GLint GLAPIENTRY _mesa_GetAttribLocation(GLuint program, const GLchar * name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation"); if (!shProg) { return -1; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetAttribLocation(program not linked)"); return -1; } if (!name) return -1; /* Not having a vertex shader is not an error. */ if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) return -1; unsigned array_index = 0; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_PROGRAM_INPUT, name, &array_index); if (!res) return -1; return program_resource_location(res, array_index); }
GLint GLAPIENTRY _mesa_GetFragDataLocation(GLuint program, const GLchar *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetFragDataLocation"); if (!shProg) { return -1; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataLocation(program not linked)"); return -1; } if (!name) return -1; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataLocation(illegal name)"); return -1; } /* Not having a fragment shader is not an error. */ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) return -1; unsigned array_index = 0; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name, &array_index); if (!res) return -1; GLint loc = program_resource_location(shProg, res, name, array_index); /* The extra check against against 0 is made because of builtin-attribute * locations that have offset applied. Function program_resource_location * can return built-in attribute locations < 0 and glGetFragDataLocation * cannot be used on "conventional" attributes. * * From page 95 of the OpenGL 3.0 spec: * * "If name is not an active attribute, if name is a conventional * attribute, or if an error occurs, -1 will be returned." */ return (loc >= 0) ? loc : -1; }
/** * Function implements following location queries: * glGetAttribLocation * glGetFragDataLocation * glGetUniformLocation */ GLint _mesa_program_resource_location(struct gl_shader_program *shProg, GLenum programInterface, const char *name) { struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, programInterface, name); /* Resource not found. */ if (!res) return -1; return program_resource_location(shProg, res, name); }
/** * Function implements following location queries: * glGetUniformLocation */ GLint _mesa_program_resource_location(struct gl_shader_program *shProg, GLenum programInterface, const char *name) { unsigned array_index = 0; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, programInterface, name, &array_index); /* Resource not found. */ if (!res) return -1; return program_resource_location(res, array_index); }
GLint GLAPIENTRY _mesa_GetFragDataLocation(GLuint program, const GLchar *name) { GET_CURRENT_CONTEXT(ctx); struct gl_shader_program *const shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetFragDataLocation"); if (!shProg) { return -1; } if (!shProg->LinkStatus) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataLocation(program not linked)"); return -1; } if (!name) return -1; if (strncmp(name, "gl_", 3) == 0) { _mesa_error(ctx, GL_INVALID_OPERATION, "glGetFragDataLocation(illegal name)"); return -1; } /* Not having a fragment shader is not an error. */ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) return -1; unsigned array_index = 0; struct gl_program_resource *res = _mesa_program_resource_find_name(shProg, GL_PROGRAM_OUTPUT, name, &array_index); if (!res) return -1; return program_resource_location(res, array_index); }
unsigned _mesa_program_resource_prop(struct gl_shader_program *shProg, struct gl_program_resource *res, GLuint index, const GLenum prop, GLint *val, const char *caller) { GET_CURRENT_CONTEXT(ctx); #define VALIDATE_TYPE(type)\ if (res->Type != type)\ goto invalid_operation; #define VALIDATE_TYPE_2(type1, type2)\ if (res->Type != type1 && res->Type != type2)\ goto invalid_operation; switch(prop) { case GL_NAME_LENGTH: switch (res->Type) { case GL_ATOMIC_COUNTER_BUFFER: case GL_TRANSFORM_FEEDBACK_BUFFER: goto invalid_operation; default: /* Resource name length + terminator. */ *val = _mesa_program_resource_name_len(res) + 1; } return 1; case GL_TYPE: switch (res->Type) { case GL_UNIFORM: case GL_BUFFER_VARIABLE: *val = RESOURCE_UNI(res)->type->gl_type; return 1; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = RESOURCE_VAR(res)->type->gl_type; return 1; case GL_TRANSFORM_FEEDBACK_VARYING: *val = RESOURCE_XFV(res)->Type; return 1; default: goto invalid_operation; } case GL_ARRAY_SIZE: switch (res->Type) { case GL_UNIFORM: case GL_BUFFER_VARIABLE: case GL_VERTEX_SUBROUTINE_UNIFORM: case GL_GEOMETRY_SUBROUTINE_UNIFORM: case GL_FRAGMENT_SUBROUTINE_UNIFORM: case GL_COMPUTE_SUBROUTINE_UNIFORM: case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: /* Test if a buffer variable is an array or an unsized array. * Unsized arrays return zero as array size. */ if (RESOURCE_UNI(res)->is_shader_storage && RESOURCE_UNI(res)->array_stride > 0) *val = RESOURCE_UNI(res)->array_elements; else *val = MAX2(RESOURCE_UNI(res)->array_elements, 1); return 1; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = MAX2(_mesa_program_resource_array_size(res), 1); return 1; case GL_TRANSFORM_FEEDBACK_VARYING: *val = RESOURCE_XFV(res)->Size; return 1; default: goto invalid_operation; } case GL_OFFSET: switch (res->Type) { case GL_UNIFORM: case GL_BUFFER_VARIABLE: *val = RESOURCE_UNI(res)->offset; return 1; case GL_TRANSFORM_FEEDBACK_VARYING: *val = RESOURCE_XFV(res)->Offset; return 1; default: goto invalid_operation; } case GL_BLOCK_INDEX: VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->block_index; return 1; case GL_ARRAY_STRIDE: VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->array_stride; return 1; case GL_MATRIX_STRIDE: VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->matrix_stride; return 1; case GL_IS_ROW_MAJOR: VALIDATE_TYPE_2(GL_UNIFORM, GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->row_major; return 1; case GL_ATOMIC_COUNTER_BUFFER_INDEX: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->atomic_buffer_index; return 1; case GL_BUFFER_BINDING: case GL_BUFFER_DATA_SIZE: case GL_NUM_ACTIVE_VARIABLES: case GL_ACTIVE_VARIABLES: return get_buffer_property(shProg, res, prop, val, caller); case GL_REFERENCED_BY_COMPUTE_SHADER: if (!_mesa_has_compute_shaders(ctx)) goto invalid_enum; /* fallthrough */ case GL_REFERENCED_BY_VERTEX_SHADER: case GL_REFERENCED_BY_TESS_CONTROL_SHADER: case GL_REFERENCED_BY_TESS_EVALUATION_SHADER: case GL_REFERENCED_BY_GEOMETRY_SHADER: case GL_REFERENCED_BY_FRAGMENT_SHADER: switch (res->Type) { case GL_UNIFORM: case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: case GL_UNIFORM_BLOCK: case GL_BUFFER_VARIABLE: case GL_SHADER_STORAGE_BLOCK: case GL_ATOMIC_COUNTER_BUFFER: *val = is_resource_referenced(shProg, res, index, stage_from_enum(prop)); return 1; default: goto invalid_operation; } case GL_LOCATION: switch (res->Type) { case GL_UNIFORM: case GL_VERTEX_SUBROUTINE_UNIFORM: case GL_GEOMETRY_SUBROUTINE_UNIFORM: case GL_FRAGMENT_SUBROUTINE_UNIFORM: case GL_COMPUTE_SUBROUTINE_UNIFORM: case GL_TESS_CONTROL_SUBROUTINE_UNIFORM: case GL_TESS_EVALUATION_SUBROUTINE_UNIFORM: case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = program_resource_location(res, 0); return 1; default: goto invalid_operation; } case GL_LOCATION_COMPONENT: switch (res->Type) { case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = RESOURCE_VAR(res)->component; return 1; default: goto invalid_operation; } case GL_LOCATION_INDEX: if (res->Type != GL_PROGRAM_OUTPUT) goto invalid_operation; *val = RESOURCE_VAR(res)->index; return 1; case GL_NUM_COMPATIBLE_SUBROUTINES: if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM && res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM && res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM && res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM && res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM && res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM) goto invalid_operation; *val = RESOURCE_UNI(res)->num_compatible_subroutines; return 1; case GL_COMPATIBLE_SUBROUTINES: { const struct gl_uniform_storage *uni; struct gl_shader *sh; unsigned count, i; int j; if (res->Type != GL_VERTEX_SUBROUTINE_UNIFORM && res->Type != GL_FRAGMENT_SUBROUTINE_UNIFORM && res->Type != GL_GEOMETRY_SUBROUTINE_UNIFORM && res->Type != GL_COMPUTE_SUBROUTINE_UNIFORM && res->Type != GL_TESS_CONTROL_SUBROUTINE_UNIFORM && res->Type != GL_TESS_EVALUATION_SUBROUTINE_UNIFORM) goto invalid_operation; uni = RESOURCE_UNI(res); sh = shProg->_LinkedShaders[_mesa_shader_stage_from_subroutine_uniform(res->Type)]; count = 0; for (i = 0; i < sh->NumSubroutineFunctions; i++) { struct gl_subroutine_function *fn = &sh->SubroutineFunctions[i]; for (j = 0; j < fn->num_compat_types; j++) { if (fn->types[j] == uni->type) { val[count++] = i; break; } } } return count; } case GL_TOP_LEVEL_ARRAY_SIZE: VALIDATE_TYPE(GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->top_level_array_size; return 1; case GL_TOP_LEVEL_ARRAY_STRIDE: VALIDATE_TYPE(GL_BUFFER_VARIABLE); *val = RESOURCE_UNI(res)->top_level_array_stride; return 1; /* GL_ARB_tessellation_shader */ case GL_IS_PER_PATCH: switch (res->Type) { case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = RESOURCE_VAR(res)->patch; return 1; default: goto invalid_operation; } case GL_TRANSFORM_FEEDBACK_BUFFER_INDEX: VALIDATE_TYPE(GL_TRANSFORM_FEEDBACK_VARYING); *val = RESOURCE_XFV(res)->BufferIndex; return 1; case GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE: VALIDATE_TYPE(GL_TRANSFORM_FEEDBACK_BUFFER); *val = RESOURCE_XFB(res)->Stride * 4; return 1; default: goto invalid_enum; } #undef VALIDATE_TYPE #undef VALIDATE_TYPE_2 invalid_enum: _mesa_error(ctx, GL_INVALID_ENUM, "%s(%s prop %s)", caller, _mesa_enum_to_string(res->Type), _mesa_enum_to_string(prop)); return 0; invalid_operation: _mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller, _mesa_enum_to_string(res->Type), _mesa_enum_to_string(prop)); return 0; }
unsigned _mesa_program_resource_prop(struct gl_shader_program *shProg, struct gl_program_resource *res, GLuint index, const GLenum prop, GLint *val, const char *caller) { GET_CURRENT_CONTEXT(ctx); #define VALIDATE_TYPE(type)\ if (res->Type != type)\ goto invalid_operation; switch(prop) { case GL_NAME_LENGTH: if (res->Type == GL_ATOMIC_COUNTER_BUFFER) goto invalid_operation; /* Base name +3 if array '[0]' + terminator. */ *val = strlen(_mesa_program_resource_name(res)) + (_mesa_program_resource_array_size(res) > 0 ? 3 : 0) + 1; return 1; case GL_TYPE: switch (res->Type) { case GL_UNIFORM: *val = RESOURCE_UNI(res)->type->gl_type; return 1; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = RESOURCE_VAR(res)->type->gl_type; return 1; case GL_TRANSFORM_FEEDBACK_VARYING: *val = RESOURCE_XFB(res)->Type; return 1; default: goto invalid_operation; } case GL_ARRAY_SIZE: switch (res->Type) { case GL_UNIFORM: *val = MAX2(RESOURCE_UNI(res)->array_elements, 1); return 1; case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = MAX2(RESOURCE_VAR(res)->type->length, 1); return 1; case GL_TRANSFORM_FEEDBACK_VARYING: *val = MAX2(RESOURCE_XFB(res)->Size, 1); return 1; default: goto invalid_operation; } case GL_OFFSET: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->offset; return 1; case GL_BLOCK_INDEX: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->block_index; return 1; case GL_ARRAY_STRIDE: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->array_stride; return 1; case GL_MATRIX_STRIDE: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->matrix_stride; return 1; case GL_IS_ROW_MAJOR: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->row_major; return 1; case GL_ATOMIC_COUNTER_BUFFER_INDEX: VALIDATE_TYPE(GL_UNIFORM); *val = RESOURCE_UNI(res)->atomic_buffer_index; return 1; case GL_BUFFER_BINDING: case GL_BUFFER_DATA_SIZE: case GL_NUM_ACTIVE_VARIABLES: case GL_ACTIVE_VARIABLES: return get_buffer_property(shProg, res, prop, val, caller); case GL_REFERENCED_BY_COMPUTE_SHADER: if (!_mesa_has_compute_shaders(ctx)) goto invalid_enum; /* fallthrough */ case GL_REFERENCED_BY_VERTEX_SHADER: case GL_REFERENCED_BY_GEOMETRY_SHADER: case GL_REFERENCED_BY_FRAGMENT_SHADER: switch (res->Type) { case GL_UNIFORM: case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: case GL_UNIFORM_BLOCK: case GL_ATOMIC_COUNTER_BUFFER: *val = is_resource_referenced(shProg, res, index, stage_from_enum(prop)); return 1; default: goto invalid_operation; } case GL_LOCATION: switch (res->Type) { case GL_UNIFORM: case GL_PROGRAM_INPUT: case GL_PROGRAM_OUTPUT: *val = program_resource_location(shProg, res, _mesa_program_resource_name(res)); return 1; default: goto invalid_operation; } case GL_LOCATION_INDEX: if (res->Type != GL_PROGRAM_OUTPUT) goto invalid_operation; *val = RESOURCE_VAR(res)->data.index; return 1; /* GL_ARB_tessellation_shader */ case GL_IS_PER_PATCH: case GL_REFERENCED_BY_TESS_CONTROL_SHADER: case GL_REFERENCED_BY_TESS_EVALUATION_SHADER: default: goto invalid_enum; } #undef VALIDATE_TYPE invalid_enum: _mesa_error(ctx, GL_INVALID_ENUM, "%s(%s prop %s)", caller, _mesa_lookup_enum_by_nr(res->Type), _mesa_lookup_enum_by_nr(prop)); return 0; invalid_operation: _mesa_error(ctx, GL_INVALID_OPERATION, "%s(%s prop %s)", caller, _mesa_lookup_enum_by_nr(res->Type), _mesa_lookup_enum_by_nr(prop)); return 0; }