#include "main/dispatch.h"
#include "main/enums.h"
#include "main/hash.h"
+#include "main/mfeatures.h"
+#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
#include "program/program.h"
#include "program/prog_uniform.h"
#include "talloc.h"
#include <stdbool.h>
+#include "../glsl/glsl_parser_extras.h"
/** Define this to enable shader substitution (see below) */
#define SHADER_SUBST 0
* are generated by the GLSL compiler.
*/
struct gl_shader_compiler_options options;
- GLuint i;
+ gl_shader_type sh;
memset(&options, 0, sizeof(options));
options.MaxUnrollIterations = 32;
/* Default pragma settings */
options.DefaultPragmas.Optimize = GL_TRUE;
- for(i = 0; i < MESA_SHADER_TYPES; ++i)
- memcpy(&ctx->ShaderCompilerOptions[i], &options, sizeof(options));
+ for (sh = 0; sh < MESA_SHADER_TYPES; ++sh)
+ memcpy(&ctx->ShaderCompilerOptions[sh], &options, sizeof(options));
ctx->Shader.Flags = get_shader_flags();
}
void
_mesa_free_shader_state(struct gl_context *ctx)
{
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
+ NULL);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
+ NULL);
+ _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
}
}
+static void
+bind_frag_data_location(struct gl_context *ctx, GLuint program,
+ GLuint colorNumber, const GLchar *name)
+{
+ _mesa_problem(ctx, "bind_frag_data_location() not implemented yet");
+}
+
+
static GLuint
create_shader(struct gl_context *ctx, GLenum type)
{
}
+static GLint
+get_frag_data_location(struct gl_context *ctx, GLuint program,
+ const GLchar *name)
+{
+ _mesa_problem(ctx, "get_frag_data_location() not implemented yet");
+ return -1;
+}
+
+
+
/**
* glGetHandleARB() - return ID/name of currently bound shader program.
*/
get_handle(struct gl_context *ctx, GLenum pname)
{
if (pname == GL_PROGRAM_OBJECT_ARB) {
- if (ctx->Shader.CurrentProgram)
- return ctx->Shader.CurrentProgram->Name;
+ if (ctx->Shader.ActiveProgram)
+ return ctx->Shader.ActiveProgram->Name;
else
return 0;
}
if (!shProg)
return;
- if (obj->Active && shProg == ctx->Shader.CurrentProgram) {
+ if (obj->Active
+ && (shProg == ctx->Shader.CurrentVertexProgram
+ || shProg == ctx->Shader.CurrentGeometryProgram
+ || shProg == ctx->Shader.CurrentFragmentProgram)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glLinkProgram(transform feedback active");
return;
/**
- * Use the named shader program for subsequent rendering.
+ * Use the named shader program for subsequent glUniform calls
*/
void
-_mesa_use_program(struct gl_context *ctx, GLuint program)
+_mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
+ const char *caller)
{
- struct gl_shader_program *shProg;
- struct gl_transform_feedback_object *obj =
- ctx->TransformFeedback.CurrentObject;
-
- if (obj->Active) {
+ if ((shProg != NULL) && !shProg->LinkStatus) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "glUseProgram(transform feedback active)");
+ "%s(program %u not linked)", caller, shProg->Name);
return;
}
- if (ctx->Shader.CurrentProgram &&
- ctx->Shader.CurrentProgram->Name == program) {
- /* no-op */
- return;
+ if (ctx->Shader.ActiveProgram != shProg) {
+ _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
}
+}
- if (program) {
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
- if (!shProg) {
- return;
+/**
+ */
+static bool
+use_shader_program(struct gl_context *ctx, GLenum type,
+ struct gl_shader_program *shProg)
+{
+ struct gl_shader_program **target;
+
+ switch (type) {
+#if FEATURE_ARB_vertex_shader
+ case GL_VERTEX_SHADER:
+ target = &ctx->Shader.CurrentVertexProgram;
+ if ((shProg == NULL)
+ || (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
+ shProg = NULL;
}
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUseProgram(program %u not linked)", program);
- return;
+ break;
+#endif
+#if FEATURE_ARB_geometry_shader4
+ case GL_GEOMETRY_SHADER_ARB:
+ target = &ctx->Shader.CurrentGeometryProgram;
+ if ((shProg == NULL)
+ || (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
+ shProg = NULL;
}
-
- /* debug code */
- if (ctx->Shader.Flags & GLSL_USE_PROG) {
- print_shader_info(shProg);
+ break;
+#endif
+#if FEATURE_ARB_fragment_shader
+ case GL_FRAGMENT_SHADER:
+ target = &ctx->Shader.CurrentFragmentProgram;
+ if ((shProg == NULL)
+ || (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
+ shProg = NULL;
}
- }
- else {
- shProg = NULL;
+ break;
+#endif
+ default:
+ return false;
}
- if (ctx->Shader.CurrentProgram != shProg) {
+ if (*target != shProg) {
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
+ _mesa_reference_shader_program(ctx, target, shProg);
+ return true;
}
+ return false;
+}
+
+/**
+ * Use the named shader program for subsequent rendering.
+ */
+void
+_mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
+{
+ use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
+ use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg);
+ use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg);
+ _mesa_active_program(ctx, shProg, "glUseProgram");
+
if (ctx->Driver.UseProgram)
ctx->Driver.UseProgram(ctx, shProg);
}
* \return GL_TRUE if valid, GL_FALSE if invalid
*/
static GLboolean
-validate_samplers(struct gl_context *ctx, const struct gl_program *prog, char *errMsg)
+validate_samplers(const struct gl_program *prog, char *errMsg)
{
static const char *targetName[] = {
"TEXTURE_2D_ARRAY",
assert(sampler < MAX_TEXTURE_IMAGE_UNITS);
unit = prog->SamplerUnits[sampler];
target = prog->SamplerTargets[sampler];
- if (targetUsed[unit] != -1 && targetUsed[unit] != target) {
+ if (targetUsed[unit] != -1 && targetUsed[unit] != (int) target) {
_mesa_snprintf(errMsg, 100,
"Texture unit %d is accessed both as %s and %s",
unit, targetName[targetUsed[unit]], targetName[target]);
* \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
*/
static GLboolean
-validate_shader_program(struct gl_context *ctx,
- const struct gl_shader_program *shProg,
+validate_shader_program(const struct gl_shader_program *shProg,
char *errMsg)
{
const struct gl_vertex_program *vp = shProg->VertexProgram;
* Check: any two active samplers in the current program object are of
* different types, but refer to the same texture image unit,
*/
- if (vp && !validate_samplers(ctx, &vp->Base, errMsg)) {
+ if (vp && !validate_samplers(&vp->Base, errMsg)) {
return GL_FALSE;
}
- if (fp && !validate_samplers(ctx, &fp->Base, errMsg)) {
+ if (fp && !validate_samplers(&fp->Base, errMsg)) {
return GL_FALSE;
}
return;
}
- shProg->Validated = validate_shader_program(ctx, shProg, errMsg);
+ shProg->Validated = validate_shader_program(shProg, errMsg);
if (!shProg->Validated) {
/* update info log */
if (shProg->InfoLog) {
}
+/* GL_EXT_gpu_shader4, GL3 */
+void GLAPIENTRY
+_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
+ const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ bind_frag_data_location(ctx, program, colorNumber, name);
+}
+
+
void GLAPIENTRY
_mesa_CompileShaderARB(GLhandleARB shaderObj)
{
}
+/* GL_EXT_gpu_shader4, GL3 */
+GLint GLAPIENTRY
+_mesa_GetFragDataLocation(GLuint program, const GLchar *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return get_frag_data_location(ctx, program, name);
+}
+
+
+
void GLAPIENTRY
_mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
GLcharARB * infoLog)
_mesa_UseProgramObjectARB(GLhandleARB program)
{
GET_CURRENT_CONTEXT(ctx);
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
- _mesa_use_program(ctx, program);
+ struct gl_shader_program *shProg;
+ struct gl_transform_feedback_object *obj =
+ ctx->TransformFeedback.CurrentObject;
+
+ if (obj->Active) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseProgram(transform feedback active)");
+ return;
+ }
+
+ if (program) {
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
+ if (!shProg) {
+ return;
+ }
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseProgram(program %u not linked)", program);
+ return;
+ }
+
+ /* debug code */
+ if (ctx->Shader.Flags & GLSL_USE_PROG) {
+ print_shader_info(shProg);
+ }
+ }
+ else {
+ shProg = NULL;
+ }
+
+ _mesa_use_program(ctx, shProg);
}
GLint* range, GLint* precision)
{
GET_CURRENT_CONTEXT(ctx);
+ (void) shadertype;
+ (void) precisiontype;
+ (void) range;
+ (void) precision;
_mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
}
void GLAPIENTRY
_mesa_ReleaseShaderCompiler(void)
{
- GET_CURRENT_CONTEXT(ctx);
- _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
+ _mesa_destroy_shader_compiler_caches();
}
const void* binary, GLint length)
{
GET_CURRENT_CONTEXT(ctx);
+ (void) n;
+ (void) shaders;
+ (void) binaryformat;
+ (void) binary;
+ (void) length;
_mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
}
switch (pname) {
case GL_GEOMETRY_VERTICES_OUT_ARB:
if (value < 1 ||
- value > ctx->Const.GeometryProgram.MaxGeometryOutputVertices) {
+ (unsigned) value > ctx->Const.GeometryProgram.MaxGeometryOutputVertices) {
_mesa_error(ctx, GL_INVALID_VALUE,
"glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
value);
#endif
+void
+_mesa_use_shader_program(struct gl_context *ctx, GLenum type,
+ struct gl_shader_program *shProg)
+{
+ use_shader_program(ctx, type, shProg);
+
+ if (ctx->Driver.UseProgram)
+ ctx->Driver.UseProgram(ctx, shProg);
+}
+
+void GLAPIENTRY
+_mesa_UseShaderProgramEXT(GLenum type, GLuint program)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg = NULL;
+
+ if (!validate_shader_target(ctx, type)) {
+ _mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
+ return;
+ }
+
+ if (ctx->TransformFeedback.CurrentObject->Active) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseShaderProgramEXT(transform feedback is active)");
+ return;
+ }
+
+ if (program) {
+ shProg = _mesa_lookup_shader_program_err(ctx, program,
+ "glUseShaderProgramEXT");
+ if (shProg == NULL)
+ return;
+
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glUseShaderProgramEXT(program not linked)");
+ return;
+ }
+ }
+
+ _mesa_use_shader_program(ctx, type, shProg);
+}
+
+void GLAPIENTRY
+_mesa_ActiveProgramEXT(GLuint program)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl_shader_program *shProg = (program != 0)
+ ? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
+ : NULL;
+
+ _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
+ return;
+}
+
+GLuint GLAPIENTRY
+_mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ const GLuint shader = create_shader(ctx, type);
+ GLuint program = 0;
+
+ if (shader) {
+ shader_source(ctx, shader, _mesa_strdup(string));
+ compile_shader(ctx, shader);
+
+ program = create_shader_program(ctx);
+ if (program) {
+ struct gl_shader_program *shProg;
+ struct gl_shader *sh;
+ GLint compiled = GL_FALSE;
+
+ shProg = _mesa_lookup_shader_program(ctx, program);
+ sh = _mesa_lookup_shader(ctx, shader);
+
+ get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
+ if (compiled) {
+ attach_shader(ctx, program, shader);
+ link_program(ctx, program);
+ detach_shader(ctx, program, shader);
+
+#if 0
+ /* Possibly... */
+ if (active-user-defined-varyings-in-linked-program) {
+ append-error-to-info-log;
+ shProg->LinkStatus = GL_FALSE;
+ }
+#endif
+ }
+
+ shProg->InfoLog = talloc_strdup_append(shProg->InfoLog, sh->InfoLog);
+ }
+
+ delete_shader(ctx, shader);
+ }
+
+ return program;
+}
/**
* Plug in shader-related functions into API dispatch table.
#if FEATURE_ARB_geometry_shader4
SET_ProgramParameteriARB(exec, _mesa_ProgramParameteriARB);
#endif
+
+ SET_UseShaderProgramEXT(exec, _mesa_UseShaderProgramEXT);
+ SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
+ SET_CreateShaderProgramEXT(exec, _mesa_CreateShaderProgramEXT);
+
+ /* GL_EXT_gpu_shader4 / GL 3.0 */
+ SET_BindFragDataLocationEXT(exec, _mesa_BindFragDataLocation);
+ SET_GetFragDataLocationEXT(exec, _mesa_GetFragDataLocation);
+
+ /* GL_ARB_ES2_compatibility */
+ SET_ReleaseShaderCompiler(exec, _mesa_ReleaseShaderCompiler);
+
#endif /* FEATURE_GL */
}