
272 | STATEVAR(gl_BackMaterial), |
||
273 | STATEVAR(gl_LightSource), |
||
274 | STATEVAR(gl_LightModel), |
||
275 | STATEVAR(gl_FrontLightModelProduct), |
||
276 | STATEVAR(gl_BackLightModelProduct), |
||
277 | STATEVAR(gl_FrontLightProduct), |
||
278 | STATEVAR(gl_BackLightProduct), |
||
279 | STATEVAR(gl_TextureEnvColor), |
||
280 | STATEVAR(gl_EyePlaneS), |
||
281 | STATEVAR(gl_EyePlaneT), |
||
282 | STATEVAR(gl_EyePlaneR), |
||
283 | STATEVAR(gl_EyePlaneQ), |
||
284 | STATEVAR(gl_ObjectPlaneS), |
||
285 | STATEVAR(gl_ObjectPlaneT), |
||
286 | STATEVAR(gl_ObjectPlaneR), |
||
287 | STATEVAR(gl_ObjectPlaneQ), |
||
288 | STATEVAR(gl_Fog), |
||
289 | |||
290 | STATEVAR(gl_ModelViewMatrix), |
||
291 | STATEVAR(gl_ModelViewMatrixInverse), |
||
292 | STATEVAR(gl_ModelViewMatrixTranspose), |
||
293 | STATEVAR(gl_ModelViewMatrixInverseTranspose), |
||
294 | |||
295 | STATEVAR(gl_ProjectionMatrix), |
||
296 | STATEVAR(gl_ProjectionMatrixInverse), |
||
297 | STATEVAR(gl_ProjectionMatrixTranspose), |
||
298 | STATEVAR(gl_ProjectionMatrixInverseTranspose), |
||
299 | |||
300 | STATEVAR(gl_ModelViewProjectionMatrix), |
||
301 | STATEVAR(gl_ModelViewProjectionMatrixInverse), |
||
302 | STATEVAR(gl_ModelViewProjectionMatrixTranspose), |
||
303 | STATEVAR(gl_ModelViewProjectionMatrixInverseTranspose), |
||
304 | |||
305 | STATEVAR(gl_TextureMatrix), |
||
306 | STATEVAR(gl_TextureMatrixInverse), |
||
307 | STATEVAR(gl_TextureMatrixTranspose), |
||
308 | STATEVAR(gl_TextureMatrixInverseTranspose), |
||
309 | |||
310 | STATEVAR(gl_NormalMatrix), |
||
311 | STATEVAR(gl_NormalScale), |
||
312 | |||
313 | {NULL, NULL, 0} |
||
314 | }; |
||
315 | |||
316 | static GLboolean |
||
317 | is_boolean_type(GLenum type) |
||
318 | { |
||
319 | switch (type) { |
||
320 | case GL_BOOL: |
||
321 | case GL_BOOL_VEC2: |
||
322 | case GL_BOOL_VEC3: |
||
323 | case GL_BOOL_VEC4: |
||
324 | return GL_TRUE; |
||
325 | default: |
||
326 | return GL_FALSE; |
||
327 | } |
||
328 | } |
||
329 | |||
330 | |||
331 | static GLboolean |
||
332 | is_sampler_type(GLenum type) |
||
333 | { |
||
334 | switch (type) { |
||
335 | case GL_SAMPLER_1D: |
||
336 | case GL_SAMPLER_2D: |
||
337 | case GL_SAMPLER_3D: |
||
338 | case GL_SAMPLER_CUBE: |
||
339 | case GL_SAMPLER_1D_SHADOW: |
||
340 | case GL_SAMPLER_2D_SHADOW: |
||
341 | case GL_SAMPLER_2D_RECT_ARB: |
||
342 | case GL_SAMPLER_2D_RECT_SHADOW_ARB: |
||
343 | case GL_SAMPLER_1D_ARRAY_EXT: |
||
344 | case GL_SAMPLER_2D_ARRAY_EXT: |
||
345 | case GL_SAMPLER_1D_ARRAY_SHADOW_EXT: |
||
346 | case GL_SAMPLER_2D_ARRAY_SHADOW_EXT: |
||
347 | return GL_TRUE; |
||
348 | default: |
||
349 | return GL_FALSE; |
||
350 | } |
||
351 | } |
||
352 | |||
353 | |||
354 | static struct gl_program_parameter * |
||
355 | get_uniform_parameter(const struct gl_shader_program *shProg, GLuint index) |
||
356 | { |
||
357 | const struct gl_program *prog = NULL; |
||
358 | GLint progPos; |
||
359 | |||
360 | progPos = shProg->Uniforms->Uniforms[index].VertPos; |
||
361 | if (progPos >= 0) { |
||
362 | prog = &shProg->VertexProgram->Base; |
||
363 | } |
||
364 | else { |
||
365 | progPos = shProg->Uniforms->Uniforms[index].FragPos; |
||
366 | if (progPos >= 0) { |
||
367 | prog = &shProg->FragmentProgram->Base; |
||
368 | } else { |
||
369 | progPos = shProg->Uniforms->Uniforms[index].GeomPos; |
||
370 | if (progPos >= 0) { |
||
371 | prog = &shProg->GeometryProgram->Base; |
||
372 | } |
||
373 | } |
||
374 | } |
||
375 | |||
376 | if (!prog || progPos < 0) |
||
377 | return NULL; /* should never happen */ |
||
378 | |||
379 | return &prog->Parameters->Parameters[progPos]; |
||
380 | } |
||
381 | |||
382 | |||
383 | /** |
||
384 | * Called by glGetActiveUniform(). |
||
385 | */ |
||
386 | static void |
||
387 | _mesa_get_active_uniform(struct gl_context *ctx, GLuint program, GLuint index, |
||
388 | GLsizei maxLength, GLsizei *length, GLint *size, |
||
389 | GLenum *type, GLchar *nameOut) |
||
390 | { |
||
391 | const struct gl_shader_program *shProg; |
||
392 | const struct gl_program *prog = NULL; |
||
393 | const struct gl_program_parameter *param; |
||
394 | GLint progPos; |
||
395 | |||
396 | shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform"); |
||
397 | if (!shProg) |
||
398 | return; |
||
399 | |||
400 | if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) { |
||
401 | _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)"); |
||
402 | return; |
||
403 | } |
||
404 | |||
405 | progPos = shProg->Uniforms->Uniforms[index].VertPos; |
||
406 | if (progPos >= 0) { |
||
407 | prog = &shProg->VertexProgram->Base; |
||
408 | } |
||
409 | else { |
||
410 | progPos = shProg->Uniforms->Uniforms[index].FragPos; |
||
411 | if (progPos >= 0) { |
||
412 | prog = &shProg->FragmentProgram->Base; |
||
413 | } else { |
||
414 | progPos = shProg->Uniforms->Uniforms[index].GeomPos; |
||
415 | if (progPos >= 0) { |
||
416 | prog = &shProg->GeometryProgram->Base; |
||
417 | } |
||
418 | } |
||
419 | } |
||
420 | |||
421 | if (!prog || progPos < 0) |
||
422 | return; /* should never happen */ |
||
423 | |||
424 | ASSERT(progPos < prog->Parameters->NumParameters); |
||
425 | param = &prog->Parameters->Parameters[progPos]; |
||
426 | |||
427 | if (nameOut) { |
||
428 | _mesa_copy_string(nameOut, maxLength, length, param->Name); |
||
429 | } |
||
430 | |||
431 | if (size) { |
||
432 | GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); |
||
433 | if ((GLint) param->Size > typeSize) { |
||
434 | /* This is an array. |
||
435 | * Array elements are placed on vector[4] boundaries so they're |
||
436 | * a multiple of four floats. We round typeSize up to next multiple |
||
437 | * of four to get the right size below. |
||
438 | */ |
||
439 | typeSize = (typeSize + 3) & ~3; |
||
440 | } |
||
441 | /* Note that the returned size is in units of the |
||
442 | *size = param->Size / typeSize; |
||
443 | } |
||
444 | |||
445 | if (type) { |
||
446 | *type = param->DataType; |
||
447 | } |
||
448 | } |
||
449 | |||
450 | |||
451 | static unsigned |
||
452 | get_vector_elements(GLenum type) |
||
453 | { |
||
454 | switch (type) { |
||
455 | case GL_FLOAT: |
||
456 | case GL_INT: |
||
457 | case GL_BOOL: |
||
458 | case GL_UNSIGNED_INT: |
||
459 | default: /* Catch all the various sampler types. */ |
||
460 | return 1; |
||
461 | |||
462 | case GL_FLOAT_VEC2: |
||
463 | case GL_INT_VEC2: |
||
464 | case GL_BOOL_VEC2: |
||
465 | case GL_UNSIGNED_INT_VEC2: |
||
466 | return 2; |
||
467 | |||
468 | case GL_FLOAT_VEC3: |
||
469 | case GL_INT_VEC3: |
||
470 | case GL_BOOL_VEC3: |
||
471 | case GL_UNSIGNED_INT_VEC3: |
||
472 | return 3; |
||
473 | |||
474 | case GL_FLOAT_VEC4: |
||
475 | case GL_INT_VEC4: |
||
476 | case GL_BOOL_VEC4: |
||
477 | case GL_UNSIGNED_INT_VEC4: |
||
478 | return 4; |
||
479 | } |
||
480 | } |
||
481 | |||
482 | static void |
||
483 | get_matrix_dims(GLenum type, GLint *rows, GLint *cols) |
||
484 | { |
||
485 | switch (type) { |
||
486 | case GL_FLOAT_MAT2: |
||
487 | *rows = *cols = 2; |
||
488 | break; |
||
489 | case GL_FLOAT_MAT2x3: |
||
490 | *rows = 3; |
||
491 | *cols = 2; |
||
492 | break; |
||
493 | case GL_FLOAT_MAT2x4: |
||
494 | *rows = 4; |
||
495 | *cols = 2; |
||
496 | break; |
||
497 | case GL_FLOAT_MAT3: |
||
498 | *rows = 3; |
||
499 | *cols = 3; |
||
500 | break; |
||
501 | case GL_FLOAT_MAT3x2: |
||
502 | *rows = 2; |
||
503 | *cols = 3; |
||
504 | break; |
||
505 | case GL_FLOAT_MAT3x4: |
||
506 | *rows = 4; |
||
507 | *cols = 3; |
||
508 | break; |
||
509 | case GL_FLOAT_MAT4: |
||
510 | *rows = 4; |
||
511 | *cols = 4; |
||
512 | break; |
||
513 | case GL_FLOAT_MAT4x2: |
||
514 | *rows = 2; |
||
515 | *cols = 4; |
||
516 | break; |
||
517 | case GL_FLOAT_MAT4x3: |
||
518 | *rows = 3; |
||
519 | *cols = 4; |
||
520 | break; |
||
521 | default: |
||
522 | *rows = *cols = 0; |
||
523 | } |
||
524 | } |
||
525 | |||
526 | |||
527 | /** |
||
528 | * Determine the number of rows and columns occupied by a uniform |
||
529 | * according to its datatype. For non-matrix types (such as GL_FLOAT_VEC4), |
||
530 | * the number of rows = 1 and cols = number of elements in the vector. |
||
531 | */ |
||
532 | static void |
||
533 | get_uniform_rows_cols(const struct gl_program_parameter *p, |
||
534 | GLint *rows, GLint *cols) |
||
535 | { |
||
536 | get_matrix_dims(p->DataType, rows, cols); |
||
537 | if (*rows == 0 && *cols == 0) { |
||
538 | /* not a matrix type, probably a float or vector */ |
||
539 | *rows = 1; |
||
540 | *cols = get_vector_elements(p->DataType); |
||
541 | } |
||
542 | } |
||
543 | |||
544 | |||
545 | /** |
||
546 | * Helper for get_uniform[fi]v() functions. |
||
547 | * Given a shader program name and uniform location, return a pointer |
||
548 | * to the shader program and return the program parameter position. |
||
549 | */ |
||
550 | static void |
||
551 | lookup_uniform_parameter(struct gl_context *ctx, GLuint program, GLint location, |
||
552 | struct gl_program **progOut, GLint *paramPosOut) |
||
553 | { |
||
554 | struct gl_shader_program *shProg |
||
555 | = _mesa_lookup_shader_program_err(ctx, program, "glGetUniform[if]v"); |
||
556 | struct gl_program *prog = NULL; |
||
557 | GLint progPos = -1; |
||
558 | |||
559 | /* if shProg is NULL, we'll have already recorded an error */ |
||
560 | |||
561 | if (shProg) { |
||
562 | if (!shProg->Uniforms || |
||
563 | location < 0 || |
||
564 | location >= (GLint) shProg->Uniforms->NumUniforms) { |
||
565 | _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)"); |
||
566 | } |
||
567 | else { |
||
568 | /* OK, find the gl_program and program parameter location */ |
||
569 | progPos = shProg->Uniforms->Uniforms[location].VertPos; |
||
570 | if (progPos >= 0) { |
||
571 | prog = &shProg->VertexProgram->Base; |
||
572 | } |
||
573 | else { |
||
574 | progPos = shProg->Uniforms->Uniforms[location].FragPos; |
||
575 | if (progPos >= 0) { |
||
576 | prog = &shProg->FragmentProgram->Base; |
||
577 | } else { |
||
578 | progPos = shProg->Uniforms->Uniforms[location].GeomPos; |
||
579 | if (progPos >= 0) { |
||
580 | prog = &shProg->GeometryProgram->Base; |
||
581 | } |
||
582 | } |
||
583 | } |
||
584 | } |
||
585 | } |
||
586 | |||
587 | *progOut = prog; |
||
588 | *paramPosOut = progPos; |
||
589 | } |
||
590 | |||
591 | |||
592 | /** |
||
593 | * GLGL uniform arrays and structs require special handling. |
||
594 | * |
||
595 | * The GL_ARB_shader_objects spec says that if you use |
||
596 | * glGetUniformLocation to get the location of an array, you CANNOT |
||
597 | * access other elements of the array by adding an offset to the |
||
598 | * returned location. For example, you must call |
||
599 | * glGetUniformLocation("foo[16]") if you want to set the 16th element |
||
600 | * of the array with glUniform(). |
||
601 | * |
||
602 | * HOWEVER, some other OpenGL drivers allow accessing array elements |
||
603 | * by adding an offset to the returned array location. And some apps |
||
604 | * seem to depend on that behaviour. |
||
605 | * |
||
606 | * Mesa's gl_uniform_list doesn't directly support this since each |
||
607 | * entry in the list describes one uniform variable, not one uniform |
||
608 | * element. We could insert dummy entries in the list for each array |
||
609 | * element after [0] but that causes complications elsewhere. |
||
610 | * |
||
611 | * We solve this problem by encoding two values in the location that's |
||
612 | * returned by glGetUniformLocation(): |
||
613 | * a) index into gl_uniform_list::Uniforms[] for the uniform |
||
614 | * b) an array/field offset (0 for simple types) |
||
615 | * |
||
616 | * These two values are encoded in the high and low halves of a GLint. |
||
617 | * By putting the uniform number in the high part and the offset in the |
||
618 | * low part, we can support the unofficial ability to index into arrays |
||
619 | * by adding offsets to the location value. |
||
620 | */ |
||
621 | static void |
||
622 | merge_location_offset(GLint *location, GLint offset) |
||
623 | { |
||
624 | *location = (*location << 16) | offset; |
||
625 | } |
||
626 | |||
627 | |||
628 | /** |
||
629 | * Separate the uniform location and parameter offset. See above. |
||
630 | */ |
||
631 | static void |
||
632 | split_location_offset(GLint *location, GLint *offset) |
||
633 | { |
||
634 | *offset = *location & 0xffff; |
||
635 | *location = *location >> 16; |
||
636 | } |
||
637 | |||
638 | |||
639 | |||
640 | /** |
||
641 | * Called via glGetUniformfv(). |
||
642 | */ |
||
643 | static void |
||
644 | _mesa_get_uniformfv(struct gl_context *ctx, GLuint program, GLint location, |
||
645 | GLfloat *params) |
||
646 | { |
||
647 | struct gl_program *prog; |
||
648 | GLint paramPos; |
||
649 | GLint offset; |
||
650 | |||
651 | split_location_offset(&location, &offset); |
||
652 | |||
653 | lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); |
||
654 | |||
655 | if (prog) { |
||
656 | const struct gl_program_parameter *p = |
||
657 | &prog->Parameters->Parameters[paramPos]; |
||
658 | GLint rows, cols, i, j, k; |
||
659 | |||
660 | get_uniform_rows_cols(p, &rows, &cols); |
||
661 | |||
662 | k = 0; |
||
663 | for (i = 0; i < rows; i++) { |
||
664 | const int base = paramPos + offset + i; |
||
665 | |||
666 | for (j = 0; j < cols; j++ ) { |
||
667 | params[k++] = prog->Parameters->ParameterValues[base][j]; |
||
668 | } |
||
669 | } |
||
670 | } |
||
671 | } |
||
672 | |||
673 | |||
674 | /** |
||
675 | * Called via glGetUniformiv(). |
||
676 | * \sa _mesa_get_uniformfv, only difference is a cast. |
||
677 | */ |
||
678 | static void |
||
679 | _mesa_get_uniformiv(struct gl_context *ctx, GLuint program, GLint location, |
||
680 | GLint *params) |
||
681 | { |
||
682 | struct gl_program *prog; |
||
683 | GLint paramPos; |
||
684 | GLint offset; |
||
685 | |||
686 | split_location_offset(&location, &offset); |
||
687 | |||
688 | lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); |
||
689 | |||
690 | if (prog) { |
||
691 | const struct gl_program_parameter *p = |
||
692 | &prog->Parameters->Parameters[paramPos]; |
||
693 | GLint rows, cols, i, j, k; |
||
694 | |||
695 | get_uniform_rows_cols(p, &rows, &cols); |
||
696 | |||
697 | k = 0; |
||
698 | for (i = 0; i < rows; i++) { |
||
699 | const int base = paramPos + offset + i; |
||
700 | |||
701 | for (j = 0; j < cols; j++ ) { |
||
702 | params[k++] = (GLint) prog->Parameters->ParameterValues[base][j]; |
||
703 | } |
||
704 | } |
||
705 | } |
||
706 | } |
||
707 | |||
708 | |||
709 | /** |
||
710 | * Called via glGetUniformuiv(). |
||
711 | * New in GL_EXT_gpu_shader4, OpenGL 3.0 |
||
712 | * \sa _mesa_get_uniformfv, only difference is a cast. |
||
713 | */ |
||
714 | static void |
||
715 | _mesa_get_uniformuiv(struct gl_context *ctx, GLuint program, GLint location, |
||
716 | GLuint *params) |
||
717 | { |
||
718 | struct gl_program *prog; |
||
719 | GLint paramPos; |
||
720 | GLint offset; |
||
721 | |||
722 | split_location_offset(&location, &offset); |
||
723 | |||
724 | lookup_uniform_parameter(ctx, program, location, &prog, ¶mPos); |
||
725 | |||
726 | if (prog) { |
||
727 | const struct gl_program_parameter *p = |
||
728 | &prog->Parameters->Parameters[paramPos]; |
||
729 | GLint rows, cols, i, j, k; |
||
730 | |||
731 | get_uniform_rows_cols(p, &rows, &cols); |
||
732 | |||
733 | k = 0; |
||
734 | for (i = 0; i < rows; i++) { |
||
735 | const int base = paramPos + offset + i; |
||
736 | |||
737 | for (j = 0; j < cols; j++ ) { |
||
738 | params[k++] = (GLuint) prog->Parameters->ParameterValues[base][j]; |
||
739 | } |
||
740 | } |
||
741 | } |
||
742 | } |
||
743 | |||
744 | |||
745 | /** |
||
746 | * Called via glGetUniformLocation(). |
||
747 | * |
||
748 | * The return value will encode two values, the uniform location and an |
||
749 | * offset (used for arrays, structs). |
||
750 | */ |
||
751 | GLint |
||
752 | _mesa_get_uniform_location(struct gl_context *ctx, struct gl_shader_program *shProg, |
||
753 | const GLchar *name) |
||
754 | { |
||
755 | GLint offset = 0, location = -1; |
||
756 | |||
757 | if (shProg->LinkStatus == GL_FALSE) { |
||
758 | _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)"); |
||
759 | return -1; |
||
760 | } |
||
761 | |||
762 | /* XXX we should return -1 if the uniform was declared, but not |
||
763 | * actually used. |
||
764 | */ |
||
765 | |||
766 | /* XXX we need to be able to parse uniform names for structs and arrays |
||
767 | * such as: |
||
768 | * mymatrix[1] |
||
769 | * mystruct.field1 |
||
770 | */ |
||
771 | |||
772 | { |
||
773 | /* handle 1-dimension arrays here... */ |
||
774 | char *c = strchr(name, '['); |
||
775 | if (c) { |
||
776 | /* truncate name at [ */ |
||
777 | const GLint len = c - name; |
||
778 | GLchar *newName = malloc(len + 1); |
||
779 | if (!newName) |
||
780 | return -1; /* out of mem */ |
||
781 | memcpy(newName, name, len); |
||
782 | newName[len] = 0; |
||
783 | |||
784 | location = _mesa_lookup_uniform(shProg->Uniforms, newName); |
||
785 | if (location >= 0) { |
||
786 | const GLint element = atoi(c + 1); |
||
787 | if (element > 0) { |
||
788 | /* get type of the uniform array element */ |
||
789 | struct gl_program_parameter *p; |
||
790 | p = get_uniform_parameter(shProg, location); |
||
791 | if (p) { |
||
792 | GLint rows, cols; |
||
793 | get_matrix_dims(p->DataType, &rows, &cols); |
||
794 | if (rows < 1) |
||
795 | rows = 1; |
||
796 | offset = element * rows; |
||
797 | } |
||
798 | } |
||
799 | } |
||
800 | |||
801 | free(newName); |
||
802 | } |
||
803 | } |
||
804 | |||
805 | if (location < 0) { |
||
806 | location = _mesa_lookup_uniform(shProg->Uniforms, name); |
||
807 | } |
||
808 | |||
809 | if (location >= 0) { |
||
810 | merge_location_offset(&location, offset); |
||
811 | } |
||
812 | |||
813 | return location; |
||
814 | } |
||
815 | |||
816 | |||
817 | |||
818 | /** |
||
819 | * Update the vertex/fragment program's TexturesUsed array. |
||
820 | * |
||
821 | * This needs to be called after glUniform(set sampler var) is called. |
||
822 | * A call to glUniform(samplerVar, value) causes a sampler to point to a |
||
823 | * particular texture unit. We know the sampler's texture target |
||
824 | * (1D/2D/3D/etc) from compile time but the sampler's texture unit is |
||
825 | * set by glUniform() calls. |
||
826 | * |
||
827 | * So, scan the program->SamplerUnits[] and program->SamplerTargets[] |
||
828 | * information to update the prog->TexturesUsed[] values. |
||
829 | * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX, |
||
830 | * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc. |
||
831 | * We'll use that info for state validation before rendering. |
||
832 | */ |
||
833 | void |
||
834 | _mesa_update_shader_textures_used(struct gl_program *prog) |
||
835 | { |
||
836 | GLuint s; |
||
837 | |||
838 | memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed)); |
||
839 | |||
840 | for (s = 0; s < MAX_SAMPLERS; s++) { |
||
841 | if (prog->SamplersUsed & (1 << s)) { |
||
842 | GLuint unit = prog->SamplerUnits[s]; |
||
843 | GLuint tgt = prog->SamplerTargets[s]; |
||
844 | assert(unit < MAX_TEXTURE_IMAGE_UNITS); |
||
845 | assert(tgt < NUM_TEXTURE_TARGETS); |
||
846 | prog->TexturesUsed[unit] |= (1 << tgt); |
||
847 | } |
||
848 | } |
||
849 | } |
||
850 | |||
851 | |||
852 | /** |
||
853 | * Check if the type given by userType is allowed to set a uniform of the |
||
854 | * target type. Generally, equivalence is required, but setting Boolean |
||
855 | * uniforms can be done with glUniformiv or glUniformfv. |
||
856 | */ |
||
857 | static GLboolean |
||
858 | compatible_types(GLenum userType, GLenum targetType) |
||
859 | { |
||
860 | if (userType == targetType) |
||
861 | return GL_TRUE; |
||
862 | |||
863 | if (targetType == GL_BOOL && (userType == GL_FLOAT || |
||
864 | userType == GL_UNSIGNED_INT || |
||
865 | userType == GL_INT)) |
||
866 | return GL_TRUE; |
||
867 | |||
868 | if (targetType == GL_BOOL_VEC2 && (userType == GL_FLOAT_VEC2 || |
||
869 | userType == GL_UNSIGNED_INT_VEC2 || |
||
870 | userType == GL_INT_VEC2)) |
||
871 | return GL_TRUE; |
||
872 | |||
873 | if (targetType == GL_BOOL_VEC3 && (userType == GL_FLOAT_VEC3 || |
||
874 | userType == GL_UNSIGNED_INT_VEC3 || |
||
875 | userType == GL_INT_VEC3)) |
||
876 | return GL_TRUE; |
||
877 | |||
878 | if (targetType == GL_BOOL_VEC4 && (userType == GL_FLOAT_VEC4 || |
||
879 | userType == GL_UNSIGNED_INT_VEC4 || |
||
880 | userType == GL_INT_VEC4)) |
||
881 | return GL_TRUE; |
||
882 | |||
883 | if (is_sampler_type(targetType) && userType == GL_INT) |
||
884 | return GL_TRUE; |
||
885 | |||
886 | return GL_FALSE; |
||
887 | } |
||
888 | |||
889 | |||
890 | /** |
||
891 | * Set the value of a program's uniform variable. |
||
892 | * \param program the program whose uniform to update |
||
893 | * \param index the index of the program parameter for the uniform |
||
894 | * \param offset additional parameter slot offset (for arrays) |
||
895 | * \param type the incoming datatype of 'values' |
||
896 | * \param count the number of uniforms to set |
||
897 | * \param elems number of elements per uniform (1, 2, 3 or 4) |
||
898 | * \param values the new values, of datatype 'type' |
||
899 | */ |
||
900 | static void |
||
901 | set_program_uniform(struct gl_context *ctx, struct gl_program *program, |
||
902 | GLint index, GLint offset, |
||
903 | GLenum type, GLsizei count, GLint elems, |
||
904 | const void *values) |
||
905 | { |
||
906 | const struct gl_program_parameter *param = |
||
907 | &program->Parameters->Parameters[index]; |
||
908 | |||
909 | assert(offset >= 0); |
||
910 | assert(elems >= 1); |
||
911 | assert(elems <= 4); |
||
912 | |||
913 | if (!compatible_types(type, param->DataType)) { |
||
914 | _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)"); |
||
915 | return; |
||
916 | } |
||
917 | |||
918 | if (index + offset > (GLint) program->Parameters->Size) { |
||
919 | /* out of bounds! */ |
||
920 | return; |
||
921 | } |
||
922 | |||
923 | if (param->Type == PROGRAM_SAMPLER) { |
||
924 | /* This controls which texture unit which is used by a sampler */ |
||
925 | GLboolean changed = GL_FALSE; |
||
926 | GLint i; |
||
927 | |||
928 | /* this should have been caught by the compatible_types() check */ |
||
929 | ASSERT(type == GL_INT); |
||
930 | |||
931 | /* loop over number of samplers to change */ |
||
932 | for (i = 0; i < count; i++) { |
||
933 | GLuint sampler = |
||
934 | (GLuint) program->Parameters->ParameterValues[index + offset + i][0]; |
||
935 | GLuint texUnit = ((GLuint *) values)[i]; |
||
936 | |||
937 | /* check that the sampler (tex unit index) is legal */ |
||
938 | if (texUnit >= ctx->Const.MaxTextureImageUnits) { |
||
939 | _mesa_error(ctx, GL_INVALID_VALUE, |
||
940 | "glUniform1(invalid sampler/tex unit index for '%s')", |
||
941 | param->Name); |
||
942 | return; |
||
943 | } |
||
944 | |||
945 | /* This maps a sampler to a texture unit: */ |
||
946 | if (sampler < MAX_SAMPLERS) { |
||
947 | #if 0 |
||
948 | printf("Set program %p sampler %d '%s' to unit %u\n", |
||
949 | program, sampler, param->Name, texUnit); |
||
950 | #endif |
||
951 | if (program->SamplerUnits[sampler] != texUnit) { |
||
952 | program->SamplerUnits[sampler] = texUnit; |
||
953 | changed = GL_TRUE; |
||
954 | } |
||
955 | } |
||
956 | } |
||
957 | |||
958 | if (changed) { |
||
959 | /* When a sampler's value changes it usually requires rewriting |
||
960 | * a GPU program's TEX instructions since there may not be a |
||
961 | * sampler->texture lookup table. We signal this with the |
||
962 | * ProgramStringNotify() callback. |
||
963 | */ |
||
964 | FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM); |
||
965 | _mesa_update_shader_textures_used(program); |
||
966 | /* Do we need to care about the return value here? |
||
967 | * This should not be the first time the driver was notified of |
||
968 | * this program. |
||
969 | */ |
||
970 | (void) ctx->Driver.ProgramStringNotify(ctx, program->Target, program); |
||
971 | } |
||
972 | } |
||
973 | else { |
||
974 | /* ordinary uniform variable */ |
||
975 | const GLboolean isUniformBool = is_boolean_type(param->DataType); |
||
976 | const GLenum basicType = base_uniform_type(type); |
||
977 | const GLint slots = (param->Size + 3) / 4; |
||
978 | const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); |
||
979 | GLsizei k, i; |
||
980 | |||
981 | if ((GLint) param->Size > typeSize) { |
||
982 | /* an array */ |
||
983 | /* we'll ignore extra data below */ |
||
984 | } |
||
985 | else { |
||
986 | /* non-array: count must be at most one; count == 0 is handled by the loop below */ |
||
987 | if (count > 1) { |
||
988 | _mesa_error(ctx, GL_INVALID_OPERATION, |
||
989 | "glUniform(uniform '%s' is not an array)", |
||
990 | param->Name); |
||
991 | return; |
||
992 | } |
||
993 | } |
||
994 | |||
995 | /* loop over number of array elements */ |
||
996 | for (k = 0; k < count; k++) { |
||
997 | GLfloat *uniformVal; |
||
998 | |||
999 | if (offset + k >= slots) { |
||
1000 | /* Extra array data is ignored */ |
||
1001 | break; |
||
1002 | } |
||
1003 | |||
1004 | /* uniformVal (the destination) is always float[4] */ |
||
1005 | uniformVal = program->Parameters->ParameterValues[index + offset + k]; |
||
1006 | |||
1007 | if (basicType == GL_INT) { |
||
1008 | /* convert user's ints to floats */ |
||
1009 | const GLint *iValues = ((const GLint *) values) + k * elems; |
||
1010 | for (i = 0; i < elems; i++) { |
||
1011 | uniformVal[i] = (GLfloat) iValues[i]; |
||
1012 | } |
||
1013 | } |
||
1014 | else if (basicType == GL_UNSIGNED_INT) { |
||
1015 | /* convert user's uints to floats */ |
||
1016 | const GLuint *iValues = ((const GLuint *) values) + k * elems; |
||
1017 | for (i = 0; i < elems; i++) { |
||
1018 | uniformVal[i] = (GLfloat) iValues[i]; |
||
1019 | } |
||
1020 | } |
||
1021 | else { |
||
1022 | const GLfloat *fValues = ((const GLfloat *) values) + k * elems; |
||
1023 | assert(basicType == GL_FLOAT); |
||
1024 | for (i = 0; i < elems; i++) { |
||
1025 | uniformVal[i] = fValues[i]; |
||
1026 | } |
||
1027 | } |
||
1028 | |||
1029 | /* if the uniform is bool-valued, convert to 1.0 or 0.0 */ |
||
1030 | if (isUniformBool) { |
||
1031 | for (i = 0; i < elems; i++) { |
||
1032 | uniformVal[i] = uniformVal[i] ? 1.0f : 0.0f; |
||
1033 | } |
||
1034 | } |
||
1035 | } |
||
1036 | } |
||
1037 | } |
||
1038 | |||
1039 | |||
1040 | /** |
||
1041 | * Called via glUniform*() functions. |
||
1042 | */ |
||
1043 | void |
||
1044 | _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg, |
||
1045 | GLint location, GLsizei count, |
||
1046 | const GLvoid *values, GLenum type) |
||
1047 | { |
||
1048 | struct gl_uniform *uniform; |
||
1049 | GLint elems, offset; |
||
1050 | |||
1051 | if (!shProg || !shProg->LinkStatus) { |
||
1052 | _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)"); |
||
1053 | return; |
||
1054 | } |
||
1055 | |||
1056 | if (location == -1) |
||
1057 | return; /* The standard specifies this as a no-op */ |
||
1058 | |||
1059 | if (location < -1) { |
||
1060 | _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(location=%d)", |
||
1061 | location); |
||
1062 | return; |
||
1063 | } |
||
1064 | |||
1065 | split_location_offset(&location, &offset); |
||
1066 | |||
1067 | if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { |
||
1068 | _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location=%d)", location); |
||
1069 | return; |
||
1070 | } |
||
1071 | |||
1072 | if (count < 0) { |
||
1073 | _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)"); |
||
1074 | return; |
||
1075 | } |
||
1076 | |||
1077 | elems = _mesa_sizeof_glsl_type(type); |
||
1078 | |||
1079 | FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); |
||
1080 | |||
1081 | uniform = &shProg->Uniforms->Uniforms[location]; |
||
1082 | |||
1083 | if (ctx->Shader.Flags & GLSL_UNIFORMS) { |
||
1084 | const GLenum basicType = base_uniform_type(type); |
||
1085 | GLint i; |
||
1086 | printf("Mesa: set program %u uniform %s (loc %d) to: ", |
||
1087 | shProg->Name, uniform->Name, location); |
||
1088 | if (basicType == GL_INT) { |
||
1089 | const GLint *v = (const GLint *) values; |
||
1090 | for (i = 0; i < count * elems; i++) { |
||
1091 | printf("%d ", v[i]); |
||
1092 | } |
||
1093 | } |
||
1094 | else if (basicType == GL_UNSIGNED_INT) { |
||
1095 | const GLuint *v = (const GLuint *) values; |
||
1096 | for (i = 0; i < count * elems; i++) { |
||
1097 | printf("%u ", v[i]); |
||
1098 | } |
||
1099 | } |
||
1100 | else { |
||
1101 | const GLfloat *v = (const GLfloat *) values; |
||
1102 | assert(basicType == GL_FLOAT); |
||
1103 | for (i = 0; i < count * elems; i++) { |
||
1104 | printf("%g ", v[i]); |
||
1105 | } |
||
1106 | } |
||
1107 | printf("\n"); |
||
1108 | } |
||
1109 | |||
1110 | /* A uniform var may be used by both a vertex shader and a fragment |
||
1111 | * shader. We may need to update one or both shader's uniform here: |
||
1112 | */ |
||
1113 | if (shProg->VertexProgram) { |
||
1114 | /* convert uniform location to program parameter index */ |
||
1115 | GLint index = uniform->VertPos; |
||
1116 | if (index >= 0) { |
||
1117 | set_program_uniform(ctx, &shProg->VertexProgram->Base, |
||
1118 | index, offset, type, count, elems, values); |
||
1119 | } |
||
1120 | } |
||
1121 | |||
1122 | if (shProg->FragmentProgram) { |
||
1123 | /* convert uniform location to program parameter index */ |
||
1124 | GLint index = uniform->FragPos; |
||
1125 | if (index >= 0) { |
||
1126 | set_program_uniform(ctx, &shProg->FragmentProgram->Base, |
||
1127 | index, offset, type, count, elems, values); |
||
1128 | } |
||
1129 | } |
||
1130 | |||
1131 | if (shProg->GeometryProgram) { |
||
1132 | /* convert uniform location to program parameter index */ |
||
1133 | GLint index = uniform->GeomPos; |
||
1134 | if (index >= 0) { |
||
1135 | set_program_uniform(ctx, &shProg->GeometryProgram->Base, |
||
1136 | index, offset, type, count, elems, values); |
||
1137 | } |
||
1138 | } |
||
1139 | |||
1140 | uniform->Initialized = GL_TRUE; |
||
1141 | } |
||
1142 | |||
1143 | |||
1144 | /** |
||
1145 | * Set a matrix-valued program parameter. |
||
1146 | */ |
||
1147 | static void |
||
1148 | set_program_uniform_matrix(struct gl_context *ctx, struct gl_program *program, |
||
1149 | GLuint index, GLuint offset, |
||
1150 | GLuint count, GLuint rows, GLuint cols, |
||
1151 | GLboolean transpose, const GLfloat *values) |
||
1152 | { |
||
1153 | GLuint mat, row, col; |
||
1154 | GLuint src = 0; |
||
1155 | const struct gl_program_parameter * param = &program->Parameters->Parameters[index]; |
||
1156 | const GLuint slots = (param->Size + 3) / 4; |
||
1157 | const GLint typeSize = _mesa_sizeof_glsl_type(param->DataType); |
||
1158 | GLint nr, nc; |
||
1159 | |||
1160 | /* check that the number of rows, columns is correct */ |
||
1161 | get_matrix_dims(param->DataType, &nr, &nc); |
||
1162 | if (rows != nr || cols != nc) { |
||
1163 | _mesa_error(ctx, GL_INVALID_OPERATION, |
||
1164 | "glUniformMatrix(matrix size mismatch)"); |
||
1165 | return; |
||
1166 | } |
||
1167 | |||
1168 | if ((GLint) param->Size <= typeSize) { |
||
1169 | /* non-array: count must be at most one; count == 0 is handled by the loop below */ |
||
1170 | if (count > 1) { |
||
1171 | _mesa_error(ctx, GL_INVALID_OPERATION, |
||
1172 | "glUniformMatrix(uniform is not an array)"); |
||
1173 | return; |
||
1174 | } |
||
1175 | } |
||
1176 | |||
1177 | /* |
||
1178 | * Note: the _columns_ of a matrix are stored in program registers, not |
||
1179 | * the rows. So, the loops below look a little funny. |
||
1180 | * XXX could optimize this a bit... |
||
1181 | */ |
||
1182 | |||
1183 | /* loop over matrices */ |
||
1184 | for (mat = 0; mat < count; mat++) { |
||
1185 | |||
1186 | /* each matrix: */ |
||
1187 | for (col = 0; col < cols; col++) { |
||
1188 | GLfloat *v; |
||
1189 | if (offset >= slots) { |
||
1190 | /* Ignore writes beyond the end of (the used part of) an array */ |
||
1191 | return; |
||
1192 | } |
||
1193 | v = program->Parameters->ParameterValues[index + offset]; |
||
1194 | for (row = 0; row < rows; row++) { |
||
1195 | if (transpose) { |
||
1196 | v[row] = values[src + row * cols + col]; |
||
1197 | } |
||
1198 | else { |
||
1199 | v[row] = values[src + col * rows + row]; |
||
1200 | } |
||
1201 | } |
||
1202 | |||
1203 | offset++; |
||
1204 | } |
||
1205 | |||
1206 | src += rows * cols; /* next matrix */ |
||
1207 | } |
||
1208 | } |
||
1209 | |||
1210 | |||
1211 | /** |
||
1212 | * Called by glUniformMatrix*() functions. |
||
1213 | * Note: cols=2, rows=4 ==> array[2] of vec4 |
||
1214 | */ |
||
1215 | void |
||
1216 | _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg, |
||
1217 | GLint cols, GLint rows, |
||
1218 | GLint location, GLsizei count, |
||
1219 | GLboolean transpose, const GLfloat *values) |
||
1220 | { |
||
1221 | struct gl_uniform *uniform; |
||
1222 | GLint offset; |
||
1223 | |||
1224 | if (!shProg || !shProg->LinkStatus) { |
||
1225 | _mesa_error(ctx, GL_INVALID_OPERATION, |
||
1226 | "glUniformMatrix(program not linked)"); |
||
1227 | return; |
||
1228 | } |
||
1229 | |||
1230 | if (location == -1) |
||
1231 | return; /* The standard specifies this as a no-op */ |
||
1232 | |||
1233 | if (location < -1) { |
||
1234 | _mesa_error(ctx, GL_INVALID_OPERATION, "glUniformMatrix(location)"); |
||
1235 | return; |
||
1236 | } |
||
1237 | |||
1238 | split_location_offset(&location, &offset); |
||
1239 | |||
1240 | if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) { |
||
1241 | _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)"); |
||
1242 | return; |
||
1243 | } |
||
1244 | if (values == NULL) { |
||
1245 | _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix"); |
||
1246 | return; |
||
1247 | } |
||
1248 | |||
1249 | FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS); |
||
1250 | |||
1251 | uniform = &shProg->Uniforms->Uniforms[location]; |
||
1252 | |||
1253 | if (shProg->VertexProgram) { |
||
1254 | /* convert uniform location to program parameter index */ |
||
1255 | GLint index = uniform->VertPos; |
||
1256 | if (index >= 0) { |
||
1257 | set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base, |
||
1258 | index, offset, |
||
1259 | count, rows, cols, transpose, values); |
||
1260 | } |
||
1261 | } |
||
1262 | |||
1263 | if (shProg->FragmentProgram) { |
||
1264 | /* convert uniform location to program parameter index */ |
||
1265 | GLint index = uniform->FragPos; |
||
1266 | if (index >= 0) { |
||
1267 | set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base, |
||
1268 | index, offset, |
||
1269 | count, rows, cols, transpose, values); |
||
1270 | } |
||
1271 | } |
||
1272 | |||
1273 | if (shProg->GeometryProgram) { |
||
1274 | /* convert uniform location to program parameter index */ |
||
1275 | GLint index = uniform->GeomPos; |
||
1276 | if (index >= 0) { |
||
1277 | set_program_uniform_matrix(ctx, &shProg->GeometryProgram->Base, |
||
1278 | index, offset, |
||
1279 | count, rows, cols, transpose, values); |
||
1280 | } |
||
1281 | } |
||
1282 | |||
1283 | uniform->Initialized = GL_TRUE; |
||
1284 | } |
||
1285 | |||
1286 | |||
1287 | void GLAPIENTRY |
||
1288 | _mesa_Uniform1fARB(GLint location, GLfloat v0) |
||
1289 | { |
||
1290 | GET_CURRENT_CONTEXT(ctx); |
||
1291 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT); |
||
1292 | } |
||
1293 | |||
1294 | void GLAPIENTRY |
||
1295 | _mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1) |
||
1296 | { |
||
1297 | GET_CURRENT_CONTEXT(ctx); |
||
1298 | GLfloat v[2]; |
||
1299 | v[0] = v0; |
||
1300 | v[1] = v1; |
||
1301 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2); |
||
1302 | } |
||
1303 | |||
1304 | void GLAPIENTRY |
||
1305 | _mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) |
||
1306 | { |
||
1307 | GET_CURRENT_CONTEXT(ctx); |
||
1308 | GLfloat v[3]; |
||
1309 | v[0] = v0; |
||
1310 | v[1] = v1; |
||
1311 | v[2] = v2; |
||
1312 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3); |
||
1313 | } |
||
1314 | |||
1315 | void GLAPIENTRY |
||
1316 | _mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, |
||
1317 | GLfloat v3) |
||
1318 | { |
||
1319 | GET_CURRENT_CONTEXT(ctx); |
||
1320 | GLfloat v[4]; |
||
1321 | v[0] = v0; |
||
1322 | v[1] = v1; |
||
1323 | v[2] = v2; |
||
1324 | v[3] = v3; |
||
1325 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4); |
||
1326 | } |
||
1327 | |||
1328 | void GLAPIENTRY |
||
1329 | _mesa_Uniform1iARB(GLint location, GLint v0) |
||
1330 | { |
||
1331 | GET_CURRENT_CONTEXT(ctx); |
||
1332 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT); |
||
1333 | } |
||
1334 | |||
1335 | void GLAPIENTRY |
||
1336 | _mesa_Uniform2iARB(GLint location, GLint v0, GLint v1) |
||
1337 | { |
||
1338 | GET_CURRENT_CONTEXT(ctx); |
||
1339 | GLint v[2]; |
||
1340 | v[0] = v0; |
||
1341 | v[1] = v1; |
||
1342 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2); |
||
1343 | } |
||
1344 | |||
1345 | void GLAPIENTRY |
||
1346 | _mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2) |
||
1347 | { |
||
1348 | GET_CURRENT_CONTEXT(ctx); |
||
1349 | GLint v[3]; |
||
1350 | v[0] = v0; |
||
1351 | v[1] = v1; |
||
1352 | v[2] = v2; |
||
1353 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3); |
||
1354 | } |
||
1355 | |||
1356 | void GLAPIENTRY |
||
1357 | _mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) |
||
1358 | { |
||
1359 | GET_CURRENT_CONTEXT(ctx); |
||
1360 | GLint v[4]; |
||
1361 | v[0] = v0; |
||
1362 | v[1] = v1; |
||
1363 | v[2] = v2; |
||
1364 | v[3] = v3; |
||
1365 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4); |
||
1366 | } |
||
1367 | |||
1368 | void GLAPIENTRY |
||
1369 | _mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value) |
||
1370 | { |
||
1371 | GET_CURRENT_CONTEXT(ctx); |
||
1372 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT); |
||
1373 | } |
||
1374 | |||
1375 | void GLAPIENTRY |
||
1376 | _mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value) |
||
1377 | { |
||
1378 | GET_CURRENT_CONTEXT(ctx); |
||
1379 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2); |
||
1380 | } |
||
1381 | |||
1382 | void GLAPIENTRY |
||
1383 | _mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value) |
||
1384 | { |
||
1385 | GET_CURRENT_CONTEXT(ctx); |
||
1386 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3); |
||
1387 | } |
||
1388 | |||
1389 | void GLAPIENTRY |
||
1390 | _mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value) |
||
1391 | { |
||
1392 | GET_CURRENT_CONTEXT(ctx); |
||
1393 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4); |
||
1394 | } |
||
1395 | |||
1396 | void GLAPIENTRY |
||
1397 | _mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value) |
||
1398 | { |
||
1399 | GET_CURRENT_CONTEXT(ctx); |
||
1400 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT); |
||
1401 | } |
||
1402 | |||
1403 | void GLAPIENTRY |
||
1404 | _mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value) |
||
1405 | { |
||
1406 | GET_CURRENT_CONTEXT(ctx); |
||
1407 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2); |
||
1408 | } |
||
1409 | |||
1410 | void GLAPIENTRY |
||
1411 | _mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value) |
||
1412 | { |
||
1413 | GET_CURRENT_CONTEXT(ctx); |
||
1414 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3); |
||
1415 | } |
||
1416 | |||
1417 | void GLAPIENTRY |
||
1418 | _mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value) |
||
1419 | { |
||
1420 | GET_CURRENT_CONTEXT(ctx); |
||
1421 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC4); |
||
1422 | } |
||
1423 | |||
1424 | |||
1425 | /** OpenGL 3.0 GLuint-valued functions **/ |
||
1426 | void GLAPIENTRY |
||
1427 | _mesa_Uniform1ui(GLint location, GLuint v0) |
||
1428 | { |
||
1429 | GET_CURRENT_CONTEXT(ctx); |
||
1430 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_UNSIGNED_INT); |
||
1431 | } |
||
1432 | |||
1433 | void GLAPIENTRY |
||
1434 | _mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1) |
||
1435 | { |
||
1436 | GET_CURRENT_CONTEXT(ctx); |
||
1437 | GLuint v[2]; |
||
1438 | v[0] = v0; |
||
1439 | v[1] = v1; |
||
1440 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC2); |
||
1441 | } |
||
1442 | |||
1443 | void GLAPIENTRY |
||
1444 | _mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2) |
||
1445 | { |
||
1446 | GET_CURRENT_CONTEXT(ctx); |
||
1447 | GLuint v[3]; |
||
1448 | v[0] = v0; |
||
1449 | v[1] = v1; |
||
1450 | v[2] = v2; |
||
1451 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC3); |
||
1452 | } |
||
1453 | |||
1454 | void GLAPIENTRY |
||
1455 | _mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3) |
||
1456 | { |
||
1457 | GET_CURRENT_CONTEXT(ctx); |
||
1458 | GLuint v[4]; |
||
1459 | v[0] = v0; |
||
1460 | v[1] = v1; |
||
1461 | v[2] = v2; |
||
1462 | v[3] = v3; |
||
1463 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_UNSIGNED_INT_VEC4); |
||
1464 | } |
||
1465 | |||
1466 | void GLAPIENTRY |
||
1467 | _mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value) |
||
1468 | { |
||
1469 | GET_CURRENT_CONTEXT(ctx); |
||
1470 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT); |
||
1471 | } |
||
1472 | |||
1473 | void GLAPIENTRY |
||
1474 | _mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value) |
||
1475 | { |
||
1476 | GET_CURRENT_CONTEXT(ctx); |
||
1477 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC2); |
||
1478 | } |
||
1479 | |||
1480 | void GLAPIENTRY |
||
1481 | _mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value) |
||
1482 | { |
||
1483 | GET_CURRENT_CONTEXT(ctx); |
||
1484 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC3); |
||
1485 | } |
||
1486 | |||
1487 | void GLAPIENTRY |
||
1488 | _mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value) |
||
1489 | { |
||
1490 | GET_CURRENT_CONTEXT(ctx); |
||
1491 | _mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4); |
||
1492 | } |
||
1493 | |||
1494 | |||
1495 | |||
1496 | void GLAPIENTRY |
||
1497 | _mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose, |
||
1498 | const GLfloat * value) |
||
1499 | { |
||
1500 | GET_CURRENT_CONTEXT(ctx); |
||
1501 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1502 | 2, 2, location, count, transpose, value); |
||
1503 | } |
||
1504 | |||
1505 | void GLAPIENTRY |
||
1506 | _mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose, |
||
1507 | const GLfloat * value) |
||
1508 | { |
||
1509 | GET_CURRENT_CONTEXT(ctx); |
||
1510 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1511 | 3, 3, location, count, transpose, value); |
||
1512 | } |
||
1513 | |||
1514 | void GLAPIENTRY |
||
1515 | _mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose, |
||
1516 | const GLfloat * value) |
||
1517 | { |
||
1518 | GET_CURRENT_CONTEXT(ctx); |
||
1519 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1520 | 4, 4, location, count, transpose, value); |
||
1521 | } |
||
1522 | |||
1523 | |||
1524 | /** |
||
1525 | * Non-square UniformMatrix are OpenGL 2.1 |
||
1526 | */ |
||
1527 | void GLAPIENTRY |
||
1528 | _mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, |
||
1529 | const GLfloat *value) |
||
1530 | { |
||
1531 | GET_CURRENT_CONTEXT(ctx); |
||
1532 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1533 | 2, 3, location, count, transpose, value); |
||
1534 | } |
||
1535 | |||
1536 | void GLAPIENTRY |
||
1537 | _mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, |
||
1538 | const GLfloat *value) |
||
1539 | { |
||
1540 | GET_CURRENT_CONTEXT(ctx); |
||
1541 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1542 | 3, 2, location, count, transpose, value); |
||
1543 | } |
||
1544 | |||
1545 | void GLAPIENTRY |
||
1546 | _mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, |
||
1547 | const GLfloat *value) |
||
1548 | { |
||
1549 | GET_CURRENT_CONTEXT(ctx); |
||
1550 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1551 | 2, 4, location, count, transpose, value); |
||
1552 | } |
||
1553 | |||
1554 | void GLAPIENTRY |
||
1555 | _mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, |
||
1556 | const GLfloat *value) |
||
1557 | { |
||
1558 | GET_CURRENT_CONTEXT(ctx); |
||
1559 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1560 | 4, 2, location, count, transpose, value); |
||
1561 | } |
||
1562 | |||
1563 | void GLAPIENTRY |
||
1564 | _mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, |
||
1565 | const GLfloat *value) |
||
1566 | { |
||
1567 | GET_CURRENT_CONTEXT(ctx); |
||
1568 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1569 | 3, 4, location, count, transpose, value); |
||
1570 | } |
||
1571 | |||
1572 | void GLAPIENTRY |
||
1573 | _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, |
||
1574 | const GLfloat *value) |
||
1575 | { |
||
1576 | GET_CURRENT_CONTEXT(ctx); |
||
1577 | _mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram, |
||
1578 | 4, 3, location, count, transpose, value); |
||
1579 | } |
||
1580 | |||
1581 | |||
1582 | void GLAPIENTRY |
||
1583 | _mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat *params) |
||
1584 | { |
||
1585 | GET_CURRENT_CONTEXT(ctx); |
||
1586 | _mesa_get_uniformfv(ctx, program, location, params); |
||
1587 | } |
||
1588 | |||
1589 | |||
1590 | void GLAPIENTRY |
||
1591 | _mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint *params) |
||
1592 | { |
||
1593 | GET_CURRENT_CONTEXT(ctx); |
||
1594 | _mesa_get_uniformiv(ctx, program, location, params); |
||
1595 | } |
||
1596 | |||
1597 | |||
1598 | /* GL3 */ |
||
1599 | void GLAPIENTRY |
||
1600 | _mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params) |
||
1601 | { |
||
1602 | GET_CURRENT_CONTEXT(ctx); |
||
1603 | _mesa_get_uniformuiv(ctx, program, location, params); |
||
1604 | } |
||
1605 | |||
1606 | |||
1607 | |||
1608 | GLint GLAPIENTRY |
||
1609 | _mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name) |
||
1610 | { |
||
1611 | struct gl_shader_program *shProg; |
||
1612 | |||
1613 | GET_CURRENT_CONTEXT(ctx); |
||
1614 | |||
1615 | shProg = _mesa_lookup_shader_program_err(ctx, programObj, |
||
1616 | "glGetUniformLocation"); |
||
1617 | if (!shProg) |
||
1618 | return -1; |
||
1619 | |||
1620 | return _mesa_get_uniform_location(ctx, shProg, name); |
||
1621 | } |
||
1622 | |||
1623 | |||
1624 | void GLAPIENTRY |
||
1625 | _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index, |
||
1626 | GLsizei maxLength, GLsizei * length, GLint * size, |
||
1627 | GLenum * type, GLcharARB * name) |
||
1628 | { |
||
1629 | GET_CURRENT_CONTEXT(ctx); |
||
1630 | _mesa_get_active_uniform(ctx, program, index, maxLength, length, size, |
||
1631 | type, name); |
||
1632 | } |
||
1633 | |||
1634 | |||
1635 | /** |
||
1636 | * Plug in shader uniform-related functions into API dispatch table. |
||
1637 | */ |
||
1638 | void |
||
1639 | _mesa_init_shader_uniform_dispatch(struct _glapi_table *exec) |
||
1640 | { |
||
1641 | #if FEATURE_GL |
||
1642 | SET_Uniform1fARB(exec, _mesa_Uniform1fARB); |
||
1643 | SET_Uniform2fARB(exec, _mesa_Uniform2fARB); |
||
1644 | SET_Uniform3fARB(exec, _mesa_Uniform3fARB); |
||
1645 | SET_Uniform4fARB(exec, _mesa_Uniform4fARB); |
||
1646 | SET_Uniform1iARB(exec, _mesa_Uniform1iARB); |
||
1647 | SET_Uniform2iARB(exec, _mesa_Uniform2iARB); |
||
1648 | SET_Uniform3iARB(exec, _mesa_Uniform3iARB); |
||
1649 | SET_Uniform4iARB(exec, _mesa_Uniform4iARB); |
||
1650 | SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB); |
||
1651 | SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB); |
||
1652 | SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB); |
||
1653 | SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB); |
||
1654 | SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB); |
||
1655 | SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB); |
||
1656 | SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB); |
||
1657 | SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB); |
||
1658 | SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB); |
||
1659 | SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB); |
||
1660 | SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB); |
||
1661 | |||
1662 | SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB); |
||
1663 | SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB); |
||
1664 | SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB); |
||
1665 | SET_GetUniformivARB(exec, _mesa_GetUniformivARB); |
||
1666 | |||
1667 | /* OpenGL 2.1 */ |
||
1668 | SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv); |
||
1669 | SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv); |
||
1670 | SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv); |
||
1671 | SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv); |
||
1672 | SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv); |
||
1673 | SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv); |
||
1674 | |||
1675 | /* OpenGL 3.0 */ |
||
1676 | /* XXX finish dispatch */ |
||
1677 | SET_Uniform1uiEXT(exec, _mesa_Uniform1ui); |
||
1678 | SET_Uniform2uiEXT(exec, _mesa_Uniform2ui); |
||
1679 | SET_Uniform3uiEXT(exec, _mesa_Uniform3ui); |
||
1680 | SET_Uniform4uiEXT(exec, _mesa_Uniform4ui); |
||
1681 | SET_Uniform1uivEXT(exec, _mesa_Uniform1uiv); |
||
1682 | SET_Uniform2uivEXT(exec, _mesa_Uniform2uiv); |
||
1683 | SET_Uniform3uivEXT(exec, _mesa_Uniform3uiv); |
||
1684 | SET_Uniform4uivEXT(exec, _mesa_Uniform4uiv); |
||
1685 | SET_GetUniformuivEXT(exec, _mesa_GetUniformuiv); |
||
1686 | |||
1687 | |||
1688 | #endif /* FEATURE_GL */ |
||
1689 | }>>>>>=>>>>>>>>>>>>>>>=>><>>>><>>>>>>>>>>><>>>>> |