26d0b3d476039c53b215bf738e42d958db63fa7c
[mesa.git] / src / mesa / shader / shader_api.c
1 /*
2 * Mesa 3-D graphics library
3 * Version: 7.0
4 *
5 * Copyright (C) 2004-2007 Brian Paul 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 shader_api.c
27 * Implementation of GLSL-related API functions
28 * \author Brian Paul
29 */
30
31 /**
32 * XXX things to do:
33 * 1. Check that the right error code is generated for all _mesa_error() calls.
34 * 2. Insert FLUSH_VERTICES calls in various places
35 */
36
37
38 #include "glheader.h"
39 #include "context.h"
40 #include "hash.h"
41 #include "macros.h"
42 #include "program.h"
43 #include "prog_parameter.h"
44 #include "prog_print.h"
45 #include "prog_statevars.h"
46 #include "prog_uniform.h"
47 #include "shader/shader_api.h"
48 #include "shader/slang/slang_compile.h"
49 #include "shader/slang/slang_link.h"
50
51
52
53 /**
54 * Allocate a new gl_shader_program object, initialize it.
55 */
56 static struct gl_shader_program *
57 _mesa_new_shader_program(GLcontext *ctx, GLuint name)
58 {
59 struct gl_shader_program *shProg;
60 shProg = CALLOC_STRUCT(gl_shader_program);
61 if (shProg) {
62 shProg->Type = GL_SHADER_PROGRAM_MESA;
63 shProg->Name = name;
64 shProg->RefCount = 1;
65 shProg->Attributes = _mesa_new_parameter_list();
66 }
67 return shProg;
68 }
69
70
71 /**
72 * Clear (free) the shader program state that gets produced by linking.
73 */
74 void
75 _mesa_clear_shader_program_data(GLcontext *ctx,
76 struct gl_shader_program *shProg)
77 {
78 _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
79 _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
80
81 if (shProg->Uniforms) {
82 _mesa_free_uniform_list(shProg->Uniforms);
83 shProg->Uniforms = NULL;
84 }
85
86 if (shProg->Varying) {
87 _mesa_free_parameter_list(shProg->Varying);
88 shProg->Varying = NULL;
89 }
90 }
91
92
93 /**
94 * Free all the data that hangs off a shader program object, but not the
95 * object itself.
96 */
97 void
98 _mesa_free_shader_program_data(GLcontext *ctx,
99 struct gl_shader_program *shProg)
100 {
101 GLuint i;
102
103 assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
104
105 _mesa_clear_shader_program_data(ctx, shProg);
106
107 if (shProg->Attributes) {
108 _mesa_free_parameter_list(shProg->Attributes);
109 shProg->Attributes = NULL;
110 }
111
112 /* detach shaders */
113 for (i = 0; i < shProg->NumShaders; i++) {
114 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
115 }
116 shProg->NumShaders = 0;
117
118 if (shProg->Shaders) {
119 _mesa_free(shProg->Shaders);
120 shProg->Shaders = NULL;
121 }
122
123 if (shProg->InfoLog) {
124 _mesa_free(shProg->InfoLog);
125 shProg->InfoLog = NULL;
126 }
127 }
128
129
130 /**
131 * Free/delete a shader program object.
132 */
133 void
134 _mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
135 {
136 _mesa_free_shader_program_data(ctx, shProg);
137
138 _mesa_free(shProg);
139 }
140
141
142 /**
143 * Set ptr to point to shProg.
144 * If ptr is pointing to another object, decrement its refcount (and delete
145 * if refcount hits zero).
146 * Then set ptr to point to shProg, incrementing its refcount.
147 */
148 /* XXX this could be static */
149 void
150 _mesa_reference_shader_program(GLcontext *ctx,
151 struct gl_shader_program **ptr,
152 struct gl_shader_program *shProg)
153 {
154 assert(ptr);
155 if (*ptr == shProg) {
156 /* no-op */
157 return;
158 }
159 if (*ptr) {
160 /* Unreference the old shader program */
161 GLboolean deleteFlag = GL_FALSE;
162 struct gl_shader_program *old = *ptr;
163
164 ASSERT(old->RefCount > 0);
165 old->RefCount--;
166 #if 0
167 printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
168 (void *) old, old->Name, old->RefCount);
169 #endif
170 deleteFlag = (old->RefCount == 0);
171
172 if (deleteFlag) {
173 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
174 _mesa_free_shader_program(ctx, old);
175 }
176
177 *ptr = NULL;
178 }
179 assert(!*ptr);
180
181 if (shProg) {
182 shProg->RefCount++;
183 #if 0
184 printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
185 (void *) shProg, shProg->Name, shProg->RefCount);
186 #endif
187 *ptr = shProg;
188 }
189 }
190
191
192 /**
193 * Lookup a GLSL program object.
194 */
195 struct gl_shader_program *
196 _mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
197 {
198 struct gl_shader_program *shProg;
199 if (name) {
200 shProg = (struct gl_shader_program *)
201 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
202 /* Note that both gl_shader and gl_shader_program objects are kept
203 * in the same hash table. Check the object's type to be sure it's
204 * what we're expecting.
205 */
206 if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
207 return NULL;
208 }
209 return shProg;
210 }
211 return NULL;
212 }
213
214
215 /**
216 * Allocate a new gl_shader object, initialize it.
217 */
218 struct gl_shader *
219 _mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
220 {
221 struct gl_shader *shader;
222 assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
223 shader = CALLOC_STRUCT(gl_shader);
224 if (shader) {
225 shader->Type = type;
226 shader->Name = name;
227 shader->RefCount = 1;
228 }
229 return shader;
230 }
231
232
233 void
234 _mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
235 {
236 GLuint i;
237 if (sh->Source)
238 _mesa_free((void *) sh->Source);
239 if (sh->InfoLog)
240 _mesa_free(sh->InfoLog);
241 for (i = 0; i < sh->NumPrograms; i++)
242 _mesa_reference_program(ctx, &sh->Programs[i], NULL);
243 if (sh->Programs)
244 _mesa_free(sh->Programs);
245 _mesa_free(sh);
246 }
247
248
249 /**
250 * Set ptr to point to sh.
251 * If ptr is pointing to another shader, decrement its refcount (and delete
252 * if refcount hits zero).
253 * Then set ptr to point to sh, incrementing its refcount.
254 */
255 /* XXX this could be static */
256 void
257 _mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
258 struct gl_shader *sh)
259 {
260 assert(ptr);
261 if (*ptr == sh) {
262 /* no-op */
263 return;
264 }
265 if (*ptr) {
266 /* Unreference the old shader */
267 GLboolean deleteFlag = GL_FALSE;
268 struct gl_shader *old = *ptr;
269
270 ASSERT(old->RefCount > 0);
271 old->RefCount--;
272 /*printf("SHADER DECR %p (%d) to %d\n",
273 (void*) old, old->Name, old->RefCount);*/
274 deleteFlag = (old->RefCount == 0);
275
276 if (deleteFlag) {
277 _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
278 _mesa_free_shader(ctx, old);
279 }
280
281 *ptr = NULL;
282 }
283 assert(!*ptr);
284
285 if (sh) {
286 /* reference new */
287 sh->RefCount++;
288 /*printf("SHADER INCR %p (%d) to %d\n",
289 (void*) sh, sh->Name, sh->RefCount);*/
290 *ptr = sh;
291 }
292 }
293
294
295 /**
296 * Lookup a GLSL shader object.
297 */
298 struct gl_shader *
299 _mesa_lookup_shader(GLcontext *ctx, GLuint name)
300 {
301 if (name) {
302 struct gl_shader *sh = (struct gl_shader *)
303 _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
304 /* Note that both gl_shader and gl_shader_program objects are kept
305 * in the same hash table. Check the object's type to be sure it's
306 * what we're expecting.
307 */
308 if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
309 return NULL;
310 }
311 return sh;
312 }
313 return NULL;
314 }
315
316
317 /**
318 * Initialize context's shader state.
319 */
320 void
321 _mesa_init_shader_state(GLcontext * ctx)
322 {
323 /* Device drivers may override these to control what kind of instructions
324 * are generated by the GLSL compiler.
325 */
326 ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
327 ctx->Shader.EmitCondCodes = GL_FALSE;/*GL_TRUE;*/ /* XXX probably want GL_FALSE... */
328 ctx->Shader.EmitComments = GL_FALSE;
329 }
330
331
332 /**
333 * Free the per-context shader-related state.
334 */
335 void
336 _mesa_free_shader_state(GLcontext *ctx)
337 {
338 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
339 }
340
341
342 /**
343 * Copy string from <src> to <dst>, up to maxLength characters, returning
344 * length of <dst> in <length>.
345 * \param src the strings source
346 * \param maxLength max chars to copy
347 * \param length returns number of chars copied
348 * \param dst the string destination
349 */
350 static void
351 copy_string(GLchar *dst, GLsizei maxLength, GLsizei *length, const GLchar *src)
352 {
353 GLsizei len;
354 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
355 dst[len] = src[len];
356 if (maxLength > 0)
357 dst[len] = 0;
358 if (length)
359 *length = len;
360 }
361
362
363 /**
364 * Called via ctx->Driver.AttachShader()
365 */
366 static void
367 _mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
368 {
369 struct gl_shader_program *shProg
370 = _mesa_lookup_shader_program(ctx, program);
371 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
372 GLuint n;
373 GLuint i;
374
375 if (!shProg || !sh) {
376 _mesa_error(ctx, GL_INVALID_VALUE,
377 "glAttachShader(bad program or shader name)");
378 return;
379 }
380
381 n = shProg->NumShaders;
382
383 for (i = 0; i < n; i++) {
384 if (shProg->Shaders[i] == sh) {
385 /* already attached */
386 return;
387 }
388 }
389
390 /* grow list */
391 shProg->Shaders = (struct gl_shader **)
392 _mesa_realloc(shProg->Shaders,
393 n * sizeof(struct gl_shader *),
394 (n + 1) * sizeof(struct gl_shader *));
395 if (!shProg->Shaders) {
396 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
397 return;
398 }
399
400 /* append */
401 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
402 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
403 shProg->NumShaders++;
404 }
405
406
407 static GLint
408 _mesa_get_attrib_location(GLcontext *ctx, GLuint program,
409 const GLchar *name)
410 {
411 struct gl_shader_program *shProg
412 = _mesa_lookup_shader_program(ctx, program);
413
414 if (!shProg) {
415 _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocation");
416 return -1;
417 }
418
419 if (!shProg->LinkStatus) {
420 _mesa_error(ctx, GL_INVALID_OPERATION,
421 "glGetAttribLocation(program not linked)");
422 return -1;
423 }
424
425 if (!name)
426 return -1;
427
428 if (shProg->Attributes) {
429 GLint i = _mesa_lookup_parameter_index(shProg->Attributes, -1, name);
430 if (i >= 0) {
431 return shProg->Attributes->Parameters[i].StateIndexes[0];
432 }
433 }
434 return -1;
435 }
436
437
438 static void
439 _mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
440 const GLchar *name)
441 {
442 struct gl_shader_program *shProg
443 = _mesa_lookup_shader_program(ctx, program);
444 const GLint size = -1; /* unknown size */
445 GLint i, oldIndex;
446
447 if (!shProg) {
448 _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(program)");
449 return;
450 }
451
452 if (!name)
453 return;
454
455 if (strncmp(name, "gl_", 3) == 0) {
456 _mesa_error(ctx, GL_INVALID_OPERATION,
457 "glBindAttribLocation(illegal name)");
458 return;
459 }
460
461 if (shProg->LinkStatus) {
462 /* get current index/location for the attribute */
463 oldIndex = _mesa_get_attrib_location(ctx, program, name);
464 }
465 else {
466 oldIndex = -1;
467 }
468
469 /* this will replace the current value if it's already in the list */
470 i = _mesa_add_attribute(shProg->Attributes, name, size, index);
471 if (i < 0) {
472 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
473 }
474
475 if (shProg->VertexProgram && oldIndex >= 0 && oldIndex != index) {
476 /* If the index changed, need to search/replace references to that attribute
477 * in the vertex program.
478 */
479 _slang_remap_attribute(&shProg->VertexProgram->Base, oldIndex, index);
480 }
481 }
482
483
484 static GLuint
485 _mesa_create_shader(GLcontext *ctx, GLenum type)
486 {
487 struct gl_shader *sh;
488 GLuint name;
489
490 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
491
492 switch (type) {
493 case GL_FRAGMENT_SHADER:
494 case GL_VERTEX_SHADER:
495 sh = _mesa_new_shader(ctx, name, type);
496 break;
497 default:
498 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
499 return 0;
500 }
501
502 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
503
504 return name;
505 }
506
507
508 static GLuint
509 _mesa_create_program(GLcontext *ctx)
510 {
511 GLuint name;
512 struct gl_shader_program *shProg;
513
514 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
515 shProg = _mesa_new_shader_program(ctx, name);
516
517 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
518
519 assert(shProg->RefCount == 1);
520
521 return name;
522 }
523
524
525 /**
526 * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
527 * DeleteProgramARB.
528 */
529 static void
530 _mesa_delete_program2(GLcontext *ctx, GLuint name)
531 {
532 /*
533 * NOTE: deleting shaders/programs works a bit differently than
534 * texture objects (and buffer objects, etc). Shader/program
535 * handles/IDs exist in the hash table until the object is really
536 * deleted (refcount==0). With texture objects, the handle/ID is
537 * removed from the hash table in glDeleteTextures() while the tex
538 * object itself might linger until its refcount goes to zero.
539 */
540 struct gl_shader_program *shProg;
541
542 shProg = _mesa_lookup_shader_program(ctx, name);
543 if (!shProg) {
544 _mesa_error(ctx, GL_INVALID_VALUE, "glDeleteProgram(name)");
545 return;
546 }
547
548 shProg->DeletePending = GL_TRUE;
549
550 /* effectively, decr shProg's refcount */
551 _mesa_reference_shader_program(ctx, &shProg, NULL);
552 }
553
554
555 static void
556 _mesa_delete_shader(GLcontext *ctx, GLuint shader)
557 {
558 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
559 if (!sh) {
560 return;
561 }
562
563 sh->DeletePending = GL_TRUE;
564
565 /* effectively, decr sh's refcount */
566 _mesa_reference_shader(ctx, &sh, NULL);
567 }
568
569
570 static void
571 _mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
572 {
573 struct gl_shader_program *shProg
574 = _mesa_lookup_shader_program(ctx, program);
575 GLuint n;
576 GLuint i, j;
577
578 if (!shProg) {
579 _mesa_error(ctx, GL_INVALID_VALUE,
580 "glDetachShader(bad program or shader name)");
581 return;
582 }
583
584 n = shProg->NumShaders;
585
586 for (i = 0; i < n; i++) {
587 if (shProg->Shaders[i]->Name == shader) {
588 /* found it */
589 struct gl_shader **newList;
590
591 /* derefernce */
592 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
593
594 /* alloc new, smaller array */
595 newList = (struct gl_shader **)
596 _mesa_malloc((n - 1) * sizeof(struct gl_shader *));
597 if (!newList) {
598 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
599 return;
600 }
601 for (j = 0; j < i; j++) {
602 newList[j] = shProg->Shaders[j];
603 }
604 while (++i < n)
605 newList[j++] = shProg->Shaders[i];
606 _mesa_free(shProg->Shaders);
607
608 shProg->Shaders = newList;
609 shProg->NumShaders = n - 1;
610
611 #ifdef DEBUG
612 /* sanity check */
613 {
614 for (j = 0; j < shProg->NumShaders; j++) {
615 assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
616 shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
617 assert(shProg->Shaders[j]->RefCount > 0);
618 }
619 }
620 #endif
621
622 return;
623 }
624 }
625
626 /* not found */
627 _mesa_error(ctx, GL_INVALID_VALUE,
628 "glDetachShader(shader not found)");
629 }
630
631
632 static void
633 _mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
634 GLsizei maxLength, GLsizei *length, GLint *size,
635 GLenum *type, GLchar *nameOut)
636 {
637 static const GLenum vec_types[] = {
638 GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4
639 };
640 struct gl_shader_program *shProg
641 = _mesa_lookup_shader_program(ctx, program);
642 GLint sz;
643
644 if (!shProg) {
645 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib");
646 return;
647 }
648
649 if (!shProg->Attributes || index >= shProg->Attributes->NumParameters) {
650 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
651 return;
652 }
653
654 copy_string(nameOut, maxLength, length,
655 shProg->Attributes->Parameters[index].Name);
656 sz = shProg->Attributes->Parameters[index].Size;
657 if (size)
658 *size = sz;
659 if (type)
660 *type = vec_types[sz]; /* XXX this is a temporary hack */
661 }
662
663
664 /**
665 * Called via ctx->Driver.GetActiveUniform().
666 */
667 static void
668 _mesa_get_active_uniform(GLcontext *ctx, GLuint program, GLuint index,
669 GLsizei maxLength, GLsizei *length, GLint *size,
670 GLenum *type, GLchar *nameOut)
671 {
672 const struct gl_shader_program *shProg
673 = _mesa_lookup_shader_program(ctx, program);
674 const struct gl_program *prog;
675 GLint progPos;
676
677 if (!shProg) {
678 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform");
679 return;
680 }
681
682 if (!shProg->Uniforms || index >= shProg->Uniforms->NumUniforms) {
683 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniform(index)");
684 return;
685 }
686
687 progPos = shProg->Uniforms->Uniforms[index].VertPos;
688 if (progPos >= 0) {
689 prog = &shProg->VertexProgram->Base;
690 }
691 else {
692 progPos = shProg->Uniforms->Uniforms[index].FragPos;
693 if (progPos >= 0) {
694 prog = &shProg->FragmentProgram->Base;
695 }
696 }
697
698 if (!prog || progPos < 0)
699 return; /* should never happen */
700
701 if (nameOut)
702 copy_string(nameOut, maxLength, length,
703 prog->Parameters->Parameters[progPos].Name);
704 if (size)
705 *size = prog->Parameters->Parameters[progPos].Size;
706
707 if (type)
708 *type = prog->Parameters->Parameters[progPos].DataType;
709 }
710
711
712 /**
713 * Called via ctx->Driver.GetAttachedShaders().
714 */
715 static void
716 _mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
717 GLsizei *count, GLuint *obj)
718 {
719 struct gl_shader_program *shProg
720 = _mesa_lookup_shader_program(ctx, program);
721 if (shProg) {
722 GLuint i;
723 for (i = 0; i < maxCount && i < shProg->NumShaders; i++) {
724 obj[i] = shProg->Shaders[i]->Name;
725 }
726 if (count)
727 *count = i;
728 }
729 else {
730 _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedShaders");
731 }
732 }
733
734
735 static GLuint
736 _mesa_get_handle(GLcontext *ctx, GLenum pname)
737 {
738 #if 0
739 GET_CURRENT_CONTEXT(ctx);
740
741 switch (pname) {
742 case GL_PROGRAM_OBJECT_ARB:
743 {
744 struct gl2_program_intf **pro = ctx->Shader.CurrentProgram;
745
746 if (pro != NULL)
747 return (**pro)._container._generic.
748 GetName((struct gl2_generic_intf **) (pro));
749 }
750 break;
751 default:
752 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
753 }
754 #endif
755 return 0;
756 }
757
758
759 static void
760 _mesa_get_programiv(GLcontext *ctx, GLuint program,
761 GLenum pname, GLint *params)
762 {
763 struct gl_shader_program *shProg
764 = _mesa_lookup_shader_program(ctx, program);
765
766 if (!shProg) {
767 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
768 return;
769 }
770
771 switch (pname) {
772 case GL_DELETE_STATUS:
773 *params = shProg->DeletePending;
774 break;
775 case GL_LINK_STATUS:
776 *params = shProg->LinkStatus;
777 break;
778 case GL_VALIDATE_STATUS:
779 *params = shProg->Validated;
780 break;
781 case GL_INFO_LOG_LENGTH:
782 *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
783 break;
784 case GL_ATTACHED_SHADERS:
785 *params = shProg->NumShaders;
786 break;
787 case GL_ACTIVE_ATTRIBUTES:
788 *params = shProg->Attributes ? shProg->Attributes->NumParameters : 0;
789 break;
790 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
791 *params = _mesa_longest_parameter_name(shProg->Attributes,
792 PROGRAM_INPUT) + 1;
793 break;
794 case GL_ACTIVE_UNIFORMS:
795 *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
796 break;
797 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
798 *params = _mesa_longest_uniform_name(shProg->Uniforms);
799 if (*params > 0)
800 (*params)++; /* add one for terminating zero */
801 break;
802 default:
803 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
804 return;
805 }
806 }
807
808
809 static void
810 _mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
811 {
812 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
813
814 if (!shader) {
815 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderiv(shader)");
816 return;
817 }
818
819 switch (pname) {
820 case GL_SHADER_TYPE:
821 *params = shader->Type;
822 break;
823 case GL_DELETE_STATUS:
824 *params = shader->DeletePending;
825 break;
826 case GL_COMPILE_STATUS:
827 *params = shader->CompileStatus;
828 break;
829 case GL_INFO_LOG_LENGTH:
830 *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
831 break;
832 case GL_SHADER_SOURCE_LENGTH:
833 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
834 break;
835 default:
836 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
837 return;
838 }
839 }
840
841
842 static void
843 _mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
844 GLsizei *length, GLchar *infoLog)
845 {
846 struct gl_shader_program *shProg
847 = _mesa_lookup_shader_program(ctx, program);
848 if (!shProg) {
849 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
850 return;
851 }
852 copy_string(infoLog, bufSize, length, shProg->InfoLog);
853 }
854
855
856 static void
857 _mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
858 GLsizei *length, GLchar *infoLog)
859 {
860 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
861 if (!sh) {
862 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
863 return;
864 }
865 copy_string(infoLog, bufSize, length, sh->InfoLog);
866 }
867
868
869 /**
870 * Called via ctx->Driver.GetShaderSource().
871 */
872 static void
873 _mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
874 GLsizei *length, GLchar *sourceOut)
875 {
876 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
877 if (!sh) {
878 GLenum err;
879 if (_mesa_lookup_shader_program(ctx, shader))
880 err = GL_INVALID_OPERATION;
881 else
882 err = GL_INVALID_VALUE;
883 _mesa_error(ctx, err, "glGetShaderSource(shader)");
884 return;
885 }
886 copy_string(sourceOut, maxLength, length, sh->Source);
887 }
888
889
890 /**
891 * Called via ctx->Driver.GetUniformfv().
892 */
893 static void
894 _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
895 GLfloat *params)
896 {
897 struct gl_shader_program *shProg
898 = _mesa_lookup_shader_program(ctx, program);
899 if (shProg) {
900 if (shProg->Uniforms &&
901 location >= 0 && location < shProg->Uniforms->NumUniforms) {
902 GLint progPos;
903 GLuint i;
904 const struct gl_program *prog = NULL;
905
906 progPos = shProg->Uniforms->Uniforms[location].VertPos;
907 if (progPos >= 0) {
908 prog = &shProg->VertexProgram->Base;
909 }
910 else {
911 progPos = shProg->Uniforms->Uniforms[location].FragPos;
912 if (progPos >= 0) {
913 prog = &shProg->FragmentProgram->Base;
914 }
915 }
916
917 ASSERT(prog);
918 if (prog) {
919 for (i = 0; i < prog->Parameters->Parameters[progPos].Size; i++) {
920 params[i] = prog->Parameters->ParameterValues[progPos][i];
921 }
922 }
923 }
924 else {
925 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(location)");
926 }
927 }
928 else {
929 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfv(program)");
930 }
931 }
932
933
934 /**
935 * Called via ctx->Driver.GetUniformLocation().
936 */
937 static GLint
938 _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
939 {
940 struct gl_shader_program *shProg
941 = _mesa_lookup_shader_program(ctx, program);
942 if (!shProg)
943 return -1;
944
945 return _mesa_lookup_uniform(shProg->Uniforms, name);
946 }
947
948
949 static GLboolean
950 _mesa_is_program(GLcontext *ctx, GLuint name)
951 {
952 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
953 return shProg ? GL_TRUE : GL_FALSE;
954 }
955
956
957 static GLboolean
958 _mesa_is_shader(GLcontext *ctx, GLuint name)
959 {
960 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
961 return shader ? GL_TRUE : GL_FALSE;
962 }
963
964
965
966 /**
967 * Called via ctx->Driver.ShaderSource()
968 */
969 static void
970 _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
971 {
972 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
973 if (!sh) {
974 GLenum err;
975 if (_mesa_lookup_shader_program(ctx, shader))
976 err = GL_INVALID_OPERATION;
977 else
978 err = GL_INVALID_VALUE;
979 _mesa_error(ctx, err, "glShaderSource(shaderObj)");
980 return;
981 }
982
983 /* free old shader source string and install new one */
984 if (sh->Source) {
985 _mesa_free((void *) sh->Source);
986 }
987 sh->Source = source;
988 sh->CompileStatus = GL_FALSE;
989 }
990
991
992 /**
993 * Called via ctx->Driver.CompileShader()
994 */
995 static void
996 _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
997 {
998 struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
999
1000 if (!sh) {
1001 _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
1002 return;
1003 }
1004
1005 sh->CompileStatus = _slang_compile(ctx, sh);
1006 }
1007
1008
1009 /**
1010 * Called via ctx->Driver.LinkProgram()
1011 */
1012 static void
1013 _mesa_link_program(GLcontext *ctx, GLuint program)
1014 {
1015 struct gl_shader_program *shProg;
1016
1017 shProg = _mesa_lookup_shader_program(ctx, program);
1018 if (!shProg) {
1019 _mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)");
1020 return;
1021 }
1022
1023 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1024
1025 _slang_link(ctx, program, shProg);
1026 }
1027
1028
1029 /**
1030 * Called via ctx->Driver.UseProgram()
1031 */
1032 void
1033 _mesa_use_program(GLcontext *ctx, GLuint program)
1034 {
1035 struct gl_shader_program *shProg;
1036
1037 if (ctx->Shader.CurrentProgram &&
1038 ctx->Shader.CurrentProgram->Name == program) {
1039 /* no-op */
1040 return;
1041 }
1042
1043 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1044
1045 if (program) {
1046 shProg = _mesa_lookup_shader_program(ctx, program);
1047 if (!shProg) {
1048 _mesa_error(ctx, GL_INVALID_VALUE,
1049 "glUseProgramObjectARB(programObj)");
1050 return;
1051 }
1052 }
1053 else {
1054 shProg = NULL;
1055 }
1056
1057 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
1058 }
1059
1060
1061
1062 /**
1063 * Update the vertex and fragment program's TexturesUsed arrays.
1064 */
1065 static void
1066 update_textures_used(struct gl_program *prog)
1067 {
1068 GLuint s;
1069
1070 memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
1071
1072 for (s = 0; s < MAX_SAMPLERS; s++) {
1073 if (prog->SamplersUsed & (1 << s)) {
1074 GLuint u = prog->SamplerUnits[s];
1075 GLuint t = prog->SamplerTargets[s];
1076 assert(u < MAX_TEXTURE_IMAGE_UNITS);
1077 prog->TexturesUsed[u] |= (1 << t);
1078 }
1079 }
1080 }
1081
1082
1083 /**
1084 * Set the value of a program's uniform variable.
1085 * \param program the program whose uniform to update
1086 * \param location the location/index of the uniform
1087 * \param type the datatype of the uniform
1088 * \param count the number of uniforms to set
1089 * \param elems number of elements per uniform
1090 * \param values the new values
1091 */
1092 static void
1093 set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
1094 GLenum type, GLsizei count, GLint elems, const void *values)
1095 {
1096 if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
1097 /* This controls which texture unit which is used by a sampler */
1098 GLuint texUnit, sampler;
1099
1100 /* data type for setting samplers must be int */
1101 if (type != GL_INT || count != 1) {
1102 _mesa_error(ctx, GL_INVALID_OPERATION,
1103 "glUniform(only glUniform1i can be used "
1104 "to set sampler uniforms)");
1105 return;
1106 }
1107
1108 sampler = (GLuint) program->Parameters->ParameterValues[location][0];
1109 texUnit = ((GLuint *) values)[0];
1110
1111 /* check that the sampler (tex unit index) is legal */
1112 if (texUnit >= ctx->Const.MaxTextureImageUnits) {
1113 _mesa_error(ctx, GL_INVALID_VALUE,
1114 "glUniform1(invalid sampler/tex unit index)");
1115 return;
1116 }
1117
1118 /* This maps a sampler to a texture unit: */
1119 program->SamplerUnits[sampler] = texUnit;
1120 update_textures_used(program);
1121
1122 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1123 }
1124 else {
1125 /* ordinary uniform variable */
1126 GLsizei k, i;
1127
1128 if (count * elems > program->Parameters->Parameters[location].Size) {
1129 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
1130 return;
1131 }
1132
1133 for (k = 0; k < count; k++) {
1134 GLfloat *uniformVal = program->Parameters->ParameterValues[location + k];
1135 if (type == GL_INT ||
1136 type == GL_INT_VEC2 ||
1137 type == GL_INT_VEC3 ||
1138 type == GL_INT_VEC4) {
1139 const GLint *iValues = ((const GLint *) values) + k * elems;
1140 for (i = 0; i < elems; i++) {
1141 uniformVal[i] = (GLfloat) iValues[i];
1142 }
1143 }
1144 else {
1145 const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
1146 for (i = 0; i < elems; i++) {
1147 uniformVal[i] = fValues[i];
1148 }
1149 }
1150 }
1151 }
1152 }
1153
1154
1155 /**
1156 * Called via ctx->Driver.Uniform().
1157 */
1158 static void
1159 _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
1160 const GLvoid *values, GLenum type)
1161 {
1162 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1163 GLint elems;
1164
1165 if (!shProg || !shProg->LinkStatus) {
1166 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
1167 return;
1168 }
1169
1170 if (location == -1)
1171 return; /* The standard specifies this as a no-op */
1172
1173
1174 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
1175 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
1176 return;
1177 }
1178
1179 if (count < 0) {
1180 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
1181 return;
1182 }
1183
1184 switch (type) {
1185 case GL_FLOAT:
1186 case GL_INT:
1187 elems = 1;
1188 break;
1189 case GL_FLOAT_VEC2:
1190 case GL_INT_VEC2:
1191 elems = 2;
1192 break;
1193 case GL_FLOAT_VEC3:
1194 case GL_INT_VEC3:
1195 elems = 3;
1196 break;
1197 case GL_FLOAT_VEC4:
1198 case GL_INT_VEC4:
1199 elems = 4;
1200 break;
1201 default:
1202 _mesa_problem(ctx, "Invalid type in _mesa_uniform");
1203 return;
1204 }
1205
1206 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1207
1208 /* A uniform var may be used by both a vertex shader and a fragment
1209 * shader. We may need to update one or both shader's uniform here:
1210 */
1211 if (shProg->VertexProgram) {
1212 GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
1213 if (loc >= 0) {
1214 set_program_uniform(ctx, &shProg->VertexProgram->Base,
1215 loc, type, count, elems, values);
1216 }
1217 }
1218
1219 if (shProg->FragmentProgram) {
1220 GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
1221 if (loc >= 0) {
1222 set_program_uniform(ctx, &shProg->FragmentProgram->Base,
1223 loc, type, count, elems, values);
1224 }
1225 }
1226 }
1227
1228
1229 static void
1230 set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
1231 GLuint location, GLuint rows, GLuint cols,
1232 GLboolean transpose, const GLfloat *values)
1233 {
1234 /*
1235 * Note: the _columns_ of a matrix are stored in program registers, not
1236 * the rows.
1237 */
1238 /* XXXX need to test 3x3 and 2x2 matrices... */
1239 if (transpose) {
1240 GLuint row, col;
1241 for (col = 0; col < cols; col++) {
1242 GLfloat *v = program->Parameters->ParameterValues[location + col];
1243 for (row = 0; row < rows; row++) {
1244 v[row] = values[row * cols + col];
1245 }
1246 }
1247 }
1248 else {
1249 GLuint row, col;
1250 for (col = 0; col < cols; col++) {
1251 GLfloat *v = program->Parameters->ParameterValues[location + col];
1252 for (row = 0; row < rows; row++) {
1253 v[row] = values[col * rows + row];
1254 }
1255 }
1256 }
1257 }
1258
1259
1260 /**
1261 * Called by ctx->Driver.UniformMatrix().
1262 */
1263 static void
1264 _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
1265 GLenum matrixType, GLint location, GLsizei count,
1266 GLboolean transpose, const GLfloat *values)
1267 {
1268 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1269
1270 if (!shProg || !shProg->LinkStatus) {
1271 _mesa_error(ctx, GL_INVALID_OPERATION,
1272 "glUniformMatrix(program not linked)");
1273 return;
1274 }
1275
1276 if (location == -1)
1277 return; /* The standard specifies this as a no-op */
1278
1279 if (location < 0 || location >= shProg->Uniforms->NumUniforms) {
1280 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
1281 return;
1282 }
1283 if (values == NULL) {
1284 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
1285 return;
1286 }
1287
1288 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1289
1290 if (shProg->VertexProgram) {
1291 GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
1292 if (loc >= 0) {
1293 set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
1294 loc, rows, cols, transpose, values);
1295 }
1296 }
1297
1298 if (shProg->FragmentProgram) {
1299 GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
1300 if (loc >= 0) {
1301 set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
1302 loc, rows, cols, transpose, values);
1303 }
1304 }
1305 }
1306
1307
1308 static void
1309 _mesa_validate_program(GLcontext *ctx, GLuint program)
1310 {
1311 struct gl_shader_program *shProg;
1312 shProg = _mesa_lookup_shader_program(ctx, program);
1313 if (!shProg) {
1314 _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
1315 return;
1316 }
1317 /* XXX temporary */
1318 shProg->Validated = GL_TRUE;
1319
1320 /* From the GL spec:
1321 any two active samplers in the current program object are of
1322 different types, but refer to the same texture image unit,
1323
1324 any active sampler in the current program object refers to a texture
1325 image unit where fixed-function fragment processing accesses a
1326 texture target that does not match the sampler type, or
1327
1328 the sum of the number of active samplers in the program and the
1329 number of texture image units enabled for fixed-function fragment
1330 processing exceeds the combined limit on the total number of texture
1331 image units allowed.
1332 */
1333 }
1334
1335
1336 /**
1337 * Plug in Mesa's GLSL functions into the device driver function table.
1338 */
1339 void
1340 _mesa_init_glsl_driver_functions(struct dd_function_table *driver)
1341 {
1342 driver->AttachShader = _mesa_attach_shader;
1343 driver->BindAttribLocation = _mesa_bind_attrib_location;
1344 driver->CompileShader = _mesa_compile_shader;
1345 driver->CreateProgram = _mesa_create_program;
1346 driver->CreateShader = _mesa_create_shader;
1347 driver->DeleteProgram2 = _mesa_delete_program2;
1348 driver->DeleteShader = _mesa_delete_shader;
1349 driver->DetachShader = _mesa_detach_shader;
1350 driver->GetActiveAttrib = _mesa_get_active_attrib;
1351 driver->GetActiveUniform = _mesa_get_active_uniform;
1352 driver->GetAttachedShaders = _mesa_get_attached_shaders;
1353 driver->GetAttribLocation = _mesa_get_attrib_location;
1354 driver->GetHandle = _mesa_get_handle;
1355 driver->GetProgramiv = _mesa_get_programiv;
1356 driver->GetProgramInfoLog = _mesa_get_program_info_log;
1357 driver->GetShaderiv = _mesa_get_shaderiv;
1358 driver->GetShaderInfoLog = _mesa_get_shader_info_log;
1359 driver->GetShaderSource = _mesa_get_shader_source;
1360 driver->GetUniformfv = _mesa_get_uniformfv;
1361 driver->GetUniformLocation = _mesa_get_uniform_location;
1362 driver->IsProgram = _mesa_is_program;
1363 driver->IsShader = _mesa_is_shader;
1364 driver->LinkProgram = _mesa_link_program;
1365 driver->ShaderSource = _mesa_shader_source;
1366 driver->Uniform = _mesa_uniform;
1367 driver->UniformMatrix = _mesa_uniform_matrix;
1368 driver->UseProgram = _mesa_use_program;
1369 driver->ValidateProgram = _mesa_validate_program;
1370 }