summaryrefslogtreecommitdiff
path: root/src/mesa/main/shaders.c
diff options
context:
space:
mode:
Diffstat (limited to 'src/mesa/main/shaders.c')
-rw-r--r--src/mesa/main/shaders.c932
1 files changed, 932 insertions, 0 deletions
diff --git a/src/mesa/main/shaders.c b/src/mesa/main/shaders.c
new file mode 100644
index 0000000000..65f1ee3efb
--- /dev/null
+++ b/src/mesa/main/shaders.c
@@ -0,0 +1,932 @@
+/*
+ * Mesa 3-D graphics library
+ * Version: 7.3
+ *
+ * Copyright (C) 2004-2008 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.
+ */
+
+
+#include "glheader.h"
+#include "context.h"
+#include "shaders.h"
+#include "shader/shader_api.h"
+#include "main/dispatch.h"
+
+
+/** Define this to enable shader substitution (see below) */
+#define SHADER_SUBST 0
+
+
+
+/**
+ * These are basically just wrappers/adaptors for calling the
+ * ctx->Driver.foobar() GLSL-related functions.
+ *
+ * Things are biased toward the OpenGL 2.0 functions rather than the
+ * ARB extensions (i.e. the ARB functions are layered on the 2.0 functions).
+ *
+ * The general idea here is to allow enough modularity such that a
+ * completely different GLSL implemenation can be plugged in and co-exist
+ * with Mesa's native GLSL code.
+ */
+
+
+
+void GLAPIENTRY
+_mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.AttachShader(ctx, program, shader);
+}
+
+
+void GLAPIENTRY
+_mesa_AttachShader(GLuint program, GLuint shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.AttachShader(ctx, program, shader);
+}
+
+
+void GLAPIENTRY
+_mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
+ const GLcharARB *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.BindAttribLocation(ctx, program, index, name);
+}
+
+
+void GLAPIENTRY
+_mesa_CompileShaderARB(GLhandleARB shaderObj)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.CompileShader(ctx, shaderObj);
+}
+
+
+GLuint GLAPIENTRY
+_mesa_CreateShader(GLenum type)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.CreateShader(ctx, type);
+}
+
+
+GLhandleARB GLAPIENTRY
+_mesa_CreateShaderObjectARB(GLenum type)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.CreateShader(ctx, type);
+}
+
+
+GLuint GLAPIENTRY
+_mesa_CreateProgram(void)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.CreateProgram(ctx);
+}
+
+
+GLhandleARB GLAPIENTRY
+_mesa_CreateProgramObjectARB(void)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.CreateProgram(ctx);
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteObjectARB(GLhandleARB obj)
+{
+ if (obj) {
+ GET_CURRENT_CONTEXT(ctx);
+ if (ctx->Driver.IsProgram(ctx, obj)) {
+ ctx->Driver.DeleteProgram2(ctx, obj);
+ }
+ else if (ctx->Driver.IsShader(ctx, obj)) {
+ ctx->Driver.DeleteShader(ctx, obj);
+ }
+ else {
+ /* error? */
+ }
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteProgram(GLuint name)
+{
+ if (name) {
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.DeleteProgram2(ctx, name);
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_DeleteShader(GLuint name)
+{
+ if (name) {
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.DeleteShader(ctx, name);
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.DetachShader(ctx, program, shader);
+}
+
+
+void GLAPIENTRY
+_mesa_DetachShader(GLuint program, GLuint shader)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.DetachShader(ctx, program, shader);
+}
+
+
+void GLAPIENTRY
+_mesa_GetActiveAttribARB(GLhandleARB program, GLuint index,
+ GLsizei maxLength, GLsizei * length, GLint * size,
+ GLenum * type, GLcharARB * name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetActiveAttrib(ctx, program, index, maxLength, length, size,
+ type, name);
+}
+
+
+void GLAPIENTRY
+_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
+ GLsizei maxLength, GLsizei * length, GLint * size,
+ GLenum * type, GLcharARB * name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetActiveUniform(ctx, program, index, maxLength, length, size,
+ type, name);
+}
+
+
+void GLAPIENTRY
+_mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
+ GLsizei * count, GLhandleARB * obj)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetAttachedShaders(ctx, container, maxCount, count, obj);
+}
+
+
+void GLAPIENTRY
+_mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
+ GLsizei *count, GLuint *obj)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetAttachedShaders(ctx, program, maxCount, count, obj);
+}
+
+
+GLint GLAPIENTRY
+_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.GetAttribLocation(ctx, program, name);
+}
+
+
+void GLAPIENTRY
+_mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
+ GLcharARB * infoLog)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ /* Implement in terms of GetProgramInfoLog, GetShaderInfoLog */
+ if (ctx->Driver.IsProgram(ctx, object)) {
+ ctx->Driver.GetProgramInfoLog(ctx, object, maxLength, length, infoLog);
+ }
+ else if (ctx->Driver.IsShader(ctx, object)) {
+ ctx->Driver.GetShaderInfoLog(ctx, object, maxLength, length, infoLog);
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ /* Implement in terms of GetProgramiv, GetShaderiv */
+ if (ctx->Driver.IsProgram(ctx, object)) {
+ if (pname == GL_OBJECT_TYPE_ARB) {
+ *params = GL_PROGRAM_OBJECT_ARB;
+ }
+ else {
+ ctx->Driver.GetProgramiv(ctx, object, pname, params);
+ }
+ }
+ else if (ctx->Driver.IsShader(ctx, object)) {
+ if (pname == GL_OBJECT_TYPE_ARB) {
+ *params = GL_SHADER_OBJECT_ARB;
+ }
+ else {
+ ctx->Driver.GetShaderiv(ctx, object, pname, params);
+ }
+ }
+ else {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glGetObjectParameterivARB");
+ }
+}
+
+
+void GLAPIENTRY
+_mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
+ GLfloat *params)
+{
+ GLint iparams[1]; /* XXX is one element enough? */
+ _mesa_GetObjectParameterivARB(object, pname, iparams);
+ params[0] = (GLfloat) iparams[0];
+}
+
+
+void GLAPIENTRY
+_mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetProgramiv(ctx, program, pname, params);
+}
+
+
+void GLAPIENTRY
+_mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetShaderiv(ctx, shader, pname, params);
+}
+
+
+void GLAPIENTRY
+_mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
+ GLsizei *length, GLchar *infoLog)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetProgramInfoLog(ctx, program, bufSize, length, infoLog);
+}
+
+
+void GLAPIENTRY
+_mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
+ GLsizei *length, GLchar *infoLog)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetShaderInfoLog(ctx, shader, bufSize, length, infoLog);
+}
+
+
+void GLAPIENTRY
+_mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
+ GLsizei *length, GLcharARB *sourceOut)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetShaderSource(ctx, shader, maxLength, length, sourceOut);
+}
+
+
+void GLAPIENTRY
+_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat * params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetUniformfv(ctx, program, location, params);
+}
+
+
+void GLAPIENTRY
+_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint * params)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.GetUniformiv(ctx, program, location, params);
+}
+
+
+
+#if 0
+GLint GLAPIENTRY
+_mesa_GetUniformLocation(GLuint program, const GLcharARB *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.GetUniformLocation(ctx, program, name);
+}
+#endif
+
+
+GLhandleARB GLAPIENTRY
+_mesa_GetHandleARB(GLenum pname)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.GetHandle(ctx, pname);
+}
+
+
+GLint GLAPIENTRY
+_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.GetUniformLocation(ctx, programObj, name);
+}
+
+
+GLboolean GLAPIENTRY
+_mesa_IsProgram(GLuint name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.IsProgram(ctx, name);
+}
+
+
+GLboolean GLAPIENTRY
+_mesa_IsShader(GLuint name)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ return ctx->Driver.IsShader(ctx, name);
+}
+
+
+void GLAPIENTRY
+_mesa_LinkProgramARB(GLhandleARB programObj)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.LinkProgram(ctx, programObj);
+}
+
+
+
+/**
+ * Read shader source code from a file.
+ * Useful for debugging to override an app's shader.
+ */
+static GLcharARB *
+_mesa_read_shader(const char *fname)
+{
+ const int max = 50*1000;
+ FILE *f = fopen(fname, "r");
+ GLcharARB *buffer, *shader;
+ int len;
+
+ if (!f) {
+ return NULL;
+ }
+
+ buffer = (char *) malloc(max);
+ len = fread(buffer, 1, max, f);
+ buffer[len] = 0;
+
+ fclose(f);
+
+ shader = _mesa_strdup(buffer);
+ free(buffer);
+
+ return shader;
+}
+
+
+/**
+ * Called via glShaderSource() and glShaderSourceARB() API functions.
+ * Basically, concatenate the source code strings into one long string
+ * and pass it to ctx->Driver.ShaderSource().
+ */
+void GLAPIENTRY
+_mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
+ const GLcharARB ** string, const GLint * length)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint *offsets;
+ GLsizei i, totalLength;
+ GLcharARB *source;
+ GLuint checksum;
+
+ if (!shaderObj || string == NULL) {
+ _mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
+ 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 *) 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) {
+ free((GLvoid *) offsets);
+ _mesa_error(ctx, GL_INVALID_OPERATION, "glShaderSourceARB(null string)");
+ return;
+ }
+ if (length == NULL || length[i] < 0)
+ offsets[i] = strlen(string[i]);
+ else
+ offsets[i] = length[i];
+ /* accumulate string lengths */
+ if (i > 0)
+ offsets[i] += offsets[i - 1];
+ }
+
+ /* Total length of source string is sum off all strings plus two.
+ * One extra byte for terminating zero, another extra byte to silence
+ * valgrind warnings in the parser/grammer code.
+ */
+ totalLength = offsets[count - 1] + 2;
+ source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
+ if (source == NULL) {
+ 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;
+ memcpy(source + start, string[i],
+ (offsets[i] - start) * sizeof(GLcharARB));
+ }
+ source[totalLength - 1] = '\0';
+ source[totalLength - 2] = '\0';
+
+ if (SHADER_SUBST) {
+ /* Compute the shader's source code checksum then try to open a file
+ * named newshader_<CHECKSUM>. If it exists, use it in place of the
+ * original shader source code. For debugging.
+ */
+ char filename[100];
+ GLcharARB *newSource;
+
+ checksum = _mesa_str_checksum(source);
+
+ _mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
+
+ newSource = _mesa_read_shader(filename);
+ if (newSource) {
+ fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
+ shaderObj, checksum, filename);
+ free(source);
+ source = newSource;
+ }
+ }
+
+ ctx->Driver.ShaderSource(ctx, shaderObj, source);
+
+ if (SHADER_SUBST) {
+ struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
+ if (sh)
+ sh->SourceChecksum = checksum; /* save original checksum */
+ }
+
+ free(offsets);
+}
+
+
+void GLAPIENTRY
+_mesa_Uniform1fARB(GLint location, GLfloat v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, 1, &v0, GL_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat v[2];
+ v[0] = v0;
+ v[1] = v1;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
+ GLfloat v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLfloat v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1iARB(GLint location, GLint v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, 1, &v0, GL_INT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[2];
+ v[0] = v0;
+ v[1] = v1;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLint v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_INT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC4);
+}
+
+
+/** OpenGL 3.0 GLuint-valued functions **/
+void GLAPIENTRY
+_mesa_Uniform1ui(GLint location, GLuint v0)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, 1, &v0, GL_UNSIGNED_INT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2ui(GLint location, GLuint v0, GLuint v1)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint v[2];
+ v[0] = v0;
+ v[1] = v1;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3ui(GLint location, GLuint v0, GLuint v1, GLuint v2)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint v[3];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4ui(GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ GLuint v[4];
+ v[0] = v0;
+ v[1] = v1;
+ v[2] = v2;
+ v[3] = v3;
+ ctx->Driver.Uniform(ctx, location, 1, v, GL_UNSIGNED_INT_VEC4);
+}
+
+void GLAPIENTRY
+_mesa_Uniform1uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_UNSIGNED_INT);
+}
+
+void GLAPIENTRY
+_mesa_Uniform2uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC2);
+}
+
+void GLAPIENTRY
+_mesa_Uniform3uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC3);
+}
+
+void GLAPIENTRY
+_mesa_Uniform4uiv(GLint location, GLsizei count, const GLuint *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.Uniform(ctx, location, count, value, GL_UNSIGNED_INT_VEC4);
+}
+
+
+
+void GLAPIENTRY
+_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 2, 2, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 3, 3, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat * value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 4, 4, location, count, transpose, value);
+}
+
+
+/**
+ * Non-square UniformMatrix are OpenGL 2.1
+ */
+void GLAPIENTRY
+_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 2, 3, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 3, 2, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 2, 4, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 4, 2, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 3, 4, location, count, transpose, value);
+}
+
+void GLAPIENTRY
+_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
+ const GLfloat *value)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.UniformMatrix(ctx, 4, 3, location, count, transpose, value);
+}
+
+
+void GLAPIENTRY
+_mesa_UseProgramObjectARB(GLhandleARB program)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ FLUSH_VERTICES(ctx, _NEW_PROGRAM);
+ ctx->Driver.UseProgram(ctx, program);
+}
+
+
+void GLAPIENTRY
+_mesa_ValidateProgramARB(GLhandleARB program)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ ctx->Driver.ValidateProgram(ctx, program);
+}
+
+#if FEATURE_ES2
+
+void GLAPIENTRY
+_mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
+ GLint* range, GLint* precision)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
+}
+
+
+void GLAPIENTRY
+_mesa_ReleaseShaderCompiler(void)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
+}
+
+
+void GLAPIENTRY
+_mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
+ const void* binary, GLint length)
+{
+ GET_CURRENT_CONTEXT(ctx);
+ _mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
+}
+
+#endif
+
+
+/**
+ * Plug in shader-related functions into API dispatch table.
+ */
+void
+_mesa_init_shader_dispatch(struct _glapi_table *exec)
+{
+#if FEATURE_GL
+ /* GL_ARB_vertex/fragment_shader */
+ SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
+ SET_GetHandleARB(exec, _mesa_GetHandleARB);
+ SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
+ SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
+ SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
+ SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
+ SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
+ SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
+ SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
+ SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
+ SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
+ SET_Uniform1fARB(exec, _mesa_Uniform1fARB);
+ SET_Uniform2fARB(exec, _mesa_Uniform2fARB);
+ SET_Uniform3fARB(exec, _mesa_Uniform3fARB);
+ SET_Uniform4fARB(exec, _mesa_Uniform4fARB);
+ SET_Uniform1iARB(exec, _mesa_Uniform1iARB);
+ SET_Uniform2iARB(exec, _mesa_Uniform2iARB);
+ SET_Uniform3iARB(exec, _mesa_Uniform3iARB);
+ SET_Uniform4iARB(exec, _mesa_Uniform4iARB);
+ SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB);
+ SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB);
+ SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB);
+ SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB);
+ SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB);
+ SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB);
+ SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB);
+ SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB);
+ SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB);
+ SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB);
+ SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB);
+ SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
+ SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
+ SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
+ SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
+ SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB);
+ SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB);
+ SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB);
+ SET_GetUniformivARB(exec, _mesa_GetUniformivARB);
+ SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
+
+ /* OpenGL 2.0 */
+ SET_AttachShader(exec, _mesa_AttachShader);
+ SET_CreateProgram(exec, _mesa_CreateProgram);
+ SET_CreateShader(exec, _mesa_CreateShader);
+ SET_DeleteProgram(exec, _mesa_DeleteProgram);
+ SET_DeleteShader(exec, _mesa_DeleteShader);
+ SET_DetachShader(exec, _mesa_DetachShader);
+ SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
+ SET_GetProgramiv(exec, _mesa_GetProgramiv);
+ SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
+ SET_GetShaderiv(exec, _mesa_GetShaderiv);
+ SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
+ SET_IsProgram(exec, _mesa_IsProgram);
+ SET_IsShader(exec, _mesa_IsShader);
+
+ /* OpenGL 2.1 */
+ SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv);
+ SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv);
+ SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv);
+ SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv);
+ SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv);
+ SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv);
+
+#if FEATURE_ARB_vertex_shader
+ SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
+ SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
+ SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
+#endif
+
+ /* OpenGL 3.0 */
+ /* XXX finish dispatch */
+ (void) _mesa_Uniform1ui;
+ (void) _mesa_Uniform2ui;
+ (void) _mesa_Uniform3ui;
+ (void) _mesa_Uniform4ui;
+ (void) _mesa_Uniform1uiv;
+ (void) _mesa_Uniform2uiv;
+ (void) _mesa_Uniform3uiv;
+ (void) _mesa_Uniform4uiv;
+#endif /* FEATURE_GL */
+}