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