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-rw-r--r--src/mesa/shader/shader_api.c1052
1 files changed, 1052 insertions, 0 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
new file mode 100644
index 0000000000..aab522e292
--- /dev/null
+++ b/src/mesa/shader/shader_api.c
@@ -0,0 +1,1052 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5.3
+ *
+ * Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
+ *
+ * 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
+ * BRIAN PAUL 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 shader_api.c
+ * Implementation of GLSL-related API functions
+ * \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 "glheader.h"
+#include "context.h"
+#include "hash.h"
+#include "program.h"
+#include "prog_parameter.h"
+#include "prog_print.h"
+#include "prog_statevars.h"
+#include "shader_api.h"
+
+#include "slang_compile.h"
+#include "slang_link.h"
+
+
+
+/**
+ * Allocate a new gl_shader_program object, initialize it.
+ */
+struct gl_shader_program *
+_mesa_new_shader_program(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg;
+ shProg = CALLOC_STRUCT(gl_shader_program);
+ if (shProg) {
+ shProg->Type = GL_SHADER_PROGRAM;
+ shProg->Name = name;
+ shProg->RefCount = 1;
+ shProg->Attributes = _mesa_new_parameter_list();
+ }
+ return shProg;
+}
+
+
+void
+_mesa_free_shader_program_data(GLcontext *ctx,
+ struct gl_shader_program *shProg)
+{
+ assert(shProg->Type == GL_SHADER_PROGRAM);
+
+ if (shProg->VertexProgram) {
+ if (shProg->VertexProgram->Base.Parameters == shProg->Uniforms) {
+ /* to prevent a double-free in the next call */
+ shProg->VertexProgram->Base.Parameters = NULL;
+ }
+ _mesa_delete_program(ctx, &shProg->VertexProgram->Base);
+ shProg->VertexProgram = NULL;
+ }
+
+ if (shProg->FragmentProgram) {
+ if (shProg->FragmentProgram->Base.Parameters == shProg->Uniforms) {
+ /* to prevent a double-free in the next call */
+ shProg->FragmentProgram->Base.Parameters = NULL;
+ }
+ _mesa_delete_program(ctx, &shProg->FragmentProgram->Base);
+ shProg->FragmentProgram = NULL;
+ }
+
+
+ if (shProg->Uniforms) {
+ _mesa_free_parameter_list(shProg->Uniforms);
+ shProg->Uniforms = NULL;
+ }
+
+ if (shProg->Varying) {
+ _mesa_free_parameter_list(shProg->Varying);
+ shProg->Varying = NULL;
+ }
+}
+
+
+
+void
+_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
+{
+ _mesa_free_shader_program_data(ctx, shProg);
+ _mesa_free(shProg);
+}
+
+
+/**
+ * Lookup a GLSL program object.
+ */
+struct gl_shader_program *
+_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg;
+ if (name) {
+ shProg = (struct gl_shader_program *)
+ _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+ /* Note that both gl_shader and gl_shader_program objects are kept
+ * in the same hash table. Check the object's type to be sure it's
+ * what we're expecting.
+ */
+ if (shProg && shProg->Type != GL_SHADER_PROGRAM) {
+ return NULL;
+ }
+ return shProg;
+ }
+ return NULL;
+}
+
+
+/**
+ * Allocate a new gl_shader object, initialize it.
+ */
+struct gl_shader *
+_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
+{
+ struct gl_shader *shader;
+ assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
+ shader = CALLOC_STRUCT(gl_shader);
+ if (shader) {
+ shader->Type = type;
+ shader->Name = name;
+ shader->RefCount = 1;
+ }
+ return shader;
+}
+
+
+void
+_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
+{
+ GLuint i;
+ if (sh->Source)
+ _mesa_free((void *) sh->Source);
+ if (sh->InfoLog)
+ _mesa_free(sh->InfoLog);
+ for (i = 0; i < sh->NumPrograms; i++) {
+ assert(sh->Programs[i]);
+ _mesa_delete_program(ctx, sh->Programs[i]);
+ }
+ if (sh->Programs)
+ _mesa_free(sh->Programs);
+ _mesa_free(sh);
+}
+
+
+/**
+ * Lookup a GLSL shader object.
+ */
+struct gl_shader *
+_mesa_lookup_shader(GLcontext *ctx, GLuint name)
+{
+ if (name) {
+ struct gl_shader *sh = (struct gl_shader *)
+ _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+ /* Note that both gl_shader and gl_shader_program objects are kept
+ * in the same hash table. Check the object's type to be sure it's
+ * what we're expecting.
+ */
+ if (sh && sh->Type == GL_SHADER_PROGRAM) {
+ assert(sh->Type == GL_VERTEX_SHADER ||
+ sh->Type == GL_FRAGMENT_SHADER);
+ return NULL;
+ }
+ return sh;
+ }
+ return NULL;
+}
+
+
+/**
+ * Initialize context's shader state.
+ */
+void
+_mesa_init_shader_state(GLcontext * ctx)
+{
+ /* Device drivers may override these to control what kind of instructions
+ * are generated by the GLSL compiler.
+ */
+ ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
+ ctx->Shader.EmitComments = GL_FALSE;
+}
+
+
+/**
+ * Copy string from <src> to <dst>, up to maxLength characters, returning
+ * length of <dst> in <length>.
+ * \param src the strings source
+ * \param maxLength max chars to copy
+ * \param length returns number of chars copied
+ * \param dst the string destination
+ */
+static void
+copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src)
+{
+ GLsizei len;
+ for (len = 0; len < maxLength - 1 && src && src[len]; len++)
+ dst[len] = src[len];
+ if (maxLength > 0)
+ dst[len] = 0;
+ if (length)
+ *length = len;
+}
+
+
+/**
+ * Called via ctx->Driver.AttachShader()
+ */
+void
+_mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ const GLuint n = shProg->NumShaders;
+ GLuint i;
+
+ if (!shProg || !sh) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glAttachShader(bad program or shader name)");
+ return;
+ }
+
+ for (i = 0; i < n; i++) {
+ if (shProg->Shaders[i] == sh) {
+ /* already attached */
+ return;
+ }
+ }
+
+ /* grow list */
+ shProg->Shaders = (struct gl_shader **)
+ _mesa_realloc(shProg->Shaders,
+ n * sizeof(struct gl_shader *),
+ (n + 1) * sizeof(struct gl_shader *));
+ if (!shProg->Shaders) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
+ return;
+ }
+
+ /* append */
+ shProg->Shaders[n] = sh;
+ sh->RefCount++;
+ shProg->NumShaders++;
+}
+
+
+void
+_mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
+ const GLchar *name)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ const GLint size = -1; /* unknown size */
+ GLint i, oldIndex;
+
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)");
+ return;
+ }
+
+ if (!name)
+ return;
+
+ if (strncmp(name, "gl_", 3) == 0) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glBindAttribLocation(illegal name)");
+ return;
+ }
+
+ oldIndex = _mesa_get_attrib_location(ctx, program, name);
+
+ /* this will replace the current value if it's already in the list */
+ i = _mesa_add_attribute(shProg->Attributes, name, size, index);
+ if (i < 0) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
+ }
+
+ if (shProg->VertexProgram && oldIndex >= 0) {
+ _slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
+ }
+
+#if 0
+ printf("===== post BindAttrib:\n");
+ _mesa_print_program(&shProg->VertexProgram->Base);
+#endif
+}
+
+
+GLuint
+_mesa_create_shader(GLcontext *ctx, GLenum type)
+{
+ struct gl_shader *sh;
+ GLuint name;
+
+ name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
+
+ switch (type) {
+ case GL_FRAGMENT_SHADER:
+ case GL_VERTEX_SHADER:
+ sh = _mesa_new_shader(ctx, name, type);
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
+ return 0;
+ }
+
+ _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
+
+ return name;
+}
+
+
+GLuint
+_mesa_create_program(GLcontext *ctx)
+{
+ GLuint name;
+ struct gl_shader_program *shProg;
+
+ name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
+ shProg = _mesa_new_shader_program(ctx, name);
+
+ _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
+
+ return name;
+}
+
+
+void
+_mesa_delete_program2(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg;
+
+ shProg = _mesa_lookup_shader_program(ctx, name);
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgram(name)");
+ return;
+ }
+
+ /* always remove from hash table */
+ _mesa_HashRemove(ctx->Shared->ShaderObjects, name);
+
+ shProg->DeletePending = GL_TRUE;
+
+ /* decrement refcount, delete if zero */
+ shProg->RefCount--;
+ if (shProg->RefCount <= 0) {
+ _mesa_free_shader_program(ctx, shProg);
+ }
+}
+
+
+void
+_mesa_delete_shader(GLcontext *ctx, GLuint shader)
+{
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ if (!sh) {
+ return;
+ }
+
+ sh->DeletePending = GL_TRUE;
+ sh->RefCount--;
+ if (sh->RefCount <= 0) {
+ _mesa_free_shader(ctx, sh);
+ }
+}
+
+
+void
+_mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ const GLuint n = shProg->NumShaders;
+ GLuint i, j;
+
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glDetachShader(bad program or shader name)");
+ return;
+ }
+
+ for (i = 0; i < n; i++) {
+ if (shProg->Shaders[i]->Name == shader) {
+ struct gl_shader **newList;
+ /* found it */
+
+ shProg->Shaders[i]->RefCount--;
+
+ /* alloc new, smaller array */
+ newList = (struct gl_shader **)
+ _mesa_malloc((n - 1) * sizeof(struct gl_shader *));
+ if (!newList) {
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
+ return;
+ }
+ for (j = 0; j < i; j++) {
+ newList[j] = shProg->Shaders[j];
+ }
+ while (++i < n)
+ newList[j++] = shProg->Shaders[i];
+ _mesa_free(shProg->Shaders);
+
+ /* XXX refcounting! */
+
+ shProg->Shaders = newList;
+ return;
+ }
+ }
+
+ /* not found */
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glDetachShader(shader not found)");
+}
+
+
+void
+_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
+ GLsizei maxLength, GLsizei *length, GLint *size,
+ GLenum *type, GLchar *nameOut)
+{
+ static const GLenum vec_types[] = {
+ GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
+ };
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ GLint sz;
+
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
+ return;
+ }
+
+ if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ return;
+ }
+
+ copy_string(nameOut, maxLength, length,
+ shProg->Attributes->Parameters[index].Name);
+ sz = shProg->Attributes->Parameters[index].Size;
+ if (size)
+ *size = sz;
+ if (type)
+ *type = vec_types[sz]; /* XXX this is a temporary hack */
+}
+
+
+/**
+ * Called via ctx->Driver.GetActiveUniform().
+ */
+void
+_mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
+ GLsizei maxLength, GLsizei *length, GLint *size,
+ GLenum *type, GLchar *nameOut)
+{
+ static const GLenum vec_types[] = {
+ GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
+ };
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ GLint sz;
+
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
+ return;
+ }
+
+ if (!shProg->Uniforms || index >= shProg->Uniforms->NumParameters) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
+ return;
+ }
+
+ copy_string(nameOut, maxLength, length,
+ shProg->Uniforms->Parameters[index].Name);
+ sz = shProg->Uniforms->Parameters[index].Size;
+ if (size)
+ *size = sz;
+ if (type)
+ *type = vec_types[sz]; /* XXX this is a temporary hack */
+}
+
+
+/**
+ * Called via ctx->Driver.GetAttachedShaders().
+ */
+void
+_mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
+ GLsizei *count, GLuint *obj)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ if (shProg) {
+ GLint i;
+ for (i = 0; i < maxCount && i < shProg->NumShaders; i++) {
+ obj[i] = shProg->Shaders[i]->Name;
+ }
+ if (count)
+ *count = i;
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders");
+ }
+}
+
+
+GLint
+_mesa_get_attrib_location(GLcontext *ctx, GLuint program,
+ const GLchar *name)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocation");
+ return -1;
+ }
+
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetAttribLocation(program not linked)");
+ return -1;
+ }
+
+ if (!name)
+ return -1;
+
+ if (shProg->Attributes) {
+ GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
+ if (i >= 0) {
+ return shProg->Attributes->Parameters[i].StateIndexes[0];
+ }
+ }
+ return -1;
+}
+
+
+GLuint
+_mesa_get_handle(GLcontext *ctx, GLenum pname)
+{
+#if 0
+ GET_CURRENT_CONTEXT(ctx);
+
+ switch (pname) {
+ case GL_PROGRAM_OBJECT_ARB:
+ {
+ struct gl2_program_intf **pro = ctx->Shader.CurrentProgram;
+
+ if (pro != NULL)
+ return (**pro)._container._generic.
+ GetName((struct gl2_generic_intf **) (pro));
+ }
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
+ }
+#endif
+ return 0;
+}
+
+
+void
+_mesa_get_programiv(GLcontext *ctx, GLuint program,
+ GLenum pname, GLint *params)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
+ return;
+ }
+
+ switch (pname) {
+ case GL_DELETE_STATUS:
+ *params = shProg->DeletePending;
+ break;
+ case GL_LINK_STATUS:
+ *params = shProg->LinkStatus;
+ break;
+ case GL_VALIDATE_STATUS:
+ *params = shProg->Validated;
+ break;
+ case GL_INFO_LOG_LENGTH:
+ *params = shProg->InfoLog ? strlen(shProg->InfoLog) : 0;
+ break;
+ case GL_ATTACHED_SHADERS:
+ *params = shProg->NumShaders;
+ break;
+ case GL_ACTIVE_ATTRIBUTES:
+ *params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
+ break;
+ case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
+ *params = _mesa_parameter_longest_name(shProg->Attributes);
+ break;
+ case GL_ACTIVE_UNIFORMS:
+ *params = shProg->Uniforms ? shProg->Uniforms->NumParameters : 0;
+ break;
+ case GL_ACTIVE_UNIFORM_MAX_LENGTH:
+ *params = _mesa_parameter_longest_name(shProg->Uniforms);
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
+ return;
+ }
+}
+
+
+void
+_mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
+{
+ struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+
+ if (!shader) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderiv(shader)");
+ return;
+ }
+
+ switch (pname) {
+ case GL_SHADER_TYPE:
+ *params = shader->Type;
+ break;
+ case GL_DELETE_STATUS:
+ *params = shader->DeletePending;
+ break;
+ case GL_COMPILE_STATUS:
+ *params = shader->CompileStatus;
+ break;
+ case GL_INFO_LOG_LENGTH:
+ *params = shader->InfoLog ? strlen(shader->InfoLog) : 0;
+ break;
+ case GL_SHADER_SOURCE_LENGTH:
+ *params = shader->Source ? strlen((char *) shader->Source) : 0;
+ break;
+ default:
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
+ return;
+ }
+}
+
+
+void
+_mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
+ GLsizei *length, GLchar *infoLog)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
+ return;
+ }
+ copy_string(infoLog, bufSize, length, shProg->InfoLog);
+}
+
+
+void
+_mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
+ GLsizei *length, GLchar *infoLog)
+{
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ if (!sh) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
+ return;
+ }
+ copy_string(infoLog, bufSize, length, sh->InfoLog);
+}
+
+
+/**
+ * Called via ctx->Driver.GetShaderSource().
+ */
+void
+_mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
+ GLsizei *length, GLchar *sourceOut)
+{
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ if (!sh) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(shader)");
+ return;
+ }
+ copy_string(sourceOut, maxLength, length, sh->Source);
+}
+
+
+/**
+ * Called via ctx->Driver.GetUniformfv().
+ */
+void
+_mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
+ GLfloat *params)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ if (shProg) {
+ GLint i;
+ if (location >= 0 && location < shProg->Uniforms->NumParameters) {
+ for (i = 0; i < shProg->Uniforms->Parameters[location].Size; i++) {
+ params[i] = shProg->Uniforms->ParameterValues[location][i];
+ }
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)");
+ }
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(program)");
+ }
+}
+
+
+/**
+ * Called via ctx->Driver.GetUniformLocation().
+ */
+GLint
+_mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
+{
+ struct gl_shader_program *shProg
+ = _mesa_lookup_shader_program(ctx, program);
+ if (shProg) {
+ GLuint loc;
+ for (loc = 0; loc < shProg->Uniforms->NumParameters; loc++) {
+ const struct gl_program_parameter *u
+ = shProg->Uniforms->Parameters + loc;
+ /* XXX this is a temporary simplification / short-cut.
+ * We need to handle things like "e.c[0].b" as seen in the
+ * GLSL orange book, page 189.
+ */
+ if ((u->Type == PROGRAM_UNIFORM ||
+ u->Type == PROGRAM_SAMPLER) && !strcmp(u->Name, name)) {
+ return loc;
+ }
+ }
+ }
+ return -1;
+
+}
+
+
+GLboolean
+_mesa_is_program(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
+ return shProg ? GL_TRUE : GL_FALSE;
+}
+
+
+GLboolean
+_mesa_is_shader(GLcontext *ctx, GLuint name)
+{
+ struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
+ return shader ? GL_TRUE : GL_FALSE;
+}
+
+
+
+/**
+ * Called via ctx->Driver.ShaderSource()
+ */
+void
+_mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
+{
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
+ if (!sh) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSource(shaderObj)");
+ return;
+ }
+
+ /* free old shader source string and install new one */
+ if (sh->Source) {
+ _mesa_free((void *) sh->Source);
+ }
+ sh->Source = source;
+ sh->CompileStatus = GL_FALSE;
+}
+
+
+/**
+ * Called via ctx->Driver.CompileShader()
+ */
+void
+_mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
+{
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
+
+ if (!sh) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
+ return;
+ }
+
+ sh->CompileStatus = _slang_compile(ctx, sh);
+}
+
+
+/**
+ * Called via ctx->Driver.LinkProgram()
+ */
+void
+_mesa_link_program(GLcontext *ctx, GLuint program)
+{
+ struct gl_shader_program *shProg;
+
+ shProg = _mesa_lookup_shader_program(ctx, program);
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)");
+ return;
+ }
+
+ _slang_link(ctx, program, shProg);
+}
+
+
+/**
+ * Called via ctx->Driver.UseProgram()
+ */
+void
+_mesa_use_program(GLcontext *ctx, GLuint program)
+{
+ if (ctx->Shader.CurrentProgram &&
+ ctx->Shader.CurrentProgram->Name == program) {
+ /* no-op */
+ return;
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+ /* unbind old */
+ if (ctx->Shader.CurrentProgram) {
+ ctx->Shader.CurrentProgram->RefCount--;
+ if (ctx->Shader.CurrentProgram->RefCount <= 0) {
+ _mesa_free_shader_program(ctx, ctx->Shader.CurrentProgram);
+ }
+ ctx->Shader.CurrentProgram = NULL;
+ }
+
+ if (program) {
+ struct gl_shader_program *shProg;
+ shProg = _mesa_lookup_shader_program(ctx, program);
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE,
+ "glUseProgramObjectARB(programObj)");
+ return;
+ }
+ ctx->Shader.CurrentProgram = shProg;
+ shProg->RefCount++;
+ }
+ else {
+ /* don't use a shader program */
+ ctx->Shader.CurrentProgram = NULL;
+ }
+}
+
+
+/**
+ * Called via ctx->Driver.Uniform().
+ */
+void
+_mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
+ const GLvoid *values, GLenum type)
+{
+ struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+ GLint elems, i, k;
+
+ if (!shProg || !shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
+ return;
+ }
+
+ if (location < 0 || location >= (GLint) shProg->Uniforms->NumParameters) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
+ return;
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+ /*
+ * If we're setting a sampler, we must use glUniformi1()!
+ */
+ if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
+ if (type != GL_INT || count != 1) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniform(only glUniform1i can be used "
+ "to set sampler uniforms)");
+ return;
+ }
+ }
+
+ if (count < 0) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
+ return;
+ }
+
+ switch (type) {
+ case GL_FLOAT:
+ case GL_INT:
+ elems = 1;
+ break;
+ case GL_FLOAT_VEC2:
+ case GL_INT_VEC2:
+ elems = 2;
+ break;
+ case GL_FLOAT_VEC3:
+ case GL_INT_VEC3:
+ elems = 3;
+ break;
+ case GL_FLOAT_VEC4:
+ case GL_INT_VEC4:
+ elems = 4;
+ break;
+ default:
+ _mesa_problem(ctx, "Invalid type in _mesa_uniform");
+ return;
+ }
+
+ if (count * elems > shProg->Uniforms->Parameters[location].Size) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
+ return;
+ }
+
+ for (k = 0; k < count; k++) {
+ GLfloat *uniformVal = shProg->Uniforms->ParameterValues[location + k];
+ if (type == GL_INT ||
+ type == GL_INT_VEC2 ||
+ type == GL_INT_VEC3 ||
+ type == GL_INT_VEC4) {
+ const GLint *iValues = ((const GLint *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = (GLfloat) iValues[i];
+ }
+ }
+ else {
+ const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
+ for (i = 0; i < elems; i++) {
+ uniformVal[i] = fValues[i];
+ }
+ }
+ }
+
+ if (shProg->Uniforms->Parameters[location].Type == PROGRAM_SAMPLER) {
+ if (shProg->VertexProgram)
+ _slang_resolve_samplers(shProg, &shProg->VertexProgram->Base);
+ if (shProg->FragmentProgram)
+ _slang_resolve_samplers(shProg, &shProg->FragmentProgram->Base);
+ FLUSH_VERTICES(ctx, _NEW_TEXTURE);
+ }
+}
+
+
+/**
+ * Called by ctx->Driver.UniformMatrix().
+ */
+void
+_mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
+ GLenum matrixType, GLint location, GLsizei count,
+ GLboolean transpose, const GLfloat *values)
+{
+ struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
+ if (!shProg || !shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUniformMatrix(program not linked)");
+ return;
+ }
+ if (location < 0 || location >= shProg->Uniforms->NumParameters) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
+ return;
+ }
+ if (values == NULL) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
+ return;
+ }
+
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+ /*
+ * Note: the _columns_ of a matrix are stored in program registers, not
+ * the rows.
+ */
+ /* XXXX need to test 3x3 and 2x2 matrices... */
+ if (transpose) {
+ GLuint row, col;
+ for (col = 0; col < cols; col++) {
+ GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
+ for (row = 0; row < rows; row++) {
+ v[row] = values[row * cols + col];
+ }
+ }
+ }
+ else {
+ GLuint row, col;
+ for (col = 0; col < cols; col++) {
+ GLfloat *v = shProg->Uniforms->ParameterValues[location + col];
+ for (row = 0; row < rows; row++) {
+ v[row] = values[col * rows + row];
+ }
+ }
+ }
+}
+
+
+void
+_mesa_validate_program(GLcontext *ctx, GLuint program)
+{
+ struct gl_shader_program *shProg;
+ shProg = _mesa_lookup_shader_program(ctx, program);
+ if (!shProg) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
+ return;
+ }
+ /* XXX temporary */
+ shProg->Validated = GL_TRUE;
+
+ /* From the GL spec:
+ any two active samplers in the current program object are of
+ different types, but refer to the same texture image unit,
+
+ any active sampler in the current program object refers to a texture
+ image unit where fixed-function fragment processing accesses a
+ texture target that does not match the sampler type, or
+
+ the sum of the number of active samplers in the program and the
+ number of texture image units enabled for fixed-function fragment
+ processing exceeds the combined limit on the total number of texture
+ image units allowed.
+ */
+}