mesa: add support for ARB_blend_func_extended (v4)
[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 "main/uniforms.h"
49 #include "program/program.h"
50 #include "program/prog_parameter.h"
51 #include "ralloc.h"
52 #include <stdbool.h>
53 #include "../glsl/glsl_parser_extras.h"
54 #include "../glsl/ir_uniform.h"
55
56 /** Define this to enable shader substitution (see below) */
57 #define SHADER_SUBST 0
58
59
60 /**
61 * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
62 */
63 static GLbitfield
64 get_shader_flags(void)
65 {
66 GLbitfield flags = 0x0;
67 const char *env = _mesa_getenv("MESA_GLSL");
68
69 if (env) {
70 if (strstr(env, "dump"))
71 flags |= GLSL_DUMP;
72 if (strstr(env, "log"))
73 flags |= GLSL_LOG;
74 if (strstr(env, "nopvert"))
75 flags |= GLSL_NOP_VERT;
76 if (strstr(env, "nopfrag"))
77 flags |= GLSL_NOP_FRAG;
78 if (strstr(env, "nopt"))
79 flags |= GLSL_NO_OPT;
80 else if (strstr(env, "opt"))
81 flags |= GLSL_OPT;
82 if (strstr(env, "uniform"))
83 flags |= GLSL_UNIFORMS;
84 if (strstr(env, "useprog"))
85 flags |= GLSL_USE_PROG;
86 }
87
88 return flags;
89 }
90
91
92 /**
93 * Initialize context's shader state.
94 */
95 void
96 _mesa_init_shader_state(struct gl_context *ctx)
97 {
98 /* Device drivers may override these to control what kind of instructions
99 * are generated by the GLSL compiler.
100 */
101 struct gl_shader_compiler_options options;
102 gl_shader_type sh;
103
104 memset(&options, 0, sizeof(options));
105 options.MaxUnrollIterations = 32;
106
107 /* Default pragma settings */
108 options.DefaultPragmas.Optimize = GL_TRUE;
109
110 for (sh = 0; sh < MESA_SHADER_TYPES; ++sh)
111 memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options));
112
113 ctx->Shader.Flags = get_shader_flags();
114 }
115
116
117 /**
118 * Free the per-context shader-related state.
119 */
120 void
121 _mesa_free_shader_state(struct gl_context *ctx)
122 {
123 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
124 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
125 NULL);
126 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
127 NULL);
128 _mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
129 NULL);
130 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
131 }
132
133
134 /**
135 * Return the size of the given GLSL datatype, in floats (components).
136 */
137 GLint
138 _mesa_sizeof_glsl_type(GLenum type)
139 {
140 switch (type) {
141 case GL_FLOAT:
142 case GL_INT:
143 case GL_UNSIGNED_INT:
144 case GL_BOOL:
145 case GL_SAMPLER_1D:
146 case GL_SAMPLER_2D:
147 case GL_SAMPLER_3D:
148 case GL_SAMPLER_CUBE:
149 case GL_SAMPLER_1D_SHADOW:
150 case GL_SAMPLER_2D_SHADOW:
151 case GL_SAMPLER_2D_RECT_ARB:
152 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
153 case GL_SAMPLER_1D_ARRAY_EXT:
154 case GL_SAMPLER_2D_ARRAY_EXT:
155 case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
156 case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
157 case GL_SAMPLER_CUBE_SHADOW_EXT:
158 case GL_SAMPLER_EXTERNAL_OES:
159 return 1;
160 case GL_FLOAT_VEC2:
161 case GL_INT_VEC2:
162 case GL_UNSIGNED_INT_VEC2:
163 case GL_BOOL_VEC2:
164 return 2;
165 case GL_FLOAT_VEC3:
166 case GL_INT_VEC3:
167 case GL_UNSIGNED_INT_VEC3:
168 case GL_BOOL_VEC3:
169 return 3;
170 case GL_FLOAT_VEC4:
171 case GL_INT_VEC4:
172 case GL_UNSIGNED_INT_VEC4:
173 case GL_BOOL_VEC4:
174 return 4;
175 case GL_FLOAT_MAT2:
176 case GL_FLOAT_MAT2x3:
177 case GL_FLOAT_MAT2x4:
178 return 8; /* two float[4] vectors */
179 case GL_FLOAT_MAT3:
180 case GL_FLOAT_MAT3x2:
181 case GL_FLOAT_MAT3x4:
182 return 12; /* three float[4] vectors */
183 case GL_FLOAT_MAT4:
184 case GL_FLOAT_MAT4x2:
185 case GL_FLOAT_MAT4x3:
186 return 16; /* four float[4] vectors */
187 default:
188 _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
189 return 1;
190 }
191 }
192
193
194 /**
195 * Copy string from <src> to <dst>, up to maxLength characters, returning
196 * length of <dst> in <length>.
197 * \param src the strings source
198 * \param maxLength max chars to copy
199 * \param length returns number of chars copied
200 * \param dst the string destination
201 */
202 void
203 _mesa_copy_string(GLchar *dst, GLsizei maxLength,
204 GLsizei *length, const GLchar *src)
205 {
206 GLsizei len;
207 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
208 dst[len] = src[len];
209 if (maxLength > 0)
210 dst[len] = 0;
211 if (length)
212 *length = len;
213 }
214
215
216
217 /**
218 * Confirm that the a shader type is valid and supported by the implementation
219 *
220 * \param ctx Current GL context
221 * \param type Shader target
222 *
223 */
224 static bool
225 validate_shader_target(const struct gl_context *ctx, GLenum type)
226 {
227 switch (type) {
228 #if FEATURE_ARB_fragment_shader
229 case GL_FRAGMENT_SHADER:
230 return ctx->Extensions.ARB_fragment_shader;
231 #endif
232 #if FEATURE_ARB_vertex_shader
233 case GL_VERTEX_SHADER:
234 return ctx->Extensions.ARB_vertex_shader;
235 #endif
236 #if FEATURE_ARB_geometry_shader4
237 case GL_GEOMETRY_SHADER_ARB:
238 return ctx->Extensions.ARB_geometry_shader4;
239 #endif
240 default:
241 return false;
242 }
243 }
244
245
246 /**
247 * Find the length of the longest transform feedback varying name
248 * which was specified with glTransformFeedbackVaryings().
249 */
250 static GLint
251 longest_feedback_varying_name(const struct gl_shader_program *shProg)
252 {
253 GLuint i;
254 GLint max = 0;
255 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
256 GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
257 if (len > max)
258 max = len;
259 }
260 return max;
261 }
262
263
264
265 static GLboolean
266 is_program(struct gl_context *ctx, GLuint name)
267 {
268 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
269 return shProg ? GL_TRUE : GL_FALSE;
270 }
271
272
273 static GLboolean
274 is_shader(struct gl_context *ctx, GLuint name)
275 {
276 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
277 return shader ? GL_TRUE : GL_FALSE;
278 }
279
280
281 /**
282 * Attach shader to a shader program.
283 */
284 static void
285 attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
286 {
287 struct gl_shader_program *shProg;
288 struct gl_shader *sh;
289 GLuint i, n;
290
291 shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
292 if (!shProg)
293 return;
294
295 sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
296 if (!sh) {
297 return;
298 }
299
300 n = shProg->NumShaders;
301 for (i = 0; i < n; i++) {
302 if (shProg->Shaders[i] == sh) {
303 /* The shader is already attched to this program. The
304 * GL_ARB_shader_objects spec says:
305 *
306 * "The error INVALID_OPERATION is generated by AttachObjectARB
307 * if <obj> is already attached to <containerObj>."
308 */
309 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
310 return;
311 }
312 }
313
314 /* grow list */
315 shProg->Shaders = (struct gl_shader **)
316 _mesa_realloc(shProg->Shaders,
317 n * sizeof(struct gl_shader *),
318 (n + 1) * sizeof(struct gl_shader *));
319 if (!shProg->Shaders) {
320 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
321 return;
322 }
323
324 /* append */
325 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
326 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
327 shProg->NumShaders++;
328 }
329
330
331 static GLuint
332 create_shader(struct gl_context *ctx, GLenum type)
333 {
334 struct gl_shader *sh;
335 GLuint name;
336
337 if (!validate_shader_target(ctx, type)) {
338 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
339 return 0;
340 }
341
342 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
343 sh = ctx->Driver.NewShader(ctx, name, type);
344 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
345
346 return name;
347 }
348
349
350 static GLuint
351 create_shader_program(struct gl_context *ctx)
352 {
353 GLuint name;
354 struct gl_shader_program *shProg;
355
356 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
357
358 shProg = ctx->Driver.NewShaderProgram(ctx, name);
359
360 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
361
362 assert(shProg->RefCount == 1);
363
364 return name;
365 }
366
367
368 /**
369 * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
370 * DeleteProgramARB.
371 */
372 static void
373 delete_shader_program(struct gl_context *ctx, GLuint name)
374 {
375 /*
376 * NOTE: deleting shaders/programs works a bit differently than
377 * texture objects (and buffer objects, etc). Shader/program
378 * handles/IDs exist in the hash table until the object is really
379 * deleted (refcount==0). With texture objects, the handle/ID is
380 * removed from the hash table in glDeleteTextures() while the tex
381 * object itself might linger until its refcount goes to zero.
382 */
383 struct gl_shader_program *shProg;
384
385 shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
386 if (!shProg)
387 return;
388
389 if (!shProg->DeletePending) {
390 shProg->DeletePending = GL_TRUE;
391
392 /* effectively, decr shProg's refcount */
393 _mesa_reference_shader_program(ctx, &shProg, NULL);
394 }
395 }
396
397
398 static void
399 delete_shader(struct gl_context *ctx, GLuint shader)
400 {
401 struct gl_shader *sh;
402
403 sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
404 if (!sh)
405 return;
406
407 sh->DeletePending = GL_TRUE;
408
409 /* effectively, decr sh's refcount */
410 _mesa_reference_shader(ctx, &sh, NULL);
411 }
412
413
414 static void
415 detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
416 {
417 struct gl_shader_program *shProg;
418 GLuint n;
419 GLuint i, j;
420
421 shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
422 if (!shProg)
423 return;
424
425 n = shProg->NumShaders;
426
427 for (i = 0; i < n; i++) {
428 if (shProg->Shaders[i]->Name == shader) {
429 /* found it */
430 struct gl_shader **newList;
431
432 /* release */
433 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
434
435 /* alloc new, smaller array */
436 newList = (struct gl_shader **)
437 malloc((n - 1) * sizeof(struct gl_shader *));
438 if (!newList) {
439 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
440 return;
441 }
442 for (j = 0; j < i; j++) {
443 newList[j] = shProg->Shaders[j];
444 }
445 while (++i < n)
446 newList[j++] = shProg->Shaders[i];
447 free(shProg->Shaders);
448
449 shProg->Shaders = newList;
450 shProg->NumShaders = n - 1;
451
452 #ifdef DEBUG
453 /* sanity check */
454 {
455 for (j = 0; j < shProg->NumShaders; j++) {
456 assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
457 shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
458 assert(shProg->Shaders[j]->RefCount > 0);
459 }
460 }
461 #endif
462
463 return;
464 }
465 }
466
467 /* not found */
468 {
469 GLenum err;
470 if (is_shader(ctx, shader))
471 err = GL_INVALID_OPERATION;
472 else if (is_program(ctx, shader))
473 err = GL_INVALID_OPERATION;
474 else
475 err = GL_INVALID_VALUE;
476 _mesa_error(ctx, err, "glDetachProgram(shader)");
477 return;
478 }
479 }
480
481
482 /**
483 * Return list of shaders attached to shader program.
484 */
485 static void
486 get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
487 GLsizei *count, GLuint *obj)
488 {
489 struct gl_shader_program *shProg =
490 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
491 if (shProg) {
492 GLuint i;
493 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
494 obj[i] = shProg->Shaders[i]->Name;
495 }
496 if (count)
497 *count = i;
498 }
499 }
500
501
502 /**
503 * glGetHandleARB() - return ID/name of currently bound shader program.
504 */
505 static GLuint
506 get_handle(struct gl_context *ctx, GLenum pname)
507 {
508 if (pname == GL_PROGRAM_OBJECT_ARB) {
509 if (ctx->Shader.ActiveProgram)
510 return ctx->Shader.ActiveProgram->Name;
511 else
512 return 0;
513 }
514 else {
515 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
516 return 0;
517 }
518 }
519
520
521 /**
522 * glGetProgramiv() - get shader program state.
523 * Note that this is for GLSL shader programs, not ARB vertex/fragment
524 * programs (see glGetProgramivARB).
525 */
526 static void
527 get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *params)
528 {
529 struct gl_shader_program *shProg
530 = _mesa_lookup_shader_program(ctx, program);
531
532 if (!shProg) {
533 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
534 return;
535 }
536
537 switch (pname) {
538 case GL_DELETE_STATUS:
539 *params = shProg->DeletePending;
540 break;
541 case GL_LINK_STATUS:
542 *params = shProg->LinkStatus;
543 break;
544 case GL_VALIDATE_STATUS:
545 *params = shProg->Validated;
546 break;
547 case GL_INFO_LOG_LENGTH:
548 *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
549 break;
550 case GL_ATTACHED_SHADERS:
551 *params = shProg->NumShaders;
552 break;
553 case GL_ACTIVE_ATTRIBUTES:
554 *params = _mesa_count_active_attribs(shProg);
555 break;
556 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
557 *params = _mesa_longest_attribute_name_length(shProg);
558 break;
559 case GL_ACTIVE_UNIFORMS:
560 *params = shProg->NumUserUniformStorage;
561 break;
562 case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
563 unsigned i;
564 GLint max_len = 0;
565
566 for (i = 0; i < shProg->NumUserUniformStorage; i++) {
567 /* Add one for the terminating NUL character.
568 */
569 const GLint len = strlen(shProg->UniformStorage[i].name) + 1;
570
571 if (len > max_len)
572 max_len = len;
573 }
574
575 *params = max_len;
576 break;
577 }
578 case GL_PROGRAM_BINARY_LENGTH_OES:
579 *params = 0;
580 break;
581 #if FEATURE_EXT_transform_feedback
582 case GL_TRANSFORM_FEEDBACK_VARYINGS:
583 *params = shProg->TransformFeedback.NumVarying;
584 break;
585 case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
586 *params = longest_feedback_varying_name(shProg) + 1;
587 break;
588 case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
589 *params = shProg->TransformFeedback.BufferMode;
590 break;
591 #endif
592 #if FEATURE_ARB_geometry_shader4
593 case GL_GEOMETRY_VERTICES_OUT_ARB:
594 *params = shProg->Geom.VerticesOut;
595 break;
596 case GL_GEOMETRY_INPUT_TYPE_ARB:
597 *params = shProg->Geom.InputType;
598 break;
599 case GL_GEOMETRY_OUTPUT_TYPE_ARB:
600 *params = shProg->Geom.OutputType;
601 break;
602 #endif
603 default:
604 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
605 return;
606 }
607 }
608
609
610 /**
611 * glGetShaderiv() - get GLSL shader state
612 */
613 static void
614 get_shaderiv(struct gl_context *ctx, GLuint name, GLenum pname, GLint *params)
615 {
616 struct gl_shader *shader =
617 _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
618
619 if (!shader) {
620 return;
621 }
622
623 switch (pname) {
624 case GL_SHADER_TYPE:
625 *params = shader->Type;
626 break;
627 case GL_DELETE_STATUS:
628 *params = shader->DeletePending;
629 break;
630 case GL_COMPILE_STATUS:
631 *params = shader->CompileStatus;
632 break;
633 case GL_INFO_LOG_LENGTH:
634 *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
635 break;
636 case GL_SHADER_SOURCE_LENGTH:
637 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
638 break;
639 default:
640 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
641 return;
642 }
643 }
644
645
646 static void
647 get_program_info_log(struct gl_context *ctx, GLuint program, GLsizei bufSize,
648 GLsizei *length, GLchar *infoLog)
649 {
650 struct gl_shader_program *shProg
651 = _mesa_lookup_shader_program(ctx, program);
652 if (!shProg) {
653 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
654 return;
655 }
656 _mesa_copy_string(infoLog, bufSize, length, shProg->InfoLog);
657 }
658
659
660 static void
661 get_shader_info_log(struct gl_context *ctx, GLuint shader, GLsizei bufSize,
662 GLsizei *length, GLchar *infoLog)
663 {
664 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
665 if (!sh) {
666 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
667 return;
668 }
669 _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
670 }
671
672
673 /**
674 * Return shader source code.
675 */
676 static void
677 get_shader_source(struct gl_context *ctx, GLuint shader, GLsizei maxLength,
678 GLsizei *length, GLchar *sourceOut)
679 {
680 struct gl_shader *sh;
681 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
682 if (!sh) {
683 return;
684 }
685 _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
686 }
687
688
689 /**
690 * Set/replace shader source code.
691 */
692 static void
693 shader_source(struct gl_context *ctx, GLuint shader, const GLchar *source)
694 {
695 struct gl_shader *sh;
696
697 sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
698 if (!sh)
699 return;
700
701 /* free old shader source string and install new one */
702 if (sh->Source) {
703 free((void *) sh->Source);
704 }
705 sh->Source = source;
706 sh->CompileStatus = GL_FALSE;
707 #ifdef DEBUG
708 sh->SourceChecksum = _mesa_str_checksum(sh->Source);
709 #endif
710 }
711
712
713 /**
714 * Compile a shader.
715 */
716 static void
717 compile_shader(struct gl_context *ctx, GLuint shaderObj)
718 {
719 struct gl_shader *sh;
720 struct gl_shader_compiler_options *options;
721
722 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
723 if (!sh)
724 return;
725
726 options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(sh->Type)];
727
728 /* set default pragma state for shader */
729 sh->Pragmas = options->DefaultPragmas;
730
731 /* this call will set the sh->CompileStatus field to indicate if
732 * compilation was successful.
733 */
734 _mesa_glsl_compile_shader(ctx, sh);
735 }
736
737
738 /**
739 * Link a program's shaders.
740 */
741 static void
742 link_program(struct gl_context *ctx, GLuint program)
743 {
744 struct gl_shader_program *shProg;
745 struct gl_transform_feedback_object *obj =
746 ctx->TransformFeedback.CurrentObject;
747
748 shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
749 if (!shProg)
750 return;
751
752 if (obj->Active
753 && (shProg == ctx->Shader.CurrentVertexProgram
754 || shProg == ctx->Shader.CurrentGeometryProgram
755 || shProg == ctx->Shader.CurrentFragmentProgram)) {
756 _mesa_error(ctx, GL_INVALID_OPERATION,
757 "glLinkProgram(transform feedback active)");
758 return;
759 }
760
761 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
762
763 _mesa_glsl_link_shader(ctx, shProg);
764
765 /* debug code */
766 if (0) {
767 GLuint i;
768
769 printf("Link %u shaders in program %u: %s\n",
770 shProg->NumShaders, shProg->Name,
771 shProg->LinkStatus ? "Success" : "Failed");
772
773 for (i = 0; i < shProg->NumShaders; i++) {
774 printf(" shader %u, type 0x%x\n",
775 shProg->Shaders[i]->Name,
776 shProg->Shaders[i]->Type);
777 }
778 }
779 }
780
781
782 /**
783 * Print basic shader info (for debug).
784 */
785 static void
786 print_shader_info(const struct gl_shader_program *shProg)
787 {
788 GLuint i;
789
790 printf("Mesa: glUseProgram(%u)\n", shProg->Name);
791 for (i = 0; i < shProg->NumShaders; i++) {
792 const char *s;
793 switch (shProg->Shaders[i]->Type) {
794 case GL_VERTEX_SHADER:
795 s = "vertex";
796 break;
797 case GL_FRAGMENT_SHADER:
798 s = "fragment";
799 break;
800 case GL_GEOMETRY_SHADER:
801 s = "geometry";
802 break;
803 default:
804 s = "";
805 }
806 printf(" %s shader %u, checksum %u\n", s,
807 shProg->Shaders[i]->Name,
808 shProg->Shaders[i]->SourceChecksum);
809 }
810 if (shProg->_LinkedShaders[MESA_SHADER_VERTEX])
811 printf(" vert prog %u\n",
812 shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program->Id);
813 if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT])
814 printf(" frag prog %u\n",
815 shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program->Id);
816 if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY])
817 printf(" geom prog %u\n",
818 shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->Id);
819 }
820
821
822 /**
823 * Use the named shader program for subsequent glUniform calls
824 */
825 void
826 _mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
827 const char *caller)
828 {
829 if ((shProg != NULL) && !shProg->LinkStatus) {
830 _mesa_error(ctx, GL_INVALID_OPERATION,
831 "%s(program %u not linked)", caller, shProg->Name);
832 return;
833 }
834
835 if (ctx->Shader.ActiveProgram != shProg) {
836 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
837 }
838 }
839
840 /**
841 */
842 static bool
843 use_shader_program(struct gl_context *ctx, GLenum type,
844 struct gl_shader_program *shProg)
845 {
846 struct gl_shader_program **target;
847
848 switch (type) {
849 #if FEATURE_ARB_vertex_shader
850 case GL_VERTEX_SHADER:
851 target = &ctx->Shader.CurrentVertexProgram;
852 if ((shProg == NULL)
853 || (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
854 shProg = NULL;
855 }
856 break;
857 #endif
858 #if FEATURE_ARB_geometry_shader4
859 case GL_GEOMETRY_SHADER_ARB:
860 target = &ctx->Shader.CurrentGeometryProgram;
861 if ((shProg == NULL)
862 || (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
863 shProg = NULL;
864 }
865 break;
866 #endif
867 #if FEATURE_ARB_fragment_shader
868 case GL_FRAGMENT_SHADER:
869 target = &ctx->Shader.CurrentFragmentProgram;
870 if ((shProg == NULL)
871 || (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
872 shProg = NULL;
873 }
874 break;
875 #endif
876 default:
877 return false;
878 }
879
880 if (*target != shProg) {
881 FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
882
883 /* If the shader is also bound as the current rendering shader, unbind
884 * it from that binding point as well. This ensures that the correct
885 * semantics of glDeleteProgram are maintained.
886 */
887 switch (type) {
888 #if FEATURE_ARB_vertex_shader
889 case GL_VERTEX_SHADER:
890 /* Empty for now. */
891 break;
892 #endif
893 #if FEATURE_ARB_geometry_shader4
894 case GL_GEOMETRY_SHADER_ARB:
895 /* Empty for now. */
896 break;
897 #endif
898 #if FEATURE_ARB_fragment_shader
899 case GL_FRAGMENT_SHADER:
900 if (*target == ctx->Shader._CurrentFragmentProgram) {
901 _mesa_reference_shader_program(ctx,
902 &ctx->Shader._CurrentFragmentProgram,
903 NULL);
904 }
905 break;
906 #endif
907 }
908
909 _mesa_reference_shader_program(ctx, target, shProg);
910 return true;
911 }
912
913 return false;
914 }
915
916 /**
917 * Use the named shader program for subsequent rendering.
918 */
919 void
920 _mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
921 {
922 use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
923 use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg);
924 use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg);
925 _mesa_active_program(ctx, shProg, "glUseProgram");
926
927 if (ctx->Driver.UseProgram)
928 ctx->Driver.UseProgram(ctx, shProg);
929 }
930
931
932 /**
933 * Do validation of the given shader program.
934 * \param errMsg returns error message if validation fails.
935 * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
936 */
937 static GLboolean
938 validate_shader_program(const struct gl_shader_program *shProg,
939 char *errMsg)
940 {
941 if (!shProg->LinkStatus) {
942 return GL_FALSE;
943 }
944
945 /* From the GL spec, a program is invalid if any of these are true:
946
947 any two active samplers in the current program object are of
948 different types, but refer to the same texture image unit,
949
950 any active sampler in the current program object refers to a texture
951 image unit where fixed-function fragment processing accesses a
952 texture target that does not match the sampler type, or
953
954 the sum of the number of active samplers in the program and the
955 number of texture image units enabled for fixed-function fragment
956 processing exceeds the combined limit on the total number of texture
957 image units allowed.
958 */
959
960
961 /*
962 * Check: any two active samplers in the current program object are of
963 * different types, but refer to the same texture image unit,
964 */
965 if (!_mesa_sampler_uniforms_are_valid(shProg, errMsg, 100))
966 return GL_FALSE;
967
968 return GL_TRUE;
969 }
970
971
972 /**
973 * Called via glValidateProgram()
974 */
975 static void
976 validate_program(struct gl_context *ctx, GLuint program)
977 {
978 struct gl_shader_program *shProg;
979 char errMsg[100] = "";
980
981 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
982 if (!shProg) {
983 return;
984 }
985
986 shProg->Validated = validate_shader_program(shProg, errMsg);
987 if (!shProg->Validated) {
988 /* update info log */
989 if (shProg->InfoLog) {
990 ralloc_free(shProg->InfoLog);
991 }
992 shProg->InfoLog = ralloc_strdup(shProg, errMsg);
993 }
994 }
995
996
997
998 void GLAPIENTRY
999 _mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
1000 {
1001 GET_CURRENT_CONTEXT(ctx);
1002 attach_shader(ctx, program, shader);
1003 }
1004
1005
1006 void GLAPIENTRY
1007 _mesa_AttachShader(GLuint program, GLuint shader)
1008 {
1009 GET_CURRENT_CONTEXT(ctx);
1010 attach_shader(ctx, program, shader);
1011 }
1012
1013
1014 void GLAPIENTRY
1015 _mesa_CompileShaderARB(GLhandleARB shaderObj)
1016 {
1017 GET_CURRENT_CONTEXT(ctx);
1018 if (MESA_VERBOSE & VERBOSE_API)
1019 _mesa_debug(ctx, "glCompileShader %u\n", shaderObj);
1020 compile_shader(ctx, shaderObj);
1021 }
1022
1023
1024 GLuint GLAPIENTRY
1025 _mesa_CreateShader(GLenum type)
1026 {
1027 GET_CURRENT_CONTEXT(ctx);
1028 if (MESA_VERBOSE & VERBOSE_API)
1029 _mesa_debug(ctx, "glCreateShader %s\n", _mesa_lookup_enum_by_nr(type));
1030 return create_shader(ctx, type);
1031 }
1032
1033
1034 GLhandleARB GLAPIENTRY
1035 _mesa_CreateShaderObjectARB(GLenum type)
1036 {
1037 GET_CURRENT_CONTEXT(ctx);
1038 return create_shader(ctx, type);
1039 }
1040
1041
1042 GLuint GLAPIENTRY
1043 _mesa_CreateProgram(void)
1044 {
1045 GET_CURRENT_CONTEXT(ctx);
1046 if (MESA_VERBOSE & VERBOSE_API)
1047 _mesa_debug(ctx, "glCreateProgram\n");
1048 return create_shader_program(ctx);
1049 }
1050
1051
1052 GLhandleARB GLAPIENTRY
1053 _mesa_CreateProgramObjectARB(void)
1054 {
1055 GET_CURRENT_CONTEXT(ctx);
1056 return create_shader_program(ctx);
1057 }
1058
1059
1060 void GLAPIENTRY
1061 _mesa_DeleteObjectARB(GLhandleARB obj)
1062 {
1063 if (MESA_VERBOSE & VERBOSE_API) {
1064 GET_CURRENT_CONTEXT(ctx);
1065 _mesa_debug(ctx, "glDeleteObjectARB(%u)\n", obj);
1066 }
1067
1068 if (obj) {
1069 GET_CURRENT_CONTEXT(ctx);
1070 FLUSH_VERTICES(ctx, 0);
1071 if (is_program(ctx, obj)) {
1072 delete_shader_program(ctx, obj);
1073 }
1074 else if (is_shader(ctx, obj)) {
1075 delete_shader(ctx, obj);
1076 }
1077 else {
1078 /* error? */
1079 }
1080 }
1081 }
1082
1083
1084 void GLAPIENTRY
1085 _mesa_DeleteProgram(GLuint name)
1086 {
1087 if (name) {
1088 GET_CURRENT_CONTEXT(ctx);
1089 FLUSH_VERTICES(ctx, 0);
1090 delete_shader_program(ctx, name);
1091 }
1092 }
1093
1094
1095 void GLAPIENTRY
1096 _mesa_DeleteShader(GLuint name)
1097 {
1098 if (name) {
1099 GET_CURRENT_CONTEXT(ctx);
1100 FLUSH_VERTICES(ctx, 0);
1101 delete_shader(ctx, name);
1102 }
1103 }
1104
1105
1106 void GLAPIENTRY
1107 _mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
1108 {
1109 GET_CURRENT_CONTEXT(ctx);
1110 detach_shader(ctx, program, shader);
1111 }
1112
1113
1114 void GLAPIENTRY
1115 _mesa_DetachShader(GLuint program, GLuint shader)
1116 {
1117 GET_CURRENT_CONTEXT(ctx);
1118 detach_shader(ctx, program, shader);
1119 }
1120
1121
1122 void GLAPIENTRY
1123 _mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
1124 GLsizei * count, GLhandleARB * obj)
1125 {
1126 GET_CURRENT_CONTEXT(ctx);
1127 get_attached_shaders(ctx, container, maxCount, count, obj);
1128 }
1129
1130
1131 void GLAPIENTRY
1132 _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
1133 GLsizei *count, GLuint *obj)
1134 {
1135 GET_CURRENT_CONTEXT(ctx);
1136 get_attached_shaders(ctx, program, maxCount, count, obj);
1137 }
1138
1139
1140 void GLAPIENTRY
1141 _mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
1142 GLcharARB * infoLog)
1143 {
1144 GET_CURRENT_CONTEXT(ctx);
1145 if (is_program(ctx, object)) {
1146 get_program_info_log(ctx, object, maxLength, length, infoLog);
1147 }
1148 else if (is_shader(ctx, object)) {
1149 get_shader_info_log(ctx, object, maxLength, length, infoLog);
1150 }
1151 else {
1152 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
1153 }
1154 }
1155
1156
1157 void GLAPIENTRY
1158 _mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
1159 {
1160 GET_CURRENT_CONTEXT(ctx);
1161 /* Implement in terms of GetProgramiv, GetShaderiv */
1162 if (is_program(ctx, object)) {
1163 if (pname == GL_OBJECT_TYPE_ARB) {
1164 *params = GL_PROGRAM_OBJECT_ARB;
1165 }
1166 else {
1167 get_programiv(ctx, object, pname, params);
1168 }
1169 }
1170 else if (is_shader(ctx, object)) {
1171 if (pname == GL_OBJECT_TYPE_ARB) {
1172 *params = GL_SHADER_OBJECT_ARB;
1173 }
1174 else {
1175 get_shaderiv(ctx, object, pname, params);
1176 }
1177 }
1178 else {
1179 _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
1180 }
1181 }
1182
1183
1184 void GLAPIENTRY
1185 _mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
1186 GLfloat *params)
1187 {
1188 GLint iparams[1]; /* XXX is one element enough? */
1189 _mesa_GetObjectParameterivARB(object, pname, iparams);
1190 params[0] = (GLfloat) iparams[0];
1191 }
1192
1193
1194 void GLAPIENTRY
1195 _mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
1196 {
1197 GET_CURRENT_CONTEXT(ctx);
1198 get_programiv(ctx, program, pname, params);
1199 }
1200
1201
1202 void GLAPIENTRY
1203 _mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
1204 {
1205 GET_CURRENT_CONTEXT(ctx);
1206 get_shaderiv(ctx, shader, pname, params);
1207 }
1208
1209
1210 void GLAPIENTRY
1211 _mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
1212 GLsizei *length, GLchar *infoLog)
1213 {
1214 GET_CURRENT_CONTEXT(ctx);
1215 get_program_info_log(ctx, program, bufSize, length, infoLog);
1216 }
1217
1218
1219 void GLAPIENTRY
1220 _mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
1221 GLsizei *length, GLchar *infoLog)
1222 {
1223 GET_CURRENT_CONTEXT(ctx);
1224 get_shader_info_log(ctx, shader, bufSize, length, infoLog);
1225 }
1226
1227
1228 void GLAPIENTRY
1229 _mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
1230 GLsizei *length, GLcharARB *sourceOut)
1231 {
1232 GET_CURRENT_CONTEXT(ctx);
1233 get_shader_source(ctx, shader, maxLength, length, sourceOut);
1234 }
1235
1236
1237 GLhandleARB GLAPIENTRY
1238 _mesa_GetHandleARB(GLenum pname)
1239 {
1240 GET_CURRENT_CONTEXT(ctx);
1241 return get_handle(ctx, pname);
1242 }
1243
1244
1245 GLboolean GLAPIENTRY
1246 _mesa_IsProgram(GLuint name)
1247 {
1248 GET_CURRENT_CONTEXT(ctx);
1249 return is_program(ctx, name);
1250 }
1251
1252
1253 GLboolean GLAPIENTRY
1254 _mesa_IsShader(GLuint name)
1255 {
1256 GET_CURRENT_CONTEXT(ctx);
1257 return is_shader(ctx, name);
1258 }
1259
1260
1261 void GLAPIENTRY
1262 _mesa_LinkProgramARB(GLhandleARB programObj)
1263 {
1264 GET_CURRENT_CONTEXT(ctx);
1265 link_program(ctx, programObj);
1266 }
1267
1268
1269
1270 /**
1271 * Read shader source code from a file.
1272 * Useful for debugging to override an app's shader.
1273 */
1274 static GLcharARB *
1275 read_shader(const char *fname)
1276 {
1277 const int max = 50*1000;
1278 FILE *f = fopen(fname, "r");
1279 GLcharARB *buffer, *shader;
1280 int len;
1281
1282 if (!f) {
1283 return NULL;
1284 }
1285
1286 buffer = (char *) malloc(max);
1287 len = fread(buffer, 1, max, f);
1288 buffer[len] = 0;
1289
1290 fclose(f);
1291
1292 shader = _mesa_strdup(buffer);
1293 free(buffer);
1294
1295 return shader;
1296 }
1297
1298
1299 /**
1300 * Called via glShaderSource() and glShaderSourceARB() API functions.
1301 * Basically, concatenate the source code strings into one long string
1302 * and pass it to _mesa_shader_source().
1303 */
1304 void GLAPIENTRY
1305 _mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
1306 const GLcharARB ** string, const GLint * length)
1307 {
1308 GET_CURRENT_CONTEXT(ctx);
1309 GLint *offsets;
1310 GLsizei i, totalLength;
1311 GLcharARB *source;
1312 GLuint checksum;
1313
1314 if (!shaderObj || string == NULL) {
1315 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
1316 return;
1317 }
1318
1319 /*
1320 * This array holds offsets of where the appropriate string ends, thus the
1321 * last element will be set to the total length of the source code.
1322 */
1323 offsets = (GLint *) malloc(count * sizeof(GLint));
1324 if (offsets == NULL) {
1325 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1326 return;
1327 }
1328
1329 for (i = 0; i < count; i++) {
1330 if (string[i] == NULL) {
1331 free((GLvoid *) offsets);
1332 _mesa_error(ctx, GL_INVALID_OPERATION,
1333 "glShaderSourceARB(null string)");
1334 return;
1335 }
1336 if (length == NULL || length[i] < 0)
1337 offsets[i] = strlen(string[i]);
1338 else
1339 offsets[i] = length[i];
1340 /* accumulate string lengths */
1341 if (i > 0)
1342 offsets[i] += offsets[i - 1];
1343 }
1344
1345 /* Total length of source string is sum off all strings plus two.
1346 * One extra byte for terminating zero, another extra byte to silence
1347 * valgrind warnings in the parser/grammer code.
1348 */
1349 totalLength = offsets[count - 1] + 2;
1350 source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
1351 if (source == NULL) {
1352 free((GLvoid *) offsets);
1353 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1354 return;
1355 }
1356
1357 for (i = 0; i < count; i++) {
1358 GLint start = (i > 0) ? offsets[i - 1] : 0;
1359 memcpy(source + start, string[i],
1360 (offsets[i] - start) * sizeof(GLcharARB));
1361 }
1362 source[totalLength - 1] = '\0';
1363 source[totalLength - 2] = '\0';
1364
1365 if (SHADER_SUBST) {
1366 /* Compute the shader's source code checksum then try to open a file
1367 * named newshader_<CHECKSUM>. If it exists, use it in place of the
1368 * original shader source code. For debugging.
1369 */
1370 char filename[100];
1371 GLcharARB *newSource;
1372
1373 checksum = _mesa_str_checksum(source);
1374
1375 _mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
1376
1377 newSource = read_shader(filename);
1378 if (newSource) {
1379 fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
1380 shaderObj, checksum, filename);
1381 free(source);
1382 source = newSource;
1383 }
1384 }
1385
1386 shader_source(ctx, shaderObj, source);
1387
1388 if (SHADER_SUBST) {
1389 struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
1390 if (sh)
1391 sh->SourceChecksum = checksum; /* save original checksum */
1392 }
1393
1394 free(offsets);
1395 }
1396
1397
1398 void GLAPIENTRY
1399 _mesa_UseProgramObjectARB(GLhandleARB program)
1400 {
1401 GET_CURRENT_CONTEXT(ctx);
1402 struct gl_shader_program *shProg;
1403 struct gl_transform_feedback_object *obj =
1404 ctx->TransformFeedback.CurrentObject;
1405
1406 ASSERT_OUTSIDE_BEGIN_END(ctx);
1407
1408 if (obj->Active && !obj->Paused) {
1409 _mesa_error(ctx, GL_INVALID_OPERATION,
1410 "glUseProgram(transform feedback active)");
1411 return;
1412 }
1413
1414 if (program) {
1415 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1416 if (!shProg) {
1417 return;
1418 }
1419 if (!shProg->LinkStatus) {
1420 _mesa_error(ctx, GL_INVALID_OPERATION,
1421 "glUseProgram(program %u not linked)", program);
1422 return;
1423 }
1424
1425 /* debug code */
1426 if (ctx->Shader.Flags & GLSL_USE_PROG) {
1427 print_shader_info(shProg);
1428 }
1429 }
1430 else {
1431 shProg = NULL;
1432 }
1433
1434 _mesa_use_program(ctx, shProg);
1435 }
1436
1437
1438 void GLAPIENTRY
1439 _mesa_ValidateProgramARB(GLhandleARB program)
1440 {
1441 GET_CURRENT_CONTEXT(ctx);
1442 validate_program(ctx, program);
1443 }
1444
1445 #ifdef FEATURE_ES2
1446
1447 void GLAPIENTRY
1448 _mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
1449 GLint* range, GLint* precision)
1450 {
1451 const struct gl_program_constants *limits;
1452 const struct gl_precision *p;
1453 GET_CURRENT_CONTEXT(ctx);
1454
1455 switch (shadertype) {
1456 case GL_VERTEX_SHADER:
1457 limits = &ctx->Const.VertexProgram;
1458 break;
1459 case GL_FRAGMENT_SHADER:
1460 limits = &ctx->Const.FragmentProgram;
1461 break;
1462 default:
1463 _mesa_error(ctx, GL_INVALID_ENUM,
1464 "glGetShaderPrecisionFormat(shadertype)");
1465 return;
1466 }
1467
1468 switch (precisiontype) {
1469 case GL_LOW_FLOAT:
1470 p = &limits->LowFloat;
1471 break;
1472 case GL_MEDIUM_FLOAT:
1473 p = &limits->MediumFloat;
1474 break;
1475 case GL_HIGH_FLOAT:
1476 p = &limits->HighFloat;
1477 break;
1478 case GL_LOW_INT:
1479 p = &limits->LowInt;
1480 break;
1481 case GL_MEDIUM_INT:
1482 p = &limits->MediumInt;
1483 break;
1484 case GL_HIGH_INT:
1485 p = &limits->HighInt;
1486 break;
1487 default:
1488 _mesa_error(ctx, GL_INVALID_ENUM,
1489 "glGetShaderPrecisionFormat(precisiontype)");
1490 return;
1491 }
1492
1493 range[0] = p->RangeMin;
1494 range[1] = p->RangeMax;
1495 precision[0] = p->Precision;
1496 }
1497
1498
1499 void GLAPIENTRY
1500 _mesa_ReleaseShaderCompiler(void)
1501 {
1502 _mesa_destroy_shader_compiler_caches();
1503 }
1504
1505
1506 void GLAPIENTRY
1507 _mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
1508 const void* binary, GLint length)
1509 {
1510 GET_CURRENT_CONTEXT(ctx);
1511 (void) n;
1512 (void) shaders;
1513 (void) binaryformat;
1514 (void) binary;
1515 (void) length;
1516 _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
1517 }
1518
1519 #endif /* FEATURE_ES2 */
1520
1521
1522 #if FEATURE_ARB_geometry_shader4
1523
1524 void GLAPIENTRY
1525 _mesa_ProgramParameteriARB(GLuint program, GLenum pname, GLint value)
1526 {
1527 struct gl_shader_program *shProg;
1528 GET_CURRENT_CONTEXT(ctx);
1529
1530 ASSERT_OUTSIDE_BEGIN_END(ctx);
1531
1532 shProg = _mesa_lookup_shader_program_err(ctx, program,
1533 "glProgramParameteri");
1534 if (!shProg)
1535 return;
1536
1537 switch (pname) {
1538 case GL_GEOMETRY_VERTICES_OUT_ARB:
1539 if (value < 1 ||
1540 (unsigned) value > ctx->Const.MaxGeometryOutputVertices) {
1541 _mesa_error(ctx, GL_INVALID_VALUE,
1542 "glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
1543 value);
1544 return;
1545 }
1546 shProg->Geom.VerticesOut = value;
1547 break;
1548 case GL_GEOMETRY_INPUT_TYPE_ARB:
1549 switch (value) {
1550 case GL_POINTS:
1551 case GL_LINES:
1552 case GL_LINES_ADJACENCY_ARB:
1553 case GL_TRIANGLES:
1554 case GL_TRIANGLES_ADJACENCY_ARB:
1555 shProg->Geom.InputType = value;
1556 break;
1557 default:
1558 _mesa_error(ctx, GL_INVALID_VALUE,
1559 "glProgramParameteri(geometry input type = %s",
1560 _mesa_lookup_enum_by_nr(value));
1561 return;
1562 }
1563 break;
1564 case GL_GEOMETRY_OUTPUT_TYPE_ARB:
1565 switch (value) {
1566 case GL_POINTS:
1567 case GL_LINE_STRIP:
1568 case GL_TRIANGLE_STRIP:
1569 shProg->Geom.OutputType = value;
1570 break;
1571 default:
1572 _mesa_error(ctx, GL_INVALID_VALUE,
1573 "glProgramParameteri(geometry output type = %s",
1574 _mesa_lookup_enum_by_nr(value));
1575 return;
1576 }
1577 break;
1578 default:
1579 _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteriARB(pname=%s)",
1580 _mesa_lookup_enum_by_nr(pname));
1581 break;
1582 }
1583 }
1584
1585 #endif
1586
1587 void
1588 _mesa_use_shader_program(struct gl_context *ctx, GLenum type,
1589 struct gl_shader_program *shProg)
1590 {
1591 use_shader_program(ctx, type, shProg);
1592
1593 if (ctx->Driver.UseProgram)
1594 ctx->Driver.UseProgram(ctx, shProg);
1595 }
1596
1597 void GLAPIENTRY
1598 _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
1599 {
1600 GET_CURRENT_CONTEXT(ctx);
1601 struct gl_shader_program *shProg = NULL;
1602
1603 ASSERT_OUTSIDE_BEGIN_END(ctx);
1604
1605 if (!validate_shader_target(ctx, type)) {
1606 _mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
1607 return;
1608 }
1609
1610 if (ctx->TransformFeedback.CurrentObject->Active &&
1611 !ctx->TransformFeedback.CurrentObject->Paused) {
1612 _mesa_error(ctx, GL_INVALID_OPERATION,
1613 "glUseShaderProgramEXT(transform feedback is active)");
1614 return;
1615 }
1616
1617 if (program) {
1618 shProg = _mesa_lookup_shader_program_err(ctx, program,
1619 "glUseShaderProgramEXT");
1620 if (shProg == NULL)
1621 return;
1622
1623 if (!shProg->LinkStatus) {
1624 _mesa_error(ctx, GL_INVALID_OPERATION,
1625 "glUseShaderProgramEXT(program not linked)");
1626 return;
1627 }
1628 }
1629
1630 _mesa_use_shader_program(ctx, type, shProg);
1631 }
1632
1633 void GLAPIENTRY
1634 _mesa_ActiveProgramEXT(GLuint program)
1635 {
1636 GET_CURRENT_CONTEXT(ctx);
1637 struct gl_shader_program *shProg = (program != 0)
1638 ? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
1639 : NULL;
1640
1641 _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
1642 return;
1643 }
1644
1645 GLuint GLAPIENTRY
1646 _mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string)
1647 {
1648 GET_CURRENT_CONTEXT(ctx);
1649 const GLuint shader = create_shader(ctx, type);
1650 GLuint program = 0;
1651
1652 if (shader) {
1653 shader_source(ctx, shader, _mesa_strdup(string));
1654 compile_shader(ctx, shader);
1655
1656 program = create_shader_program(ctx);
1657 if (program) {
1658 struct gl_shader_program *shProg;
1659 struct gl_shader *sh;
1660 GLint compiled = GL_FALSE;
1661
1662 shProg = _mesa_lookup_shader_program(ctx, program);
1663 sh = _mesa_lookup_shader(ctx, shader);
1664
1665 get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
1666 if (compiled) {
1667 attach_shader(ctx, program, shader);
1668 link_program(ctx, program);
1669 detach_shader(ctx, program, shader);
1670
1671 #if 0
1672 /* Possibly... */
1673 if (active-user-defined-varyings-in-linked-program) {
1674 append-error-to-info-log;
1675 shProg->LinkStatus = GL_FALSE;
1676 }
1677 #endif
1678 }
1679
1680 ralloc_strcat(&shProg->InfoLog, sh->InfoLog);
1681 }
1682
1683 delete_shader(ctx, shader);
1684 }
1685
1686 return program;
1687 }
1688
1689 /**
1690 * Plug in shader-related functions into API dispatch table.
1691 */
1692 void
1693 _mesa_init_shader_dispatch(struct _glapi_table *exec)
1694 {
1695 #if FEATURE_GL
1696 /* GL_ARB_vertex/fragment_shader */
1697 SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
1698 SET_GetHandleARB(exec, _mesa_GetHandleARB);
1699 SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
1700 SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
1701 SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
1702 SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
1703 SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
1704 SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
1705 SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
1706 SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
1707 SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
1708 SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
1709 SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
1710 SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
1711 SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
1712 SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
1713
1714 /* OpenGL 2.0 */
1715 SET_AttachShader(exec, _mesa_AttachShader);
1716 SET_CreateProgram(exec, _mesa_CreateProgram);
1717 SET_CreateShader(exec, _mesa_CreateShader);
1718 SET_DeleteProgram(exec, _mesa_DeleteProgram);
1719 SET_DeleteShader(exec, _mesa_DeleteShader);
1720 SET_DetachShader(exec, _mesa_DetachShader);
1721 SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
1722 SET_GetProgramiv(exec, _mesa_GetProgramiv);
1723 SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
1724 SET_GetShaderiv(exec, _mesa_GetShaderiv);
1725 SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
1726 SET_IsProgram(exec, _mesa_IsProgram);
1727 SET_IsShader(exec, _mesa_IsShader);
1728
1729 #if FEATURE_ARB_vertex_shader
1730 SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
1731 SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
1732 SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
1733 #endif
1734
1735 #if FEATURE_ARB_geometry_shader4
1736 SET_ProgramParameteriARB(exec, _mesa_ProgramParameteriARB);
1737 #endif
1738
1739 SET_UseShaderProgramEXT(exec, _mesa_UseShaderProgramEXT);
1740 SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
1741 SET_CreateShaderProgramEXT(exec, _mesa_CreateShaderProgramEXT);
1742
1743 /* GL_EXT_gpu_shader4 / GL 3.0 */
1744 SET_BindFragDataLocationEXT(exec, _mesa_BindFragDataLocation);
1745 SET_GetFragDataLocationEXT(exec, _mesa_GetFragDataLocation);
1746
1747 /* GL_ARB_ES2_compatibility */
1748 SET_ReleaseShaderCompiler(exec, _mesa_ReleaseShaderCompiler);
1749 SET_GetShaderPrecisionFormat(exec, _mesa_GetShaderPrecisionFormat);
1750
1751 /* GL_ARB_blend_func_extended */
1752 SET_BindFragDataLocationIndexed(exec, _mesa_BindFragDataLocationIndexed);
1753 SET_GetFragDataIndex(exec, _mesa_GetFragDataIndex);
1754 #endif /* FEATURE_GL */
1755 }
1756