Exemplo n.º 1
0
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
   switch (res->Type) {
   case GL_UNIFORM_BLOCK:
   case GL_SHADER_STORAGE_BLOCK:
      return RESOURCE_UBO(res)->Name;
   case GL_TRANSFORM_FEEDBACK_VARYING:
      return RESOURCE_XFV(res)->Name;
   case GL_PROGRAM_INPUT:
   case GL_PROGRAM_OUTPUT:
      return RESOURCE_VAR(res)->name;
   case GL_UNIFORM:
   case GL_BUFFER_VARIABLE:
      return RESOURCE_UNI(res)->name;
   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:
      return RESOURCE_UNI(res)->name + MESA_SUBROUTINE_PREFIX_LEN;
   case GL_VERTEX_SUBROUTINE:
   case GL_GEOMETRY_SUBROUTINE:
   case GL_FRAGMENT_SUBROUTINE:
   case GL_COMPUTE_SUBROUTINE:
   case GL_TESS_CONTROL_SUBROUTINE:
   case GL_TESS_EVALUATION_SUBROUTINE:
      return RESOURCE_SUB(res)->name;
   default:
      assert(!"support for resource type not implemented");
   }
   return NULL;
}
Exemplo n.º 2
0
static GLint
program_resource_location(struct gl_shader_program *shProg,
                          struct gl_program_resource *res, const char *name)
{
   unsigned index, offset;
   int array_index = -1;

   if (res->Type == GL_PROGRAM_INPUT || res->Type == GL_PROGRAM_OUTPUT) {
      array_index = array_index_of_resource(res, name);
      if (array_index < 0)
         return -1;
   }

   /* VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 are decremented as these
    * offsets are used internally to differentiate between built-in attributes
    * and user-defined attributes.
    */
   switch (res->Type) {
   case GL_PROGRAM_INPUT:
      return RESOURCE_VAR(res)->data.location + array_index - VERT_ATTRIB_GENERIC0;
   case GL_PROGRAM_OUTPUT:
      return RESOURCE_VAR(res)->data.location + array_index - FRAG_RESULT_DATA0;
   case GL_UNIFORM:
      index = _mesa_get_uniform_location(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 (RESOURCE_UNI(res)->block_index != -1 ||
          RESOURCE_UNI(res)->atomic_buffer_index != -1)
         return -1;

      /* location in remap table + array element offset */
      return RESOURCE_UNI(res)->remap_location + offset;

   default:
      return -1;
   }
}
Exemplo n.º 3
0
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
   const ir_variable *var;
   switch (res->Type) {
   case GL_UNIFORM_BLOCK:
   case GL_SHADER_STORAGE_BLOCK:
      return RESOURCE_UBO(res)->Name;
   case GL_TRANSFORM_FEEDBACK_VARYING:
      return RESOURCE_XFB(res)->Name;
   case GL_PROGRAM_INPUT:
      var = RESOURCE_VAR(res);
      /* Special case gl_VertexIDMESA -> gl_VertexID. */
      if (var->data.mode == ir_var_system_value &&
          var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
         return "gl_VertexID";
      }
   /* fallthrough */
   case GL_PROGRAM_OUTPUT:
      return RESOURCE_VAR(res)->name;
   case GL_UNIFORM:
   case GL_BUFFER_VARIABLE:
      return RESOURCE_UNI(res)->name;
   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:
      return RESOURCE_UNI(res)->name + MESA_SUBROUTINE_PREFIX_LEN;
   case GL_VERTEX_SUBROUTINE:
   case GL_GEOMETRY_SUBROUTINE:
   case GL_FRAGMENT_SUBROUTINE:
   case GL_COMPUTE_SUBROUTINE:
   case GL_TESS_CONTROL_SUBROUTINE:
   case GL_TESS_EVALUATION_SUBROUTINE:
      return RESOURCE_SUB(res)->name;
   default:
      assert(!"support for resource type not implemented");
   }
   return NULL;
}
Exemplo n.º 4
0
void GLAPIENTRY
_mesa_GetActiveAttrib(GLuint program, GLuint desired_index,
                      GLsizei maxLength, GLsizei * length, GLint * size,
                      GLenum * type, GLchar * name)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_shader_program *shProg;

   if (maxLength < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(maxLength < 0)");
      return;
   }

   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
   if (!shProg)
      return;

   if (!shProg->LinkStatus) {
      _mesa_error(ctx, GL_INVALID_VALUE,
                  "glGetActiveAttrib(program not linked)");
      return;
   }

   if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)");
      return;
   }

   struct gl_program_resource *res =
      _mesa_program_resource_find_index(shProg, GL_PROGRAM_INPUT,
                                        desired_index);

   /* User asked for index that does not exist. */
   if (!res) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
      return;
   }

   const gl_shader_variable *const var = RESOURCE_VAR(res);

   const char *var_name = var->name;

   _mesa_copy_string(name, maxLength, length, var_name);

   if (size)
      _mesa_program_resource_prop(shProg, res, desired_index, GL_ARRAY_SIZE,
                                  size, "glGetActiveAttrib");

   if (type)
      _mesa_program_resource_prop(shProg, res, desired_index, GL_TYPE,
                                  (GLint *) type, "glGetActiveAttrib");
}
Exemplo n.º 5
0
/**
 * Function implements following index queries:
 *    glGetFragDataIndex
 */
GLint
_mesa_program_resource_location_index(struct gl_shader_program *shProg,
                                      GLenum programInterface, const char *name)
{
   struct gl_program_resource *res =
      _mesa_program_resource_find_name(shProg, programInterface, name, NULL);

   /* Non-existent variable or resource is not referenced by fragment stage. */
   if (!res || !(res->StageReferences & (1 << MESA_SHADER_FRAGMENT)))
      return -1;

   return RESOURCE_VAR(res)->index;
}
Exemplo n.º 6
0
static int
array_index_of_resource(struct gl_program_resource *res,
                        const char *name)
{
   assert(res->Data);

   switch (res->Type) {
   case GL_PROGRAM_INPUT:
   case GL_PROGRAM_OUTPUT:
      return get_matching_index(RESOURCE_VAR(res), name);
   default:
      assert(!"support for resource type not implemented");
      return -1;
   }
}
Exemplo n.º 7
0
unsigned
_mesa_count_active_attribs(struct gl_shader_program *shProg)
{
   if (!shProg->LinkStatus
       || shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
      return 0;
   }

   struct gl_program_resource *res = shProg->ProgramResourceList;
   unsigned count = 0;
   for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) {
      if (res->Type == GL_PROGRAM_INPUT &&
          res->StageReferences & (1 << MESA_SHADER_VERTEX) &&
          is_active_attrib(RESOURCE_VAR(res)))
         count++;
   }
   return count;
}
Exemplo n.º 8
0
const char*
_mesa_program_resource_name(struct gl_program_resource *res)
{
   switch (res->Type) {
   case GL_UNIFORM_BLOCK:
      return RESOURCE_UBO(res)->Name;
   case GL_TRANSFORM_FEEDBACK_VARYING:
      return RESOURCE_XFB(res)->Name;
   case GL_PROGRAM_INPUT:
   case GL_PROGRAM_OUTPUT:
      return RESOURCE_VAR(res)->name;
   case GL_UNIFORM:
      return RESOURCE_UNI(res)->name;
   default:
      assert(!"support for resource type not implemented");
   }
   return NULL;
}
Exemplo n.º 9
0
unsigned
_mesa_program_resource_array_size(struct gl_program_resource *res)
{
   switch (res->Type) {
   case GL_TRANSFORM_FEEDBACK_VARYING:
      return RESOURCE_XFB(res)->Size > 1 ?
             RESOURCE_XFB(res)->Size : 0;
   case GL_PROGRAM_INPUT:
   case GL_PROGRAM_OUTPUT:
      return RESOURCE_VAR(res)->data.max_array_access;
   case GL_UNIFORM:
      return RESOURCE_UNI(res)->array_elements;
   case GL_ATOMIC_COUNTER_BUFFER:
   case GL_UNIFORM_BLOCK:
      return 0;
   default:
      assert(!"support for resource type not implemented");
   }
   return 0;
}
Exemplo n.º 10
0
unsigned
_mesa_program_resource_array_size(struct gl_program_resource *res)
{
   switch (res->Type) {
   case GL_TRANSFORM_FEEDBACK_VARYING:
      return RESOURCE_XFV(res)->Size > 1 ?
             RESOURCE_XFV(res)->Size : 0;
   case GL_PROGRAM_INPUT:
   case GL_PROGRAM_OUTPUT:
      return RESOURCE_VAR(res)->type->length;
   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:
      return RESOURCE_UNI(res)->array_elements;
   case GL_BUFFER_VARIABLE:
      /* Unsized arrays */
      if (RESOURCE_UNI(res)->array_stride > 0 &&
          RESOURCE_UNI(res)->array_elements == 0)
         return 1;
      else
         return RESOURCE_UNI(res)->array_elements;
   case GL_VERTEX_SUBROUTINE:
   case GL_GEOMETRY_SUBROUTINE:
   case GL_FRAGMENT_SUBROUTINE:
   case GL_COMPUTE_SUBROUTINE:
   case GL_TESS_CONTROL_SUBROUTINE:
   case GL_TESS_EVALUATION_SUBROUTINE:
   case GL_ATOMIC_COUNTER_BUFFER:
   case GL_UNIFORM_BLOCK:
   case GL_SHADER_STORAGE_BLOCK:
      return 0;
   default:
      assert(!"support for resource type not implemented");
   }
   return 0;
}
Exemplo n.º 11
0
size_t
_mesa_longest_attribute_name_length(struct gl_shader_program *shProg)
{
   if (!shProg->LinkStatus
       || shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
      return 0;
   }

   struct gl_program_resource *res = shProg->ProgramResourceList;
   size_t longest = 0;
   for (unsigned j = 0; j < shProg->NumProgramResourceList; j++, res++) {
      if (res->Type == GL_PROGRAM_INPUT &&
          res->StageReferences & (1 << MESA_SHADER_VERTEX)) {

          const size_t length = strlen(RESOURCE_VAR(res)->name);
          if (length >= longest)
             longest = length + 1;
      }
   }

   return longest;
}
Exemplo n.º 12
0
static GLint
program_resource_location(struct gl_shader_program *shProg,
                          struct gl_program_resource *res, const char *name,
                          unsigned array_index)
{
   /* Built-in locations should report GL_INVALID_INDEX. */
   if (is_gl_identifier(name))
      return GL_INVALID_INDEX;

   /* VERT_ATTRIB_GENERIC0 and FRAG_RESULT_DATA0 are decremented as these
    * offsets are used internally to differentiate between built-in attributes
    * and user-defined attributes.
    */
   switch (res->Type) {
   case GL_PROGRAM_INPUT:
      /* If the input is an array, fail if the index is out of bounds. */
      if (array_index > 0
          && array_index >= RESOURCE_VAR(res)->type->length) {
         return -1;
      }
      return RESOURCE_VAR(res)->data.location + array_index - VERT_ATTRIB_GENERIC0;
   case GL_PROGRAM_OUTPUT:
      /* If the output is an array, fail if the index is out of bounds. */
      if (array_index > 0
          && array_index >= RESOURCE_VAR(res)->type->length) {
         return -1;
      }
      return RESOURCE_VAR(res)->data.location + array_index - FRAG_RESULT_DATA0;
   case GL_UNIFORM:
      /* If the uniform is built-in, fail. */
      if (RESOURCE_UNI(res)->builtin)
         return -1;

     /* From page 79 of the OpenGL 4.2 spec:
      *
      *     "A valid name cannot be a structure, an array of structures, or any
      *     portion of a single vector or a matrix."
      */
      if (RESOURCE_UNI(res)->type->without_array()->is_record())
         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 (RESOURCE_UNI(res)->block_index != -1 ||
          RESOURCE_UNI(res)->atomic_buffer_index != -1)
         return -1;

      /* fallthrough */
   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:
      /* If the uniform is an array, fail if the index is out of bounds. */
      if (array_index > 0
          && array_index >= RESOURCE_UNI(res)->array_elements) {
         return -1;
      }

      /* location in remap table + array element offset */
      return RESOURCE_UNI(res)->remap_location + array_index;
   default:
      return -1;
   }
}
Exemplo n.º 13
0
static GLint
program_resource_location(struct gl_program_resource *res, unsigned array_index)
{
   switch (res->Type) {
   case GL_PROGRAM_INPUT: {
      const gl_shader_variable *var = RESOURCE_VAR(res);

      if (var->location == -1)
         return -1;

      /* If the input is an array, fail if the index is out of bounds. */
      if (array_index > 0
          && array_index >= var->type->length) {
         return -1;
      }
      return var->location +
	     (array_index * var->type->without_array()->matrix_columns);
   }
   case GL_PROGRAM_OUTPUT:
      if (RESOURCE_VAR(res)->location == -1)
         return -1;

      /* If the output is an array, fail if the index is out of bounds. */
      if (array_index > 0
          && array_index >= RESOURCE_VAR(res)->type->length) {
         return -1;
      }
      return RESOURCE_VAR(res)->location + array_index;
   case GL_UNIFORM:
      /* If the uniform is built-in, fail. */
      if (RESOURCE_UNI(res)->builtin)
         return -1;

     /* From page 79 of the OpenGL 4.2 spec:
      *
      *     "A valid name cannot be a structure, an array of structures, or any
      *     portion of a single vector or a matrix."
      */
      if (RESOURCE_UNI(res)->type->without_array()->is_record())
         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 (RESOURCE_UNI(res)->block_index != -1 ||
          RESOURCE_UNI(res)->atomic_buffer_index != -1)
         return -1;

      /* fallthrough */
   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:
      /* If the uniform is an array, fail if the index is out of bounds. */
      if (array_index > 0
          && array_index >= RESOURCE_UNI(res)->array_elements) {
         return -1;
      }

      /* location in remap table + array element offset */
      return RESOURCE_UNI(res)->remap_location + array_index;
   default:
      return -1;
   }
}
Exemplo n.º 14
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;
}
Exemplo n.º 15
0
static bool
validate_io(struct gl_shader_program *producer,
            struct gl_shader_program *consumer)
{
   if (producer == consumer)
      return true;

   bool valid = true;

   gl_shader_variable const **outputs =
      (gl_shader_variable const **) calloc(producer->NumProgramResourceList,
                                           sizeof(gl_shader_variable *));
   if (outputs == NULL)
      return false;

   /* Section 7.4.1 (Shader Interface Matching) of the OpenGL ES 3.1 spec
    * says:
    *
    *    At an interface between program objects, the set of inputs and
    *    outputs are considered to match exactly if and only if:
    *
    *    - Every declared input variable has a matching output, as described
    *      above.
    *    - There are no user-defined output variables declared without a
    *      matching input variable declaration.
    *
    * Every input has an output, and every output has an input.  Scan the list
    * of producer resources once, and generate the list of outputs.  As inputs
    * and outputs are matched, remove the matched outputs from the set.  At
    * the end, the set must be empty.  If the set is not empty, then there is
    * some output that did not have an input.
    */
   unsigned num_outputs = 0;
   for (unsigned i = 0; i < producer->NumProgramResourceList; i++) {
      struct gl_program_resource *res = &producer->ProgramResourceList[i];

      if (res->Type != GL_PROGRAM_OUTPUT)
         continue;

      gl_shader_variable const *const var = RESOURCE_VAR(res);

      /* Section 7.4.1 (Shader Interface Matching) of the OpenGL ES 3.1 spec
       * says:
       *
       *    Built-in inputs or outputs do not affect interface matching.
       */
      if (is_gl_identifier(var->name))
         continue;

      outputs[num_outputs++] = var;
   }

   unsigned match_index = 0;
   for (unsigned i = 0; i < consumer->NumProgramResourceList; i++) {
      struct gl_program_resource *res = &consumer->ProgramResourceList[i];

      if (res->Type != GL_PROGRAM_INPUT)
         continue;

      gl_shader_variable const *const consumer_var = RESOURCE_VAR(res);
      gl_shader_variable const *producer_var = NULL;

      if (is_gl_identifier(consumer_var->name))
         continue;

      /* Inputs with explicit locations match other outputs with explicit
       * locations by location instead of by name.
       */
      if (consumer_var->explicit_location) {
         for (unsigned j = 0; j < num_outputs; j++) {
            const gl_shader_variable *const var = outputs[j];

            if (var->explicit_location &&
                consumer_var->location == var->location) {
               producer_var = var;
               match_index = j;
               break;
            }
         }
      } else {
         for (unsigned j = 0; j < num_outputs; j++) {
            const gl_shader_variable *const var = outputs[j];

            if (!var->explicit_location &&
                strcmp(consumer_var->name, var->name) == 0) {
               producer_var = var;
               match_index = j;
               break;
            }
         }
      }

      /* Section 7.4.1 (Shader Interface Matching) of the OpenGL ES 3.1 spec
       * says:
       *
       *    - An output variable is considered to match an input variable in
       *      the subsequent shader if:
       *
       *      - the two variables match in name, type, and qualification; or
       *
       *      - the two variables are declared with the same location
       *        qualifier and match in type and qualification.
       */
      if (producer_var == NULL) {
         valid = false;
         goto out;
      }

      /* An output cannot match more than one input, so remove the output from
       * the set of possible outputs.
       */
      outputs[match_index] = NULL;
      num_outputs--;
      if (match_index < num_outputs)
         outputs[match_index] = outputs[num_outputs];

      /* Section 9.2.2 (Separable Programs) of the GLSL ES spec says:
       *
       *    Qualifier Class|  Qualifier  |in/out
       *    ---------------+-------------+------
       *    Storage        |     in      |
       *                   |     out     |  N/A
       *                   |   uniform   |
       *    ---------------+-------------+------
       *    Auxiliary      |   centroid  |   No
       *    ---------------+-------------+------
       *                   |   location  |  Yes
       *                   | Block layout|  N/A
       *                   |   binding   |  N/A
       *                   |   offset    |  N/A
       *                   |   format    |  N/A
       *    ---------------+-------------+------
       *    Interpolation  |   smooth    |
       *                   |    flat     |  Yes
       *    ---------------+-------------+------
       *                   |    lowp     |
       *    Precision      |   mediump   |  Yes
       *                   |    highp    |
       *    ---------------+-------------+------
       *    Variance       |  invariant  |   No
       *    ---------------+-------------+------
       *    Memory         |     all     |  N/A
       *
       * Note that location mismatches are detected by the loops above that
       * find the producer variable that goes with the consumer variable.
       */
      if (producer_var->type != consumer_var->type ||
          producer_var->interpolation != consumer_var->interpolation ||
          producer_var->precision != consumer_var->precision) {
         valid = false;
         goto out;
      }

      if (producer_var->outermost_struct_type != consumer_var->outermost_struct_type) {
         valid = false;
         goto out;
      }

      if (producer_var->interface_type != consumer_var->interface_type) {
         valid = false;
         goto out;
      }
   }

 out:
   free(outputs);
   return valid && num_outputs == 0;
}
Exemplo n.º 16
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;

#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;
}
Exemplo n.º 17
0
void GLAPIENTRY
_mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index,
                         GLsizei maxLength, GLsizei * length, GLint * size,
                         GLenum * type, GLcharARB * name)
{
   GET_CURRENT_CONTEXT(ctx);
   struct gl_shader_program *shProg;

   if (maxLength < 0) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(maxLength < 0)");
      return;
   }

   shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
   if (!shProg)
      return;

   if (!shProg->LinkStatus) {
      _mesa_error(ctx, GL_INVALID_VALUE,
                  "glGetActiveAttrib(program not linked)");
      return;
   }

   if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)");
      return;
   }

   struct gl_program_resource *res =
      _mesa_program_resource_find_index(shProg, GL_PROGRAM_INPUT,
                                        desired_index);

   /* User asked for index that does not exist. */
   if (!res) {
      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
      return;
   }

   const ir_variable *const var = RESOURCE_VAR(res);

   if (!is_active_attrib(var))
      return;

   const char *var_name = var->name;

   /* Since gl_VertexID may be lowered to gl_VertexIDMESA, we need to
    * consider gl_VertexIDMESA as gl_VertexID for purposes of checking
    * active attributes.
    */
   if (var->data.mode == ir_var_system_value &&
       var->data.location == SYSTEM_VALUE_VERTEX_ID_ZERO_BASE) {
      var_name = "gl_VertexID";
   }

   _mesa_copy_string(name, maxLength, length, var_name);

   if (size)
      _mesa_program_resource_prop(shProg, res, desired_index, GL_ARRAY_SIZE,
                                  size, "glGetActiveAttrib");

   if (type)
      _mesa_program_resource_prop(shProg, res, desired_index, GL_TYPE,
                                  (GLint *) type, "glGetActiveAttrib");
}