2 * Mesa 3-D graphics library
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 * Copyright © 2010, 2011 Intel Corporation
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:
15 * The above copyright notice and this permission notice shall be included
16 * in all copies or substantial portions of the Software.
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.
28 #include "main/core.h"
29 #include "main/context.h"
31 #include "ir_uniform.h"
32 #include "program/hash_table.h"
33 #include "../glsl/program.h"
34 #include "../glsl/ir_uniform.h"
35 #include "main/shaderapi.h"
36 #include "main/shaderobj.h"
40 extern "C" void GLAPIENTRY
41 _mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
42 GLsizei maxLength, GLsizei *length, GLint *size,
43 GLenum *type, GLcharARB *nameOut)
45 GET_CURRENT_CONTEXT(ctx);
46 struct gl_shader_program *shProg =
47 _mesa_lookup_shader_program_err(ctx, program, "glGetActiveUniform");
52 if (index >= shProg->NumUserUniformStorage) {
53 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
57 const struct gl_uniform_storage *const uni = &shProg->UniformStorage[index];
60 _mesa_copy_string(nameOut, maxLength, length, uni->name);
64 /* array_elements is zero for non-arrays, but the API requires that 1 be
67 *size = MAX2(1, uni->array_elements);
71 *type = uni->type->gl_type;
76 validate_uniform_parameters(struct gl_context *ctx,
77 struct gl_shader_program *shProg,
78 GLint location, GLsizei count,
80 unsigned *array_index,
82 bool negative_one_is_not_valid)
84 if (!shProg || !shProg->LinkStatus) {
85 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(program not linked)", caller);
90 /* For glGetUniform, page 264 (page 278 of the PDF) of the OpenGL 2.1
93 * "The error INVALID_OPERATION is generated if program has not been
94 * linked successfully, or if location is not a valid location for
97 * For glUniform, page 82 (page 96 of the PDF) of the OpenGL 2.1 spec
100 * "If the value of location is -1, the Uniform* commands will
101 * silently ignore the data passed in, and the current uniform
102 * values will not be changed."
104 * Allowing -1 for the location parameter of glUniform allows
105 * applications to avoid error paths in the case that, for example, some
106 * uniform variable is removed by the compiler / linker after
107 * optimization. In this case, the new value of the uniform is dropped
108 * on the floor. For the case of glGetUniform, there is nothing
109 * sensible to do for a location of -1.
111 * The negative_one_is_not_valid flag selects between the two behaviors.
113 if (negative_one_is_not_valid) {
114 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
121 /* From page 12 (page 26 of the PDF) of the OpenGL 2.1 spec:
123 * "If a negative number is provided where an argument of type sizei or
124 * sizeiptr is specified, the error INVALID_VALUE is generated."
127 _mesa_error(ctx, GL_INVALID_VALUE, "%s(count < 0)", caller);
131 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
133 * "If any of the following conditions occur, an INVALID_OPERATION
134 * error is generated by the Uniform* commands, and no uniform values
139 * - if no variable with a location of location exists in the
140 * program object currently in use and location is not -1,
141 * - if count is greater than one, and the uniform declared in the
142 * shader is not an array variable,
145 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
150 _mesa_uniform_split_location_offset(location, loc, array_index);
152 if (*loc >= shProg->NumUserUniformStorage) {
153 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
158 if (shProg->UniformStorage[*loc].array_elements == 0 && count > 1) {
159 _mesa_error(ctx, GL_INVALID_OPERATION,
160 "%s(count > 1 for non-array, location=%d)",
165 /* This case should be impossible. The implication is that a call like
166 * glGetUniformLocation(prog, "foo[8]") was successful but "foo" is not an
169 if (*array_index != 0 && shProg->UniformStorage[*loc].array_elements == 0) {
170 _mesa_error(ctx, GL_INVALID_OPERATION, "%s(location=%d)",
178 * Called via glGetUniform[fiui]v() to get the current value of a uniform.
181 _mesa_get_uniform(struct gl_context *ctx, GLuint program, GLint location,
182 GLsizei bufSize, enum glsl_base_type returnType,
185 struct gl_shader_program *shProg =
186 _mesa_lookup_shader_program_err(ctx, program, "glGetUniformfv");
187 struct gl_uniform_storage *uni;
188 unsigned loc, offset;
190 if (!validate_uniform_parameters(ctx, shProg, location, 1,
191 &loc, &offset, "glGetUniform", true))
194 uni = &shProg->UniformStorage[loc];
197 unsigned elements = (uni->type->is_sampler())
198 ? 1 : uni->type->components();
200 /* Calculate the source base address *BEFORE* modifying elements to
201 * account for the size of the user's buffer.
203 const union gl_constant_value *const src =
204 &uni->storage[offset * elements];
206 assert(returnType == GLSL_TYPE_FLOAT || returnType == GLSL_TYPE_INT ||
207 returnType == GLSL_TYPE_UINT);
208 /* The three (currently) supported types all have the same size,
209 * which is of course the same as their union. That'll change
210 * with glGetUniformdv()...
212 unsigned bytes = sizeof(src[0]) * elements;
213 if (bufSize < 0 || bytes > (unsigned) bufSize) {
214 _mesa_error( ctx, GL_INVALID_OPERATION,
215 "glGetnUniform*vARB(out of bounds: bufSize is %d,"
216 " but %u bytes are required)", bufSize, bytes );
220 /* If the return type and the uniform's native type are "compatible,"
221 * just memcpy the data. If the types are not compatible, perform a
222 * slower convert-and-copy process.
224 if (returnType == uni->type->base_type
225 || ((returnType == GLSL_TYPE_INT
226 || returnType == GLSL_TYPE_UINT
227 || returnType == GLSL_TYPE_SAMPLER)
229 (uni->type->base_type == GLSL_TYPE_INT
230 || uni->type->base_type == GLSL_TYPE_UINT
231 || uni->type->base_type == GLSL_TYPE_SAMPLER))) {
232 memcpy(paramsOut, src, bytes);
234 union gl_constant_value *const dst =
235 (union gl_constant_value *) paramsOut;
237 /* This code could be optimized by putting the loop inside the switch
238 * statements. However, this is not expected to be
239 * performance-critical code.
241 for (unsigned i = 0; i < elements; i++) {
242 switch (returnType) {
243 case GLSL_TYPE_FLOAT:
244 switch (uni->type->base_type) {
246 dst[i].f = (float) src[i].u;
249 case GLSL_TYPE_SAMPLER:
250 dst[i].f = (float) src[i].i;
253 dst[i].f = src[i].i ? 1.0f : 0.0f;
256 assert(!"Should not get here.");
263 switch (uni->type->base_type) {
264 case GLSL_TYPE_FLOAT:
265 /* While the GL 3.2 core spec doesn't explicitly
266 * state how conversion of float uniforms to integer
267 * values works, in section 6.2 "State Tables" on
270 * "Unless otherwise specified, when floating
271 * point state is returned as integer values or
272 * integer state is returned as floating-point
273 * values it is converted in the fashion
274 * described in section 6.1.2"
276 * That section, on page 248, says:
278 * "If GetIntegerv or GetInteger64v are called,
279 * a floating-point value is rounded to the
280 * nearest integer..."
282 dst[i].i = IROUND(src[i].f);
285 dst[i].i = src[i].i ? 1 : 0;
288 assert(!"Should not get here.");
294 assert(!"Should not get here.");
303 log_uniform(const void *values, enum glsl_base_type basicType,
304 unsigned rows, unsigned cols, unsigned count,
306 const struct gl_shader_program *shProg,
308 const struct gl_uniform_storage *uni)
311 const union gl_constant_value *v = (const union gl_constant_value *) values;
312 const unsigned elems = rows * cols * count;
313 const char *const extra = (cols == 1) ? "uniform" : "uniform matrix";
315 printf("Mesa: set program %u %s \"%s\" (loc %d, type \"%s\", "
316 "transpose = %s) to: ",
317 shProg->Name, extra, uni->name, location, uni->type->name,
318 transpose ? "true" : "false");
319 for (unsigned i = 0; i < elems; i++) {
320 if (i != 0 && ((i % rows) == 0))
325 printf("%u ", v[i].u);
328 printf("%d ", v[i].i);
330 case GLSL_TYPE_FLOAT:
331 printf("%g ", v[i].f);
334 assert(!"Should not get here.");
344 log_program_parameters(const struct gl_shader_program *shProg)
346 static const char *stages[] = {
347 "vertex", "fragment", "geometry"
350 assert(Elements(stages) == MESA_SHADER_TYPES);
352 for (unsigned i = 0; i < MESA_SHADER_TYPES; i++) {
353 if (shProg->_LinkedShaders[i] == NULL)
356 const struct gl_program *const prog = shProg->_LinkedShaders[i]->Program;
358 printf("Program %d %s shader parameters:\n",
359 shProg->Name, stages[i]);
360 for (unsigned j = 0; j < prog->Parameters->NumParameters; j++) {
361 printf("%s: %p %f %f %f %f\n",
362 prog->Parameters->Parameters[j].Name,
363 prog->Parameters->ParameterValues[j],
364 prog->Parameters->ParameterValues[j][0].f,
365 prog->Parameters->ParameterValues[j][1].f,
366 prog->Parameters->ParameterValues[j][2].f,
367 prog->Parameters->ParameterValues[j][3].f);
375 * Propagate some values from uniform backing storage to driver storage
377 * Values propagated from uniform backing storage to driver storage
378 * have all format / type conversions previously requested by the
379 * driver applied. This function is most often called by the
380 * implementations of \c glUniform1f, etc. and \c glUniformMatrix2f,
383 * \param uni Uniform whose data is to be propagated to driver storage
384 * \param array_index If \c uni is an array, this is the element of
385 * the array to be propagated.
386 * \param count Number of array elements to propagate.
389 _mesa_propagate_uniforms_to_driver_storage(struct gl_uniform_storage *uni,
390 unsigned array_index,
395 /* vector_elements and matrix_columns can be 0 for samplers.
397 const unsigned components = MAX2(1, uni->type->vector_elements);
398 const unsigned vectors = MAX2(1, uni->type->matrix_columns);
400 /* Store the data in the driver's requested type in the driver's storage
403 unsigned src_vector_byte_stride = components * 4;
405 for (i = 0; i < uni->num_driver_storage; i++) {
406 struct gl_uniform_driver_storage *const store = &uni->driver_storage[i];
407 uint8_t *dst = (uint8_t *) store->data;
408 const unsigned extra_stride =
409 store->element_stride - (vectors * store->vector_stride);
411 (uint8_t *) (&uni->storage[array_index * (components * vectors)].i);
414 printf("%s: %p[%d] components=%u vectors=%u count=%u vector_stride=%u "
416 __func__, dst, array_index, components,
417 vectors, count, store->vector_stride, extra_stride);
420 dst += array_index * store->element_stride;
422 switch (store->format) {
424 case uniform_bool_int_0_1: {
428 for (j = 0; j < count; j++) {
429 for (v = 0; v < vectors; v++) {
430 memcpy(dst, src, src_vector_byte_stride);
431 src += src_vector_byte_stride;
432 dst += store->vector_stride;
440 case uniform_int_float:
441 case uniform_bool_float: {
442 const int *isrc = (const int *) src;
447 for (j = 0; j < count; j++) {
448 for (v = 0; v < vectors; v++) {
449 for (c = 0; c < components; c++) {
450 ((float *) dst)[c] = (float) *isrc;
454 dst += store->vector_stride;
462 case uniform_bool_int_0_not0: {
463 const int *isrc = (const int *) src;
468 for (j = 0; j < count; j++) {
469 for (v = 0; v < vectors; v++) {
470 for (c = 0; c < components; c++) {
471 ((int *) dst)[c] = *isrc == 0 ? 0 : ~0;
475 dst += store->vector_stride;
484 assert(!"Should not get here.");
491 * Called via glUniform*() functions.
494 _mesa_uniform(struct gl_context *ctx, struct gl_shader_program *shProg,
495 GLint location, GLsizei count,
496 const GLvoid *values, GLenum type)
498 unsigned loc, offset;
500 unsigned src_components;
501 enum glsl_base_type basicType;
502 struct gl_uniform_storage *uni;
504 ASSERT_OUTSIDE_BEGIN_END(ctx);
506 if (!validate_uniform_parameters(ctx, shProg, location, count,
507 &loc, &offset, "glUniform", false))
510 uni = &shProg->UniformStorage[loc];
512 /* Verify that the types are compatible.
516 basicType = GLSL_TYPE_FLOAT;
520 basicType = GLSL_TYPE_FLOAT;
524 basicType = GLSL_TYPE_FLOAT;
528 basicType = GLSL_TYPE_FLOAT;
531 case GL_UNSIGNED_INT:
532 basicType = GLSL_TYPE_UINT;
535 case GL_UNSIGNED_INT_VEC2:
536 basicType = GLSL_TYPE_UINT;
539 case GL_UNSIGNED_INT_VEC3:
540 basicType = GLSL_TYPE_UINT;
543 case GL_UNSIGNED_INT_VEC4:
544 basicType = GLSL_TYPE_UINT;
548 basicType = GLSL_TYPE_INT;
552 basicType = GLSL_TYPE_INT;
556 basicType = GLSL_TYPE_INT;
560 basicType = GLSL_TYPE_INT;
568 case GL_FLOAT_MAT2x3:
569 case GL_FLOAT_MAT2x4:
570 case GL_FLOAT_MAT3x2:
572 case GL_FLOAT_MAT3x4:
573 case GL_FLOAT_MAT4x2:
574 case GL_FLOAT_MAT4x3:
577 _mesa_problem(NULL, "Invalid type in %s", __func__);
581 if (uni->type->is_sampler()) {
584 components = uni->type->vector_elements;
588 switch (uni->type->base_type) {
592 case GLSL_TYPE_SAMPLER:
593 match = (basicType == GLSL_TYPE_INT);
596 match = (basicType == uni->type->base_type);
600 if (uni->type->is_matrix() || components != src_components || !match) {
601 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(type mismatch)");
605 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
606 log_uniform(values, basicType, components, 1, count,
607 false, shProg, location, uni);
610 /* Page 100 (page 116 of the PDF) of the OpenGL 3.0 spec says:
612 * "Setting a sampler's value to i selects texture image unit number
613 * i. The values of i range from zero to the implementation- dependent
614 * maximum supported number of texture image units."
616 * In addition, table 2.3, "Summary of GL errors," on page 17 (page 33 of
619 * "Error Description Offending command
622 * INVALID_VALUE Numeric argument out of range Yes"
624 * Based on that, when an invalid sampler is specified, we generate a
625 * GL_INVALID_VALUE error and ignore the command.
627 if (uni->type->is_sampler()) {
630 for (i = 0; i < count; i++) {
631 const unsigned texUnit = ((unsigned *) values)[i];
633 /* check that the sampler (tex unit index) is legal */
634 if (texUnit >= ctx->Const.MaxCombinedTextureImageUnits) {
635 _mesa_error(ctx, GL_INVALID_VALUE,
636 "glUniform1i(invalid sampler/tex unit index for "
644 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
646 * "When loading N elements starting at an arbitrary position k in a
647 * uniform declared as an array, elements k through k + N - 1 in the
648 * array will be replaced with the new values. Values for any array
649 * element that exceeds the highest array element index used, as
650 * reported by GetActiveUniform, will be ignored by the GL."
652 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
653 * will have already generated an error.
655 if (uni->array_elements != 0) {
656 if (offset >= uni->array_elements)
659 count = MIN2(count, (int) (uni->array_elements - offset));
662 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
664 /* Store the data in the "actual type" backing storage for the uniform.
666 if (!uni->type->is_boolean()) {
667 memcpy(&uni->storage[components * offset], values,
668 sizeof(uni->storage[0]) * components * count);
670 const union gl_constant_value *src =
671 (const union gl_constant_value *) values;
672 union gl_constant_value *dst = &uni->storage[components * offset];
673 const unsigned elems = components * count;
676 for (i = 0; i < elems; i++) {
677 if (basicType == GLSL_TYPE_FLOAT) {
678 dst[i].i = src[i].f != 0.0f ? 1 : 0;
680 dst[i].i = src[i].i != 0 ? 1 : 0;
685 uni->initialized = true;
687 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
689 /* If the uniform is a sampler, do the extra magic necessary to propagate
690 * the changes through.
692 if (uni->type->is_sampler()) {
695 for (i = 0; i < count; i++) {
696 shProg->SamplerUnits[uni->sampler + offset + i] =
697 ((unsigned *) values)[i];
700 bool flushed = false;
701 for (i = 0; i < MESA_SHADER_TYPES; i++) {
702 struct gl_shader *const sh = shProg->_LinkedShaders[i];
704 /* If the shader stage doesn't use any samplers, don't bother
705 * checking if any samplers have changed.
707 if (sh == NULL || sh->active_samplers == 0)
710 struct gl_program *const prog = sh->Program;
712 assert(sizeof(prog->SamplerUnits) == sizeof(shProg->SamplerUnits));
714 /* Determine if any of the samplers used by this shader stage have
717 bool changed = false;
718 for (unsigned j = 0; j < Elements(prog->SamplerUnits); j++) {
719 if ((sh->active_samplers & (1U << j)) != 0
720 && (prog->SamplerUnits[j] != shProg->SamplerUnits[j])) {
728 FLUSH_VERTICES(ctx, _NEW_TEXTURE | _NEW_PROGRAM);
732 memcpy(prog->SamplerUnits,
733 shProg->SamplerUnits,
734 sizeof(shProg->SamplerUnits));
736 _mesa_update_shader_textures_used(shProg, prog);
737 (void) ctx->Driver.ProgramStringNotify(ctx, prog->Target, prog);
744 * Called by glUniformMatrix*() functions.
745 * Note: cols=2, rows=4 ==> array[2] of vec4
748 _mesa_uniform_matrix(struct gl_context *ctx, struct gl_shader_program *shProg,
749 GLuint cols, GLuint rows,
750 GLint location, GLsizei count,
751 GLboolean transpose, const GLfloat *values)
753 unsigned loc, offset;
757 struct gl_uniform_storage *uni;
759 ASSERT_OUTSIDE_BEGIN_END(ctx);
761 if (!validate_uniform_parameters(ctx, shProg, location, count,
762 &loc, &offset, "glUniformMatrix", false))
765 uni = &shProg->UniformStorage[loc];
766 if (!uni->type->is_matrix()) {
767 _mesa_error(ctx, GL_INVALID_OPERATION,
768 "glUniformMatrix(non-matrix uniform)");
772 assert(!uni->type->is_sampler());
773 vectors = uni->type->matrix_columns;
774 components = uni->type->vector_elements;
776 /* Verify that the types are compatible. This is greatly simplified for
777 * matrices because they can only have a float base type.
779 if (vectors != cols || components != rows) {
780 _mesa_error(ctx, GL_INVALID_OPERATION,
781 "glUniformMatrix(matrix size mismatch)");
785 if (ctx->Shader.Flags & GLSL_UNIFORMS) {
786 log_uniform(values, GLSL_TYPE_FLOAT, components, vectors, count,
787 bool(transpose), shProg, location, uni);
790 /* Page 82 (page 96 of the PDF) of the OpenGL 2.1 spec says:
792 * "When loading N elements starting at an arbitrary position k in a
793 * uniform declared as an array, elements k through k + N - 1 in the
794 * array will be replaced with the new values. Values for any array
795 * element that exceeds the highest array element index used, as
796 * reported by GetActiveUniform, will be ignored by the GL."
798 * Clamp 'count' to a valid value. Note that for non-arrays a count > 1
799 * will have already generated an error.
801 if (uni->array_elements != 0) {
802 if (offset >= uni->array_elements)
805 count = MIN2(count, (int) (uni->array_elements - offset));
808 FLUSH_VERTICES(ctx, _NEW_PROGRAM_CONSTANTS);
810 /* Store the data in the "actual type" backing storage for the uniform.
812 elements = components * vectors;
815 memcpy(&uni->storage[elements * offset], values,
816 sizeof(uni->storage[0]) * elements * count);
818 /* Copy and transpose the matrix.
820 const float *src = values;
821 float *dst = &uni->storage[elements * offset].f;
823 for (int i = 0; i < count; i++) {
824 for (unsigned r = 0; r < rows; r++) {
825 for (unsigned c = 0; c < cols; c++) {
826 dst[(c * components) + r] = src[c + (r * vectors)];
835 uni->initialized = true;
837 _mesa_propagate_uniforms_to_driver_storage(uni, offset, count);
841 * Called via glGetUniformLocation().
843 * The return value will encode two values, the uniform location and an
844 * offset (used for arrays, structs).
847 _mesa_get_uniform_location(struct gl_context *ctx,
848 struct gl_shader_program *shProg,
851 const size_t len = strlen(name);
856 /* If the name ends with a ']', assume that it refers to some element of an
857 * array. Malformed array references will fail the hash table look up
858 * below, so it doesn't matter that they are not caught here. This code
859 * only wants to catch the "leaf" array references so that arrays of
860 * structures containing arrays will be handled correctly.
862 if (name[len-1] == ']') {
865 /* Walk backwards over the string looking for a non-digit character.
866 * This had better be the opening bracket for an array index.
868 * Initially, i specifies the location of the ']'. Since the string may
869 * contain only the ']' charcater, walk backwards very carefully.
871 for (i = len - 1; (i > 0) && isdigit(name[i-1]); --i)
874 /* Page 80 (page 94 of the PDF) of the OpenGL 2.1 spec says:
876 * "The first element of a uniform array is identified using the
877 * name of the uniform array appended with "[0]". Except if the last
878 * part of the string name indicates a uniform array, then the
879 * location of the first element of that array can be retrieved by
880 * either using the name of the uniform array, or the name of the
881 * uniform array appended with "[0]"."
883 * Page 79 (page 93 of the PDF) of the OpenGL 2.1 spec says:
885 * "name must be a null terminated string, without white space."
887 * Return an error if there is no opening '[' to match the closing ']'.
888 * An error will also be returned if there is intervening white space
889 * (or other non-digit characters) before the opening '['.
891 if ((i == 0) || name[i-1] != '[')
894 /* Return an error if there are no digits between the opening '[' to
895 * match the closing ']'.
900 /* Make a new string that is a copy of the old string up to (but not
901 * including) the '[' character.
903 name_copy = (char *) malloc(i);
904 memcpy(name_copy, name, i - 1);
905 name_copy[i-1] = '\0';
907 offset = strtol(&name[i], NULL, 10);
915 name_copy = (char *) name;
917 array_lookup = false;
920 unsigned location = 0;
921 const bool found = shProg->UniformHash->get(location, name_copy);
924 || strcmp(name_copy, shProg->UniformStorage[location].name) == 0);
926 /* Free the temporary buffer *before* possibly returning an error.
928 if (name_copy != name)
934 /* Since array_elements is 0 for non-arrays, this causes look-ups of 'a[0]'
935 * to (correctly) fail if 'a' is not an array.
937 if (array_lookup && shProg->UniformStorage[location].array_elements == 0) {
941 return _mesa_uniform_merge_location_offset(location, offset);
945 _mesa_sampler_uniforms_are_valid(const struct gl_shader_program *shProg,
946 char *errMsg, size_t errMsgLength)
948 const glsl_type *unit_types[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
950 memset(unit_types, 0, sizeof(unit_types));
952 for (unsigned i = 0; i < shProg->NumUserUniformStorage; i++) {
953 const struct gl_uniform_storage *const storage =
954 &shProg->UniformStorage[i];
955 const glsl_type *const t = (storage->type->is_array())
956 ? storage->type->fields.array : storage->type;
958 if (!t->is_sampler())
961 const unsigned count = MAX2(1, storage->type->array_size());
962 for (unsigned j = 0; j < count; j++) {
963 const unsigned unit = storage->storage[j].i;
965 /* The types of the samplers associated with a particular texture
966 * unit must be an exact match. Page 74 (page 89 of the PDF) of the
967 * OpenGL 3.3 core spec says:
969 * "It is not allowed to have variables of different sampler
970 * types pointing to the same texture image unit within a program
973 if (unit_types[unit] == NULL) {
974 unit_types[unit] = t;
975 } else if (unit_types[unit] != t) {
976 _mesa_snprintf(errMsg, errMsgLength,
977 "Texture unit %d is accessed both as %s and %s",
978 unit, unit_types[unit]->name, t->name);