blob: 917e295fe158f59f9f95c8a476cba4ffb75b8427 [file] [log] [blame]
/*
* Mesa 3-D graphics library
* Version: 7.3
*
* Copyright (C) 2004-2008 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "context.h"
#include "shaders.h"
#include "shader/shader_api.h"
#include "main/dispatch.h"
/** Define this to enable shader substitution (see below) */
#define SHADER_SUBST 0
/**
* These are basically just wrappers/adaptors for calling the
* ctx->Driver.foobar() GLSL-related functions.
*
* Things are biased toward the OpenGL 2.0 functions rather than the
* ARB extensions (i.e. the ARB functions are layered on the 2.0 functions).
*
* The general idea here is to allow enough modularity such that a
* completely different GLSL implemenation can be plugged in and co-exist
* with Mesa's native GLSL code.
*/
static void GLAPIENTRY
_mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.AttachShader(ctx, program, shader);
}
static void GLAPIENTRY
_mesa_AttachShader(GLuint program, GLuint shader)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.AttachShader(ctx, program, shader);
}
static void GLAPIENTRY
_mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
const GLcharARB *name)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.BindAttribLocation(ctx, program, index, name);
}
static void GLAPIENTRY
_mesa_CompileShaderARB(GLhandleARB shaderObj)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.CompileShader(ctx, shaderObj);
}
static GLuint GLAPIENTRY
_mesa_CreateShader(GLenum type)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.CreateShader(ctx, type);
}
static GLhandleARB GLAPIENTRY
_mesa_CreateShaderObjectARB(GLenum type)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.CreateShader(ctx, type);
}
static GLuint GLAPIENTRY
_mesa_CreateProgram(void)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.CreateProgram(ctx);
}
static GLhandleARB GLAPIENTRY
_mesa_CreateProgramObjectARB(void)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.CreateProgram(ctx);
}
static 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? */
}
}
}
static void GLAPIENTRY
_mesa_DeleteProgram(GLuint name)
{
if (name) {
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.DeleteProgram2(ctx, name);
}
}
static void GLAPIENTRY
_mesa_DeleteShader(GLuint name)
{
if (name) {
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.DeleteShader(ctx, name);
}
}
static void GLAPIENTRY
_mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.DetachShader(ctx, program, shader);
}
static void GLAPIENTRY
_mesa_DetachShader(GLuint program, GLuint shader)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.DetachShader(ctx, program, shader);
}
static 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);
}
static 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);
}
static void GLAPIENTRY
_mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
GLsizei * count, GLhandleARB * obj)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetAttachedShaders(ctx, container, maxCount, count, obj);
}
static void GLAPIENTRY
_mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
GLsizei *count, GLuint *obj)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetAttachedShaders(ctx, program, maxCount, count, obj);
}
static GLint GLAPIENTRY
_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.GetAttribLocation(ctx, program, name);
}
static 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");
}
}
static 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");
}
}
static 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];
}
static void GLAPIENTRY
_mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetProgramiv(ctx, program, pname, params);
}
static void GLAPIENTRY
_mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetShaderiv(ctx, shader, pname, params);
}
static void GLAPIENTRY
_mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
GLsizei *length, GLchar *infoLog)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetProgramInfoLog(ctx, program, bufSize, length, infoLog);
}
static void GLAPIENTRY
_mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
GLsizei *length, GLchar *infoLog)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetShaderInfoLog(ctx, shader, bufSize, length, infoLog);
}
static void GLAPIENTRY
_mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
GLsizei *length, GLcharARB *sourceOut)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetShaderSource(ctx, shader, maxLength, length, sourceOut);
}
static void GLAPIENTRY
_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat * params)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetUniformfv(ctx, program, location, params);
}
static 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
static GLhandleARB GLAPIENTRY
_mesa_GetHandleARB(GLenum pname)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.GetHandle(ctx, pname);
}
static GLint GLAPIENTRY
_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.GetUniformLocation(ctx, programObj, name);
}
static GLboolean GLAPIENTRY
_mesa_IsProgram(GLuint name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.IsProgram(ctx, name);
}
static GLboolean GLAPIENTRY
_mesa_IsShader(GLuint name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.IsShader(ctx, name);
}
static 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().
*/
static void GLAPIENTRY
_mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
const GLcharARB ** string, const GLint * length)
{
GET_CURRENT_CONTEXT(ctx);
GLint *offsets;
GLsizei i, totalLength;
GLcharARB *source;
GLuint checksum;
if (!shaderObj || string == NULL) {
_mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
return;
}
/*
* This array holds offsets of where the appropriate string ends, thus the
* last element will be set to the total length of the source code.
*/
offsets = (GLint *) malloc(count * sizeof(GLint));
if (offsets == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
return;
}
for (i = 0; i < count; i++) {
if (string[i] == NULL) {
free((GLvoid *) offsets);
_mesa_error(ctx, GL_INVALID_OPERATION, "glShaderSourceARB(null string)");
return;
}
if (length == NULL || length[i] < 0)
offsets[i] = strlen(string[i]);
else
offsets[i] = length[i];
/* accumulate string lengths */
if (i > 0)
offsets[i] += offsets[i - 1];
}
/* Total length of source string is sum off all strings plus two.
* One extra byte for terminating zero, another extra byte to silence
* valgrind warnings in the parser/grammer code.
*/
totalLength = offsets[count - 1] + 2;
source = (GLcharARB *) malloc(totalLength * sizeof(GLcharARB));
if (source == NULL) {
free((GLvoid *) offsets);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
return;
}
for (i = 0; i < count; i++) {
GLint start = (i > 0) ? offsets[i - 1] : 0;
memcpy(source + start, string[i],
(offsets[i] - start) * sizeof(GLcharARB));
}
source[totalLength - 1] = '\0';
source[totalLength - 2] = '\0';
if (SHADER_SUBST) {
/* Compute the shader's source code checksum then try to open a file
* named newshader_<CHECKSUM>. If it exists, use it in place of the
* original shader source code. For debugging.
*/
char filename[100];
GLcharARB *newSource;
checksum = _mesa_str_checksum(source);
_mesa_snprintf(filename, sizeof(filename), "newshader_%d", checksum);
newSource = _mesa_read_shader(filename);
if (newSource) {
fprintf(stderr, "Mesa: Replacing shader %u chksum=%d with %s\n",
shaderObj, checksum, filename);
free(source);
source = newSource;
}
}
ctx->Driver.ShaderSource(ctx, shaderObj, source);
if (SHADER_SUBST) {
struct gl_shader *sh = _mesa_lookup_shader(ctx, shaderObj);
if (sh)
sh->SourceChecksum = checksum; /* save original checksum */
}
free(offsets);
}
static void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, 1, &v0, GL_FLOAT);
}
static 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);
}
static 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);
}
static 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);
}
static void GLAPIENTRY
_mesa_Uniform1iARB(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, 1, &v0, GL_INT);
}
static 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);
}
static 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);
}
static 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);
}
static void GLAPIENTRY
_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT);
}
static 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);
}
static 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);
}
static 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);
}
static void GLAPIENTRY
_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_INT);
}
static 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);
}
static 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);
}
static 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 **/
static void GLAPIENTRY
_mesa_Uniform1ui(GLint location, GLuint v0)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, 1, &v0, GL_UNSIGNED_INT);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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
*/
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static 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);
}
static void GLAPIENTRY
_mesa_ValidateProgramARB(GLhandleARB program)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.ValidateProgram(ctx, program);
}
#ifdef FEATURE_ES2
static void GLAPIENTRY
_mesa_GetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype,
GLint* range, GLint* precision)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
}
static void GLAPIENTRY
_mesa_ReleaseShaderCompiler(void)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
}
static void GLAPIENTRY
_mesa_ShaderBinary(GLint n, const GLuint* shaders, GLenum binaryformat,
const void* binary, GLint length)
{
GET_CURRENT_CONTEXT(ctx);
_mesa_error(ctx, GL_INVALID_OPERATION, __FUNCTION__);
}
#endif
/**
* Plug in shader-related functions into API dispatch table.
*/
void
_mesa_init_shader_dispatch(struct _glapi_table *exec)
{
/* GL_ARB_vertex/fragment_shader */
SET_DeleteObjectARB(exec, _mesa_DeleteObjectARB);
SET_GetHandleARB(exec, _mesa_GetHandleARB);
SET_DetachObjectARB(exec, _mesa_DetachObjectARB);
SET_CreateShaderObjectARB(exec, _mesa_CreateShaderObjectARB);
SET_ShaderSourceARB(exec, _mesa_ShaderSourceARB);
SET_CompileShaderARB(exec, _mesa_CompileShaderARB);
SET_CreateProgramObjectARB(exec, _mesa_CreateProgramObjectARB);
SET_AttachObjectARB(exec, _mesa_AttachObjectARB);
SET_LinkProgramARB(exec, _mesa_LinkProgramARB);
SET_UseProgramObjectARB(exec, _mesa_UseProgramObjectARB);
SET_ValidateProgramARB(exec, _mesa_ValidateProgramARB);
SET_Uniform1fARB(exec, _mesa_Uniform1fARB);
SET_Uniform2fARB(exec, _mesa_Uniform2fARB);
SET_Uniform3fARB(exec, _mesa_Uniform3fARB);
SET_Uniform4fARB(exec, _mesa_Uniform4fARB);
SET_Uniform1iARB(exec, _mesa_Uniform1iARB);
SET_Uniform2iARB(exec, _mesa_Uniform2iARB);
SET_Uniform3iARB(exec, _mesa_Uniform3iARB);
SET_Uniform4iARB(exec, _mesa_Uniform4iARB);
SET_Uniform1fvARB(exec, _mesa_Uniform1fvARB);
SET_Uniform2fvARB(exec, _mesa_Uniform2fvARB);
SET_Uniform3fvARB(exec, _mesa_Uniform3fvARB);
SET_Uniform4fvARB(exec, _mesa_Uniform4fvARB);
SET_Uniform1ivARB(exec, _mesa_Uniform1ivARB);
SET_Uniform2ivARB(exec, _mesa_Uniform2ivARB);
SET_Uniform3ivARB(exec, _mesa_Uniform3ivARB);
SET_Uniform4ivARB(exec, _mesa_Uniform4ivARB);
SET_UniformMatrix2fvARB(exec, _mesa_UniformMatrix2fvARB);
SET_UniformMatrix3fvARB(exec, _mesa_UniformMatrix3fvARB);
SET_UniformMatrix4fvARB(exec, _mesa_UniformMatrix4fvARB);
SET_GetObjectParameterfvARB(exec, _mesa_GetObjectParameterfvARB);
SET_GetObjectParameterivARB(exec, _mesa_GetObjectParameterivARB);
SET_GetInfoLogARB(exec, _mesa_GetInfoLogARB);
SET_GetAttachedObjectsARB(exec, _mesa_GetAttachedObjectsARB);
SET_GetUniformLocationARB(exec, _mesa_GetUniformLocationARB);
SET_GetActiveUniformARB(exec, _mesa_GetActiveUniformARB);
SET_GetUniformfvARB(exec, _mesa_GetUniformfvARB);
SET_GetUniformivARB(exec, _mesa_GetUniformivARB);
SET_GetShaderSourceARB(exec, _mesa_GetShaderSourceARB);
/* OpenGL 2.0 */
SET_AttachShader(exec, _mesa_AttachShader);
SET_CreateProgram(exec, _mesa_CreateProgram);
SET_CreateShader(exec, _mesa_CreateShader);
SET_DeleteProgram(exec, _mesa_DeleteProgram);
SET_DeleteShader(exec, _mesa_DeleteShader);
SET_DetachShader(exec, _mesa_DetachShader);
SET_GetAttachedShaders(exec, _mesa_GetAttachedShaders);
SET_GetProgramiv(exec, _mesa_GetProgramiv);
SET_GetProgramInfoLog(exec, _mesa_GetProgramInfoLog);
SET_GetShaderiv(exec, _mesa_GetShaderiv);
SET_GetShaderInfoLog(exec, _mesa_GetShaderInfoLog);
SET_IsProgram(exec, _mesa_IsProgram);
SET_IsShader(exec, _mesa_IsShader);
/* OpenGL 2.1 */
SET_UniformMatrix2x3fv(exec, _mesa_UniformMatrix2x3fv);
SET_UniformMatrix3x2fv(exec, _mesa_UniformMatrix3x2fv);
SET_UniformMatrix2x4fv(exec, _mesa_UniformMatrix2x4fv);
SET_UniformMatrix4x2fv(exec, _mesa_UniformMatrix4x2fv);
SET_UniformMatrix3x4fv(exec, _mesa_UniformMatrix3x4fv);
SET_UniformMatrix4x3fv(exec, _mesa_UniformMatrix4x3fv);
#if FEATURE_ARB_vertex_shader
SET_BindAttribLocationARB(exec, _mesa_BindAttribLocationARB);
SET_GetActiveAttribARB(exec, _mesa_GetActiveAttribARB);
SET_GetAttribLocationARB(exec, _mesa_GetAttribLocationARB);
#endif
#ifdef FEATURE_ES2
/* XXX finish dispatch */
(void) _mesa_GetShaderPrecisionFormat;
(void) _mesa_ReleaseShaderCompiler;
(void) _mesa_ShaderBinary;
#endif
/* OpenGL 3.0 */
/* XXX finish dispatch */
(void) _mesa_Uniform1ui;
(void) _mesa_Uniform2ui;
(void) _mesa_Uniform3ui;
(void) _mesa_Uniform4ui;
(void) _mesa_Uniform1uiv;
(void) _mesa_Uniform2uiv;
(void) _mesa_Uniform3uiv;
(void) _mesa_Uniform4uiv;
}