-/*\r
- * Mesa 3-D graphics library\r
- * Version: 6.3\r
- *\r
- * Copyright (C) 2005 Brian Paul All Rights Reserved.\r
- *\r
- * Permission is hereby granted, free of charge, to any person obtaining a\r
- * copy of this software and associated documentation files (the "Software"),\r
- * to deal in the Software without restriction, including without limitation\r
- * the rights to use, copy, modify, merge, publish, distribute, sublicense,\r
- * and/or sell copies of the Software, and to permit persons to whom the\r
- * Software is furnished to do so, subject to the following conditions:\r
- *\r
- * The above copyright notice and this permission notice shall be included\r
- * in all copies or substantial portions of the Software.\r
- *\r
- * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS\r
- * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
- * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL\r
- * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN\r
- * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN\r
- * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.\r
- */\r
-\r
-/**\r
- * \file shaderobjects_3dlabs.c\r
- * shader objects definitions for 3dlabs compiler\r
- * \author Michal Krol\r
- */\r
-\r
-\r
-#include "glheader.h"\r
-#include "shaderobjects.h"\r
-#include "shaderobjects_3dlabs.h"\r
-#include "context.h"\r
-#include "macros.h"\r
-#include "hash.h"\r
-\r
-\r
-struct gl2_unknown_obj\r
-{\r
- GLuint reference_count;\r
- void (* _destructor) (struct gl2_unknown_intf **);\r
-};\r
-\r
-struct gl2_unknown_impl\r
-{\r
- struct gl2_unknown_intf *_vftbl;\r
- struct gl2_unknown_obj _obj;\r
-};\r
-\r
-static void\r
-_unknown_destructor (struct gl2_unknown_intf **intf)\r
-{\r
-}\r
-\r
-static void\r
-_unknown_AddRef (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_unknown_impl *impl = (struct gl2_unknown_impl *) intf;\r
-\r
- impl->_obj.reference_count++;\r
-}\r
-\r
-static void\r
-_unknown_Release (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_unknown_impl *impl = (struct gl2_unknown_impl *) intf;\r
-\r
- impl->_obj.reference_count--;\r
- if (impl->_obj.reference_count == 0)\r
- {\r
- impl->_obj._destructor (intf);\r
- _mesa_free ((void *) intf);\r
- }\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_unknown_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_UNKNOWN)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return NULL;\r
-}\r
-\r
-static struct gl2_unknown_intf _unknown_vftbl = {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _unknown_QueryInterface\r
-};\r
-\r
-static void\r
-_unknown_constructor (struct gl2_unknown_impl *impl)\r
-{\r
- impl->_vftbl = &_unknown_vftbl;\r
- impl->_obj.reference_count = 1;\r
- impl->_obj._destructor = _unknown_destructor;\r
-}\r
-\r
-struct gl2_generic_obj\r
-{\r
- struct gl2_unknown_obj _unknown;\r
- GLhandleARB name;\r
- GLboolean delete_status;\r
- GLcharARB *info_log;\r
-};\r
-\r
-struct gl2_generic_impl\r
-{\r
- struct gl2_generic_intf *_vftbl;\r
- struct gl2_generic_obj _obj;\r
-};\r
-\r
-static void\r
-_generic_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- _mesa_free ((void *) impl->_obj.info_log);\r
-\r
- _glthread_LOCK_MUTEX (ctx->Shared->Mutex);\r
- _mesa_HashRemove (ctx->Shared->GL2Objects, impl->_obj.name);\r
- _glthread_UNLOCK_MUTEX (ctx->Shared->Mutex);\r
-\r
- _unknown_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_generic_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_GENERIC)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _unknown_QueryInterface (intf, uiid);\r
-}\r
-\r
-static void\r
-_generic_Delete (struct gl2_generic_intf **intf)\r
-{\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- if (impl->_obj.delete_status == GL_FALSE)\r
- {\r
- impl->_obj.delete_status = GL_TRUE;\r
- (**intf)._unknown.Release ((struct gl2_unknown_intf **) intf);\r
- }\r
-}\r
-\r
-static GLhandleARB\r
-_generic_GetName (struct gl2_generic_intf **intf)\r
-{\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- return impl->_obj.name;\r
-}\r
-\r
-static GLboolean\r
-_generic_GetDeleteStatus (struct gl2_generic_intf **intf)\r
-{\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- return impl->_obj.delete_status;\r
-}\r
-\r
-static const GLcharARB *\r
-_generic_GetInfoLog (struct gl2_generic_intf **intf)\r
-{\r
- struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;\r
-\r
- return impl->_obj.info_log;\r
-}\r
-\r
-static struct gl2_generic_intf _generic_vftbl = {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _generic_QueryInterface\r
- },\r
- _generic_Delete,\r
- NULL,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog\r
-};\r
-\r
-static void\r
-_generic_constructor (struct gl2_generic_impl *impl)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
-\r
- _unknown_constructor ((struct gl2_unknown_impl *) impl);\r
- impl->_vftbl = &_generic_vftbl;\r
- impl->_obj._unknown._destructor = _generic_destructor;\r
- impl->_obj.delete_status = GL_FALSE;\r
- impl->_obj.info_log = NULL;\r
-\r
- _glthread_LOCK_MUTEX (ctx->Shared->Mutex);\r
- impl->_obj.name = _mesa_HashFindFreeKeyBlock (ctx->Shared->GL2Objects, 1);\r
- _mesa_HashInsert (ctx->Shared->GL2Objects, impl->_obj.name, (void *) impl);\r
- _glthread_UNLOCK_MUTEX (ctx->Shared->Mutex);\r
-}\r
-\r
-struct gl2_container_obj\r
-{\r
- struct gl2_generic_obj _generic;\r
- struct gl2_generic_intf ***attached;\r
- GLuint attached_count;\r
-};\r
-\r
-struct gl2_container_impl\r
-{\r
- struct gl2_container_intf *_vftbl;\r
- struct gl2_container_obj _obj;\r
-};\r
-\r
-static void\r
-_container_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
- GLuint i;\r
-\r
- for (i = 0; i < impl->_obj.attached_count; i++)\r
- {\r
- struct gl2_generic_intf **x = impl->_obj.attached[i];\r
- (**x)._unknown.Release ((struct gl2_unknown_intf **) x);\r
- }\r
-\r
- _generic_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_container_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_CONTAINER)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _generic_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLboolean\r
-_container_Attach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
- GLuint i;\r
-\r
- for (i = 0; i < impl->_obj.attached_count; i++)\r
- if (impl->_obj.attached[i] == att)\r
- {\r
- _mesa_error (ctx, GL_INVALID_OPERATION, "_container_Attach");\r
- return GL_FALSE;\r
- }\r
-\r
- impl->_obj.attached = (struct gl2_generic_intf ***) _mesa_realloc (impl->_obj.attached,\r
- impl->_obj.attached_count * sizeof (*impl->_obj.attached), (impl->_obj.attached_count + 1) *\r
- sizeof (*impl->_obj.attached));\r
- if (impl->_obj.attached == NULL)\r
- return GL_FALSE;\r
-\r
- impl->_obj.attached[impl->_obj.attached_count] = att;\r
- impl->_obj.attached_count++;\r
- (**att)._unknown.AddRef ((struct gl2_unknown_intf **) att);\r
- return GL_TRUE;\r
-}\r
-\r
-static GLboolean\r
-_container_Detach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
- GLuint i, j;\r
-\r
- for (i = 0; i < impl->_obj.attached_count; i++)\r
- if (impl->_obj.attached[i] == att)\r
- {\r
- for (j = i; j < impl->_obj.attached_count - 1; j++)\r
- impl->_obj.attached[j] = impl->_obj.attached[j + 1];\r
- impl->_obj.attached = (struct gl2_generic_intf ***) _mesa_realloc (impl->_obj.attached,\r
- impl->_obj.attached_count * sizeof (*impl->_obj.attached),\r
- (impl->_obj.attached_count - 1) * sizeof (*impl->_obj.attached));\r
- impl->_obj.attached_count--;\r
- (**att)._unknown.Release ((struct gl2_unknown_intf **) att);\r
- return GL_TRUE;\r
- }\r
-\r
- _mesa_error (ctx, GL_INVALID_OPERATION, "_container_Detach");\r
- return GL_FALSE;\r
-}\r
-\r
-static GLsizei\r
-_container_GetAttachedCount (struct gl2_container_intf **intf)\r
-{\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
-\r
- return impl->_obj.attached_count;\r
-}\r
-\r
-static struct gl2_generic_intf **\r
-_container_GetAttached (struct gl2_container_intf **intf, GLuint index)\r
-{\r
- struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;\r
-\r
- (**impl->_obj.attached[index])._unknown.AddRef (\r
- (struct gl2_unknown_intf **)impl->_obj.attached[index]);\r
- return impl->_obj.attached[index];\r
-}\r
-\r
-static struct gl2_container_intf _container_vftbl = {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _container_QueryInterface,\r
- },\r
- _generic_Delete,\r
- NULL,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog,\r
- },\r
- _container_Attach,\r
- _container_Detach,\r
- _container_GetAttachedCount,\r
- _container_GetAttached\r
-};\r
-\r
-static void\r
-_container_constructor (struct gl2_container_impl *impl)\r
-{\r
- _generic_constructor ((struct gl2_generic_impl *) impl);\r
- impl->_vftbl = &_container_vftbl;\r
- impl->_obj._generic._unknown._destructor = _container_destructor;\r
- impl->_obj.attached = NULL;\r
- impl->_obj.attached_count = 0;\r
-}\r
-\r
-struct gl2_shader_obj\r
-{\r
- struct gl2_generic_obj _generic;\r
- GLboolean compile_status;\r
- GLcharARB *source;\r
- GLint *offsets;\r
- GLsizei offset_count;\r
-};\r
-\r
-struct gl2_shader_impl\r
-{\r
- struct gl2_shader_intf *_vftbl;\r
- struct gl2_shader_obj _obj;\r
-};\r
-\r
-static void\r
-_shader_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- _mesa_free ((void *) impl->_obj.source);\r
- _mesa_free ((void *) impl->_obj.offsets);\r
- _generic_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_SHADER)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _generic_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLenum\r
-_shader_GetType (struct gl2_generic_intf **intf)\r
-{\r
- return GL_SHADER_OBJECT_ARB;\r
-}\r
-\r
-static GLboolean\r
-_shader_GetCompileStatus (struct gl2_shader_intf **intf)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- return impl->_obj.compile_status;\r
-}\r
-\r
-static GLvoid\r
-_shader_SetSource (struct gl2_shader_intf **intf, GLcharARB *src, GLint *off, GLsizei cnt)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- _mesa_free ((void *) impl->_obj.source);\r
- impl->_obj.source = src;\r
- _mesa_free ((void *) impl->_obj.offsets);\r
- impl->_obj.offsets = off;\r
- impl->_obj.offset_count = cnt;\r
-}\r
-\r
-static const GLcharARB *\r
-_shader_GetSource (struct gl2_shader_intf **intf)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- return impl->_obj.source;\r
-}\r
-\r
-static GLvoid\r
-_shader_Compile (struct gl2_shader_intf **intf)\r
-{\r
- struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;\r
-\r
- impl->_obj.compile_status = GL_FALSE;\r
- _mesa_free ((void *) impl->_obj._generic.info_log);\r
- impl->_obj._generic.info_log = NULL;\r
-\r
- /* TODO compile */\r
-}\r
-\r
-static struct gl2_shader_intf _shader_vftbl = {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _shader_QueryInterface,\r
- },\r
- _generic_Delete,\r
- _shader_GetType,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog,\r
- },\r
- NULL,\r
- _shader_GetCompileStatus,\r
- _shader_SetSource,\r
- _shader_GetSource,\r
- _shader_Compile\r
-};\r
-\r
-static void\r
-_shader_constructor (struct gl2_shader_impl *impl)\r
-{\r
- _generic_constructor ((struct gl2_generic_impl *) impl);\r
- impl->_vftbl = &_shader_vftbl;\r
- impl->_obj._generic._unknown._destructor = _shader_destructor;\r
- impl->_obj.compile_status = GL_FALSE;\r
- impl->_obj.source = NULL;\r
- impl->_obj.offsets = NULL;\r
- impl->_obj.offset_count = 0;\r
-}\r
-\r
-struct gl2_program_obj\r
-{\r
- struct gl2_container_obj _container;\r
- GLboolean link_status;\r
- GLboolean validate_status;\r
-};\r
-\r
-struct gl2_program_impl\r
-{\r
- struct gl2_program_intf *_vftbl;\r
- struct gl2_program_obj _obj;\r
-};\r
-\r
-static void\r
-_program_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
- (void) impl;\r
- _container_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_program_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_PROGRAM)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _container_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLenum\r
-_program_GetType (struct gl2_generic_intf **intf)\r
-{\r
- return GL_PROGRAM_OBJECT_ARB;\r
-}\r
-\r
-static GLboolean\r
-_program_Attach (struct gl2_container_intf **intf, struct gl2_generic_intf **att)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_unknown_intf **sha;\r
-\r
- sha = (**att)._unknown.QueryInterface ((struct gl2_unknown_intf **) att, UIID_SHADER);\r
- if (sha == NULL)\r
- {\r
- _mesa_error (ctx, GL_INVALID_OPERATION, "_program_Attach");\r
- return GL_FALSE;\r
- }\r
-\r
- (**sha).Release (sha);\r
- return _container_Attach (intf, att);\r
-}\r
-\r
-static GLboolean\r
-_program_GetLinkStatus (struct gl2_program_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-\r
- return impl->_obj.link_status;\r
-}\r
-\r
-static GLboolean\r
-_program_GetValidateStatus (struct gl2_program_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-\r
- return impl->_obj.validate_status;\r
-}\r
-\r
-static GLvoid\r
-_program_Link (struct gl2_program_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-\r
- impl->_obj.link_status = GL_FALSE;\r
- _mesa_free ((void *) impl->_obj._container._generic.info_log);\r
- impl->_obj._container._generic.info_log = NULL;\r
-\r
- /* TODO link */\r
-}\r
-\r
-static GLvoid\r
-_program_Validate (struct gl2_program_intf **intf)\r
-{\r
- struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;\r
-\r
- impl->_obj.validate_status = GL_FALSE;\r
-\r
- /* TODO validate */\r
-}\r
-\r
-static struct gl2_program_intf _program_vftbl = {\r
- {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _program_QueryInterface,\r
- },\r
- _generic_Delete,\r
- _program_GetType,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog,\r
- },\r
- _program_Attach,\r
- _container_Detach,\r
- _container_GetAttachedCount,\r
- _container_GetAttached,\r
- },\r
- _program_GetLinkStatus,\r
- _program_GetValidateStatus,\r
- _program_Link,\r
- _program_Validate\r
-};\r
-\r
-static void\r
-_program_constructor (struct gl2_program_impl *impl)\r
-{\r
- _container_constructor ((struct gl2_container_impl *) impl);\r
- impl->_vftbl = &_program_vftbl;\r
- impl->_obj._container._generic._unknown._destructor = _program_destructor;\r
- impl->_obj.link_status = GL_FALSE;\r
- impl->_obj.validate_status = GL_FALSE;\r
-}\r
-\r
-struct gl2_fragment_shader_obj\r
-{\r
- struct gl2_shader_obj _shader;\r
-};\r
-\r
-struct gl2_fragment_shader_impl\r
-{\r
- struct gl2_fragment_shader_intf *_vftbl;\r
- struct gl2_fragment_shader_obj _obj;\r
-};\r
-\r
-static void\r
-_fragment_shader_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_fragment_shader_impl *impl = (struct gl2_fragment_shader_impl *) intf;\r
- (void) impl;\r
- /* TODO free fragment shader data */\r
-\r
- _shader_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_fragment_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_FRAGMENT_SHADER)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _shader_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLenum\r
-_fragment_shader_GetSubType (struct gl2_shader_intf **intf)\r
-{\r
- return GL_FRAGMENT_SHADER_ARB;\r
-}\r
-\r
-static struct gl2_fragment_shader_intf _fragment_shader_vftbl = {\r
- {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _fragment_shader_QueryInterface,\r
- },\r
- _generic_Delete,\r
- _shader_GetType,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog,\r
- },\r
- _fragment_shader_GetSubType,\r
- _shader_GetCompileStatus,\r
- _shader_SetSource,\r
- _shader_GetSource,\r
- _shader_Compile\r
- }\r
-};\r
-\r
-static void\r
-_fragment_shader_constructor (struct gl2_fragment_shader_impl *impl)\r
-{\r
- _shader_constructor ((struct gl2_shader_impl *) impl);\r
- impl->_vftbl = &_fragment_shader_vftbl;\r
- impl->_obj._shader._generic._unknown._destructor = _fragment_shader_destructor;\r
-}\r
-\r
-struct gl2_vertex_shader_obj\r
-{\r
- struct gl2_shader_obj _shader;\r
-};\r
-\r
-struct gl2_vertex_shader_impl\r
-{\r
- struct gl2_vertex_shader_intf *_vftbl;\r
- struct gl2_vertex_shader_obj _obj;\r
-};\r
-\r
-static void\r
-_vertex_shader_destructor (struct gl2_unknown_intf **intf)\r
-{\r
- struct gl2_vertex_shader_impl *impl = (struct gl2_vertex_shader_impl *) intf;\r
- (void) impl;\r
- /* TODO free vertex shader data */\r
-\r
- _shader_destructor (intf);\r
-}\r
-\r
-static struct gl2_unknown_intf **\r
-_vertex_shader_QueryInterface (struct gl2_unknown_intf **intf, enum gl2_uiid uiid)\r
-{\r
- if (uiid == UIID_VERTEX_SHADER)\r
- {\r
- (**intf).AddRef (intf);\r
- return intf;\r
- }\r
- return _shader_QueryInterface (intf, uiid);\r
-}\r
-\r
-static GLenum\r
-_vertex_shader_GetSubType (struct gl2_shader_intf **intf)\r
-{\r
- return GL_VERTEX_SHADER_ARB;\r
-}\r
-\r
-static struct gl2_vertex_shader_intf _vertex_shader_vftbl = {\r
- {\r
- {\r
- {\r
- _unknown_AddRef,\r
- _unknown_Release,\r
- _vertex_shader_QueryInterface,\r
- },\r
- _generic_Delete,\r
- _shader_GetType,\r
- _generic_GetName,\r
- _generic_GetDeleteStatus,\r
- _generic_GetInfoLog,\r
- },\r
- _vertex_shader_GetSubType,\r
- _shader_GetCompileStatus,\r
- _shader_SetSource,\r
- _shader_GetSource,\r
- _shader_Compile\r
- }\r
-};\r
-\r
-static void\r
-_vertex_shader_constructor (struct gl2_vertex_shader_impl *impl)\r
-{\r
- _shader_constructor ((struct gl2_shader_impl *) impl);\r
- impl->_vftbl = &_vertex_shader_vftbl;\r
- impl->_obj._shader._generic._unknown._destructor = _vertex_shader_destructor;\r
-}\r
-\r
-GLhandleARB\r
-_mesa_3dlabs_create_shader_object (GLenum shaderType)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- (void) ctx;\r
- switch (shaderType)\r
- {\r
- case GL_FRAGMENT_SHADER_ARB:\r
- {\r
- struct gl2_fragment_shader_impl *x = (struct gl2_fragment_shader_impl *) _mesa_malloc (\r
- sizeof (struct gl2_fragment_shader_impl));\r
-\r
- if (x != NULL)\r
- {\r
- _fragment_shader_constructor (x);\r
- return x->_obj._shader._generic.name;\r
- }\r
- }\r
- break;\r
- case GL_VERTEX_SHADER_ARB:\r
- {\r
- struct gl2_vertex_shader_impl *x = (struct gl2_vertex_shader_impl *) _mesa_malloc (\r
- sizeof (struct gl2_vertex_shader_impl));\r
-\r
- if (x != NULL)\r
- {\r
- _vertex_shader_constructor (x);\r
- return x->_obj._shader._generic.name;\r
- }\r
- }\r
- break;\r
- }\r
-\r
- return 0;\r
-}\r
-\r
-GLhandleARB\r
-_mesa_3dlabs_create_program_object (void)\r
-{\r
- GET_CURRENT_CONTEXT(ctx);\r
- struct gl2_program_impl *x = (struct gl2_program_impl *)\r
- _mesa_malloc (sizeof (struct gl2_program_impl));\r
-\r
- (void) ctx;\r
- if (x != NULL)\r
- {\r
- _program_constructor (x);\r
- return x->_obj._container._generic.name;\r
- }\r
-\r
- return 0;\r
-}\r
-\r
+/*
+ * Mesa 3-D graphics library
+ * Version: 6.5
+ *
+ * Copyright (C) 2005-2006 Brian Paul All Rights Reserved.
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * 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.
+ */
+
+/**
+ * \file shaderobjects_3dlabs.c
+ * shader objects definitions for 3dlabs compiler
+ * \author Michal Krol
+ */
+
+/* Set this to 1 when we are ready to use 3dlabs' front-end */
+#define USE_3DLABS_FRONTEND 0
+
+#include "imports.h"
+#include "hash.h"
+#include "macros.h"
+#include "shaderobjects.h"
+#include "shaderobjects_3dlabs.h"
+
+#if USE_3DLABS_FRONTEND
+#include "slang_mesa.h"
+#include "Public/ShaderLang.h"
+#else
+#include "slang_link.h"
+#endif
+
+#if FEATURE_ARB_shader_objects
+
+struct gl2_unknown_obj
+{
+ GLuint reference_count;
+ void (*_destructor) (struct gl2_unknown_intf **);
+};
+
+struct gl2_unknown_impl
+{
+ struct gl2_unknown_intf *_vftbl;
+ struct gl2_unknown_obj _obj;
+};
+
+static void
+_unknown_destructor(struct gl2_unknown_intf **intf)
+{
+}
+
+static void
+_unknown_AddRef(struct gl2_unknown_intf **intf)
+{
+ struct gl2_unknown_impl *impl = (struct gl2_unknown_impl *) intf;
+
+ impl->_obj.reference_count++;
+}
+
+static void
+_unknown_Release(struct gl2_unknown_intf **intf)
+{
+ struct gl2_unknown_impl *impl = (struct gl2_unknown_impl *) intf;
+
+ impl->_obj.reference_count--;
+ if (impl->_obj.reference_count == 0) {
+ impl->_obj._destructor(intf);
+ _mesa_free((void *) intf);
+ }
+}
+
+static struct gl2_unknown_intf **
+_unknown_QueryInterface(struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_UNKNOWN) {
+ (**intf).AddRef(intf);
+ return intf;
+ }
+ return NULL;
+}
+
+static struct gl2_unknown_intf _unknown_vftbl = {
+ _unknown_AddRef,
+ _unknown_Release,
+ _unknown_QueryInterface
+};
+
+static void
+_unknown_constructor(struct gl2_unknown_impl *impl)
+{
+ impl->_vftbl = &_unknown_vftbl;
+ impl->_obj.reference_count = 1;
+ impl->_obj._destructor = _unknown_destructor;
+}
+
+struct gl2_unkinner_obj
+{
+ struct gl2_unknown_intf **unkouter;
+};
+
+struct gl2_unkinner_impl
+{
+ struct gl2_unknown_intf *_vftbl;
+ struct gl2_unkinner_obj _obj;
+};
+
+static void
+_unkinner_destructor(struct gl2_unknown_intf **intf)
+{
+}
+
+static void
+_unkinner_AddRef(struct gl2_unknown_intf **intf)
+{
+ struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;
+
+ (**impl->_obj.unkouter).AddRef(impl->_obj.unkouter);
+}
+
+static void
+_unkinner_Release(struct gl2_unknown_intf **intf)
+{
+ struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;
+
+ (**impl->_obj.unkouter).Release(impl->_obj.unkouter);
+}
+
+static struct gl2_unknown_intf **
+_unkinner_QueryInterface(struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ struct gl2_unkinner_impl *impl = (struct gl2_unkinner_impl *) intf;
+
+ return (**impl->_obj.unkouter).QueryInterface(impl->_obj.unkouter, uiid);
+}
+
+static struct gl2_unknown_intf _unkinner_vftbl = {
+ _unkinner_AddRef,
+ _unkinner_Release,
+ _unkinner_QueryInterface
+};
+
+static void
+_unkinner_constructor(struct gl2_unkinner_impl *impl,
+ struct gl2_unknown_intf **outer)
+{
+ impl->_vftbl = &_unkinner_vftbl;
+ impl->_obj.unkouter = outer;
+}
+
+struct gl2_generic_obj
+{
+ struct gl2_unknown_obj _unknown;
+ GLhandleARB name;
+ GLboolean delete_status;
+ GLcharARB *info_log;
+};
+
+struct gl2_generic_impl
+{
+ struct gl2_generic_intf *_vftbl;
+ struct gl2_generic_obj _obj;
+};
+
+static void
+_generic_destructor(struct gl2_unknown_intf **intf)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ _mesa_free((void *) impl->_obj.info_log);
+
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ _mesa_HashRemove(ctx->Shared->GL2Objects, impl->_obj.name);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+
+ _unknown_destructor(intf);
+}
+
+static struct gl2_unknown_intf **
+_generic_QueryInterface(struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_GENERIC) {
+ (**intf).AddRef(intf);
+ return intf;
+ }
+ return _unknown_QueryInterface(intf, uiid);
+}
+
+static void
+_generic_Delete(struct gl2_generic_intf **intf)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ if (impl->_obj.delete_status == GL_FALSE) {
+ impl->_obj.delete_status = GL_TRUE;
+ (**intf)._unknown.Release((struct gl2_unknown_intf **) intf);
+ }
+}
+
+static GLhandleARB
+_generic_GetName(struct gl2_generic_intf **intf)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ return impl->_obj.name;
+}
+
+static GLboolean
+_generic_GetDeleteStatus(struct gl2_generic_intf **intf)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) intf;
+
+ return impl->_obj.delete_status;
+}
+
+static GLvoid
+_generic_GetInfoLog(struct gl2_generic_intf **intf, GLsizei maxlen,
+ GLcharARB * infolog)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) (intf);
+
+ if (maxlen > 0) {
+ _mesa_strncpy(infolog, impl->_obj.info_log, maxlen - 1);
+ infolog[maxlen - 1] = '\0';
+ }
+}
+
+static GLsizei
+_generic_GetInfoLogLength(struct gl2_generic_intf **intf)
+{
+ struct gl2_generic_impl *impl = (struct gl2_generic_impl *) (intf);
+
+ if (impl->_obj.info_log == NULL)
+ return 1;
+ return _mesa_strlen(impl->_obj.info_log) + 1;
+}
+
+static struct gl2_generic_intf _generic_vftbl = {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _generic_QueryInterface},
+ _generic_Delete,
+ NULL, /* abstract GetType */
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog,
+ _generic_GetInfoLogLength
+};
+
+static void
+_generic_constructor(struct gl2_generic_impl *impl)
+{
+ GET_CURRENT_CONTEXT(ctx);
+
+ _unknown_constructor((struct gl2_unknown_impl *) impl);
+ impl->_vftbl = &_generic_vftbl;
+ impl->_obj._unknown._destructor = _generic_destructor;
+ impl->_obj.delete_status = GL_FALSE;
+ impl->_obj.info_log = NULL;
+
+ _glthread_LOCK_MUTEX(ctx->Shared->Mutex);
+ impl->_obj.name = _mesa_HashFindFreeKeyBlock(ctx->Shared->GL2Objects, 1);
+ _mesa_HashInsert(ctx->Shared->GL2Objects, impl->_obj.name, (void *) impl);
+ _glthread_UNLOCK_MUTEX(ctx->Shared->Mutex);
+}
+
+struct gl2_container_obj
+{
+ struct gl2_generic_obj _generic;
+ struct gl2_generic_intf ***attached;
+ GLuint attached_count;
+};
+
+struct gl2_container_impl
+{
+ struct gl2_container_intf *_vftbl;
+ struct gl2_container_obj _obj;
+};
+
+static void
+_container_destructor(struct gl2_unknown_intf **intf)
+{
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+ GLuint i;
+
+ for (i = 0; i < impl->_obj.attached_count; i++) {
+ struct gl2_generic_intf **x = impl->_obj.attached[i];
+ (**x)._unknown.Release((struct gl2_unknown_intf **) x);
+ }
+
+ _generic_destructor(intf);
+}
+
+static struct gl2_unknown_intf **
+_container_QueryInterface(struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_CONTAINER) {
+ (**intf).AddRef(intf);
+ return intf;
+ }
+ return _generic_QueryInterface(intf, uiid);
+}
+
+static GLboolean
+_container_Attach(struct gl2_container_intf **intf,
+ struct gl2_generic_intf **att)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+ GLuint i;
+
+ for (i = 0; i < impl->_obj.attached_count; i++)
+ if (impl->_obj.attached[i] == att) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "_container_Attach");
+ return GL_FALSE;
+ }
+
+ impl->_obj.attached = (struct gl2_generic_intf ***)
+ _mesa_realloc(impl->_obj.attached,
+ impl->_obj.attached_count * sizeof(*impl->_obj.attached),
+ (impl->_obj.attached_count + 1) * sizeof(*impl->_obj.attached));
+ if (impl->_obj.attached == NULL)
+ return GL_FALSE;
+
+ impl->_obj.attached[impl->_obj.attached_count] = att;
+ impl->_obj.attached_count++;
+ (**att)._unknown.AddRef((struct gl2_unknown_intf **) att);
+ return GL_TRUE;
+}
+
+static GLboolean
+_container_Detach(struct gl2_container_intf **intf,
+ struct gl2_generic_intf **att)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+ GLuint i, j;
+
+ for (i = 0; i < impl->_obj.attached_count; i++)
+ if (impl->_obj.attached[i] == att) {
+ for (j = i; j < impl->_obj.attached_count - 1; j++)
+ impl->_obj.attached[j] = impl->_obj.attached[j + 1];
+ impl->_obj.attached = (struct gl2_generic_intf ***)
+ _mesa_realloc(impl->_obj.attached,
+ impl->_obj.attached_count * sizeof(*impl->_obj.attached),
+ (impl->_obj.attached_count - 1) * sizeof(*impl->_obj.attached));
+ impl->_obj.attached_count--;
+ (**att)._unknown.Release((struct gl2_unknown_intf **) att);
+ return GL_TRUE;
+ }
+
+ _mesa_error(ctx, GL_INVALID_OPERATION, "_container_Detach");
+ return GL_FALSE;
+}
+
+static GLsizei
+_container_GetAttachedCount(struct gl2_container_intf **intf)
+{
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+
+ return impl->_obj.attached_count;
+}
+
+static struct gl2_generic_intf **
+_container_GetAttached(struct gl2_container_intf **intf, GLuint index)
+{
+ struct gl2_container_impl *impl = (struct gl2_container_impl *) intf;
+
+ (**impl->_obj.attached[index])._unknown.AddRef((struct gl2_unknown_intf **)
+ impl->_obj.attached[index]);
+ return impl->_obj.attached[index];
+}
+
+static struct gl2_container_intf _container_vftbl = {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _container_QueryInterface
+ },
+ _generic_Delete,
+ NULL, /* abstract GetType */
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog,
+ _generic_GetInfoLogLength
+ },
+ _container_Attach,
+ _container_Detach,
+ _container_GetAttachedCount,
+ _container_GetAttached
+};
+
+static void
+_container_constructor(struct gl2_container_impl *impl)
+{
+ _generic_constructor((struct gl2_generic_impl *) impl);
+ impl->_vftbl = &_container_vftbl;
+ impl->_obj._generic._unknown._destructor = _container_destructor;
+ impl->_obj.attached = NULL;
+ impl->_obj.attached_count = 0;
+}
+
+struct gl2_3dlabs_shhandle_obj
+{
+ struct gl2_unkinner_obj _unknown;
+#if USE_3DLABS_FRONTEND
+ ShHandle handle;
+#endif
+};
+
+struct gl2_3dlabs_shhandle_impl
+{
+ struct gl2_3dlabs_shhandle_intf *_vftbl;
+ struct gl2_3dlabs_shhandle_obj _obj;
+};
+
+static void
+_3dlabs_shhandle_destructor(struct gl2_unknown_intf **intf)
+{
+#if USE_3DLABS_FRONTEND
+ struct gl2_3dlabs_shhandle_impl *impl =
+ (struct gl2_3dlabs_shhandle_impl *) intf;
+ ShDestruct(impl->_obj.handle);
+#endif
+ _unkinner_destructor(intf);
+}
+
+static GLvoid *
+_3dlabs_shhandle_GetShHandle(struct gl2_3dlabs_shhandle_intf **intf)
+{
+#if USE_3DLABS_FRONTEND
+ struct gl2_3dlabs_shhandle_impl *impl =
+ (struct gl2_3dlabs_shhandle_impl *) intf;
+ return impl->_obj.handle;
+#else
+ return NULL;
+#endif
+}
+
+static struct gl2_3dlabs_shhandle_intf _3dlabs_shhandle_vftbl = {
+ {
+ _unkinner_AddRef,
+ _unkinner_Release,
+ _unkinner_QueryInterface},
+ _3dlabs_shhandle_GetShHandle
+};
+
+static void
+_3dlabs_shhandle_constructor(struct gl2_3dlabs_shhandle_impl *impl,
+ struct gl2_unknown_intf **outer)
+{
+ _unkinner_constructor((struct gl2_unkinner_impl *) impl, outer);
+ impl->_vftbl = &_3dlabs_shhandle_vftbl;
+#if USE_3DLABS_FRONTEND
+ impl->_obj.handle = NULL;
+#endif
+}
+
+struct gl2_shader_obj
+{
+ struct gl2_generic_obj _generic;
+ struct gl2_3dlabs_shhandle_impl _3dlabs_shhandle;
+ GLboolean compile_status;
+ GLcharARB *source;
+ GLint *offsets;
+ GLsizei offset_count;
+ slang_code_object code;
+};
+
+struct gl2_shader_impl
+{
+ struct gl2_shader_intf *_vftbl;
+ struct gl2_shader_obj _obj;
+};
+
+static void
+_shader_destructor(struct gl2_unknown_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+
+ _mesa_free((void *) impl->_obj.source);
+ _mesa_free((void *) impl->_obj.offsets);
+ _slang_code_object_dtr(&impl->_obj.code);
+ _3dlabs_shhandle_destructor((struct gl2_unknown_intf **) &impl->_obj.
+ _3dlabs_shhandle._vftbl);
+ _generic_destructor(intf);
+}
+
+static struct gl2_unknown_intf **
+_shader_QueryInterface(struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+#if USE_3DLABS_FRONTEND
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+#endif
+
+ if (uiid == UIID_SHADER) {
+ (**intf).AddRef(intf);
+ return intf;
+ }
+#if USE_3DLABS_FRONTEND
+ if (uiid == UIID_3DLABS_SHHANDLE) {
+ (**intf).AddRef(intf);
+ return (struct gl2_unknown_intf **) &impl->_obj._3dlabs_shhandle._vftbl;
+ }
+#endif
+ return _generic_QueryInterface(intf, uiid);
+}
+
+static GLenum
+_shader_GetType(struct gl2_generic_intf **intf)
+{
+ return GL_SHADER_OBJECT_ARB;
+}
+
+static GLvoid
+_shader_GetInfoLog(struct gl2_generic_intf **intf, GLsizei maxlen,
+ GLcharARB * infolog)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) (intf);
+
+ if (maxlen > 0) {
+ if (impl->_obj._generic.info_log != NULL) {
+ GLsizei len = _mesa_strlen(impl->_obj._generic.info_log);
+ if (len > maxlen - 1)
+ len = maxlen - 1;
+ _mesa_memcpy(infolog, impl->_obj._generic.info_log, len);
+ infolog += len;
+ maxlen -= len;
+ }
+ if (impl->_obj.code.machine.infolog != NULL &&
+ impl->_obj.code.machine.infolog->text != NULL) {
+ GLsizei len = _mesa_strlen(impl->_obj.code.machine.infolog->text);
+ if (len > maxlen - 1)
+ len = maxlen - 1;
+ _mesa_memcpy(infolog, impl->_obj.code.machine.infolog->text, len);
+ }
+ infolog[maxlen - 1] = '\0';
+ }
+}
+
+static GLsizei
+_shader_GetInfoLogLength(struct gl2_generic_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) (intf);
+ GLsizei length = 1;
+
+ if (impl->_obj._generic.info_log != NULL)
+ length += _mesa_strlen(impl->_obj._generic.info_log);
+ if (impl->_obj.code.machine.infolog != NULL &&
+ impl->_obj.code.machine.infolog->text != NULL)
+ length += _mesa_strlen(impl->_obj.code.machine.infolog->text);
+ return length;
+}
+
+static GLboolean
+_shader_GetCompileStatus(struct gl2_shader_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+
+ return impl->_obj.compile_status;
+}
+
+static GLvoid
+_shader_SetSource(struct gl2_shader_intf **intf, GLcharARB * src, GLint * off,
+ GLsizei cnt)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+
+ _mesa_free((void *) impl->_obj.source);
+ impl->_obj.source = src;
+ _mesa_free((void *) impl->_obj.offsets);
+ impl->_obj.offsets = off;
+ impl->_obj.offset_count = cnt;
+}
+
+static const GLcharARB *
+_shader_GetSource(struct gl2_shader_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+
+ return impl->_obj.source;
+}
+
+static GLvoid
+_shader_Compile(struct gl2_shader_intf **intf)
+{
+ struct gl2_shader_impl *impl = (struct gl2_shader_impl *) intf;
+#if USE_3DLABS_FRONTEND
+ char **strings;
+ TBuiltInResource res;
+#else
+ slang_unit_type type;
+ slang_info_log info_log;
+#endif
+
+ impl->_obj.compile_status = GL_FALSE;
+ _mesa_free((void *) impl->_obj._generic.info_log);
+ impl->_obj._generic.info_log = NULL;
+
+#if USE_3DLABS_FRONTEND
+ /* 3dlabs compiler expects us to feed it with null-terminated string array,
+ we've got only one big string with offsets, so we must split it; but when
+ there's only one string to deal with, we pass its address directly */
+
+ if (impl->_obj.offset_count <= 1)
+ strings = &impl->_obj.source;
+ else {
+ GLsizei i, offset = 0;
+
+ strings =
+ (char **) _mesa_malloc(impl->_obj.offset_count * sizeof(char *));
+ if (strings == NULL)
+ return;
+
+ for (i = 0; i < impl->_obj.offset_count; i++) {
+ GLsizei size = impl->_obj.offsets[i] - offset;
+
+ strings[i] = (char *) _mesa_malloc((size + 1) * sizeof(char));
+ if (strings[i] == NULL) {
+ GLsizei j;
+
+ for (j = 0; j < i; j++)
+ _mesa_free(strings[j]);
+ _mesa_free(strings);
+ return;
+ }
+
+ _mesa_memcpy(strings[i], impl->_obj.source + offset,
+ size * sizeof(char));
+ strings[i][size] = '\0';
+ offset = impl->_obj.offsets[i];
+ }
+ }
+
+ /* TODO set these fields to some REAL numbers */
+ res.maxLights = 8;
+ res.maxClipPlanes = 6;
+ res.maxTextureUnits = 2;
+ res.maxTextureCoords = 2;
+ res.maxVertexAttribs = 8;
+ res.maxVertexUniformComponents = 64;
+ res.maxVaryingFloats = 8;
+ res.maxVertexTextureImageUnits = 2;
+ res.maxCombinedTextureImageUnits = 2;
+ res.maxTextureImageUnits = 2;
+ res.maxFragmentUniformComponents = 64;
+ res.maxDrawBuffers = 1;
+
+ if (ShCompile
+ (impl->_obj._3dlabs_shhandle._obj.handle, strings,
+ impl->_obj.offset_count, EShOptFull, &res, 0))
+ impl->_obj.compile_status = GL_TRUE;
+ if (impl->_obj.offset_count > 1) {
+ GLsizei i;
+
+ for (i = 0; i < impl->_obj.offset_count; i++)
+ _mesa_free(strings[i]);
+ _mesa_free(strings);
+ }
+
+ impl->_obj._generic.info_log =
+ _mesa_strdup(ShGetInfoLog(impl->_obj._3dlabs_shhandle._obj.handle));
+#else
+ if (impl->_vftbl->GetSubType(intf) == GL_FRAGMENT_SHADER)
+ type = slang_unit_fragment_shader;
+ else
+ type = slang_unit_vertex_shader;
+ slang_info_log_construct(&info_log);
+ if (_slang_compile(impl->_obj.source, &impl->_obj.code, type, &info_log))
+ impl->_obj.compile_status = GL_TRUE;
+ if (info_log.text != NULL)
+ impl->_obj._generic.info_log = _mesa_strdup(info_log.text);
+ else if (impl->_obj.compile_status)
+ impl->_obj._generic.info_log = _mesa_strdup("Compile OK.\n");
+ else
+ impl->_obj._generic.info_log = _mesa_strdup("Compile failed.\n");
+ slang_info_log_destruct(&info_log);
+#endif
+}
+
+static struct gl2_shader_intf _shader_vftbl = {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _shader_QueryInterface
+ },
+ _generic_Delete,
+ _shader_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _shader_GetInfoLog,
+ _shader_GetInfoLogLength
+ },
+ NULL, /* abstract GetSubType */
+ _shader_GetCompileStatus,
+ _shader_SetSource,
+ _shader_GetSource,
+ _shader_Compile
+};
+
+static void
+_shader_constructor(struct gl2_shader_impl *impl)
+{
+ _generic_constructor((struct gl2_generic_impl *) impl);
+ _3dlabs_shhandle_constructor(&impl->_obj._3dlabs_shhandle,
+ (struct gl2_unknown_intf **)
+ &impl->_vftbl);
+ impl->_vftbl = &_shader_vftbl;
+ impl->_obj._generic._unknown._destructor = _shader_destructor;
+ impl->_obj.compile_status = GL_FALSE;
+ impl->_obj.source = NULL;
+ impl->_obj.offsets = NULL;
+ impl->_obj.offset_count = 0;
+ _slang_code_object_ctr(&impl->_obj.code);
+}
+
+struct gl2_program_obj
+{
+ struct gl2_container_obj _container;
+ GLboolean link_status;
+ GLboolean validate_status;
+#if USE_3DLABS_FRONTEND
+ ShHandle linker;
+ ShHandle uniforms;
+#endif
+ slang_program prog;
+};
+
+struct gl2_program_impl
+{
+ struct gl2_program_intf *_vftbl;
+ struct gl2_program_obj _obj;
+};
+
+static void
+_program_destructor(struct gl2_unknown_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+#if USE_3DLABS_FRONTEND
+ ShDestruct(impl->_obj.linker);
+ ShDestruct(impl->_obj.uniforms);
+#endif
+ _container_destructor(intf);
+ _slang_program_dtr(&impl->_obj.prog);
+}
+
+static struct gl2_unknown_intf **
+_program_QueryInterface(struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_PROGRAM) {
+ (**intf).AddRef(intf);
+ return intf;
+ }
+ return _container_QueryInterface(intf, uiid);
+}
+
+static GLenum
+_program_GetType(struct gl2_generic_intf **intf)
+{
+ return GL_PROGRAM_OBJECT_ARB;
+}
+
+static GLboolean
+_program_Attach(struct gl2_container_intf **intf,
+ struct gl2_generic_intf **att)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_unknown_intf **sha;
+
+ sha =
+ (**att)._unknown.QueryInterface((struct gl2_unknown_intf **) att,
+ UIID_SHADER);
+ if (sha == NULL) {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "_program_Attach");
+ return GL_FALSE;
+ }
+
+ (**sha).Release(sha);
+ return _container_Attach(intf, att);
+}
+
+static GLboolean
+_program_GetLinkStatus(struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+
+ return impl->_obj.link_status;
+}
+
+static GLboolean
+_program_GetValidateStatus(struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+
+ return impl->_obj.validate_status;
+}
+
+static GLvoid
+_program_Link(struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+#if USE_3DLABS_FRONTEND
+ ShHandle *handles;
+#endif
+ GLuint i, count;
+ slang_code_object *code[2];
+ GLboolean all_compiled = GL_TRUE;
+
+ impl->_obj.link_status = GL_FALSE;
+ _mesa_free((void *) impl->_obj._container._generic.info_log);
+ impl->_obj._container._generic.info_log = NULL;
+ _slang_program_rst(&impl->_obj.prog);
+
+#if USE_3DLABS_FRONTEND
+ handles =
+ (ShHandle *) _mesa_malloc(impl->_obj._container.attached_count *
+ sizeof(ShHandle));
+ if (handles == NULL)
+ return;
+
+ for (i = 0; i < impl->_obj._container.attached_count; i++) {
+ struct gl2_generic_intf **gen = impl->_obj._container.attached[i];
+ struct gl2_3dlabs_shhandle_intf **sh;
+
+ sh =
+ (struct gl2_3dlabs_shhandle_intf **) (**gen)._unknown.
+ QueryInterface((struct gl2_unknown_intf **) gen,
+ UIID_3DLABS_SHHANDLE);
+ if (sh != NULL) {
+ handles[i] = (**sh).GetShHandle(sh);
+ (**sh)._unknown.Release((struct gl2_unknown_intf **) sh);
+ }
+ else {
+ _mesa_free(handles);
+ return;
+ }
+ }
+
+ if (ShLink(impl->_obj.linker, handles, impl->_obj._container.attached_count,
+ impl->_obj.uniforms, NULL, NULL))
+ impl->_obj.link_status = GL_TRUE;
+
+ impl->_obj._container._generic.info_log =
+ _mesa_strdup(ShGetInfoLog(impl->_obj.linker));
+#else
+ count = impl->_obj._container.attached_count;
+ if (count > 2)
+ return;
+
+ for (i = 0; i < count; i++) {
+ struct gl2_generic_intf **obj;
+ struct gl2_unknown_intf **unk;
+ struct gl2_shader_impl *sha;
+
+ obj = impl->_obj._container.attached[i];
+ unk =
+ (**obj)._unknown.QueryInterface((struct gl2_unknown_intf **) obj,
+ UIID_SHADER);
+ if (unk == NULL)
+ return;
+ sha = (struct gl2_shader_impl *) unk;
+ code[i] = &sha->_obj.code;
+ all_compiled = all_compiled && sha->_obj.compile_status;
+ (**unk).Release(unk);
+ }
+
+ impl->_obj.link_status = all_compiled;
+ if (!impl->_obj.link_status) {
+ impl->_obj._container._generic.info_log =
+ _mesa_strdup
+ ("Error: One or more shaders has not successfully compiled.\n");
+ return;
+ }
+
+ impl->_obj.link_status = _slang_link(&impl->_obj.prog, code, count);
+ if (!impl->_obj.link_status) {
+ impl->_obj._container._generic.info_log =
+ _mesa_strdup("Link failed.\n");
+ return;
+ }
+
+ impl->_obj._container._generic.info_log = _mesa_strdup("Link OK.\n");
+#endif
+}
+
+static GLvoid
+_program_Validate(struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+
+ impl->_obj.validate_status = GL_FALSE;
+ _mesa_free((void *) impl->_obj._container._generic.info_log);
+ impl->_obj._container._generic.info_log = NULL;
+
+ /* TODO validate */
+}
+
+static GLvoid
+write_common_fixed(slang_program * pro, GLuint index, const GLvoid * src,
+ GLuint off, GLuint size)
+{
+ GLuint i;
+
+ for (i = 0; i < SLANG_SHADER_MAX; i++) {
+ GLuint addr;
+
+ addr = pro->common_fixed_entries[i][index];
+ if (addr != ~0) {
+ GLubyte *dst;
+
+ dst = (GLubyte *) pro->machines[i]->mem + addr + off * size;
+ _mesa_memcpy(dst, src, size);
+ }
+ }
+}
+
+static GLvoid
+write_common_fixed_mat4(slang_program * pro, GLmatrix * matrix, GLuint off,
+ GLuint i, GLuint ii, GLuint it, GLuint iit)
+{
+ GLfloat mat[16];
+
+ /* we want inverse matrix */
+ if (!matrix->inv) {
+ /* allocate inverse matrix and make it dirty */
+ _math_matrix_alloc_inv(matrix);
+ _math_matrix_loadf(matrix, matrix->m);
+ }
+ _math_matrix_analyse(matrix);
+
+ write_common_fixed(pro, i, matrix->m, off, 16 * sizeof(GLfloat));
+
+ /* inverse */
+ write_common_fixed(pro, ii, matrix->inv, off, 16 * sizeof(GLfloat));
+
+ /* transpose */
+ _math_transposef(mat, matrix->m);
+ write_common_fixed(pro, it, mat, off, 16 * sizeof(GLfloat));
+
+ /* inverse transpose */
+ _math_transposef(mat, matrix->inv);
+ write_common_fixed(pro, iit, mat, off, 16 * sizeof(GLfloat));
+}
+
+static GLvoid
+write_common_fixed_material(GLcontext * ctx, slang_program * pro, GLuint i,
+ GLuint e, GLuint a, GLuint d, GLuint sp,
+ GLuint sh)
+{
+ GLfloat v[17];
+
+ COPY_4FV(v, ctx->Light.Material.Attrib[e]);
+ COPY_4FV((v + 4), ctx->Light.Material.Attrib[a]);
+ COPY_4FV((v + 8), ctx->Light.Material.Attrib[d]);
+ COPY_4FV((v + 12), ctx->Light.Material.Attrib[sp]);
+ v[16] = ctx->Light.Material.Attrib[sh][0];
+ write_common_fixed(pro, i, v, 0, 17 * sizeof(GLfloat));
+}
+
+static GLvoid
+write_common_fixed_light_model_product(GLcontext * ctx, slang_program * pro,
+ GLuint i, GLuint e, GLuint a)
+{
+ GLfloat v[4];
+
+ SCALE_4V(v, ctx->Light.Material.Attrib[a], ctx->Light.Model.Ambient);
+ ACC_4V(v, ctx->Light.Material.Attrib[e]);
+ write_common_fixed(pro, i, v, 0, 4 * sizeof(GLfloat));
+}
+
+static GLvoid
+write_common_fixed_light_product(GLcontext * ctx, slang_program * pro,
+ GLuint off, GLuint i, GLuint a, GLuint d,
+ GLuint s)
+{
+ GLfloat v[12];
+
+ SCALE_4V(v, ctx->Light.Light[off].Ambient, ctx->Light.Material.Attrib[a]);
+ SCALE_4V((v + 4), ctx->Light.Light[off].Diffuse,
+ ctx->Light.Material.Attrib[d]);
+ SCALE_4V((v + 8), ctx->Light.Light[off].Specular,
+ ctx->Light.Material.Attrib[s]);
+ write_common_fixed(pro, i, v, off, 12 * sizeof(GLfloat));
+}
+
+static GLvoid
+_program_UpdateFixedUniforms(struct gl2_program_intf **intf)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint i;
+ GLfloat v[29];
+ GLfloat *p;
+
+ /* MODELVIEW matrix */
+ write_common_fixed_mat4(pro, ctx->ModelviewMatrixStack.Top, 0,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIX,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSE,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_MODELVIEWMATRIXINVERSETRANSPOSE);
+
+ /* PROJECTION matrix */
+ write_common_fixed_mat4(pro, ctx->ProjectionMatrixStack.Top, 0,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIX,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSE,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_PROJECTIONMATRIXINVERSETRANSPOSE);
+
+ /* MVP matrix */
+ write_common_fixed_mat4(pro, &ctx->_ModelProjectMatrix, 0,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIX,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSE,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_MODELVIEWPROJECTIONMATRIXINVERSETRANSPOSE);
+
+ for (i = 0; i < ctx->Const.MaxTextureCoordUnits; i++) {
+ /* TEXTURE matrix */
+ write_common_fixed_mat4(pro, ctx->TextureMatrixStack[i].Top, i,
+ SLANG_COMMON_FIXED_TEXTUREMATRIX,
+ SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSE,
+ SLANG_COMMON_FIXED_TEXTUREMATRIXTRANSPOSE,
+ SLANG_COMMON_FIXED_TEXTUREMATRIXINVERSETRANSPOSE);
+
+ /* EYE_PLANE texture-coordinate generation */
+ write_common_fixed(pro, SLANG_COMMON_FIXED_EYEPLANES,
+ ctx->Texture.Unit[i].EyePlaneS, i,
+ 4 * sizeof(GLfloat));
+ write_common_fixed(pro, SLANG_COMMON_FIXED_EYEPLANET,
+ ctx->Texture.Unit[i].EyePlaneT, i,
+ 4 * sizeof(GLfloat));
+ write_common_fixed(pro, SLANG_COMMON_FIXED_EYEPLANER,
+ ctx->Texture.Unit[i].EyePlaneR, i,
+ 4 * sizeof(GLfloat));
+ write_common_fixed(pro, SLANG_COMMON_FIXED_EYEPLANEQ,
+ ctx->Texture.Unit[i].EyePlaneQ, i,
+ 4 * sizeof(GLfloat));
+
+ /* OBJECT_PLANE texture-coordinate generation */
+ write_common_fixed(pro, SLANG_COMMON_FIXED_OBJECTPLANES,
+ ctx->Texture.Unit[i].ObjectPlaneS, i,
+ 4 * sizeof(GLfloat));
+ write_common_fixed(pro, SLANG_COMMON_FIXED_OBJECTPLANET,
+ ctx->Texture.Unit[i].ObjectPlaneT, i,
+ 4 * sizeof(GLfloat));
+ write_common_fixed(pro, SLANG_COMMON_FIXED_OBJECTPLANER,
+ ctx->Texture.Unit[i].ObjectPlaneR, i,
+ 4 * sizeof(GLfloat));
+ write_common_fixed(pro, SLANG_COMMON_FIXED_OBJECTPLANEQ,
+ ctx->Texture.Unit[i].ObjectPlaneQ, i,
+ 4 * sizeof(GLfloat));
+ }
+
+ /* NORMAL matrix - upper 3x3 inverse transpose of MODELVIEW matrix */
+ p = ctx->ModelviewMatrixStack.Top->inv;
+ v[0] = p[0];
+ v[1] = p[4];
+ v[2] = p[8];
+ v[3] = p[1];
+ v[4] = p[5];
+ v[5] = p[9];
+ v[6] = p[2];
+ v[7] = p[6];
+ v[8] = p[10];
+ write_common_fixed(pro, SLANG_COMMON_FIXED_NORMALMATRIX, v, 0,
+ 9 * sizeof(GLfloat));
+
+ /* normal scale */
+ write_common_fixed(pro, SLANG_COMMON_FIXED_NORMALSCALE,
+ &ctx->_ModelViewInvScale, 0, sizeof(GLfloat));
+
+ /* depth range parameters */
+ v[0] = ctx->Viewport.Near;
+ v[1] = ctx->Viewport.Far;
+ v[2] = ctx->Viewport.Far - ctx->Viewport.Near;
+ write_common_fixed(pro, SLANG_COMMON_FIXED_DEPTHRANGE, v, 0,
+ 3 * sizeof(GLfloat));
+
+ /* CLIP_PLANEi */
+ for (i = 0; i < ctx->Const.MaxClipPlanes; i++) {
+ write_common_fixed(pro, SLANG_COMMON_FIXED_CLIPPLANE,
+ ctx->Transform.EyeUserPlane[i], i,
+ 4 * sizeof(GLfloat));
+ }
+
+ /* point parameters */
+ v[0] = ctx->Point.Size;
+ v[1] = ctx->Point.MinSize;
+ v[2] = ctx->Point.MaxSize;
+ v[3] = ctx->Point.Threshold;
+ COPY_3FV((v + 4), ctx->Point.Params);
+ write_common_fixed(pro, SLANG_COMMON_FIXED_POINT, v, 0,
+ 7 * sizeof(GLfloat));
+
+ /* material parameters */
+ write_common_fixed_material(ctx, pro, SLANG_COMMON_FIXED_FRONTMATERIAL,
+ MAT_ATTRIB_FRONT_EMISSION,
+ MAT_ATTRIB_FRONT_AMBIENT,
+ MAT_ATTRIB_FRONT_DIFFUSE,
+ MAT_ATTRIB_FRONT_SPECULAR,
+ MAT_ATTRIB_FRONT_SHININESS);
+ write_common_fixed_material(ctx, pro, SLANG_COMMON_FIXED_BACKMATERIAL,
+ MAT_ATTRIB_BACK_EMISSION,
+ MAT_ATTRIB_BACK_AMBIENT,
+ MAT_ATTRIB_BACK_DIFFUSE,
+ MAT_ATTRIB_BACK_SPECULAR,
+ MAT_ATTRIB_BACK_SHININESS);
+
+ for (i = 0; i < ctx->Const.MaxLights; i++) {
+ /* light source parameters */
+ COPY_4FV(v, ctx->Light.Light[i].Ambient);
+ COPY_4FV((v + 4), ctx->Light.Light[i].Diffuse);
+ COPY_4FV((v + 8), ctx->Light.Light[i].Specular);
+ COPY_4FV((v + 12), ctx->Light.Light[i].EyePosition);
+ COPY_2FV((v + 16), ctx->Light.Light[i].EyePosition);
+ v[18] = ctx->Light.Light[i].EyePosition[2] + 1.0f;
+ NORMALIZE_3FV((v + 16));
+ v[19] = 0.0f;
+ COPY_3V((v + 20), ctx->Light.Light[i].EyeDirection);
+ v[23] = ctx->Light.Light[i].SpotExponent;
+ v[24] = ctx->Light.Light[i].SpotCutoff;
+ v[25] = ctx->Light.Light[i]._CosCutoffNeg;
+ v[26] = ctx->Light.Light[i].ConstantAttenuation;
+ v[27] = ctx->Light.Light[i].LinearAttenuation;
+ v[28] = ctx->Light.Light[i].QuadraticAttenuation;
+ write_common_fixed(pro, SLANG_COMMON_FIXED_LIGHTSOURCE, v, i,
+ 29 * sizeof(GLfloat));
+
+ /* light product */
+ write_common_fixed_light_product(ctx, pro, i,
+ SLANG_COMMON_FIXED_FRONTLIGHTPRODUCT,
+ MAT_ATTRIB_FRONT_AMBIENT,
+ MAT_ATTRIB_FRONT_DIFFUSE,
+ MAT_ATTRIB_FRONT_SPECULAR);
+ write_common_fixed_light_product(ctx, pro, i,
+ SLANG_COMMON_FIXED_BACKLIGHTPRODUCT,
+ MAT_ATTRIB_BACK_AMBIENT,
+ MAT_ATTRIB_BACK_DIFFUSE,
+ MAT_ATTRIB_BACK_SPECULAR);
+ }
+
+ /* light model parameters */
+ write_common_fixed(pro, SLANG_COMMON_FIXED_LIGHTMODEL,
+ ctx->Light.Model.Ambient, 0, 4 * sizeof(GLfloat));
+
+ /* light model product */
+ write_common_fixed_light_model_product(ctx, pro,
+ SLANG_COMMON_FIXED_FRONTLIGHTMODELPRODUCT,
+ MAT_ATTRIB_FRONT_EMISSION,
+ MAT_ATTRIB_FRONT_AMBIENT);
+ write_common_fixed_light_model_product(ctx, pro,
+ SLANG_COMMON_FIXED_BACKLIGHTMODELPRODUCT,
+ MAT_ATTRIB_BACK_EMISSION,
+ MAT_ATTRIB_BACK_AMBIENT);
+
+ /* TEXTURE_ENV_COLOR */
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++) {
+ write_common_fixed(pro, SLANG_COMMON_FIXED_TEXTUREENVCOLOR,
+ ctx->Texture.Unit[i].EnvColor, i,
+ 4 * sizeof(GLfloat));
+ }
+
+ /* fog parameters */
+ COPY_4FV(v, ctx->Fog.Color);
+ v[4] = ctx->Fog.Density;
+ v[5] = ctx->Fog.Start;
+ v[6] = ctx->Fog.End;
+ v[7] = ctx->Fog._Scale;
+ write_common_fixed(pro, SLANG_COMMON_FIXED_FOG, v, 0, 8 * sizeof(GLfloat));
+}
+
+static GLvoid
+_program_UpdateFixedAttrib(struct gl2_program_intf **intf, GLuint index,
+ GLvoid * data, GLuint offset, GLuint size,
+ GLboolean write)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint addr;
+
+ addr = pro->vertex_fixed_entries[index];
+ if (addr != ~0) {
+ GLubyte *mem;
+
+ mem =
+ (GLubyte *) pro->machines[SLANG_SHADER_VERTEX]->mem + addr +
+ offset * size;
+ if (write)
+ _mesa_memcpy(mem, data, size);
+ else
+ _mesa_memcpy(data, mem, size);
+ }
+}
+
+
+/**
+ * Called during fragment shader execution to either load a varying
+ * register with values, or fetch values from a varying register.
+ * \param intf the internal program?
+ * \param index which varying register, one of the SLANG_FRAGMENT_FIXED_*
+ * values for example.
+ * \param data source values to load (or dest to write to)
+ * \param offset indicates a texture unit or generic varying attribute
+ * \param size number of bytes to copy
+ * \param write if true, write to the varying register, else store values
+ * in 'data'
+ */
+static GLvoid
+_program_UpdateFixedVarying(struct gl2_program_intf **intf, GLuint index,
+ GLvoid * data,
+ GLuint offset, GLuint size, GLboolean write)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint addr;
+
+ addr = pro->fragment_fixed_entries[index];
+ if (addr != ~0) {
+ GLubyte *mem;
+
+ mem =
+ (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr +
+ offset * size;
+ if (write)
+ _mesa_memcpy(mem, data, size);
+ else
+ _mesa_memcpy(data, mem, size);
+ }
+}
+
+static GLvoid
+_program_GetTextureImageUsage(struct gl2_program_intf **intf,
+ GLbitfield * teximageusage)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint i;
+
+ for (i = 0; i < ctx->Const.MaxTextureImageUnits; i++)
+ teximageusage[i] = 0;
+
+ for (i = 0; i < pro->texture_usage.count; i++) {
+ GLuint n, addr, j;
+
+ n = slang_export_data_quant_elements(pro->texture_usage.table[i].quant);
+ addr = pro->texture_usage.table[i].frag_address;
+ for (j = 0; j < n; j++) {
+ GLubyte *mem;
+ GLuint image;
+
+ mem =
+ (GLubyte *) pro->machines[SLANG_SHADER_FRAGMENT]->mem + addr +
+ j * 4;
+ image = (GLuint) * ((GLfloat *) mem);
+ if (image >= 0 && image < ctx->Const.MaxTextureImageUnits) {
+ switch (slang_export_data_quant_type
+ (pro->texture_usage.table[i].quant)) {
+ case GL_SAMPLER_1D_ARB:
+ case GL_SAMPLER_1D_SHADOW_ARB:
+ teximageusage[image] |= TEXTURE_1D_BIT;
+ break;
+ case GL_SAMPLER_2D_ARB:
+ case GL_SAMPLER_2D_SHADOW_ARB:
+ teximageusage[image] |= TEXTURE_2D_BIT;
+ break;
+ case GL_SAMPLER_3D_ARB:
+ teximageusage[image] |= TEXTURE_3D_BIT;
+ break;
+ case GL_SAMPLER_CUBE_ARB:
+ teximageusage[image] |= TEXTURE_CUBE_BIT;
+ break;
+ }
+ }
+ }
+ }
+
+ /* TODO: make sure that for 0<=i<=MaxTextureImageUint bitcount(teximageuint[i])<=0 */
+}
+
+static GLboolean
+_program_IsShaderPresent(struct gl2_program_intf **intf, GLenum subtype)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+
+ switch (subtype) {
+ case GL_VERTEX_SHADER_ARB:
+ return pro->machines[SLANG_SHADER_VERTEX] != NULL;
+ case GL_FRAGMENT_SHADER_ARB:
+ return pro->machines[SLANG_SHADER_FRAGMENT] != NULL;
+ default:
+ return GL_FALSE;
+ }
+}
+
+static GLvoid
+get_active_variable(slang_active_variable * var, GLsizei maxLength,
+ GLsizei * length, GLint * size, GLenum * type,
+ GLchar * name)
+{
+ GLsizei len;
+
+ len = _mesa_strlen(var->name);
+ if (len >= maxLength)
+ len = maxLength - 1;
+ if (length != NULL)
+ *length = len;
+ *size = slang_export_data_quant_elements(var->quant);
+ *type = slang_export_data_quant_type(var->quant);
+ _mesa_memcpy(name, var->name, len);
+ name[len] = '\0';
+}
+
+static GLuint
+get_active_variable_max_length(slang_active_variables * vars)
+{
+ GLuint i, len = 0;
+
+ for (i = 0; i < vars->count; i++) {
+ GLuint n = _mesa_strlen(vars->table[i].name);
+ if (n > len)
+ len = n;
+ }
+ return len;
+}
+
+static GLvoid
+_program_GetActiveUniform(struct gl2_program_intf **intf, GLuint index,
+ GLsizei maxLength, GLsizei * length, GLint * size,
+ GLenum * type, GLchar * name)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_active_variable *u = &impl->_obj.prog.active_uniforms.table[index];
+
+ get_active_variable(u, maxLength, length, size, type, name);
+}
+
+static GLuint
+_program_GetActiveUniformMaxLength(struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+
+ return get_active_variable_max_length(&impl->_obj.prog.active_uniforms);
+}
+
+static GLuint
+_program_GetActiveUniformCount(struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+
+ return impl->_obj.prog.active_uniforms.count;
+}
+
+static GLint
+_program_GetUniformLocation(struct gl2_program_intf **intf,
+ const GLchar * name)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_uniform_bindings *bind = &impl->_obj.prog.uniforms;
+ GLuint i;
+
+ for (i = 0; i < bind->count; i++)
+ if (_mesa_strcmp(bind->table[i].name, name) == 0)
+ return i;
+ return -1;
+}
+
+/**
+ * Write a uniform variable into program's memory.
+ * \return GL_TRUE for success, GL_FALSE if error
+ */
+static GLboolean
+_program_WriteUniform(struct gl2_program_intf **intf, GLint loc,
+ GLsizei count, const GLvoid * data, GLenum type)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_uniform_bindings *uniforms = &impl->_obj.prog.uniforms;
+ slang_uniform_binding *uniform;
+ GLuint i;
+ GLboolean convert_float_to_bool = GL_FALSE;
+ GLboolean convert_int_to_bool = GL_FALSE;
+ GLboolean convert_int_to_float = GL_FALSE;
+ GLboolean types_match = GL_FALSE;
+
+ if (loc < 0 || loc >= uniforms->count)
+ return GL_FALSE;
+
+ uniform = &uniforms->table[loc];
+ /* TODO: check sizes */
+ if (slang_export_data_quant_struct(uniform->quant))
+ return GL_FALSE;
+
+ switch (slang_export_data_quant_type(uniform->quant)) {
+ case GL_BOOL_ARB:
+ types_match = (type == GL_FLOAT) || (type == GL_INT);
+ if (type == GL_FLOAT)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC2_ARB:
+ types_match = (type == GL_FLOAT_VEC2_ARB) || (type == GL_INT_VEC2_ARB);
+ if (type == GL_FLOAT_VEC2_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC3_ARB:
+ types_match = (type == GL_FLOAT_VEC3_ARB) || (type == GL_INT_VEC3_ARB);
+ if (type == GL_FLOAT_VEC3_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_BOOL_VEC4_ARB:
+ types_match = (type == GL_FLOAT_VEC4_ARB) || (type == GL_INT_VEC4_ARB);
+ if (type == GL_FLOAT_VEC4_ARB)
+ convert_float_to_bool = GL_TRUE;
+ else
+ convert_int_to_bool = GL_TRUE;
+ break;
+ case GL_SAMPLER_1D_ARB:
+ case GL_SAMPLER_2D_ARB:
+ case GL_SAMPLER_3D_ARB:
+ case GL_SAMPLER_CUBE_ARB:
+ case GL_SAMPLER_1D_SHADOW_ARB:
+ case GL_SAMPLER_2D_SHADOW_ARB:
+ types_match = (type == GL_INT);
+ break;
+ default:
+ types_match = (type == slang_export_data_quant_type(uniform->quant));
+ break;
+ }
+
+ if (!types_match)
+ return GL_FALSE;
+
+ switch (type) {
+ case GL_INT:
+ case GL_INT_VEC2_ARB:
+ case GL_INT_VEC3_ARB:
+ case GL_INT_VEC4_ARB:
+ convert_int_to_float = GL_TRUE;
+ break;
+ }
+
+ for (i = 0; i < SLANG_SHADER_MAX; i++) {
+ if (uniform->address[i] != ~0) {
+ void *dest
+ = &impl->_obj.prog.machines[i]->mem[uniform->address[i] / 4];
+ /* total number of values to copy */
+ GLuint total
+ = count * slang_export_data_quant_components(uniform->quant);
+ GLuint j;
+ if (convert_float_to_bool) {
+ const GLfloat *src = (GLfloat *) (data);
+ GLfloat *dst = (GLfloat *) dest;
+ for (j = 0; j < total; j++)
+ dst[j] = src[j] != 0.0f ? 1.0f : 0.0f;
+ break;
+ }
+ else if (convert_int_to_bool) {
+ const GLint *src = (GLint *) (data);
+ GLfloat *dst = (GLfloat *) dest;
+ for (j = 0; j < total; j++)
+ dst[j] = src[j] ? 1.0f : 0.0f;
+ break;
+ }
+ else if (convert_int_to_float) {
+ const GLint *src = (GLint *) (data);
+ GLfloat *dst = (GLfloat *) dest;
+ for (j = 0; j < total; j++)
+ dst[j] = (GLfloat) src[j];
+ break;
+ }
+ else {
+ _mesa_memcpy(dest, data, total * sizeof(GLfloat));
+ break;
+ }
+ break;
+ }
+ }
+ return GL_TRUE;
+}
+
+/**
+ * Read a uniform variable from program's memory.
+ * \return GL_TRUE for success, GL_FALSE if error
+ */
+static GLboolean
+_program_ReadUniform(struct gl2_program_intf **intf, GLint loc,
+ GLsizei count, GLvoid *data, GLenum type)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ const slang_uniform_bindings *uniforms = &impl->_obj.prog.uniforms;
+ const slang_uniform_binding *uniform;
+ GLuint i;
+ GLboolean convert_bool_to_float = GL_FALSE;
+ GLboolean convert_bool_to_int = GL_FALSE;
+ GLboolean convert_float_to_int = GL_FALSE;
+ GLboolean types_match = GL_FALSE;
+
+ if (loc < 0 || loc >= uniforms->count)
+ return GL_FALSE;
+
+ uniform = &uniforms->table[loc];
+
+ if (slang_export_data_quant_struct(uniform->quant))
+ return GL_FALSE;
+
+ switch (slang_export_data_quant_type(uniform->quant)) {
+ case GL_BOOL_ARB:
+ types_match = (type == GL_FLOAT) || (type == GL_INT);
+ if (type == GL_FLOAT)
+ convert_bool_to_float = GL_TRUE;
+ else
+ convert_bool_to_int = GL_TRUE;
+ break;
+ case GL_BOOL_VEC2_ARB:
+ types_match = (type == GL_FLOAT_VEC2_ARB) || (type == GL_INT_VEC2_ARB);
+ if (type == GL_FLOAT_VEC2_ARB)
+ convert_bool_to_float = GL_TRUE;
+ else
+ convert_bool_to_int = GL_TRUE;
+ break;
+ case GL_BOOL_VEC3_ARB:
+ types_match = (type == GL_FLOAT_VEC3_ARB) || (type == GL_INT_VEC3_ARB);
+ if (type == GL_FLOAT_VEC3_ARB)
+ convert_bool_to_float = GL_TRUE;
+ else
+ convert_bool_to_int = GL_TRUE;
+ break;
+ case GL_BOOL_VEC4_ARB:
+ types_match = (type == GL_FLOAT_VEC4_ARB) || (type == GL_INT_VEC4_ARB);
+ if (type == GL_FLOAT_VEC4_ARB)
+ convert_bool_to_float = GL_TRUE;
+ else
+ convert_bool_to_int = GL_TRUE;
+ break;
+ case GL_SAMPLER_1D_ARB:
+ case GL_SAMPLER_2D_ARB:
+ case GL_SAMPLER_3D_ARB:
+ case GL_SAMPLER_CUBE_ARB:
+ case GL_SAMPLER_1D_SHADOW_ARB:
+ case GL_SAMPLER_2D_SHADOW_ARB:
+ types_match = (type == GL_INT);
+ break;
+ default:
+ /* uniform is a float type */
+ types_match = (type == GL_FLOAT);
+ break;
+ }
+
+ if (!types_match)
+ return GL_FALSE;
+
+ switch (type) {
+ case GL_INT:
+ case GL_INT_VEC2_ARB:
+ case GL_INT_VEC3_ARB:
+ case GL_INT_VEC4_ARB:
+ convert_float_to_int = GL_TRUE;
+ break;
+ }
+
+ for (i = 0; i < SLANG_SHADER_MAX; i++) {
+ if (uniform->address[i] != ~0) {
+ /* XXX if bools are really implemented as floats, some of this
+ * could probably be culled out.
+ */
+ const void *source
+ = &impl->_obj.prog.machines[i]->mem[uniform->address[i] / 4];
+ /* total number of values to copy */
+ const GLuint total
+ = count * slang_export_data_quant_components(uniform->quant);
+ GLuint j;
+ if (convert_bool_to_float) {
+ GLfloat *dst = (GLfloat *) (data);
+ const GLfloat *src = (GLfloat *) source;
+ for (j = 0; j < total; j++)
+ dst[j] = src[j] == 0.0 ? 0.0 : 1.0;
+ }
+ else if (convert_bool_to_int) {
+ GLint *dst = (GLint *) (data);
+ const GLfloat *src = (GLfloat *) source;
+ for (j = 0; j < total; j++)
+ dst[j] = src[j] == 0.0 ? 0 : 1;
+ }
+ else if (convert_float_to_int) {
+ GLint *dst = (GLint *) (data);
+ const GLfloat *src = (GLfloat *) source;
+ for (j = 0; j < total; j++)
+ dst[j] = (GLint) src[j];
+ }
+ else {
+ /* no type conversion needed */
+ _mesa_memcpy(data, source, total * sizeof(GLfloat));
+ }
+ break;
+ } /* if */
+ } /* for */
+
+ return GL_TRUE;
+}
+
+
+static GLvoid
+_program_GetActiveAttrib(struct gl2_program_intf **intf, GLuint index,
+ GLsizei maxLength, GLsizei * length, GLint * size,
+ GLenum * type, GLchar * name)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_active_variable *a = &impl->_obj.prog.active_attribs.table[index];
+
+ get_active_variable(a, maxLength, length, size, type, name);
+}
+
+static GLuint
+_program_GetActiveAttribMaxLength(struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+
+ return get_active_variable_max_length(&impl->_obj.prog.active_attribs);
+}
+
+static GLuint
+_program_GetActiveAttribCount(struct gl2_program_intf **intf)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+
+ return impl->_obj.prog.active_attribs.count;
+}
+
+static GLint
+_program_GetAttribLocation(struct gl2_program_intf **intf,
+ const GLchar * name)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_attrib_bindings *attribs = &impl->_obj.prog.attribs;
+ GLuint i;
+
+ for (i = 0; i < attribs->binding_count; i++)
+ if (_mesa_strcmp(attribs->bindings[i].name, name) == 0)
+ return attribs->bindings[i].first_slot_index;
+ return -1;
+}
+
+static GLvoid
+_program_OverrideAttribBinding(struct gl2_program_intf **intf, GLuint index,
+ const GLchar * name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_program *pro = &impl->_obj.prog;
+
+ if (!_slang_attrib_overrides_add(&pro->attrib_overrides, index, name))
+ _mesa_error(ctx, GL_OUT_OF_MEMORY, "_program_OverrideAttribBinding");
+}
+
+static GLvoid
+_program_WriteAttrib(struct gl2_program_intf **intf, GLuint index,
+ const GLfloat * value)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) (intf);
+ slang_program *pro = &impl->_obj.prog;
+ slang_attrib_slot *slot = &pro->attribs.slots[index];
+
+ /*
+ * Generic attributes can be allocated in a shader with scalar, vec
+ * or mat type. For scalar and vec types (specifically float, vec2
+ * and vec3) this is simple - just ignore the extra components. For
+ * mat type this is more complicated - the vertex_shader spec
+ * requires to store every column of a matrix in a separate attrib
+ * slot. To prvent from overwriting data from neighbouring matrix
+ * columns, the "fill" information is kept to know how many
+ * components to copy.
+ */
+
+ if (slot->addr != ~0)
+ _mesa_memcpy(&pro->machines[SLANG_SHADER_VERTEX]->mem[slot->addr / 4].
+ _float, value, slot->fill * sizeof(GLfloat));
+}
+
+static GLvoid
+_program_UpdateVarying(struct gl2_program_intf **intf, GLuint index,
+ GLfloat * value, GLboolean vert)
+{
+ struct gl2_program_impl *impl = (struct gl2_program_impl *) intf;
+ slang_program *pro = &impl->_obj.prog;
+ GLuint addr;
+
+ if (index >= pro->varyings.slot_count)
+ return;
+ if (vert)
+ addr = pro->varyings.slots[index].vert_addr / 4;
+ else
+ addr = pro->varyings.slots[index].frag_addr / 4;
+ if (addr != ~0) {
+ if (vert)
+ *value = pro->machines[SLANG_SHADER_VERTEX]->mem[addr]._float;
+ else
+ pro->machines[SLANG_SHADER_FRAGMENT]->mem[addr]._float = *value;
+ }
+}
+
+static struct gl2_program_intf _program_vftbl = {
+ {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _program_QueryInterface
+ },
+ _generic_Delete,
+ _program_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog,
+ _generic_GetInfoLogLength
+ },
+ _program_Attach,
+ _container_Detach,
+ _container_GetAttachedCount,
+ _container_GetAttached
+ },
+ _program_GetLinkStatus,
+ _program_GetValidateStatus,
+ _program_Link,
+ _program_Validate,
+ _program_UpdateFixedUniforms,
+ _program_UpdateFixedAttrib,
+ _program_UpdateFixedVarying,
+ _program_GetTextureImageUsage,
+ _program_IsShaderPresent,
+ _program_GetActiveUniform,
+ _program_GetActiveUniformMaxLength,
+ _program_GetActiveUniformCount,
+ _program_GetUniformLocation,
+ _program_WriteUniform,
+ _program_ReadUniform,
+ _program_GetActiveAttrib,
+ _program_GetActiveAttribMaxLength,
+ _program_GetActiveAttribCount,
+ _program_GetAttribLocation,
+ _program_OverrideAttribBinding,
+ _program_WriteAttrib,
+ _program_UpdateVarying
+};
+
+static void
+_program_constructor(struct gl2_program_impl *impl)
+{
+ _container_constructor((struct gl2_container_impl *) impl);
+ impl->_vftbl = &_program_vftbl;
+ impl->_obj._container._generic._unknown._destructor = _program_destructor;
+ impl->_obj.link_status = GL_FALSE;
+ impl->_obj.validate_status = GL_FALSE;
+#if USE_3DLABS_FRONTEND
+ impl->_obj.linker = ShConstructLinker(EShExVertexFragment, 0);
+ impl->_obj.uniforms = ShConstructUniformMap();
+#endif
+ _slang_program_ctr(&impl->_obj.prog);
+}
+
+struct gl2_fragment_shader_obj
+{
+ struct gl2_shader_obj _shader;
+};
+
+struct gl2_fragment_shader_impl
+{
+ struct gl2_fragment_shader_intf *_vftbl;
+ struct gl2_fragment_shader_obj _obj;
+};
+
+static void
+_fragment_shader_destructor(struct gl2_unknown_intf **intf)
+{
+ struct gl2_fragment_shader_impl *impl =
+ (struct gl2_fragment_shader_impl *) intf;
+
+ (void) impl;
+ /* TODO free fragment shader data */
+
+ _shader_destructor(intf);
+}
+
+static struct gl2_unknown_intf **
+_fragment_shader_QueryInterface(struct gl2_unknown_intf **intf,
+ enum gl2_uiid uiid)
+{
+ if (uiid == UIID_FRAGMENT_SHADER) {
+ (**intf).AddRef(intf);
+ return intf;
+ }
+ return _shader_QueryInterface(intf, uiid);
+}
+
+static GLenum
+_fragment_shader_GetSubType(struct gl2_shader_intf **intf)
+{
+ return GL_FRAGMENT_SHADER_ARB;
+}
+
+static struct gl2_fragment_shader_intf _fragment_shader_vftbl = {
+ {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _fragment_shader_QueryInterface
+ },
+ _generic_Delete,
+ _shader_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _shader_GetInfoLog,
+ _shader_GetInfoLogLength
+ },
+ _fragment_shader_GetSubType,
+ _shader_GetCompileStatus,
+ _shader_SetSource,
+ _shader_GetSource,
+ _shader_Compile
+ }
+};
+
+static void
+_fragment_shader_constructor(struct gl2_fragment_shader_impl *impl)
+{
+ _shader_constructor((struct gl2_shader_impl *) impl);
+ impl->_vftbl = &_fragment_shader_vftbl;
+ impl->_obj._shader._generic._unknown._destructor =
+ _fragment_shader_destructor;
+#if USE_3DLABS_FRONTEND
+ impl->_obj._shader._3dlabs_shhandle._obj.handle =
+ ShConstructCompiler(EShLangFragment, 0);
+#endif
+}
+
+struct gl2_vertex_shader_obj
+{
+ struct gl2_shader_obj _shader;
+};
+
+struct gl2_vertex_shader_impl
+{
+ struct gl2_vertex_shader_intf *_vftbl;
+ struct gl2_vertex_shader_obj _obj;
+};
+
+static void
+_vertex_shader_destructor(struct gl2_unknown_intf **intf)
+{
+ struct gl2_vertex_shader_impl *impl =
+ (struct gl2_vertex_shader_impl *) intf;
+
+ (void) impl;
+ /* TODO free vertex shader data */
+
+ _shader_destructor(intf);
+}
+
+static struct gl2_unknown_intf **
+_vertex_shader_QueryInterface(struct gl2_unknown_intf **intf,
+ enum gl2_uiid uiid)
+{
+ if (uiid == UIID_VERTEX_SHADER) {
+ (**intf).AddRef(intf);
+ return intf;
+ }
+ return _shader_QueryInterface(intf, uiid);
+}
+
+static GLenum
+_vertex_shader_GetSubType(struct gl2_shader_intf **intf)
+{
+ return GL_VERTEX_SHADER_ARB;
+}
+
+static struct gl2_vertex_shader_intf _vertex_shader_vftbl = {
+ {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _vertex_shader_QueryInterface
+ },
+ _generic_Delete,
+ _shader_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _shader_GetInfoLog,
+ _shader_GetInfoLogLength
+ },
+ _vertex_shader_GetSubType,
+ _shader_GetCompileStatus,
+ _shader_SetSource,
+ _shader_GetSource,
+ _shader_Compile
+ }
+};
+
+static void
+_vertex_shader_constructor(struct gl2_vertex_shader_impl *impl)
+{
+ _shader_constructor((struct gl2_shader_impl *) impl);
+ impl->_vftbl = &_vertex_shader_vftbl;
+ impl->_obj._shader._generic._unknown._destructor =
+ _vertex_shader_destructor;
+#if USE_3DLABS_FRONTEND
+ impl->_obj._shader._3dlabs_shhandle._obj.handle =
+ ShConstructCompiler(EShLangVertex, 0);
+#endif
+}
+
+struct gl2_debug_obj
+{
+ struct gl2_generic_obj _generic;
+};
+
+struct gl2_debug_impl
+{
+ struct gl2_debug_intf *_vftbl;
+ struct gl2_debug_obj _obj;
+};
+
+static GLvoid
+_debug_destructor(struct gl2_unknown_intf **intf)
+{
+ struct gl2_debug_impl *impl = (struct gl2_debug_impl *) (intf);
+
+ (void) (impl);
+ /* TODO */
+
+ _generic_destructor(intf);
+}
+
+static struct gl2_unknown_intf **
+_debug_QueryInterface(struct gl2_unknown_intf **intf, enum gl2_uiid uiid)
+{
+ if (uiid == UIID_DEBUG) {
+ (**intf).AddRef(intf);
+ return intf;
+ }
+ return _generic_QueryInterface(intf, uiid);
+}
+
+static GLenum
+_debug_GetType(struct gl2_generic_intf **intf)
+{
+ return /*GL_DEBUG_OBJECT_MESA */ 0;
+}
+
+static GLvoid
+_debug_ClearDebugLog(struct gl2_debug_intf **intf, GLenum logType,
+ GLenum shaderType)
+{
+ struct gl2_debug_impl *impl = (struct gl2_debug_impl *) (intf);
+
+ (void) (impl);
+ /* TODO */
+}
+
+static GLvoid
+_debug_GetDebugLog(struct gl2_debug_intf **intf, GLenum logType,
+ GLenum shaderType, GLsizei maxLength, GLsizei * length,
+ GLcharARB * infoLog)
+{
+ struct gl2_debug_impl *impl = (struct gl2_debug_impl *) (intf);
+
+ (void) (impl);
+ /* TODO */
+}
+
+static GLsizei
+_debug_GetDebugLogLength(struct gl2_debug_intf **intf, GLenum logType,
+ GLenum shaderType)
+{
+ struct gl2_debug_impl *impl = (struct gl2_debug_impl *) (intf);
+
+ (void) (impl);
+ /* TODO */
+
+ return 0;
+}
+
+static struct gl2_debug_intf _debug_vftbl = {
+ {
+ {
+ _unknown_AddRef,
+ _unknown_Release,
+ _debug_QueryInterface
+ },
+ _generic_Delete,
+ _debug_GetType,
+ _generic_GetName,
+ _generic_GetDeleteStatus,
+ _generic_GetInfoLog,
+ _generic_GetInfoLogLength
+ },
+ _debug_ClearDebugLog,
+ _debug_GetDebugLog,
+ _debug_GetDebugLogLength
+};
+
+static GLvoid
+_debug_constructor(struct gl2_debug_impl *impl)
+{
+ _generic_constructor((struct gl2_generic_impl *) (impl));
+ impl->_vftbl = &_debug_vftbl;
+ impl->_obj._generic._unknown._destructor = _debug_destructor;
+}
+
+GLhandleARB
+_mesa_3dlabs_create_shader_object(GLenum shaderType)
+{
+ switch (shaderType) {
+ case GL_FRAGMENT_SHADER_ARB:
+ {
+ struct gl2_fragment_shader_impl *x =
+ (struct gl2_fragment_shader_impl *)
+ _mesa_malloc(sizeof(struct gl2_fragment_shader_impl));
+
+ if (x != NULL) {
+ _fragment_shader_constructor(x);
+ return x->_obj._shader._generic.name;
+ }
+ }
+ break;
+ case GL_VERTEX_SHADER_ARB:
+ {
+ struct gl2_vertex_shader_impl *x = (struct gl2_vertex_shader_impl *)
+ _mesa_malloc(sizeof(struct gl2_vertex_shader_impl));
+
+ if (x != NULL) {
+ _vertex_shader_constructor(x);
+ return x->_obj._shader._generic.name;
+ }
+ }
+ break;
+ }
+
+ return 0;
+}
+
+GLhandleARB
+_mesa_3dlabs_create_program_object(void)
+{
+ struct gl2_program_impl *x = (struct gl2_program_impl *)
+ _mesa_malloc(sizeof(struct gl2_program_impl));
+
+ if (x != NULL) {
+ _program_constructor(x);
+ return x->_obj._container._generic.name;
+ }
+
+ return 0;
+}
+
+GLhandleARB
+_mesa_3dlabs_create_debug_object(GLvoid)
+{
+ struct gl2_debug_impl *obj;
+
+ obj =
+ (struct gl2_debug_impl *) (_mesa_malloc(sizeof(struct gl2_debug_impl)));
+ if (obj != NULL) {
+ _debug_constructor(obj);
+ return obj->_obj._generic.name;
+ }
+ return 0;
+}
+
+#include "slang_assemble.h"
+#include "slang_execute.h"
+
+int
+_slang_fetch_discard(struct gl2_program_intf **pro, GLboolean * val)
+{
+ struct gl2_program_impl *impl;
+
+ impl = (struct gl2_program_impl *) pro;
+ *val =
+ impl->_obj.prog.machines[SLANG_SHADER_FRAGMENT]->
+ kill ? GL_TRUE : GL_FALSE;
+ return 1;
+}
+
+static GLvoid
+exec_shader(struct gl2_program_intf **pro, GLuint i)
+{
+ struct gl2_program_impl *impl;
+ slang_program *p;
+
+ impl = (struct gl2_program_impl *) pro;
+ p = &impl->_obj.prog;
+
+ slang_machine_init(p->machines[i]);
+ p->machines[i]->ip = p->code[i][SLANG_COMMON_CODE_MAIN];
+
+ _slang_execute2(p->assemblies[i], p->machines[i]);
+}
+
+GLvoid
+_slang_exec_fragment_shader(struct gl2_program_intf **pro)
+{
+ exec_shader(pro, SLANG_SHADER_FRAGMENT);
+}
+
+GLvoid
+_slang_exec_vertex_shader(struct gl2_program_intf **pro)
+{
+ exec_shader(pro, SLANG_SHADER_VERTEX);
+}
+
+#endif
+
+void
+_mesa_init_shaderobjects_3dlabs(GLcontext * ctx)
+{
+#if USE_3DLABS_FRONTEND
+ _glslang_3dlabs_InitProcess();
+ _glslang_3dlabs_ShInitialize();
+#endif
+}