2 * Mesa 3-D graphics library
5 * Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
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:
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
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.
27 * Implementation of GLSL-related API functions
33 * 1. Check that the right error code is generated for all _mesa_error() calls.
34 * 2. Insert FLUSH_VERTICES calls in various places
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"
54 * Allocate a new gl_shader_program object, initialize it.
56 static struct gl_shader_program
*
57 _mesa_new_shader_program(GLcontext
*ctx
, GLuint name
)
59 struct gl_shader_program
*shProg
;
60 shProg
= CALLOC_STRUCT(gl_shader_program
);
62 shProg
->Type
= GL_SHADER_PROGRAM_MESA
;
65 shProg
->Attributes
= _mesa_new_parameter_list();
72 * Clear (free) the shader program state that gets produced by linking.
75 _mesa_clear_shader_program_data(GLcontext
*ctx
,
76 struct gl_shader_program
*shProg
)
78 if (shProg
->VertexProgram
) {
79 /* Set ptr to NULL since the param list is shared with the
80 * original/unlinked program.
82 shProg
->VertexProgram
->Base
.Parameters
= NULL
;
83 _mesa_reference_vertprog(ctx
, &shProg
->VertexProgram
, NULL
);
86 if (shProg
->FragmentProgram
) {
87 /* Set ptr to NULL since the param list is shared with the
88 * original/unlinked program.
90 shProg
->FragmentProgram
->Base
.Parameters
= NULL
;
91 _mesa_reference_fragprog(ctx
, &shProg
->FragmentProgram
, NULL
);
94 if (shProg
->Uniforms
) {
95 _mesa_free_uniform_list(shProg
->Uniforms
);
96 shProg
->Uniforms
= NULL
;
99 if (shProg
->Varying
) {
100 _mesa_free_parameter_list(shProg
->Varying
);
101 shProg
->Varying
= NULL
;
107 * Free all the data that hangs off a shader program object, but not the
111 _mesa_free_shader_program_data(GLcontext
*ctx
,
112 struct gl_shader_program
*shProg
)
116 assert(shProg
->Type
== GL_SHADER_PROGRAM_MESA
);
118 _mesa_clear_shader_program_data(ctx
, shProg
);
120 if (shProg
->Attributes
) {
121 _mesa_free_parameter_list(shProg
->Attributes
);
122 shProg
->Attributes
= NULL
;
126 for (i
= 0; i
< shProg
->NumShaders
; i
++) {
127 _mesa_reference_shader(ctx
, &shProg
->Shaders
[i
], NULL
);
129 shProg
->NumShaders
= 0;
131 if (shProg
->Shaders
) {
132 _mesa_free(shProg
->Shaders
);
133 shProg
->Shaders
= NULL
;
139 * Free/delete a shader program object.
142 _mesa_free_shader_program(GLcontext
*ctx
, struct gl_shader_program
*shProg
)
144 _mesa_free_shader_program_data(ctx
, shProg
);
145 if (shProg
->Shaders
) {
146 _mesa_free(shProg
->Shaders
);
147 shProg
->Shaders
= NULL
;
154 * Set ptr to point to shProg.
155 * If ptr is pointing to another object, decrement its refcount (and delete
156 * if refcount hits zero).
157 * Then set ptr to point to shProg, incrementing its refcount.
159 /* XXX this could be static */
161 _mesa_reference_shader_program(GLcontext
*ctx
,
162 struct gl_shader_program
**ptr
,
163 struct gl_shader_program
*shProg
)
166 if (*ptr
== shProg
) {
171 /* Unreference the old shader program */
172 GLboolean deleteFlag
= GL_FALSE
;
173 struct gl_shader_program
*old
= *ptr
;
175 ASSERT(old
->RefCount
> 0);
177 /*printf("SHPROG DECR %p (%d) to %d\n",
178 (void*) old, old->Name, old->RefCount);*/
179 deleteFlag
= (old
->RefCount
== 0);
182 _mesa_HashRemove(ctx
->Shared
->ShaderObjects
, old
->Name
);
183 _mesa_free_shader_program(ctx
, old
);
192 /*printf("SHPROG INCR %p (%d) to %d\n",
193 (void*) shProg, shProg->Name, shProg->RefCount);*/
200 * Lookup a GLSL program object.
202 struct gl_shader_program
*
203 _mesa_lookup_shader_program(GLcontext
*ctx
, GLuint name
)
205 struct gl_shader_program
*shProg
;
207 shProg
= (struct gl_shader_program
*)
208 _mesa_HashLookup(ctx
->Shared
->ShaderObjects
, name
);
209 /* Note that both gl_shader and gl_shader_program objects are kept
210 * in the same hash table. Check the object's type to be sure it's
211 * what we're expecting.
213 if (shProg
&& shProg
->Type
!= GL_SHADER_PROGRAM_MESA
) {
223 * Allocate a new gl_shader object, initialize it.
226 _mesa_new_shader(GLcontext
*ctx
, GLuint name
, GLenum type
)
228 struct gl_shader
*shader
;
229 assert(type
== GL_FRAGMENT_SHADER
|| type
== GL_VERTEX_SHADER
);
230 shader
= CALLOC_STRUCT(gl_shader
);
234 shader
->RefCount
= 1;
241 _mesa_free_shader(GLcontext
*ctx
, struct gl_shader
*sh
)
245 _mesa_free((void *) sh
->Source
);
247 _mesa_free(sh
->InfoLog
);
248 for (i
= 0; i
< sh
->NumPrograms
; i
++) {
249 assert(sh
->Programs
[i
]);
250 ctx
->Driver
.DeleteProgram(ctx
, sh
->Programs
[i
]);
253 _mesa_free(sh
->Programs
);
259 * Set ptr to point to sh.
260 * If ptr is pointing to another shader, decrement its refcount (and delete
261 * if refcount hits zero).
262 * Then set ptr to point to sh, incrementing its refcount.
264 /* XXX this could be static */
266 _mesa_reference_shader(GLcontext
*ctx
, struct gl_shader
**ptr
,
267 struct gl_shader
*sh
)
275 /* Unreference the old shader */
276 GLboolean deleteFlag
= GL_FALSE
;
277 struct gl_shader
*old
= *ptr
;
279 ASSERT(old
->RefCount
> 0);
281 /*printf("SHADER DECR %p (%d) to %d\n",
282 (void*) old, old->Name, old->RefCount);*/
283 deleteFlag
= (old
->RefCount
== 0);
286 _mesa_HashRemove(ctx
->Shared
->ShaderObjects
, old
->Name
);
287 _mesa_free_shader(ctx
, old
);
297 /*printf("SHADER INCR %p (%d) to %d\n",
298 (void*) sh, sh->Name, sh->RefCount);*/
305 * Lookup a GLSL shader object.
308 _mesa_lookup_shader(GLcontext
*ctx
, GLuint name
)
311 struct gl_shader
*sh
= (struct gl_shader
*)
312 _mesa_HashLookup(ctx
->Shared
->ShaderObjects
, name
);
313 /* Note that both gl_shader and gl_shader_program objects are kept
314 * in the same hash table. Check the object's type to be sure it's
315 * what we're expecting.
317 if (sh
&& sh
->Type
== GL_SHADER_PROGRAM_MESA
) {
327 * Initialize context's shader state.
330 _mesa_init_shader_state(GLcontext
* ctx
)
332 /* Device drivers may override these to control what kind of instructions
333 * are generated by the GLSL compiler.
335 ctx
->Shader
.EmitHighLevelInstructions
= GL_TRUE
;
336 ctx
->Shader
.EmitCondCodes
= GL_FALSE
;/*GL_TRUE;*/ /* XXX probably want GL_FALSE... */
337 ctx
->Shader
.EmitComments
= GL_FALSE
;
342 * Free the per-context shader-related state.
345 _mesa_free_shader_state(GLcontext
*ctx
)
347 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.CurrentProgram
, NULL
);
352 * Copy string from <src> to <dst>, up to maxLength characters, returning
353 * length of <dst> in <length>.
354 * \param src the strings source
355 * \param maxLength max chars to copy
356 * \param length returns number of chars copied
357 * \param dst the string destination
360 copy_string(GLchar
*dst
, GLsizei maxLength
, GLsizei
*length
, const GLchar
*src
)
363 for (len
= 0; len
< maxLength
- 1 && src
&& src
[len
]; len
++)
373 * Called via ctx->Driver.AttachShader()
376 _mesa_attach_shader(GLcontext
*ctx
, GLuint program
, GLuint shader
)
378 struct gl_shader_program
*shProg
379 = _mesa_lookup_shader_program(ctx
, program
);
380 struct gl_shader
*sh
= _mesa_lookup_shader(ctx
, shader
);
381 const GLuint n
= shProg
->NumShaders
;
384 if (!shProg
|| !sh
) {
385 _mesa_error(ctx
, GL_INVALID_VALUE
,
386 "glAttachShader(bad program or shader name)");
390 for (i
= 0; i
< n
; i
++) {
391 if (shProg
->Shaders
[i
] == sh
) {
392 /* already attached */
398 shProg
->Shaders
= (struct gl_shader
**)
399 _mesa_realloc(shProg
->Shaders
,
400 n
* sizeof(struct gl_shader
*),
401 (n
+ 1) * sizeof(struct gl_shader
*));
402 if (!shProg
->Shaders
) {
403 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glAttachShader");
408 shProg
->Shaders
[n
] = NULL
; /* since realloc() didn't zero the new space */
409 _mesa_reference_shader(ctx
, &shProg
->Shaders
[n
], sh
);
410 shProg
->NumShaders
++;
415 _mesa_get_attrib_location(GLcontext
*ctx
, GLuint program
,
418 struct gl_shader_program
*shProg
419 = _mesa_lookup_shader_program(ctx
, program
);
422 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetAttribLocation");
426 if (!shProg
->LinkStatus
) {
427 _mesa_error(ctx
, GL_INVALID_OPERATION
,
428 "glGetAttribLocation(program not linked)");
435 if (shProg
->Attributes
) {
436 GLint i
= _mesa_lookup_parameter_index(shProg
->Attributes
, -1, name
);
438 return shProg
->Attributes
->Parameters
[i
].StateIndexes
[0];
446 _mesa_bind_attrib_location(GLcontext
*ctx
, GLuint program
, GLuint index
,
449 struct gl_shader_program
*shProg
450 = _mesa_lookup_shader_program(ctx
, program
);
451 const GLint size
= -1; /* unknown size */
455 _mesa_error(ctx
, GL_INVALID_VALUE
, "glBindAttribLocation(program)");
462 if (strncmp(name
, "gl_", 3) == 0) {
463 _mesa_error(ctx
, GL_INVALID_OPERATION
,
464 "glBindAttribLocation(illegal name)");
468 if (shProg
->LinkStatus
) {
469 /* get current index/location for the attribute */
470 oldIndex
= _mesa_get_attrib_location(ctx
, program
, name
);
476 /* this will replace the current value if it's already in the list */
477 i
= _mesa_add_attribute(shProg
->Attributes
, name
, size
, index
);
479 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glBindAttribLocation");
482 if (shProg
->VertexProgram
&& oldIndex
>= 0 && oldIndex
!= index
) {
483 /* If the index changed, need to search/replace references to that attribute
484 * in the vertex program.
486 _slang_remap_attribute(&shProg
->VertexProgram
->Base
, oldIndex
, index
);
492 _mesa_create_shader(GLcontext
*ctx
, GLenum type
)
494 struct gl_shader
*sh
;
497 name
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->ShaderObjects
, 1);
500 case GL_FRAGMENT_SHADER
:
501 case GL_VERTEX_SHADER
:
502 sh
= _mesa_new_shader(ctx
, name
, type
);
505 _mesa_error(ctx
, GL_INVALID_ENUM
, "CreateShader(type)");
509 _mesa_HashInsert(ctx
->Shared
->ShaderObjects
, name
, sh
);
516 _mesa_create_program(GLcontext
*ctx
)
519 struct gl_shader_program
*shProg
;
521 name
= _mesa_HashFindFreeKeyBlock(ctx
->Shared
->ShaderObjects
, 1);
522 shProg
= _mesa_new_shader_program(ctx
, name
);
524 _mesa_HashInsert(ctx
->Shared
->ShaderObjects
, name
, shProg
);
526 assert(shProg
->RefCount
== 1);
533 * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
537 _mesa_delete_program2(GLcontext
*ctx
, GLuint name
)
540 * NOTE: deleting shaders/programs works a bit differently than
541 * texture objects (and buffer objects, etc). Shader/program
542 * handles/IDs exist in the hash table until the object is really
543 * deleted (refcount==0). With texture objects, the handle/ID is
544 * removed from the hash table in glDeleteTextures() while the tex
545 * object itself might linger until its refcount goes to zero.
547 struct gl_shader_program
*shProg
;
549 shProg
= _mesa_lookup_shader_program(ctx
, name
);
551 _mesa_error(ctx
, GL_INVALID_VALUE
, "glDeleteProgram(name)");
555 shProg
->DeletePending
= GL_TRUE
;
557 /* effectively, decr shProg's refcount */
558 _mesa_reference_shader_program(ctx
, &shProg
, NULL
);
563 _mesa_delete_shader(GLcontext
*ctx
, GLuint shader
)
565 struct gl_shader
*sh
= _mesa_lookup_shader(ctx
, shader
);
570 sh
->DeletePending
= GL_TRUE
;
572 /* effectively, decr sh's refcount */
573 _mesa_reference_shader(ctx
, &sh
, NULL
);
578 _mesa_detach_shader(GLcontext
*ctx
, GLuint program
, GLuint shader
)
580 struct gl_shader_program
*shProg
581 = _mesa_lookup_shader_program(ctx
, program
);
582 const GLuint n
= shProg
->NumShaders
;
586 _mesa_error(ctx
, GL_INVALID_VALUE
,
587 "glDetachShader(bad program or shader name)");
591 for (i
= 0; i
< n
; i
++) {
592 if (shProg
->Shaders
[i
]->Name
== shader
) {
594 struct gl_shader
**newList
;
597 _mesa_reference_shader(ctx
, &shProg
->Shaders
[i
], NULL
);
599 /* alloc new, smaller array */
600 newList
= (struct gl_shader
**)
601 _mesa_malloc((n
- 1) * sizeof(struct gl_shader
*));
603 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "glDetachShader");
606 for (j
= 0; j
< i
; j
++) {
607 newList
[j
] = shProg
->Shaders
[j
];
610 newList
[j
++] = shProg
->Shaders
[i
];
611 _mesa_free(shProg
->Shaders
);
613 shProg
->Shaders
= newList
;
614 shProg
->NumShaders
= n
- 1;
619 for (j
= 0; j
< shProg
->NumShaders
; j
++) {
620 assert(shProg
->Shaders
[j
]->Type
== GL_VERTEX_SHADER
||
621 shProg
->Shaders
[j
]->Type
== GL_FRAGMENT_SHADER
);
622 assert(shProg
->Shaders
[j
]->RefCount
> 0);
632 _mesa_error(ctx
, GL_INVALID_VALUE
,
633 "glDetachShader(shader not found)");
638 _mesa_get_active_attrib(GLcontext
*ctx
, GLuint program
, GLuint index
,
639 GLsizei maxLength
, GLsizei
*length
, GLint
*size
,
640 GLenum
*type
, GLchar
*nameOut
)
642 static const GLenum vec_types
[] = {
643 GL_FLOAT
, GL_FLOAT_VEC2
, GL_FLOAT_VEC3
, GL_FLOAT_VEC4
645 struct gl_shader_program
*shProg
646 = _mesa_lookup_shader_program(ctx
, program
);
650 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveAttrib");
654 if (!shProg
->Attributes
|| index
>= shProg
->Attributes
->NumParameters
) {
655 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveAttrib(index)");
659 copy_string(nameOut
, maxLength
, length
,
660 shProg
->Attributes
->Parameters
[index
].Name
);
661 sz
= shProg
->Attributes
->Parameters
[index
].Size
;
665 *type
= vec_types
[sz
]; /* XXX this is a temporary hack */
670 * Called via ctx->Driver.GetActiveUniform().
673 _mesa_get_active_uniform(GLcontext
*ctx
, GLuint program
, GLuint index
,
674 GLsizei maxLength
, GLsizei
*length
, GLint
*size
,
675 GLenum
*type
, GLchar
*nameOut
)
677 const struct gl_shader_program
*shProg
678 = _mesa_lookup_shader_program(ctx
, program
);
679 const struct gl_program
*prog
;
683 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform");
687 if (!shProg
->Uniforms
|| index
>= shProg
->Uniforms
->NumUniforms
) {
688 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetActiveUniform(index)");
692 progPos
= shProg
->Uniforms
->Uniforms
[index
].VertPos
;
694 prog
= &shProg
->VertexProgram
->Base
;
697 progPos
= shProg
->Uniforms
->Uniforms
[index
].FragPos
;
699 prog
= &shProg
->FragmentProgram
->Base
;
703 if (!prog
|| progPos
< 0)
704 return; /* should never happen */
707 copy_string(nameOut
, maxLength
, length
,
708 prog
->Parameters
->Parameters
[progPos
].Name
);
710 *size
= prog
->Parameters
->Parameters
[progPos
].Size
;
713 *type
= prog
->Parameters
->Parameters
[progPos
].DataType
;
718 * Called via ctx->Driver.GetAttachedShaders().
721 _mesa_get_attached_shaders(GLcontext
*ctx
, GLuint program
, GLsizei maxCount
,
722 GLsizei
*count
, GLuint
*obj
)
724 struct gl_shader_program
*shProg
725 = _mesa_lookup_shader_program(ctx
, program
);
728 for (i
= 0; i
< maxCount
&& i
< shProg
->NumShaders
; i
++) {
729 obj
[i
] = shProg
->Shaders
[i
]->Name
;
735 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetAttachedShaders");
741 _mesa_get_handle(GLcontext
*ctx
, GLenum pname
)
744 GET_CURRENT_CONTEXT(ctx
);
747 case GL_PROGRAM_OBJECT_ARB
:
749 struct gl2_program_intf
**pro
= ctx
->Shader
.CurrentProgram
;
752 return (**pro
)._container
._generic
.
753 GetName((struct gl2_generic_intf
**) (pro
));
757 _mesa_error(ctx
, GL_INVALID_ENUM
, "glGetHandleARB");
765 _mesa_get_programiv(GLcontext
*ctx
, GLuint program
,
766 GLenum pname
, GLint
*params
)
768 struct gl_shader_program
*shProg
769 = _mesa_lookup_shader_program(ctx
, program
);
772 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetProgramiv(program)");
777 case GL_DELETE_STATUS
:
778 *params
= shProg
->DeletePending
;
781 *params
= shProg
->LinkStatus
;
783 case GL_VALIDATE_STATUS
:
784 *params
= shProg
->Validated
;
786 case GL_INFO_LOG_LENGTH
:
787 *params
= shProg
->InfoLog
? strlen(shProg
->InfoLog
) + 1 : 0;
789 case GL_ATTACHED_SHADERS
:
790 *params
= shProg
->NumShaders
;
792 case GL_ACTIVE_ATTRIBUTES
:
793 *params
= shProg
->Attributes
? shProg
->Attributes
->NumParameters
: 0;
795 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH
:
796 *params
= _mesa_longest_parameter_name(shProg
->Attributes
,
799 case GL_ACTIVE_UNIFORMS
:
800 *params
= shProg
->Uniforms
? shProg
->Uniforms
->NumUniforms
: 0;
802 case GL_ACTIVE_UNIFORM_MAX_LENGTH
:
803 *params
= _mesa_longest_uniform_name(shProg
->Uniforms
);
805 (*params
)++; /* add one for terminating zero */
808 _mesa_error(ctx
, GL_INVALID_ENUM
, "glGetProgramiv(pname)");
815 _mesa_get_shaderiv(GLcontext
*ctx
, GLuint name
, GLenum pname
, GLint
*params
)
817 struct gl_shader
*shader
= _mesa_lookup_shader(ctx
, name
);
820 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetShaderiv(shader)");
826 *params
= shader
->Type
;
828 case GL_DELETE_STATUS
:
829 *params
= shader
->DeletePending
;
831 case GL_COMPILE_STATUS
:
832 *params
= shader
->CompileStatus
;
834 case GL_INFO_LOG_LENGTH
:
835 *params
= shader
->InfoLog
? strlen(shader
->InfoLog
) + 1 : 0;
837 case GL_SHADER_SOURCE_LENGTH
:
838 *params
= shader
->Source
? strlen((char *) shader
->Source
) + 1 : 0;
841 _mesa_error(ctx
, GL_INVALID_ENUM
, "glGetShaderiv(pname)");
848 _mesa_get_program_info_log(GLcontext
*ctx
, GLuint program
, GLsizei bufSize
,
849 GLsizei
*length
, GLchar
*infoLog
)
851 struct gl_shader_program
*shProg
852 = _mesa_lookup_shader_program(ctx
, program
);
854 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetProgramInfoLog(program)");
857 copy_string(infoLog
, bufSize
, length
, shProg
->InfoLog
);
862 _mesa_get_shader_info_log(GLcontext
*ctx
, GLuint shader
, GLsizei bufSize
,
863 GLsizei
*length
, GLchar
*infoLog
)
865 struct gl_shader
*sh
= _mesa_lookup_shader(ctx
, shader
);
867 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetShaderInfoLog(shader)");
870 copy_string(infoLog
, bufSize
, length
, sh
->InfoLog
);
875 * Called via ctx->Driver.GetShaderSource().
878 _mesa_get_shader_source(GLcontext
*ctx
, GLuint shader
, GLsizei maxLength
,
879 GLsizei
*length
, GLchar
*sourceOut
)
881 struct gl_shader
*sh
= _mesa_lookup_shader(ctx
, shader
);
883 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetShaderSource(shader)");
886 copy_string(sourceOut
, maxLength
, length
, sh
->Source
);
891 * Called via ctx->Driver.GetUniformfv().
894 _mesa_get_uniformfv(GLcontext
*ctx
, GLuint program
, GLint location
,
897 struct gl_shader_program
*shProg
898 = _mesa_lookup_shader_program(ctx
, program
);
900 if (location
< shProg
->Uniforms
->NumUniforms
) {
902 const struct gl_program
*prog
;
904 progPos
= shProg
->Uniforms
->Uniforms
[location
].VertPos
;
906 prog
= &shProg
->VertexProgram
->Base
;
909 progPos
= shProg
->Uniforms
->Uniforms
[location
].FragPos
;
911 prog
= &shProg
->FragmentProgram
->Base
;
915 for (i
= 0; i
< prog
->Parameters
->Parameters
[progPos
].Size
; i
++) {
916 params
[i
] = prog
->Parameters
->ParameterValues
[progPos
][i
];
920 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetUniformfv(location)");
924 _mesa_error(ctx
, GL_INVALID_VALUE
, "glGetUniformfv(program)");
930 * Called via ctx->Driver.GetUniformLocation().
933 _mesa_get_uniform_location(GLcontext
*ctx
, GLuint program
, const GLchar
*name
)
935 struct gl_shader_program
*shProg
936 = _mesa_lookup_shader_program(ctx
, program
);
940 return _mesa_lookup_uniform(shProg
->Uniforms
, name
);
945 _mesa_is_program(GLcontext
*ctx
, GLuint name
)
947 struct gl_shader_program
*shProg
= _mesa_lookup_shader_program(ctx
, name
);
948 return shProg
? GL_TRUE
: GL_FALSE
;
953 _mesa_is_shader(GLcontext
*ctx
, GLuint name
)
955 struct gl_shader
*shader
= _mesa_lookup_shader(ctx
, name
);
956 return shader
? GL_TRUE
: GL_FALSE
;
962 * Called via ctx->Driver.ShaderSource()
965 _mesa_shader_source(GLcontext
*ctx
, GLuint shader
, const GLchar
*source
)
967 struct gl_shader
*sh
= _mesa_lookup_shader(ctx
, shader
);
969 _mesa_error(ctx
, GL_INVALID_VALUE
, "glShaderSource(shaderObj)");
973 /* free old shader source string and install new one */
975 _mesa_free((void *) sh
->Source
);
978 sh
->CompileStatus
= GL_FALSE
;
983 * Called via ctx->Driver.CompileShader()
986 _mesa_compile_shader(GLcontext
*ctx
, GLuint shaderObj
)
988 struct gl_shader
*sh
= _mesa_lookup_shader(ctx
, shaderObj
);
991 _mesa_error(ctx
, GL_INVALID_VALUE
, "glCompileShader(shaderObj)");
995 sh
->CompileStatus
= _slang_compile(ctx
, sh
);
1000 * Called via ctx->Driver.LinkProgram()
1003 _mesa_link_program(GLcontext
*ctx
, GLuint program
)
1005 struct gl_shader_program
*shProg
;
1007 shProg
= _mesa_lookup_shader_program(ctx
, program
);
1009 _mesa_error(ctx
, GL_INVALID_VALUE
, "glLinkProgram(program)");
1013 FLUSH_VERTICES(ctx
, _NEW_PROGRAM
);
1015 _slang_link(ctx
, program
, shProg
);
1020 * Called via ctx->Driver.UseProgram()
1023 _mesa_use_program(GLcontext
*ctx
, GLuint program
)
1025 struct gl_shader_program
*shProg
;
1027 if (ctx
->Shader
.CurrentProgram
&&
1028 ctx
->Shader
.CurrentProgram
->Name
== program
) {
1033 FLUSH_VERTICES(ctx
, _NEW_PROGRAM
);
1036 shProg
= _mesa_lookup_shader_program(ctx
, program
);
1038 _mesa_error(ctx
, GL_INVALID_VALUE
,
1039 "glUseProgramObjectARB(programObj)");
1047 _mesa_reference_shader_program(ctx
, &ctx
->Shader
.CurrentProgram
, shProg
);
1053 * Update the vertex and fragment program's TexturesUsed arrays.
1056 update_textures_used(struct gl_program
*prog
)
1060 memset(prog
->TexturesUsed
, 0, sizeof(prog
->TexturesUsed
));
1062 for (s
= 0; s
< MAX_SAMPLERS
; s
++) {
1063 if (prog
->SamplersUsed
& (1 << s
)) {
1064 GLuint u
= prog
->SamplerUnits
[s
];
1065 GLuint t
= prog
->SamplerTargets
[s
];
1066 assert(u
< MAX_TEXTURE_IMAGE_UNITS
);
1067 prog
->TexturesUsed
[u
] |= (1 << t
);
1074 * Set the value of a program's uniform variable.
1075 * \param program the program whose uniform to update
1076 * \param location the location/index of the uniform
1077 * \param type the datatype of the uniform
1078 * \param count the number of uniforms to set
1079 * \param elems number of elements per uniform
1080 * \param values the new values
1083 set_program_uniform(GLcontext
*ctx
, struct gl_program
*program
, GLint location
,
1084 GLenum type
, GLint count
, GLint elems
, const void *values
)
1086 if (program
->Parameters
->Parameters
[location
].Type
== PROGRAM_SAMPLER
) {
1087 /* This controls which texture unit which is used by a sampler */
1088 GLuint texUnit
, sampler
;
1090 /* data type for setting samplers must be int */
1091 if (type
!= GL_INT
|| count
!= 1) {
1092 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1093 "glUniform(only glUniform1i can be used "
1094 "to set sampler uniforms)");
1098 sampler
= (GLuint
) program
->Parameters
->ParameterValues
[location
][0];
1099 texUnit
= ((GLuint
*) values
)[0];
1101 /* check that the sampler (tex unit index) is legal */
1102 if (texUnit
>= ctx
->Const
.MaxTextureImageUnits
) {
1103 _mesa_error(ctx
, GL_INVALID_VALUE
,
1104 "glUniform1(invalid sampler/tex unit index)");
1108 /* This maps a sampler to a texture unit: */
1109 program
->SamplerUnits
[sampler
] = texUnit
;
1110 update_textures_used(program
);
1112 FLUSH_VERTICES(ctx
, _NEW_TEXTURE
);
1115 /* ordinary uniform variable */
1118 if (count
* elems
> program
->Parameters
->Parameters
[location
].Size
) {
1119 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glUniform(count too large)");
1123 for (k
= 0; k
< count
; k
++) {
1124 GLfloat
*uniformVal
= program
->Parameters
->ParameterValues
[location
+ k
];
1125 if (type
== GL_INT
||
1126 type
== GL_INT_VEC2
||
1127 type
== GL_INT_VEC3
||
1128 type
== GL_INT_VEC4
) {
1129 const GLint
*iValues
= ((const GLint
*) values
) + k
* elems
;
1130 for (i
= 0; i
< elems
; i
++) {
1131 uniformVal
[i
] = (GLfloat
) iValues
[i
];
1135 const GLfloat
*fValues
= ((const GLfloat
*) values
) + k
* elems
;
1136 for (i
= 0; i
< elems
; i
++) {
1137 uniformVal
[i
] = fValues
[i
];
1146 * Called via ctx->Driver.Uniform().
1149 _mesa_uniform(GLcontext
*ctx
, GLint location
, GLsizei count
,
1150 const GLvoid
*values
, GLenum type
)
1152 struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
1155 if (!shProg
|| !shProg
->LinkStatus
) {
1156 _mesa_error(ctx
, GL_INVALID_OPERATION
, "glUniform(program not linked)");
1160 if (location
< 0 || location
>= (GLint
) shProg
->Uniforms
->NumUniforms
) {
1161 _mesa_error(ctx
, GL_INVALID_VALUE
, "glUniform(location)");
1166 _mesa_error(ctx
, GL_INVALID_VALUE
, "glUniform(count < 0)");
1188 _mesa_problem(ctx
, "Invalid type in _mesa_uniform");
1192 FLUSH_VERTICES(ctx
, _NEW_PROGRAM
);
1194 /* A uniform var may be used by both a vertex shader and a fragment
1195 * shader. We may need to update one or both shader's uniform here:
1197 if (shProg
->VertexProgram
) {
1198 GLint loc
= shProg
->Uniforms
->Uniforms
[location
].VertPos
;
1200 set_program_uniform(ctx
, &shProg
->VertexProgram
->Base
,
1201 loc
, type
, count
, elems
, values
);
1205 if (shProg
->FragmentProgram
) {
1206 GLint loc
= shProg
->Uniforms
->Uniforms
[location
].FragPos
;
1208 set_program_uniform(ctx
, &shProg
->FragmentProgram
->Base
,
1209 loc
, type
, count
, elems
, values
);
1216 set_program_uniform_matrix(GLcontext
*ctx
, struct gl_program
*program
,
1217 GLuint location
, GLuint rows
, GLuint cols
,
1218 GLboolean transpose
, const GLfloat
*values
)
1221 * Note: the _columns_ of a matrix are stored in program registers, not
1224 /* XXXX need to test 3x3 and 2x2 matrices... */
1227 for (col
= 0; col
< cols
; col
++) {
1228 GLfloat
*v
= program
->Parameters
->ParameterValues
[location
+ col
];
1229 for (row
= 0; row
< rows
; row
++) {
1230 v
[row
] = values
[row
* cols
+ col
];
1236 for (col
= 0; col
< cols
; col
++) {
1237 GLfloat
*v
= program
->Parameters
->ParameterValues
[location
+ col
];
1238 for (row
= 0; row
< rows
; row
++) {
1239 v
[row
] = values
[col
* rows
+ row
];
1247 * Called by ctx->Driver.UniformMatrix().
1250 _mesa_uniform_matrix(GLcontext
*ctx
, GLint cols
, GLint rows
,
1251 GLenum matrixType
, GLint location
, GLsizei count
,
1252 GLboolean transpose
, const GLfloat
*values
)
1254 struct gl_shader_program
*shProg
= ctx
->Shader
.CurrentProgram
;
1255 if (!shProg
|| !shProg
->LinkStatus
) {
1256 _mesa_error(ctx
, GL_INVALID_OPERATION
,
1257 "glUniformMatrix(program not linked)");
1260 if (location
< 0 || location
>= shProg
->Uniforms
->NumUniforms
) {
1261 _mesa_error(ctx
, GL_INVALID_VALUE
, "glUniformMatrix(location)");
1264 if (values
== NULL
) {
1265 _mesa_error(ctx
, GL_INVALID_VALUE
, "glUniformMatrix");
1269 FLUSH_VERTICES(ctx
, _NEW_PROGRAM
);
1271 if (shProg
->VertexProgram
) {
1272 GLint loc
= shProg
->Uniforms
->Uniforms
[location
].VertPos
;
1274 set_program_uniform_matrix(ctx
, &shProg
->VertexProgram
->Base
,
1275 loc
, rows
, cols
, transpose
, values
);
1279 if (shProg
->FragmentProgram
) {
1280 GLint loc
= shProg
->Uniforms
->Uniforms
[location
].FragPos
;
1282 set_program_uniform_matrix(ctx
, &shProg
->FragmentProgram
->Base
,
1283 loc
, rows
, cols
, transpose
, values
);
1290 _mesa_validate_program(GLcontext
*ctx
, GLuint program
)
1292 struct gl_shader_program
*shProg
;
1293 shProg
= _mesa_lookup_shader_program(ctx
, program
);
1295 _mesa_error(ctx
, GL_INVALID_VALUE
, "glValidateProgram(program)");
1299 shProg
->Validated
= GL_TRUE
;
1301 /* From the GL spec:
1302 any two active samplers in the current program object are of
1303 different types, but refer to the same texture image unit,
1305 any active sampler in the current program object refers to a texture
1306 image unit where fixed-function fragment processing accesses a
1307 texture target that does not match the sampler type, or
1309 the sum of the number of active samplers in the program and the
1310 number of texture image units enabled for fixed-function fragment
1311 processing exceeds the combined limit on the total number of texture
1312 image units allowed.
1318 * Plug in Mesa's GLSL functions into the device driver function table.
1321 _mesa_init_glsl_driver_functions(struct dd_function_table
*driver
)
1323 driver
->AttachShader
= _mesa_attach_shader
;
1324 driver
->BindAttribLocation
= _mesa_bind_attrib_location
;
1325 driver
->CompileShader
= _mesa_compile_shader
;
1326 driver
->CreateProgram
= _mesa_create_program
;
1327 driver
->CreateShader
= _mesa_create_shader
;
1328 driver
->DeleteProgram2
= _mesa_delete_program2
;
1329 driver
->DeleteShader
= _mesa_delete_shader
;
1330 driver
->DetachShader
= _mesa_detach_shader
;
1331 driver
->GetActiveAttrib
= _mesa_get_active_attrib
;
1332 driver
->GetActiveUniform
= _mesa_get_active_uniform
;
1333 driver
->GetAttachedShaders
= _mesa_get_attached_shaders
;
1334 driver
->GetAttribLocation
= _mesa_get_attrib_location
;
1335 driver
->GetHandle
= _mesa_get_handle
;
1336 driver
->GetProgramiv
= _mesa_get_programiv
;
1337 driver
->GetProgramInfoLog
= _mesa_get_program_info_log
;
1338 driver
->GetShaderiv
= _mesa_get_shaderiv
;
1339 driver
->GetShaderInfoLog
= _mesa_get_shader_info_log
;
1340 driver
->GetShaderSource
= _mesa_get_shader_source
;
1341 driver
->GetUniformfv
= _mesa_get_uniformfv
;
1342 driver
->GetUniformLocation
= _mesa_get_uniform_location
;
1343 driver
->IsProgram
= _mesa_is_program
;
1344 driver
->IsShader
= _mesa_is_shader
;
1345 driver
->LinkProgram
= _mesa_link_program
;
1346 driver
->ShaderSource
= _mesa_shader_source
;
1347 driver
->Uniform
= _mesa_uniform
;
1348 driver
->UniformMatrix
= _mesa_uniform_matrix
;
1349 driver
->UseProgram
= _mesa_use_program
;
1350 driver
->ValidateProgram
= _mesa_validate_program
;