cbfbac802969be9e2c2c44a4718a9ccbb22848eb
[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/mfeatures.h"
45 #include "main/mtypes.h"
46 #include "main/shaderapi.h"
47 #include "main/shaderobj.h"
48 #include "program/program.h"
49 #include "program/prog_parameter.h"
50 #include "program/prog_uniform.h"
51 #include "ralloc.h"
52 #include <stdbool.h>
53 #include "../glsl/glsl_parser_extras.h"
54
55 /** Define this to enable shader substitution (see below) */
56 #define SHADER_SUBST 0
57
58
59 /**
60 * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
61 */
62 static GLbitfield
63 get_shader_flags(void)
64 {
65 GLbitfield flags = 0x0;
66 const char *env = _mesa_getenv("MESA_GLSL");
67
68 if (env) {
69 if (strstr(env, "dump"))
70 flags |= GLSL_DUMP;
71 if (strstr(env, "log"))
72 flags |= GLSL_LOG;
73 if (strstr(env, "nopvert"))
74 flags |= GLSL_NOP_VERT;
75 if (strstr(env, "nopfrag"))
76 flags |= GLSL_NOP_FRAG;
77 if (strstr(env, "nopt"))
78 flags |= GLSL_NO_OPT;
79 else if (strstr(env, "opt"))
80 flags |= GLSL_OPT;
81 if (strstr(env, "uniform"))
82 flags |= GLSL_UNIFORMS;
83 if (strstr(env, "useprog"))
84 flags |= GLSL_USE_PROG;
85 }
86
87 return flags;
88 }
89
90
91 /**
92 * Initialize context's shader state.
93 */
94 void
95 _mesa_init_shader_state(struct gl_context *ctx)
96 {
97 /* Device drivers may override these to control what kind of instructions
98 * are generated by the GLSL compiler.
99 */
100 struct gl_shader_compiler_options options;
101 gl_shader_type sh;
102
103 memset(&options, 0, sizeof(options));
104 options.MaxUnrollIterations = 32;
105
106 /* Default pragma settings */
107 options.DefaultPragmas.Optimize = GL_TRUE;
108
109 for (sh = 0; sh < MESA_SHADER_TYPES; ++sh)
110 memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options));
111
112 ctx->Shader.Flags = get_shader_flags();
113 }
114
115
116 /**
117 * Free the per-context shader-related state.
118 */
119 void
120 _mesa_free_shader_state(struct gl_context *ctx)
121 {
122 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
123 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
124 NULL);
125 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
126 NULL);
127 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
128 }
129
130
131 /**
132 * Return the size of the given GLSL datatype, in floats (components).
133 */
134 GLint
135 _mesa_sizeof_glsl_type(GLenum type)
136 {
137 switch (type) {
138 case GL_FLOAT:
139 case GL_INT:
140 case GL_BOOL:
141 case GL_SAMPLER_1D:
142 case GL_SAMPLER_2D:
143 case GL_SAMPLER_3D:
144 case GL_SAMPLER_CUBE:
145 case GL_SAMPLER_1D_SHADOW:
146 case GL_SAMPLER_2D_SHADOW:
147 case GL_SAMPLER_2D_RECT_ARB:
148 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
149 case GL_SAMPLER_1D_ARRAY_EXT:
150 case GL_SAMPLER_2D_ARRAY_EXT:
151 case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
152 case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
153 case GL_SAMPLER_CUBE_SHADOW_EXT:
154 return 1;
155 case GL_FLOAT_VEC2:
156 case GL_INT_VEC2:
157 case GL_UNSIGNED_INT_VEC2:
158 case GL_BOOL_VEC2:
159 return 2;
160 case GL_FLOAT_VEC3:
161 case GL_INT_VEC3:
162 case GL_UNSIGNED_INT_VEC3:
163 case GL_BOOL_VEC3:
164 return 3;
165 case GL_FLOAT_VEC4:
166 case GL_INT_VEC4:
167 case GL_UNSIGNED_INT_VEC4:
168 case GL_BOOL_VEC4:
169 return 4;
170 case GL_FLOAT_MAT2:
171 case GL_FLOAT_MAT2x3:
172 case GL_FLOAT_MAT2x4:
173 return 8; /* two float[4] vectors */
174 case GL_FLOAT_MAT3:
175 case GL_FLOAT_MAT3x2:
176 case GL_FLOAT_MAT3x4:
177 return 12; /* three float[4] vectors */
178 case GL_FLOAT_MAT4:
179 case GL_FLOAT_MAT4x2:
180 case GL_FLOAT_MAT4x3:
181 return 16; /* four float[4] vectors */
182 default:
183 _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
184 return 1;
185 }
186 }
187
188
189 /**
190 * Copy string from <src> to <dst>, up to maxLength characters, returning
191 * length of <dst> in <length>.
192 * \param src the strings source
193 * \param maxLength max chars to copy
194 * \param length returns number of chars copied
195 * \param dst the string destination
196 */
197 void
198 _mesa_copy_string(GLchar *dst, GLsizei maxLength,
199 GLsizei *length, const GLchar *src)
200 {
201 GLsizei len;
202 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
203 dst[len] = src[len];
204 if (maxLength > 0)
205 dst[len] = 0;
206 if (length)
207 *length = len;
208 }
209
210
211
212 /**
213 * Confirm that the a shader type is valid and supported by the implementation
214 *
215 * \param ctx Current GL context
216 * \param type Shader target
217 *
218 */
219 static bool
220 validate_shader_target(const struct gl_context *ctx, GLenum type)
221 {
222 switch (type) {
223 #if FEATURE_ARB_fragment_shader
224 case GL_FRAGMENT_SHADER:
225 return ctx->Extensions.ARB_fragment_shader;
226 #endif
227 #if FEATURE_ARB_vertex_shader
228 case GL_VERTEX_SHADER:
229 return ctx->Extensions.ARB_vertex_shader;
230 #endif
231 #if FEATURE_ARB_geometry_shader4
232 case GL_GEOMETRY_SHADER_ARB:
233 return ctx->Extensions.ARB_geometry_shader4;
234 #endif
235 default:
236 return false;
237 }
238 }
239
240
241 /**
242 * Find the length of the longest transform feedback varying name
243 * which was specified with glTransformFeedbackVaryings().
244 */
245 static GLint
246 longest_feedback_varying_name(const struct gl_shader_program *shProg)
247 {
248 GLuint i;
249 GLint max = 0;
250 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
251 GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
252 if (len > max)
253 max = len;
254 }
255 return max;
256 }
257
258
259
260 static GLboolean
261 is_program(struct gl_context *ctx, GLuint name)
262 {
263 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
264 return shProg ? GL_TRUE : GL_FALSE;
265 }
266
267
268 static GLboolean
269 is_shader(struct gl_context *ctx, GLuint name)
270 {
271 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
272 return shader ? GL_TRUE : GL_FALSE;
273 }
274
275
276 /**
277 * Attach shader to a shader program.
278 */
279 static void
280 attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
281 {
282 struct gl_shader_program *shProg;
283 struct gl_shader *sh;
284 GLuint i, n;
285
286 shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
287 if (!shProg)
288 return;
289
290 sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
291 if (!sh) {
292 return;
293 }
294
295 n = shProg->NumShaders;
296 for (i = 0; i < n; i++) {
297 if (shProg->Shaders[i] == sh) {
298 /* The shader is already attched to this program. The
299 * GL_ARB_shader_objects spec says:
300 *
301 * "The error INVALID_OPERATION is generated by AttachObjectARB
302 * if <obj> is already attached to <containerObj>."
303 */
304 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
305 return;
306 }
307 }
308
309 /* grow list */
310 shProg->Shaders = (struct gl_shader **)
311 _mesa_realloc(shProg->Shaders,
312 n * sizeof(struct gl_shader *),
313 (n + 1) * sizeof(struct gl_shader *));
314 if (!shProg->Shaders) {
315 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
316 return;
317 }
318
319 /* append */
320 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
321 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
322 shProg->NumShaders++;
323 }
324
325
326 static GLint
327 get_attrib_location(struct gl_context *ctx, GLuint program, const GLchar *name)
328 {
329 struct gl_shader_program *shProg
330 = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
331
332 if (!shProg) {
333 return -1;
334 }
335
336 if (!shProg->LinkStatus) {
337 _mesa_error(ctx, GL_INVALID_OPERATION,
338 "glGetAttribLocation(program not linked)");
339 return -1;
340 }
341
342 if (!name)
343 return -1;
344
345 if (shProg->VertexProgram) {
346 const struct gl_program_parameter_list *attribs =
347 shProg->VertexProgram->Base.Attributes;
348 if (attribs) {
349 GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
350 if (i >= 0) {
351 return attribs->Parameters[i].StateIndexes[0];
352 }
353 }
354 }
355 return -1;
356 }
357
358
359 static void
360 bind_attrib_location(struct gl_context *ctx, GLuint program, GLuint index,
361 const GLchar *name)
362 {
363 struct gl_shader_program *shProg;
364 const GLint size = -1; /* unknown size */
365 GLint i;
366 GLenum datatype = GL_FLOAT_VEC4;
367
368 shProg = _mesa_lookup_shader_program_err(ctx, program,
369 "glBindAttribLocation");
370 if (!shProg) {
371 return;
372 }
373
374 if (!name)
375 return;
376
377 if (strncmp(name, "gl_", 3) == 0) {
378 _mesa_error(ctx, GL_INVALID_OPERATION,
379 "glBindAttribLocation(illegal name)");
380 return;
381 }
382
383 if (index >= ctx->Const.VertexProgram.MaxAttribs) {
384 _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
385 return;
386 }
387
388 /* this will replace the current value if it's already in the list */
389 i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
390 if (i < 0) {
391 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
392 return;
393 }
394
395 /*
396 * Note that this attribute binding won't go into effect until
397 * glLinkProgram is called again.
398 */
399 }
400
401
402 static void
403 bind_frag_data_location(struct gl_context *ctx, GLuint program,
404 GLuint colorNumber, const GLchar *name)
405 {
406 _mesa_problem(ctx, "bind_frag_data_location() not implemented yet");
407 }
408
409
410 static GLuint
411 create_shader(struct gl_context *ctx, GLenum type)
412 {
413 struct gl_shader *sh;
414 GLuint name;
415
416 if (!validate_shader_target(ctx, type)) {
417 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
418 return 0;
419 }
420
421 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
422 sh = ctx->Driver.NewShader(ctx, name, type);
423 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
424
425 return name;
426 }
427
428
429 static GLuint
430 create_shader_program(struct gl_context *ctx)
431 {
432 GLuint name;
433 struct gl_shader_program *shProg;
434
435 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
436
437 shProg = ctx->Driver.NewShaderProgram(ctx, name);
438
439 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
440
441 assert(shProg->RefCount == 1);
442
443 return name;
444 }
445
446
447 /**
448 * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
449 * DeleteProgramARB.
450 */
451 static void
452 delete_shader_program(struct gl_context *ctx, GLuint name)
453 {
454 /*
455 * NOTE: deleting shaders/programs works a bit differently than
456 * texture objects (and buffer objects, etc). Shader/program
457 * handles/IDs exist in the hash table until the object is really
458 * deleted (refcount==0). With texture objects, the handle/ID is
459 * removed from the hash table in glDeleteTextures() while the tex
460 * object itself might linger until its refcount goes to zero.
461 */
462 struct gl_shader_program *shProg;
463
464 shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
465 if (!shProg)
466 return;
467
468 shProg->DeletePending = GL_TRUE;
469
470 /* effectively, decr shProg's refcount */
471 _mesa_reference_shader_program(ctx, &shProg, NULL);
472 }
473
474
475 static void
476 delete_shader(struct gl_context *ctx, GLuint shader)
477 {
478 struct gl_shader *sh;
479
480 sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
481 if (!sh)
482 return;
483
484 sh->DeletePending = GL_TRUE;
485
486 /* effectively, decr sh's refcount */
487 _mesa_reference_shader(ctx, &sh, NULL);
488 }
489
490
491 static void
492 detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
493 {
494 struct gl_shader_program *shProg;
495 GLuint n;
496 GLuint i, j;
497
498 shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
499 if (!shProg)
500 return;
501
502 n = shProg->NumShaders;
503
504 for (i = 0; i < n; i++) {
505 if (shProg->Shaders[i]->Name == shader) {
506 /* found it */
507 struct gl_shader **newList;
508
509 /* release */
510 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
511
512 /* alloc new, smaller array */
513 newList = (struct gl_shader **)
514 malloc((n - 1) * sizeof(struct gl_shader *));
515 if (!newList) {
516 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
517 return;
518 }
519 for (j = 0; j < i; j++) {
520 newList[j] = shProg->Shaders[j];
521 }
522 while (++i < n)
523 newList[j++] = shProg->Shaders[i];
524 free(shProg->Shaders);
525
526 shProg->Shaders = newList;
527 shProg->NumShaders = n - 1;
528
529 #ifdef DEBUG
530 /* sanity check */
531 {
532 for (j = 0; j < shProg->NumShaders; j++) {
533 assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
534 shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
535 assert(shProg->Shaders[j]->RefCount > 0);
536 }
537 }
538 #endif
539
540 return;
541 }
542 }
543
544 /* not found */
545 {
546 GLenum err;
547 if (is_shader(ctx, shader))
548 err = GL_INVALID_OPERATION;
549 else if (is_program(ctx, shader))
550 err = GL_INVALID_OPERATION;
551 else
552 err = GL_INVALID_VALUE;
553 _mesa_error(ctx, err, "glDetachProgram(shader)");
554 return;
555 }
556 }
557
558
559 static void
560 get_active_attrib(struct gl_context *ctx, GLuint program, GLuint index,
561 GLsizei maxLength, GLsizei *length, GLint *size,
562 GLenum *type, GLchar *nameOut)
563 {
564 const struct gl_program_parameter_list *attribs = NULL;
565 struct gl_shader_program *shProg;
566
567 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
568 if (!shProg)
569 return;
570
571 if (shProg->VertexProgram)
572 attribs = shProg->VertexProgram->Base.Attributes;
573
574 if (!attribs || index >= attribs->NumParameters) {
575 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
576 return;
577 }
578
579 _mesa_copy_string(nameOut, maxLength, length,
580 attribs->Parameters[index].Name);
581
582 if (size)
583 *size = attribs->Parameters[index].Size
584 / _mesa_sizeof_glsl_type(attribs->Parameters[index].DataType);
585
586 if (type)
587 *type = attribs->Parameters[index].DataType;
588 }
589
590
591 /**
592 * Return list of shaders attached to shader program.
593 */
594 static void
595 get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
596 GLsizei *count, GLuint *obj)
597 {
598 struct gl_shader_program *shProg =
599 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
600 if (shProg) {
601 GLuint i;
602 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
603 obj[i] = shProg->Shaders[i]->Name;
604 }
605 if (count)
606 *count = i;
607 }
608 }
609
610
611 static GLint
612 get_frag_data_location(struct gl_context *ctx, GLuint program,
613 const GLchar *name)
614 {
615 _mesa_problem(ctx, "get_frag_data_location() not implemented yet");
616 return -1;
617 }
618
619
620
621 /**
622 * glGetHandleARB() - return ID/name of currently bound shader program.
623 */
624 static GLuint
625 get_handle(struct gl_context *ctx, GLenum pname)
626 {
627 if (pname == GL_PROGRAM_OBJECT_ARB) {
628 if (ctx->Shader.ActiveProgram)
629 return ctx->Shader.ActiveProgram->Name;
630 else
631 return 0;
632 }
633 else {
634 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
635 return 0;
636 }
637 }
638
639
640 /**
641 * glGetProgramiv() - get shader program state.
642 * Note that this is for GLSL shader programs, not ARB vertex/fragment
643 * programs (see glGetProgramivARB).
644 */
645 static void
646 get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *params)
647 {
648 const struct gl_program_parameter_list *attribs;
649 struct gl_shader_program *shProg
650 = _mesa_lookup_shader_program(ctx, program);
651
652 if (!shProg) {
653 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
654 return;
655 }
656
657 if (shProg->VertexProgram)
658 attribs = shProg->VertexProgram->Base.Attributes;
659 else
660 attribs = NULL;
661
662 switch (pname) {
663 case GL_DELETE_STATUS:
664 *params = shProg->DeletePending;
665 break;
666 case GL_LINK_STATUS:
667 *params = shProg->LinkStatus;
668 break;
669 case GL_VALIDATE_STATUS:
670 *params = shProg->Validated;
671 break;
672 case GL_INFO_LOG_LENGTH:
673 *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
674 break;
675 case GL_ATTACHED_SHADERS:
676 *params = shProg->NumShaders;
677 break;
678 case GL_ACTIVE_ATTRIBUTES:
679 *params = attribs ? attribs->NumParameters : 0;
680 break;
681 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
682 *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
683 break;
684 case GL_ACTIVE_UNIFORMS:
685 *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
686 break;
687 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
688 *params = _mesa_longest_uniform_name(shProg->Uniforms);
689 if (*params > 0)
690 (*params)++; /* add one for terminating zero */
691 break;
692 case GL_PROGRAM_BINARY_LENGTH_OES:
693 *params = 0;
694 break;
695 #if FEATURE_EXT_transform_feedback
696 case GL_TRANSFORM_FEEDBACK_VARYINGS:
697 *params = shProg->TransformFeedback.NumVarying;
698 break;
699 case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
700 *params = longest_feedback_varying_name(shProg) + 1;
701 break;
702 case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
703 *params = shProg->TransformFeedback.BufferMode;
704 break;
705 #endif
706 #if FEATURE_ARB_geometry_shader4
707 case GL_GEOMETRY_VERTICES_OUT_ARB:
708 *params = shProg->Geom.VerticesOut;
709 break;
710 case GL_GEOMETRY_INPUT_TYPE_ARB:
711 *params = shProg->Geom.InputType;
712 break;
713 case GL_GEOMETRY_OUTPUT_TYPE_ARB:
714 *params = shProg->Geom.OutputType;
715 break;
716 #endif
717 default:
718 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
719 return;
720 }
721 }
722
723
724 /**
725 * glGetShaderiv() - get GLSL shader state
726 */
727 static void
728 get_shaderiv(struct gl_context *ctx, GLuint name, GLenum pname, GLint *params)
729 {
730 struct gl_shader *shader =
731 _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
732
733 if (!shader) {
734 return;
735 }
736
737 switch (pname) {
738 case GL_SHADER_TYPE:
739 *params = shader->Type;
740 break;
741 case GL_DELETE_STATUS:
742 *params = shader->DeletePending;
743 break;
744 case GL_COMPILE_STATUS:
745 *params = shader->CompileStatus;
746 break;
747 case GL_INFO_LOG_LENGTH:
748 *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
749 break;
750 case GL_SHADER_SOURCE_LENGTH:
751 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
752 break;
753 default:
754 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
755 return;
756 }
757 }
758
759
760 static void
761 get_program_info_log(struct gl_context *ctx, GLuint program, GLsizei bufSize,
762 GLsizei *length, GLchar *infoLog)
763 {
764 struct gl_shader_program *shProg
765 = _mesa_lookup_shader_program(ctx, program);
766 if (!shProg) {
767 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
768 return;
769 }
770 _mesa_copy_string(infoLog, bufSize, length, shProg->InfoLog);
771 }
772
773
774 static void
775 get_shader_info_log(struct gl_context *ctx, GLuint shader, GLsizei bufSize,
776 GLsizei *length, GLchar *infoLog)
777 {
778 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
779 if (!sh) {
780 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
781 return;
782 }
783 _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
784 }
785
786
787 /**
788 * Return shader source code.
789 */
790 static void
791 get_shader_source(struct gl_context *ctx, GLuint shader, GLsizei maxLength,
792 GLsizei *length, GLchar *sourceOut)
793 {
794 struct gl_shader *sh;
795 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
796 if (!sh) {
797 return;
798 }
799 _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
800 }
801
802
803 /**
804 * Set/replace shader source code.
805 */
806 static void
807 shader_source(struct gl_context *ctx, GLuint shader, const GLchar *source)
808 {
809 struct gl_shader *sh;
810
811 sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
812 if (!sh)
813 return;
814
815 /* free old shader source string and install new one */
816 if (sh->Source) {
817 free((void *) sh->Source);
818 }
819 sh->Source = source;
820 sh->CompileStatus = GL_FALSE;
821 #ifdef DEBUG
822 sh->SourceChecksum = _mesa_str_checksum(sh->Source);
823 #endif
824 }
825
826
827 /**
828 * Compile a shader.
829 */
830 static void
831 compile_shader(struct gl_context *ctx, GLuint shaderObj)
832 {
833 struct gl_shader *sh;
834 struct gl_shader_compiler_options *options;
835
836 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
837 if (!sh)
838 return;
839
840 options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(sh->Type)];
841
842 /* set default pragma state for shader */
843 sh->Pragmas = options->DefaultPragmas;
844
845 /* this call will set the sh->CompileStatus field to indicate if
846 * compilation was successful.
847 */
848 _mesa_glsl_compile_shader(ctx, sh);
849 }
850
851
852 /**
853 * Link a program's shaders.
854 */
855 static void
856 link_program(struct gl_context *ctx, GLuint program)
857 {
858 struct gl_shader_program *shProg;
859 struct gl_transform_feedback_object *obj =
860 ctx->TransformFeedback.CurrentObject;
861
862 shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
863 if (!shProg)
864 return;
865
866 if (obj->Active
867 && (shProg == ctx->Shader.CurrentVertexProgram
868 || shProg == ctx->Shader.CurrentGeometryProgram
869 || shProg == ctx->Shader.CurrentFragmentProgram)) {
870 _mesa_error(ctx, GL_INVALID_OPERATION,
871 "glLinkProgram(transform feedback active");
872 return;
873 }
874
875 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
876
877 _mesa_glsl_link_shader(ctx, shProg);
878
879 /* debug code */
880 if (0) {
881 GLuint i;
882
883 printf("Link %u shaders in program %u: %s\n",
884 shProg->NumShaders, shProg->Name,
885 shProg->LinkStatus ? "Success" : "Failed");
886
887 for (i = 0; i < shProg->NumShaders; i++) {
888 printf(" shader %u, type 0x%x\n",
889 shProg->Shaders[i]->Name,
890 shProg->Shaders[i]->Type);
891 }
892 }
893 }
894
895
896 /**
897 * Print basic shader info (for debug).
898 */
899 static void
900 print_shader_info(const struct gl_shader_program *shProg)
901 {
902 GLuint i;
903
904 printf("Mesa: glUseProgram(%u)\n", shProg->Name);
905 for (i = 0; i < shProg->NumShaders; i++) {
906 const char *s;
907 switch (shProg->Shaders[i]->Type) {
908 case GL_VERTEX_SHADER:
909 s = "vertex";
910 break;
911 case GL_FRAGMENT_SHADER:
912 s = "fragment";
913 break;
914 case GL_GEOMETRY_SHADER:
915 s = "geometry";
916 break;
917 default:
918 s = "";
919 }
920 printf(" %s shader %u, checksum %u\n", s,
921 shProg->Shaders[i]->Name,
922 shProg->Shaders[i]->SourceChecksum);
923 }
924 if (shProg->VertexProgram)
925 printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
926 if (shProg->FragmentProgram)
927 printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
928 }
929
930
931 /**
932 * Use the named shader program for subsequent glUniform calls
933 */
934 void
935 _mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
936 const char *caller)
937 {
938 if ((shProg != NULL) && !shProg->LinkStatus) {
939 _mesa_error(ctx, GL_INVALID_OPERATION,
940 "%s(program %u not linked)", caller, shProg->Name);
941 return;
942 }
943
944 if (ctx->Shader.ActiveProgram != shProg) {
945 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
946 }
947 }
948
949 /**
950 */
951 static bool
952 use_shader_program(struct gl_context *ctx, GLenum type,
953 struct gl_shader_program *shProg)
954 {
955 struct gl_shader_program **target;
956
957 switch (type) {
958 #if FEATURE_ARB_vertex_shader
959 case GL_VERTEX_SHADER:
960 target = &ctx->Shader.CurrentVertexProgram;
961 if ((shProg == NULL)
962 || (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
963 shProg = NULL;
964 }
965 break;
966 #endif
967 #if FEATURE_ARB_geometry_shader4
968 case GL_GEOMETRY_SHADER_ARB:
969 target = &ctx->Shader.CurrentGeometryProgram;
970 if ((shProg == NULL)
971 || (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
972 shProg = NULL;
973 }
974 break;
975 #endif
976 #if FEATURE_ARB_fragment_shader
977 case GL_FRAGMENT_SHADER:
978 target = &ctx->Shader.CurrentFragmentProgram;
979 if ((shProg == NULL)
980 || (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
981 shProg = NULL;
982 }
983 break;
984 #endif
985 default:
986 return false;
987 }
988
989 if (*target != shProg) {
990 FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
991 _mesa_reference_shader_program(ctx, target, shProg);
992 return true;
993 }
994
995 return false;
996 }
997
998 /**
999 * Use the named shader program for subsequent rendering.
1000 */
1001 void
1002 _mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
1003 {
1004 use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
1005 use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg);
1006 use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg);
1007 _mesa_active_program(ctx, shProg, "glUseProgram");
1008
1009 if (ctx->Driver.UseProgram)
1010 ctx->Driver.UseProgram(ctx, shProg);
1011 }
1012
1013
1014 /**
1015 * Validate a program's samplers.
1016 * Specifically, check that there aren't two samplers of different types
1017 * pointing to the same texture unit.
1018 * \return GL_TRUE if valid, GL_FALSE if invalid
1019 */
1020 static GLboolean
1021 validate_samplers(const struct gl_program *prog, char *errMsg)
1022 {
1023 static const char *targetName[] = {
1024 "TEXTURE_BUFFER",
1025 "TEXTURE_2D_ARRAY",
1026 "TEXTURE_1D_ARRAY",
1027 "TEXTURE_CUBE",
1028 "TEXTURE_3D",
1029 "TEXTURE_RECT",
1030 "TEXTURE_2D",
1031 "TEXTURE_1D",
1032 };
1033 GLint targetUsed[MAX_TEXTURE_IMAGE_UNITS];
1034 GLbitfield samplersUsed = prog->SamplersUsed;
1035 GLuint i;
1036
1037 assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
1038
1039 if (samplersUsed == 0x0)
1040 return GL_TRUE;
1041
1042 for (i = 0; i < Elements(targetUsed); i++)
1043 targetUsed[i] = -1;
1044
1045 /* walk over bits which are set in 'samplers' */
1046 while (samplersUsed) {
1047 GLuint unit;
1048 gl_texture_index target;
1049 GLint sampler = _mesa_ffs(samplersUsed) - 1;
1050 assert(sampler >= 0);
1051 assert(sampler < MAX_TEXTURE_IMAGE_UNITS);
1052 unit = prog->SamplerUnits[sampler];
1053 target = prog->SamplerTargets[sampler];
1054 if (targetUsed[unit] != -1 && targetUsed[unit] != (int) target) {
1055 _mesa_snprintf(errMsg, 100,
1056 "Texture unit %d is accessed both as %s and %s",
1057 unit, targetName[targetUsed[unit]], targetName[target]);
1058 return GL_FALSE;
1059 }
1060 targetUsed[unit] = target;
1061 samplersUsed ^= (1 << sampler);
1062 }
1063
1064 return GL_TRUE;
1065 }
1066
1067
1068 /**
1069 * Do validation of the given shader program.
1070 * \param errMsg returns error message if validation fails.
1071 * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
1072 */
1073 static GLboolean
1074 validate_shader_program(const struct gl_shader_program *shProg,
1075 char *errMsg)
1076 {
1077 const struct gl_vertex_program *vp = shProg->VertexProgram;
1078 const struct gl_fragment_program *fp = shProg->FragmentProgram;
1079
1080 if (!shProg->LinkStatus) {
1081 return GL_FALSE;
1082 }
1083
1084 /* From the GL spec, a program is invalid if any of these are true:
1085
1086 any two active samplers in the current program object are of
1087 different types, but refer to the same texture image unit,
1088
1089 any active sampler in the current program object refers to a texture
1090 image unit where fixed-function fragment processing accesses a
1091 texture target that does not match the sampler type, or
1092
1093 the sum of the number of active samplers in the program and the
1094 number of texture image units enabled for fixed-function fragment
1095 processing exceeds the combined limit on the total number of texture
1096 image units allowed.
1097 */
1098
1099
1100 /*
1101 * Check: any two active samplers in the current program object are of
1102 * different types, but refer to the same texture image unit,
1103 */
1104 if (vp && !validate_samplers(&vp->Base, errMsg)) {
1105 return GL_FALSE;
1106 }
1107 if (fp && !validate_samplers(&fp->Base, errMsg)) {
1108 return GL_FALSE;
1109 }
1110
1111 return GL_TRUE;
1112 }
1113
1114
1115 /**
1116 * Called via glValidateProgram()
1117 */
1118 static void
1119 validate_program(struct gl_context *ctx, GLuint program)
1120 {
1121 struct gl_shader_program *shProg;
1122 char errMsg[100];
1123
1124 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
1125 if (!shProg) {
1126 return;
1127 }
1128
1129 shProg->Validated = validate_shader_program(shProg, errMsg);
1130 if (!shProg->Validated) {
1131 /* update info log */
1132 if (shProg->InfoLog) {
1133 ralloc_free(shProg->InfoLog);
1134 }
1135 shProg->InfoLog = ralloc_strdup(shProg, errMsg);
1136 }
1137 }
1138
1139
1140
1141 void GLAPIENTRY
1142 _mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
1143 {
1144 GET_CURRENT_CONTEXT(ctx);
1145 attach_shader(ctx, program, shader);
1146 }
1147
1148
1149 void GLAPIENTRY
1150 _mesa_AttachShader(GLuint program, GLuint shader)
1151 {
1152 GET_CURRENT_CONTEXT(ctx);
1153 attach_shader(ctx, program, shader);
1154 }
1155
1156
1157 void GLAPIENTRY
1158 _mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
1159 const GLcharARB *name)
1160 {
1161 GET_CURRENT_CONTEXT(ctx);
1162 bind_attrib_location(ctx, program, index, name);
1163 }
1164
1165
1166 /* GL_EXT_gpu_shader4, GL3 */
1167 void GLAPIENTRY
1168 _mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
1169 const GLchar *name)
1170 {
1171 GET_CURRENT_CONTEXT(ctx);
1172 bind_frag_data_location(ctx, program, colorNumber, name);
1173 }
1174
1175
1176 void GLAPIENTRY
1177 _mesa_CompileShaderARB(GLhandleARB shaderObj)
1178 {
1179 GET_CURRENT_CONTEXT(ctx);
1180 if (MESA_VERBOSE & VERBOSE_API)
1181 _mesa_debug(ctx, "glCompileShader %u\n", shaderObj);
1182 compile_shader(ctx, shaderObj);
1183 }
1184
1185
1186 GLuint GLAPIENTRY
1187 _mesa_CreateShader(GLenum type)
1188 {
1189 GET_CURRENT_CONTEXT(ctx);
1190 if (MESA_VERBOSE & VERBOSE_API)
1191 _mesa_debug(ctx, "glCreateShader %s\n", _mesa_lookup_enum_by_nr(type));
1192 return create_shader(ctx, type);
1193 }
1194
1195
1196 GLhandleARB GLAPIENTRY
1197 _mesa_CreateShaderObjectARB(GLenum type)
1198 {
1199 GET_CURRENT_CONTEXT(ctx);
1200 return create_shader(ctx, type);
1201 }
1202
1203
1204 GLuint GLAPIENTRY
1205 _mesa_CreateProgram(void)
1206 {
1207 GET_CURRENT_CONTEXT(ctx);
1208 if (MESA_VERBOSE & VERBOSE_API)
1209 _mesa_debug(ctx, "glCreateProgram\n");
1210 return create_shader_program(ctx);
1211 }
1212
1213
1214 GLhandleARB GLAPIENTRY
1215 _mesa_CreateProgramObjectARB(void)
1216 {
1217 GET_CURRENT_CONTEXT(ctx);
1218 return create_shader_program(ctx);
1219 }
1220
1221
1222 void GLAPIENTRY
1223 _mesa_DeleteObjectARB(GLhandleARB obj)
1224 {
1225 if (MESA_VERBOSE & VERBOSE_API) {
1226 GET_CURRENT_CONTEXT(ctx);
1227 _mesa_debug(ctx, "glDeleteObjectARB(%u)\n", obj);
1228 }
1229
1230 if (obj) {
1231 GET_CURRENT_CONTEXT(ctx);
1232 FLUSH_VERTICES(ctx, 0);
1233 if (is_program(ctx, obj)) {
1234 delete_shader_program(ctx, obj);
1235 }
1236 else if (is_shader(ctx, obj)) {
1237 delete_shader(ctx, obj);
1238 }
1239 else {
1240 /* error? */
1241 }
1242 }
1243 }
1244
1245
1246 void GLAPIENTRY
1247 _mesa_DeleteProgram(GLuint name)
1248 {
1249 if (name) {
1250 GET_CURRENT_CONTEXT(ctx);
1251 FLUSH_VERTICES(ctx, 0);
1252 delete_shader_program(ctx, name);
1253 }
1254 }
1255
1256
1257 void GLAPIENTRY
1258 _mesa_DeleteShader(GLuint name)
1259 {
1260 if (name) {
1261 GET_CURRENT_CONTEXT(ctx);
1262 FLUSH_VERTICES(ctx, 0);
1263 delete_shader(ctx, name);
1264 }
1265 }
1266
1267
1268 void GLAPIENTRY
1269 _mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
1270 {
1271 GET_CURRENT_CONTEXT(ctx);
1272 detach_shader(ctx, program, shader);
1273 }
1274
1275
1276 void GLAPIENTRY
1277 _mesa_DetachShader(GLuint program, GLuint shader)
1278 {
1279 GET_CURRENT_CONTEXT(ctx);
1280 detach_shader(ctx, program, shader);
1281 }
1282
1283
1284 void GLAPIENTRY
1285 _mesa_GetActiveAttribARB(GLhandleARB program, GLuint index,
1286 GLsizei maxLength, GLsizei * length, GLint * size,
1287 GLenum * type, GLcharARB * name)
1288 {
1289 GET_CURRENT_CONTEXT(ctx);
1290 get_active_attrib(ctx, program, index, maxLength, length, size, type, name);
1291 }
1292
1293
1294 void GLAPIENTRY
1295 _mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
1296 GLsizei * count, GLhandleARB * obj)
1297 {
1298 GET_CURRENT_CONTEXT(ctx);
1299 get_attached_shaders(ctx, container, maxCount, count, obj);
1300 }
1301
1302
1303 void GLAPIENTRY
1304 _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
1305 GLsizei *count, GLuint *obj)
1306 {
1307 GET_CURRENT_CONTEXT(ctx);
1308 get_attached_shaders(ctx, program, maxCount, count, obj);
1309 }
1310
1311
1312 GLint GLAPIENTRY
1313 _mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
1314 {
1315 GET_CURRENT_CONTEXT(ctx);
1316 return get_attrib_location(ctx, program, name);
1317 }
1318
1319
1320 /* GL_EXT_gpu_shader4, GL3 */
1321 GLint GLAPIENTRY
1322 _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
1323 {
1324 GET_CURRENT_CONTEXT(ctx);
1325 return get_frag_data_location(ctx, program, name);
1326 }
1327
1328
1329
1330 void GLAPIENTRY
1331 _mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
1332 GLcharARB * infoLog)
1333 {
1334 GET_CURRENT_CONTEXT(ctx);
1335 if (is_program(ctx, object)) {
1336 get_program_info_log(ctx, object, maxLength, length, infoLog);
1337 }
1338 else if (is_shader(ctx, object)) {
1339 get_shader_info_log(ctx, object, maxLength, length, infoLog);
1340 }
1341 else {
1342 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
1343 }
1344 }
1345
1346
1347 void GLAPIENTRY
1348 _mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
1349 {
1350 GET_CURRENT_CONTEXT(ctx);
1351 /* Implement in terms of GetProgramiv, GetShaderiv */
1352 if (is_program(ctx, object)) {
1353 if (pname == GL_OBJECT_TYPE_ARB) {
1354 *params = GL_PROGRAM_OBJECT_ARB;
1355 }
1356 else {
1357 get_programiv(ctx, object, pname, params);
1358 }
1359 }
1360 else if (is_shader(ctx, object)) {
1361 if (pname == GL_OBJECT_TYPE_ARB) {
1362 *params = GL_SHADER_OBJECT_ARB;
1363 }
1364 else {
1365 get_shaderiv(ctx, object, pname, params);
1366 }
1367 }
1368 else {
1369 _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
1370 }
1371 }
1372
1373
1374 void GLAPIENTRY
1375 _mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
1376 GLfloat *params)
1377 {
1378 GLint iparams[1]; /* XXX is one element enough? */
1379 _mesa_GetObjectParameterivARB(object, pname, iparams);
1380 params[0] = (GLfloat) iparams[0];
1381 }
1382
1383
1384 void GLAPIENTRY
1385 _mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
1386 {
1387 GET_CURRENT_CONTEXT(ctx);
1388 get_programiv(ctx, program, pname, params);
1389 }
1390
1391
1392 void GLAPIENTRY
1393 _mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
1394 {
1395 GET_CURRENT_CONTEXT(ctx);
1396 get_shaderiv(ctx, shader, pname, params);
1397 }
1398
1399
1400 void GLAPIENTRY
1401 _mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
1402 GLsizei *length, GLchar *infoLog)
1403 {
1404 GET_CURRENT_CONTEXT(ctx);
1405 get_program_info_log(ctx, program, bufSize, length, infoLog);
1406 }
1407
1408
1409 void GLAPIENTRY
1410 _mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
1411 GLsizei *length, GLchar *infoLog)
1412 {
1413 GET_CURRENT_CONTEXT(ctx);
1414 get_shader_info_log(ctx, shader, bufSize, length, infoLog);
1415 }
1416
1417
1418 void GLAPIENTRY
1419 _mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
1420 GLsizei *length, GLcharARB *sourceOut)
1421 {
1422 GET_CURRENT_CONTEXT(ctx);
1423 get_shader_source(ctx, shader, maxLength, length, sourceOut);
1424 }
1425
1426
1427 GLhandleARB GLAPIENTRY
1428 _mesa_GetHandleARB(GLenum pname)
1429 {
1430 GET_CURRENT_CONTEXT(ctx);
1431 return get_handle(ctx, pname);
1432 }
1433
1434
1435 GLboolean GLAPIENTRY
1436 _mesa_IsProgram(GLuint name)
1437 {
1438 GET_CURRENT_CONTEXT(ctx);
1439 return is_program(ctx, name);
1440 }
1441
1442
1443 GLboolean GLAPIENTRY
1444 _mesa_IsShader(GLuint name)
1445 {
1446 GET_CURRENT_CONTEXT(ctx);
1447 return is_shader(ctx, name);
1448 }
1449
1450
1451 void GLAPIENTRY
1452 _mesa_LinkProgramARB(GLhandleARB programObj)
1453 {
1454 GET_CURRENT_CONTEXT(ctx);
1455 link_program(ctx, programObj);
1456 }
1457
1458
1459
1460 /**
1461 * Read shader source code from a file.
1462 * Useful for debugging to override an app's shader.
1463 */
1464 static GLcharARB *
1465 read_shader(const char *fname)
1466 {
1467 const int max = 50*1000;
1468 FILE *f = fopen(fname, "r");
1469 GLcharARB *buffer, *shader;
1470 int len;
1471
1472 if (!f) {
1473 return NULL;
1474 }
1475
1476 buffer = (char *) malloc(max);
1477 len = fread(buffer, 1, max, f);
1478 buffer[len] = 0;
1479
1480 fclose(f);
1481
1482 shader = _mesa_strdup(buffer);
1483 free(buffer);
1484
1485 return shader;
1486 }
1487
1488
1489 /**
1490 * Called via glShaderSource() and glShaderSourceARB() API functions.
1491 * Basically, concatenate the source code strings into one long string
1492 * and pass it to _mesa_shader_source().
1493 */
1494 void GLAPIENTRY
1495 _mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
1496 const GLcharARB ** string, const GLint * length)
1497 {
1498 GET_CURRENT_CONTEXT(ctx);
1499 GLint *offsets;
1500 GLsizei i, totalLength;
1501 GLcharARB *source;
1502 GLuint checksum;
1503
1504 if (!shaderObj || string == NULL) {
1505 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
1506 return;
1507 }
1508
1509 /*
1510 * This array holds offsets of where the appropriate string ends, thus the
1511 * last element will be set to the total length of the source code.
1512 */
1513 offsets = (GLint *) malloc(count * sizeof(GLint));
1514 if (offsets == NULL) {
1515 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1516 return;
1517 }
1518
1519 for (i = 0; i < count; i++) {
1520 if (string[i] == NULL) {
1521 free((GLvoid *) offsets);
1522 _mesa_error(ctx, GL_INVALID_OPERATION,
1523 "glShaderSourceARB(null string)");
1524 return;
1525 }
1526 if (length == NULL || length[i] < 0)
1527 offsets[i] = strlen(string[i]);
1528 else
1529 offsets[i] = length[i];
1530 /* accumulate string lengths */
1531 if (i > 0)
1532 offsets[i] += offsets[i - 1];
1533 }
1534
1535 /* Total length of source string is sum off all strings plus two.
1536 * One extra byte for terminating zero, another extra byte to silence
1537 * valgrind warnings in the parser/grammer code.
1538 */
1539 totalLength = offsets[count - 1] + 2;
1540 source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
1541 if (source == NULL) {
1542 free((GLvoid *) offsets);
1543 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1544 return;
1545 }
1546
1547 for (i = 0; i < count; i++) {
1548 GLint start = (i > 0) ? offsets[i - 1] : 0;
1549 memcpy(source + start, string[i],
1550 (offsets[i] - start) * sizeof(GLcharARB));
1551 }
1552 source[totalLength - 1] = '\0';
1553 source[totalLength - 2] = '\0';
1554
1555 if (SHADER_SUBST) {
1556 /* Compute the shader's source code checksum then try to open a file
1557 * named newshader_<CHECKSUM>. If it exists, use it in place of the
1558 * original shader source code. For debugging.
1559 */
1560 char filename[100];
1561 GLcharARB *newSource;
1562
1563 checksum = _mesa_str_checksum(source);
1564
1565 _mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
1566
1567 newSource = read_shader(filename);
1568 if (newSource) {
1569 fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
1570 shaderObj, checksum, filename);
1571 free(source);
1572 source = newSource;
1573 }
1574 }
1575
1576 shader_source(ctx, shaderObj, source);
1577
1578 if (SHADER_SUBST) {
1579 struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
1580 if (sh)
1581 sh->SourceChecksum = checksum; /* save original checksum */
1582 }
1583
1584 free(offsets);
1585 }
1586
1587
1588 void GLAPIENTRY
1589 _mesa_UseProgramObjectARB(GLhandleARB program)
1590 {
1591 GET_CURRENT_CONTEXT(ctx);
1592 struct gl_shader_program *shProg;
1593 struct gl_transform_feedback_object *obj =
1594 ctx->TransformFeedback.CurrentObject;
1595
1596 ASSERT_OUTSIDE_BEGIN_END(ctx);
1597
1598 if (obj->Active) {
1599 _mesa_error(ctx, GL_INVALID_OPERATION,
1600 "glUseProgram(transform feedback active)");
1601 return;
1602 }
1603
1604 if (program) {
1605 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1606 if (!shProg) {
1607 return;
1608 }
1609 if (!shProg->LinkStatus) {
1610 _mesa_error(ctx, GL_INVALID_OPERATION,
1611 "glUseProgram(program %u not linked)", program);
1612 return;
1613 }
1614
1615 /* debug code */
1616 if (ctx->Shader.Flags & GLSL_USE_PROG) {
1617 print_shader_info(shProg);
1618 }
1619 }
1620 else {
1621 shProg = NULL;
1622 }
1623
1624 _mesa_use_program(ctx, shProg);
1625 }
1626
1627
1628 void GLAPIENTRY
1629 _mesa_ValidateProgramARB(GLhandleARB program)
1630 {
1631 GET_CURRENT_CONTEXT(ctx);
1632 validate_program(ctx, program);
1633 }
1634
1635 #ifdef FEATURE_ES2
1636
1637 void GLAPIENTRY
1638 _mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
1639 GLint* range, GLint* precision)
1640 {
1641 const struct gl_program_constants *limits;
1642 const struct gl_precision *p;
1643 GET_CURRENT_CONTEXT(ctx);
1644
1645 switch (shadertype) {
1646 case GL_VERTEX_SHADER:
1647 limits = &ctx->Const.VertexProgram;
1648 break;
1649 case GL_FRAGMENT_SHADER:
1650 limits = &ctx->Const.FragmentProgram;
1651 break;
1652 default:
1653 _mesa_error(ctx, GL_INVALID_ENUM,
1654 "glGetShaderPrecisionFormat(shadertype)");
1655 return;
1656 }
1657
1658 switch (precisiontype) {
1659 case GL_LOW_FLOAT:
1660 p = &limits->LowFloat;
1661 break;
1662 case GL_MEDIUM_FLOAT:
1663 p = &limits->MediumFloat;
1664 break;
1665 case GL_HIGH_FLOAT:
1666 p = &limits->HighFloat;
1667 break;
1668 case GL_LOW_INT:
1669 p = &limits->LowInt;
1670 break;
1671 case GL_MEDIUM_INT:
1672 p = &limits->MediumInt;
1673 break;
1674 case GL_HIGH_INT:
1675 p = &limits->HighInt;
1676 break;
1677 default:
1678 _mesa_error(ctx, GL_INVALID_ENUM,
1679 "glGetShaderPrecisionFormat(precisiontype)");
1680 return;
1681 }
1682
1683 range[0] = p->RangeMin;
1684 range[1] = p->RangeMax;
1685 precision[0] = p->Precision;
1686 }
1687
1688
1689 void GLAPIENTRY
1690 _mesa_ReleaseShaderCompiler(void)
1691 {
1692 _mesa_destroy_shader_compiler_caches();
1693 }
1694
1695
1696 void GLAPIENTRY
1697 _mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
1698 const void* binary, GLint length)
1699 {
1700 GET_CURRENT_CONTEXT(ctx);
1701 (void) n;
1702 (void) shaders;
1703 (void) binaryformat;
1704 (void) binary;
1705 (void) length;
1706 _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
1707 }
1708
1709 #endif /* FEATURE_ES2 */
1710
1711
1712 #if FEATURE_ARB_geometry_shader4
1713
1714 void GLAPIENTRY
1715 _mesa_ProgramParameteriARB(GLuint program, GLenum pname, GLint value)
1716 {
1717 struct gl_shader_program *shProg;
1718 GET_CURRENT_CONTEXT(ctx);
1719
1720 ASSERT_OUTSIDE_BEGIN_END(ctx);
1721
1722 shProg = _mesa_lookup_shader_program_err(ctx, program,
1723 "glProgramParameteri");
1724 if (!shProg)
1725 return;
1726
1727 switch (pname) {
1728 case GL_GEOMETRY_VERTICES_OUT_ARB:
1729 if (value < 1 ||
1730 (unsigned) value > ctx->Const.MaxGeometryOutputVertices) {
1731 _mesa_error(ctx, GL_INVALID_VALUE,
1732 "glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
1733 value);
1734 return;
1735 }
1736 shProg->Geom.VerticesOut = value;
1737 break;
1738 case GL_GEOMETRY_INPUT_TYPE_ARB:
1739 switch (value) {
1740 case GL_POINTS:
1741 case GL_LINES:
1742 case GL_LINES_ADJACENCY_ARB:
1743 case GL_TRIANGLES:
1744 case GL_TRIANGLES_ADJACENCY_ARB:
1745 shProg->Geom.InputType = value;
1746 break;
1747 default:
1748 _mesa_error(ctx, GL_INVALID_VALUE,
1749 "glProgramParameteri(geometry input type = %s",
1750 _mesa_lookup_enum_by_nr(value));
1751 return;
1752 }
1753 break;
1754 case GL_GEOMETRY_OUTPUT_TYPE_ARB:
1755 switch (value) {
1756 case GL_POINTS:
1757 case GL_LINE_STRIP:
1758 case GL_TRIANGLE_STRIP:
1759 shProg->Geom.OutputType = value;
1760 break;
1761 default:
1762 _mesa_error(ctx, GL_INVALID_VALUE,
1763 "glProgramParameteri(geometry output type = %s",
1764 _mesa_lookup_enum_by_nr(value));
1765 return;
1766 }
1767 break;
1768 default:
1769 _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteriARB(pname=%s)",
1770 _mesa_lookup_enum_by_nr(pname));
1771 break;
1772 }
1773 }
1774
1775 #endif
1776
1777 void
1778 _mesa_use_shader_program(struct gl_context *ctx, GLenum type,
1779 struct gl_shader_program *shProg)
1780 {
1781 use_shader_program(ctx, type, shProg);
1782
1783 if (ctx->Driver.UseProgram)
1784 ctx->Driver.UseProgram(ctx, shProg);
1785 }
1786
1787 void GLAPIENTRY
1788 _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
1789 {
1790 GET_CURRENT_CONTEXT(ctx);
1791 struct gl_shader_program *shProg = NULL;
1792
1793 ASSERT_OUTSIDE_BEGIN_END(ctx);
1794
1795 if (!validate_shader_target(ctx, type)) {
1796 _mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
1797 return;
1798 }
1799
1800 if (ctx->TransformFeedback.CurrentObject->Active) {
1801 _mesa_error(ctx, GL_INVALID_OPERATION,
1802 "glUseShaderProgramEXT(transform feedback is active)");
1803 return;
1804 }
1805
1806 if (program) {
1807 shProg = _mesa_lookup_shader_program_err(ctx, program,
1808 "glUseShaderProgramEXT");
1809 if (shProg == NULL)
1810 return;
1811
1812 if (!shProg->LinkStatus) {
1813 _mesa_error(ctx, GL_INVALID_OPERATION,
1814 "glUseShaderProgramEXT(program not linked)");
1815 return;
1816 }
1817 }
1818
1819 _mesa_use_shader_program(ctx, type, shProg);
1820 }
1821
1822 void GLAPIENTRY
1823 _mesa_ActiveProgramEXT(GLuint program)
1824 {
1825 GET_CURRENT_CONTEXT(ctx);
1826 struct gl_shader_program *shProg = (program != 0)
1827 ? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
1828 : NULL;
1829
1830 _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
1831 return;
1832 }
1833
1834 GLuint GLAPIENTRY
1835 _mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string)
1836 {
1837 GET_CURRENT_CONTEXT(ctx);
1838 const GLuint shader = create_shader(ctx, type);
1839 GLuint program = 0;
1840
1841 if (shader) {
1842 shader_source(ctx, shader, _mesa_strdup(string));
1843 compile_shader(ctx, shader);
1844
1845 program = create_shader_program(ctx);
1846 if (program) {
1847 struct gl_shader_program *shProg;
1848 struct gl_shader *sh;
1849 GLint compiled = GL_FALSE;
1850
1851 shProg = _mesa_lookup_shader_program(ctx, program);
1852 sh = _mesa_lookup_shader(ctx, shader);
1853
1854 get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
1855 if (compiled) {
1856 attach_shader(ctx, program, shader);
1857 link_program(ctx, program);
1858 detach_shader(ctx, program, shader);
1859
1860 #if 0
1861 /* Possibly... */
1862 if (active-user-defined-varyings-in-linked-program) {
1863 append-error-to-info-log;
1864 shProg->LinkStatus = GL_FALSE;
1865 }
1866 #endif
1867 }
1868
1869 ralloc_strcat(&shProg->InfoLog, sh->InfoLog);
1870 }
1871
1872 delete_shader(ctx, shader);
1873 }
1874
1875 return program;
1876 }
1877
1878 /**
1879 * Plug in shader-related functions into API dispatch table.
1880 */
1881 void
1882 _mesa_init_shader_dispatch(struct _glapi_table *exec)
1883 {
1884 #if FEATURE_GL
1885 /* GL_ARB_vertex/fragment_shader */
1886 SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
1887 SET_GetHandleARB(exec, _mesa_GetHandleARB);
1888 SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
1889 SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
1890 SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
1891 SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
1892 SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
1893 SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
1894 SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
1895 SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
1896 SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
1897 SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
1898 SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
1899 SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
1900 SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
1901 SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
1902
1903 /* OpenGL 2.0 */
1904 SET_AttachShader(exec, _mesa_AttachShader);
1905 SET_CreateProgram(exec, _mesa_CreateProgram);
1906 SET_CreateShader(exec, _mesa_CreateShader);
1907 SET_DeleteProgram(exec, _mesa_DeleteProgram);
1908 SET_DeleteShader(exec, _mesa_DeleteShader);
1909 SET_DetachShader(exec, _mesa_DetachShader);
1910 SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
1911 SET_GetProgramiv(exec, _mesa_GetProgramiv);
1912 SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
1913 SET_GetShaderiv(exec, _mesa_GetShaderiv);
1914 SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
1915 SET_IsProgram(exec, _mesa_IsProgram);
1916 SET_IsShader(exec, _mesa_IsShader);
1917
1918 #if FEATURE_ARB_vertex_shader
1919 SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
1920 SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
1921 SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
1922 #endif
1923
1924 #if FEATURE_ARB_geometry_shader4
1925 SET_ProgramParameteriARB(exec, _mesa_ProgramParameteriARB);
1926 #endif
1927
1928 SET_UseShaderProgramEXT(exec, _mesa_UseShaderProgramEXT);
1929 SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
1930 SET_CreateShaderProgramEXT(exec, _mesa_CreateShaderProgramEXT);
1931
1932 /* GL_EXT_gpu_shader4 / GL 3.0 */
1933 SET_BindFragDataLocationEXT(exec, _mesa_BindFragDataLocation);
1934 SET_GetFragDataLocationEXT(exec, _mesa_GetFragDataLocation);
1935
1936 /* GL_ARB_ES2_compatibility */
1937 SET_ReleaseShaderCompiler(exec, _mesa_ReleaseShaderCompiler);
1938 SET_GetShaderPrecisionFormat(exec, _mesa_GetShaderPrecisionFormat);
1939
1940 #endif /* FEATURE_GL */
1941 }
1942