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