/* * 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" /** 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_. 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); } #ifdef 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