| #include "gles2context.h" |
| |
| //#undef LOGD |
| //#define LOGD(...) |
| |
| static inline GLuint s2n(gl_shader * s) |
| { |
| return (GLuint)s ^ 0xaf3c532d; |
| } |
| |
| static inline gl_shader * n2s(GLuint n) |
| { |
| return (gl_shader *)(n ^ 0xaf3c532d); |
| } |
| |
| static inline GLuint p2n(gl_shader_program * p) |
| { |
| return (GLuint)p ^ 0x04dc18f9; |
| } |
| |
| static inline gl_shader_program * n2p(GLuint n) |
| { |
| return (gl_shader_program *)(n ^ 0x04dc18f9); |
| } |
| |
| void glAttachShader(GLuint program, GLuint shader) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderAttach(ctx->iface, n2p(program), n2s(shader)); |
| } |
| |
| void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderAttributeBind(n2p(program), index, name); |
| // assert(0); |
| } |
| |
| GLuint glCreateShader(GLenum type) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| return s2n(ctx->iface->ShaderCreate(ctx->iface, type)); |
| } |
| |
| GLuint glCreateProgram(void) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| return p2n(ctx->iface->ShaderProgramCreate(ctx->iface)); |
| } |
| |
| void glCompileShader(GLuint shader) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderCompile(ctx->iface, n2s(shader), NULL, NULL); |
| } |
| |
| void glDeleteProgram(GLuint program) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderProgramDelete(ctx->iface, n2p(program)); |
| } |
| |
| void glDeleteShader(GLuint shader) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderDelete(ctx->iface, n2s(shader)); |
| } |
| |
| void glDetachShader(GLuint program, GLuint shader) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderDetach(ctx->iface, n2p(program), n2s(shader)); |
| } |
| |
| GLint glGetAttribLocation(GLuint program, const GLchar* name) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| GLint location = ctx->iface->ShaderAttributeLocation(n2p(program), name); |
| // LOGD("\n*\n*\n* agl2: glGetAttribLocation program=%u name=%s location=%d \n*\n*", |
| // program, name, location); |
| return location; |
| } |
| |
| void glGetProgramiv(GLuint program, GLenum pname, GLint* params) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderProgramGetiv(n2p(program), pname, params); |
| LOGD("agl2: glGetProgramiv 0x%.4X=%d \n", pname, *params); |
| } |
| |
| void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderProgramGetInfoLog(n2p(program), bufsize, length, infolog); |
| } |
| |
| void glGetShaderiv(GLuint shader, GLenum pname, GLint* params) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderGetiv(n2s(shader), pname, params); |
| LOGD("agl2: glGetShaderiv 0x%.4X=%d \n", pname, *params); |
| } |
| |
| void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderGetInfoLog(n2s(shader), bufsize, length, infolog); |
| } |
| |
| int glGetUniformLocation(GLuint program, const GLchar* name) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| return ctx->iface->ShaderUniformLocation(n2p(program), name); |
| } |
| |
| void glLinkProgram(GLuint program) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| GLboolean linked = ctx->iface->ShaderProgramLink(n2p(program), NULL); |
| assert(linked); |
| } |
| |
| void glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| ctx->iface->ShaderSource(n2s(shader), count, string, length); |
| } |
| |
| void glUniform1f(GLint location, GLfloat x) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, &x, GL_FLOAT); |
| assert(0 > sampler); // should be assigning to sampler |
| } |
| |
| void glUniform1i(GLint location, GLint x) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| const float params[1] = {x}; |
| int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_INT); |
| if (0 <= sampler) { |
| // LOGD("\n*\n* agl2: glUniform1i updated sampler=%d tmu=%d location=%d\n*", sampler, x, location); |
| assert(0 <= x && GGL_MAXCOMBINEDTEXTUREIMAGEUNITS > x); |
| // LOGD("tmu%u: format=0x%.2X w=%u h=%u levels=%p", x, ctx->tex.tmus[x]->format, |
| // ctx->tex.tmus[x]->width, ctx->tex.tmus[x]->height, ctx->tex.tmus[x]->format); |
| ctx->tex.sampler2tmu[sampler] = x; |
| ctx->tex.UpdateSampler(ctx->iface, x); |
| } |
| } |
| |
| void glUniform2f(GLint location, GLfloat x, GLfloat y) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| const float params[4] = {x, y}; |
| ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC2); |
| } |
| |
| void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| const float params[4] = {x, y, z, w}; |
| // LOGD("agl2: glUniform4f location=%d %f,%f,%f,%f", location, x, y, z, w); |
| ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC4); |
| } |
| |
| void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| // const gl_shader_program * program = ctx->rasterizer.CurrentProgram; |
| // if (strstr(program->Shaders[MESA_SHADER_FRAGMENT]->Source, ").a;")) { |
| // LOGD("agl2: glUniformMatrix4fv location=%d count=%d transpose=%d", location, count, transpose); |
| // for (unsigned i = 0; i < 4; i++) |
| // LOGD("agl2: glUniformMatrix4fv %.2f \t %.2f \t %.2f \t %.2f", value[i * 4 + 0], |
| // value[i * 4 + 1], value[i * 4 + 2], value[i * 4 + 3]); |
| // } |
| ctx->iface->ShaderUniformMatrix(ctx->rasterizer.CurrentProgram, 4, 4, location, count, transpose, value); |
| // while (true) |
| // ; |
| // assert(0); |
| } |
| |
| void glUseProgram(GLuint program) |
| { |
| GLES2_GET_CONST_CONTEXT(ctx); |
| // LOGD("\n*\n*\n* agl2: glUseProgram %d \n*\n*\n*", program); |
| ctx->iface->ShaderUse(ctx->iface, n2p(program)); |
| ctx->iface->ShaderUniformGetSamplers(n2p(program), ctx->tex.sampler2tmu); |
| for (unsigned i = 0; i < GGL_MAXCOMBINEDTEXTUREIMAGEUNITS; i++) |
| if (0 <= ctx->tex.sampler2tmu[i]) |
| ctx->iface->SetSampler(ctx->iface, i, ctx->tex.tmus[ctx->tex.sampler2tmu[i]]); |
| } |