
This saves recompiling at link time. gl_shader->ir is made a pointer so that we don't have to bring exec_list into mtypes.h.
1421 lines
37 KiB
C
1421 lines
37 KiB
C
/*
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* Mesa 3-D graphics library
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* Version: 7.6
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*
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* Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
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* Copyright (C) 2009 VMware, Inc. All Rights Reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation
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* the rights to use, copy, modify, merge, publish, distribute, sublicense,
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* and/or sell copies of the Software, and to permit persons to whom the
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* Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included
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* in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
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* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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/**
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* \file shader_api.c
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* Implementation of GLSL-related API functions
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* \author Brian Paul
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*/
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/**
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* XXX things to do:
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* 1. Check that the right error code is generated for all _mesa_error() calls.
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* 2. Insert FLUSH_VERTICES calls in various places
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*/
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#include "main/glheader.h"
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#include "main/context.h"
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#include "main/hash.h"
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#include "shader/program.h"
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#include "shader/prog_parameter.h"
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#include "shader/prog_uniform.h"
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#include "shader/shader_api.h"
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#include "shader/uniforms.h"
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#include "talloc.h"
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/**
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* Allocate a new gl_shader_program object, initialize it.
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*/
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static struct gl_shader_program *
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_mesa_new_shader_program(GLcontext *ctx, GLuint name)
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{
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struct gl_shader_program *shProg;
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shProg = CALLOC_STRUCT(gl_shader_program);
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if (shProg) {
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shProg->Type = GL_SHADER_PROGRAM_MESA;
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shProg->Name = name;
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shProg->RefCount = 1;
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shProg->Attributes = _mesa_new_parameter_list();
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}
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return shProg;
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}
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/**
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* Clear (free) the shader program state that gets produced by linking.
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*/
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void
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_mesa_clear_shader_program_data(GLcontext *ctx,
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struct gl_shader_program *shProg)
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{
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_mesa_reference_vertprog(ctx, &shProg->VertexProgram, NULL);
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_mesa_reference_fragprog(ctx, &shProg->FragmentProgram, NULL);
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if (shProg->Uniforms) {
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_mesa_free_uniform_list(shProg->Uniforms);
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shProg->Uniforms = NULL;
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}
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if (shProg->Varying) {
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_mesa_free_parameter_list(shProg->Varying);
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shProg->Varying = NULL;
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}
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}
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/**
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* Free all the data that hangs off a shader program object, but not the
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* object itself.
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*/
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void
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_mesa_free_shader_program_data(GLcontext *ctx,
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struct gl_shader_program *shProg)
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{
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GLuint i;
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assert(shProg->Type == GL_SHADER_PROGRAM_MESA);
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_mesa_clear_shader_program_data(ctx, shProg);
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if (shProg->Attributes) {
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_mesa_free_parameter_list(shProg->Attributes);
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shProg->Attributes = NULL;
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}
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/* detach shaders */
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for (i = 0; i < shProg->NumShaders; i++) {
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_mesa_reference_shader(ctx, &shProg->Shaders[i], NULL);
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}
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shProg->NumShaders = 0;
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if (shProg->Shaders) {
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free(shProg->Shaders);
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shProg->Shaders = NULL;
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}
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if (shProg->InfoLog) {
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free(shProg->InfoLog);
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shProg->InfoLog = NULL;
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}
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/* Transform feedback varying vars */
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for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
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free(shProg->TransformFeedback.VaryingNames[i]);
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}
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free(shProg->TransformFeedback.VaryingNames);
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shProg->TransformFeedback.VaryingNames = NULL;
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shProg->TransformFeedback.NumVarying = 0;
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}
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/**
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* Free/delete a shader program object.
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*/
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void
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_mesa_free_shader_program(GLcontext *ctx, struct gl_shader_program *shProg)
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{
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_mesa_free_shader_program_data(ctx, shProg);
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free(shProg);
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}
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/**
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* Set ptr to point to shProg.
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* If ptr is pointing to another object, decrement its refcount (and delete
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* if refcount hits zero).
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* Then set ptr to point to shProg, incrementing its refcount.
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*/
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/* XXX this could be static */
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void
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_mesa_reference_shader_program(GLcontext *ctx,
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struct gl_shader_program **ptr,
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struct gl_shader_program *shProg)
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{
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assert(ptr);
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if (*ptr == shProg) {
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/* no-op */
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return;
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}
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if (*ptr) {
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/* Unreference the old shader program */
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GLboolean deleteFlag = GL_FALSE;
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struct gl_shader_program *old = *ptr;
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ASSERT(old->RefCount > 0);
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old->RefCount--;
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#if 0
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printf("ShaderProgram %p ID=%u RefCount-- to %d\n",
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(void *) old, old->Name, old->RefCount);
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#endif
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deleteFlag = (old->RefCount == 0);
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if (deleteFlag) {
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_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
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_mesa_free_shader_program(ctx, old);
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}
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*ptr = NULL;
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}
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assert(!*ptr);
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if (shProg) {
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shProg->RefCount++;
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#if 0
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printf("ShaderProgram %p ID=%u RefCount++ to %d\n",
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(void *) shProg, shProg->Name, shProg->RefCount);
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#endif
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*ptr = shProg;
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}
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}
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/**
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* Lookup a GLSL program object.
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*/
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struct gl_shader_program *
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_mesa_lookup_shader_program(GLcontext *ctx, GLuint name)
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{
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struct gl_shader_program *shProg;
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if (name) {
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shProg = (struct gl_shader_program *)
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_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
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/* Note that both gl_shader and gl_shader_program objects are kept
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* in the same hash table. Check the object's type to be sure it's
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* what we're expecting.
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*/
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if (shProg && shProg->Type != GL_SHADER_PROGRAM_MESA) {
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return NULL;
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}
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return shProg;
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}
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return NULL;
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}
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/**
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* As above, but record an error if program is not found.
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*/
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struct gl_shader_program *
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_mesa_lookup_shader_program_err(GLcontext *ctx, GLuint name,
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const char *caller)
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{
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if (!name) {
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_mesa_error(ctx, GL_INVALID_VALUE, caller);
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return NULL;
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}
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else {
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struct gl_shader_program *shProg = (struct gl_shader_program *)
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_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
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if (!shProg) {
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_mesa_error(ctx, GL_INVALID_VALUE, caller);
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return NULL;
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}
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if (shProg->Type != GL_SHADER_PROGRAM_MESA) {
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_mesa_error(ctx, GL_INVALID_OPERATION, caller);
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return NULL;
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}
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return shProg;
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}
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}
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/**
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* Allocate a new gl_shader object, initialize it.
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*/
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struct gl_shader *
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_mesa_new_shader(GLcontext *ctx, GLuint name, GLenum type)
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{
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struct gl_shader *shader;
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assert(type == GL_FRAGMENT_SHADER || type == GL_VERTEX_SHADER);
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shader = talloc_zero(NULL, struct gl_shader);
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if (shader) {
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shader->Type = type;
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shader->Name = name;
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shader->RefCount = 1;
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}
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return shader;
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}
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void
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_mesa_free_shader(GLcontext *ctx, struct gl_shader *sh)
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{
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if (sh->Source)
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free((void *) sh->Source);
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_mesa_reference_program(ctx, &sh->Program, NULL);
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talloc_free(sh);
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}
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/**
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* Set ptr to point to sh.
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* If ptr is pointing to another shader, decrement its refcount (and delete
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* if refcount hits zero).
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* Then set ptr to point to sh, incrementing its refcount.
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*/
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/* XXX this could be static */
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void
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_mesa_reference_shader(GLcontext *ctx, struct gl_shader **ptr,
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struct gl_shader *sh)
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{
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assert(ptr);
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if (*ptr == sh) {
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/* no-op */
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return;
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}
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if (*ptr) {
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/* Unreference the old shader */
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GLboolean deleteFlag = GL_FALSE;
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struct gl_shader *old = *ptr;
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ASSERT(old->RefCount > 0);
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old->RefCount--;
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/*printf("SHADER DECR %p (%d) to %d\n",
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(void*) old, old->Name, old->RefCount);*/
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deleteFlag = (old->RefCount == 0);
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if (deleteFlag) {
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_mesa_HashRemove(ctx->Shared->ShaderObjects, old->Name);
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_mesa_free_shader(ctx, old);
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}
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*ptr = NULL;
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}
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assert(!*ptr);
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if (sh) {
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/* reference new */
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sh->RefCount++;
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/*printf("SHADER INCR %p (%d) to %d\n",
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(void*) sh, sh->Name, sh->RefCount);*/
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*ptr = sh;
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}
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}
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/**
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* Lookup a GLSL shader object.
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*/
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struct gl_shader *
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_mesa_lookup_shader(GLcontext *ctx, GLuint name)
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{
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if (name) {
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struct gl_shader *sh = (struct gl_shader *)
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_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
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/* Note that both gl_shader and gl_shader_program objects are kept
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* in the same hash table. Check the object's type to be sure it's
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* what we're expecting.
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*/
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if (sh && sh->Type == GL_SHADER_PROGRAM_MESA) {
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return NULL;
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}
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return sh;
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}
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return NULL;
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}
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/**
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* As above, but record an error if shader is not found.
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*/
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static struct gl_shader *
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_mesa_lookup_shader_err(GLcontext *ctx, GLuint name, const char *caller)
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{
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if (!name) {
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_mesa_error(ctx, GL_INVALID_VALUE, caller);
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return NULL;
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}
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else {
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struct gl_shader *sh = (struct gl_shader *)
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_mesa_HashLookup(ctx->Shared->ShaderObjects, name);
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if (!sh) {
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_mesa_error(ctx, GL_INVALID_VALUE, caller);
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return NULL;
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}
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if (sh->Type == GL_SHADER_PROGRAM_MESA) {
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_mesa_error(ctx, GL_INVALID_OPERATION, caller);
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return NULL;
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}
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return sh;
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}
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}
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/**
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* Return mask of GLSL_x flags by examining the MESA_GLSL env var.
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*/
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static GLbitfield
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get_shader_flags(void)
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{
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GLbitfield flags = 0x0;
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const char *env = _mesa_getenv("MESA_GLSL");
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if (env) {
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if (strstr(env, "dump"))
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flags |= GLSL_DUMP;
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if (strstr(env, "log"))
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flags |= GLSL_LOG;
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if (strstr(env, "nopvert"))
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flags |= GLSL_NOP_VERT;
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if (strstr(env, "nopfrag"))
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flags |= GLSL_NOP_FRAG;
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if (strstr(env, "nopt"))
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flags |= GLSL_NO_OPT;
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else if (strstr(env, "opt"))
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flags |= GLSL_OPT;
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if (strstr(env, "uniform"))
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flags |= GLSL_UNIFORMS;
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if (strstr(env, "useprog"))
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flags |= GLSL_USE_PROG;
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}
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return flags;
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}
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/**
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* Find the length of the longest transform feedback varying name
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* which was specified with glTransformFeedbackVaryings().
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*/
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static GLint
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longest_feedback_varying_name(const struct gl_shader_program *shProg)
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{
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GLuint i;
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GLint max = 0;
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for (i = 0; i < shProg->TransformFeedback.NumVarying; i++) {
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GLint len = strlen(shProg->TransformFeedback.VaryingNames[i]);
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if (len > max)
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max = len;
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}
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return max;
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}
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/**
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* Initialize context's shader state.
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*/
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void
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_mesa_init_shader_state(GLcontext * ctx)
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{
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/* Device drivers may override these to control what kind of instructions
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* are generated by the GLSL compiler.
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*/
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ctx->Shader.EmitHighLevelInstructions = GL_TRUE;
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ctx->Shader.EmitContReturn = GL_TRUE;
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ctx->Shader.EmitCondCodes = GL_FALSE;
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ctx->Shader.EmitComments = GL_FALSE;
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ctx->Shader.Flags = get_shader_flags();
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/* Default pragma settings */
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ctx->Shader.DefaultPragmas.IgnoreOptimize = GL_FALSE;
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ctx->Shader.DefaultPragmas.IgnoreDebug = GL_FALSE;
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ctx->Shader.DefaultPragmas.Optimize = GL_TRUE;
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ctx->Shader.DefaultPragmas.Debug = GL_FALSE;
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}
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|
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/**
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* Free the per-context shader-related state.
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*/
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void
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_mesa_free_shader_state(GLcontext *ctx)
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{
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_mesa_reference_shader_program(ctx, &ctx->Shader.CurrentProgram, NULL);
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}
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|
|
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/**
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* Copy string from <src> to <dst>, up to maxLength characters, returning
|
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* length of <dst> in <length>.
|
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* \param src the strings source
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* \param maxLength max chars to copy
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* \param length returns number of chars copied
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* \param dst the string destination
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*/
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void
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_mesa_copy_string(GLchar *dst, GLsizei maxLength,
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GLsizei *length, const GLchar *src)
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{
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GLsizei len;
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for (len = 0; len < maxLength - 1 && src && src[len]; len++)
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dst[len] = src[len];
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if (maxLength > 0)
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dst[len] = 0;
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if (length)
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*length = len;
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}
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|
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static GLboolean
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_mesa_is_program(GLcontext *ctx, GLuint name)
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{
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struct gl_shader_program *shProg = _mesa_lookup_shader_program(ctx, name);
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return shProg ? GL_TRUE : GL_FALSE;
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}
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|
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static GLboolean
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_mesa_is_shader(GLcontext *ctx, GLuint name)
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{
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struct gl_shader *shader = _mesa_lookup_shader(ctx, name);
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return shader ? GL_TRUE : GL_FALSE;
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}
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|
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|
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/**
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* Called via ctx->Driver.AttachShader()
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|
*/
|
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static void
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_mesa_attach_shader(GLcontext *ctx, GLuint program, GLuint shader)
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{
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struct gl_shader_program *shProg;
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struct gl_shader *sh;
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GLuint i, n;
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shProg = _mesa_lookup_shader_program_err(ctx, program, "glAttachShader");
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if (!shProg)
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return;
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sh = _mesa_lookup_shader_err(ctx, shader, "glAttachShader");
|
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if (!sh) {
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return;
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}
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n = shProg->NumShaders;
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for (i = 0; i < n; i++) {
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if (shProg->Shaders[i] == sh) {
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/* The shader is already attched to this program. The
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* GL_ARB_shader_objects spec says:
|
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*
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* "The error INVALID_OPERATION is generated by AttachObjectARB
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* if <obj> is already attached to <containerObj>."
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*/
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_mesa_error(ctx, GL_INVALID_OPERATION, "glAttachShader");
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return;
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}
|
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}
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|
|
/* grow list */
|
|
shProg->Shaders = (struct gl_shader **)
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_mesa_realloc(shProg->Shaders,
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n * sizeof(struct gl_shader *),
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(n + 1) * sizeof(struct gl_shader *));
|
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if (!shProg->Shaders) {
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_mesa_error(ctx, GL_OUT_OF_MEMORY, "glAttachShader");
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return;
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}
|
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|
|
/* append */
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shProg->Shaders[n] = NULL; /* since realloc() didn't zero the new space */
|
|
_mesa_reference_shader(ctx, &shProg->Shaders[n], sh);
|
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shProg->NumShaders++;
|
|
}
|
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|
|
|
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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.
|
|
*/
|
|
_mesa_glsl_compile_shader(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);
|
|
|
|
_mesa_glsl_link_shader(ctx, 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);
|
|
}
|