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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.
*/
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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
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#ifdef _MSC_VER
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h> // GL headers need this for WINGDIAPI definition.
#endif
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#include "mojoshader.h"
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#define GL_GLEXT_LEGACY 1
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#include "GL/gl.h"
#include "GL/glext.h"
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// Get basic wankery out of the way here...
typedef unsigned int uint; // this is a printf() helper. don't use for code.
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#ifdef _MSC_VER
#define snprintf _snprintf
typedef unsigned __int8 uint8;
typedef unsigned __int32 uint32;
typedef unsigned __int32 int32;
#else
#include <stdint.h>
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typedef uint8_t uint8;
typedef uint32_t uint32;
typedef int32_t int32;
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#endif
#define STATICARRAYLEN(x) ( (sizeof ((x))) / (sizeof ((x)[0])) )
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#ifndef SUPPORT_PROFILE_GLSL
#define SUPPORT_PROFILE_GLSL 1
#endif
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struct MOJOSHADER_glShader
{
const MOJOSHADER_parseData *parseData;
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GLhandleARB handle;
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uint32 refcount;
};
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typedef struct
{
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MOJOSHADER_shaderType shader_type;
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const MOJOSHADER_uniform *uniform;
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GLuint location;
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} UniformMap;
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typedef struct
{
MOJOSHADER_shaderType shader_type;
const MOJOSHADER_sampler *sampler;
GLuint location;
} SamplerMap;
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typedef struct
{
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const MOJOSHADER_attribute *attribute;
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GLuint location;
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} AttributeMap;
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struct MOJOSHADER_glProgram
{
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MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
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GLhandleARB handle;
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uint32 constant_count; // !!! FIXME: misnamed.
GLfloat *constants; // !!! FIXME: misnamed.
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uint32 uniform_count;
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UniformMap *uniforms;
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uint32 sampler_count;
SamplerMap *samplers;
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uint32 attribute_count;
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AttributeMap *attributes;
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uint32 refcount;
};
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#ifndef WINGDIAPI
#define WINGDIAPI
#endif
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// Entry points in base OpenGL that lack function pointer prototypes...
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typedef WINGDIAPI void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
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struct MOJOSHADER_glContext
{
// Allocators...
MOJOSHADER_malloc malloc_fn;
MOJOSHADER_free free_fn;
void *malloc_data;
// The constant register files...
// Man, it kills me how much memory this takes...
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GLfloat vs_reg_file_f[8192 * 4];
GLint vs_reg_file_i[2047 * 4];
GLint vs_reg_file_b[2047];
GLfloat ps_reg_file_f[8192 * 4];
GLint ps_reg_file_i[2047 * 4];
GLint ps_reg_file_b[2047];
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GLuint sampler_reg_file[16];
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// GL stuff...
int opengl_major;
int opengl_minor;
MOJOSHADER_glProgram *bound_program;
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char profile[16];
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// Extensions...
int have_base_opengl;
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;
// Entry points...
PFNGLGETSTRINGPROC glGetString;
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PFNGLGETINTEGERVPROC glGetIntegerv;
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PFNGLDELETEOBJECTARBPROC glDeleteObject;
PFNGLATTACHOBJECTARBPROC glAttachObject;
PFNGLCOMPILESHADERARBPROC glCompileShader;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObject;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObject;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glDisableVertexAttribArray;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC glEnableVertexAttribArray;
PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocation;
PFNGLGETINFOLOGARBPROC glGetInfoLog;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameteriv;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation;
PFNGLLINKPROGRAMARBPROC glLinkProgram;
PFNGLSHADERSOURCEARBPROC glShaderSource;
PFNGLUNIFORM1IARBPROC glUniform1i;
PFNGLUNIFORM4FVARBPROC glUniform4fv;
PFNGLUNIFORM4IVARBPROC glUniform4iv;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObject;
PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointer;
};
static MOJOSHADER_glContext *ctx = NULL;
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// 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
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// #define this to force app to supply an allocator, so there's no reference
// to the C runtime's malloc() and free()...
#if MOJOSHADER_FORCE_ALLOCATOR
#define internal_malloc NULL
#define internal_free NULL
#else
static void *internal_malloc(int bytes, void *d) { return malloc(bytes); }
static void internal_free(void *ptr, void *d) { free(ptr); }
#endif
static inline void *Malloc(const size_t len)
{
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void *retval = ctx->malloc_fn(len, ctx->malloc_data);
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if (retval == NULL)
set_error("out of memory");
return retval;
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} // Malloc
static inline void Free(void *ptr)
{
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if (ptr != NULL)
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ctx->free_fn(ptr, ctx->malloc_data);
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} // Free
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const char *MOJOSHADER_glGetError(void)
{
return error_buffer;
} // MOJOSHADER_glGetError
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static void *loadsym(void *(*lookup)(const char *fn), const char *fn, int *ext)
{
void *retval = NULL;
if (lookup != NULL)
{
retval = lookup(fn);
if (retval == NULL)
{
char arbfn[64];
snprintf(arbfn, sizeof (arbfn), "%sARB", fn);
retval = lookup(arbfn);
} // if
} // if
if (retval == NULL)
*ext = 0;
return retval;
} // loadsym
static void lookup_entry_points(void *(*lookup)(const char *fnname))
{
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#define DO_LOOKUP(ext, typ, fn) ctx->fn = (typ) loadsym(lookup, #fn, &ctx->have_##ext)
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DO_LOOKUP(base_opengl, PFNGLGETSTRINGPROC, glGetString);
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DO_LOOKUP(base_opengl, PFNGLGETINTEGERVPROC, glGetIntegerv);
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DO_LOOKUP(GL_ARB_shader_objects, PFNGLDELETEOBJECTARBPROC, glDeleteObject);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLATTACHOBJECTARBPROC, glAttachObject);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCOMPILESHADERARBPROC, glCompileShader);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObject);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObject);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETINFOLOGARBPROC, glGetInfoLog);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameteriv);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocation);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLLINKPROGRAMARBPROC, glLinkProgram);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLSHADERSOURCEARBPROC, glShaderSource);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IARBPROC, glUniform1i);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM4FVARBPROC, glUniform4fv);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM4IVARBPROC, glUniform4iv);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObject);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArray);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArray);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLGETATTRIBLOCATIONARBPROC, glGetAttribLocation);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointer);
#undef DO_LOOKUP
} // lookup_entry_points
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.
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else if (!ctx->have_base_opengl)
return 0; // don't bother checking, we're missing basic functionality.
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// See if it's in the spec for this GL implementation's version.
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if (major >= 0)
{
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if ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >=
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((major << 16) | (minor & 0xFFFF)) )
return 1;
} // if
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// 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.
return 0; // just not supported, fail.
} // verify_extension
static void parse_opengl_version(const char *verstr)
{
if (verstr == NULL)
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ctx->opengl_major = ctx->opengl_minor = 0;
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else
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sscanf(verstr, "%d.%d", &ctx->opengl_major, &ctx->opengl_minor);
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} // parse_opengl_version
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static void load_extensions(void *(*lookup)(const char *fnname))
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{
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const char *extlist = NULL;
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ctx->have_base_opengl = 1;
ctx->have_GL_ARB_shader_objects = 1;
ctx->have_GL_ARB_vertex_shader = 1;
ctx->have_GL_ARB_fragment_shader = 1;
ctx->have_GL_ARB_shading_language_100 = 1;
ctx->have_GL_NV_half_float = 1;
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lookup_entry_points(lookup);
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if (!ctx->have_base_opengl)
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set_error("missing basic OpenGL entry points");
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else
{
parse_opengl_version((const char *) ctx->glGetString(GL_VERSION));
extlist = (const char *) ctx->glGetString(GL_EXTENSIONS);
} // else
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if (extlist == NULL)
extlist = ""; // just in case.
#define VERIFY_EXT(ext, major, minor) \
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ctx->have_##ext = verify_extension(#ext, ctx->have_##ext, extlist, major, minor)
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VERIFY_EXT(GL_ARB_shader_objects, 2, 0);
VERIFY_EXT(GL_ARB_vertex_shader, 2, 0);
VERIFY_EXT(GL_ARB_fragment_shader, 2, 0);
VERIFY_EXT(GL_ARB_shading_language_100, 2, 0);
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VERIFY_EXT(GL_NV_half_float, -1, -1);
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#undef VERIFY_EXT
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} // load_extensions
static int valid_profile(const char *profile)
{
if (!ctx->have_base_opengl)
return 0;
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#define MUST_HAVE(p, x) \
if (!ctx->have_##x) { set_error(#p " profile needs " #x); return 0; }
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if (0) {}
#if SUPPORT_PROFILE_GLSL
else if (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0)
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{
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MUST_HAVE(MOJOSHADER_PROFILE_GLSL, GL_ARB_shader_objects);
MUST_HAVE(MOJOSHADER_PROFILE_GLSL, GL_ARB_vertex_shader);
MUST_HAVE(MOJOSHADER_PROFILE_GLSL, GL_ARB_fragment_shader);
MUST_HAVE(MOJOSHADER_PROFILE_GLSL, GL_ARB_shading_language_100);
} // else if
#endif
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else
{
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set_error("unknown or unsupported profile");
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return 0;
} // else
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#undef MUST_HAVE
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return 1;
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} // valid_profile
const char *MOJOSHADER_glBestProfile(void *(*lookup)(const char *fnname))
{
const char *retval = NULL;
MOJOSHADER_glContext _ctx;
MOJOSHADER_glContext *current_ctx = ctx;
ctx = &_ctx;
memset(ctx, '\0', sizeof (MOJOSHADER_glContext));
load_extensions(lookup);
if (ctx->have_base_opengl)
{
static const char *priority[] = {
MOJOSHADER_PROFILE_GLSL,
};
int i;
for (i = 0; i < STATICARRAYLEN(priority); i++)
{
if (valid_profile(priority[i]))
{
retval = priority[i];
break;
} // if
} // for
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if (retval == NULL)
set_error("no profiles available");
} // if
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ctx = current_ctx;
return retval;
} // MOJOSHADER_glBestProfile
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
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void *(*lookup)(const char *fnname),
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *d)
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{
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MOJOSHADER_glContext *retval = NULL;
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MOJOSHADER_glContext *current_ctx = ctx;
ctx = NULL;
if (m == NULL) m = internal_malloc;
if (f == NULL) f = internal_free;
ctx = (MOJOSHADER_glContext *) m(sizeof (MOJOSHADER_glContext), d);
if (ctx == NULL)
{
set_error("out of memory");
goto init_fail;
} // if
memset(ctx, '\0', sizeof (MOJOSHADER_glContext));
ctx->malloc_fn = m;
ctx->free_fn = f;
ctx->malloc_data = d;
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snprintf(ctx->profile, sizeof (ctx->profile), "%s", profile);
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load_extensions(lookup);
if (!valid_profile(profile))
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goto init_fail;
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MOJOSHADER_glBindProgram(NULL);
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retval = ctx;
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ctx = current_ctx;
return retval;
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init_fail:
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if (ctx != NULL)
f(ctx, d);
ctx = current_ctx;
return NULL;
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} // MOJOSHADER_glCreateContext
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void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *_ctx)
{
ctx = _ctx;
} // MOJOSHADER_glMakeContextCurrent
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int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type)
{
GLenum pname = GL_NONE;
GLint val = 0;
if (shader_type == MOJOSHADER_TYPE_VERTEX)
pname = GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB;
else if (shader_type == MOJOSHADER_TYPE_PIXEL)
pname = GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB;
else
return -1;
ctx->glGetIntegerv(pname, &val);
return (int) val;
} // MOJOSHADER_glMaxUniforms
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MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
const unsigned int bufsize)
{
MOJOSHADER_glShader *retval = NULL;
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GLhandleARB shader = 0;
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const MOJOSHADER_parseData *pd = MOJOSHADER_parse(ctx->profile, tokenbuf,
bufsize, ctx->malloc_fn,
ctx->free_fn,
ctx->malloc_data);
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GLint ok = 0;
const GLenum shader_type = (pd->shader_type == MOJOSHADER_TYPE_PIXEL) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER;
GLint shaderlen = (GLint) pd->output_len;
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if (pd->error != NULL)
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{
set_error(pd->error);
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goto compile_shader_fail;
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} // if
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retval = (MOJOSHADER_glShader *) Malloc(sizeof (MOJOSHADER_glShader));
if (retval == NULL)
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goto compile_shader_fail;
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shader = ctx->glCreateShaderObject(shader_type);
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ctx->glShaderSource(shader, 1, (const GLchar **) &pd->output, &shaderlen);
ctx->glCompileShader(shader);
ctx->glGetObjectParameteriv(shader, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
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if (!ok)
{
GLsizei len = 0;
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ctx->glGetInfoLog(shader, sizeof (error_buffer), &len, (GLchar *) error_buffer);
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goto compile_shader_fail;
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} // if
retval->parseData = pd;
retval->handle = shader;
retval->refcount = 1;
return retval;
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compile_shader_fail:
MOJOSHADER_freeParseData(pd);
Free(retval);
if (shader != 0)
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ctx->glDeleteObject(shader);
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return NULL;
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} // MOJOSHADER_glCompileShader
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const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
MOJOSHADER_glShader *shader)
{
return (shader != NULL) ? shader->parseData : NULL;
} // MOJOSHADER_glGetShaderParseData
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static void shader_unref(MOJOSHADER_glShader *shader)
{
if (shader != NULL)
{
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const uint32 refcount = shader->refcount;
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if (refcount > 1)
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shader->refcount--;
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else
{
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ctx->glDeleteObject(shader->handle);
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MOJOSHADER_freeParseData(shader->parseData);
Free(shader);
} // else
} // if
} // shader_unref
static void program_unref(MOJOSHADER_glProgram *program)
{
if (program != NULL)
{
const uint32 refcount = program->refcount;
if (refcount > 1)
program->refcount--;
else
{
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ctx->glDeleteObject(program->handle);
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shader_unref(program->vertex);
shader_unref(program->fragment);
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Free(program->constants);
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Free(program->samplers);
Free(program->uniforms);
Free(program->attributes);
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Free(program);
} // else
} // if
} // program_unref
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static void lookup_uniforms(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader)
{
int i;
const MOJOSHADER_parseData *pd = shader->parseData;
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const MOJOSHADER_uniform *u = pd->uniforms;
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const MOJOSHADER_shaderType shader_type = pd->shader_type;
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for (i = 0; i < pd->uniform_count; i++)
{
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const GLint loc = ctx->glGetUniformLocation(program->handle, u[i].name);
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if (loc != -1) // maybe the Uniform was optimized out?
{
UniformMap *map = &program->uniforms[program->uniform_count];
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map->shader_type = shader_type;
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map->uniform = &u[i];
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map->location = (GLuint) loc;
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program->uniform_count++;
} // if
} // for
} // lookup_uniforms
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static void lookup_samplers(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader)
{
int i;
const MOJOSHADER_parseData *pd = shader->parseData;
const MOJOSHADER_sampler *s = pd->samplers;
const MOJOSHADER_shaderType shader_type = pd->shader_type;
for (i = 0; i < pd->sampler_count; i++)
{
const GLint loc = ctx->glGetUniformLocation(program->handle, s[i].name);
if (loc != -1) // maybe the Sampler was optimized out?
{
SamplerMap *map = &program->samplers[program->sampler_count];
map->shader_type = shader_type;
map->sampler = &s[i];
map->location = (GLuint) loc;
program->sampler_count++;
} // if
} // for
} // lookup_samplers
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static void lookup_attributes(MOJOSHADER_glProgram *program)
{
int i;
const MOJOSHADER_parseData *pd = program->vertex->parseData;
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const MOJOSHADER_attribute *a = pd->attributes;
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for (i = 0; i < pd->attribute_count; i++)
{
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const GLint loc = ctx->glGetAttribLocation(program->handle, a->name);
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if (loc != -1) // maybe the Attribute was optimized out?
{
AttributeMap *map = &program->attributes[program->attribute_count];
map->attribute = &a[i];
606
map->location = (GLuint) loc;
607
608
609
610
611
612
program->attribute_count++;
} // if
} // for
} // lookup_attributes
613
614
615
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
616
617
618
if ((vshader == NULL) && (pshader == NULL))
return NULL;
619
MOJOSHADER_glProgram *retval = NULL;
620
const GLhandleARB program = ctx->glCreateProgramObject();
621
int numregs = 0;
622
uint32 const_count = 0;
623
624
625
if (vshader != NULL) ctx->glAttachObject(program, vshader->handle);
if (pshader != NULL) ctx->glAttachObject(program, pshader->handle);
626
627
ctx->glLinkProgram(program);
628
629
GLint ok = 0;
630
ctx->glGetObjectParameteriv(program, GL_OBJECT_LINK_STATUS_ARB, &ok);
631
632
633
if (!ok)
{
GLsizei len = 0;
634
ctx->glGetInfoLog(program, sizeof (error_buffer), &len, (GLchar *) error_buffer);
635
636
goto link_program_fail;
} // if
637
638
639
retval = (MOJOSHADER_glProgram *) Malloc(sizeof (MOJOSHADER_glProgram));
if (retval == NULL)
640
641
goto link_program_fail;
memset(retval, '\0', sizeof (MOJOSHADER_glProgram));
642
643
numregs = 0;
644
645
if (vshader != NULL) numregs += vshader->parseData->uniform_count;
if (pshader != NULL) numregs += pshader->parseData->uniform_count;
646
647
648
retval->uniforms = (UniformMap *) Malloc(sizeof (UniformMap) * numregs);
if (retval->uniforms == NULL)
goto link_program_fail;
649
memset(retval->uniforms, '\0', sizeof (UniformMap) * numregs);
650
651
652
653
654
655
656
657
658
numregs = 0;
if (vshader != NULL) numregs += vshader->parseData->sampler_count;
if (pshader != NULL) numregs += pshader->parseData->sampler_count;
retval->samplers = (SamplerMap *) Malloc(sizeof (SamplerMap) * numregs);
if (retval->samplers == NULL)
goto link_program_fail;
memset(retval->samplers, '\0', sizeof (SamplerMap) * numregs);
659
660
661
662
retval->handle = program;
retval->vertex = vshader;
retval->fragment = pshader;
retval->refcount = 1;
663
664
if (vshader != NULL)
665
{
666
667
if (const_count < vshader->parseData->constant_count)
const_count = vshader->parseData->constant_count;
668
669
670
671
672
673
retval->attributes = (AttributeMap *) Malloc(sizeof (AttributeMap) *
vshader->parseData->attribute_count);
if (retval->attributes == NULL)
goto link_program_fail;
lookup_attributes(retval);
674
lookup_uniforms(retval, vshader);
675
lookup_samplers(retval, vshader);
676
vshader->refcount++;
677
678
} // if
679
if (pshader != NULL)
680
{
681
682
683
if (const_count < pshader->parseData->constant_count)
const_count = pshader->parseData->constant_count;
684
lookup_uniforms(retval, pshader);
685
lookup_samplers(retval, vshader);
686
pshader->refcount++;
687
} // if
688
689
690
691
692
693
694
695
696
if (const_count > 0)
{
retval->constants = (GLfloat *) Malloc(sizeof (GLfloat) * const_count);
if (retval->constants == NULL)
goto link_program_fail;
retval->constant_count = const_count;
} // if
697
return retval;
698
699
700
701
link_program_fail:
if (retval != NULL)
{
702
703
Free(retval->constants);
Free(retval->samplers);
704
705
Free(retval->uniforms);
Free(retval->attributes);
706
707
708
Free(retval);
} // if
709
ctx->glDeleteObject(program);
710
return NULL;
711
712
713
714
715
} // MOJOSHADER_glLinkProgram
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program)
{
716
GLhandleARB handle = 0;
717
int i;
718
719
if (program == ctx->bound_program)
720
721
722
return; // nothing to do.
// Disable any client-side arrays the current program could have used.
723
724
// !!! FIXME: don't disable yet...see which ones get reused, and disable
// !!! FIXME: only what we don't need in MOJOSHADER_glProgramReady().
725
if (ctx->bound_program != NULL)
726
{
727
728
const int count = ctx->bound_program->attribute_count;
for (i = 0; i < count; i++)
729
{
730
731
const AttributeMap *map = &ctx->bound_program->attributes[i];
ctx->glDisableVertexAttribArray(map->location);
732
733
734
} // if
} // for
735
736
737
738
739
740
if (program != NULL)
{
handle = program->handle;
program->refcount++;
} // if
741
742
743
ctx->glUseProgramObject(handle);
program_unref(ctx->bound_program);
ctx->bound_program = program;
744
745
746
} // MOJOSHADER_glBindProgram
747
static inline uint minuint(const uint a, const uint b)
748
{
749
750
return ((a < b) ? a : b);
} // minuint
751
752
753
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
754
unsigned int vec4n)
755
{
756
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_f) / 4;
757
758
if (idx < maxregs)
{
759
assert(sizeof (GLfloat) == sizeof (float));
760
const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
761
memcpy(ctx->vs_reg_file_f + (idx * 4), data, cpy);
762
} // if
763
764
765
766
} // MOJOSHADER_glSetVertexShaderUniformF
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
767
unsigned int ivec4n)
768
{
769
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_i) / 4;
770
771
if (idx < maxregs)
{
772
assert(sizeof (GLint) == sizeof (int));
773
const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
774
memcpy(ctx->vs_reg_file_i + (idx * 4), data, cpy);
775
} // if
776
777
778
779
780
781
} // MOJOSHADER_glSetVertexShaderUniformI
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount)
{
782
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_f) / 4;
783
784
if (idx < maxregs)
{
785
GLint *wptr = ctx->vs_reg_file_b + idx;
786
GLint *endptr = wptr + minuint(maxregs - idx, bcount);
787
788
789
while (wptr != endptr)
*(wptr++) = *(data++) ? 1 : 0;
} // if
790
791
792
793
} // MOJOSHADER_glSetVertexShaderUniformB
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
794
unsigned int vec4n)
795
{
796
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_f) / 4;
797
798
if (idx < maxregs)
{
799
assert(sizeof (GLfloat) == sizeof (float));
800
const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
801
memcpy(ctx->ps_reg_file_f + (idx * 4), data, cpy);
802
} // if
803
804
805
806
} // MOJOSHADER_glSetPixelShaderUniformF
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
807
unsigned int ivec4n)
808
{
809
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_i) / 4;
810
811
if (idx < maxregs)
{
812
assert(sizeof (GLint) == sizeof (int));
813
const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
814
memcpy(ctx->ps_reg_file_i + (idx * 4), data, cpy);
815
} // if
816
817
818
819
} // MOJOSHADER_glSetPixelShaderUniformI
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
820
unsigned int bcount)
821
{
822
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_f) / 4;
823
824
if (idx < maxregs)
{
825
GLint *wptr = ctx->ps_reg_file_b + idx;
826
GLint *endptr = wptr + minuint(maxregs - idx, bcount);
827
828
829
while (wptr != endptr)
*(wptr++) = *(data++) ? 1 : 0;
} // if
830
831
832
} // MOJOSHADER_glSetPixelShaderUniformB
833
834
835
836
837
838
839
840
void MOJOSHADER_glSetSampler(unsigned int idx, unsigned int unit)
{
const uint maxregs = STATICARRAYLEN(ctx->sampler_reg_file);
if (idx < maxregs)
ctx->sampler_reg_file[idx] = (GLuint) unit;
} // MOJOSHADER_glSetSampler
841
842
843
844
static inline GLenum opengl_attr_type(const MOJOSHADER_attributeType type)
{
switch (type)
{
845
case MOJOSHADER_ATTRIBUTE_UNKNOWN: return GL_NONE; // oh well.
846
847
848
case MOJOSHADER_ATTRIBUTE_BYTE: return GL_BYTE;
case MOJOSHADER_ATTRIBUTE_UBYTE: return GL_UNSIGNED_BYTE;
case MOJOSHADER_ATTRIBUTE_SHORT: return GL_SHORT;
849
case MOJOSHADER_ATTRIBUTE_USHORT: return GL_UNSIGNED_SHORT;
850
851
852
853
case MOJOSHADER_ATTRIBUTE_INT: return GL_INT;
case MOJOSHADER_ATTRIBUTE_UINT: return GL_UNSIGNED_INT;
case MOJOSHADER_ATTRIBUTE_FLOAT: return GL_FLOAT;
case MOJOSHADER_ATTRIBUTE_DOUBLE: return GL_DOUBLE;
854
855
case MOJOSHADER_ATTRIBUTE_HALF_FLOAT:
856
if (ctx->have_GL_NV_half_float)
857
858
return GL_HALF_FLOAT_NV;
break;
859
860
861
862
863
864
} // switch
return GL_NONE; // oh well. Raises a GL error later.
} // opengl_attr_type
865
// !!! FIXME: shouldn't (index) be unsigned?
866
867
868
869
870
871
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
int index, unsigned int size,
MOJOSHADER_attributeType type,
int normalized, unsigned int stride,
const void *ptr)
{
872
if ((ctx->bound_program == NULL) || (ctx->bound_program->vertex == NULL))
873
874
return;
875
876
877
const GLenum gl_type = opengl_attr_type(type);
const GLboolean norm = (normalized) ? GL_TRUE : GL_FALSE;
GLuint gl_index = 0;
878
879
880
881
// We have to map POSITION0 to generic vertex attribute 0; the
// GL_ARB_vertex_shader spec says this is equivalent to using
// glVertexPointer(), but without the limitations of that entry point.
882
883
if ((usage != MOJOSHADER_USAGE_POSITION) || (index != 0))
884
{
885
886
887
888
889
890
int i;
const int count = ctx->bound_program->attribute_count;
for (i = 0; i < count; i++)
{
const AttributeMap *map = &ctx->bound_program->attributes[i];
const MOJOSHADER_attribute *a = map->attribute;
891
892
893
// !!! FIXME: is this array guaranteed to be sorted by usage?
// !!! FIXME: if so, we can break if a->usage > usage.
894
895
896
897
898
899
900
if ((a->usage == usage) && (a->index == index))
{
gl_index = map->location;
break;
} // if
} // for
901
902
903
if (gl_index == 0)
return; // nothing to do, this shader doesn't use this stream.
904
} // if
905
906
907
ctx->glVertexAttribPointer(gl_index, size, gl_type, norm, stride, ptr);
ctx->glEnableVertexAttribArray(gl_index);
908
909
910
911
912
} // MOJOSHADER_glSetVertexAttribute
void MOJOSHADER_glProgramReady(void)
{
913
int i;
914
int count;
915
916
if (ctx->bound_program == NULL)
917
918
return; // nothing to do.
919
// !!! FIXME: don't push Uniforms/Samplers if they haven't changed.
920
921
// push Uniforms to the program from our register files...
922
count = ctx->bound_program->uniform_count;
923
for (i = 0; i < count; i++)
924
{
925
const UniformMap *map = &ctx->bound_program->uniforms[i];
926
927
928
929
const MOJOSHADER_uniform *u = map->uniform;
const MOJOSHADER_uniformType type = u->type;
const MOJOSHADER_shaderType shader_type = map->shader_type;
const int index = u->index;
930
const int size = u->array_count;
931
932
const GLint location = map->location;
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
// only use arrays for 'c' registers.
assert((size == 0) || (type == MOJOSHADER_UNIFORM_FLOAT));
if (size != 0) // !!! FIXME: this code sucks.
{
// !!! FIXME: calculate this all at link time.
if (shader_type == MOJOSHADER_TYPE_VERTEX)
{
const MOJOSHADER_constant *c = ctx->bound_program->vertex->parseData->constants;
int hi = ctx->bound_program->vertex->parseData->constant_count;
int j;
GLfloat *ptr = ctx->bound_program->constants;
for (j = 0; j < hi; j++)
{
if (c[j].type != MOJOSHADER_UNIFORM_FLOAT)
continue;
const int idx = c[j].index;
if ( (idx >= index) && (idx < (index + size)) )
{
memcpy(ptr, &ctx->vs_reg_file_f[idx * 4], 16); // !!! FIXME: 16
memcpy(&ctx->vs_reg_file_f[idx * 4], &c->value.f, 16); // !!! FIXME: 16
ptr += 4;
} // if
} // for
ctx->glUniform4fv(location, size, &ctx->vs_reg_file_f[index * 4]);
ptr = ctx->bound_program->constants;
for (j = 0; j < hi; j++)
{
if (c[j].type != MOJOSHADER_UNIFORM_FLOAT)
continue;
const int idx = c[j].index;
if ( (idx >= index) && (idx < (index + size)) )
{
memcpy(&ctx->vs_reg_file_f[idx * 4], ptr, 16); // !!! FIXME: 16
ptr += 4;
} // if
} // for
} // if
else if (shader_type == MOJOSHADER_TYPE_PIXEL)
{
const MOJOSHADER_constant *c = ctx->bound_program->fragment->parseData->constants;
int hi = ctx->bound_program->fragment->parseData->constant_count;
int j;
GLfloat *ptr = ctx->bound_program->constants;
for (j = 0; j < hi; j++)
{
if (c[j].type != MOJOSHADER_UNIFORM_FLOAT)
continue;
const int idx = c[j].index;
if ( (idx >= index) && (idx < (index + size)) )
{
memcpy(ptr, &ctx->ps_reg_file_f[idx * 4], 16); // !!! FIXME: 16
memcpy(&ctx->ps_reg_file_f[idx * 4], &c->value.f, 16); // !!! FIXME: 16
ptr += 4;
} // if
} // for
ctx->glUniform4fv(location, size, &ctx->ps_reg_file_f[index * 4]);