GLSL API functions.
authorBrian <brian@yutani.localnet.net>
Mon, 18 Dec 2006 15:28:54 +0000 (08:28 -0700)
committerBrian <brian@yutani.localnet.net>
Mon, 18 Dec 2006 15:28:54 +0000 (08:28 -0700)
src/mesa/shader/shader_api.c [new file with mode: 0644]
src/mesa/shader/shader_api.h [new file with mode: 0644]

diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
new file mode 100644 (file)
index 0000000..aaaf942
--- /dev/null
@@ -0,0 +1,1390 @@
+/*
+ * Mesa 3-D graphics library
+ * Version:  6.5
+ *
+ * Copyright (C) 2004-2006  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 shader_api.c
+ * API functions for shader objects
+ * \author Brian Paul
+ */
+
+/**
+ * XXX things to do:
+ * 1. Check that the right error code is generated for all _mesa_error() calls.
+ *
+ */
+
+
+#include "glheader.h"
+#include "context.h"
+#include "hash.h"
+#include "macros.h"
+#include "program.h"
+#include "prog_parameter.h"
+#include "shaderobjects.h"
+#include "shader_api.h"
+
+#include "slang_compile.h"
+#include "slang_link.h"
+
+
+
+GLvoid GLAPIENTRY
+_mesa_DeleteObjectARB(GLhandleARB obj)
+{
+#if 000
+   if (obj != 0) {
+      GET_CURRENT_CONTEXT(ctx);
+      GET_GENERIC(gen, obj, "glDeleteObjectARB");
+
+      if (gen != NULL) {
+         (**gen).Delete(gen);
+         RELEASE_GENERIC(gen);
+      }
+   }
+#endif
+}
+
+
+GLhandleARB GLAPIENTRY
+_mesa_GetHandleARB(GLenum pname)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+
+   switch (pname) {
+   case GL_PROGRAM_OBJECT_ARB:
+      {
+         struct gl2_program_intf **pro = ctx->ShaderObjects.CurrentProgram;
+
+         if (pro != NULL)
+            return (**pro)._container._generic.
+               GetName((struct gl2_generic_intf **) (pro));
+      }
+      break;
+   default:
+      _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
+   }
+#endif
+   return 0;
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_linked_program *linked
+      = _mesa_lookup_linked_program(ctx, program);
+   struct gl_program *prog = _mesa_lookup_shader(ctx, shader);
+   const GLuint n = linked->NumShaders;
+   GLuint i, j;
+
+   if (!linked || !prog) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                  "glDetachObjectARB(bad program or shader name)");
+      return;
+   }
+
+   for (i = 0; i < n; i++) {
+      if (linked->Shaders[i] == prog) {
+         struct gl_program **newList;
+         /* found it */
+         /* alloc new list */
+         newList = (struct gl_program **)
+            _mesa_malloc((n - 1) * sizeof(struct gl_program *));
+         if (!newList) {
+            _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachObjectARB");
+            return;
+         }
+         for (j = 0; j < i; j++) {
+            newList[j] = linked->Shaders[j];
+         }
+         while (++i < n)
+            newList[j++] = linked->Shaders[i];
+         _mesa_free(linked->Shaders);
+         linked->Shaders = newList;
+         return;
+      }
+   }
+
+   _mesa_error(ctx, GL_INVALID_OPERATION,
+               "glDetachObjectARB(shader not found)");
+}
+
+
+GLhandleARB GLAPIENTRY
+_mesa_CreateShaderObjectARB(GLenum shaderType)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_program *newProg;
+   GLuint name;
+
+   name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
+
+   switch (shaderType) {
+   case GL_FRAGMENT_SHADER_ARB:
+      /* alloc new gl_fragment_program */
+      newProg = ctx->Driver.NewProgram(ctx, GL_FRAGMENT_PROGRAM_ARB, name);
+      break;
+   case GL_VERTEX_SHADER_ARB:
+      /* alloc new gl_vertex_program */
+      newProg = ctx->Driver.NewProgram(ctx, GL_VERTEX_PROGRAM_ARB, name);
+      break;
+   default:
+      _mesa_error(ctx, GL_INVALID_ENUM, "CreateShaderObject(shaderType)");
+      return 0;
+   }
+
+   _mesa_HashInsert(ctx->Shared->ShaderObjects, name, newProg);
+
+   return name;
+}
+
+
+
+GLvoid GLAPIENTRY
+_mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
+                      const GLcharARB ** string, const GLint * length)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_program *shader;
+   GLint *offsets;
+   GLsizei i;
+   GLcharARB *source;
+
+   if (string == NULL) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
+      return;
+   }
+
+   shader = _mesa_lookup_shader(ctx, shaderObj);
+   if (!shader) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB(shaderObj)");
+      return;
+   }
+
+   /*
+    * 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 *) _mesa_malloc(count * sizeof(GLint));
+   if (offsets == NULL) {
+      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
+      return;
+   }
+
+   for (i = 0; i < count; i++) {
+      if (string[i] == NULL) {
+         _mesa_free((GLvoid *) offsets);
+         _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB(null string)");
+         return;
+      }
+      if (length == NULL || length[i] < 0)
+         offsets[i] = _mesa_strlen(string[i]);
+      else
+         offsets[i] = length[i];
+      /* accumulate string lengths */
+      if (i > 0)
+         offsets[i] += offsets[i - 1];
+   }
+
+   source = (GLcharARB *) _mesa_malloc((offsets[count - 1] + 1) *
+                                       sizeof(GLcharARB));
+   if (source == NULL) {
+      _mesa_free((GLvoid *) offsets);
+      _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
+      return;
+   }
+
+   for (i = 0; i < count; i++) {
+      GLint start = (i > 0) ? offsets[i - 1] : 0;
+      _mesa_memcpy(source + start, string[i],
+                   (offsets[i] - start) * sizeof(GLcharARB));
+   }
+   source[offsets[count - 1]] = '\0';
+
+   /* free old shader source string and install new one */
+   if (shader->String) {
+      _mesa_free(shader->String);
+   }
+   shader->String = (GLubyte *) source;
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_CompileShaderARB(GLhandleARB shaderObj)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_program *prog = _mesa_lookup_shader(ctx, shaderObj);
+   slang_info_log info_log;
+   slang_code_object obj;
+   slang_unit_type type;
+
+   if (!prog) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glCompileShader(shaderObj)");
+      return;
+   }
+
+   slang_info_log_construct(&info_log);
+   _slang_code_object_ctr(&obj);
+
+   if (prog->Target == GL_VERTEX_PROGRAM_ARB) {
+      type = slang_unit_vertex_shader;
+   }
+   else {
+      assert(prog->Target == GL_FRAGMENT_PROGRAM_ARB);
+      type = slang_unit_fragment_shader;
+   }
+
+   if (_slang_compile((const char*) prog->String, &obj,
+                      type, &info_log, prog)) {
+      /*
+      prog->CompileStatus = GL_TRUE;
+      */
+   }
+   else {
+      /*
+        prog->CompileStatus = GL_FALSE;
+      */
+      _mesa_problem(ctx, "Program did not compile!");
+   }
+}
+
+
+GLhandleARB GLAPIENTRY
+_mesa_CreateProgramObjectARB(GLvoid)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLuint name;
+   struct gl_linked_program *linked;
+
+   name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ProgramObjects, 1);
+   linked = _mesa_new_linked_program(ctx, name);
+
+   _mesa_HashInsert(ctx->Shared->ProgramObjects, name, linked);
+
+   return name;
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_linked_program *linked
+      = _mesa_lookup_linked_program(ctx, program);
+   struct gl_program *prog = _mesa_lookup_shader(ctx, shader);
+   const GLuint n = linked->NumShaders;
+   GLuint i;
+
+   if (!linked || !prog) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                  "glAttachShader(bad program or shader name)");
+      return;
+   }
+
+   for (i = 0; i < n; i++) {
+      if (linked->Shaders[i] == prog) {
+         /* already attached */
+         return;
+      }
+   }
+
+   /* grow list */
+   linked->Shaders = (struct gl_program **)
+      _mesa_realloc(linked->Shaders,
+                    n * sizeof(struct gl_program *),
+                    (n + 1) * sizeof(struct gl_program *));
+   /* append */
+   linked->Shaders[n] = prog;
+   prog->RefCount++;
+   linked->NumShaders++;
+}
+
+
+
+
+GLvoid GLAPIENTRY
+_mesa_LinkProgramARB(GLhandleARB programObj)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_linked_program *linked;
+
+   linked = _mesa_lookup_linked_program(ctx, programObj);
+   if (!linked) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glLinkProgram(programObj)");
+      return;
+   }
+   _slang_link2(ctx, programObj, linked);
+}
+
+
+
+GLvoid GLAPIENTRY
+_mesa_UseProgramObjectARB(GLhandleARB programObj)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_linked_program *linked;
+
+   FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+   linked = _mesa_lookup_linked_program(ctx, programObj);
+   if (!linked) {
+      _mesa_error(ctx, GL_INVALID_OPERATION,
+                  "glUseProgramObjectARB(programObj)");
+      return;
+   }
+
+   ctx->ShaderObjects.Linked = linked;
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_ValidateProgramARB(GLhandleARB programObj)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_PROGRAM(pro, programObj, "glValidateProgramARB");
+
+   if (pro != NULL) {
+      (**pro).Validate(pro);
+      RELEASE_PROGRAM(pro);
+   }
+#endif
+}
+
+
+/**
+ * Helper function for all the _mesa_Uniform*() functions below.
+ */
+static INLINE void
+uniform(GLint location, GLsizei count, const GLvoid *values, GLenum type,
+        const char *caller)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+   if (ctx->ShaderObjects.Linked) {
+      struct gl_linked_program *linked = ctx->ShaderObjects.Linked;
+      if (location >= 0 && location < linked->Uniforms->NumParameters) {
+         GLfloat *v = linked->Uniforms->ParameterValues[location];
+         const GLfloat *fValues = (const GLfloat *) values; /* XXX */
+         GLint i;
+         if (type == GL_FLOAT_VEC4)
+            count *= 4;
+         else if (type == GL_FLOAT_VEC3)
+            count *= 3;
+         else
+            abort();
+         
+         for (i = 0; i < count; i++)
+            v[i] = fValues[i];
+         return;
+      }
+   }
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_Uniform1fARB(GLint location, GLfloat v0)
+{
+   uniform(location, 1, &v0, GL_FLOAT, "glUniform1fARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
+{
+   GLfloat v[2];
+   v[0] = v0;
+   v[1] = v1;
+   uniform(location, 1, v, GL_FLOAT_VEC2, "glUniform2fARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+{
+   GLfloat v[3];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   uniform(location, 1, v, GL_FLOAT_VEC3, "glUniform3fARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
+                   GLfloat v3)
+{
+   GLfloat v[4];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   v[3] = v3;
+   uniform(location, 1, v, GL_FLOAT_VEC4, "glUniform4fARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform1iARB(GLint location, GLint v0)
+{
+   uniform(location, 1, &v0, GL_INT, "glUniform1iARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
+{
+   GLint v[2];
+   v[0] = v0;
+   v[1] = v1;
+   uniform(location, 1, v, GL_INT_VEC2, "glUniform2iARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
+{
+   GLint v[3];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   uniform(location, 1, v, GL_INT_VEC3, "glUniform3iARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+   GLint v[4];
+   v[0] = v0;
+   v[1] = v1;
+   v[2] = v2;
+   v[3] = v3;
+   uniform(location, 1, v, GL_INT_VEC4, "glUniform4iARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+   uniform(location, count, value, GL_FLOAT, "glUniform1fvARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+   uniform(location, count, value, GL_FLOAT_VEC2, "glUniform2fvARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+   uniform(location, count, value, GL_FLOAT_VEC3, "glUniform3fvARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+   uniform(location, count, value, GL_FLOAT_VEC4, "glUniform4fvARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
+{
+   uniform(location, count, value, GL_INT, "glUniform1ivARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
+{
+   uniform(location, count, value, GL_INT_VEC2, "glUniform2ivARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
+{
+   uniform(location, count, value, GL_INT_VEC3, "glUniform3ivARB");
+}
+
+GLvoid GLAPIENTRY
+_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
+{
+   uniform(location, count, value, GL_INT_VEC4, "glUniform4ivARB");
+}
+
+
+/**
+ * Helper function used by UniformMatrix**vARB() functions below.
+ */
+static void
+uniform_matrix(GLint cols, GLint rows, const char *caller,
+               GLenum matrixType,
+               GLint location, GLsizei count, GLboolean transpose,
+               const GLfloat *values)
+{
+   const GLint matElements = rows * cols;
+   GET_CURRENT_CONTEXT(ctx);
+
+#ifdef OLD
+   GET_CURRENT_LINKED_PROGRAM(pro, caller);
+#endif
+
+   if (values == NULL) {
+      _mesa_error(ctx, GL_INVALID_VALUE, caller);
+      return;
+   }
+
+   FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+
+   if (transpose) {
+      GLfloat *trans, *pt;
+      const GLfloat *pv;
+      GLint i, j, k;
+
+      trans = (GLfloat *) _mesa_malloc(count * matElements * sizeof(GLfloat));
+      if (!trans) {
+         _mesa_error(ctx, GL_OUT_OF_MEMORY, caller);
+         return;
+      }
+
+      pt = trans;
+      pv = values;
+      for (i = 0; i < count; i++) {
+         /* transpose from pv matrix into pt matrix */
+         for (j = 0; j < cols; j++) {
+            for (k = 0; k < rows; k++) {
+               /* XXX verify this */
+               pt[j * rows + k] = pv[k * cols + j];
+            }
+         }
+         pt += matElements;
+         pv += matElements;
+      }
+
+#ifdef OLD
+      if (!(**pro).WriteUniform(pro, location, count, trans, matrixType))
+         _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+#endif
+      _mesa_free(trans);
+   }
+   else {
+#ifdef OLD
+      if (!(**pro).WriteUniform(pro, location, count, values, matrixType))
+         _mesa_error(ctx, GL_INVALID_OPERATION, caller);
+#endif
+   }
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
+                          const GLfloat * value)
+{
+   uniform_matrix(2, 2, "glUniformMatrix2fvARB", GL_FLOAT_MAT2,
+                  location, count, transpose, value);
+}
+
+GLvoid GLAPIENTRY
+_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
+                          const GLfloat * value)
+{
+   uniform_matrix(3, 3, "glUniformMatrix3fvARB", GL_FLOAT_MAT3,
+                  location, count, transpose, value);
+}
+
+GLvoid GLAPIENTRY
+_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
+                          const GLfloat * value)
+{
+   uniform_matrix(4, 4, "glUniformMatrix4fvARB", GL_FLOAT_MAT4,
+                  location, count, transpose, value);
+}
+
+static GLboolean
+_mesa_get_object_parameter(GLhandleARB obj, GLenum pname, GLvoid * params,
+                           GLboolean * integral, GLint * size)
+{
+#if 000
+   GET_CURRENT_CONTEXT(ctx);
+   GLint *ipar = (GLint *) params;
+
+   /* set default values */
+   *integral = GL_TRUE; /* indicates param type, TRUE: GLint, FALSE: GLfloat */
+   *size = 1;           /* param array size */
+
+   switch (pname) {
+   case GL_OBJECT_TYPE_ARB:
+   case GL_OBJECT_DELETE_STATUS_ARB:
+   case GL_OBJECT_INFO_LOG_LENGTH_ARB:
+      {
+         GET_GENERIC(gen, obj, "glGetObjectParameterivARB");
+
+         if (gen == NULL)
+            return GL_FALSE;
+
+         switch (pname) {
+         case GL_OBJECT_TYPE_ARB:
+            *ipar = (**gen).GetType(gen);
+            break;
+         case GL_OBJECT_DELETE_STATUS_ARB:
+            *ipar = (**gen).GetDeleteStatus(gen);
+            break;
+         case GL_OBJECT_INFO_LOG_LENGTH_ARB:
+            *ipar = (**gen).GetInfoLogLength(gen);
+            break;
+         }
+
+         RELEASE_GENERIC(gen);
+      }
+      break;
+   case GL_OBJECT_SUBTYPE_ARB:
+   case GL_OBJECT_COMPILE_STATUS_ARB:
+   case GL_OBJECT_SHADER_SOURCE_LENGTH_ARB:
+      {
+         GET_SHADER(sha, obj, "glGetObjectParameterivARB");
+
+         if (sha == NULL)
+            return GL_FALSE;
+
+         switch (pname) {
+         case GL_OBJECT_SUBTYPE_ARB:
+            *ipar = (**sha).GetSubType(sha);
+            break;
+         case GL_OBJECT_COMPILE_STATUS_ARB:
+            *ipar = (**sha).GetCompileStatus(sha);
+            break;
+         case GL_OBJECT_SHADER_SOURCE_LENGTH_ARB:
+            {
+               const GLcharARB *src = (**sha).GetSource(sha);
+               if (src == NULL)
+                  *ipar = 0;
+               else
+                  *ipar = _mesa_strlen(src) + 1;
+            }
+            break;
+         }
+
+         RELEASE_SHADER(sha);
+      }
+      break;
+   case GL_OBJECT_LINK_STATUS_ARB:
+   case GL_OBJECT_VALIDATE_STATUS_ARB:
+   case GL_OBJECT_ATTACHED_OBJECTS_ARB:
+   case GL_OBJECT_ACTIVE_UNIFORMS_ARB:
+   case GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB:
+      {
+         GET_PROGRAM(pro, obj, "glGetObjectParameterivARB");
+
+         if (pro == NULL)
+            return GL_FALSE;
+
+         switch (pname) {
+         case GL_OBJECT_LINK_STATUS_ARB:
+            *ipar = (**pro).GetLinkStatus(pro);
+            break;
+         case GL_OBJECT_VALIDATE_STATUS_ARB:
+            *ipar = (**pro).GetValidateStatus(pro);
+            break;
+         case GL_OBJECT_ATTACHED_OBJECTS_ARB:
+            *ipar =
+               (**pro)._container.
+               GetAttachedCount((struct gl2_container_intf **) (pro));
+            break;
+         case GL_OBJECT_ACTIVE_UNIFORMS_ARB:
+            *ipar = (**pro).GetActiveUniformCount(pro);
+            break;
+         case GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB:
+            *ipar = (**pro).GetActiveUniformMaxLength(pro);
+            break;
+         case GL_OBJECT_ACTIVE_ATTRIBUTES_ARB:
+            *ipar = (**pro).GetActiveAttribCount(pro);
+            break;
+         case GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB:
+            *ipar = (**pro).GetActiveAttribMaxLength(pro);
+            break;
+         }
+
+         RELEASE_PROGRAM(pro);
+      }
+      break;
+   default:
+      _mesa_error(ctx, GL_INVALID_ENUM, "glGetObjectParameterivARB");
+      return GL_FALSE;
+   }
+#endif
+   return GL_TRUE;
+}
+
+GLvoid GLAPIENTRY
+_mesa_GetObjectParameterfvARB(GLhandleARB obj, GLenum pname, GLfloat * params)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLboolean integral;
+   GLint size;
+
+   if (params == NULL) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterfvARB");
+      return;
+   }
+
+   assert(sizeof(GLfloat) == sizeof(GLint));
+
+   if (_mesa_get_object_parameter(obj, pname, (GLvoid *) params,
+                                  &integral, &size)) {
+      if (integral) {
+         GLint i;
+         for (i = 0; i < size; i++)
+            params[i] = (GLfloat) ((GLint *) params)[i];
+      }
+   }
+}
+
+GLvoid GLAPIENTRY
+_mesa_GetObjectParameterivARB(GLhandleARB obj, GLenum pname, GLint * params)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   GLboolean integral;
+   GLint size;
+
+   if (params == NULL) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
+      return;
+   }
+
+   assert(sizeof(GLfloat) == sizeof(GLint));
+
+   if (_mesa_get_object_parameter(obj, pname, (GLvoid *) params,
+                                  &integral, &size)) {
+      if (!integral) {
+         GLint i;
+         for (i = 0; i < size; i++)
+            params[i] = (GLint) ((GLfloat *) params)[i];
+      }
+   }
+}
+
+
+/**
+ * Copy string from <src> to <dst>, up to maxLength characters, returning
+ * length of <dst> in <length>.
+ * \param src  the strings source
+ * \param maxLength  max chars to copy
+ * \param length  returns numberof chars copied
+ * \param dst  the string destination
+ */
+static GLvoid
+copy_string(const GLcharARB * src, GLsizei maxLength, GLsizei * length,
+            GLcharARB * dst)
+{
+   GLsizei len;
+   for (len = 0; len < maxLength - 1 && src && src[len]; len++)
+      dst[len] = src[len];
+   if (maxLength > 0)
+      dst[len] = 0;
+   if (length)
+      *length = len;
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_GetInfoLogARB(GLhandleARB obj, GLsizei maxLength, GLsizei * length,
+                    GLcharARB * infoLog)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_GENERIC(gen, obj, "glGetInfoLogARB");
+
+   if (gen == NULL)
+      return;
+
+   if (infoLog == NULL)
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetInfoLogARB");
+   else {
+      GLsizei actualsize = (**gen).GetInfoLogLength(gen);
+      if (actualsize > maxLength)
+         actualsize = maxLength;
+      (**gen).GetInfoLog(gen, actualsize, infoLog);
+      if (length != NULL)
+         *length = (actualsize > 0) ? actualsize - 1 : 0;
+   }
+   RELEASE_GENERIC(gen);
+#endif
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_GetAttachedObjectsARB(GLhandleARB containerObj, GLsizei maxCount,
+                            GLsizei * count, GLhandleARB * obj)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_CONTAINER(con, containerObj, "glGetAttachedObjectsARB");
+
+   if (con == NULL)
+      return;
+
+   if (obj == NULL)
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttachedObjectsARB");
+   else {
+      GLsizei cnt, i;
+
+      cnt = (**con).GetAttachedCount(con);
+      if (cnt > maxCount)
+         cnt = maxCount;
+      if (count != NULL)
+         *count = cnt;
+
+      for (i = 0; i < cnt; i++) {
+         struct gl2_generic_intf **x = (**con).GetAttached(con, i);
+         obj[i] = (**x).GetName(x);
+         RELEASE_GENERIC(x);
+      }
+   }
+   RELEASE_CONTAINER(con);
+#endif
+}
+
+GLint GLAPIENTRY
+_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB * name)
+{
+   GET_CURRENT_CONTEXT(ctx);
+
+   if (ctx->ShaderObjects.Linked) {
+      const struct gl_linked_program *linked = ctx->ShaderObjects.Linked;
+      GLuint loc;
+      for (loc = 0; loc < linked->Uniforms->NumParameters; loc++) {
+         const struct gl_program_parameter *u
+            = linked->Uniforms->Parameters + loc;
+         if (u->Type == PROGRAM_UNIFORM && !strcmp(u->Name, name)) {
+            return loc;
+         }
+      }
+   }
+   return -1;
+
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_GetActiveUniformARB(GLhandleARB programObj, GLuint index,
+                          GLsizei maxLength, GLsizei * length, GLint * size,
+                          GLenum * type, GLcharARB * name)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_PROGRAM(pro, programObj, "glGetActiveUniformARB");
+
+   if (pro == NULL)
+      return;
+
+   if (size == NULL || type == NULL || name == NULL)
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformARB");
+   else {
+      if (index < (**pro).GetActiveUniformCount(pro))
+         (**pro).GetActiveUniform(pro, index, maxLength, length, size, type,
+                                  name);
+      else
+         _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveUniformARB");
+   }
+   RELEASE_PROGRAM(pro);
+#endif
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_GetUniformfvARB(GLhandleARB programObj, GLint location, GLfloat * params)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_LINKED_PROGRAM(pro, programObj, "glGetUniformfvARB");
+
+   if (!pro)
+      return;
+
+   if (!(**pro).ReadUniform(pro, location, 1, params, GL_FLOAT))
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformfvARB");
+
+   RELEASE_PROGRAM(pro);
+#endif
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_GetUniformivARB(GLhandleARB programObj, GLint location, GLint * params)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_LINKED_PROGRAM(pro, programObj, "glGetUniformivARB");
+
+   if (!pro)
+      return;
+
+   if (!(**pro).ReadUniform(pro, location, 1, params, GL_INT))
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glGetUniformivARB");
+   RELEASE_PROGRAM(pro);
+#endif
+}
+
+GLvoid GLAPIENTRY
+_mesa_GetShaderSourceARB(GLhandleARB obj, GLsizei maxLength, GLsizei * length,
+                         GLcharARB * sourceOut)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_program *shader = _mesa_lookup_shader(ctx, obj);
+
+   if (!shader) {
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderSourceARB(obj)");
+      return;
+   }
+
+   copy_string((GLcharARB *) shader->String, maxLength, length, sourceOut);
+}
+
+
+/* GL_ARB_vertex_shader */
+
+GLvoid GLAPIENTRY
+_mesa_BindAttribLocationARB(GLhandleARB programObj, GLuint index,
+                            const GLcharARB * name)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_PROGRAM(pro, programObj, "glBindAttribLocationARB");
+
+   if (pro == NULL)
+      return;
+
+   if (name == NULL || index >= MAX_VERTEX_ATTRIBS)
+      _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocationARB");
+   else if (IS_NAME_WITH_GL_PREFIX(name))
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glBindAttribLocationARB");
+   else
+      (**pro).OverrideAttribBinding(pro, index, name);
+   RELEASE_PROGRAM(pro);
+#endif
+}
+
+
+GLvoid GLAPIENTRY
+_mesa_GetActiveAttribARB(GLhandleARB programObj, GLuint index,
+                         GLsizei maxLength, GLsizei * length, GLint * size,
+                         GLenum * type, GLcharARB * name)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_PROGRAM(pro, programObj, "glGetActiveAttribARB");
+
+   if (pro == NULL)
+      return;
+
+   if (name == NULL || index >= (**pro).GetActiveAttribCount(pro))
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttribARB");
+   else
+      (**pro).GetActiveAttrib(pro, index, maxLength, length, size, type,
+                              name);
+   RELEASE_PROGRAM(pro);
+#endif
+}
+
+
+GLint GLAPIENTRY
+_mesa_GetAttribLocationARB(GLhandleARB programObj, const GLcharARB * name)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GLint loc = -1;
+   GET_LINKED_PROGRAM(pro, programObj, "glGetAttribLocationARB");
+
+   if (!pro)
+      return -1;
+
+   if (name == NULL)
+      _mesa_error(ctx, GL_INVALID_VALUE, "glGetAttribLocationARB");
+   else if (!IS_NAME_WITH_GL_PREFIX(name))
+      loc = (**pro).GetAttribLocation(pro, name);
+   RELEASE_PROGRAM(pro);
+   return loc;
+#endif
+   return 0;
+}
+
+
+/**
+ ** OpenGL 2.0 functions which basically wrap the ARB_shader functions
+ **/
+
+void GLAPIENTRY
+_mesa_AttachShader(GLuint program, GLuint shader)
+{
+   _mesa_AttachObjectARB(program, shader);
+}
+
+
+GLuint GLAPIENTRY
+_mesa_CreateShader(GLenum type)
+{
+   return (GLuint) _mesa_CreateShaderObjectARB(type);
+}
+
+GLuint GLAPIENTRY
+_mesa_CreateProgram(void)
+{
+   return (GLuint) _mesa_CreateProgramObjectARB();
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteProgram(GLuint name)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_linked_program *linked;
+
+   linked = _mesa_lookup_linked_program(ctx, name);
+   if (!linked) {
+      _mesa_error(ctx, GL_INVALID_OPERATION, "glDeleteProgram(name)");
+      return;
+   }
+
+   _mesa_HashRemove(ctx->Shared->ProgramObjects, name);
+   _mesa_delete_linked_program(ctx, linked);
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteShader(GLuint shader)
+{
+   _mesa_DeleteObjectARB(shader);
+}
+
+void GLAPIENTRY
+_mesa_DetachShader(GLuint program, GLuint shader)
+{
+   _mesa_DetachObjectARB(program, shader);
+}
+
+void GLAPIENTRY
+_mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
+                         GLsizei *count, GLuint *obj)
+{
+   {
+      GET_CURRENT_CONTEXT(ctx);
+      struct gl_linked_program *linked
+         = _mesa_lookup_linked_program(ctx, program);
+      if (linked) {
+         GLuint i;
+         for (i = 0; i < maxCount && i < linked->NumShaders; i++) {
+            obj[i] = linked->Shaders[i]->Id;
+         }
+         if (count)
+            *count = i;
+      }
+      else {
+         _mesa_error(ctx, GL_INVALID_OPERATION, "glGetAttachedShaders");
+      }
+   }
+}
+
+
+void GLAPIENTRY
+_mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_PROGRAM(pro, program, "glGetProgramiv");
+
+   if (!pro)
+      return;
+
+   switch (pname) {
+   case GL_DELETE_STATUS:
+      *params = (**pro)._container._generic.GetDeleteStatus((struct gl2_generic_intf **) pro);
+      break; 
+   case GL_LINK_STATUS:
+      *params = (**pro).GetLinkStatus(pro);
+      break;
+   case GL_VALIDATE_STATUS:
+      *params = (**pro).GetValidateStatus(pro);
+      break;
+   case GL_INFO_LOG_LENGTH:
+      *params = (**pro)._container._generic.GetInfoLogLength( (struct gl2_generic_intf **) pro );
+      break;
+   case GL_ATTACHED_SHADERS:
+      *params = (**pro)._container.GetAttachedCount( (struct gl2_container_intf **) pro );
+      break;
+   case GL_ACTIVE_ATTRIBUTES:
+      *params = (**pro).GetActiveAttribCount(pro);
+      break;
+   case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
+      *params = (**pro).GetActiveAttribMaxLength(pro);
+      break;
+   case GL_ACTIVE_UNIFORMS:
+      *params = (**pro).GetActiveUniformCount(pro);
+      break;
+   case GL_ACTIVE_UNIFORM_MAX_LENGTH:
+      *params = (**pro).GetActiveUniformMaxLength(pro);
+      break;
+   default:
+      _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
+      return;
+   }
+#endif
+}
+
+
+void GLAPIENTRY
+_mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
+                        GLsizei *length, GLchar *infoLog)
+{
+   _mesa_GetInfoLogARB(program, bufSize, length, infoLog);
+}
+
+
+void GLAPIENTRY
+_mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
+{
+#if 0
+   GET_CURRENT_CONTEXT(ctx);
+   GET_SHADER(sh, shader, "glGetShaderiv");
+
+   if (!sh)
+      return;
+
+   switch (pname) {
+   case GL_SHADER_TYPE:
+      *params = (**sh).GetSubType(sh);
+      break;
+   case GL_DELETE_STATUS:
+      *params = (**sh)._generic.GetDeleteStatus((struct gl2_generic_intf **) sh);
+      break;
+   case GL_COMPILE_STATUS:
+      *params = (**sh).GetCompileStatus(sh);
+      break;
+   case GL_INFO_LOG_LENGTH:
+      *params = (**sh)._generic.GetInfoLogLength((struct gl2_generic_intf **)sh);
+      break;
+   case GL_SHADER_SOURCE_LENGTH:
+      {
+         const GLchar *src = (**sh).GetSource(sh);
+         *params = src ? (_mesa_strlen(src) + 1) : 0;
+      }
+      break;
+   default:
+      _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
+      return;
+   }
+#endif
+}
+
+
+void GLAPIENTRY
+_mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
+                       GLsizei *length, GLchar *infoLog)
+{
+   _mesa_GetInfoLogARB(shader, bufSize, length, infoLog);
+}
+
+
+GLboolean GLAPIENTRY
+_mesa_IsProgram(GLuint name)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_linked_program *linked = _mesa_lookup_linked_program(ctx, name);
+   if (linked)
+      return GL_TRUE;
+   else
+      return GL_FALSE;
+}
+
+
+GLboolean GLAPIENTRY
+_mesa_IsShader(GLuint name)
+{
+   GET_CURRENT_CONTEXT(ctx);
+   struct gl_program *shader = _mesa_lookup_shader(ctx, name);
+   if (shader)
+      return GL_TRUE;
+   else
+      return GL_FALSE;
+}
+
+
+/**
+ ** 2.1 functions
+ **/
+
+void GLAPIENTRY
+_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   uniform_matrix(2, 3, "glUniformMatrix2x3fv", GL_FLOAT_MAT2x3,
+                  location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   uniform_matrix(3, 2, "glUniformMatrix3x2fv", GL_FLOAT_MAT3x2,
+                  location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   uniform_matrix(2, 4, "glUniformMatrix2x4fv", GL_FLOAT_MAT2x4,
+                  location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   uniform_matrix(4, 2, "glUniformMatrix4x2fv", GL_FLOAT_MAT4x2,
+                  location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   uniform_matrix(3, 4, "glUniformMatrix3x4fv", GL_FLOAT_MAT3x4,
+                  location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
+                         const GLfloat *value)
+{
+   uniform_matrix(4, 3, "glUniformMatrix4x3fv", GL_FLOAT_MAT4x3,
+                  location, count, transpose, value);
+}
+
+
+/**
+ * Create a new GLSL program object.
+ */
+struct gl_linked_program *
+_mesa_new_linked_program(GLcontext *ctx, GLuint name)
+{
+   struct gl_linked_program *linked;
+   linked = CALLOC_STRUCT(gl_linked_program);
+   if (linked) {
+      linked->Name = name;
+   }
+   return linked;
+}
+
+
+void
+_mesa_free_linked_program_data(GLcontext *ctx,
+                               struct gl_linked_program *linked)
+{
+   if (linked->VertexProgram) {
+      if (linked->VertexProgram->Base.Parameters == linked->Uniforms) {
+         /* to prevent a double-free in the next call */
+         linked->VertexProgram->Base.Parameters = NULL;
+      }
+      _mesa_delete_program(ctx, &linked->VertexProgram->Base);
+      linked->VertexProgram = NULL;
+   }
+
+   if (linked->FragmentProgram) {
+      if (linked->FragmentProgram->Base.Parameters == linked->Uniforms) {
+         /* to prevent a double-free in the next call */
+         linked->FragmentProgram->Base.Parameters = NULL;
+      }
+      _mesa_delete_program(ctx, &linked->FragmentProgram->Base);
+      linked->FragmentProgram = NULL;
+   }
+
+
+   if (linked->Uniforms) {
+      _mesa_free_parameter_list(linked->Uniforms);
+      linked->Uniforms = NULL;
+   }
+
+   if (linked->Varying) {
+      _mesa_free_parameter_list(linked->Varying);
+      linked->Varying = NULL;
+   }
+}
+
+
+
+void
+_mesa_delete_linked_program(GLcontext *ctx, struct gl_linked_program *linked)
+{
+   _mesa_free_linked_program_data(ctx, linked);
+   _mesa_free(linked);
+}
+
+
+/**
+ * Lookup a GLSL program object.
+ */
+struct gl_linked_program *
+_mesa_lookup_linked_program(GLcontext *ctx, GLuint name)
+{
+   if (name)
+      return (struct gl_linked_program *)
+         _mesa_HashLookup(ctx->Shared->ProgramObjects, name);
+   else
+      return NULL;
+}
+
+
+struct gl_shader *
+_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
+{
+   struct gl_shader *shader;
+   assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
+   shader = CALLOC_STRUCT(gl_shader);
+   if (shader) {
+      shader->Name = name;
+      shader->Type = type;
+   }
+   return shader;
+}
+
+
+/**
+ * Lookup a GLSL shader object.
+ */
+struct gl_program *
+_mesa_lookup_shader(GLcontext *ctx, GLuint name)
+{
+   if (name)
+      return (struct gl_program *)
+         _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
+   else
+      return NULL;
+}
+
+
+GLvoid
+_mesa_init_shaderobjects(GLcontext * ctx)
+{
+
+   ctx->ShaderObjects.CurrentProgram = NULL;
+   ctx->ShaderObjects._FragmentShaderPresent = GL_FALSE;
+   ctx->ShaderObjects._VertexShaderPresent = GL_FALSE;
+
+#if 0
+   _mesa_init_shaderobjects_3dlabs(ctx);
+#endif
+}
diff --git a/src/mesa/shader/shader_api.h b/src/mesa/shader/shader_api.h
new file mode 100644 (file)
index 0000000..388692b
--- /dev/null
@@ -0,0 +1,59 @@
+/*
+ * Mesa 3-D graphics library
+ * Version:  6.5
+ *
+ * Copyright (C) 2004-2006  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.
+ */
+
+
+#ifndef SHADER_API_H
+#define SHADER_API_H
+
+
+#include "glheader.h"
+#include "mtypes.h"
+
+
+extern struct gl_linked_program *
+_mesa_new_linked_program(GLcontext *ctx, GLuint name);
+
+extern void
+_mesa_free_linked_program_data(GLcontext *ctx,
+                               struct gl_linked_program *linked);
+
+extern void
+_mesa_delete_linked_program(GLcontext *ctx, struct gl_linked_program *linked);
+
+extern struct gl_linked_program *
+_mesa_lookup_linked_program(GLcontext *ctx, GLuint name);
+
+
+extern struct gl_shader *
+_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type);
+
+extern struct gl_program *
+_mesa_lookup_shader(GLcontext *ctx, GLuint name);
+
+
+extern GLvoid
+_mesa_init_shaderobjects(GLcontext * ctx);
+
+
+#endif /* SHADER_API_H */