Merge commit 'origin/gallium-0.1' into gallium-vertex-linear
[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 GLint 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 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSource(shader)");
879 return;
880 }
881 copy_string(sourceOut, maxLength, length, sh->Source);
882 }
883
884
885 /**
886 * Called via ctx->Driver.GetUniformfv().
887 */
888 static void
889 _mesa_get_uniformfv(GLcontext *ctx, GLuint program, GLint location,
890 GLfloat *params)
891 {
892 struct gl_shader_program *shProg
893 = _mesa_lookup_shader_program(ctx, program);
894 if (shProg) {
895 if (location < shProg->Uniforms->NumUniforms) {
896 GLint progPos, i;
897 const struct gl_program *prog = NULL;
898
899 progPos = shProg->Uniforms->Uniforms[location].VertPos;
900 if (progPos >= 0) {
901 prog = &shProg->VertexProgram->Base;
902 }
903 else {
904 progPos = shProg->Uniforms->Uniforms[location].FragPos;
905 if (progPos >= 0) {
906 prog = &shProg->FragmentProgram->Base;
907 }
908 }
909
910 ASSERT(prog);
911 if (prog) {
912 for (i = 0; i < prog->Parameters->Parameters[progPos].Size; i++) {
913 params[i] = prog->Parameters->ParameterValues[progPos][i];
914 }
915 }
916 }
917 else {
918 _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(location)");
919 }
920 }
921 else {
922 _mesa_error(ctx, GL_INVALID_VALUE, "glGetUniformfv(program)");
923 }
924 }
925
926
927 /**
928 * Called via ctx->Driver.GetUniformLocation().
929 */
930 static GLint
931 _mesa_get_uniform_location(GLcontext *ctx, GLuint program, const GLchar *name)
932 {
933 struct gl_shader_program *shProg
934 = _mesa_lookup_shader_program(ctx, program);
935 if (!shProg)
936 return -1;
937
938 return _mesa_lookup_uniform(shProg->Uniforms, name);
939 }
940
941
942 static GLboolean
943 _mesa_is_program(GLcontext *ctx, GLuint name)
944 {
945 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
946 return shProg ? GL_TRUE : GL_FALSE;
947 }
948
949
950 static GLboolean
951 _mesa_is_shader(GLcontext *ctx, GLuint name)
952 {
953 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
954 return shader ? GL_TRUE : GL_FALSE;
955 }
956
957
958
959 /**
960 * Called via ctx->Driver.ShaderSource()
961 */
962 static void
963 _mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
964 {
965 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
966 if (!sh) {
967 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSource(shaderObj)");
968 return;
969 }
970
971 /* free old shader source string and install new one */
972 if (sh->Source) {
973 _mesa_free((void *) sh->Source);
974 }
975 sh->Source = source;
976 sh->CompileStatus = GL_FALSE;
977 }
978
979
980 /**
981 * Called via ctx->Driver.CompileShader()
982 */
983 static void
984 _mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
985 {
986 struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
987
988 if (!sh) {
989 _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
990 return;
991 }
992
993 sh->CompileStatus = _slang_compile(ctx, sh);
994 }
995
996
997 /**
998 * Called via ctx->Driver.LinkProgram()
999 */
1000 static void
1001 _mesa_link_program(GLcontext *ctx, GLuint program)
1002 {
1003 struct gl_shader_program *shProg;
1004
1005 shProg = _mesa_lookup_shader_program(ctx, program);
1006 if (!shProg) {
1007 _mesa_error(ctx, GL_INVALID_VALUE, "glLinkProgram(program)");
1008 return;
1009 }
1010
1011 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1012
1013 _slang_link(ctx, program, shProg);
1014 }
1015
1016
1017 /**
1018 * Called via ctx->Driver.UseProgram()
1019 */
1020 void
1021 _mesa_use_program(GLcontext *ctx, GLuint program)
1022 {
1023 struct gl_shader_program *shProg;
1024
1025 if (ctx->Shader.CurrentProgram &&
1026 ctx->Shader.CurrentProgram->Name == program) {
1027 /* no-op */
1028 return;
1029 }
1030
1031 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1032
1033 if (program) {
1034 shProg = _mesa_lookup_shader_program(ctx, program);
1035 if (!shProg) {
1036 _mesa_error(ctx, GL_INVALID_VALUE,
1037 "glUseProgramObjectARB(programObj)");
1038 return;
1039 }
1040 }
1041 else {
1042 shProg = NULL;
1043 }
1044
1045 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
1046 }
1047
1048
1049
1050 /**
1051 * Update the vertex and fragment program's TexturesUsed arrays.
1052 */
1053 static void
1054 update_textures_used(struct gl_program *prog)
1055 {
1056 GLuint s;
1057
1058 memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
1059
1060 for (s = 0; s < MAX_SAMPLERS; s++) {
1061 if (prog->SamplersUsed & (1 << s)) {
1062 GLuint u = prog->SamplerUnits[s];
1063 GLuint t = prog->SamplerTargets[s];
1064 assert(u < MAX_TEXTURE_IMAGE_UNITS);
1065 prog->TexturesUsed[u] |= (1 << t);
1066 }
1067 }
1068 }
1069
1070
1071 /**
1072 * Set the value of a program's uniform variable.
1073 * \param program the program whose uniform to update
1074 * \param location the location/index of the uniform
1075 * \param type the datatype of the uniform
1076 * \param count the number of uniforms to set
1077 * \param elems number of elements per uniform
1078 * \param values the new values
1079 */
1080 static void
1081 set_program_uniform(GLcontext *ctx, struct gl_program *program, GLint location,
1082 GLenum type, GLint count, GLint elems, const void *values)
1083 {
1084 if (program->Parameters->Parameters[location].Type == PROGRAM_SAMPLER) {
1085 /* This controls which texture unit which is used by a sampler */
1086 GLuint texUnit, sampler;
1087
1088 /* data type for setting samplers must be int */
1089 if (type != GL_INT || count != 1) {
1090 _mesa_error(ctx, GL_INVALID_OPERATION,
1091 "glUniform(only glUniform1i can be used "
1092 "to set sampler uniforms)");
1093 return;
1094 }
1095
1096 sampler = (GLuint) program->Parameters->ParameterValues[location][0];
1097 texUnit = ((GLuint *) values)[0];
1098
1099 /* check that the sampler (tex unit index) is legal */
1100 if (texUnit >= ctx->Const.MaxTextureImageUnits) {
1101 _mesa_error(ctx, GL_INVALID_VALUE,
1102 "glUniform1(invalid sampler/tex unit index)");
1103 return;
1104 }
1105
1106 /* This maps a sampler to a texture unit: */
1107 program->SamplerUnits[sampler] = texUnit;
1108 update_textures_used(program);
1109
1110 FLUSH_VERTICES(ctx, _NEW_TEXTURE);
1111 }
1112 else {
1113 /* ordinary uniform variable */
1114 GLint k, i;
1115
1116 if (count * elems > program->Parameters->Parameters[location].Size) {
1117 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(count too large)");
1118 return;
1119 }
1120
1121 for (k = 0; k < count; k++) {
1122 GLfloat *uniformVal = program->Parameters->ParameterValues[location + k];
1123 if (type == GL_INT ||
1124 type == GL_INT_VEC2 ||
1125 type == GL_INT_VEC3 ||
1126 type == GL_INT_VEC4) {
1127 const GLint *iValues = ((const GLint *) values) + k * elems;
1128 for (i = 0; i < elems; i++) {
1129 uniformVal[i] = (GLfloat) iValues[i];
1130 }
1131 }
1132 else {
1133 const GLfloat *fValues = ((const GLfloat *) values) + k * elems;
1134 for (i = 0; i < elems; i++) {
1135 uniformVal[i] = fValues[i];
1136 }
1137 }
1138 }
1139 }
1140 }
1141
1142
1143 /**
1144 * Called via ctx->Driver.Uniform().
1145 */
1146 static void
1147 _mesa_uniform(GLcontext *ctx, GLint location, GLsizei count,
1148 const GLvoid *values, GLenum type)
1149 {
1150 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1151 GLint elems;
1152
1153 if (!shProg || !shProg->LinkStatus) {
1154 _mesa_error(ctx, GL_INVALID_OPERATION, "glUniform(program not linked)");
1155 return;
1156 }
1157
1158 if (location == -1)
1159 return; /* The standard specifies this as a no-op */
1160
1161
1162 if (location < 0 || location >= (GLint) shProg->Uniforms->NumUniforms) {
1163 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(location)");
1164 return;
1165 }
1166
1167 if (count < 0) {
1168 _mesa_error(ctx, GL_INVALID_VALUE, "glUniform(count < 0)");
1169 return;
1170 }
1171
1172 switch (type) {
1173 case GL_FLOAT:
1174 case GL_INT:
1175 elems = 1;
1176 break;
1177 case GL_FLOAT_VEC2:
1178 case GL_INT_VEC2:
1179 elems = 2;
1180 break;
1181 case GL_FLOAT_VEC3:
1182 case GL_INT_VEC3:
1183 elems = 3;
1184 break;
1185 case GL_FLOAT_VEC4:
1186 case GL_INT_VEC4:
1187 elems = 4;
1188 break;
1189 default:
1190 _mesa_problem(ctx, "Invalid type in _mesa_uniform");
1191 return;
1192 }
1193
1194 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1195
1196 /* A uniform var may be used by both a vertex shader and a fragment
1197 * shader. We may need to update one or both shader's uniform here:
1198 */
1199 if (shProg->VertexProgram) {
1200 GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
1201 if (loc >= 0) {
1202 set_program_uniform(ctx, &shProg->VertexProgram->Base,
1203 loc, type, count, elems, values);
1204 }
1205 }
1206
1207 if (shProg->FragmentProgram) {
1208 GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
1209 if (loc >= 0) {
1210 set_program_uniform(ctx, &shProg->FragmentProgram->Base,
1211 loc, type, count, elems, values);
1212 }
1213 }
1214 }
1215
1216
1217 static void
1218 set_program_uniform_matrix(GLcontext *ctx, struct gl_program *program,
1219 GLuint location, GLuint rows, GLuint cols,
1220 GLboolean transpose, const GLfloat *values)
1221 {
1222 /*
1223 * Note: the _columns_ of a matrix are stored in program registers, not
1224 * the rows.
1225 */
1226 /* XXXX need to test 3x3 and 2x2 matrices... */
1227 if (transpose) {
1228 GLuint row, col;
1229 for (col = 0; col < cols; col++) {
1230 GLfloat *v = program->Parameters->ParameterValues[location + col];
1231 for (row = 0; row < rows; row++) {
1232 v[row] = values[row * cols + col];
1233 }
1234 }
1235 }
1236 else {
1237 GLuint row, col;
1238 for (col = 0; col < cols; col++) {
1239 GLfloat *v = program->Parameters->ParameterValues[location + col];
1240 for (row = 0; row < rows; row++) {
1241 v[row] = values[col * rows + row];
1242 }
1243 }
1244 }
1245 }
1246
1247
1248 /**
1249 * Called by ctx->Driver.UniformMatrix().
1250 */
1251 static void
1252 _mesa_uniform_matrix(GLcontext *ctx, GLint cols, GLint rows,
1253 GLenum matrixType, GLint location, GLsizei count,
1254 GLboolean transpose, const GLfloat *values)
1255 {
1256 struct gl_shader_program *shProg = ctx->Shader.CurrentProgram;
1257
1258 if (!shProg || !shProg->LinkStatus) {
1259 _mesa_error(ctx, GL_INVALID_OPERATION,
1260 "glUniformMatrix(program not linked)");
1261 return;
1262 }
1263
1264 if (location == -1)
1265 return; /* The standard specifies this as a no-op */
1266
1267 if (location < 0 || location >= shProg->Uniforms->NumUniforms) {
1268 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix(location)");
1269 return;
1270 }
1271 if (values == NULL) {
1272 _mesa_error(ctx, GL_INVALID_VALUE, "glUniformMatrix");
1273 return;
1274 }
1275
1276 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
1277
1278 if (shProg->VertexProgram) {
1279 GLint loc = shProg->Uniforms->Uniforms[location].VertPos;
1280 if (loc >= 0) {
1281 set_program_uniform_matrix(ctx, &shProg->VertexProgram->Base,
1282 loc, rows, cols, transpose, values);
1283 }
1284 }
1285
1286 if (shProg->FragmentProgram) {
1287 GLint loc = shProg->Uniforms->Uniforms[location].FragPos;
1288 if (loc >= 0) {
1289 set_program_uniform_matrix(ctx, &shProg->FragmentProgram->Base,
1290 loc, rows, cols, transpose, values);
1291 }
1292 }
1293 }
1294
1295
1296 static void
1297 _mesa_validate_program(GLcontext *ctx, GLuint program)
1298 {
1299 struct gl_shader_program *shProg;
1300 shProg = _mesa_lookup_shader_program(ctx, program);
1301 if (!shProg) {
1302 _mesa_error(ctx, GL_INVALID_VALUE, "glValidateProgram(program)");
1303 return;
1304 }
1305 /* XXX temporary */
1306 shProg->Validated = GL_TRUE;
1307
1308 /* From the GL spec:
1309 any two active samplers in the current program object are of
1310 different types, but refer to the same texture image unit,
1311
1312 any active sampler in the current program object refers to a texture
1313 image unit where fixed-function fragment processing accesses a
1314 texture target that does not match the sampler type, or
1315
1316 the sum of the number of active samplers in the program and the
1317 number of texture image units enabled for fixed-function fragment
1318 processing exceeds the combined limit on the total number of texture
1319 image units allowed.
1320 */
1321 }
1322
1323
1324 /**
1325 * Plug in Mesa's GLSL functions into the device driver function table.
1326 */
1327 void
1328 _mesa_init_glsl_driver_functions(struct dd_function_table *driver)
1329 {
1330 driver->AttachShader = _mesa_attach_shader;
1331 driver->BindAttribLocation = _mesa_bind_attrib_location;
1332 driver->CompileShader = _mesa_compile_shader;
1333 driver->CreateProgram = _mesa_create_program;
1334 driver->CreateShader = _mesa_create_shader;
1335 driver->DeleteProgram2 = _mesa_delete_program2;
1336 driver->DeleteShader = _mesa_delete_shader;
1337 driver->DetachShader = _mesa_detach_shader;
1338 driver->GetActiveAttrib = _mesa_get_active_attrib;
1339 driver->GetActiveUniform = _mesa_get_active_uniform;
1340 driver->GetAttachedShaders = _mesa_get_attached_shaders;
1341 driver->GetAttribLocation = _mesa_get_attrib_location;
1342 driver->GetHandle = _mesa_get_handle;
1343 driver->GetProgramiv = _mesa_get_programiv;
1344 driver->GetProgramInfoLog = _mesa_get_program_info_log;
1345 driver->GetShaderiv = _mesa_get_shaderiv;
1346 driver->GetShaderInfoLog = _mesa_get_shader_info_log;
1347 driver->GetShaderSource = _mesa_get_shader_source;
1348 driver->GetUniformfv = _mesa_get_uniformfv;
1349 driver->GetUniformLocation = _mesa_get_uniform_location;
1350 driver->IsProgram = _mesa_is_program;
1351 driver->IsShader = _mesa_is_shader;
1352 driver->LinkProgram = _mesa_link_program;
1353 driver->ShaderSource = _mesa_shader_source;
1354 driver->Uniform = _mesa_uniform;
1355 driver->UniformMatrix = _mesa_uniform_matrix;
1356 driver->UseProgram = _mesa_use_program;
1357 driver->ValidateProgram = _mesa_validate_program;
1358 }