* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR
+ * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
+ * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
+ * OTHER DEALINGS IN THE SOFTWARE.
*/
/**
#include "main/dispatch.h"
#include "main/enums.h"
#include "main/hash.h"
-#include "main/mfeatures.h"
+#include "main/hash_table.h"
#include "main/mtypes.h"
#include "main/shaderapi.h"
#include "main/shaderobj.h"
+#include "main/transformfeedback.h"
+#include "main/uniforms.h"
#include "program/program.h"
+#include "program/prog_print.h"
#include "program/prog_parameter.h"
-#include "program/prog_uniform.h"
#include "ralloc.h"
#include <stdbool.h>
#include "../glsl/glsl_parser_extras.h"
+#include "../glsl/ir.h"
+#include "../glsl/ir_uniform.h"
+#include "../glsl/program.h"
/** Define this to enable shader substitution (see below) */
#define SHADER_SUBST 0
const char *env = _mesa_getenv("MESA_GLSL");
if (env) {
- if (strstr(env, "dump"))
+ if (strstr(env, "dump_on_error"))
+ flags |= GLSL_DUMP_ON_ERROR;
+ else if (strstr(env, "dump"))
flags |= GLSL_DUMP;
if (strstr(env, "log"))
flags |= GLSL_LOG;
flags |= GLSL_UNIFORMS;
if (strstr(env, "useprog"))
flags |= GLSL_USE_PROG;
+ if (strstr(env, "errors"))
+ flags |= GLSL_REPORT_ERRORS;
}
return flags;
* are generated by the GLSL compiler.
*/
struct gl_shader_compiler_options options;
- gl_shader_type sh;
+ gl_shader_stage sh;
memset(&options, 0, sizeof(options));
options.MaxUnrollIterations = 32;
+ options.MaxIfDepth = UINT_MAX;
/* Default pragma settings */
options.DefaultPragmas.Optimize = GL_TRUE;
- for (sh = 0; sh < MESA_SHADER_TYPES; ++sh)
+ for (sh = 0; sh < MESA_SHADER_STAGES; ++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.CurrentVertexProgram, NULL);
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
- NULL);
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
+ int i;
+ for (i = 0; i < MESA_SHADER_STAGES; i++) {
+ _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram[i],
+ NULL);
+ }
+ _mesa_reference_shader_program(ctx, &ctx->Shader._CurrentFragmentProgram,
NULL);
_mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
}
-/**
- * Return the size of the given GLSL datatype, in floats (components).
- */
-GLint
-_mesa_sizeof_glsl_type(GLenum type)
-{
- switch (type) {
- case GL_FLOAT:
- case GL_INT:
- case GL_UNSIGNED_INT:
- case GL_BOOL:
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_1D_SHADOW:
- case GL_SAMPLER_2D_SHADOW:
- case GL_SAMPLER_2D_RECT_ARB:
- case GL_SAMPLER_2D_RECT_SHADOW_ARB:
- case GL_SAMPLER_1D_ARRAY_EXT:
- case GL_SAMPLER_2D_ARRAY_EXT:
- case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_CUBE_SHADOW_EXT:
- return 1;
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- case GL_BOOL_VEC2:
- return 2;
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- case GL_BOOL_VEC3:
- return 3;
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- case GL_BOOL_VEC4:
- return 4;
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT2x4:
- return 8; /* two float[4] vectors */
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT3x2:
- case GL_FLOAT_MAT3x4:
- return 12; /* three float[4] vectors */
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
- return 16; /* four float[4] vectors */
- default:
- _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
- return 1;
- }
-}
-
-
/**
* Copy string from <src> to <dst>, up to maxLength characters, returning
* length of <dst> in <length>.
* \param type Shader target
*
*/
-static bool
-validate_shader_target(const struct gl_context *ctx, GLenum type)
-{
+bool
+_mesa_validate_shader_target(const struct gl_context *ctx, GLenum type)
+{
+ /* Note: when building built-in GLSL functions, this function may be
+ * invoked with ctx == NULL. In that case, we can only validate that it's
+ * a shader target we recognize, not that it's supported in the current
+ * context. But that's fine--we don't need any further validation than
+ * that when building built-in GLSL functions.
+ */
+
switch (type) {
-#if FEATURE_ARB_fragment_shader
case GL_FRAGMENT_SHADER:
- return ctx->Extensions.ARB_fragment_shader;
-#endif
-#if FEATURE_ARB_vertex_shader
+ return ctx == NULL || ctx->Extensions.ARB_fragment_shader;
case GL_VERTEX_SHADER:
- return ctx->Extensions.ARB_vertex_shader;
-#endif
-#if FEATURE_ARB_geometry_shader4
+ return ctx == NULL || ctx->Extensions.ARB_vertex_shader;
case GL_GEOMETRY_SHADER_ARB:
- return ctx->Extensions.ARB_geometry_shader4;
-#endif
+ return ctx == NULL || _mesa_has_geometry_shaders(ctx);
+ case GL_COMPUTE_SHADER:
+ return ctx == NULL || ctx->Extensions.ARB_compute_shader;
default:
return false;
}
}
-/**
- * Find the length of the longest transform feedback varying name
- * which was specified with glTransformFeedbackVaryings().
- */
-static GLint
-longest_feedback_varying_name(const struct gl_shader_program *shProg)
-{
- GLuint i;
- GLint max = 0;
- for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
- GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
- if (len > max)
- max = len;
- }
- return max;
-}
-
-
-
static GLboolean
is_program(struct gl_context *ctx, GLuint name)
{
struct gl_shader *sh;
GLuint i, n;
+ const bool same_type_disallowed = _mesa_is_gles(ctx);
+
shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
if (!shProg)
return;
*/
_mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
return;
+ } else if (same_type_disallowed &&
+ shProg->Shaders[i]->Type == sh->Type) {
+ /* Shader with the same type is already attached to this program,
+ * OpenGL ES 2.0 and 3.0 specs say:
+ *
+ * "Multiple shader objects of the same type may not be attached
+ * to a single program object. [...] The error INVALID_OPERATION
+ * is generated if [...] another shader object of the same type
+ * as shader is already attached to program."
+ */
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
+ return;
}
}
}
-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)
{
struct gl_shader *sh;
GLuint name;
- if (!validate_shader_target(ctx, type)) {
+ if (!_mesa_validate_shader_target(ctx, type)) {
_mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
return 0;
}
if (!shProg)
return;
- shProg->DeletePending = GL_TRUE;
+ if (!shProg->DeletePending) {
+ shProg->DeletePending = GL_TRUE;
- /* effectively, decr shProg's refcount */
- _mesa_reference_shader_program(ctx, &shProg, NULL);
+ /* effectively, decr shProg's refcount */
+ _mesa_reference_shader_program(ctx, &shProg, NULL);
+ }
}
if (!sh)
return;
- sh->DeletePending = GL_TRUE;
+ if (!sh->DeletePending) {
+ sh->DeletePending = GL_TRUE;
- /* effectively, decr sh's refcount */
- _mesa_reference_shader(ctx, &sh, NULL);
+ /* effectively, decr sh's refcount */
+ _mesa_reference_shader(ctx, &sh, NULL);
+ }
}
_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
/* alloc new, smaller array */
- newList = (struct gl_shader **)
- malloc((n - 1) * sizeof(struct gl_shader *));
+ newList = malloc((n - 1) * sizeof(struct gl_shader *));
if (!newList) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
return;
}
+ /* Copy old list entries to new list, skipping removed entry at [i] */
for (j = 0; j < i; j++) {
newList[j] = shProg->Shaders[j];
}
- while (++i < n)
+ while (++i < n) {
newList[j++] = shProg->Shaders[i];
- free(shProg->Shaders);
+ }
+ /* Free old list and install new one */
+ free(shProg->Shaders);
shProg->Shaders = newList;
shProg->NumShaders = n - 1;
#ifdef DEBUG
- /* sanity check */
- {
- for (j = 0; j < shProg->NumShaders; j++) {
- assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
- shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
- assert(shProg->Shaders[j]->RefCount > 0);
- }
+ /* sanity check - make sure the new list's entries are sensible */
+ for (j = 0; j < shProg->NumShaders; j++) {
+ assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
+ shProg->Shaders[j]->Type == GL_GEOMETRY_SHADER ||
+ shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
+ assert(shProg->Shaders[j]->RefCount > 0);
}
#endif
err = GL_INVALID_OPERATION;
else
err = GL_INVALID_VALUE;
- _mesa_error(ctx, err, "glDetachProgram(shader)");
+ _mesa_error(ctx, err, "glDetachShader(shader)");
return;
}
}
}
-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.
*/
}
+/**
+ * Check if a geometry shader query is valid at this time. If not, report an
+ * error and return false.
+ *
+ * From GL 3.2 section 6.1.16 (Shader and Program Queries):
+ *
+ * "If GEOMETRY_VERTICES_OUT, GEOMETRY_INPUT_TYPE, or GEOMETRY_OUTPUT_TYPE
+ * are queried for a program which has not been linked successfully, or
+ * which does not contain objects to form a geometry shader, then an
+ * INVALID_OPERATION error is generated."
+ */
+static bool
+check_gs_query(struct gl_context *ctx, const struct gl_shader_program *shProg)
+{
+ if (shProg->LinkStatus &&
+ shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] != NULL) {
+ return true;
+ }
+
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetProgramv(linked geometry shader required)");
+ return false;
+}
+
+
/**
* glGetProgramiv() - get shader program state.
* Note that this is for GLSL shader programs, not ARB vertex/fragment
struct gl_shader_program *shProg
= _mesa_lookup_shader_program(ctx, program);
+ /* Is transform feedback available in this context?
+ */
+ const bool has_xfb =
+ (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.EXT_transform_feedback)
+ || ctx->API == API_OPENGL_CORE
+ || _mesa_is_gles3(ctx);
+
+ /* True if geometry shaders (of the form that was adopted into GLSL 1.50
+ * and GL 3.2) are available in this context
+ */
+ const bool has_core_gs = _mesa_is_desktop_gl(ctx) && ctx->Version >= 32;
+
+ /* Are uniform buffer objects available in this context?
+ */
+ const bool has_ubo =
+ (ctx->API == API_OPENGL_COMPAT && ctx->Extensions.ARB_uniform_buffer_object)
+ || ctx->API == API_OPENGL_CORE
+ || _mesa_is_gles3(ctx);
+
if (!shProg) {
_mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
return;
switch (pname) {
case GL_DELETE_STATUS:
*params = shProg->DeletePending;
- break;
+ return;
case GL_LINK_STATUS:
*params = shProg->LinkStatus;
- break;
+ return;
case GL_VALIDATE_STATUS:
*params = shProg->Validated;
- break;
+ return;
case GL_INFO_LOG_LENGTH:
*params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
- break;
+ return;
case GL_ATTACHED_SHADERS:
*params = shProg->NumShaders;
- break;
+ return;
case GL_ACTIVE_ATTRIBUTES:
*params = _mesa_count_active_attribs(shProg);
- break;
+ return;
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
*params = _mesa_longest_attribute_name_length(shProg);
- break;
+ return;
case GL_ACTIVE_UNIFORMS:
- *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
- break;
- case GL_ACTIVE_UNIFORM_MAX_LENGTH:
- *params = _mesa_longest_uniform_name(shProg->Uniforms);
- if (*params > 0)
- (*params)++; /* add one for terminating zero */
- break;
- case GL_PROGRAM_BINARY_LENGTH_OES:
- *params = 0;
- break;
-#if FEATURE_EXT_transform_feedback
+ *params = shProg->NumUserUniformStorage;
+ return;
+ case GL_ACTIVE_UNIFORM_MAX_LENGTH: {
+ unsigned i;
+ GLint max_len = 0;
+
+ for (i = 0; i < shProg->NumUserUniformStorage; i++) {
+ /* Add one for the terminating NUL character for a non-array, and
+ * 4 for the "[0]" and the NUL for an array.
+ */
+ const GLint len = strlen(shProg->UniformStorage[i].name) + 1 +
+ ((shProg->UniformStorage[i].array_elements != 0) ? 3 : 0);
+
+ if (len > max_len)
+ max_len = len;
+ }
+
+ *params = max_len;
+ return;
+ }
case GL_TRANSFORM_FEEDBACK_VARYINGS:
+ if (!has_xfb)
+ break;
*params = shProg->TransformFeedback.NumVarying;
- break;
- case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
- *params = longest_feedback_varying_name(shProg) + 1;
- break;
+ return;
+ case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH: {
+ unsigned i;
+ GLint max_len = 0;
+ if (!has_xfb)
+ break;
+
+ for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
+ /* Add one for the terminating NUL character.
+ */
+ const GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]) + 1;
+
+ if (len > max_len)
+ max_len = len;
+ }
+
+ *params = max_len;
+ return;
+ }
case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
+ if (!has_xfb)
+ break;
*params = shProg->TransformFeedback.BufferMode;
- break;
-#endif
-#if FEATURE_ARB_geometry_shader4
- case GL_GEOMETRY_VERTICES_OUT_ARB:
- *params = shProg->Geom.VerticesOut;
- break;
- case GL_GEOMETRY_INPUT_TYPE_ARB:
- *params = shProg->Geom.InputType;
- break;
- case GL_GEOMETRY_OUTPUT_TYPE_ARB:
- *params = shProg->Geom.OutputType;
- break;
-#endif
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
+ return;
+ case GL_GEOMETRY_VERTICES_OUT:
+ if (!has_core_gs)
+ break;
+ if (check_gs_query(ctx, shProg))
+ *params = shProg->Geom.VerticesOut;
+ return;
+ case GL_GEOMETRY_SHADER_INVOCATIONS:
+ if (!has_core_gs || !ctx->Extensions.ARB_gpu_shader5)
+ break;
+ if (check_gs_query(ctx, shProg))
+ *params = shProg->Geom.Invocations;
+ return;
+ case GL_GEOMETRY_INPUT_TYPE:
+ if (!has_core_gs)
+ break;
+ if (check_gs_query(ctx, shProg))
+ *params = shProg->Geom.InputType;
+ return;
+ case GL_GEOMETRY_OUTPUT_TYPE:
+ if (!has_core_gs)
+ break;
+ if (check_gs_query(ctx, shProg))
+ *params = shProg->Geom.OutputType;
+ return;
+ case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: {
+ unsigned i;
+ GLint max_len = 0;
+
+ if (!has_ubo)
+ break;
+
+ for (i = 0; i < shProg->NumUniformBlocks; i++) {
+ /* Add one for the terminating NUL character.
+ */
+ const GLint len = strlen(shProg->UniformBlocks[i].Name) + 1;
+
+ if (len > max_len)
+ max_len = len;
+ }
+
+ *params = max_len;
return;
}
+ case GL_ACTIVE_UNIFORM_BLOCKS:
+ if (!has_ubo)
+ break;
+
+ *params = shProg->NumUniformBlocks;
+ return;
+ case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
+ /* This enum isn't part of the OES extension for OpenGL ES 2.0. It is
+ * only available with desktop OpenGL 3.0+ with the
+ * GL_ARB_get_program_binary extension or OpenGL ES 3.0.
+ *
+ * On desktop, we ignore the 3.0+ requirement because it is silly.
+ */
+ if (!_mesa_is_desktop_gl(ctx) && !_mesa_is_gles3(ctx))
+ break;
+
+ *params = shProg->BinaryRetreivableHint;
+ return;
+ case GL_PROGRAM_BINARY_LENGTH:
+ *params = 0;
+ return;
+ case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS:
+ if (!ctx->Extensions.ARB_shader_atomic_counters)
+ break;
+
+ *params = shProg->NumAtomicBuffers;
+ return;
+ case GL_COMPUTE_WORK_GROUP_SIZE: {
+ int i;
+ if (!_mesa_is_desktop_gl(ctx) || !ctx->Extensions.ARB_compute_shader)
+ break;
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramiv(program not "
+ "linked)");
+ return;
+ }
+ if (shProg->_LinkedShaders[MESA_SHADER_COMPUTE] == NULL) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetProgramiv(no compute "
+ "shaders)");
+ return;
+ }
+ for (i = 0; i < 3; i++)
+ params[i] = shProg->Comp.LocalSize[i];
+ return;
+ }
+ default:
+ break;
+ }
+
+ _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname=%s)",
+ _mesa_lookup_enum_by_nr(pname));
}
/**
- * Set/replace shader source code.
+ * Set/replace shader source code. A helper function used by
+ * glShaderSource[ARB] and glCreateShaderProgramEXT.
*/
static void
shader_source(struct gl_context *ctx, GLuint shader, const GLchar *source)
return;
/* free old shader source string and install new one */
- if (sh->Source) {
- free((void *) sh->Source);
- }
+ free((void *)sh->Source);
sh->Source = source;
sh->CompileStatus = GL_FALSE;
#ifdef DEBUG
if (!sh)
return;
- options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(sh->Type)];
+ options = &ctx->ShaderCompilerOptions[sh->Stage];
/* set default pragma state for shader */
sh->Pragmas = options->DefaultPragmas;
- /* this call will set the sh->CompileStatus field to indicate if
- * compilation was successful.
- */
- _mesa_glsl_compile_shader(ctx, sh);
+ if (!sh->Source) {
+ /* If the user called glCompileShader without first calling
+ * glShaderSource, we should fail to compile, but not raise a GL_ERROR.
+ */
+ sh->CompileStatus = GL_FALSE;
+ } else {
+ if (ctx->Shader.Flags & GLSL_DUMP) {
+ printf("GLSL source for %s shader %d:\n",
+ _mesa_shader_stage_to_string(sh->Stage), sh->Name);
+ printf("%s\n", sh->Source);
+ }
+
+ /* this call will set the shader->CompileStatus field to indicate if
+ * compilation was successful.
+ */
+ _mesa_glsl_compile_shader(ctx, sh, false, false);
+
+ if (ctx->Shader.Flags & GLSL_LOG) {
+ _mesa_write_shader_to_file(sh);
+ }
+
+ if (ctx->Shader.Flags & GLSL_DUMP) {
+ if (sh->CompileStatus) {
+ printf("GLSL IR for shader %d:\n", sh->Name);
+ _mesa_print_ir(sh->ir, NULL);
+ printf("\n\n");
+ } else {
+ printf("GLSL shader %d failed to compile.\n", sh->Name);
+ }
+ if (sh->InfoLog && sh->InfoLog[0] != 0) {
+ printf("GLSL shader %d info log:\n", sh->Name);
+ printf("%s\n", sh->InfoLog);
+ }
+ }
+
+ }
+
+ if (!sh->CompileStatus) {
+ if (ctx->Shader.Flags & GLSL_DUMP_ON_ERROR) {
+ fprintf(stderr, "GLSL source for %s shader %d:\n",
+ _mesa_shader_stage_to_string(sh->Stage), sh->Name);
+ fprintf(stderr, "%s\n", sh->Source);
+ fprintf(stderr, "Info Log:\n%s\n", sh->InfoLog);
+ fflush(stderr);
+ }
+
+ if (ctx->Shader.Flags & GLSL_REPORT_ERRORS) {
+ _mesa_debug(ctx, "Error compiling shader %u:\n%s\n",
+ sh->Name, sh->InfoLog);
+ }
+ }
}
link_program(struct gl_context *ctx, GLuint program)
{
struct gl_shader_program *shProg;
- struct gl_transform_feedback_object *obj =
- ctx->TransformFeedback.CurrentObject;
shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
if (!shProg)
return;
- if (obj->Active
- && (shProg == ctx->Shader.CurrentVertexProgram
- || shProg == ctx->Shader.CurrentGeometryProgram
- || shProg == ctx->Shader.CurrentFragmentProgram)) {
+ /* From the ARB_transform_feedback2 specification:
+ * "The error INVALID_OPERATION is generated by LinkProgram if <program> is
+ * the name of a program being used by one or more transform feedback
+ * objects, even if the objects are not currently bound or are paused."
+ */
+ if (_mesa_transform_feedback_is_using_program(ctx, shProg)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
- "glLinkProgram(transform feedback active");
+ "glLinkProgram(transform feedback is using the program)");
return;
}
_mesa_glsl_link_shader(ctx, shProg);
+ if (shProg->LinkStatus == GL_FALSE &&
+ (ctx->Shader.Flags & GLSL_REPORT_ERRORS)) {
+ _mesa_debug(ctx, "Error linking program %u:\n%s\n",
+ shProg->Name, shProg->InfoLog);
+ }
+
/* debug code */
if (0) {
GLuint i;
printf("Mesa: glUseProgram(%u)\n", shProg->Name);
for (i = 0; i < shProg->NumShaders; i++) {
- const char *s;
- switch (shProg->Shaders[i]->Type) {
- case GL_VERTEX_SHADER:
- s = "vertex";
- break;
- case GL_FRAGMENT_SHADER:
- s = "fragment";
- break;
- case GL_GEOMETRY_SHADER:
- s = "geometry";
- break;
- default:
- s = "";
- }
- printf(" %s shader %u, checksum %u\n", s,
+ printf(" %s shader %u, checksum %u\n",
+ _mesa_shader_stage_to_string(shProg->Shaders[i]->Stage),
shProg->Shaders[i]->Name,
shProg->Shaders[i]->SourceChecksum);
}
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX])
printf(" vert prog %u\n",
shProg->_LinkedShaders[MESA_SHADER_VERTEX]->Program->Id);
- if (shProg->FragmentProgram)
- printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
- if (shProg->GeometryProgram)
- printf(" geom prog %u\n", shProg->GeometryProgram->Base.Id);
+ if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT])
+ printf(" frag prog %u\n",
+ shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->Program->Id);
+ if (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY])
+ printf(" geom prog %u\n",
+ shProg->_LinkedShaders[MESA_SHADER_GEOMETRY]->Program->Id);
}
/**
*/
-static bool
+static void
use_shader_program(struct gl_context *ctx, GLenum type,
struct gl_shader_program *shProg)
{
struct gl_shader_program **target;
+ gl_shader_stage stage = _mesa_shader_enum_to_shader_stage(type);
- 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;
- }
- 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;
- }
- 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;
- }
- break;
-#endif
- default:
- return false;
- }
+ target = &ctx->Shader.CurrentProgram[stage];
+ if ((shProg == NULL) || (shProg->_LinkedShaders[stage] == NULL))
+ shProg = NULL;
if (*target != shProg) {
FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
+
+ /* If the shader is also bound as the current rendering shader, unbind
+ * it from that binding point as well. This ensures that the correct
+ * semantics of glDeleteProgram are maintained.
+ */
+ switch (type) {
+ case GL_VERTEX_SHADER:
+ /* Empty for now. */
+ break;
+ case GL_GEOMETRY_SHADER_ARB:
+ /* Empty for now. */
+ break;
+ case GL_COMPUTE_SHADER:
+ /* Empty for now. */
+ break;
+ case GL_FRAGMENT_SHADER:
+ if (*target == ctx->Shader._CurrentFragmentProgram) {
+ _mesa_reference_shader_program(ctx,
+ &ctx->Shader._CurrentFragmentProgram,
+ NULL);
+ }
+ break;
+ }
+
_mesa_reference_shader_program(ctx, target, shProg);
- return true;
+ return;
}
-
- return false;
}
/**
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);
+ use_shader_program(ctx, GL_COMPUTE_SHADER, shProg);
_mesa_active_program(ctx, shProg, "glUseProgram");
if (ctx->Driver.UseProgram)
}
-/**
- * Validate a program's samplers.
- * Specifically, check that there aren't two samplers of different types
- * pointing to the same texture unit.
- * \return GL_TRUE if valid, GL_FALSE if invalid
- */
-static GLboolean
-validate_samplers(const struct gl_program *prog, char *errMsg)
-{
- static const char *targetName[] = {
- "TEXTURE_BUFFER",
- "TEXTURE_2D_ARRAY",
- "TEXTURE_1D_ARRAY",
- "TEXTURE_CUBE",
- "TEXTURE_3D",
- "TEXTURE_RECT",
- "TEXTURE_2D",
- "TEXTURE_1D",
- };
- GLint targetUsed[MAX_COMBINED_TEXTURE_IMAGE_UNITS];
- GLbitfield samplersUsed = prog->SamplersUsed;
- GLuint i;
-
- assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
-
- if (samplersUsed == 0x0)
- return GL_TRUE;
-
- for (i = 0; i < Elements(targetUsed); i++)
- targetUsed[i] = -1;
-
- /* walk over bits which are set in 'samplers' */
- while (samplersUsed) {
- GLuint unit;
- gl_texture_index target;
- GLint sampler = _mesa_ffs(samplersUsed) - 1;
- assert(sampler >= 0);
- assert(sampler < Elements(prog->SamplerUnits));
- unit = prog->SamplerUnits[sampler];
- target = prog->SamplerTargets[sampler];
- 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_FALSE;
- }
- targetUsed[unit] = target;
- samplersUsed ^= (1 << sampler);
- }
-
- return GL_TRUE;
-}
-
-
/**
* Do validation of the given shader program.
* \param errMsg returns error message if validation fails.
validate_shader_program(const struct gl_shader_program *shProg,
char *errMsg)
{
- const struct gl_shader *vs = shProg->_LinkedShaders[MESA_SHADER_VERTEX];
- const struct gl_geometry_program *gp = shProg->GeometryProgram;
- const struct gl_fragment_program *fp = shProg->FragmentProgram;
-
if (!shProg->LinkStatus) {
return GL_FALSE;
}
* Check: any two active samplers in the current program object are of
* different types, but refer to the same texture image unit,
*/
- if (vs && !validate_samplers(vs->Program, errMsg)) {
+ if (!_mesa_sampler_uniforms_are_valid(shProg, errMsg, 100))
return GL_FALSE;
- }
- if (gp && !validate_samplers(&gp->Base, errMsg)) {
- return GL_FALSE;
- }
- if (fp && !validate_samplers(&fp->Base, errMsg)) {
- return GL_FALSE;
- }
return GL_TRUE;
}
}
-/* 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)
+_mesa_CompileShader(GLhandleARB shaderObj)
{
GET_CURRENT_CONTEXT(ctx);
if (MESA_VERBOSE & VERBOSE_API)
}
-/* 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)
void GLAPIENTRY
-_mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
+_mesa_GetShaderSource(GLhandleARB shader, GLsizei maxLength,
GLsizei *length, GLcharARB *sourceOut)
{
GET_CURRENT_CONTEXT(ctx);
void GLAPIENTRY
-_mesa_LinkProgramARB(GLhandleARB programObj)
+_mesa_LinkProgram(GLhandleARB programObj)
{
GET_CURRENT_CONTEXT(ctx);
link_program(ctx, programObj);
return NULL;
}
- buffer = (char *) malloc(max);
+ buffer = malloc(max);
len = fread(buffer, 1, max, f);
buffer[len] = 0;
* and pass it to _mesa_shader_source().
*/
void GLAPIENTRY
-_mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
- const GLcharARB ** string, const GLint * length)
+_mesa_ShaderSource(GLhandleARB shaderObj, GLsizei count,
+ const GLcharARB * const * string, const GLint * length)
{
GET_CURRENT_CONTEXT(ctx);
GLint *offsets;
* This array holds offsets of where the appropriate string ends, thus the
* last element will be set to the total length of the source code.
*/
- offsets = (GLint *) malloc(count * sizeof(GLint));
+ offsets = malloc(count * sizeof(GLint));
if (offsets == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
return;
* valgrind warnings in the parser/grammer code.
*/
totalLength = offsets[count - 1] + 2;
- source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
+ source = malloc(totalLength * sizeof(GLcharARB));
if (source == NULL) {
free((GLvoid *) offsets);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
void GLAPIENTRY
-_mesa_UseProgramObjectARB(GLhandleARB program)
+_mesa_UseProgram(GLhandleARB program)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg;
- struct gl_transform_feedback_object *obj =
- ctx->TransformFeedback.CurrentObject;
-
- ASSERT_OUTSIDE_BEGIN_END(ctx);
- if (obj->Active) {
+ if (_mesa_is_xfb_active_and_unpaused(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseProgram(transform feedback active)");
return;
void GLAPIENTRY
-_mesa_ValidateProgramARB(GLhandleARB program)
+_mesa_ValidateProgram(GLhandleARB program)
{
GET_CURRENT_CONTEXT(ctx);
validate_program(ctx, program);
}
-#ifdef FEATURE_ES2
+/**
+ * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
+ */
void GLAPIENTRY
_mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
GLint* range, GLint* precision)
switch (shadertype) {
case GL_VERTEX_SHADER:
- limits = &ctx->Const.VertexProgram;
+ limits = &ctx->Const.Program[MESA_SHADER_VERTEX];
break;
case GL_FRAGMENT_SHADER:
- limits = &ctx->Const.FragmentProgram;
+ limits = &ctx->Const.Program[MESA_SHADER_FRAGMENT];
break;
default:
_mesa_error(ctx, GL_INVALID_ENUM,
}
+/**
+ * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
+ */
void GLAPIENTRY
_mesa_ReleaseShaderCompiler(void)
{
}
+/**
+ * For OpenGL ES 2.0, GL_ARB_ES2_compatibility
+ */
void GLAPIENTRY
_mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
const void* binary, GLint length)
_mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
}
-#endif /* FEATURE_ES2 */
+void GLAPIENTRY
+_mesa_GetProgramBinary(GLuint program, GLsizei bufSize, GLsizei *length,
+ GLenum *binaryFormat, GLvoid *binary)
+{
+ struct gl_shader_program *shProg;
+ GET_CURRENT_CONTEXT(ctx);
+
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetProgramBinary");
+ if (!shProg)
+ return;
+
+ if (!shProg->LinkStatus) {
+ _mesa_error(ctx, GL_INVALID_OPERATION,
+ "glGetProgramBinary(program %u not linked)",
+ shProg->Name);
+ return;
+ }
+
+ if (bufSize < 0){
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramBinary(bufSize < 0)");
+ return;
+ }
+
+ /* The ARB_get_program_binary spec says:
+ *
+ * "If <length> is NULL, then no length is returned."
+ */
+ if (length != NULL)
+ *length = 0;
-#if FEATURE_ARB_geometry_shader4
+ (void) binaryFormat;
+ (void) binary;
+}
void GLAPIENTRY
-_mesa_ProgramParameteriARB(GLuint program, GLenum pname, GLint value)
+_mesa_ProgramBinary(GLuint program, GLenum binaryFormat,
+ const GLvoid *binary, GLsizei length)
{
struct gl_shader_program *shProg;
GET_CURRENT_CONTEXT(ctx);
- ASSERT_OUTSIDE_BEGIN_END(ctx);
+ shProg = _mesa_lookup_shader_program_err(ctx, program, "glProgramBinary");
+ if (!shProg)
+ return;
+
+ (void) binaryFormat;
+ (void) binary;
+ (void) length;
+ _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
+}
+
+
+void GLAPIENTRY
+_mesa_ProgramParameteri(GLuint program, GLenum pname, GLint value)
+{
+ struct gl_shader_program *shProg;
+ GET_CURRENT_CONTEXT(ctx);
shProg = _mesa_lookup_shader_program_err(ctx, program,
"glProgramParameteri");
return;
switch (pname) {
- case GL_GEOMETRY_VERTICES_OUT_ARB:
- if (value < 1 ||
- (unsigned) value > ctx->Const.MaxGeometryOutputVertices) {
+ case GL_PROGRAM_BINARY_RETRIEVABLE_HINT:
+ /* This enum isn't part of the OES extension for OpenGL ES 2.0, but it
+ * is part of OpenGL ES 3.0. For the ES2 case, this function shouldn't
+ * even be in the dispatch table, so we shouldn't need to expclicitly
+ * check here.
+ *
+ * On desktop, we ignore the 3.0+ requirement because it is silly.
+ */
+
+ /* The ARB_get_program_binary extension spec says:
+ *
+ * "An INVALID_VALUE error is generated if the <value> argument to
+ * ProgramParameteri is not TRUE or FALSE."
+ */
+ if (value != GL_TRUE && value != GL_FALSE) {
_mesa_error(ctx, GL_INVALID_VALUE,
- "glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
+ "glProgramParameteri(pname=%s, value=%d): "
+ "value must be 0 or 1.",
+ _mesa_lookup_enum_by_nr(pname),
value);
return;
}
- shProg->Geom.VerticesOut = value;
- break;
- case GL_GEOMETRY_INPUT_TYPE_ARB:
- switch (value) {
- case GL_POINTS:
- case GL_LINES:
- case GL_LINES_ADJACENCY_ARB:
- case GL_TRIANGLES:
- case GL_TRIANGLES_ADJACENCY_ARB:
- shProg->Geom.InputType = value;
- break;
- default:
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glProgramParameteri(geometry input type = %s",
- _mesa_lookup_enum_by_nr(value));
- return;
- }
- break;
- case GL_GEOMETRY_OUTPUT_TYPE_ARB:
- switch (value) {
- case GL_POINTS:
- case GL_LINE_STRIP:
- case GL_TRIANGLE_STRIP:
- shProg->Geom.OutputType = value;
- break;
- default:
- _mesa_error(ctx, GL_INVALID_VALUE,
- "glProgramParameteri(geometry output type = %s",
- _mesa_lookup_enum_by_nr(value));
- return;
- }
- break;
+
+ /* No need to notify the driver. Any changes will actually take effect
+ * the next time the shader is linked.
+ *
+ * The ARB_get_program_binary extension spec says:
+ *
+ * "To indicate that a program binary is likely to be retrieved,
+ * ProgramParameteri should be called with <pname>
+ * PROGRAM_BINARY_RETRIEVABLE_HINT and <value> TRUE. This setting
+ * will not be in effect until the next time LinkProgram or
+ * ProgramBinary has been called successfully."
+ *
+ * The resloution of issue 9 in the extension spec also says:
+ *
+ * "The application may use the PROGRAM_BINARY_RETRIEVABLE_HINT hint
+ * to indicate to the GL implementation that this program will
+ * likely be saved with GetProgramBinary at some point. This will
+ * give the GL implementation the opportunity to track any state
+ * changes made to the program before being saved such that when it
+ * is loaded again a recompile can be avoided."
+ */
+ shProg->BinaryRetreivableHint = value;
+ return;
default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteriARB(pname=%s)",
- _mesa_lookup_enum_by_nr(pname));
break;
}
-}
-#endif
+ _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteri(pname=%s)",
+ _mesa_lookup_enum_by_nr(pname));
+}
void
_mesa_use_shader_program(struct gl_context *ctx, GLenum type,
ctx->Driver.UseProgram(ctx, shProg);
}
+
+/**
+ * For GL_EXT_separate_shader_objects
+ */
void GLAPIENTRY
_mesa_UseShaderProgramEXT(GLenum type, GLuint program)
{
GET_CURRENT_CONTEXT(ctx);
struct gl_shader_program *shProg = NULL;
- ASSERT_OUTSIDE_BEGIN_END(ctx);
-
- if (!validate_shader_target(ctx, type)) {
+ if (!_mesa_validate_shader_target(ctx, type)) {
_mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
return;
}
- if (ctx->TransformFeedback.CurrentObject->Active) {
+ if (_mesa_is_xfb_active_and_unpaused(ctx)) {
_mesa_error(ctx, GL_INVALID_OPERATION,
"glUseShaderProgramEXT(transform feedback is active)");
return;
_mesa_use_shader_program(ctx, type, shProg);
}
+
+/**
+ * For GL_EXT_separate_shader_objects
+ */
void GLAPIENTRY
_mesa_ActiveProgramEXT(GLuint program)
{
return;
}
+
+/**
+ * For GL_EXT_separate_shader_objects
+ */
GLuint GLAPIENTRY
_mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string)
{
return program;
}
+
/**
- * Plug in shader-related functions into API dispatch table.
+ * Copy program-specific data generated by linking from the gl_shader_program
+ * object to a specific gl_program object.
*/
void
-_mesa_init_shader_dispatch(struct _glapi_table *exec)
-{
-#if FEATURE_GL
- /* GL_ARB_vertex/fragment_shader */
- SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
- SET_GetHandleARB(exec, _mesa_GetHandleARB);
- SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
- SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
- SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
- SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
- SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
- SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
- SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
- SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
- SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
- SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
- SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
- SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
- SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
- SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
-
- /* OpenGL 2.0 */
- SET_AttachShader(exec, _mesa_AttachShader);
- SET_CreateProgram(exec, _mesa_CreateProgram);
- SET_CreateShader(exec, _mesa_CreateShader);
- SET_DeleteProgram(exec, _mesa_DeleteProgram);
- SET_DeleteShader(exec, _mesa_DeleteShader);
- SET_DetachShader(exec, _mesa_DetachShader);
- SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
- SET_GetProgramiv(exec, _mesa_GetProgramiv);
- SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
- SET_GetShaderiv(exec, _mesa_GetShaderiv);
- SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
- SET_IsProgram(exec, _mesa_IsProgram);
- SET_IsShader(exec, _mesa_IsShader);
-
-#if FEATURE_ARB_vertex_shader
- SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
- SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
- SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
-#endif
-
-#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);
- SET_GetShaderPrecisionFormat(exec, _mesa_GetShaderPrecisionFormat);
-
-#endif /* FEATURE_GL */
+_mesa_copy_linked_program_data(gl_shader_stage type,
+ const struct gl_shader_program *src,
+ struct gl_program *dst)
+{
+ switch (type) {
+ case MESA_SHADER_VERTEX:
+ dst->UsesClipDistanceOut = src->Vert.UsesClipDistance;
+ break;
+ case MESA_SHADER_GEOMETRY: {
+ struct gl_geometry_program *dst_gp = (struct gl_geometry_program *) dst;
+ dst_gp->VerticesIn = src->Geom.VerticesIn;
+ dst_gp->VerticesOut = src->Geom.VerticesOut;
+ dst_gp->Invocations = src->Geom.Invocations;
+ dst_gp->InputType = src->Geom.InputType;
+ dst_gp->OutputType = src->Geom.OutputType;
+ dst->UsesClipDistanceOut = src->Geom.UsesClipDistance;
+ dst_gp->UsesEndPrimitive = src->Geom.UsesEndPrimitive;
+ }
+ break;
+ case MESA_SHADER_COMPUTE: {
+ struct gl_compute_program *dst_cp = (struct gl_compute_program *) dst;
+ int i;
+ for (i = 0; i < 3; i++)
+ dst_cp->LocalSize[i] = src->Comp.LocalSize[i];
+ }
+ break;
+ default:
+ break;
+ }
}
-