Merge remote branch 'origin/master' into pipe-video
[mesa.git] / src / mesa / main / shaderapi.c
1 /*
2 * Mesa 3-D graphics library
3 *
4 * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
5 * Copyright (C) 2009-2010 VMware, Inc. All Rights Reserved.
6 *
7 * Permission is hereby granted, free of charge, to any person obtaining a
8 * copy of this software and associated documentation files (the "Software"),
9 * to deal in the Software without restriction, including without limitation
10 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
11 * and/or sell copies of the Software, and to permit persons to whom the
12 * Software is furnished to do so, subject to the following conditions:
13 *
14 * The above copyright notice and this permission notice shall be included
15 * in all copies or substantial portions of the Software.
16 *
17 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
18 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
19 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
20 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
21 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
22 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
23 */
24
25 /**
26 * \file shaderapi.c
27 * \author Brian Paul
28 *
29 * Implementation of GLSL-related API functions.
30 * The glUniform* functions are in uniforms.c
31 *
32 *
33 * XXX things to do:
34 * 1. Check that the right error code is generated for all _mesa_error() calls.
35 * 2. Insert FLUSH_VERTICES calls in various places
36 */
37
38
39 #include "main/glheader.h"
40 #include "main/context.h"
41 #include "main/dispatch.h"
42 #include "main/enums.h"
43 #include "main/hash.h"
44 #include "main/shaderapi.h"
45 #include "main/shaderobj.h"
46 #include "program/program.h"
47 #include "program/prog_parameter.h"
48 #include "program/prog_uniform.h"
49 #include "talloc.h"
50 #include <stdbool.h>
51
52 /** Define this to enable shader substitution (see below) */
53 #define SHADER_SUBST 0
54
55
56 /**
57 * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
58 */
59 static GLbitfield
60 get_shader_flags(void)
61 {
62 GLbitfield flags = 0x0;
63 const char *env = _mesa_getenv("MESA_GLSL");
64
65 if (env) {
66 if (strstr(env, "dump"))
67 flags |= GLSL_DUMP;
68 if (strstr(env, "log"))
69 flags |= GLSL_LOG;
70 if (strstr(env, "nopvert"))
71 flags |= GLSL_NOP_VERT;
72 if (strstr(env, "nopfrag"))
73 flags |= GLSL_NOP_FRAG;
74 if (strstr(env, "nopt"))
75 flags |= GLSL_NO_OPT;
76 else if (strstr(env, "opt"))
77 flags |= GLSL_OPT;
78 if (strstr(env, "uniform"))
79 flags |= GLSL_UNIFORMS;
80 if (strstr(env, "useprog"))
81 flags |= GLSL_USE_PROG;
82 }
83
84 return flags;
85 }
86
87
88 /**
89 * Initialize context's shader state.
90 */
91 void
92 _mesa_init_shader_state(struct gl_context *ctx)
93 {
94 /* Device drivers may override these to control what kind of instructions
95 * are generated by the GLSL compiler.
96 */
97 struct gl_shader_compiler_options options;
98 GLuint i;
99
100 memset(&options, 0, sizeof(options));
101 options.MaxUnrollIterations = 32;
102
103 /* Default pragma settings */
104 options.DefaultPragmas.Optimize = GL_TRUE;
105
106 for(i = 0; i < MESA_SHADER_TYPES; ++i)
107 memcpy(&ctx->ShaderCompilerOptions[i], &options, sizeof(options));
108
109 ctx->Shader.Flags = get_shader_flags();
110 }
111
112
113 /**
114 * Free the per-context shader-related state.
115 */
116 void
117 _mesa_free_shader_state(struct gl_context *ctx)
118 {
119 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentVertexProgram, NULL);
120 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentGeometryProgram,
121 NULL);
122 _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentFragmentProgram,
123 NULL);
124 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, NULL);
125 }
126
127
128 /**
129 * Return the size of the given GLSL datatype, in floats (components).
130 */
131 GLint
132 _mesa_sizeof_glsl_type(GLenum type)
133 {
134 switch (type) {
135 case GL_FLOAT:
136 case GL_INT:
137 case GL_BOOL:
138 case GL_SAMPLER_1D:
139 case GL_SAMPLER_2D:
140 case GL_SAMPLER_3D:
141 case GL_SAMPLER_CUBE:
142 case GL_SAMPLER_1D_SHADOW:
143 case GL_SAMPLER_2D_SHADOW:
144 case GL_SAMPLER_2D_RECT_ARB:
145 case GL_SAMPLER_2D_RECT_SHADOW_ARB:
146 case GL_SAMPLER_1D_ARRAY_EXT:
147 case GL_SAMPLER_2D_ARRAY_EXT:
148 case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
149 case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
150 case GL_SAMPLER_CUBE_SHADOW_EXT:
151 return 1;
152 case GL_FLOAT_VEC2:
153 case GL_INT_VEC2:
154 case GL_UNSIGNED_INT_VEC2:
155 case GL_BOOL_VEC2:
156 return 2;
157 case GL_FLOAT_VEC3:
158 case GL_INT_VEC3:
159 case GL_UNSIGNED_INT_VEC3:
160 case GL_BOOL_VEC3:
161 return 3;
162 case GL_FLOAT_VEC4:
163 case GL_INT_VEC4:
164 case GL_UNSIGNED_INT_VEC4:
165 case GL_BOOL_VEC4:
166 return 4;
167 case GL_FLOAT_MAT2:
168 case GL_FLOAT_MAT2x3:
169 case GL_FLOAT_MAT2x4:
170 return 8; /* two float[4] vectors */
171 case GL_FLOAT_MAT3:
172 case GL_FLOAT_MAT3x2:
173 case GL_FLOAT_MAT3x4:
174 return 12; /* three float[4] vectors */
175 case GL_FLOAT_MAT4:
176 case GL_FLOAT_MAT4x2:
177 case GL_FLOAT_MAT4x3:
178 return 16; /* four float[4] vectors */
179 default:
180 _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
181 return 1;
182 }
183 }
184
185
186 /**
187 * Copy string from <src> to <dst>, up to maxLength characters, returning
188 * length of <dst> in <length>.
189 * \param src the strings source
190 * \param maxLength max chars to copy
191 * \param length returns number of chars copied
192 * \param dst the string destination
193 */
194 void
195 _mesa_copy_string(GLchar *dst, GLsizei maxLength,
196 GLsizei *length, const GLchar *src)
197 {
198 GLsizei len;
199 for (len = 0; len < maxLength - 1 && src && src[len]; len++)
200 dst[len] = src[len];
201 if (maxLength > 0)
202 dst[len] = 0;
203 if (length)
204 *length = len;
205 }
206
207
208
209 /**
210 * Confirm that the a shader type is valid and supported by the implementation
211 *
212 * \param ctx Current GL context
213 * \param type Shader target
214 *
215 */
216 static bool
217 validate_shader_target(const struct gl_context *ctx, GLenum type)
218 {
219 switch (type) {
220 #if FEATURE_ARB_fragment_shader
221 case GL_FRAGMENT_SHADER:
222 return ctx->Extensions.ARB_fragment_shader;
223 #endif
224 #if FEATURE_ARB_vertex_shader
225 case GL_VERTEX_SHADER:
226 return ctx->Extensions.ARB_vertex_shader;
227 #endif
228 #if FEATURE_ARB_geometry_shader4
229 case GL_GEOMETRY_SHADER_ARB:
230 return ctx->Extensions.ARB_geometry_shader4;
231 #endif
232 default:
233 return false;
234 }
235 }
236
237
238 /**
239 * Find the length of the longest transform feedback varying name
240 * which was specified with glTransformFeedbackVaryings().
241 */
242 static GLint
243 longest_feedback_varying_name(const struct gl_shader_program *shProg)
244 {
245 GLuint i;
246 GLint max = 0;
247 for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
248 GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
249 if (len > max)
250 max = len;
251 }
252 return max;
253 }
254
255
256
257 static GLboolean
258 is_program(struct gl_context *ctx, GLuint name)
259 {
260 struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
261 return shProg ? GL_TRUE : GL_FALSE;
262 }
263
264
265 static GLboolean
266 is_shader(struct gl_context *ctx, GLuint name)
267 {
268 struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
269 return shader ? GL_TRUE : GL_FALSE;
270 }
271
272
273 /**
274 * Attach shader to a shader program.
275 */
276 static void
277 attach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
278 {
279 struct gl_shader_program *shProg;
280 struct gl_shader *sh;
281 GLuint i, n;
282
283 shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
284 if (!shProg)
285 return;
286
287 sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
288 if (!sh) {
289 return;
290 }
291
292 n = shProg->NumShaders;
293 for (i = 0; i < n; i++) {
294 if (shProg->Shaders[i] == sh) {
295 /* The shader is already attched to this program. The
296 * GL_ARB_shader_objects spec says:
297 *
298 * "The error INVALID_OPERATION is generated by AttachObjectARB
299 * if <obj> is already attached to <containerObj>."
300 */
301 _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
302 return;
303 }
304 }
305
306 /* grow list */
307 shProg->Shaders = (struct gl_shader **)
308 _mesa_realloc(shProg->Shaders,
309 n * sizeof(struct gl_shader *),
310 (n + 1) * sizeof(struct gl_shader *));
311 if (!shProg->Shaders) {
312 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
313 return;
314 }
315
316 /* append */
317 shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
318 _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
319 shProg->NumShaders++;
320 }
321
322
323 static GLint
324 get_attrib_location(struct gl_context *ctx, GLuint program, const GLchar *name)
325 {
326 struct gl_shader_program *shProg
327 = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
328
329 if (!shProg) {
330 return -1;
331 }
332
333 if (!shProg->LinkStatus) {
334 _mesa_error(ctx, GL_INVALID_OPERATION,
335 "glGetAttribLocation(program not linked)");
336 return -1;
337 }
338
339 if (!name)
340 return -1;
341
342 if (shProg->VertexProgram) {
343 const struct gl_program_parameter_list *attribs =
344 shProg->VertexProgram->Base.Attributes;
345 if (attribs) {
346 GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
347 if (i >= 0) {
348 return attribs->Parameters[i].StateIndexes[0];
349 }
350 }
351 }
352 return -1;
353 }
354
355
356 static void
357 bind_attrib_location(struct gl_context *ctx, GLuint program, GLuint index,
358 const GLchar *name)
359 {
360 struct gl_shader_program *shProg;
361 const GLint size = -1; /* unknown size */
362 GLint i, oldIndex;
363 GLenum datatype = GL_FLOAT_VEC4;
364
365 shProg = _mesa_lookup_shader_program_err(ctx, program,
366 "glBindAttribLocation");
367 if (!shProg) {
368 return;
369 }
370
371 if (!name)
372 return;
373
374 if (strncmp(name, "gl_", 3) == 0) {
375 _mesa_error(ctx, GL_INVALID_OPERATION,
376 "glBindAttribLocation(illegal name)");
377 return;
378 }
379
380 if (index >= ctx->Const.VertexProgram.MaxAttribs) {
381 _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
382 return;
383 }
384
385 if (shProg->LinkStatus) {
386 /* get current index/location for the attribute */
387 oldIndex = get_attrib_location(ctx, program, name);
388 }
389 else {
390 oldIndex = -1;
391 }
392
393 /* this will replace the current value if it's already in the list */
394 i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
395 if (i < 0) {
396 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
397 return;
398 }
399
400 /*
401 * Note that this attribute binding won't go into effect until
402 * glLinkProgram is called again.
403 */
404 }
405
406
407 static void
408 bind_frag_data_location(struct gl_context *ctx, GLuint program,
409 GLuint colorNumber, const GLchar *name)
410 {
411 _mesa_problem(ctx, "bind_frag_data_location() not implemented yet");
412 }
413
414
415 static GLuint
416 create_shader(struct gl_context *ctx, GLenum type)
417 {
418 struct gl_shader *sh;
419 GLuint name;
420
421 if (!validate_shader_target(ctx, type)) {
422 _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
423 return 0;
424 }
425
426 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
427 sh = ctx->Driver.NewShader(ctx, name, type);
428 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
429
430 return name;
431 }
432
433
434 static GLuint
435 create_shader_program(struct gl_context *ctx)
436 {
437 GLuint name;
438 struct gl_shader_program *shProg;
439
440 name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
441
442 shProg = ctx->Driver.NewShaderProgram(ctx, name);
443
444 _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
445
446 assert(shProg->RefCount == 1);
447
448 return name;
449 }
450
451
452 /**
453 * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
454 * DeleteProgramARB.
455 */
456 static void
457 delete_shader_program(struct gl_context *ctx, GLuint name)
458 {
459 /*
460 * NOTE: deleting shaders/programs works a bit differently than
461 * texture objects (and buffer objects, etc). Shader/program
462 * handles/IDs exist in the hash table until the object is really
463 * deleted (refcount==0). With texture objects, the handle/ID is
464 * removed from the hash table in glDeleteTextures() while the tex
465 * object itself might linger until its refcount goes to zero.
466 */
467 struct gl_shader_program *shProg;
468
469 shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
470 if (!shProg)
471 return;
472
473 shProg->DeletePending = GL_TRUE;
474
475 /* effectively, decr shProg's refcount */
476 _mesa_reference_shader_program(ctx, &shProg, NULL);
477 }
478
479
480 static void
481 delete_shader(struct gl_context *ctx, GLuint shader)
482 {
483 struct gl_shader *sh;
484
485 sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
486 if (!sh)
487 return;
488
489 sh->DeletePending = GL_TRUE;
490
491 /* effectively, decr sh's refcount */
492 _mesa_reference_shader(ctx, &sh, NULL);
493 }
494
495
496 static void
497 detach_shader(struct gl_context *ctx, GLuint program, GLuint shader)
498 {
499 struct gl_shader_program *shProg;
500 GLuint n;
501 GLuint i, j;
502
503 shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
504 if (!shProg)
505 return;
506
507 n = shProg->NumShaders;
508
509 for (i = 0; i < n; i++) {
510 if (shProg->Shaders[i]->Name == shader) {
511 /* found it */
512 struct gl_shader **newList;
513
514 /* release */
515 _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
516
517 /* alloc new, smaller array */
518 newList = (struct gl_shader **)
519 malloc((n - 1) * sizeof(struct gl_shader *));
520 if (!newList) {
521 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
522 return;
523 }
524 for (j = 0; j < i; j++) {
525 newList[j] = shProg->Shaders[j];
526 }
527 while (++i < n)
528 newList[j++] = shProg->Shaders[i];
529 free(shProg->Shaders);
530
531 shProg->Shaders = newList;
532 shProg->NumShaders = n - 1;
533
534 #ifdef DEBUG
535 /* sanity check */
536 {
537 for (j = 0; j < shProg->NumShaders; j++) {
538 assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
539 shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
540 assert(shProg->Shaders[j]->RefCount > 0);
541 }
542 }
543 #endif
544
545 return;
546 }
547 }
548
549 /* not found */
550 {
551 GLenum err;
552 if (is_shader(ctx, shader))
553 err = GL_INVALID_OPERATION;
554 else if (is_program(ctx, shader))
555 err = GL_INVALID_OPERATION;
556 else
557 err = GL_INVALID_VALUE;
558 _mesa_error(ctx, err, "glDetachProgram(shader)");
559 return;
560 }
561 }
562
563
564 static void
565 get_active_attrib(struct gl_context *ctx, GLuint program, GLuint index,
566 GLsizei maxLength, GLsizei *length, GLint *size,
567 GLenum *type, GLchar *nameOut)
568 {
569 const struct gl_program_parameter_list *attribs = NULL;
570 struct gl_shader_program *shProg;
571
572 shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
573 if (!shProg)
574 return;
575
576 if (shProg->VertexProgram)
577 attribs = shProg->VertexProgram->Base.Attributes;
578
579 if (!attribs || index >= attribs->NumParameters) {
580 _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
581 return;
582 }
583
584 _mesa_copy_string(nameOut, maxLength, length,
585 attribs->Parameters[index].Name);
586
587 if (size)
588 *size = attribs->Parameters[index].Size
589 / _mesa_sizeof_glsl_type(attribs->Parameters[index].DataType);
590
591 if (type)
592 *type = attribs->Parameters[index].DataType;
593 }
594
595
596 /**
597 * Return list of shaders attached to shader program.
598 */
599 static void
600 get_attached_shaders(struct gl_context *ctx, GLuint program, GLsizei maxCount,
601 GLsizei *count, GLuint *obj)
602 {
603 struct gl_shader_program *shProg =
604 _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
605 if (shProg) {
606 GLuint i;
607 for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
608 obj[i] = shProg->Shaders[i]->Name;
609 }
610 if (count)
611 *count = i;
612 }
613 }
614
615
616 static GLint
617 get_frag_data_location(struct gl_context *ctx, GLuint program,
618 const GLchar *name)
619 {
620 _mesa_problem(ctx, "get_frag_data_location() not implemented yet");
621 return -1;
622 }
623
624
625
626 /**
627 * glGetHandleARB() - return ID/name of currently bound shader program.
628 */
629 static GLuint
630 get_handle(struct gl_context *ctx, GLenum pname)
631 {
632 if (pname == GL_PROGRAM_OBJECT_ARB) {
633 if (ctx->Shader.ActiveProgram)
634 return ctx->Shader.ActiveProgram->Name;
635 else
636 return 0;
637 }
638 else {
639 _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
640 return 0;
641 }
642 }
643
644
645 /**
646 * glGetProgramiv() - get shader program state.
647 * Note that this is for GLSL shader programs, not ARB vertex/fragment
648 * programs (see glGetProgramivARB).
649 */
650 static void
651 get_programiv(struct gl_context *ctx, GLuint program, GLenum pname, GLint *params)
652 {
653 const struct gl_program_parameter_list *attribs;
654 struct gl_shader_program *shProg
655 = _mesa_lookup_shader_program(ctx, program);
656
657 if (!shProg) {
658 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
659 return;
660 }
661
662 if (shProg->VertexProgram)
663 attribs = shProg->VertexProgram->Base.Attributes;
664 else
665 attribs = NULL;
666
667 switch (pname) {
668 case GL_DELETE_STATUS:
669 *params = shProg->DeletePending;
670 break;
671 case GL_LINK_STATUS:
672 *params = shProg->LinkStatus;
673 break;
674 case GL_VALIDATE_STATUS:
675 *params = shProg->Validated;
676 break;
677 case GL_INFO_LOG_LENGTH:
678 *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
679 break;
680 case GL_ATTACHED_SHADERS:
681 *params = shProg->NumShaders;
682 break;
683 case GL_ACTIVE_ATTRIBUTES:
684 *params = attribs ? attribs->NumParameters : 0;
685 break;
686 case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
687 *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
688 break;
689 case GL_ACTIVE_UNIFORMS:
690 *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
691 break;
692 case GL_ACTIVE_UNIFORM_MAX_LENGTH:
693 *params = _mesa_longest_uniform_name(shProg->Uniforms);
694 if (*params > 0)
695 (*params)++; /* add one for terminating zero */
696 break;
697 case GL_PROGRAM_BINARY_LENGTH_OES:
698 *params = 0;
699 break;
700 #if FEATURE_EXT_transform_feedback
701 case GL_TRANSFORM_FEEDBACK_VARYINGS:
702 *params = shProg->TransformFeedback.NumVarying;
703 break;
704 case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
705 *params = longest_feedback_varying_name(shProg) + 1;
706 break;
707 case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
708 *params = shProg->TransformFeedback.BufferMode;
709 break;
710 #endif
711 #if FEATURE_ARB_geometry_shader4
712 case GL_GEOMETRY_VERTICES_OUT_ARB:
713 *params = shProg->Geom.VerticesOut;
714 break;
715 case GL_GEOMETRY_INPUT_TYPE_ARB:
716 *params = shProg->Geom.InputType;
717 break;
718 case GL_GEOMETRY_OUTPUT_TYPE_ARB:
719 *params = shProg->Geom.OutputType;
720 break;
721 #endif
722 default:
723 _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
724 return;
725 }
726 }
727
728
729 /**
730 * glGetShaderiv() - get GLSL shader state
731 */
732 static void
733 get_shaderiv(struct gl_context *ctx, GLuint name, GLenum pname, GLint *params)
734 {
735 struct gl_shader *shader =
736 _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
737
738 if (!shader) {
739 return;
740 }
741
742 switch (pname) {
743 case GL_SHADER_TYPE:
744 *params = shader->Type;
745 break;
746 case GL_DELETE_STATUS:
747 *params = shader->DeletePending;
748 break;
749 case GL_COMPILE_STATUS:
750 *params = shader->CompileStatus;
751 break;
752 case GL_INFO_LOG_LENGTH:
753 *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
754 break;
755 case GL_SHADER_SOURCE_LENGTH:
756 *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
757 break;
758 default:
759 _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
760 return;
761 }
762 }
763
764
765 static void
766 get_program_info_log(struct gl_context *ctx, GLuint program, GLsizei bufSize,
767 GLsizei *length, GLchar *infoLog)
768 {
769 struct gl_shader_program *shProg
770 = _mesa_lookup_shader_program(ctx, program);
771 if (!shProg) {
772 _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
773 return;
774 }
775 _mesa_copy_string(infoLog, bufSize, length, shProg->InfoLog);
776 }
777
778
779 static void
780 get_shader_info_log(struct gl_context *ctx, GLuint shader, GLsizei bufSize,
781 GLsizei *length, GLchar *infoLog)
782 {
783 struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
784 if (!sh) {
785 _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
786 return;
787 }
788 _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
789 }
790
791
792 /**
793 * Return shader source code.
794 */
795 static void
796 get_shader_source(struct gl_context *ctx, GLuint shader, GLsizei maxLength,
797 GLsizei *length, GLchar *sourceOut)
798 {
799 struct gl_shader *sh;
800 sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
801 if (!sh) {
802 return;
803 }
804 _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
805 }
806
807
808 /**
809 * Set/replace shader source code.
810 */
811 static void
812 shader_source(struct gl_context *ctx, GLuint shader, const GLchar *source)
813 {
814 struct gl_shader *sh;
815
816 sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
817 if (!sh)
818 return;
819
820 /* free old shader source string and install new one */
821 if (sh->Source) {
822 free((void *) sh->Source);
823 }
824 sh->Source = source;
825 sh->CompileStatus = GL_FALSE;
826 #ifdef DEBUG
827 sh->SourceChecksum = _mesa_str_checksum(sh->Source);
828 #endif
829 }
830
831
832 /**
833 * Compile a shader.
834 */
835 static void
836 compile_shader(struct gl_context *ctx, GLuint shaderObj)
837 {
838 struct gl_shader *sh;
839 struct gl_shader_compiler_options *options;
840
841 sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
842 if (!sh)
843 return;
844
845 options = &ctx->ShaderCompilerOptions[_mesa_shader_type_to_index(sh->Type)];
846
847 /* set default pragma state for shader */
848 sh->Pragmas = options->DefaultPragmas;
849
850 /* this call will set the sh->CompileStatus field to indicate if
851 * compilation was successful.
852 */
853 _mesa_glsl_compile_shader(ctx, sh);
854 }
855
856
857 /**
858 * Link a program's shaders.
859 */
860 static void
861 link_program(struct gl_context *ctx, GLuint program)
862 {
863 struct gl_shader_program *shProg;
864 struct gl_transform_feedback_object *obj =
865 ctx->TransformFeedback.CurrentObject;
866
867 shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
868 if (!shProg)
869 return;
870
871 if (obj->Active
872 && (shProg == ctx->Shader.CurrentVertexProgram
873 || shProg == ctx->Shader.CurrentGeometryProgram
874 || shProg == ctx->Shader.CurrentFragmentProgram)) {
875 _mesa_error(ctx, GL_INVALID_OPERATION,
876 "glLinkProgram(transform feedback active");
877 return;
878 }
879
880 FLUSH_VERTICES(ctx, _NEW_PROGRAM);
881
882 _mesa_glsl_link_shader(ctx, shProg);
883
884 /* debug code */
885 if (0) {
886 GLuint i;
887
888 printf("Link %u shaders in program %u: %s\n",
889 shProg->NumShaders, shProg->Name,
890 shProg->LinkStatus ? "Success" : "Failed");
891
892 for (i = 0; i < shProg->NumShaders; i++) {
893 printf(" shader %u, type 0x%x\n",
894 shProg->Shaders[i]->Name,
895 shProg->Shaders[i]->Type);
896 }
897 }
898 }
899
900
901 /**
902 * Print basic shader info (for debug).
903 */
904 static void
905 print_shader_info(const struct gl_shader_program *shProg)
906 {
907 GLuint i;
908
909 printf("Mesa: glUseProgram(%u)\n", shProg->Name);
910 for (i = 0; i < shProg->NumShaders; i++) {
911 const char *s;
912 switch (shProg->Shaders[i]->Type) {
913 case GL_VERTEX_SHADER:
914 s = "vertex";
915 break;
916 case GL_FRAGMENT_SHADER:
917 s = "fragment";
918 break;
919 case GL_GEOMETRY_SHADER:
920 s = "geometry";
921 break;
922 default:
923 s = "";
924 }
925 printf(" %s shader %u, checksum %u\n", s,
926 shProg->Shaders[i]->Name,
927 shProg->Shaders[i]->SourceChecksum);
928 }
929 if (shProg->VertexProgram)
930 printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
931 if (shProg->FragmentProgram)
932 printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
933 }
934
935
936 /**
937 * Use the named shader program for subsequent glUniform calls
938 */
939 void
940 _mesa_active_program(struct gl_context *ctx, struct gl_shader_program *shProg,
941 const char *caller)
942 {
943 if ((shProg != NULL) && !shProg->LinkStatus) {
944 _mesa_error(ctx, GL_INVALID_OPERATION,
945 "%s(program %u not linked)", caller, shProg->Name);
946 return;
947 }
948
949 if (ctx->Shader.ActiveProgram != shProg) {
950 _mesa_reference_shader_program(ctx, &ctx->Shader.ActiveProgram, shProg);
951 }
952 }
953
954 /**
955 */
956 static bool
957 use_shader_program(struct gl_context *ctx, GLenum type,
958 struct gl_shader_program *shProg)
959 {
960 struct gl_shader_program **target;
961
962 switch (type) {
963 #if FEATURE_ARB_vertex_shader
964 case GL_VERTEX_SHADER:
965 target = &ctx->Shader.CurrentVertexProgram;
966 if ((shProg == NULL)
967 || (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL)) {
968 shProg = NULL;
969 }
970 break;
971 #endif
972 #if FEATURE_ARB_geometry_shader4
973 case GL_GEOMETRY_SHADER_ARB:
974 target = &ctx->Shader.CurrentGeometryProgram;
975 if ((shProg == NULL)
976 || (shProg->_LinkedShaders[MESA_SHADER_GEOMETRY] == NULL)) {
977 shProg = NULL;
978 }
979 break;
980 #endif
981 #if FEATURE_ARB_fragment_shader
982 case GL_FRAGMENT_SHADER:
983 target = &ctx->Shader.CurrentFragmentProgram;
984 if ((shProg == NULL)
985 || (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL)) {
986 shProg = NULL;
987 }
988 break;
989 #endif
990 default:
991 return false;
992 }
993
994 if (*target != shProg) {
995 FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
996 _mesa_reference_shader_program(ctx, target, shProg);
997 return true;
998 }
999
1000 return false;
1001 }
1002
1003 /**
1004 * Use the named shader program for subsequent rendering.
1005 */
1006 void
1007 _mesa_use_program(struct gl_context *ctx, struct gl_shader_program *shProg)
1008 {
1009 use_shader_program(ctx, GL_VERTEX_SHADER, shProg);
1010 use_shader_program(ctx, GL_GEOMETRY_SHADER_ARB, shProg);
1011 use_shader_program(ctx, GL_FRAGMENT_SHADER, shProg);
1012 _mesa_active_program(ctx, shProg, "glUseProgram");
1013
1014 if (ctx->Driver.UseProgram)
1015 ctx->Driver.UseProgram(ctx, shProg);
1016 }
1017
1018
1019 /**
1020 * Validate a program's samplers.
1021 * Specifically, check that there aren't two samplers of different types
1022 * pointing to the same texture unit.
1023 * \return GL_TRUE if valid, GL_FALSE if invalid
1024 */
1025 static GLboolean
1026 validate_samplers(const struct gl_program *prog, char *errMsg)
1027 {
1028 static const char *targetName[] = {
1029 "TEXTURE_2D_ARRAY",
1030 "TEXTURE_1D_ARRAY",
1031 "TEXTURE_CUBE",
1032 "TEXTURE_3D",
1033 "TEXTURE_RECT",
1034 "TEXTURE_2D",
1035 "TEXTURE_1D",
1036 };
1037 GLint targetUsed[MAX_TEXTURE_IMAGE_UNITS];
1038 GLbitfield samplersUsed = prog->SamplersUsed;
1039 GLuint i;
1040
1041 assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
1042
1043 if (samplersUsed == 0x0)
1044 return GL_TRUE;
1045
1046 for (i = 0; i < Elements(targetUsed); i++)
1047 targetUsed[i] = -1;
1048
1049 /* walk over bits which are set in 'samplers' */
1050 while (samplersUsed) {
1051 GLuint unit;
1052 gl_texture_index target;
1053 GLint sampler = _mesa_ffs(samplersUsed) - 1;
1054 assert(sampler >= 0);
1055 assert(sampler < MAX_TEXTURE_IMAGE_UNITS);
1056 unit = prog->SamplerUnits[sampler];
1057 target = prog->SamplerTargets[sampler];
1058 if (targetUsed[unit] != -1 && targetUsed[unit] != (int) target) {
1059 _mesa_snprintf(errMsg, 100,
1060 "Texture unit %d is accessed both as %s and %s",
1061 unit, targetName[targetUsed[unit]], targetName[target]);
1062 return GL_FALSE;
1063 }
1064 targetUsed[unit] = target;
1065 samplersUsed ^= (1 << sampler);
1066 }
1067
1068 return GL_TRUE;
1069 }
1070
1071
1072 /**
1073 * Do validation of the given shader program.
1074 * \param errMsg returns error message if validation fails.
1075 * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
1076 */
1077 static GLboolean
1078 validate_shader_program(const struct gl_shader_program *shProg,
1079 char *errMsg)
1080 {
1081 const struct gl_vertex_program *vp = shProg->VertexProgram;
1082 const struct gl_fragment_program *fp = shProg->FragmentProgram;
1083
1084 if (!shProg->LinkStatus) {
1085 return GL_FALSE;
1086 }
1087
1088 /* From the GL spec, a program is invalid if any of these are true:
1089
1090 any two active samplers in the current program object are of
1091 different types, but refer to the same texture image unit,
1092
1093 any active sampler in the current program object refers to a texture
1094 image unit where fixed-function fragment processing accesses a
1095 texture target that does not match the sampler type, or
1096
1097 the sum of the number of active samplers in the program and the
1098 number of texture image units enabled for fixed-function fragment
1099 processing exceeds the combined limit on the total number of texture
1100 image units allowed.
1101 */
1102
1103
1104 /*
1105 * Check: any two active samplers in the current program object are of
1106 * different types, but refer to the same texture image unit,
1107 */
1108 if (vp && !validate_samplers(&vp->Base, errMsg)) {
1109 return GL_FALSE;
1110 }
1111 if (fp && !validate_samplers(&fp->Base, errMsg)) {
1112 return GL_FALSE;
1113 }
1114
1115 return GL_TRUE;
1116 }
1117
1118
1119 /**
1120 * Called via glValidateProgram()
1121 */
1122 static void
1123 validate_program(struct gl_context *ctx, GLuint program)
1124 {
1125 struct gl_shader_program *shProg;
1126 char errMsg[100];
1127
1128 shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
1129 if (!shProg) {
1130 return;
1131 }
1132
1133 shProg->Validated = validate_shader_program(shProg, errMsg);
1134 if (!shProg->Validated) {
1135 /* update info log */
1136 if (shProg->InfoLog) {
1137 talloc_free(shProg->InfoLog);
1138 }
1139 shProg->InfoLog = talloc_strdup(shProg, errMsg);
1140 }
1141 }
1142
1143
1144
1145 void GLAPIENTRY
1146 _mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
1147 {
1148 GET_CURRENT_CONTEXT(ctx);
1149 attach_shader(ctx, program, shader);
1150 }
1151
1152
1153 void GLAPIENTRY
1154 _mesa_AttachShader(GLuint program, GLuint shader)
1155 {
1156 GET_CURRENT_CONTEXT(ctx);
1157 attach_shader(ctx, program, shader);
1158 }
1159
1160
1161 void GLAPIENTRY
1162 _mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
1163 const GLcharARB *name)
1164 {
1165 GET_CURRENT_CONTEXT(ctx);
1166 bind_attrib_location(ctx, program, index, name);
1167 }
1168
1169
1170 /* GL_EXT_gpu_shader4, GL3 */
1171 void GLAPIENTRY
1172 _mesa_BindFragDataLocation(GLuint program, GLuint colorNumber,
1173 const GLchar *name)
1174 {
1175 GET_CURRENT_CONTEXT(ctx);
1176 bind_frag_data_location(ctx, program, colorNumber, name);
1177 }
1178
1179
1180 void GLAPIENTRY
1181 _mesa_CompileShaderARB(GLhandleARB shaderObj)
1182 {
1183 GET_CURRENT_CONTEXT(ctx);
1184 compile_shader(ctx, shaderObj);
1185 }
1186
1187
1188 GLuint GLAPIENTRY
1189 _mesa_CreateShader(GLenum type)
1190 {
1191 GET_CURRENT_CONTEXT(ctx);
1192 return create_shader(ctx, type);
1193 }
1194
1195
1196 GLhandleARB GLAPIENTRY
1197 _mesa_CreateShaderObjectARB(GLenum type)
1198 {
1199 GET_CURRENT_CONTEXT(ctx);
1200 return create_shader(ctx, type);
1201 }
1202
1203
1204 GLuint GLAPIENTRY
1205 _mesa_CreateProgram(void)
1206 {
1207 GET_CURRENT_CONTEXT(ctx);
1208 return create_shader_program(ctx);
1209 }
1210
1211
1212 GLhandleARB GLAPIENTRY
1213 _mesa_CreateProgramObjectARB(void)
1214 {
1215 GET_CURRENT_CONTEXT(ctx);
1216 return create_shader_program(ctx);
1217 }
1218
1219
1220 void GLAPIENTRY
1221 _mesa_DeleteObjectARB(GLhandleARB obj)
1222 {
1223 if (obj) {
1224 GET_CURRENT_CONTEXT(ctx);
1225 if (is_program(ctx, obj)) {
1226 delete_shader_program(ctx, obj);
1227 }
1228 else if (is_shader(ctx, obj)) {
1229 delete_shader(ctx, obj);
1230 }
1231 else {
1232 /* error? */
1233 }
1234 }
1235 }
1236
1237
1238 void GLAPIENTRY
1239 _mesa_DeleteProgram(GLuint name)
1240 {
1241 if (name) {
1242 GET_CURRENT_CONTEXT(ctx);
1243 delete_shader_program(ctx, name);
1244 }
1245 }
1246
1247
1248 void GLAPIENTRY
1249 _mesa_DeleteShader(GLuint name)
1250 {
1251 if (name) {
1252 GET_CURRENT_CONTEXT(ctx);
1253 delete_shader(ctx, name);
1254 }
1255 }
1256
1257
1258 void GLAPIENTRY
1259 _mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
1260 {
1261 GET_CURRENT_CONTEXT(ctx);
1262 detach_shader(ctx, program, shader);
1263 }
1264
1265
1266 void GLAPIENTRY
1267 _mesa_DetachShader(GLuint program, GLuint shader)
1268 {
1269 GET_CURRENT_CONTEXT(ctx);
1270 detach_shader(ctx, program, shader);
1271 }
1272
1273
1274 void GLAPIENTRY
1275 _mesa_GetActiveAttribARB(GLhandleARB program, GLuint index,
1276 GLsizei maxLength, GLsizei * length, GLint * size,
1277 GLenum * type, GLcharARB * name)
1278 {
1279 GET_CURRENT_CONTEXT(ctx);
1280 get_active_attrib(ctx, program, index, maxLength, length, size, type, name);
1281 }
1282
1283
1284 void GLAPIENTRY
1285 _mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
1286 GLsizei * count, GLhandleARB * obj)
1287 {
1288 GET_CURRENT_CONTEXT(ctx);
1289 get_attached_shaders(ctx, container, maxCount, count, obj);
1290 }
1291
1292
1293 void GLAPIENTRY
1294 _mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
1295 GLsizei *count, GLuint *obj)
1296 {
1297 GET_CURRENT_CONTEXT(ctx);
1298 get_attached_shaders(ctx, program, maxCount, count, obj);
1299 }
1300
1301
1302 GLint GLAPIENTRY
1303 _mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
1304 {
1305 GET_CURRENT_CONTEXT(ctx);
1306 return get_attrib_location(ctx, program, name);
1307 }
1308
1309
1310 /* GL_EXT_gpu_shader4, GL3 */
1311 GLint GLAPIENTRY
1312 _mesa_GetFragDataLocation(GLuint program, const GLchar *name)
1313 {
1314 GET_CURRENT_CONTEXT(ctx);
1315 return get_frag_data_location(ctx, program, name);
1316 }
1317
1318
1319
1320 void GLAPIENTRY
1321 _mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
1322 GLcharARB * infoLog)
1323 {
1324 GET_CURRENT_CONTEXT(ctx);
1325 if (is_program(ctx, object)) {
1326 get_program_info_log(ctx, object, maxLength, length, infoLog);
1327 }
1328 else if (is_shader(ctx, object)) {
1329 get_shader_info_log(ctx, object, maxLength, length, infoLog);
1330 }
1331 else {
1332 _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
1333 }
1334 }
1335
1336
1337 void GLAPIENTRY
1338 _mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
1339 {
1340 GET_CURRENT_CONTEXT(ctx);
1341 /* Implement in terms of GetProgramiv, GetShaderiv */
1342 if (is_program(ctx, object)) {
1343 if (pname == GL_OBJECT_TYPE_ARB) {
1344 *params = GL_PROGRAM_OBJECT_ARB;
1345 }
1346 else {
1347 get_programiv(ctx, object, pname, params);
1348 }
1349 }
1350 else if (is_shader(ctx, object)) {
1351 if (pname == GL_OBJECT_TYPE_ARB) {
1352 *params = GL_SHADER_OBJECT_ARB;
1353 }
1354 else {
1355 get_shaderiv(ctx, object, pname, params);
1356 }
1357 }
1358 else {
1359 _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
1360 }
1361 }
1362
1363
1364 void GLAPIENTRY
1365 _mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
1366 GLfloat *params)
1367 {
1368 GLint iparams[1]; /* XXX is one element enough? */
1369 _mesa_GetObjectParameterivARB(object, pname, iparams);
1370 params[0] = (GLfloat) iparams[0];
1371 }
1372
1373
1374 void GLAPIENTRY
1375 _mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
1376 {
1377 GET_CURRENT_CONTEXT(ctx);
1378 get_programiv(ctx, program, pname, params);
1379 }
1380
1381
1382 void GLAPIENTRY
1383 _mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
1384 {
1385 GET_CURRENT_CONTEXT(ctx);
1386 get_shaderiv(ctx, shader, pname, params);
1387 }
1388
1389
1390 void GLAPIENTRY
1391 _mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
1392 GLsizei *length, GLchar *infoLog)
1393 {
1394 GET_CURRENT_CONTEXT(ctx);
1395 get_program_info_log(ctx, program, bufSize, length, infoLog);
1396 }
1397
1398
1399 void GLAPIENTRY
1400 _mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
1401 GLsizei *length, GLchar *infoLog)
1402 {
1403 GET_CURRENT_CONTEXT(ctx);
1404 get_shader_info_log(ctx, shader, bufSize, length, infoLog);
1405 }
1406
1407
1408 void GLAPIENTRY
1409 _mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
1410 GLsizei *length, GLcharARB *sourceOut)
1411 {
1412 GET_CURRENT_CONTEXT(ctx);
1413 get_shader_source(ctx, shader, maxLength, length, sourceOut);
1414 }
1415
1416
1417 GLhandleARB GLAPIENTRY
1418 _mesa_GetHandleARB(GLenum pname)
1419 {
1420 GET_CURRENT_CONTEXT(ctx);
1421 return get_handle(ctx, pname);
1422 }
1423
1424
1425 GLboolean GLAPIENTRY
1426 _mesa_IsProgram(GLuint name)
1427 {
1428 GET_CURRENT_CONTEXT(ctx);
1429 return is_program(ctx, name);
1430 }
1431
1432
1433 GLboolean GLAPIENTRY
1434 _mesa_IsShader(GLuint name)
1435 {
1436 GET_CURRENT_CONTEXT(ctx);
1437 return is_shader(ctx, name);
1438 }
1439
1440
1441 void GLAPIENTRY
1442 _mesa_LinkProgramARB(GLhandleARB programObj)
1443 {
1444 GET_CURRENT_CONTEXT(ctx);
1445 link_program(ctx, programObj);
1446 }
1447
1448
1449
1450 /**
1451 * Read shader source code from a file.
1452 * Useful for debugging to override an app's shader.
1453 */
1454 static GLcharARB *
1455 read_shader(const char *fname)
1456 {
1457 const int max = 50*1000;
1458 FILE *f = fopen(fname, "r");
1459 GLcharARB *buffer, *shader;
1460 int len;
1461
1462 if (!f) {
1463 return NULL;
1464 }
1465
1466 buffer = (char *) malloc(max);
1467 len = fread(buffer, 1, max, f);
1468 buffer[len] = 0;
1469
1470 fclose(f);
1471
1472 shader = _mesa_strdup(buffer);
1473 free(buffer);
1474
1475 return shader;
1476 }
1477
1478
1479 /**
1480 * Called via glShaderSource() and glShaderSourceARB() API functions.
1481 * Basically, concatenate the source code strings into one long string
1482 * and pass it to _mesa_shader_source().
1483 */
1484 void GLAPIENTRY
1485 _mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
1486 const GLcharARB ** string, const GLint * length)
1487 {
1488 GET_CURRENT_CONTEXT(ctx);
1489 GLint *offsets;
1490 GLsizei i, totalLength;
1491 GLcharARB *source;
1492 GLuint checksum;
1493
1494 if (!shaderObj || string == NULL) {
1495 _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
1496 return;
1497 }
1498
1499 /*
1500 * This array holds offsets of where the appropriate string ends, thus the
1501 * last element will be set to the total length of the source code.
1502 */
1503 offsets = (GLint *) malloc(count * sizeof(GLint));
1504 if (offsets == NULL) {
1505 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1506 return;
1507 }
1508
1509 for (i = 0; i < count; i++) {
1510 if (string[i] == NULL) {
1511 free((GLvoid *) offsets);
1512 _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderSourceARB(null string)");
1513 return;
1514 }
1515 if (length == NULL || length[i] < 0)
1516 offsets[i] = strlen(string[i]);
1517 else
1518 offsets[i] = length[i];
1519 /* accumulate string lengths */
1520 if (i > 0)
1521 offsets[i] += offsets[i - 1];
1522 }
1523
1524 /* Total length of source string is sum off all strings plus two.
1525 * One extra byte for terminating zero, another extra byte to silence
1526 * valgrind warnings in the parser/grammer code.
1527 */
1528 totalLength = offsets[count - 1] + 2;
1529 source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
1530 if (source == NULL) {
1531 free((GLvoid *) offsets);
1532 _mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
1533 return;
1534 }
1535
1536 for (i = 0; i < count; i++) {
1537 GLint start = (i > 0) ? offsets[i - 1] : 0;
1538 memcpy(source + start, string[i],
1539 (offsets[i] - start) * sizeof(GLcharARB));
1540 }
1541 source[totalLength - 1] = '\0';
1542 source[totalLength - 2] = '\0';
1543
1544 if (SHADER_SUBST) {
1545 /* Compute the shader's source code checksum then try to open a file
1546 * named newshader_<CHECKSUM>. If it exists, use it in place of the
1547 * original shader source code. For debugging.
1548 */
1549 char filename[100];
1550 GLcharARB *newSource;
1551
1552 checksum = _mesa_str_checksum(source);
1553
1554 _mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
1555
1556 newSource = read_shader(filename);
1557 if (newSource) {
1558 fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
1559 shaderObj, checksum, filename);
1560 free(source);
1561 source = newSource;
1562 }
1563 }
1564
1565 shader_source(ctx, shaderObj, source);
1566
1567 if (SHADER_SUBST) {
1568 struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
1569 if (sh)
1570 sh->SourceChecksum = checksum; /* save original checksum */
1571 }
1572
1573 free(offsets);
1574 }
1575
1576
1577 void GLAPIENTRY
1578 _mesa_UseProgramObjectARB(GLhandleARB program)
1579 {
1580 GET_CURRENT_CONTEXT(ctx);
1581 struct gl_shader_program *shProg;
1582 struct gl_transform_feedback_object *obj =
1583 ctx->TransformFeedback.CurrentObject;
1584
1585 if (obj->Active) {
1586 _mesa_error(ctx, GL_INVALID_OPERATION,
1587 "glUseProgram(transform feedback active)");
1588 return;
1589 }
1590
1591 if (program) {
1592 shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
1593 if (!shProg) {
1594 return;
1595 }
1596 if (!shProg->LinkStatus) {
1597 _mesa_error(ctx, GL_INVALID_OPERATION,
1598 "glUseProgram(program %u not linked)", program);
1599 return;
1600 }
1601
1602 /* debug code */
1603 if (ctx->Shader.Flags & GLSL_USE_PROG) {
1604 print_shader_info(shProg);
1605 }
1606 }
1607 else {
1608 shProg = NULL;
1609 }
1610
1611 _mesa_use_program(ctx, shProg);
1612 }
1613
1614
1615 void GLAPIENTRY
1616 _mesa_ValidateProgramARB(GLhandleARB program)
1617 {
1618 GET_CURRENT_CONTEXT(ctx);
1619 validate_program(ctx, program);
1620 }
1621
1622 #ifdef FEATURE_ES2
1623
1624 void GLAPIENTRY
1625 _mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
1626 GLint* range, GLint* precision)
1627 {
1628 GET_CURRENT_CONTEXT(ctx);
1629 (void) shadertype;
1630 (void) precisiontype;
1631 (void) range;
1632 (void) precision;
1633 _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
1634 }
1635
1636
1637 void GLAPIENTRY
1638 _mesa_ReleaseShaderCompiler(void)
1639 {
1640 GET_CURRENT_CONTEXT(ctx);
1641 _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
1642 }
1643
1644
1645 void GLAPIENTRY
1646 _mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
1647 const void* binary, GLint length)
1648 {
1649 GET_CURRENT_CONTEXT(ctx);
1650 (void) n;
1651 (void) shaders;
1652 (void) binaryformat;
1653 (void) binary;
1654 (void) length;
1655 _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
1656 }
1657
1658 #endif /* FEATURE_ES2 */
1659
1660
1661 #if FEATURE_ARB_geometry_shader4
1662
1663 void GLAPIENTRY
1664 _mesa_ProgramParameteriARB(GLuint program, GLenum pname,
1665 GLint value)
1666 {
1667 struct gl_shader_program *shProg;
1668 GET_CURRENT_CONTEXT(ctx);
1669
1670 ASSERT_OUTSIDE_BEGIN_END(ctx);
1671
1672 shProg = _mesa_lookup_shader_program_err(ctx, program,
1673 "glProgramParameteri");
1674 if (!shProg)
1675 return;
1676
1677 switch (pname) {
1678 case GL_GEOMETRY_VERTICES_OUT_ARB:
1679 if (value < 1 ||
1680 (unsigned) value > ctx->Const.GeometryProgram.MaxGeometryOutputVertices) {
1681 _mesa_error(ctx, GL_INVALID_VALUE,
1682 "glProgramParameteri(GL_GEOMETRY_VERTICES_OUT_ARB=%d",
1683 value);
1684 return;
1685 }
1686 shProg->Geom.VerticesOut = value;
1687 break;
1688 case GL_GEOMETRY_INPUT_TYPE_ARB:
1689 switch (value) {
1690 case GL_POINTS:
1691 case GL_LINES:
1692 case GL_LINES_ADJACENCY_ARB:
1693 case GL_TRIANGLES:
1694 case GL_TRIANGLES_ADJACENCY_ARB:
1695 shProg->Geom.InputType = value;
1696 break;
1697 default:
1698 _mesa_error(ctx, GL_INVALID_VALUE,
1699 "glProgramParameteri(geometry input type = %s",
1700 _mesa_lookup_enum_by_nr(value));
1701 return;
1702 }
1703 break;
1704 case GL_GEOMETRY_OUTPUT_TYPE_ARB:
1705 switch (value) {
1706 case GL_POINTS:
1707 case GL_LINE_STRIP:
1708 case GL_TRIANGLE_STRIP:
1709 shProg->Geom.OutputType = value;
1710 break;
1711 default:
1712 _mesa_error(ctx, GL_INVALID_VALUE,
1713 "glProgramParameteri(geometry output type = %s",
1714 _mesa_lookup_enum_by_nr(value));
1715 return;
1716 }
1717 break;
1718 default:
1719 _mesa_error(ctx, GL_INVALID_ENUM, "glProgramParameteriARB(pname=%s)",
1720 _mesa_lookup_enum_by_nr(pname));
1721 break;
1722 }
1723 }
1724
1725 #endif
1726
1727 void
1728 _mesa_use_shader_program(struct gl_context *ctx, GLenum type,
1729 struct gl_shader_program *shProg)
1730 {
1731 use_shader_program(ctx, type, shProg);
1732
1733 if (ctx->Driver.UseProgram)
1734 ctx->Driver.UseProgram(ctx, shProg);
1735 }
1736
1737 void GLAPIENTRY
1738 _mesa_UseShaderProgramEXT(GLenum type, GLuint program)
1739 {
1740 GET_CURRENT_CONTEXT(ctx);
1741 struct gl_shader_program *shProg = NULL;
1742
1743 if (!validate_shader_target(ctx, type)) {
1744 _mesa_error(ctx, GL_INVALID_ENUM, "glUseShaderProgramEXT(type)");
1745 return;
1746 }
1747
1748 if (ctx->TransformFeedback.CurrentObject->Active) {
1749 _mesa_error(ctx, GL_INVALID_OPERATION,
1750 "glUseShaderProgramEXT(transform feedback is active)");
1751 return;
1752 }
1753
1754 if (program) {
1755 shProg = _mesa_lookup_shader_program_err(ctx, program,
1756 "glUseShaderProgramEXT");
1757 if (shProg == NULL)
1758 return;
1759
1760 if (!shProg->LinkStatus) {
1761 _mesa_error(ctx, GL_INVALID_OPERATION,
1762 "glUseShaderProgramEXT(program not linked)");
1763 return;
1764 }
1765 }
1766
1767 _mesa_use_shader_program(ctx, type, shProg);
1768 }
1769
1770 void GLAPIENTRY
1771 _mesa_ActiveProgramEXT(GLuint program)
1772 {
1773 GET_CURRENT_CONTEXT(ctx);
1774 struct gl_shader_program *shProg = (program != 0)
1775 ? _mesa_lookup_shader_program_err(ctx, program, "glActiveProgramEXT")
1776 : NULL;
1777
1778 _mesa_active_program(ctx, shProg, "glActiveProgramEXT");
1779 return;
1780 }
1781
1782 GLuint GLAPIENTRY
1783 _mesa_CreateShaderProgramEXT(GLenum type, const GLchar *string)
1784 {
1785 GET_CURRENT_CONTEXT(ctx);
1786 const GLuint shader = create_shader(ctx, type);
1787 GLuint program = 0;
1788
1789 if (shader) {
1790 shader_source(ctx, shader, _mesa_strdup(string));
1791 compile_shader(ctx, shader);
1792
1793 program = create_shader_program(ctx);
1794 if (program) {
1795 struct gl_shader_program *shProg;
1796 struct gl_shader *sh;
1797 GLint compiled = GL_FALSE;
1798
1799 shProg = _mesa_lookup_shader_program(ctx, program);
1800 sh = _mesa_lookup_shader(ctx, shader);
1801
1802 get_shaderiv(ctx, shader, GL_COMPILE_STATUS, &compiled);
1803 if (compiled) {
1804 attach_shader(ctx, program, shader);
1805 link_program(ctx, program);
1806 detach_shader(ctx, program, shader);
1807
1808 #if 0
1809 /* Possibly... */
1810 if (active-user-defined-varyings-in-linked-program) {
1811 append-error-to-info-log;
1812 shProg->LinkStatus = GL_FALSE;
1813 }
1814 #endif
1815 }
1816
1817 shProg->InfoLog = talloc_strdup_append(shProg->InfoLog, sh->InfoLog);
1818 }
1819
1820 delete_shader(ctx, shader);
1821 }
1822
1823 return program;
1824 }
1825
1826 /**
1827 * Plug in shader-related functions into API dispatch table.
1828 */
1829 void
1830 _mesa_init_shader_dispatch(struct _glapi_table *exec)
1831 {
1832 #if FEATURE_GL
1833 /* GL_ARB_vertex/fragment_shader */
1834 SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
1835 SET_GetHandleARB(exec, _mesa_GetHandleARB);
1836 SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
1837 SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
1838 SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
1839 SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
1840 SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
1841 SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
1842 SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
1843 SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
1844 SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
1845 SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
1846 SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
1847 SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
1848 SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
1849 SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
1850
1851 /* OpenGL 2.0 */
1852 SET_AttachShader(exec, _mesa_AttachShader);
1853 SET_CreateProgram(exec, _mesa_CreateProgram);
1854 SET_CreateShader(exec, _mesa_CreateShader);
1855 SET_DeleteProgram(exec, _mesa_DeleteProgram);
1856 SET_DeleteShader(exec, _mesa_DeleteShader);
1857 SET_DetachShader(exec, _mesa_DetachShader);
1858 SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
1859 SET_GetProgramiv(exec, _mesa_GetProgramiv);
1860 SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
1861 SET_GetShaderiv(exec, _mesa_GetShaderiv);
1862 SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
1863 SET_IsProgram(exec, _mesa_IsProgram);
1864 SET_IsShader(exec, _mesa_IsShader);
1865
1866 #if FEATURE_ARB_vertex_shader
1867 SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
1868 SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
1869 SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
1870 #endif
1871
1872 #if FEATURE_ARB_geometry_shader4
1873 SET_ProgramParameteriARB(exec, _mesa_ProgramParameteriARB);
1874 #endif
1875
1876 SET_UseShaderProgramEXT(exec, _mesa_UseShaderProgramEXT);
1877 SET_ActiveProgramEXT(exec, _mesa_ActiveProgramEXT);
1878 SET_CreateShaderProgramEXT(exec, _mesa_CreateShaderProgramEXT);
1879
1880 /* GL_EXT_gpu_shader4 / GL 3.0 */
1881 SET_BindFragDataLocationEXT(exec, _mesa_BindFragDataLocation);
1882 SET_GetFragDataLocationEXT(exec, _mesa_GetFragDataLocation);
1883
1884 #endif /* FEATURE_GL */
1885 }
1886