mesa: plug in stubs for glBindFragDataLocation(), glGetFragDataLocation()
[mesa.git] / src / mesa / main / shaderapi.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file shaderapi.c
27 * \author Brian Paul
28 *
29 * Implementation of GLSL-related API functions.
30 * The glUniform* functions are in uniforms.c
31 *
32 *
33 * XXX things to do:
34 * 1. Check that the right error code is generated for all _mesa_error() calls.
35 * 2. Insert FLUSH_VERTICES calls in various places
36 */
37
38
39 #include "main/glheader.h"
40 #include "main/context.h"
41 #include "main/dispatch.h"
42 #include "main/enums.h"
43 #include "main/hash.h"
44 #include "main/shaderapi.h"
45 #include "main/shaderobj.h"
46 #include "program/program.h"
47 #include "program/prog_parameter.h"
48 #include "program/prog_uniform.h"
49 #include "talloc.h"
50 #include <stdbool.h>
51
52 /** Define this to enable shader substitution (see below) */
53 #define SHADER_SUBST 0
54
55
56 /**
57 * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
58 */
59 static GLbitfield
60 get_shader_flags(void)
61 {
62 GLbitfield flags = 0x0;
63 const char *env = _mesa_getenv("MESA_GLSL");
64
65 if (env) {
66 if (strstr(env, "dump"))
67 flags |= GLSL_DUMP;
68 if (strstr(env, "log"))
69 flags |= GLSL_LOG;
70 if (strstr(env, "nopvert"))
71 flags |= GLSL_NOP_VERT;
72 if (strstr(env, "nopfrag"))
73 flags |= GLSL_NOP_FRAG;
74 if (strstr(env, "nopt"))
75 flags |= GLSL_NO_OPT;
76 else if (strstr(env, "opt"))
77 flags |= GLSL_OPT;
78 if (strstr(env, "uniform"))
79 flags |= GLSL_UNIFORMS;
80 if (strstr(env, "useprog"))
81 flags |= GLSL_USE_PROG;
82 }
83
84 return flags;
85 }
86
87
88 /**
89 * Initialize context's shader state.
90 */
91 void
92 _mesa_init_shader_state(struct gl_context *ctx)
93 {
94 /* Device drivers may override these to control what kind of instructions
95 * are generated by the GLSL compiler.
96 */
97 struct gl_shader_compiler_options options;
98 GLuint i;
99
100 memset(&options, 0, sizeof(options));
101 options.MaxUnrollIterations = 32;
102
103 /* Default pragma settings */
104 options.DefaultPragmas.Optimize = GL_TRUE;
105
106 for(i = 0; i < MESA_SHADER_TYPES; ++i)
107 memcpy(&ctx->ShaderCompilerOptions[i], &options, sizeof(options));
108
109 ctx->Shader.Flags = get_shader_flags();
110 }
111
112
113 /**
114 * Free the per-context shader-related state.
115 */
116 void
117 _mesa_free_shader_state(struct gl_context *ctx)
118 {
119 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
120 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
121 NULL);
122 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
123 NULL);
124 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
125 }
126
127
128 /**
129 * Return the size of the given GLSL datatype, in floats (components).
130 */
131 GLint
132 _mesa_sizeof_glsl_type(GLenum type)
133 {
134 switch (type) {
135 case GL_FLOAT:
136 case GL_INT:
137 case GL_BOOL:
138 case GL_SAMPLER_1D:
139 case GL_SAMPLER_2D:
140 case GL_SAMPLER_3D:
141 case GL_SAMPLER_CUBE:
142 case GL_SAMPLER_1D_SHADOW:
143 case GL_SAMPLER_2D_SHADOW:
144 case GL_SAMPLER_2D_RECT_ARB:
145 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
146 case GL_SAMPLER_1D_ARRAY_EXT:
147 case GL_SAMPLER_2D_ARRAY_EXT:
148 case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
149 case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
150 case GL_SAMPLER_CUBE_SHADOW_EXT:
151 return 1;
152 case GL_FLOAT_VEC2:
153 case GL_INT_VEC2:
154 case GL_UNSIGNED_INT_VEC2:
155 case GL_BOOL_VEC2:
156 return 2;
157 case GL_FLOAT_VEC3:
158 case GL_INT_VEC3:
159 case GL_UNSIGNED_INT_VEC3:
160 case GL_BOOL_VEC3:
161 return 3;
162 case GL_FLOAT_VEC4:
163 case GL_INT_VEC4:
164 case GL_UNSIGNED_INT_VEC4:
165 case GL_BOOL_VEC4:
166 return 4;
167 case GL_FLOAT_MAT2:
168 case GL_FLOAT_MAT2x3:
169 case GL_FLOAT_MAT2x4:
170 return 8; /* two float[4] vectors */
171 case GL_FLOAT_MAT3:
172 case GL_FLOAT_MAT3x2:
173 case GL_FLOAT_MAT3x4:
174 return 12; /* three float[4] vectors */
175 case GL_FLOAT_MAT4:
176 case GL_FLOAT_MAT4x2:
177 case GL_FLOAT_MAT4x3:
178 return 16; /* four float[4] vectors */
179 default:
180 _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
181 return 1;
182 }
183 }
184
185
186 /**
187 * Copy string from <src> to <dst>, up to maxLength characters, returning
188 * length of <dst> in <length>.
189 * \param src the strings source
190 * \param maxLength max chars to copy
191 * \param length returns number of chars copied
192 * \param dst the string destination
193 */
194 void
195 _mesa_copy_string(GLchar *dst, GLsizei maxLength,
196 GLsizei *length, const GLchar *src)
197 {
198 GLsizei len;
199 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
200 dst[len] = src[len];
201 if (maxLength > 0)
202 dst[len] = 0;
203 if (length)
204 *length = len;
205 }
206
207
208
209 /**
210 * Confirm that the a shader type is valid and supported by the implementation
211 *
212 * \param ctx Current GL context
213 * \param type Shader target
214 *
215 */
216 static bool
217 validate_shader_target(const struct gl_context *ctx, GLenum type)
218 {
219 switch (type) {
220 #if FEATURE_ARB_fragment_shader
221 case GL_FRAGMENT_SHADER:
222 return ctx->Extensions.ARB_fragment_shader;
223 #endif
224 #if FEATURE_ARB_vertex_shader
225 case GL_VERTEX_SHADER:
226 return ctx->Extensions.ARB_vertex_shader;
227 #endif
228 #if FEATURE_ARB_geometry_shader4
229 case GL_GEOMETRY_SHADER_ARB:
230 return ctx->Extensions.ARB_geometry_shader4;
231 #endif
232 default:
233 return false;
234 }
235 }
236
237
238 /**
239 * Find the length of the longest transform feedback varying name
240 * which was specified with glTransformFeedbackVaryings().
241 */
242 static GLint
243 longest_feedback_varying_name(const struct gl_shader_program *shProg)
244 {
245 GLuint i;
246 GLint max = 0;
247 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
248 GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
249 if (len > max)
250 max = len;
251 }
252 return max;
253 }
254
255
256
257 static GLboolean
258 is_program(struct gl_context *ctx, GLuint name)
259 {
260 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
261 return shProg ? GL_TRUE : GL_FALSE;
262 }
263
264
265 static GLboolean
266 is_shader(struct gl_context *ctx, GLuint name)
267 {
268 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
269 return shader ? GL_TRUE : GL_FALSE;
270 }
271
272
273 /**
274 * Attach shader to a shader program.
275 */
276 static void
277 attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
278 {
279 struct gl_shader_program *shProg;
280 struct gl_shader *sh;
281 GLuint i, n;
282
283 shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
284 if (!shProg)
285 return;
286
287 sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
288 if (!sh) {
289 return;
290 }
291
292 n = shProg->NumShaders;
293 for (i = 0; i < n; i++) {
294 if (shProg->Shaders[i] == sh) {
295 /* The shader is already attched to this program. The
296 * GL_ARB_shader_objects spec says:
297 *
298 * "The error INVALID_OPERATION is generated by AttachObjectARB
299 * if <obj> is already attached to <containerObj>."
300 */
301 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
302 return;
303 }
304 }
305
306 /* grow list */
307 shProg->Shaders = (struct gl_shader **)
308 _mesa_realloc(shProg->Shaders,
309 n * sizeof(struct gl_shader *),
310 (n + 1) * sizeof(struct gl_shader *));
311 if (!shProg->Shaders) {
312 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
313 return;
314 }
315
316 /* append */
317 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
318 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
319 shProg->NumShaders++;
320 }
321
322
323 static GLint
324 get_attrib_location(struct gl_context *ctx, GLuint program, const GLchar *name)
325 {
326 struct gl_shader_program *shProg
327 = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
328
329 if (!shProg) {
330 return -1;
331 }
332
333 if (!shProg->LinkStatus) {
334 _mesa_error(ctx, GL_INVALID_OPERATION,
335 "glGetAttribLocation(program not linked)");
336 return -1;
337 }
338
339 if (!name)
340 return -1;
341
342 if (shProg->VertexProgram) {
343 const struct gl_program_parameter_list *attribs =
344 shProg->VertexProgram->Base.Attributes;
345 if (attribs) {
346 GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
347 if (i >= 0) {
348 return attribs->Parameters[i].StateIndexes[0];
349 }
350 }
351 }
352 return -1;
353 }
354
355
356 static void
357 bind_attrib_location(struct gl_context *ctx, GLuint program, GLuint index,
358 const GLchar *name)
359 {
360 struct gl_shader_program *shProg;
361 const GLint size = -1; /* unknown size */
362 GLint i, oldIndex;
363 GLenum datatype = GL_FLOAT_VEC4;
364
365 shProg = _mesa_lookup_shader_program_err(ctx, program,
366 "glBindAttribLocation");
367 if (!shProg) {
368 return;
369 }
370
371 if (!name)
372 return;
373
374 if (strncmp(name, "gl_", 3) == 0) {
375 _mesa_error(ctx, GL_INVALID_OPERATION,
376 "glBindAttribLocation(illegal name)");
377 return;
378 }
379
380 if (index >= ctx->Const.VertexProgram.MaxAttribs) {
381 _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
382 return;
383 }
384
385 if (shProg->LinkStatus) {
386 /* get current index/location for the attribute */
387 oldIndex = get_attrib_location(ctx, program, name);
388 }
389 else {
390 oldIndex = -1;
391 }
392
393 /* this will replace the current value if it's already in the list */
394 i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
395 if (i < 0) {
396 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
397 return;
398 }
399
400 /*
401 * Note that this attribute binding won't go into effect until
402 * glLinkProgram is called again.
403 */
404 }
405
406
407 static void
408 bind_frag_data_location(struct gl_context *ctx, GLuint program,
409 GLuint colorNumber, const GLchar *name)
410 {
411 _mesa_problem(ctx, "bind_frag_data_location() not implemented yet");
412 }
413
414
415 static GLuint
416 create_shader(struct gl_context *ctx, GLenum type)
417 {
418 struct gl_shader *sh;
419 GLuint name;
420
421 if (!validate_shader_target(ctx, type)) {
422 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
423 return 0;
424 }
425
426 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
427 sh = ctx->Driver.NewShader(ctx, name, type);
428 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
429
430 return name;
431 }
432
433
434 static GLuint
435 create_shader_program(struct gl_context *ctx)
436 {
437 GLuint name;
438 struct gl_shader_program *shProg;
439
440 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
441
442 shProg = ctx->Driver.NewShaderProgram(ctx, name);
443
444 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
445
446 assert(shProg->RefCount == 1);
447
448 return name;
449 }
450
451
452 /**
453 * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
454 * DeleteProgramARB.
455 */
456 static void
457 delete_shader_program(struct gl_context *ctx, GLuint name)
458 {
459 /*
460 * NOTE: deleting shaders/programs works a bit differently than
461 * texture objects (and buffer objects, etc). Shader/program
462 * handles/IDs exist in the hash table until the object is really
463 * deleted (refcount==0). With texture objects, the handle/ID is
464 * removed from the hash table in glDeleteTextures() while the tex
465 * object itself might linger until its refcount goes to zero.
466 */
467 struct gl_shader_program *shProg;
468
469 shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
470 if (!shProg)
471 return;
472
473 shProg->DeletePending = GL_TRUE;
474
475 /* effectively, decr shProg's refcount */
476 _mesa_reference_shader_program(ctx, &shProg, NULL);
477 }
478
479
480 static void
481 delete_shader(struct gl_context *ctx, GLuint shader)
482 {
483 struct gl_shader *sh;
484
485 sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
486 if (!sh)
487 return;
488
489 sh->DeletePending = GL_TRUE;
490
491 /* effectively, decr sh's refcount */
492 _mesa_reference_shader(ctx, &sh, NULL);
493 }
494
495
496 static void
497 detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
498 {
499 struct gl_shader_program *shProg;
500 GLuint n;
501 GLuint i, j;
502
503 shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
504 if (!shProg)
505 return;
506
507 n = shProg->NumShaders;
508
509 for (i = 0; i < n; i++) {
510 if (shProg->Shaders[i]->Name == shader) {
511 /* found it */
512 struct gl_shader **newList;
513
514 /* release */
515 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
516
517 /* alloc new, smaller array */
518 newList = (struct gl_shader **)
519 malloc((n - 1) * sizeof(struct gl_shader *));
520 if (!newList) {
521 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
522 return;
523 }
524 for (j = 0; j < i; j++) {
525 newList[j] = shProg->Shaders[j];
526 }
527 while (++i < n)
528 newList[j++] = shProg->Shaders[i];
529 free(shProg->Shaders);
530
531 shProg->Shaders = newList;
532 shProg->NumShaders = n - 1;
533
534 #ifdef DEBUG
535 /* sanity check */
536 {
537 for (j = 0; j < shProg->NumShaders; j++) {
538 assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
539 shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
540 assert(shProg->Shaders[j]->RefCount > 0);
541 }
542 }
543 #endif
544
545 return;
546 }
547 }
548
549 /* not found */
550 {
551 GLenum err;
552 if (is_shader(ctx, shader))
553 err = GL_INVALID_OPERATION;
554 else if (is_program(ctx, shader))
555 err = GL_INVALID_OPERATION;
556 else
557 err = GL_INVALID_VALUE;
558 _mesa_error(ctx, err, "glDetachProgram(shader)");
559 return;
560 }
561 }
562
563
564 static void
565 get_active_attrib(struct gl_context *ctx, GLuint program, GLuint index,
566 GLsizei maxLength, GLsizei *length, GLint *size,
567 GLenum *type, GLchar *nameOut)
568 {
569 const struct gl_program_parameter_list *attribs = NULL;
570 struct gl_shader_program *shProg;
571
572 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
573 if (!shProg)
574 return;
575
576 if (shProg->VertexProgram)
577 attribs = shProg->VertexProgram->Base.Attributes;
578
579 if (!attribs || index >= attribs->NumParameters) {
580 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
581 return;
582 }
583
584 _mesa_copy_string(nameOut, maxLength, length,
585 attribs->Parameters[index].Name);
586
587 if (size)
588 *size = attribs->Parameters[index].Size
589 / _mesa_sizeof_glsl_type(attribs->Parameters[index].DataType);
590
591 if (type)
592 *type = attribs->Parameters[index].DataType;
593 }
594
595
596 /**
597 * Return list of shaders attached to shader program.
598 */
599 static void
600 get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
601 GLsizei *count, GLuint *obj)
602 {
603 struct gl_shader_program *shProg =
604 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
605 if (shProg) {
606 GLuint i;
607 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
608 obj[i] = shProg->Shaders[i]->Name;
609 }
610 if (count)
611 *count = i;
612 }
613 }
614
615
616 static GLint
617 get_frag_data_location(struct gl_context *ctx, GLuint program,
618 const GLchar *name)
619 {
620 _mesa_problem(ctx, "get_frag_data_location() not implemented yet");
621 return -1;
622 }
623
624
625
626 /**
627 * glGetHandleARB() - return ID/name of currently bound shader program.
628 */
629 static GLuint
630 get_handle(struct gl_context *ctx, GLenum pname)
631 {
632 if (pname == GL_PROGRAM_OBJECT_ARB) {
633 if (ctx->Shader.ActiveProgram)
634 return ctx->Shader.ActiveProgram->Name;
635 else
636 return 0;
637 }
638 else {
639 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
640 return 0;
641 }
642 }
643
644
645 /**
646 * glGetProgramiv() - get shader program state.
647 * Note that this is for GLSL shader programs, not ARB vertex/fragment
648 * programs (see glGetProgramivARB).
649 */
650 static void
651 get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *params)
652 {
653 const struct gl_program_parameter_list *attribs;
654 struct gl_shader_program *shProg
655 = _mesa_lookup_shader_program(ctx, program);
656
657 if (!shProg) {
658 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
659 return;
660 }
661
662 if (shProg->VertexProgram)
663 attribs = shProg->VertexProgram->Base.Attributes;
664 else
665 attribs = NULL;
666
667 switch (pname) {
668 case GL_DELETE_STATUS:
669 *params = shProg->DeletePending;
670 break;
671 case GL_LINK_STATUS:
672 *params = shProg->LinkStatus;
673 break;
674 case GL_VALIDATE_STATUS:
675 *params = shProg->Validated;
676 break;
677 case GL_INFO_LOG_LENGTH:
678 *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
679 break;
680 case GL_ATTACHED_SHADERS:
681 *params = shProg->NumShaders;
682 break;
683 case GL_ACTIVE_ATTRIBUTES:
684 *params = attribs ? attribs->NumParameters : 0;
685 break;
686 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
687 *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
688 break;
689 case GL_ACTIVE_UNIFORMS:
690 *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
691 break;
692 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
693 *params = _mesa_longest_uniform_name(shProg->Uniforms);
694 if (*params > 0)
695 (*params)++; /* add one for terminating zero */
696 break;
697 case GL_PROGRAM_BINARY_LENGTH_OES:
698 *params = 0;
699 break;
700 #if FEATURE_EXT_transform_feedback
701 case GL_TRANSFORM_FEEDBACK_VARYINGS:
702 *params = shProg->TransformFeedback.NumVarying;
703 break;
704 case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
705 *params = longest_feedback_varying_name(shProg) + 1;
706 break;
707 case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
708 *params = shProg->TransformFeedback.BufferMode;
709 break;
710 #endif
711 #if FEATURE_ARB_geometry_shader4
712 case GL_GEOMETRY_VERTICES_OUT_ARB:
713 *params = shProg->Geom.VerticesOut;
714 break;
715 case GL_GEOMETRY_INPUT_TYPE_ARB:
716 *params = shProg->Geom.InputType;
717 break;
718 case GL_GEOMETRY_OUTPUT_TYPE_ARB:
719 *params = shProg->Geom.OutputType;
720 break;
721 #endif
722 default:
723 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
724 return;
725 }
726 }
727
728
729 /**
730 * glGetShaderiv() - get GLSL shader state
731 */
732 static void
733 get_shaderiv(struct gl_context *ctx, GLuint name, GLenum pname, GLint *params)
734 {
735 struct gl_shader *shader =
736 _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
737
738 if (!shader) {
739 return;
740 }
741
742 switch (pname) {
743 case GL_SHADER_TYPE:
744 *params = shader->Type;
745 break;
746 case GL_DELETE_STATUS:
747 *params = shader->DeletePending;
748 break;
749 case GL_COMPILE_STATUS:
750 *params = shader->CompileStatus;
751 break;
752 case GL_INFO_LOG_LENGTH:
753 *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
754 break;
755 case GL_SHADER_SOURCE_LENGTH:
756 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
757 break;
758 default:
759 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
760 return;
761 }
762 }
763
764
765 static void
766 get_program_info_log(struct gl_context *ctx, GLuint program, GLsizei bufSize,
767 GLsizei *length, GLchar *infoLog)
768 {
769 struct gl_shader_program *shProg
770 = _mesa_lookup_shader_program(ctx, program);
771 if (!shProg) {
772 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
773 return;
774 }
775 _mesa_copy_string(infoLog, bufSize, length, shProg->InfoLog);
776 }
777
778
779 static void
780 get_shader_info_log(struct gl_context *ctx, GLuint shader, GLsizei bufSize,
781 GLsizei *length, GLchar *infoLog)
782 {
783 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
784 if (!sh) {
785 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
786 return;
787 }
788 _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
789 }
790
791
792 /**
793 * Return shader source code.
794 */
795 static void
796 get_shader_source(struct gl_context *ctx, GLuint shader, GLsizei maxLength,
797 GLsizei *length, GLchar *sourceOut)
798 {
799 struct gl_shader *sh;
800 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
801 if (!sh) {
802 return;
803 }
804 _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
805 }
806
807
808 /**
809 * Set/replace shader source code.
810 */
811 static void
812 shader_source(struct gl_context *ctx, GLuint shader, const GLchar *source)
813 {
814 struct gl_shader *sh;
815
816 sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
817 if (!sh)
818 return;
819
820 /* free old shader source string and install new one */
821 if (sh->Source) {
822 free((void *) sh->Source);
823 }
824 sh->Source = source;
825 sh->CompileStatus = GL_FALSE;
826 #ifdef DEBUG
827 sh->SourceChecksum = _mesa_str_checksum(sh->Source);
828 #endif
829 }
830
831
832 /**
833 * Compile a shader.
834 */
835 static void
836 compile_shader(struct gl_context *ctx, GLuint shaderObj)
837 {
838 struct gl_shader *sh;
839 struct gl_shader_compiler_options *options;
840
841 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
842 if (!sh)
843 return;
844
845 options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(sh->Type)];
846
847 /* set default pragma state for shader */
848 sh->Pragmas = options->DefaultPragmas;
849
850 /* this call will set the sh->CompileStatus field to indicate if
851 * compilation was successful.
852 */
853 _mesa_glsl_compile_shader(ctx, sh);
854 }
855
856
857 /**
858 * Link a program's shaders.
859 */
860 static void
861 link_program(struct gl_context *ctx, GLuint program)
862 {
863 struct gl_shader_program *shProg;
864 struct gl_transform_feedback_object *obj =
865 ctx->TransformFeedback.CurrentObject;
866
867 shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
868 if (!shProg)
869 return;
870
871 if (obj->Active
872 && (shProg == ctx->Shader.CurrentVertexProgram
873 || shProg == ctx->Shader.CurrentGeometryProgram
874 || shProg == ctx->Shader.CurrentFragmentProgram)) {
875 _mesa_error(ctx, GL_INVALID_OPERATION,
876 "glLinkProgram(transform feedback active");
877 return;
878 }
879
880 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
881
882 _mesa_glsl_link_shader(ctx, shProg);
883
884 /* debug code */
885 if (0) {
886 GLuint i;
887
888 printf("Link %u shaders in program %u: %s\n",
889 shProg->NumShaders, shProg->Name,
890 shProg->LinkStatus ? "Success" : "Failed");
891
892 for (i = 0; i < shProg->NumShaders; i++) {
893 printf(" shader %u, type 0x%x\n",
894 shProg->Shaders[i]->Name,
895 shProg->Shaders[i]->Type);
896 }
897 }
898 }
899
900
901 /**
902 * Print basic shader info (for debug).
903 */
904 static void
905 print_shader_info(const struct gl_shader_program *shProg)
906 {
907 GLuint i;
908
909 printf("Mesa: glUseProgram(%u)\n", shProg->Name);
910 for (i = 0; i < shProg->NumShaders; i++) {
911 const char *s;
912 switch (shProg->Shaders[i]->Type) {
913 case GL_VERTEX_SHADER:
914 s = "vertex";
915 break;
916 case GL_FRAGMENT_SHADER:
917 s = "fragment";
918 break;
919 case GL_GEOMETRY_SHADER:
920 s = "geometry";
921 break;
922 default:
923 s = "";
924 }
925 printf(" %s shader %u, checksum %u\n", s,
926 shProg->Shaders[i]->Name,
927 shProg->Shaders[i]->SourceChecksum);
928 }
929 if (shProg->VertexProgram)
930 printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
931 if (shProg->FragmentProgram)
932 printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
933 }
934
935
936 /**
937 * Use the named shader program for subsequent glUniform calls
938 */
939 static void
940 active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
941 const char *caller)
942 {
943 if ((shProg != NULL) && !shProg->LinkStatus) {
944 _mesa_error(ctx, GL_INVALID_OPERATION,
945 "%s(program %u not linked)", caller, shProg->Name);
946 return;
947 }
948
949 if (ctx->Shader.ActiveProgram != shProg) {
950 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
951 }
952 }
953
954 /**
955 */
956 static bool
957 use_shader_program(struct gl_context *ctx, GLenum type,
958 struct gl_shader_program *shProg)
959 {
960 struct gl_shader_program **target;
961
962 switch (type) {
963 #if FEATURE_ARB_vertex_shader
964 case GL_VERTEX_SHADER:
965 target = &ctx->Shader.CurrentVertexProgram;
966 if ((shProg == NULL)
967 || (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
968 shProg = NULL;
969 }
970 break;
971 #endif
972 #if FEATURE_ARB_geometry_shader4
973 case GL_GEOMETRY_SHADER_ARB:
974 target = &ctx->Shader.CurrentGeometryProgram;
975 if ((shProg == NULL)
976 || (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
977 shProg = NULL;
978 }
979 break;
980 #endif
981 #if FEATURE_ARB_fragment_shader
982 case GL_FRAGMENT_SHADER:
983 target = &ctx->Shader.CurrentFragmentProgram;
984 if ((shProg == NULL)
985 || (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
986 shProg = NULL;
987 }
988 break;
989 #endif
990 default:
991 return false;
992 }
993
994 if (*target != shProg) {
995 _mesa_reference_shader_program(ctx, target, shProg);
996 return true;
997 }
998
999 return false;
1000 }
1001
1002 /**
1003 * Use the named shader program for subsequent rendering.
1004 */
1005 void
1006 _mesa_use_program(struct gl_context *ctx, GLuint program)
1007 {
1008 struct gl_shader_program *shProg;
1009 struct gl_transform_feedback_object *obj =
1010 ctx->TransformFeedback.CurrentObject;
1011 bool changed = false;
1012
1013 if (obj->Active) {
1014 _mesa_error(ctx, GL_INVALID_OPERATION,
1015 "glUseProgram(transform feedback active)");
1016 return;
1017 }
1018
1019 if (program) {
1020 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1021 if (!shProg) {
1022 return;
1023 }
1024 if (!shProg->LinkStatus) {
1025 _mesa_error(ctx, GL_INVALID_OPERATION,
1026 "glUseProgram(program %u not linked)", program);
1027 return;
1028 }
1029
1030 /* debug code */
1031 if (ctx->Shader.Flags & GLSL_USE_PROG) {
1032 print_shader_info(shProg);
1033 }
1034 }
1035 else {
1036 shProg = NULL;
1037 }
1038
1039 changed = use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
1040 changed = use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg)
1041 || changed;
1042 changed = use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg)
1043 || changed;
1044 active_program(ctx, shProg, "glUseProgram");
1045
1046 if (changed) {
1047 FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
1048 }
1049
1050 if (ctx->Driver.UseProgram)
1051 ctx->Driver.UseProgram(ctx, shProg);
1052 }
1053
1054
1055 /**
1056 * Validate a program's samplers.
1057 * Specifically, check that there aren't two samplers of different types
1058 * pointing to the same texture unit.
1059 * \return GL_TRUE if valid, GL_FALSE if invalid
1060 */
1061 static GLboolean
1062 validate_samplers(const struct gl_program *prog, char *errMsg)
1063 {
1064 static const char *targetName[] = {
1065 "TEXTURE_2D_ARRAY",
1066 "TEXTURE_1D_ARRAY",
1067 "TEXTURE_CUBE",
1068 "TEXTURE_3D",
1069 "TEXTURE_RECT",
1070 "TEXTURE_2D",
1071 "TEXTURE_1D",
1072 };
1073 GLint targetUsed[MAX_TEXTURE_IMAGE_UNITS];
1074 GLbitfield samplersUsed = prog->SamplersUsed;
1075 GLuint i;
1076
1077 assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
1078
1079 if (samplersUsed == 0x0)
1080 return GL_TRUE;
1081
1082 for (i = 0; i < Elements(targetUsed); i++)
1083 targetUsed[i] = -1;
1084
1085 /* walk over bits which are set in 'samplers' */
1086 while (samplersUsed) {
1087 GLuint unit;
1088 gl_texture_index target;
1089 GLint sampler = _mesa_ffs(samplersUsed) - 1;
1090 assert(sampler >= 0);
1091 assert(sampler < MAX_TEXTURE_IMAGE_UNITS);
1092 unit = prog->SamplerUnits[sampler];
1093 target = prog->SamplerTargets[sampler];
1094 if (targetUsed[unit] != -1 && targetUsed[unit] != (int) target) {
1095 _mesa_snprintf(errMsg, 100,
1096 "Texture unit %d is accessed both as %s and %s",
1097 unit, targetName[targetUsed[unit]], targetName[target]);
1098 return GL_FALSE;
1099 }
1100 targetUsed[unit] = target;
1101 samplersUsed ^= (1 << sampler);
1102 }
1103
1104 return GL_TRUE;
1105 }
1106
1107
1108 /**
1109 * Do validation of the given shader program.
1110 * \param errMsg returns error message if validation fails.
1111 * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
1112 */
1113 static GLboolean
1114 validate_shader_program(const struct gl_shader_program *shProg,
1115 char *errMsg)
1116 {
1117 const struct gl_vertex_program *vp = shProg->VertexProgram;
1118 const struct gl_fragment_program *fp = shProg->FragmentProgram;
1119
1120 if (!shProg->LinkStatus) {
1121 return GL_FALSE;
1122 }
1123
1124 /* From the GL spec, a program is invalid if any of these are true:
1125
1126 any two active samplers in the current program object are of
1127 different types, but refer to the same texture image unit,
1128
1129 any active sampler in the current program object refers to a texture
1130 image unit where fixed-function fragment processing accesses a
1131 texture target that does not match the sampler type, or
1132
1133 the sum of the number of active samplers in the program and the
1134 number of texture image units enabled for fixed-function fragment
1135 processing exceeds the combined limit on the total number of texture
1136 image units allowed.
1137 */
1138
1139
1140 /*
1141 * Check: any two active samplers in the current program object are of
1142 * different types, but refer to the same texture image unit,
1143 */
1144 if (vp && !validate_samplers(&vp->Base, errMsg)) {
1145 return GL_FALSE;
1146 }
1147 if (fp && !validate_samplers(&fp->Base, errMsg)) {
1148 return GL_FALSE;
1149 }
1150
1151 return GL_TRUE;
1152 }
1153
1154
1155 /**
1156 * Called via glValidateProgram()
1157 */
1158 static void
1159 validate_program(struct gl_context *ctx, GLuint program)
1160 {
1161 struct gl_shader_program *shProg;
1162 char errMsg[100];
1163
1164 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
1165 if (!shProg) {
1166 return;
1167 }
1168
1169 shProg->Validated = validate_shader_program(shProg, errMsg);
1170 if (!shProg->Validated) {
1171 /* update info log */
1172 if (shProg->InfoLog) {
1173 talloc_free(shProg->InfoLog);
1174 }
1175 shProg->InfoLog = talloc_strdup(shProg, errMsg);
1176 }
1177 }
1178
1179
1180
1181 void GLAPIENTRY
1182 _mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
1183 {
1184 GET_CURRENT_CONTEXT(ctx);
1185 attach_shader(ctx, program, shader);
1186 }
1187
1188
1189 void GLAPIENTRY
1190 _mesa_AttachShader(GLuint program, GLuint shader)
1191 {
1192 GET_CURRENT_CONTEXT(ctx);
1193 attach_shader(ctx, program, shader);
1194 }
1195
1196
1197 void GLAPIENTRY
1198 _mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
1199 const GLcharARB *name)
1200 {
1201 GET_CURRENT_CONTEXT(ctx);
1202 bind_attrib_location(ctx, program, index, name);
1203 }
1204
1205
1206 /* GL_EXT_gpu_shader4, GL3 */
1207 void GLAPIENTRY
1208 _mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
1209 const GLchar *name)
1210 {
1211 GET_CURRENT_CONTEXT(ctx);
1212 bind_frag_data_location(ctx, program, colorNumber, name);
1213 }
1214
1215
1216 void GLAPIENTRY
1217 _mesa_CompileShaderARB(GLhandleARB shaderObj)
1218 {
1219 GET_CURRENT_CONTEXT(ctx);
1220 compile_shader(ctx, shaderObj);
1221 }
1222
1223
1224 GLuint GLAPIENTRY
1225 _mesa_CreateShader(GLenum type)
1226 {
1227 GET_CURRENT_CONTEXT(ctx);
1228 return create_shader(ctx, type);
1229 }
1230
1231
1232 GLhandleARB GLAPIENTRY
1233 _mesa_CreateShaderObjectARB(GLenum type)
1234 {
1235 GET_CURRENT_CONTEXT(ctx);
1236 return create_shader(ctx, type);
1237 }
1238
1239
1240 GLuint GLAPIENTRY
1241 _mesa_CreateProgram(void)
1242 {
1243 GET_CURRENT_CONTEXT(ctx);
1244 return create_shader_program(ctx);
1245 }
1246
1247
1248 GLhandleARB GLAPIENTRY
1249 _mesa_CreateProgramObjectARB(void)
1250 {
1251 GET_CURRENT_CONTEXT(ctx);
1252 return create_shader_program(ctx);
1253 }
1254
1255
1256 void GLAPIENTRY
1257 _mesa_DeleteObjectARB(GLhandleARB obj)
1258 {
1259 if (obj) {
1260 GET_CURRENT_CONTEXT(ctx);
1261 if (is_program(ctx, obj)) {
1262 delete_shader_program(ctx, obj);
1263 }
1264 else if (is_shader(ctx, obj)) {
1265 delete_shader(ctx, obj);
1266 }
1267 else {
1268 /* error? */
1269 }
1270 }
1271 }
1272
1273
1274 void GLAPIENTRY
1275 _mesa_DeleteProgram(GLuint name)
1276 {
1277 if (name) {
1278 GET_CURRENT_CONTEXT(ctx);
1279 delete_shader_program(ctx, name);
1280 }
1281 }
1282
1283
1284 void GLAPIENTRY
1285 _mesa_DeleteShader(GLuint name)
1286 {
1287 if (name) {
1288 GET_CURRENT_CONTEXT(ctx);
1289 delete_shader(ctx, name);
1290 }
1291 }
1292
1293
1294 void GLAPIENTRY
1295 _mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
1296 {
1297 GET_CURRENT_CONTEXT(ctx);
1298 detach_shader(ctx, program, shader);
1299 }
1300
1301
1302 void GLAPIENTRY
1303 _mesa_DetachShader(GLuint program, GLuint shader)
1304 {
1305 GET_CURRENT_CONTEXT(ctx);
1306 detach_shader(ctx, program, shader);
1307 }
1308
1309
1310 void GLAPIENTRY
1311 _mesa_GetActiveAttribARB(GLhandleARB program, GLuint index,
1312 GLsizei maxLength, GLsizei * length, GLint * size,
1313 GLenum * type, GLcharARB * name)
1314 {
1315 GET_CURRENT_CONTEXT(ctx);
1316 get_active_attrib(ctx, program, index, maxLength, length, size, type, name);
1317 }
1318
1319
1320 void GLAPIENTRY
1321 _mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
1322 GLsizei * count, GLhandleARB * obj)
1323 {
1324 GET_CURRENT_CONTEXT(ctx);
1325 get_attached_shaders(ctx, container, maxCount, count, obj);
1326 }
1327
1328
1329 void GLAPIENTRY
1330 _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
1331 GLsizei *count, GLuint *obj)
1332 {
1333 GET_CURRENT_CONTEXT(ctx);
1334 get_attached_shaders(ctx, program, maxCount, count, obj);
1335 }
1336
1337
1338 GLint GLAPIENTRY
1339 _mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
1340 {
1341 GET_CURRENT_CONTEXT(ctx);
1342 return get_attrib_location(ctx, program, name);
1343 }
1344
1345
1346 /* GL_EXT_gpu_shader4, GL3 */
1347 GLint GLAPIENTRY
1348 _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
1349 {
1350 GET_CURRENT_CONTEXT(ctx);
1351 return get_frag_data_location(ctx, program, name);
1352 }
1353
1354
1355
1356 void GLAPIENTRY
1357 _mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
1358 GLcharARB * infoLog)
1359 {
1360 GET_CURRENT_CONTEXT(ctx);
1361 if (is_program(ctx, object)) {
1362 get_program_info_log(ctx, object, maxLength, length, infoLog);
1363 }
1364 else if (is_shader(ctx, object)) {
1365 get_shader_info_log(ctx, object, maxLength, length, infoLog);
1366 }
1367 else {
1368 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
1369 }
1370 }
1371
1372
1373 void GLAPIENTRY
1374 _mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
1375 {
1376 GET_CURRENT_CONTEXT(ctx);
1377 /* Implement in terms of GetProgramiv, GetShaderiv */
1378 if (is_program(ctx, object)) {
1379 if (pname == GL_OBJECT_TYPE_ARB) {
1380 *params = GL_PROGRAM_OBJECT_ARB;
1381 }
1382 else {
1383 get_programiv(ctx, object, pname, params);
1384 }
1385 }
1386 else if (is_shader(ctx, object)) {
1387 if (pname == GL_OBJECT_TYPE_ARB) {
1388 *params = GL_SHADER_OBJECT_ARB;
1389 }
1390 else {
1391 get_shaderiv(ctx, object, pname, params);
1392 }
1393 }
1394 else {
1395 _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
1396 }
1397 }
1398
1399
1400 void GLAPIENTRY
1401 _mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
1402 GLfloat *params)
1403 {
1404 GLint iparams[1]; /* XXX is one element enough? */
1405 _mesa_GetObjectParameterivARB(object, pname, iparams);
1406 params[0] = (GLfloat) iparams[0];
1407 }
1408
1409
1410 void GLAPIENTRY
1411 _mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
1412 {
1413 GET_CURRENT_CONTEXT(ctx);
1414 get_programiv(ctx, program, pname, params);
1415 }
1416
1417
1418 void GLAPIENTRY
1419 _mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
1420 {
1421 GET_CURRENT_CONTEXT(ctx);
1422 get_shaderiv(ctx, shader, pname, params);
1423 }
1424
1425
1426 void GLAPIENTRY
1427 _mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
1428 GLsizei *length, GLchar *infoLog)
1429 {
1430 GET_CURRENT_CONTEXT(ctx);
1431 get_program_info_log(ctx, program, bufSize, length, infoLog);
1432 }
1433
1434
1435 void GLAPIENTRY
1436 _mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
1437 GLsizei *length, GLchar *infoLog)
1438 {
1439 GET_CURRENT_CONTEXT(ctx);
1440 get_shader_info_log(ctx, shader, bufSize, length, infoLog);
1441 }
1442
1443
1444 void GLAPIENTRY
1445 _mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
1446 GLsizei *length, GLcharARB *sourceOut)
1447 {
1448 GET_CURRENT_CONTEXT(ctx);
1449 get_shader_source(ctx, shader, maxLength, length, sourceOut);
1450 }
1451
1452
1453 GLhandleARB GLAPIENTRY
1454 _mesa_GetHandleARB(GLenum pname)
1455 {
1456 GET_CURRENT_CONTEXT(ctx);
1457 return get_handle(ctx, pname);
1458 }
1459
1460
1461 GLboolean GLAPIENTRY
1462 _mesa_IsProgram(GLuint name)
1463 {
1464 GET_CURRENT_CONTEXT(ctx);
1465 return is_program(ctx, name);
1466 }
1467
1468
1469 GLboolean GLAPIENTRY
1470 _mesa_IsShader(GLuint name)
1471 {
1472 GET_CURRENT_CONTEXT(ctx);
1473 return is_shader(ctx, name);
1474 }
1475
1476
1477 void GLAPIENTRY
1478 _mesa_LinkProgramARB(GLhandleARB programObj)
1479 {
1480 GET_CURRENT_CONTEXT(ctx);
1481 link_program(ctx, programObj);
1482 }
1483
1484
1485
1486 /**
1487 * Read shader source code from a file.
1488 * Useful for debugging to override an app's shader.
1489 */
1490 static GLcharARB *
1491 read_shader(const char *fname)
1492 {
1493 const int max = 50*1000;
1494 FILE *f = fopen(fname, "r");
1495 GLcharARB *buffer, *shader;
1496 int len;
1497
1498 if (!f) {
1499 return NULL;
1500 }
1501
1502 buffer = (char *) malloc(max);
1503 len = fread(buffer, 1, max, f);
1504 buffer[len] = 0;
1505
1506 fclose(f);
1507
1508 shader = _mesa_strdup(buffer);
1509 free(buffer);
1510
1511 return shader;
1512 }
1513
1514
1515 /**
1516 * Called via glShaderSource() and glShaderSourceARB() API functions.
1517 * Basically, concatenate the source code strings into one long string
1518 * and pass it to _mesa_shader_source().
1519 */
1520 void GLAPIENTRY
1521 _mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
1522 const GLcharARB ** string, const GLint * length)
1523 {
1524 GET_CURRENT_CONTEXT(ctx);
1525 GLint *offsets;
1526 GLsizei i, totalLength;
1527 GLcharARB *source;
1528 GLuint checksum;
1529
1530 if (!shaderObj || string == NULL) {
1531 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
1532 return;
1533 }
1534
1535 /*
1536 * This array holds offsets of where the appropriate string ends, thus the
1537 * last element will be set to the total length of the source code.
1538 */
1539 offsets = (GLint *) malloc(count * sizeof(GLint));
1540 if (offsets == NULL) {
1541 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1542 return;
1543 }
1544
1545 for (i = 0; i < count; i++) {
1546 if (string[i] == NULL) {
1547 free((GLvoid *) offsets);
1548 _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderSourceARB(null string)");
1549 return;
1550 }
1551 if (length == NULL || length[i] < 0)
1552 offsets[i] = strlen(string[i]);
1553 else
1554 offsets[i] = length[i];
1555 /* accumulate string lengths */
1556 if (i > 0)
1557 offsets[i] += offsets[i - 1];
1558 }
1559
1560 /* Total length of source string is sum off all strings plus two.
1561 * One extra byte for terminating zero, another extra byte to silence
1562 * valgrind warnings in the parser/grammer code.
1563 */
1564 totalLength = offsets[count - 1] + 2;
1565 source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
1566 if (source == NULL) {
1567 free((GLvoid *) offsets);
1568 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1569 return;
1570 }
1571
1572 for (i = 0; i < count; i++) {
1573 GLint start = (i > 0) ? offsets[i - 1] : 0;
1574 memcpy(source + start, string[i],
1575 (offsets[i] - start) * sizeof(GLcharARB));
1576 }
1577 source[totalLength - 1] = '\0';
1578 source[totalLength - 2] = '\0';
1579
1580 if (SHADER_SUBST) {
1581 /* Compute the shader's source code checksum then try to open a file
1582 * named newshader_<CHECKSUM>. If it exists, use it in place of the
1583 * original shader source code. For debugging.
1584 */
1585 char filename[100];
1586 GLcharARB *newSource;
1587
1588 checksum = _mesa_str_checksum(source);
1589
1590 _mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
1591
1592 newSource = read_shader(filename);
1593 if (newSource) {
1594 fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
1595 shaderObj, checksum, filename);
1596 free(source);
1597 source = newSource;
1598 }
1599 }
1600
1601 shader_source(ctx, shaderObj, source);
1602
1603 if (SHADER_SUBST) {
1604 struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
1605 if (sh)
1606 sh->SourceChecksum = checksum; /* save original checksum */
1607 }
1608
1609 free(offsets);
1610 }
1611
1612
1613 void GLAPIENTRY
1614 _mesa_UseProgramObjectARB(GLhandleARB program)
1615 {
1616 GET_CURRENT_CONTEXT(ctx);
1617 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1618 _mesa_use_program(ctx, program);
1619 }
1620
1621
1622 void GLAPIENTRY
1623 _mesa_ValidateProgramARB(GLhandleARB program)
1624 {
1625 GET_CURRENT_CONTEXT(ctx);
1626 validate_program(ctx, program);
1627 }
1628
1629 #ifdef FEATURE_ES2
1630
1631 void GLAPIENTRY
1632 _mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
1633 GLint* range, GLint* precision)
1634 {
1635 GET_CURRENT_CONTEXT(ctx);
1636 (void) shadertype;
1637 (void) precisiontype;
1638 (void) range;
1639 (void) precision;
1640 _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
1641 }
1642
1643
1644 void GLAPIENTRY
1645 _mesa_ReleaseShaderCompiler(void)
1646 {
1647 GET_CURRENT_CONTEXT(ctx);
1648 _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
1649 }
1650
1651
1652 void GLAPIENTRY
1653 _mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
1654 const void* binary, GLint length)
1655 {
1656 GET_CURRENT_CONTEXT(ctx);
1657 (void) n;
1658 (void) shaders;
1659 (void) binaryformat;
1660 (void) binary;
1661 (void) length;
1662 _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
1663 }
1664
1665 #endif /* FEATURE_ES2 */
1666
1667
1668 #if FEATURE_ARB_geometry_shader4
1669
1670 void GLAPIENTRY
1671 _mesa_ProgramParameteriARB(GLuint program, GLenum pname,
1672 GLint value)
1673 {
1674 struct gl_shader_program *shProg;
1675 GET_CURRENT_CONTEXT(ctx);
1676
1677 ASSERT_OUTSIDE_BEGIN_END(ctx);
1678
1679 shProg = _mesa_lookup_shader_program_err(ctx, program,
1680 "glProgramParameteri");
1681 if (!shProg)
1682 return;
1683
1684 switch (pname) {
1685 case GL_GEOMETRY_VERTICES_OUT_ARB:
1686 if (value < 1 ||
1687 (unsigned) value > ctx->Const.GeometryProgram.MaxGeometryOutputVertices) {
1688 _mesa_error(ctx, GL_INVALID_VALUE,
1689 "glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
1690 value);
1691 return;
1692 }
1693 shProg->Geom.VerticesOut = value;
1694 break;
1695 case GL_GEOMETRY_INPUT_TYPE_ARB:
1696 switch (value) {
1697 case GL_POINTS:
1698 case GL_LINES:
1699 case GL_LINES_ADJACENCY_ARB:
1700 case GL_TRIANGLES:
1701 case GL_TRIANGLES_ADJACENCY_ARB:
1702 shProg->Geom.InputType = value;
1703 break;
1704 default:
1705 _mesa_error(ctx, GL_INVALID_VALUE,
1706 "glProgramParameteri(geometry input type = %s",
1707 _mesa_lookup_enum_by_nr(value));
1708 return;
1709 }
1710 break;
1711 case GL_GEOMETRY_OUTPUT_TYPE_ARB:
1712 switch (value) {
1713 case GL_POINTS:
1714 case GL_LINE_STRIP:
1715 case GL_TRIANGLE_STRIP:
1716 shProg->Geom.OutputType = value;
1717 break;
1718 default:
1719 _mesa_error(ctx, GL_INVALID_VALUE,
1720 "glProgramParameteri(geometry output type = %s",
1721 _mesa_lookup_enum_by_nr(value));
1722 return;
1723 }
1724 break;
1725 default:
1726 _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteriARB(pname=%s)",
1727 _mesa_lookup_enum_by_nr(pname));
1728 break;
1729 }
1730 }
1731
1732 #endif
1733
1734 void GLAPIENTRY
1735 _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
1736 {
1737 GET_CURRENT_CONTEXT(ctx);
1738 struct gl_shader_program *shProg = NULL;
1739 bool changed = false;
1740
1741 if (!validate_shader_target(ctx, type)) {
1742 _mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
1743 return;
1744 }
1745
1746 if (ctx->TransformFeedback.CurrentObject->Active) {
1747 _mesa_error(ctx, GL_INVALID_OPERATION,
1748 "glUseShaderProgramEXT(transform feedback is active)");
1749 return;
1750 }
1751
1752 if (program) {
1753 shProg = _mesa_lookup_shader_program_err(ctx, program,
1754 "glUseShaderProgramEXT");
1755 if (shProg == NULL)
1756 return;
1757
1758 if (!shProg->LinkStatus) {
1759 _mesa_error(ctx, GL_INVALID_OPERATION,
1760 "glUseShaderProgramEXT(program not linked)");
1761 return;
1762 }
1763 }
1764
1765 changed = use_shader_program(ctx, type, shProg);
1766 if (changed)
1767 FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
1768
1769 if (ctx->Driver.UseProgram)
1770 ctx->Driver.UseProgram(ctx, shProg);
1771 return;
1772 }
1773
1774 void GLAPIENTRY
1775 _mesa_ActiveProgramEXT(GLuint program)
1776 {
1777 GET_CURRENT_CONTEXT(ctx);
1778 struct gl_shader_program *shProg = (program != 0)
1779 ? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
1780 : NULL;
1781
1782 active_program(ctx, shProg, "glActiveProgramEXT");
1783 return;
1784 }
1785
1786 GLuint GLAPIENTRY
1787 _mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string)
1788 {
1789 GET_CURRENT_CONTEXT(ctx);
1790 const GLuint shader = create_shader(ctx, type);
1791 GLuint program = 0;
1792
1793 if (shader) {
1794 shader_source(ctx, shader, _mesa_strdup(string));
1795 compile_shader(ctx, shader);
1796
1797 program = create_shader_program(ctx);
1798 if (program) {
1799 struct gl_shader_program *shProg;
1800 struct gl_shader *sh;
1801 GLint compiled = GL_FALSE;
1802
1803 shProg = _mesa_lookup_shader_program(ctx, program);
1804 sh = _mesa_lookup_shader(ctx, shader);
1805
1806 get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
1807 if (compiled) {
1808 attach_shader(ctx, program, shader);
1809 link_program(ctx, program);
1810 detach_shader(ctx, program, shader);
1811
1812 #if 0
1813 /* Possibly... */
1814 if (active-user-defined-varyings-in-linked-program) {
1815 append-error-to-info-log;
1816 shProg->LinkStatus = GL_FALSE;
1817 }
1818 #endif
1819 }
1820
1821 shProg->InfoLog = talloc_strdup_append(shProg->InfoLog, sh->InfoLog);
1822 }
1823
1824 delete_shader(ctx, shader);
1825 }
1826
1827 return program;
1828 }
1829
1830 /**
1831 * Plug in shader-related functions into API dispatch table.
1832 */
1833 void
1834 _mesa_init_shader_dispatch(struct _glapi_table *exec)
1835 {
1836 #if FEATURE_GL
1837 /* GL_ARB_vertex/fragment_shader */
1838 SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
1839 SET_GetHandleARB(exec, _mesa_GetHandleARB);
1840 SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
1841 SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
1842 SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
1843 SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
1844 SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
1845 SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
1846 SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
1847 SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
1848 SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
1849 SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
1850 SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
1851 SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
1852 SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
1853 SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
1854
1855 /* OpenGL 2.0 */
1856 SET_AttachShader(exec, _mesa_AttachShader);
1857 SET_CreateProgram(exec, _mesa_CreateProgram);
1858 SET_CreateShader(exec, _mesa_CreateShader);
1859 SET_DeleteProgram(exec, _mesa_DeleteProgram);
1860 SET_DeleteShader(exec, _mesa_DeleteShader);
1861 SET_DetachShader(exec, _mesa_DetachShader);
1862 SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
1863 SET_GetProgramiv(exec, _mesa_GetProgramiv);
1864 SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
1865 SET_GetShaderiv(exec, _mesa_GetShaderiv);
1866 SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
1867 SET_IsProgram(exec, _mesa_IsProgram);
1868 SET_IsShader(exec, _mesa_IsShader);
1869
1870 #if FEATURE_ARB_vertex_shader
1871 SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
1872 SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
1873 SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
1874 #endif
1875
1876 #if FEATURE_ARB_geometry_shader4
1877 SET_ProgramParameteriARB(exec, _mesa_ProgramParameteriARB);
1878 #endif
1879
1880 SET_UseShaderProgramEXT(exec, _mesa_UseShaderProgramEXT);
1881 SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
1882 SET_CreateShaderProgramEXT(exec, _mesa_CreateShaderProgramEXT);
1883
1884 /* GL_EXT_gpu_shader4 / GL 3.0 */
1885 SET_BindFragDataLocationEXT(exec, _mesa_BindFragDataLocation);
1886 SET_GetFragDataLocationEXT(exec, _mesa_GetFragDataLocation);
1887
1888 #endif /* FEATURE_GL */
1889 }
1890