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/contrib/sdk/sources/Mesa/src/mesa/main/uniforms.c
0,0 → 1,846
/*
* Mesa 3-D graphics library
*
* Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
* Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
* Copyright © 2010 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
* OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
* ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
 
/**
* \file 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 "main/enums.h"
#include "ir_uniform.h"
#include "glsl_types.h"
#include "program/program.h"
 
/**
* 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_shader_program *shProg,
struct gl_program *prog)
{
GLuint s;
struct gl_shader *shader =
shProg->_LinkedShaders[_mesa_program_target_to_index(prog->Target)];
 
assert(shader);
 
memcpy(prog->SamplerUnits, shader->SamplerUnits, sizeof(prog->SamplerUnits));
memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
 
for (s = 0; s < MAX_SAMPLERS; s++) {
if (prog->SamplersUsed & (1 << s)) {
GLuint unit = shader->SamplerUnits[s];
GLuint tgt = shader->SamplerTargets[s];
assert(unit < Elements(prog->TexturesUsed));
assert(tgt < NUM_TEXTURE_TARGETS);
prog->TexturesUsed[unit] |= (1 << tgt);
}
}
}
 
/**
* Connect a piece of driver storage with a part of a uniform
*
* \param uni The uniform with which the storage will be associated
* \param element_stride Byte-stride between array elements.
* \sa gl_uniform_driver_storage::element_stride.
* \param vector_stride Byte-stride between vectors (in a matrix).
* \sa gl_uniform_driver_storage::vector_stride.
* \param format Conversion from native format to driver format
* required by the driver.
* \param data Location to dump the data.
*/
void
_mesa_uniform_attach_driver_storage(struct gl_uniform_storage *uni,
unsigned element_stride,
unsigned vector_stride,
enum gl_uniform_driver_format format,
void *data)
{
uni->driver_storage =
realloc(uni->driver_storage,
sizeof(struct gl_uniform_driver_storage)
* (uni->num_driver_storage + 1));
 
uni->driver_storage[uni->num_driver_storage].element_stride = element_stride;
uni->driver_storage[uni->num_driver_storage].vector_stride = vector_stride;
uni->driver_storage[uni->num_driver_storage].format = (uint8_t) format;
uni->driver_storage[uni->num_driver_storage].data = data;
 
uni->num_driver_storage++;
}
 
/**
* Sever all connections with all pieces of driver storage for all uniforms
*
* \warning
* This function does \b not release any of the \c data pointers
* previously passed in to \c _mesa_uniform_attach_driver_stoarge.
*/
void
_mesa_uniform_detach_all_driver_storage(struct gl_uniform_storage *uni)
{
free(uni->driver_storage);
uni->driver_storage = NULL;
uni->num_driver_storage = 0;
}
 
void GLAPIENTRY
_mesa_Uniform1f(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_FLOAT);
}
 
void GLAPIENTRY
_mesa_Uniform2f(GLint location, GLfloat v0, GLfloat v1)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[2];
v[0] = v0;
v[1] = v1;
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC2);
}
 
void GLAPIENTRY
_mesa_Uniform3f(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, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC3);
}
 
void GLAPIENTRY
_mesa_Uniform4f(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, ctx->Shader.ActiveProgram, location, 1, v, GL_FLOAT_VEC4);
}
 
void GLAPIENTRY
_mesa_Uniform1i(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, &v0, GL_INT);
}
 
void GLAPIENTRY
_mesa_Uniform2i(GLint location, GLint v0, GLint v1)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[2];
v[0] = v0;
v[1] = v1;
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC2);
}
 
void GLAPIENTRY
_mesa_Uniform3i(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, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC3);
}
 
void GLAPIENTRY
_mesa_Uniform4i(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, ctx->Shader.ActiveProgram, location, 1, v, GL_INT_VEC4);
}
 
void GLAPIENTRY
_mesa_Uniform1fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT);
}
 
void GLAPIENTRY
_mesa_Uniform2fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC2);
}
 
void GLAPIENTRY
_mesa_Uniform3fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC3);
}
 
void GLAPIENTRY
_mesa_Uniform4fv(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_FLOAT_VEC4);
}
 
void GLAPIENTRY
_mesa_Uniform1iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT);
}
 
void GLAPIENTRY
_mesa_Uniform2iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC2);
}
 
void GLAPIENTRY
_mesa_Uniform3iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, location, count, value, GL_INT_VEC3);
}
 
void GLAPIENTRY
_mesa_Uniform4iv(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, 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, ctx->Shader.ActiveProgram, 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, ctx->Shader.ActiveProgram, 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, ctx->Shader.ActiveProgram, 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, ctx->Shader.ActiveProgram, 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, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT);
}
 
void GLAPIENTRY
_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform(ctx, ctx->Shader.ActiveProgram, 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, ctx->Shader.ActiveProgram, 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, ctx->Shader.ActiveProgram, location, count, value, GL_UNSIGNED_INT_VEC4);
}
 
 
 
void GLAPIENTRY
_mesa_UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
2, 2, location, count, transpose, value);
}
 
void GLAPIENTRY
_mesa_UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
3, 3, location, count, transpose, value);
}
 
void GLAPIENTRY
_mesa_UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_uniform_matrix(ctx, ctx->Shader.ActiveProgram,
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, ctx->Shader.ActiveProgram,
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, ctx->Shader.ActiveProgram,
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, ctx->Shader.ActiveProgram,
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, ctx->Shader.ActiveProgram,
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, ctx->Shader.ActiveProgram,
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, ctx->Shader.ActiveProgram,
4, 3, location, count, transpose, value);
}
 
 
void GLAPIENTRY
_mesa_GetnUniformfvARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLfloat *params)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_FLOAT, params);
}
 
void GLAPIENTRY
_mesa_GetUniformfv(GLhandleARB program, GLint location, GLfloat *params)
{
_mesa_GetnUniformfvARB(program, location, INT_MAX, params);
}
 
 
void GLAPIENTRY
_mesa_GetnUniformivARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_INT, params);
}
 
void GLAPIENTRY
_mesa_GetUniformiv(GLhandleARB program, GLint location, GLint *params)
{
_mesa_GetnUniformivARB(program, location, INT_MAX, params);
}
 
 
/* GL3 */
void GLAPIENTRY
_mesa_GetnUniformuivARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLuint *params)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_UINT, params);
}
 
void GLAPIENTRY
_mesa_GetUniformuiv(GLhandleARB program, GLint location, GLuint *params)
{
_mesa_GetnUniformuivARB(program, location, INT_MAX, params);
}
 
 
/* GL4 */
void GLAPIENTRY
_mesa_GetnUniformdvARB(GLhandleARB program, GLint location,
GLsizei bufSize, GLdouble *params)
{
GET_CURRENT_CONTEXT(ctx);
 
(void) program;
(void) location;
(void) bufSize;
(void) params;
 
/*
_mesa_get_uniform(ctx, program, location, bufSize, GLSL_TYPE_DOUBLE, params);
*/
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformdvARB"
"(GL_ARB_gpu_shader_fp64 not implemented)");
}
 
void GLAPIENTRY
_mesa_GetUniformdv(GLhandleARB program, GLint location, GLdouble *params)
{
_mesa_GetnUniformdvARB(program, location, INT_MAX, params);
}
 
 
GLint GLAPIENTRY
_mesa_GetUniformLocation(GLhandleARB programObj, const GLcharARB *name)
{
struct gl_shader_program *shProg;
GLuint index, offset;
 
GET_CURRENT_CONTEXT(ctx);
 
shProg = _mesa_lookup_shader_program_err(ctx, programObj,
"glGetUniformLocation");
if (!shProg)
return -1;
 
/* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
*
* "If program has not been successfully linked, the error
* INVALID_OPERATION is generated."
*/
if (shProg->LinkStatus == GL_FALSE) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glGetUniformLocation(program not linked)");
return -1;
}
 
index = _mesa_get_uniform_location(ctx, shProg, name, &offset);
if (index == GL_INVALID_INDEX)
return -1;
 
/* From the GL_ARB_uniform_buffer_object spec:
*
* "The value -1 will be returned if <name> does not correspond to an
* active uniform variable name in <program>, if <name> is associated
* with a named uniform block, or if <name> starts with the reserved
* prefix "gl_"."
*/
if (shProg->UniformStorage[index].block_index != -1)
return -1;
 
return _mesa_uniform_merge_location_offset(shProg, index, offset);
}
 
GLuint GLAPIENTRY
_mesa_GetUniformBlockIndex(GLuint program,
const GLchar *uniformBlockName)
{
GET_CURRENT_CONTEXT(ctx);
GLuint i;
struct gl_shader_program *shProg;
 
if (!ctx->Extensions.ARB_uniform_buffer_object) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformBlockIndex");
return GL_INVALID_INDEX;
}
 
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glGetUniformBlockIndex");
if (!shProg)
return GL_INVALID_INDEX;
 
for (i = 0; i < shProg->NumUniformBlocks; i++) {
if (!strcmp(shProg->UniformBlocks[i].Name, uniformBlockName))
return i;
}
 
return GL_INVALID_INDEX;
}
 
void GLAPIENTRY
_mesa_GetUniformIndices(GLuint program,
GLsizei uniformCount,
const GLchar * const *uniformNames,
GLuint *uniformIndices)
{
GET_CURRENT_CONTEXT(ctx);
GLsizei i;
struct gl_shader_program *shProg;
 
if (!ctx->Extensions.ARB_uniform_buffer_object) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformIndices");
return;
}
 
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glGetUniformIndices");
if (!shProg)
return;
 
if (uniformCount < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetUniformIndices(uniformCount < 0)");
return;
}
 
for (i = 0; i < uniformCount; i++) {
unsigned offset;
uniformIndices[i] = _mesa_get_uniform_location(ctx, shProg,
uniformNames[i], &offset);
}
}
 
void GLAPIENTRY
_mesa_UniformBlockBinding(GLuint program,
GLuint uniformBlockIndex,
GLuint uniformBlockBinding)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
 
if (!ctx->Extensions.ARB_uniform_buffer_object) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glUniformBlockBinding");
return;
}
 
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glUniformBlockBinding");
if (!shProg)
return;
 
if (uniformBlockIndex >= shProg->NumUniformBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniformBlockBinding(block index %u >= %u)",
uniformBlockIndex, shProg->NumUniformBlocks);
return;
}
 
if (uniformBlockBinding >= ctx->Const.MaxUniformBufferBindings) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glUniformBlockBinding(block binding %u >= %u)",
uniformBlockBinding, ctx->Const.MaxUniformBufferBindings);
return;
}
 
if (shProg->UniformBlocks[uniformBlockIndex].Binding !=
uniformBlockBinding) {
int i;
 
FLUSH_VERTICES(ctx, 0);
ctx->NewDriverState |= ctx->DriverFlags.NewUniformBuffer;
 
shProg->UniformBlocks[uniformBlockIndex].Binding = uniformBlockBinding;
 
for (i = 0; i < MESA_SHADER_TYPES; i++) {
int stage_index = shProg->UniformBlockStageIndex[i][uniformBlockIndex];
 
if (stage_index != -1) {
struct gl_shader *sh = shProg->_LinkedShaders[i];
sh->UniformBlocks[stage_index].Binding = uniformBlockBinding;
}
}
}
}
 
void GLAPIENTRY
_mesa_GetActiveUniformBlockiv(GLuint program,
GLuint uniformBlockIndex,
GLenum pname,
GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
struct gl_uniform_block *block;
unsigned i;
 
if (!ctx->Extensions.ARB_uniform_buffer_object) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
return;
}
 
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glGetActiveUniformBlockiv");
if (!shProg)
return;
 
if (uniformBlockIndex >= shProg->NumUniformBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetActiveUniformBlockiv(block index %u >= %u)",
uniformBlockIndex, shProg->NumUniformBlocks);
return;
}
 
block = &shProg->UniformBlocks[uniformBlockIndex];
 
switch (pname) {
case GL_UNIFORM_BLOCK_BINDING:
params[0] = block->Binding;
return;
 
case GL_UNIFORM_BLOCK_DATA_SIZE:
params[0] = block->UniformBufferSize;
return;
 
case GL_UNIFORM_BLOCK_NAME_LENGTH:
params[0] = strlen(block->Name) + 1;
return;
 
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
params[0] = block->NumUniforms;
return;
 
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
for (i = 0; i < block->NumUniforms; i++) {
unsigned offset;
params[i] = _mesa_get_uniform_location(ctx, shProg,
block->Uniforms[i].IndexName,
&offset);
}
return;
 
case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_VERTEX][uniformBlockIndex] != -1;
return;
 
case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER:
params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_GEOMETRY][uniformBlockIndex] != -1;
return;
 
case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
params[0] = shProg->UniformBlockStageIndex[MESA_SHADER_FRAGMENT][uniformBlockIndex] != -1;
return;
 
default:
_mesa_error(ctx, GL_INVALID_ENUM,
"glGetActiveUniformBlockiv(pname 0x%x (%s))",
pname, _mesa_lookup_enum_by_nr(pname));
return;
}
}
 
void GLAPIENTRY
_mesa_GetActiveUniformBlockName(GLuint program,
GLuint uniformBlockIndex,
GLsizei bufSize,
GLsizei *length,
GLchar *uniformBlockName)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
struct gl_uniform_block *block;
 
if (!ctx->Extensions.ARB_uniform_buffer_object) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
return;
}
 
if (bufSize < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetActiveUniformBlockName(bufSize %d < 0)",
bufSize);
return;
}
 
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glGetActiveUniformBlockiv");
if (!shProg)
return;
 
if (uniformBlockIndex >= shProg->NumUniformBlocks) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetActiveUniformBlockiv(block index %u >= %u)",
uniformBlockIndex, shProg->NumUniformBlocks);
return;
}
 
block = &shProg->UniformBlocks[uniformBlockIndex];
 
if (uniformBlockName) {
_mesa_copy_string(uniformBlockName, bufSize, length, block->Name);
}
}
 
void GLAPIENTRY
_mesa_GetActiveUniformName(GLuint program, GLuint uniformIndex,
GLsizei bufSize, GLsizei *length,
GLchar *uniformName)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
 
if (!ctx->Extensions.ARB_uniform_buffer_object) {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetActiveUniformBlockiv");
return;
}
 
if (bufSize < 0) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glGetActiveUniformName(bufSize %d < 0)",
bufSize);
return;
}
 
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniformName");
 
if (!shProg)
return;
 
if (uniformIndex >= shProg->NumUserUniformStorage) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
return;
}
 
if (uniformName) {
_mesa_get_uniform_name(& shProg->UniformStorage[uniformIndex],
bufSize, length, uniformName);
}
}
 
void
_mesa_get_uniform_name(const struct gl_uniform_storage *uni,
GLsizei maxLength, GLsizei *length,
GLchar *nameOut)
{
GLsizei localLength;
 
if (length == NULL)
length = &localLength;
 
_mesa_copy_string(nameOut, maxLength, length, uni->name);
 
/* Page 61 (page 73 of the PDF) in section 2.11 of the OpenGL ES 3.0
* spec says:
*
* "If the active uniform is an array, the uniform name returned in
* name will always be the name of the uniform array appended with
* "[0]"."
*
* The same text also appears in the OpenGL 4.2 spec. It does not,
* however, appear in any previous spec. Previous specifications are
* ambiguous in this regard. However, either name can later be passed
* to glGetUniformLocation (and related APIs), so there shouldn't be any
* harm in always appending "[0]" to uniform array names.
*/
if (uni->array_elements != 0) {
int i;
 
/* The comparison is strange because *length does *NOT* include the
* terminating NUL, but maxLength does.
*/
for (i = 0; i < 3 && (*length + i + 1) < maxLength; i++)
nameOut[*length + i] = "[0]"[i];
 
nameOut[*length + i] = '\0';
*length += i;
}
}