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authorBrian Paul <brianp@vmware.com>2010-06-10 20:23:03 -0600
committerBrian Paul <brianp@vmware.com>2010-06-10 20:32:57 -0600
commita37b2219d6e3f299379c6434d65f300660d12c3e (patch)
tree7e3000d9f93531979452d168d542e00ebf66e6e7 /src/mesa/shader/shader_api.c
parent050eed095a3f7eaeada1e292f92f2b549d74963f (diff)
mesa: refactor shader api / object code
Remove the unneeded ctx->Driver hooks for shader-related functions. Move state and API-related things into main/.
Diffstat (limited to 'src/mesa/shader/shader_api.c')
-rw-r--r--src/mesa/shader/shader_api.c1424
1 files changed, 0 insertions, 1424 deletions
diff --git a/src/mesa/shader/shader_api.c b/src/mesa/shader/shader_api.c
deleted file mode 100644
index c414e89825..0000000000
--- a/src/mesa/shader/shader_api.c
+++ /dev/null
@@ -1,1424 +0,0 @@
-/*
- * Mesa 3-D graphics library
- * Version: 7.6
- *
- * Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
- * Copyright (C) 2009 VMware, Inc. 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
- * Implementation of GLSL-related API functions
- * \author Brian Paul
- */
-
-/**
- * XXX things to do:
- * 1. Check that the right error code is generated for all _mesa_error() calls.
- * 2. Insert FLUSH_VERTICES calls in various places
- */
-
-
-#include "main/glheader.h"
-#include "main/context.h"
-#include "main/hash.h"
-#include "shader/program.h"
-#include "shader/prog_parameter.h"
-#include "shader/prog_uniform.h"
-#include "shader/shader_api.h"
-#include "shader/uniforms.h"
-#include "shader/slang/slang_compile.h"
-#include "shader/slang/slang_link.h"
-
-
-/**
- * Allocate a new gl_shader_program object, initialize it.
- */
-static struct gl_shader_program *
-_mesa_new_shader_program(GLcontext *ctx, GLuint name)
-{
- struct gl_shader_program *shProg;
- shProg = CALLOC_STRUCT(gl_shader_program);
- if (shProg) {
- shProg->Type = GL_SHADER_PROGRAM_MESA;
- shProg->Name = name;
- shProg->RefCount = 1;
- shProg->Attributes = _mesa_new_parameter_list();
- }
- return shProg;
-}
-
-
-/**
- * Clear (free) the shader program state that gets produced by linking.
- */
-void
-_mesa_clear_shader_program_data(GLcontext *ctx,
- struct gl_shader_program *shProg)
-{
- _mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
- _mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
-
- if (shProg->Uniforms) {
- _mesa_free_uniform_list(shProg->Uniforms);
- shProg->Uniforms = NULL;
- }
-
- if (shProg->Varying) {
- _mesa_free_parameter_list(shProg->Varying);
- shProg->Varying = NULL;
- }
-}
-
-
-/**
- * Free all the data that hangs off a shader program object, but not the
- * object itself.
- */
-void
-_mesa_free_shader_program_data(GLcontext *ctx,
- struct gl_shader_program *shProg)
-{
- GLuint i;
-
- assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
-
- _mesa_clear_shader_program_data(ctx, shProg);
-
- if (shProg->Attributes) {
- _mesa_free_parameter_list(shProg->Attributes);
- shProg->Attributes = NULL;
- }
-
- /* detach shaders */
- for (i = 0; i < shProg->NumShaders; i++) {
- _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
- }
- shProg->NumShaders = 0;
-
- if (shProg->Shaders) {
- free(shProg->Shaders);
- shProg->Shaders = NULL;
- }
-
- if (shProg->InfoLog) {
- free(shProg->InfoLog);
- shProg->InfoLog = NULL;
- }
-
- /* Transform feedback varying vars */
- for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
- free(shProg->TransformFeedback.VaryingNames[i]);
- }
- free(shProg->TransformFeedback.VaryingNames);
- shProg->TransformFeedback.VaryingNames = NULL;
- shProg->TransformFeedback.NumVarying = 0;
-}
-
-
-/**
- * Free/delete a shader program object.
- */
-void
-_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
-{
- _mesa_free_shader_program_data(ctx, shProg);
-
- free(shProg);
-}
-
-
-/**
- * Set ptr to point to shProg.
- * If ptr is pointing to another object, decrement its refcount (and delete
- * if refcount hits zero).
- * Then set ptr to point to shProg, incrementing its refcount.
- */
-/* XXX this could be static */
-void
-_mesa_reference_shader_program(GLcontext *ctx,
- struct gl_shader_program **ptr,
- struct gl_shader_program *shProg)
-{
- assert(ptr);
- if (*ptr == shProg) {
- /* no-op */
- return;
- }
- if (*ptr) {
- /* Unreference the old shader program */
- GLboolean deleteFlag = GL_FALSE;
- struct gl_shader_program *old = *ptr;
-
- ASSERT(old->RefCount > 0);
- old->RefCount--;
-#if 0
- printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
- (void *) old, old->Name, old->RefCount);
-#endif
- deleteFlag = (old->RefCount == 0);
-
- if (deleteFlag) {
- _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
- _mesa_free_shader_program(ctx, old);
- }
-
- *ptr = NULL;
- }
- assert(!*ptr);
-
- if (shProg) {
- shProg->RefCount++;
-#if 0
- printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
- (void *) shProg, shProg->Name, shProg->RefCount);
-#endif
- *ptr = shProg;
- }
-}
-
-
-/**
- * Lookup a GLSL program object.
- */
-struct gl_shader_program *
-_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
-{
- struct gl_shader_program *shProg;
- if (name) {
- shProg = (struct gl_shader_program *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- /* Note that both gl_shader and gl_shader_program objects are kept
- * in the same hash table. Check the object's type to be sure it's
- * what we're expecting.
- */
- if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
- return NULL;
- }
- return shProg;
- }
- return NULL;
-}
-
-
-/**
- * As above, but record an error if program is not found.
- */
-struct gl_shader_program *
-_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
- const char *caller)
-{
- if (!name) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
- return NULL;
- }
- else {
- struct gl_shader_program *shProg = (struct gl_shader_program *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
- return NULL;
- }
- if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
- _mesa_error(ctx, GL_INVALID_OPERATION, caller);
- return NULL;
- }
- return shProg;
- }
-}
-
-
-
-
-/**
- * Allocate a new gl_shader object, initialize it.
- */
-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->Type = type;
- shader->Name = name;
- shader->RefCount = 1;
- }
- return shader;
-}
-
-
-void
-_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
-{
- if (sh->Source)
- free((void *) sh->Source);
- if (sh->InfoLog)
- free(sh->InfoLog);
- _mesa_reference_program(ctx, &sh->Program, NULL);
- free(sh);
-}
-
-
-/**
- * Set ptr to point to sh.
- * If ptr is pointing to another shader, decrement its refcount (and delete
- * if refcount hits zero).
- * Then set ptr to point to sh, incrementing its refcount.
- */
-/* XXX this could be static */
-void
-_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
- struct gl_shader *sh)
-{
- assert(ptr);
- if (*ptr == sh) {
- /* no-op */
- return;
- }
- if (*ptr) {
- /* Unreference the old shader */
- GLboolean deleteFlag = GL_FALSE;
- struct gl_shader *old = *ptr;
-
- ASSERT(old->RefCount > 0);
- old->RefCount--;
- /*printf("SHADER DECR %p (%d) to %d\n",
- (void*) old, old->Name, old->RefCount);*/
- deleteFlag = (old->RefCount == 0);
-
- if (deleteFlag) {
- _mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
- _mesa_free_shader(ctx, old);
- }
-
- *ptr = NULL;
- }
- assert(!*ptr);
-
- if (sh) {
- /* reference new */
- sh->RefCount++;
- /*printf("SHADER INCR %p (%d) to %d\n",
- (void*) sh, sh->Name, sh->RefCount);*/
- *ptr = sh;
- }
-}
-
-
-/**
- * Lookup a GLSL shader object.
- */
-struct gl_shader *
-_mesa_lookup_shader(GLcontext *ctx, GLuint name)
-{
- if (name) {
- struct gl_shader *sh = (struct gl_shader *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- /* Note that both gl_shader and gl_shader_program objects are kept
- * in the same hash table. Check the object's type to be sure it's
- * what we're expecting.
- */
- if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
- return NULL;
- }
- return sh;
- }
- return NULL;
-}
-
-
-/**
- * As above, but record an error if shader is not found.
- */
-static struct gl_shader *
-_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
-{
- if (!name) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
- return NULL;
- }
- else {
- struct gl_shader *sh = (struct gl_shader *)
- _mesa_HashLookup(ctx->Shared->ShaderObjects, name);
- if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, caller);
- return NULL;
- }
- if (sh->Type == GL_SHADER_PROGRAM_MESA) {
- _mesa_error(ctx, GL_INVALID_OPERATION, caller);
- return NULL;
- }
- return sh;
- }
-}
-
-
-/**
- * Return mask of GLSL_x flags by examining the MESA_GLSL env var.
- */
-static GLbitfield
-get_shader_flags(void)
-{
- GLbitfield flags = 0x0;
- const char *env = _mesa_getenv("MESA_GLSL");
-
- if (env) {
- if (strstr(env, "dump"))
- flags |= GLSL_DUMP;
- if (strstr(env, "log"))
- flags |= GLSL_LOG;
- if (strstr(env, "nopvert"))
- flags |= GLSL_NOP_VERT;
- if (strstr(env, "nopfrag"))
- flags |= GLSL_NOP_FRAG;
- if (strstr(env, "nopt"))
- flags |= GLSL_NO_OPT;
- else if (strstr(env, "opt"))
- flags |= GLSL_OPT;
- if (strstr(env, "uniform"))
- flags |= GLSL_UNIFORMS;
- if (strstr(env, "useprog"))
- flags |= GLSL_USE_PROG;
- }
-
- return flags;
-}
-
-
-/**
- * Find the length of the longest transform feedback varying name
- * which was specified with glTransformFeedbackVaryings().
- */
-static GLint
-longest_feedback_varying_name(const struct gl_shader_program *shProg)
-{
- GLuint i;
- GLint max = 0;
- for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
- GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
- if (len > max)
- max = len;
- }
- return max;
-}
-
-
-
-/**
- * Initialize context's shader state.
- */
-void
-_mesa_init_shader_state(GLcontext * ctx)
-{
- /* Device drivers may override these to control what kind of instructions
- * are generated by the GLSL compiler.
- */
- ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
- ctx->Shader.EmitContReturn = GL_TRUE;
- ctx->Shader.EmitCondCodes = GL_FALSE;
- ctx->Shader.EmitComments = GL_FALSE;
- ctx->Shader.Flags = get_shader_flags();
-
- /* Default pragma settings */
- ctx->Shader.DefaultPragmas.IgnoreOptimize = GL_FALSE;
- ctx->Shader.DefaultPragmas.IgnoreDebug = GL_FALSE;
- ctx->Shader.DefaultPragmas.Optimize = GL_TRUE;
- ctx->Shader.DefaultPragmas.Debug = GL_FALSE;
-}
-
-
-/**
- * Free the per-context shader-related state.
- */
-void
-_mesa_free_shader_state(GLcontext *ctx)
-{
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
-}
-
-
-/**
- * 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 number of chars copied
- * \param dst the string destination
- */
-void
-_mesa_copy_string(GLchar *dst, GLsizei maxLength,
- GLsizei *length, const GLchar *src)
-{
- 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;
-}
-
-
-static GLboolean
-_mesa_is_program(GLcontext *ctx, GLuint name)
-{
- struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
- return shProg ? GL_TRUE : GL_FALSE;
-}
-
-
-static GLboolean
-_mesa_is_shader(GLcontext *ctx, GLuint name)
-{
- struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
- return shader ? GL_TRUE : GL_FALSE;
-}
-
-
-/**
- * Called via ctx->Driver.AttachShader()
- */
-static void
-_mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
-{
- struct gl_shader_program *shProg;
- struct gl_shader *sh;
- GLuint i, n;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
- if (!shProg)
- return;
-
- sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
- if (!sh) {
- return;
- }
-
- n = shProg->NumShaders;
- for (i = 0; i < n; i++) {
- if (shProg->Shaders[i] == sh) {
- /* The shader is already attched to this program. The
- * GL_ARB_shader_objects spec says:
- *
- * "The error INVALID_OPERATION is generated by AttachObjectARB
- * if <obj> is already attached to <containerObj>."
- */
- _mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
- return;
- }
- }
-
- /* grow list */
- shProg->Shaders = (struct gl_shader **)
- _mesa_realloc(shProg->Shaders,
- n * sizeof(struct gl_shader *),
- (n + 1) * sizeof(struct gl_shader *));
- if (!shProg->Shaders) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
- return;
- }
-
- /* append */
- shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
- _mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
- shProg->NumShaders++;
-}
-
-
-static GLint
-_mesa_get_attrib_location(GLcontext *ctx, GLuint program,
- const GLchar *name)
-{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation");
-
- if (!shProg) {
- return -1;
- }
-
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glGetAttribLocation(program not linked)");
- return -1;
- }
-
- if (!name)
- return -1;
-
- if (shProg->VertexProgram) {
- const struct gl_program_parameter_list *attribs =
- shProg->VertexProgram->Base.Attributes;
- if (attribs) {
- GLint i = _mesa_lookup_parameter_index(attribs, -1, name);
- if (i >= 0) {
- return attribs->Parameters[i].StateIndexes[0];
- }
- }
- }
- return -1;
-}
-
-
-static void
-_mesa_bind_attrib_location(GLcontext *ctx, GLuint program, GLuint index,
- const GLchar *name)
-{
- struct gl_shader_program *shProg;
- const GLint size = -1; /* unknown size */
- GLint i, oldIndex;
- GLenum datatype = GL_FLOAT_VEC4;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program,
- "glBindAttribLocation");
- if (!shProg) {
- return;
- }
-
- if (!name)
- return;
-
- if (strncmp(name, "gl_", 3) == 0) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glBindAttribLocation(illegal name)");
- return;
- }
-
- if (index >= ctx->Const.VertexProgram.MaxAttribs) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)");
- return;
- }
-
- if (shProg->LinkStatus) {
- /* get current index/location for the attribute */
- oldIndex = _mesa_get_attrib_location(ctx, program, name);
- }
- else {
- oldIndex = -1;
- }
-
- /* this will replace the current value if it's already in the list */
- i = _mesa_add_attribute(shProg->Attributes, name, size, datatype, index);
- if (i < 0) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glBindAttribLocation");
- return;
- }
-
- /*
- * Note that this attribute binding won't go into effect until
- * glLinkProgram is called again.
- */
-}
-
-
-static GLuint
-_mesa_create_shader(GLcontext *ctx, GLenum type)
-{
- struct gl_shader *sh;
- GLuint name;
-
- name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
-
- switch (type) {
- case GL_FRAGMENT_SHADER:
- case GL_VERTEX_SHADER:
- sh = _mesa_new_shader(ctx, name, type);
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "CreateShader(type)");
- return 0;
- }
-
- _mesa_HashInsert(ctx->Shared->ShaderObjects, name, sh);
-
- return name;
-}
-
-
-static GLuint
-_mesa_create_program(GLcontext *ctx)
-{
- GLuint name;
- struct gl_shader_program *shProg;
-
- name = _mesa_HashFindFreeKeyBlock(ctx->Shared->ShaderObjects, 1);
- shProg = _mesa_new_shader_program(ctx, name);
-
- _mesa_HashInsert(ctx->Shared->ShaderObjects, name, shProg);
-
- assert(shProg->RefCount == 1);
-
- return name;
-}
-
-
-/**
- * Named w/ "2" to indicate OpenGL 2.x vs GL_ARB_fragment_programs's
- * DeleteProgramARB.
- */
-static void
-_mesa_delete_program2(GLcontext *ctx, GLuint name)
-{
- /*
- * NOTE: deleting shaders/programs works a bit differently than
- * texture objects (and buffer objects, etc). Shader/program
- * handles/IDs exist in the hash table until the object is really
- * deleted (refcount==0). With texture objects, the handle/ID is
- * removed from the hash table in glDeleteTextures() while the tex
- * object itself might linger until its refcount goes to zero.
- */
- struct gl_shader_program *shProg;
-
- shProg = _mesa_lookup_shader_program_err(ctx, name, "glDeleteProgram");
- if (!shProg)
- return;
-
- shProg->DeletePending = GL_TRUE;
-
- /* effectively, decr shProg's refcount */
- _mesa_reference_shader_program(ctx, &shProg, NULL);
-}
-
-
-static void
-_mesa_delete_shader(GLcontext *ctx, GLuint shader)
-{
- struct gl_shader *sh;
-
- sh = _mesa_lookup_shader_err(ctx, shader, "glDeleteShader");
- if (!sh)
- return;
-
- sh->DeletePending = GL_TRUE;
-
- /* effectively, decr sh's refcount */
- _mesa_reference_shader(ctx, &sh, NULL);
-}
-
-
-static void
-_mesa_detach_shader(GLcontext *ctx, GLuint program, GLuint shader)
-{
- struct gl_shader_program *shProg;
- GLuint n;
- GLuint i, j;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glDetachShader");
- if (!shProg)
- return;
-
- n = shProg->NumShaders;
-
- for (i = 0; i < n; i++) {
- if (shProg->Shaders[i]->Name == shader) {
- /* found it */
- struct gl_shader **newList;
-
- /* release */
- _mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
-
- /* alloc new, smaller array */
- newList = (struct gl_shader **)
- malloc((n - 1) * sizeof(struct gl_shader *));
- if (!newList) {
- _mesa_error(ctx, GL_OUT_OF_MEMORY, "glDetachShader");
- return;
- }
- for (j = 0; j < i; j++) {
- newList[j] = shProg->Shaders[j];
- }
- while (++i < n)
- newList[j++] = shProg->Shaders[i];
- free(shProg->Shaders);
-
- shProg->Shaders = newList;
- shProg->NumShaders = n - 1;
-
-#ifdef DEBUG
- /* sanity check */
- {
- for (j = 0; j < shProg->NumShaders; j++) {
- assert(shProg->Shaders[j]->Type == GL_VERTEX_SHADER ||
- shProg->Shaders[j]->Type == GL_FRAGMENT_SHADER);
- assert(shProg->Shaders[j]->RefCount > 0);
- }
- }
-#endif
-
- return;
- }
- }
-
- /* not found */
- {
- GLenum err;
- if (_mesa_is_shader(ctx, shader))
- err = GL_INVALID_OPERATION;
- else if (_mesa_is_program(ctx, shader))
- err = GL_INVALID_OPERATION;
- else
- err = GL_INVALID_VALUE;
- _mesa_error(ctx, err, "glDetachProgram(shader)");
- return;
- }
-}
-
-
-/**
- * Return the size of the given GLSL datatype, in floats (components).
- */
-GLint
-_mesa_sizeof_glsl_type(GLenum type)
-{
- switch (type) {
- case GL_FLOAT:
- case GL_INT:
- case GL_BOOL:
- case GL_SAMPLER_1D:
- case GL_SAMPLER_2D:
- case GL_SAMPLER_3D:
- case GL_SAMPLER_CUBE:
- case GL_SAMPLER_1D_SHADOW:
- case GL_SAMPLER_2D_SHADOW:
- case GL_SAMPLER_2D_RECT_ARB:
- case GL_SAMPLER_2D_RECT_SHADOW_ARB:
- case GL_SAMPLER_1D_ARRAY_EXT:
- case GL_SAMPLER_2D_ARRAY_EXT:
- case GL_SAMPLER_1D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_2D_ARRAY_SHADOW_EXT:
- case GL_SAMPLER_CUBE_SHADOW_EXT:
- return 1;
- case GL_FLOAT_VEC2:
- case GL_INT_VEC2:
- case GL_UNSIGNED_INT_VEC2:
- case GL_BOOL_VEC2:
- return 2;
- case GL_FLOAT_VEC3:
- case GL_INT_VEC3:
- case GL_UNSIGNED_INT_VEC3:
- case GL_BOOL_VEC3:
- return 3;
- case GL_FLOAT_VEC4:
- case GL_INT_VEC4:
- case GL_UNSIGNED_INT_VEC4:
- case GL_BOOL_VEC4:
- return 4;
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT2x3:
- case GL_FLOAT_MAT2x4:
- return 8; /* two float[4] vectors */
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT3x2:
- case GL_FLOAT_MAT3x4:
- return 12; /* three float[4] vectors */
- case GL_FLOAT_MAT4:
- case GL_FLOAT_MAT4x2:
- case GL_FLOAT_MAT4x3:
- return 16; /* four float[4] vectors */
- default:
- _mesa_problem(NULL, "Invalid type in _mesa_sizeof_glsl_type()");
- return 1;
- }
-}
-
-
-static void
-_mesa_get_active_attrib(GLcontext *ctx, GLuint program, GLuint index,
- GLsizei maxLength, GLsizei *length, GLint *size,
- GLenum *type, GLchar *nameOut)
-{
- const struct gl_program_parameter_list *attribs = NULL;
- struct gl_shader_program *shProg;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib");
- if (!shProg)
- return;
-
- if (shProg->VertexProgram)
- attribs = shProg->VertexProgram->Base.Attributes;
-
- if (!attribs || index >= attribs->NumParameters) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)");
- return;
- }
-
- _mesa_copy_string(nameOut, maxLength, length,
- attribs->Parameters[index].Name);
-
- if (size)
- *size = attribs->Parameters[index].Size
- / _mesa_sizeof_glsl_type(attribs->Parameters[index].DataType);
-
- if (type)
- *type = attribs->Parameters[index].DataType;
-}
-
-
-/**
- * Called via ctx->Driver.GetAttachedShaders().
- */
-static void
-_mesa_get_attached_shaders(GLcontext *ctx, GLuint program, GLsizei maxCount,
- GLsizei *count, GLuint *obj)
-{
- struct gl_shader_program *shProg =
- _mesa_lookup_shader_program_err(ctx, program, "glGetAttachedShaders");
- if (shProg) {
- GLuint i;
- for (i = 0; i < (GLuint) maxCount && i < shProg->NumShaders; i++) {
- obj[i] = shProg->Shaders[i]->Name;
- }
- if (count)
- *count = i;
- }
-}
-
-
-/** glGetHandleARB() - return ID/name of currently bound shader program */
-static GLuint
-_mesa_get_handle(GLcontext *ctx, GLenum pname)
-{
- if (pname == GL_PROGRAM_OBJECT_ARB) {
- if (ctx->Shader.CurrentProgram)
- return ctx->Shader.CurrentProgram->Name;
- else
- return 0;
- }
- else {
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetHandleARB");
- return 0;
- }
-}
-
-
-/**
- * glGetProgramiv() - get shader program state.
- * Note that this is for GLSL shader programs, not ARB vertex/fragment
- * programs (see glGetProgramivARB).
- */
-static void
-_mesa_get_programiv(GLcontext *ctx, GLuint program,
- GLenum pname, GLint *params)
-{
- const struct gl_program_parameter_list *attribs;
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
-
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramiv(program)");
- return;
- }
-
- if (shProg->VertexProgram)
- attribs = shProg->VertexProgram->Base.Attributes;
- else
- attribs = NULL;
-
- switch (pname) {
- case GL_DELETE_STATUS:
- *params = shProg->DeletePending;
- break;
- case GL_LINK_STATUS:
- *params = shProg->LinkStatus;
- break;
- case GL_VALIDATE_STATUS:
- *params = shProg->Validated;
- break;
- case GL_INFO_LOG_LENGTH:
- *params = shProg->InfoLog ? strlen(shProg->InfoLog) + 1 : 0;
- break;
- case GL_ATTACHED_SHADERS:
- *params = shProg->NumShaders;
- break;
- case GL_ACTIVE_ATTRIBUTES:
- *params = attribs ? attribs->NumParameters : 0;
- break;
- case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
- *params = _mesa_longest_parameter_name(attribs, PROGRAM_INPUT) + 1;
- break;
- case GL_ACTIVE_UNIFORMS:
- *params = shProg->Uniforms ? shProg->Uniforms->NumUniforms : 0;
- break;
- case GL_ACTIVE_UNIFORM_MAX_LENGTH:
- *params = _mesa_longest_uniform_name(shProg->Uniforms);
- if (*params > 0)
- (*params)++; /* add one for terminating zero */
- break;
- case GL_PROGRAM_BINARY_LENGTH_OES:
- *params = 0;
- break;
-#if FEATURE_EXT_transform_feedback
- case GL_TRANSFORM_FEEDBACK_VARYINGS:
- *params = shProg->TransformFeedback.NumVarying;
- break;
- case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
- *params = longest_feedback_varying_name(shProg) + 1;
- break;
- case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
- *params = shProg->TransformFeedback.BufferMode;
- break;
-#endif
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetProgramiv(pname)");
- return;
- }
-}
-
-
-/** glGetShaderiv() - get GLSL shader state */
-static void
-_mesa_get_shaderiv(GLcontext *ctx, GLuint name, GLenum pname, GLint *params)
-{
- struct gl_shader *shader = _mesa_lookup_shader_err(ctx, name, "glGetShaderiv");
-
- if (!shader) {
- return;
- }
-
- switch (pname) {
- case GL_SHADER_TYPE:
- *params = shader->Type;
- break;
- case GL_DELETE_STATUS:
- *params = shader->DeletePending;
- break;
- case GL_COMPILE_STATUS:
- *params = shader->CompileStatus;
- break;
- case GL_INFO_LOG_LENGTH:
- *params = shader->InfoLog ? strlen(shader->InfoLog) + 1 : 0;
- break;
- case GL_SHADER_SOURCE_LENGTH:
- *params = shader->Source ? strlen((char *) shader->Source) + 1 : 0;
- break;
- default:
- _mesa_error(ctx, GL_INVALID_ENUM, "glGetShaderiv(pname)");
- return;
- }
-}
-
-
-static void
-_mesa_get_program_info_log(GLcontext *ctx, GLuint program, GLsizei bufSize,
- GLsizei *length, GLchar *infoLog)
-{
- struct gl_shader_program *shProg
- = _mesa_lookup_shader_program(ctx, program);
- if (!shProg) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetProgramInfoLog(program)");
- return;
- }
- _mesa_copy_string(infoLog, bufSize, length, shProg->InfoLog);
-}
-
-
-static void
-_mesa_get_shader_info_log(GLcontext *ctx, GLuint shader, GLsizei bufSize,
- GLsizei *length, GLchar *infoLog)
-{
- struct gl_shader *sh = _mesa_lookup_shader(ctx, shader);
- if (!sh) {
- _mesa_error(ctx, GL_INVALID_VALUE, "glGetShaderInfoLog(shader)");
- return;
- }
- _mesa_copy_string(infoLog, bufSize, length, sh->InfoLog);
-}
-
-
-/**
- * Called via ctx->Driver.GetShaderSource().
- */
-static void
-_mesa_get_shader_source(GLcontext *ctx, GLuint shader, GLsizei maxLength,
- GLsizei *length, GLchar *sourceOut)
-{
- struct gl_shader *sh;
- sh = _mesa_lookup_shader_err(ctx, shader, "glGetShaderSource");
- if (!sh) {
- return;
- }
- _mesa_copy_string(sourceOut, maxLength, length, sh->Source);
-}
-
-
-/**
- * Called via ctx->Driver.ShaderSource()
- */
-static void
-_mesa_shader_source(GLcontext *ctx, GLuint shader, const GLchar *source)
-{
- struct gl_shader *sh;
-
- sh = _mesa_lookup_shader_err(ctx, shader, "glShaderSource");
- if (!sh)
- return;
-
- /* free old shader source string and install new one */
- if (sh->Source) {
- free((void *) sh->Source);
- }
- sh->Source = source;
- sh->CompileStatus = GL_FALSE;
-#ifdef DEBUG
- sh->SourceChecksum = _mesa_str_checksum(sh->Source);
-#endif
-}
-
-
-/**
- * Called via ctx->Driver.CompileShader()
- */
-static void
-_mesa_compile_shader(GLcontext *ctx, GLuint shaderObj)
-{
- struct gl_shader *sh;
-
- sh = _mesa_lookup_shader_err(ctx, shaderObj, "glCompileShader");
- if (!sh)
- return;
-
- /* set default pragma state for shader */
- sh->Pragmas = ctx->Shader.DefaultPragmas;
-
- /* this call will set the sh->CompileStatus field to indicate if
- * compilation was successful.
- */
- (void) _slang_compile(ctx, sh);
-}
-
-
-/**
- * Called via ctx->Driver.LinkProgram()
- */
-static void
-_mesa_link_program(GLcontext *ctx, GLuint program)
-{
- struct gl_shader_program *shProg;
- struct gl_transform_feedback_object *obj =
- ctx->TransformFeedback.CurrentObject;
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glLinkProgram");
- if (!shProg)
- return;
-
- if (obj->Active && shProg == ctx->Shader.CurrentProgram) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glLinkProgram(transform feedback active");
- return;
- }
-
- FLUSH_VERTICES(ctx, _NEW_PROGRAM);
-
- _slang_link(ctx, program, shProg);
-
- /* debug code */
- if (0) {
- GLuint i;
-
- printf("Link %u shaders in program %u: %s\n",
- shProg->NumShaders, shProg->Name,
- shProg->LinkStatus ? "Success" : "Failed");
-
- for (i = 0; i < shProg->NumShaders; i++) {
- printf(" shader %u, type 0x%x\n",
- shProg->Shaders[i]->Name,
- shProg->Shaders[i]->Type);
- }
- }
-}
-
-
-/**
- * Print basic shader info (for debug).
- */
-static void
-print_shader_info(const struct gl_shader_program *shProg)
-{
- GLuint i;
-
- printf("Mesa: glUseProgram(%u)\n", shProg->Name);
- for (i = 0; i < shProg->NumShaders; i++) {
- const char *s;
- switch (shProg->Shaders[i]->Type) {
- case GL_VERTEX_SHADER:
- s = "vertex";
- break;
- case GL_FRAGMENT_SHADER:
- s = "fragment";
- break;
- case GL_GEOMETRY_SHADER:
- s = "geometry";
- break;
- default:
- s = "";
- }
- printf(" %s shader %u, checksum %u\n", s,
- shProg->Shaders[i]->Name,
- shProg->Shaders[i]->SourceChecksum);
- }
- if (shProg->VertexProgram)
- printf(" vert prog %u\n", shProg->VertexProgram->Base.Id);
- if (shProg->FragmentProgram)
- printf(" frag prog %u\n", shProg->FragmentProgram->Base.Id);
-}
-
-
-/**
- * Called via ctx->Driver.UseProgram()
- */
-void
-_mesa_use_program(GLcontext *ctx, GLuint program)
-{
- struct gl_shader_program *shProg;
- struct gl_transform_feedback_object *obj =
- ctx->TransformFeedback.CurrentObject;
-
- if (obj->Active) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUseProgram(transform feedback active)");
- return;
- }
-
- if (ctx->Shader.CurrentProgram &&
- ctx->Shader.CurrentProgram->Name == program) {
- /* no-op */
- return;
- }
-
- if (program) {
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glUseProgram");
- if (!shProg) {
- return;
- }
- if (!shProg->LinkStatus) {
- _mesa_error(ctx, GL_INVALID_OPERATION,
- "glUseProgram(program %u not linked)", program);
- return;
- }
-
- /* debug code */
- if (ctx->Shader.Flags & GLSL_USE_PROG) {
- print_shader_info(shProg);
- }
- }
- else {
- shProg = NULL;
- }
-
- if (ctx->Shader.CurrentProgram != shProg) {
- FLUSH_VERTICES(ctx, _NEW_PROGRAM | _NEW_PROGRAM_CONSTANTS);
- _mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, shProg);
- }
-}
-
-
-
-/**
- * Update the vertex/fragment program's TexturesUsed array.
- *
- * This needs to be called after glUniform(set sampler var) is called.
- * A call to glUniform(samplerVar, value) causes a sampler to point to a
- * particular texture unit. We know the sampler's texture target
- * (1D/2D/3D/etc) from compile time but the sampler's texture unit is
- * set by glUniform() calls.
- *
- * So, scan the program->SamplerUnits[] and program->SamplerTargets[]
- * information to update the prog->TexturesUsed[] values.
- * Each value of TexturesUsed[unit] is one of zero, TEXTURE_1D_INDEX,
- * TEXTURE_2D_INDEX, TEXTURE_3D_INDEX, etc.
- * We'll use that info for state validation before rendering.
- */
-void
-_mesa_update_shader_textures_used(struct gl_program *prog)
-{
- GLuint s;
-
- memset(prog->TexturesUsed, 0, sizeof(prog->TexturesUsed));
-
- for (s = 0; s < MAX_SAMPLERS; s++) {
- if (prog->SamplersUsed & (1 << s)) {
- GLuint unit = prog->SamplerUnits[s];
- GLuint tgt = prog->SamplerTargets[s];
- assert(unit < MAX_TEXTURE_IMAGE_UNITS);
- assert(tgt < NUM_TEXTURE_TARGETS);
- prog->TexturesUsed[unit] |= (1 << tgt);
- }
- }
-}
-
-
-/**
- * Validate a program's samplers.
- * Specifically, check that there aren't two samplers of different types
- * pointing to the same texture unit.
- * \return GL_TRUE if valid, GL_FALSE if invalid
- */
-static GLboolean
-validate_samplers(GLcontext *ctx, const struct gl_program *prog, char *errMsg)
-{
- static const char *targetName[] = {
- "TEXTURE_2D_ARRAY",
- "TEXTURE_1D_ARRAY",
- "TEXTURE_CUBE",
- "TEXTURE_3D",
- "TEXTURE_RECT",
- "TEXTURE_2D",
- "TEXTURE_1D",
- };
- GLint targetUsed[MAX_TEXTURE_IMAGE_UNITS];
- GLbitfield samplersUsed = prog->SamplersUsed;
- GLuint i;
-
- assert(Elements(targetName) == NUM_TEXTURE_TARGETS);
-
- if (samplersUsed == 0x0)
- return GL_TRUE;
-
- for (i = 0; i < Elements(targetUsed); i++)
- targetUsed[i] = -1;
-
- /* walk over bits which are set in 'samplers' */
- while (samplersUsed) {
- GLuint unit;
- gl_texture_index target;
- GLint sampler = _mesa_ffs(samplersUsed) - 1;
- assert(sampler >= 0);
- assert(sampler < MAX_TEXTURE_IMAGE_UNITS);
- unit = prog->SamplerUnits[sampler];
- target = prog->SamplerTargets[sampler];
- if (targetUsed[unit] != -1 && targetUsed[unit] != target) {
- _mesa_snprintf(errMsg, 100,
- "Texture unit %d is accessed both as %s and %s",
- unit, targetName[targetUsed[unit]], targetName[target]);
- return GL_FALSE;
- }
- targetUsed[unit] = target;
- samplersUsed ^= (1 << sampler);
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Do validation of the given shader program.
- * \param errMsg returns error message if validation fails.
- * \return GL_TRUE if valid, GL_FALSE if invalid (and set errMsg)
- */
-GLboolean
-_mesa_validate_shader_program(GLcontext *ctx,
- const struct gl_shader_program *shProg,
- char *errMsg)
-{
- const struct gl_vertex_program *vp = shProg->VertexProgram;
- const struct gl_fragment_program *fp = shProg->FragmentProgram;
-
- if (!shProg->LinkStatus) {
- return GL_FALSE;
- }
-
- /* From the GL spec, a program is invalid if any of these are true:
-
- any two active samplers in the current program object are of
- different types, but refer to the same texture image unit,
-
- any active sampler in the current program object refers to a texture
- image unit where fixed-function fragment processing accesses a
- texture target that does not match the sampler type, or
-
- the sum of the number of active samplers in the program and the
- number of texture image units enabled for fixed-function fragment
- processing exceeds the combined limit on the total number of texture
- image units allowed.
- */
-
-
- /*
- * Check: any two active samplers in the current program object are of
- * different types, but refer to the same texture image unit,
- */
- if (vp && !validate_samplers(ctx, &vp->Base, errMsg)) {
- return GL_FALSE;
- }
- if (fp && !validate_samplers(ctx, &fp->Base, errMsg)) {
- return GL_FALSE;
- }
-
- return GL_TRUE;
-}
-
-
-/**
- * Called via glValidateProgram()
- */
-static void
-_mesa_validate_program(GLcontext *ctx, GLuint program)
-{
- struct gl_shader_program *shProg;
- char errMsg[100];
-
- shProg = _mesa_lookup_shader_program_err(ctx, program, "glValidateProgram");
- if (!shProg) {
- return;
- }
-
- shProg->Validated = _mesa_validate_shader_program(ctx, shProg, errMsg);
- if (!shProg->Validated) {
- /* update info log */
- if (shProg->InfoLog) {
- free(shProg->InfoLog);
- }
- shProg->InfoLog = _mesa_strdup(errMsg);
- }
-}
-
-
-/**
- * Plug in Mesa's GLSL functions into the device driver function table.
- */
-void
-_mesa_init_glsl_driver_functions(struct dd_function_table *driver)
-{
- driver->AttachShader = _mesa_attach_shader;
- driver->BindAttribLocation = _mesa_bind_attrib_location;
- driver->CompileShader = _mesa_compile_shader;
- driver->CreateProgram = _mesa_create_program;
- driver->CreateShader = _mesa_create_shader;
- driver->DeleteProgram2 = _mesa_delete_program2;
- driver->DeleteShader = _mesa_delete_shader;
- driver->DetachShader = _mesa_detach_shader;
- driver->GetActiveAttrib = _mesa_get_active_attrib;
- driver->GetAttachedShaders = _mesa_get_attached_shaders;
- driver->GetAttribLocation = _mesa_get_attrib_location;
- driver->GetHandle = _mesa_get_handle;
- driver->GetProgramiv = _mesa_get_programiv;
- driver->GetProgramInfoLog = _mesa_get_program_info_log;
- driver->GetShaderiv = _mesa_get_shaderiv;
- driver->GetShaderInfoLog = _mesa_get_shader_info_log;
- driver->GetShaderSource = _mesa_get_shader_source;
- driver->IsProgram = _mesa_is_program;
- driver->IsShader = _mesa_is_shader;
- driver->LinkProgram = _mesa_link_program;
- driver->ShaderSource = _mesa_shader_source;
- driver->UseProgram = _mesa_use_program;
- driver->ValidateProgram = _mesa_validate_program;
-
- _mesa_init_uniform_functions(driver);
-}