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mojoshader_opengl.c
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mojoshader_opengl.c
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/**
* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
// !!! FIXME: preshaders shouldn't be handled in here at all. This should
// !!! FIXME: be in the Effects API, once that's actually written.
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
// !!! FIXME: most of these _MSC_VER should probably be _WINDOWS?
#ifdef _MSC_VER
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h> // GL headers need this for WINGDIAPI definition.
#endif
#if (defined(__APPLE__) && defined(__MACH__))
//#define PLATFORM_MACOSX 1
#endif
#if PLATFORM_MACOSX
#include <Carbon/Carbon.h>
#endif
#define __MOJOSHADER_INTERNAL__ 1
#include "mojoshader_internal.h"
#define GL_GLEXT_LEGACY 1
#include "GL/gl.h"
#include "GL/glext.h"
#ifndef GL_HALF_FLOAT_NV
#define GL_HALF_FLOAT_NV 0x140B
#endif
#ifndef GL_HALF_FLOAT_ARB
#define GL_HALF_FLOAT_ARB 0x140B
#endif
#ifndef GL_HALF_FLOAT_OES
#define GL_HALF_FLOAT_OES 0x8D61
#endif
// this happens to be the same value for ARB1 and GLSL.
#ifndef GL_PROGRAM_POINT_SIZE
#define GL_PROGRAM_POINT_SIZE 0x8642
#endif
struct MOJOSHADER_glShader
{
const MOJOSHADER_parseData *parseData;
GLuint handle;
uint32 refcount;
};
typedef struct
{
MOJOSHADER_shaderType shader_type;
const MOJOSHADER_uniform *uniform;
GLint location;
} UniformMap;
typedef struct
{
const MOJOSHADER_attribute *attribute;
GLint location;
} AttributeMap;
struct MOJOSHADER_glProgram
{
MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
GLuint handle;
uint32 generation;
uint32 uniform_count;
uint32 texbem_count;
UniformMap *uniforms;
uint32 attribute_count;
AttributeMap *attributes;
size_t vs_uniforms_float4_count;
GLfloat *vs_uniforms_float4;
size_t vs_uniforms_int4_count;
GLint *vs_uniforms_int4;
size_t vs_uniforms_bool_count;
GLint *vs_uniforms_bool;
size_t ps_uniforms_float4_count;
GLfloat *ps_uniforms_float4;
size_t ps_uniforms_int4_count;
GLint *ps_uniforms_int4;
size_t ps_uniforms_bool_count;
GLint *ps_uniforms_bool;
size_t vs_preshader_reg_count;
GLfloat *vs_preshader_regs;
size_t ps_preshader_reg_count;
GLfloat *ps_preshader_regs;
uint32 refcount;
int uses_pointsize;
// GLSL uses these...location of uniform arrays.
GLint vs_float4_loc;
GLint vs_int4_loc;
GLint vs_bool_loc;
GLint ps_float4_loc;
GLint ps_int4_loc;
GLint ps_bool_loc;
};
#ifndef WINGDIAPI
#define WINGDIAPI
#endif
// Entry points in base OpenGL that lack function pointer prototypes...
typedef WINGDIAPI void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef WINGDIAPI GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
typedef WINGDIAPI void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef WINGDIAPI void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
// Max entries for each register file type...
#define MAX_REG_FILE_F 8192
#define MAX_REG_FILE_I 2047
#define MAX_REG_FILE_B 2047
#define MAX_TEXBEMS 3 // ps_1_1 allows 4 texture stages, texbem can't use t0.
struct MOJOSHADER_glContext
{
// Allocators...
MOJOSHADER_malloc malloc_fn;
MOJOSHADER_free free_fn;
void *malloc_data;
// The constant register files...
// !!! FIXME: Man, it kills me how much memory this takes...
// !!! FIXME: ... make this dynamically allocated on demand.
GLfloat vs_reg_file_f[MAX_REG_FILE_F * 4];
GLint vs_reg_file_i[MAX_REG_FILE_I * 4];
uint8 vs_reg_file_b[MAX_REG_FILE_B];
GLfloat ps_reg_file_f[MAX_REG_FILE_F * 4];
GLint ps_reg_file_i[MAX_REG_FILE_I * 4];
uint8 ps_reg_file_b[MAX_REG_FILE_B];
GLuint sampler_reg_file[16];
GLfloat texbem_state[MAX_TEXBEMS * 6];
// This increments every time we change the register files.
uint32 generation;
// This keeps track of implicitly linked programs.
HashTable *linker_cache;
// This tells us which vertex attribute arrays we have enabled.
GLint max_attrs;
uint8 want_attr[32];
uint8 have_attr[32];
// rarely used, so we don't touch when we don't have to.
int pointsize_enabled;
// GL stuff...
int opengl_major;
int opengl_minor;
int glsl_major;
int glsl_minor;
MOJOSHADER_glProgram *bound_program;
char profile[16];
// Extensions...
int have_core_opengl;
int have_opengl_2; // different entry points than ARB extensions.
int have_GL_ARB_vertex_program;
int have_GL_ARB_fragment_program;
int have_GL_NV_vertex_program2_option;
int have_GL_NV_fragment_program2;
int have_GL_NV_vertex_program3;
int have_GL_NV_gpu_program4;
int have_GL_ARB_shader_objects;
int have_GL_ARB_vertex_shader;
int have_GL_ARB_fragment_shader;
int have_GL_ARB_shading_language_100;
int have_GL_NV_half_float;
int have_GL_ARB_half_float_vertex;
int have_GL_OES_vertex_half_float;
// Entry points...
PFNGLGETSTRINGPROC glGetString;
PFNGLGETERRORPROC glGetError;
PFNGLGETINTEGERVPROC glGetIntegerv;
PFNGLENABLEPROC glEnable;
PFNGLDISABLEPROC glDisable;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLUNIFORM1IVPROC glUniform1iv;
PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLUNIFORM4IVPROC glUniform4iv;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glDisableVertexAttribArrayARB;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC glEnableVertexAttribArrayARB;
PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
PFNGLUNIFORM1IARBPROC glUniform1iARB;
PFNGLUNIFORM1IVARBPROC glUniform1ivARB;
PFNGLUNIFORM4FVARBPROC glUniform4fvARB;
PFNGLUNIFORM4IVARBPROC glUniform4ivARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointerARB;
PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glProgramLocalParameterI4ivNV;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
// interface for profile-specific things.
int (*profileMaxUniforms)(MOJOSHADER_shaderType shader_type);
int (*profileCompileShader)(const MOJOSHADER_parseData *pd, GLuint *s);
void (*profileDeleteShader)(const GLuint shader);
void (*profileDeleteProgram)(const GLuint program);
GLint (*profileGetAttribLocation)(MOJOSHADER_glProgram *program, int idx);
GLint (*profileGetUniformLocation)(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx);
GLint (*profileGetSamplerLocation)(MOJOSHADER_glProgram *, MOJOSHADER_glShader *, int);
GLuint (*profileLinkProgram)(MOJOSHADER_glShader *, MOJOSHADER_glShader *);
void (*profileFinalInitProgram)(MOJOSHADER_glProgram *program);
void (*profileUseProgram)(MOJOSHADER_glProgram *program);
void (*profilePushConstantArray)(MOJOSHADER_glProgram *, const MOJOSHADER_uniform *, const GLfloat *);
void (*profilePushUniforms)(void);
void (*profilePushSampler)(GLint loc, GLuint sampler);
int (*profileMustPushConstantArrays)(void);
int (*profileMustPushSamplers)(void);
};
static MOJOSHADER_glContext *ctx = NULL;
// Error state...
static char error_buffer[1024] = { '\0' };
static void set_error(const char *str)
{
snprintf(error_buffer, sizeof (error_buffer), "%s", str);
} // set_error
#if PLATFORM_MACOSX
static inline int macosx_version_atleast(int x, int y, int z)
{
static int checked = 0;
static int combined = 0;
if (!checked)
{
SInt32 ver, major, minor, patch;
int convert = 0;
if (Gestalt(gestaltSystemVersion, &ver) != noErr)
ver = 0x1000; // oh well.
else if (ver < 0x1030)
convert = 1; // split (ver) into (major),(minor),(patch).
else
{
// presumably this won't fail. But if it does, we'll just use the
// original version value. This might cut the value--10.12.11 will
// come out to 10.9.9, for example--but it's better than nothing.
if (Gestalt(gestaltSystemVersionMajor, &major) != noErr)
convert = 1;
else if (Gestalt(gestaltSystemVersionMinor, &minor) != noErr)
convert = 1;
else if (Gestalt(gestaltSystemVersionBugFix, &patch) != noErr)
convert = 1;
} // else
if (convert)
{
major = ((ver & 0xFF00) >> 8);
major = (((major / 16) * 10) + (major % 16));
minor = ((ver & 0xF0) >> 4);
patch = (ver & 0xF);
} // if
combined = (major << 16) | (minor << 8) | patch;
checked = 1;
} // if
return (combined >= ((x << 16) | (y << 8) | z));
} // macosx_version_atleast
#endif
static inline void out_of_memory(void)
{
set_error("out of memory");
} // out_of_memory
static inline void *Malloc(const size_t len)
{
void *retval = ctx->malloc_fn((int) len, ctx->malloc_data);
if (retval == NULL)
out_of_memory();
return retval;
} // Malloc
static inline void Free(void *ptr)
{
if (ptr != NULL)
ctx->free_fn(ptr, ctx->malloc_data);
} // Free
static inline void toggle_gl_state(GLenum state, int val)
{
if (val)
ctx->glEnable(state);
else
ctx->glDisable(state);
} // toggle_gl_state
// profile-specific implementations...
#if SUPPORT_PROFILE_GLSL
static inline GLenum glsl_shader_type(const MOJOSHADER_shaderType t)
{
// these enums match between core 2.0 and the ARB extensions.
if (t == MOJOSHADER_TYPE_VERTEX)
return GL_VERTEX_SHADER;
else if (t == MOJOSHADER_TYPE_PIXEL)
return GL_FRAGMENT_SHADER;
// !!! FIXME: geometry shaders?
return GL_NONE;
} // glsl_shader_type
static int impl_GLSL_MustPushConstantArrays(void) { return 1; }
static int impl_GLSL_MustPushSamplers(void) { return 1; }
static int impl_GLSL_MaxUniforms(MOJOSHADER_shaderType shader_type)
{
// these enums match between core 2.0 and the ARB extensions.
GLenum pname = GL_NONE;
GLint val = 0;
if (shader_type == MOJOSHADER_TYPE_VERTEX)
pname = GL_MAX_VERTEX_UNIFORM_COMPONENTS;
else if (shader_type == MOJOSHADER_TYPE_PIXEL)
pname = GL_MAX_FRAGMENT_UNIFORM_COMPONENTS;
else
return -1;
ctx->glGetIntegerv(pname, &val);
return (int) val;
} // impl_GLSL_MaxUniforms
static int impl_GLSL_CompileShader(const MOJOSHADER_parseData *pd, GLuint *s)
{
GLint ok = 0;
const GLint codelen = (GLint) pd->output_len;
const GLenum shader_type = glsl_shader_type(pd->shader_type);
if (ctx->have_opengl_2)
{
const GLuint shader = ctx->glCreateShader(shader_type);
ctx->glShaderSource(shader, 1, (const GLchar**) &pd->output, &codelen);
ctx->glCompileShader(shader);
ctx->glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetInfoLogARB(shader, sizeof (error_buffer), &len,
(GLchar *) error_buffer);
*s = 0;
return 0;
} // if
*s = shader;
} // if
else
{
const GLhandleARB shader = ctx->glCreateShaderObjectARB(shader_type);
assert(sizeof (shader) == sizeof (*s)); // not always true on OS X!
ctx->glShaderSourceARB(shader, 1,
(const GLcharARB **) &pd->output, &codelen);
ctx->glCompileShaderARB(shader);
ctx->glGetObjectParameterivARB(shader,GL_OBJECT_COMPILE_STATUS_ARB,&ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetInfoLogARB(shader, sizeof (error_buffer), &len,
(GLcharARB *) error_buffer);
*s = 0;
return 0;
} // if
*s = (GLuint) shader;
} // else
return 1;
} // impl_GLSL_CompileShader
static void impl_GLSL_DeleteShader(const GLuint shader)
{
if (ctx->have_opengl_2)
ctx->glDeleteShader(shader);
else
ctx->glDeleteObjectARB((GLhandleARB) shader);
} // impl_GLSL_DeleteShader
static void impl_GLSL_DeleteProgram(const GLuint program)
{
if (ctx->have_opengl_2)
ctx->glDeleteProgram(program);
else
ctx->glDeleteObjectARB((GLhandleARB) program);
} // impl_GLSL_DeleteProgram
static GLint impl_GLSL_GetUniformLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return 0; // no-op, we push this as one big-ass array now.
} // impl_GLSL_GetUniformLocation
static inline GLint glsl_uniform_loc(MOJOSHADER_glProgram *program,
const char *name)
{
return ctx->have_opengl_2 ?
ctx->glGetUniformLocation(program->handle, name) :
ctx->glGetUniformLocationARB((GLhandleARB) program->handle, name);
} // glsl_uniform_loc
static GLint impl_GLSL_GetSamplerLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return glsl_uniform_loc(program, shader->parseData->samplers[idx].name);
} // impl_GLSL_GetSamplerLocation
static GLint impl_GLSL_GetAttribLocation(MOJOSHADER_glProgram *program, int idx)
{
const MOJOSHADER_parseData *pd = program->vertex->parseData;
const MOJOSHADER_attribute *a = pd->attributes;
if (ctx->have_opengl_2)
{
return ctx->glGetAttribLocation(program->handle,
(const GLchar *) a[idx].name);
} // if
return ctx->glGetAttribLocationARB((GLhandleARB) program->handle,
(const GLcharARB *) a[idx].name);
} // impl_GLSL_GetAttribLocation
static GLuint impl_GLSL_LinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
GLint ok = 0;
if (ctx->have_opengl_2)
{
const GLuint program = ctx->glCreateProgram();
if (vshader != NULL) ctx->glAttachShader(program, vshader->handle);
if (pshader != NULL) ctx->glAttachShader(program, pshader->handle);
ctx->glLinkProgram(program);
ctx->glGetProgramiv(program, GL_LINK_STATUS, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetProgramInfoLog(program, sizeof (error_buffer),
&len, (GLchar *) error_buffer);
ctx->glDeleteProgram(program);
return 0;
} // if
return program;
} // if
else
{
const GLhandleARB program = ctx->glCreateProgramObjectARB();
assert(sizeof(program) == sizeof(GLuint)); // not always true on OS X!
if (vshader != NULL)
ctx->glAttachObjectARB(program, (GLhandleARB) vshader->handle);
if (pshader != NULL)
ctx->glAttachObjectARB(program, (GLhandleARB) pshader->handle);
ctx->glLinkProgramARB(program);
ctx->glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetInfoLogARB(program, sizeof (error_buffer),
&len, (GLcharARB *) error_buffer);
ctx->glDeleteObjectARB(program);
return 0;
} // if
return (GLuint) program;
} // else
} // impl_GLSL_LinkProgram
static void impl_GLSL_FinalInitProgram(MOJOSHADER_glProgram *program)
{
program->vs_float4_loc = glsl_uniform_loc(program, "vs_uniforms_vec4");
program->vs_int4_loc = glsl_uniform_loc(program, "vs_uniforms_ivec4");
program->vs_bool_loc = glsl_uniform_loc(program, "vs_uniforms_bool");
program->ps_float4_loc = glsl_uniform_loc(program, "ps_uniforms_vec4");
program->ps_int4_loc = glsl_uniform_loc(program, "ps_uniforms_ivec4");
program->ps_bool_loc = glsl_uniform_loc(program, "ps_uniforms_bool");
} // impl_GLSL_FinalInitProgram
static void impl_GLSL_UseProgram(MOJOSHADER_glProgram *program)
{
if (ctx->have_opengl_2)
ctx->glUseProgram(program ? program->handle : 0);
else
ctx->glUseProgramObjectARB((GLhandleARB) (program ? program->handle : 0));
} // impl_GLSL_UseProgram
static void impl_GLSL_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
{
const GLint loc = glsl_uniform_loc(program, u->name);
if (loc >= 0) // not optimized out?
ctx->glUniform4fv(loc, u->array_count, f);
} // impl_GLSL_PushConstantArray
static void impl_GLSL_PushUniforms(void)
{
const MOJOSHADER_glProgram *program = ctx->bound_program;
assert(program->uniform_count > 0); // don't call with nothing to do!
if (program->vs_float4_loc != -1)
{
ctx->glUniform4fv(program->vs_float4_loc,
program->vs_uniforms_float4_count,
program->vs_uniforms_float4);
} // if
if (program->vs_int4_loc != -1)
{
ctx->glUniform4iv(program->vs_int4_loc,
program->vs_uniforms_int4_count,
program->vs_uniforms_int4);
} // if
if (program->vs_bool_loc != -1)
{
ctx->glUniform1iv(program->vs_bool_loc,
program->vs_uniforms_bool_count,
program->vs_uniforms_bool);
} // if
if (program->ps_float4_loc != -1)
{
ctx->glUniform4fv(program->ps_float4_loc,
program->ps_uniforms_float4_count,
program->ps_uniforms_float4);
} // if
if (program->ps_int4_loc != -1)
{
ctx->glUniform4iv(program->ps_int4_loc,
program->ps_uniforms_int4_count,
program->ps_uniforms_int4);
} // if
if (program->ps_bool_loc != -1)
{
ctx->glUniform1iv(program->ps_bool_loc,
program->ps_uniforms_bool_count,
program->ps_uniforms_bool);
} // if
} // impl_GLSL_PushUniforms
static void impl_GLSL_PushSampler(GLint loc, GLuint sampler)
{
ctx->glUniform1i(loc, sampler);
} // impl_GLSL_PushSampler
#endif // SUPPORT_PROFILE_GLSL
#if SUPPORT_PROFILE_ARB1
static inline GLenum arb1_shader_type(const MOJOSHADER_shaderType t)
{
if (t == MOJOSHADER_TYPE_VERTEX)
return GL_VERTEX_PROGRAM_ARB;
else if (t == MOJOSHADER_TYPE_PIXEL)
return GL_FRAGMENT_PROGRAM_ARB;
// !!! FIXME: geometry shaders?
return GL_NONE;
} // arb1_shader_type
static int impl_ARB1_MustPushConstantArrays(void) { return 0; }
static int impl_ARB1_MustPushSamplers(void) { return 0; }
static int impl_ARB1_MaxUniforms(MOJOSHADER_shaderType shader_type)
{
GLint retval = 0;
const GLenum program_type = arb1_shader_type(shader_type);
if (program_type == GL_NONE)
return -1;
ctx->glGetProgramivARB(program_type, GL_MAX_PROGRAM_PARAMETERS_ARB, &retval);
return (int) retval; // !!! FIXME: times four?
} // impl_ARB1_MaxUniforms
static int impl_ARB1_CompileShader(const MOJOSHADER_parseData *pd, GLuint *s)
{
GLint shaderlen = (GLint) pd->output_len;
const GLenum shader_type = arb1_shader_type(pd->shader_type);
GLuint shader = 0;
ctx->glGenProgramsARB(1, &shader);
ctx->glGetError(); // flush any existing error state.
ctx->glBindProgramARB(shader_type, shader);
ctx->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
shaderlen, pd->output);
if (ctx->glGetError() == GL_INVALID_OPERATION)
{
GLint pos = 0;
ctx->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
const GLubyte *errstr = ctx->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
snprintf(error_buffer, sizeof (error_buffer),
"ARB1 compile error at position %d: %s",
(int) pos, (const char *) errstr);
ctx->glBindProgramARB(shader_type, 0);
ctx->glDeleteProgramsARB(1, &shader);
*s = 0;
return 0;
} // if
*s = shader;
return 1;
} // impl_ARB1_CompileShader
static void impl_ARB1_DeleteShader(const GLuint _shader)
{
GLuint shader = _shader; // const removal.
ctx->glDeleteProgramsARB(1, &shader);
} // impl_ARB1_DeleteShader
static void impl_ARB1_DeleteProgram(const GLuint program)
{
// no-op. ARB1 doesn't have real linked programs.
} // impl_GLSL_DeleteProgram
static GLint impl_ARB1_GetUniformLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return 0; // no-op, we push this as one big-ass array now.
} // impl_ARB1_GetUniformLocation
static GLint impl_ARB1_GetSamplerLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return shader->parseData->samplers[idx].index;
} // impl_ARB1_GetSamplerLocation
static GLint impl_ARB1_GetAttribLocation(MOJOSHADER_glProgram *program, int idx)
{
return idx; // map to vertex arrays in the same order as the parseData.
} // impl_ARB1_GetAttribLocation
static GLuint impl_ARB1_LinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
// there is no formal linking in ARB1...just return a unique value.
static GLuint retval = 1;
return retval++;
} // impl_ARB1_LinkProgram
static void impl_ARB1_FinalInitProgram(MOJOSHADER_glProgram *program)
{
// no-op.
} // impl_ARB1_FinalInitProgram
static void impl_ARB1_UseProgram(MOJOSHADER_glProgram *program)
{
GLuint vhandle = 0;
GLuint phandle = 0;
if (program != NULL)
{
if (program->vertex != NULL)
vhandle = program->vertex->handle;
if (program->fragment != NULL)
phandle = program->fragment->handle;
} // if
toggle_gl_state(GL_VERTEX_PROGRAM_ARB, vhandle != 0);
toggle_gl_state(GL_FRAGMENT_PROGRAM_ARB, phandle != 0);
ctx->glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vhandle);
ctx->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, phandle);
} // impl_ARB1_UseProgram
static void impl_ARB1_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
{
// no-op. Constant arrays are defined in source code for arb1.
} // impl_ARB1_PushConstantArray
static void impl_ARB1_PushUniforms(void)
{
// vertex shader uniforms come first in program->uniforms array.
MOJOSHADER_shaderType shader_type = MOJOSHADER_TYPE_VERTEX;
GLenum arb_shader_type = arb1_shader_type(shader_type);
const MOJOSHADER_glProgram *program = ctx->bound_program;
const uint32 count = program->uniform_count;
const GLfloat *srcf = program->vs_uniforms_float4;
const GLint *srci = program->vs_uniforms_int4;
const GLint *srcb = program->vs_uniforms_bool;
GLint loc = 0;
GLint texbem_loc = 0;
uint32 i;
assert(count > 0); // shouldn't call this with nothing to do!
for (i = 0; i < count; i++)
{
UniformMap *map = &program->uniforms[i];
const MOJOSHADER_shaderType uniform_shader_type = map->shader_type;
const MOJOSHADER_uniform *u = map->uniform;
const MOJOSHADER_uniformType type = u->type;
const int size = u->array_count ? u->array_count : 1;
assert(!u->constant);
// Did we switch from vertex to pixel (to geometry, etc)?
if (shader_type != uniform_shader_type)
{
if (shader_type == MOJOSHADER_TYPE_PIXEL)
texbem_loc = loc;
// we start with vertex, move to pixel, then to geometry, etc.
// The array should always be sorted as such.
if (uniform_shader_type == MOJOSHADER_TYPE_PIXEL)
{
assert(shader_type == MOJOSHADER_TYPE_VERTEX);
srcf = program->ps_uniforms_float4;
srci = program->ps_uniforms_int4;
srcb = program->ps_uniforms_bool;
loc = 0;
} // if
else
{
// These should be ordered vertex, then pixel, then geometry.
assert(0 && "Unexpected shader type");
} // else
shader_type = uniform_shader_type;
arb_shader_type = arb1_shader_type(uniform_shader_type);
} // if
if (type == MOJOSHADER_UNIFORM_FLOAT)
{
int i;
for (i = 0; i < size; i++, srcf += 4, loc++)
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, srcf);
} // if
else if (type == MOJOSHADER_UNIFORM_INT)
{
int i;
if (ctx->have_GL_NV_gpu_program4)
{
// GL_NV_gpu_program4 has integer uniform loading support.
for (i = 0; i < size; i++, srci += 4, loc++)
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, srci);
} // if
else
{
for (i = 0; i < size; i++, srci += 4, loc++)
{
const GLfloat fv[4] = {
(GLfloat) srci[0], (GLfloat) srci[1],
(GLfloat) srci[2], (GLfloat) srci[3]
};
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
} // for
} // else
} // else if
else if (type == MOJOSHADER_UNIFORM_BOOL)
{
int i;
if (ctx->have_GL_NV_gpu_program4)
{
// GL_NV_gpu_program4 has integer uniform loading support.
for (i = 0; i < size; i++, srcb++, loc++)
{
const GLint ib = (GLint) ((*srcb) ? 1 : 0);
const GLint iv[4] = { ib, ib, ib, ib };
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, iv);
} // for
} // if
else
{
for (i = 0; i < size; i++, srcb++, loc++)
{
const GLfloat fb = (GLfloat) ((*srcb) ? 1.0f : 0.0f);
const GLfloat fv[4] = { fb, fb, fb, fb };
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
} // for
} // else
} // else if
} // for
if (program->texbem_count)
{
const GLenum target = GL_FRAGMENT_PROGRAM_ARB;
GLfloat *srcf = program->ps_uniforms_float4;
srcf += (program->ps_uniforms_float4_count * 4) -
(program->texbem_count * 8);
loc = texbem_loc;
for (i = 0; i < program->texbem_count; i++, srcf += 8)
{
ctx->glProgramLocalParameter4fvARB(target, loc++, srcf);
ctx->glProgramLocalParameter4fvARB(target, loc++, srcf + 4);
} // for
} // if
} // impl_ARB1_PushUniforms
static void impl_ARB1_PushSampler(GLint loc, GLuint sampler)
{
// no-op in this profile...arb1 uses the texture units as-is.
assert(loc == (GLint) sampler);
} // impl_ARB1_PushSampler
#endif // SUPPORT_PROFILE_ARB1
const char *MOJOSHADER_glGetError(void)
{
return error_buffer;
} // MOJOSHADER_glGetError
static void *loadsym(MOJOSHADER_glGetProcAddress lookup, void *d,
const char *fn, int *ext)
{
void *retval = NULL;
if (lookup != NULL)
retval = lookup(fn, d);
if (retval == NULL)
*ext = 0;
return retval;
} // loadsym
static void lookup_entry_points(MOJOSHADER_glGetProcAddress lookup, void *d)
{
#define DO_LOOKUP(ext, typ, fn) { \
ctx->fn = (typ) loadsym(lookup, d, #fn, &ctx->have_##ext); \
}
DO_LOOKUP(core_opengl, PFNGLGETSTRINGPROC, glGetString);
DO_LOOKUP(core_opengl, PFNGLGETERRORPROC, glGetError);
DO_LOOKUP(core_opengl, PFNGLGETINTEGERVPROC, glGetIntegerv);
DO_LOOKUP(core_opengl, PFNGLENABLEPROC, glEnable);
DO_LOOKUP(core_opengl, PFNGLDISABLEPROC, glDisable);
DO_LOOKUP(opengl_2, PFNGLDELETESHADERPROC, glDeleteShader);
DO_LOOKUP(opengl_2, PFNGLDELETEPROGRAMPROC, glDeleteProgram);
DO_LOOKUP(opengl_2, PFNGLATTACHSHADERPROC, glAttachShader);
DO_LOOKUP(opengl_2, PFNGLCOMPILESHADERPROC, glCompileShader);
DO_LOOKUP(opengl_2, PFNGLCREATESHADERPROC, glCreateShader);
DO_LOOKUP(opengl_2, PFNGLCREATEPROGRAMPROC, glCreateProgram);
DO_LOOKUP(opengl_2, PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
DO_LOOKUP(opengl_2, PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
DO_LOOKUP(opengl_2, PFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation);
DO_LOOKUP(opengl_2, PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
DO_LOOKUP(opengl_2, PFNGLGETSHADERIVPROC, glGetShaderiv);
DO_LOOKUP(opengl_2, PFNGLGETPROGRAMIVPROC, glGetProgramiv);
DO_LOOKUP(opengl_2, PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
DO_LOOKUP(opengl_2, PFNGLLINKPROGRAMPROC, glLinkProgram);
DO_LOOKUP(opengl_2, PFNGLSHADERSOURCEPROC, glShaderSource);
DO_LOOKUP(opengl_2, PFNGLUNIFORM1IPROC, glUniform1i);
DO_LOOKUP(opengl_2, PFNGLUNIFORM1IVPROC, glUniform1iv);
DO_LOOKUP(opengl_2, PFNGLUNIFORM4FVPROC, glUniform4fv);
DO_LOOKUP(opengl_2, PFNGLUNIFORM4IVPROC, glUniform4iv);
DO_LOOKUP(opengl_2, PFNGLUSEPROGRAMPROC, glUseProgram);
DO_LOOKUP(opengl_2, PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLATTACHOBJECTARBPROC, glAttachObjectARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCOMPILESHADERARBPROC, glCompileShaderARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObjectARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObjectARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETINFOLOGARBPROC, glGetInfoLogARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocationARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLLINKPROGRAMARBPROC, glLinkProgramARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLSHADERSOURCEARBPROC, glShaderSourceARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IARBPROC, glUniform1iARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IVARBPROC, glUniform1ivARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM4FVARBPROC, glUniform4fvARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM4IVARBPROC, glUniform4ivARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObjectARB);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLGETATTRIBLOCATIONARBPROC, glGetAttribLocationARB);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMIVARBPROC, glGetProgramivARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLDELETEPROGRAMSARBPROC, glDeleteProgramsARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGENPROGRAMSARBPROC, glGenProgramsARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLBINDPROGRAMARBPROC, glBindProgramARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMSTRINGARBPROC, glProgramStringARB);
DO_LOOKUP(GL_NV_gpu_program4, PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC, glProgramLocalParameterI4ivNV);
#undef DO_LOOKUP
} // lookup_entry_points
static inline int opengl_version_atleast(const int major, const int minor)
{
return ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >=
((major << 16) | (minor & 0xFFFF)) );
} // opengl_version_atleast
static int verify_extension(const char *ext, int have, const char *extlist,
int major, int minor)
{
if (have == 0)
return 0; // don't bother checking, we're missing an entry point.
else if (!ctx->have_core_opengl)
return 0; // don't bother checking, we're missing basic functionality.
// See if it's in the spec for this GL implementation's version.
if ((major > 0) && (opengl_version_atleast(major, minor)))
return 1;
// Not available in the GL version, check the extension list.
const char *ptr = strstr(extlist, ext);
if (ptr == NULL)
return 0;
const char endchar = ptr[strlen(ext)];
if ((endchar == '\0') || (endchar == ' '))
return 1; // extension is in the list.