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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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// !!! FIXME: most of these _MSC_VER should probably be _WINDOWS?
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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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#if (defined(__APPLE__) && defined(__MACH__))
#define PLATFORM_MACOSX 1
#endif
#if PLATFORM_MACOSX
#include <Carbon/Carbon.h>
#endif
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#define __MOJOSHADER_INTERNAL__ 1
#include "mojoshader_internal.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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#ifndef GL_HALF_FLOAT
#define GL_HALF_FLOAT 0x140B
#endif
#ifndef GL_HALF_FLOAT_OES
#define GL_HALF_FLOAT_OES 0x8D61
#endif
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struct MOJOSHADER_glShader
{
const MOJOSHADER_parseData *parseData;
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GLuint 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
{
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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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GLuint handle;
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uint32 uniform_count;
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UniformMap *uniforms;
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uint32 attribute_count;
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AttributeMap *attributes;
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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;
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uint32 refcount;
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// GLSL uses these...location of uniform arrays.
GLuint vs_float4_loc;
GLuint vs_int4_loc;
GLuint vs_bool_loc;
GLuint ps_float4_loc;
GLuint ps_int4_loc;
GLuint ps_bool_loc;
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};
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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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typedef WINGDIAPI GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
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typedef WINGDIAPI void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef WINGDIAPI void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
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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...
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int have_base_opengl;
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;
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// Entry points...
PFNGLGETSTRINGPROC glGetString;
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PFNGLGETERRORPROC glGetError;
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PFNGLGETINTEGERVPROC glGetIntegerv;
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PFNGLENABLEPROC glEnable;
PFNGLDISABLEPROC glDisable;
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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;
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PFNGLUNIFORM1IPROC glUniform1i;
PFNGLUNIFORM1IVPROC glUniform1iv;
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PFNGLUNIFORM4FVARBPROC glUniform4fv;
PFNGLUNIFORM4IVARBPROC glUniform4iv;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObject;
PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointer;
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PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
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PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
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PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glProgramLocalParameterI4ivNV;
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PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
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// interface for profile-specific things.
int (*profileMaxUniforms)(MOJOSHADER_shaderType shader_type);
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int (*profileCompileShader)(const MOJOSHADER_parseData *pd, GLuint *s);
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void (*profileDeleteShader)(const GLuint shader);
void (*profileDeleteProgram)(const GLuint program);
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GLint (*profileGetAttribLocation)(MOJOSHADER_glProgram *program, int idx);
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GLint (*profileGetUniformLocation)(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx);
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GLint (*profileGetSamplerLocation)(MOJOSHADER_glProgram *, MOJOSHADER_glShader *, int);
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GLuint (*profileLinkProgram)(MOJOSHADER_glShader *, MOJOSHADER_glShader *);
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void (*profileInitProgram)(MOJOSHADER_glProgram *program);
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void (*profileUseProgramObject)(MOJOSHADER_glProgram *program);
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void (*profilePushConstantArray)(MOJOSHADER_glProgram *, const MOJOSHADER_uniform *, const GLfloat *);
void (*profilePushUniforms)(void);
void (*profilePushSampler)(GLint loc, GLuint sampler);
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int (*profileMustPushConstantArrays)(void);
int (*profileMustPushSamplers)(void);
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};
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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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#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)
{
long 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);
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} // if
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combined = (major << 16) | (minor << 8) | patch;
checked = 1;
} // if
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return (combined >= ((x << 16) | (y << 8) | z));
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} // macosx_version_atleast
#endif
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static inline void *Malloc(const size_t len)
{
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void *retval = ctx->malloc_fn((int) 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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static inline void toggle_gl_state(GLenum state, int val)
{
if (val)
ctx->glEnable(state);
else
ctx->glDisable(state);
} // toggle_gl_state
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// profile-specific implementations...
#if SUPPORT_PROFILE_GLSL
static inline GLenum glsl_shader_type(const MOJOSHADER_shaderType t)
{
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
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static int impl_GLSL_MustPushConstantArrays(void) { return 1; }
static int impl_GLSL_MustPushSamplers(void) { return 1; }
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static int impl_GLSL_MaxUniforms(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;
} // impl_GLSL_MaxUniforms
static int impl_GLSL_CompileShader(const MOJOSHADER_parseData *pd, GLuint *s)
{
GLint ok = 0;
GLint shaderlen = (GLint) pd->output_len;
const GLenum shader_type = glsl_shader_type(pd->shader_type);
GLuint shader = ctx->glCreateShaderObject(shader_type);
ctx->glShaderSource(shader, 1, (const GLchar **) &pd->output, &shaderlen);
ctx->glCompileShader(shader);
ctx->glGetObjectParameteriv(shader, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetInfoLog(shader, sizeof (error_buffer), &len,
(GLchar *) error_buffer);
*s = 0;
return 0;
} // if
*s = shader;
return 1;
} // impl_GLSL_CompileShader
static void impl_GLSL_DeleteShader(const GLuint shader)
{
ctx->glDeleteObject(shader);
} // impl_GLSL_DeleteShader
static void impl_GLSL_DeleteProgram(const GLuint program)
{
ctx->glDeleteObject(program);
} // impl_GLSL_DeleteProgram
static GLint impl_GLSL_GetUniformLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
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return 0; // no-op, we push this as one big-ass array now.
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} // impl_GLSL_GetUniformLocation
static GLint impl_GLSL_GetSamplerLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return ctx->glGetUniformLocation(program->handle,
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;
return ctx->glGetAttribLocation(program->handle, a[idx].name);
} // impl_GLSL_GetAttribLocation
static GLuint impl_GLSL_LinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
const GLuint program = ctx->glCreateProgramObject();
if (vshader != NULL) ctx->glAttachObject(program, vshader->handle);
if (pshader != NULL) ctx->glAttachObject(program, pshader->handle);
ctx->glLinkProgram(program);
GLint ok = 0;
ctx->glGetObjectParameteriv(program, GL_OBJECT_LINK_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetInfoLog(program, sizeof (error_buffer), &len, (GLchar *) error_buffer);
ctx->glDeleteObject(program);
return 0;
} // if
return program;
} // impl_GLSL_LinkProgram
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static void impl_GLSL_InitProgram(MOJOSHADER_glProgram *program)
{
program->vs_float4_loc =
ctx->glGetUniformLocation(program->handle, "vs_uniforms_vec4");
program->vs_int4_loc =
ctx->glGetUniformLocation(program->handle, "vs_uniforms_ivec4");
program->vs_bool_loc =
ctx->glGetUniformLocation(program->handle, "vs_uniforms_bool");
program->ps_float4_loc =
ctx->glGetUniformLocation(program->handle, "ps_uniforms_vec4");
program->ps_int4_loc =
ctx->glGetUniformLocation(program->handle, "ps_uniforms_ivec4");
program->ps_bool_loc =
ctx->glGetUniformLocation(program->handle, "ps_uniforms_bool");
} // impl_GLSL_InitProgram
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static void impl_GLSL_UseProgramObject(MOJOSHADER_glProgram *program)
{
ctx->glUseProgramObject((program != NULL) ? program->handle : 0);
} // impl_GLSL_UseProgramObject
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static void impl_GLSL_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
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{
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const GLint loc = ctx->glGetUniformLocation(program->handle, u->name);
if (loc != -1) // not optimized out?
ctx->glUniform4fv(loc, u->array_count, f);
} // impl_GLSL_PushConstantArray
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static void impl_GLSL_PushUniforms(void)
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{
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const MOJOSHADER_glProgram *program = ctx->bound_program;
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if (program->vs_float4_loc != -1)
{
ctx->glUniform4fv(program->vs_float4_loc,
program->vs_uniforms_float4_count,
program->vs_uniforms_float4);
} // if
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if (program->vs_int4_loc != -1)
{
ctx->glUniform4iv(program->vs_int4_loc,
program->vs_uniforms_int4_count,
program->vs_uniforms_int4);
} // if
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if (program->vs_bool_loc != -1)
{
ctx->glUniform1iv(program->vs_bool_loc,
program->vs_uniforms_bool_count,
program->vs_uniforms_bool);
} // if
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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)
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{
ctx->glUniform1i(loc, sampler);
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} // impl_GLSL_PushSampler
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#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
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static int impl_ARB1_MustPushConstantArrays(void) { return 0; }
static int impl_ARB1_MustPushSamplers(void) { return 0; }
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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)
{
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return 0; // no-op, we push this as one big-ass array now.
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} // 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
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static void impl_ARB1_InitProgram(MOJOSHADER_glProgram *program)
{
// no-op.
} // impl_ARB1_InitProgram
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static void impl_ARB1_UseProgramObject(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_UseProgramObject
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static void impl_ARB1_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
613
{
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// no-op. Constant arrays are defined in source code for arb1.
} // impl_ARB1_PushConstantArray
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static void impl_ARB1_PushUniforms(void)
619
{
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const MOJOSHADER_glProgram *program = ctx->bound_program;
const uint32 count = ctx->bound_program->uniform_count;
GLfloat *dst_vs_f = program->vs_uniforms_float4;
GLint *dst_vs_i = program->vs_uniforms_int4;
GLint *dst_vs_b = program->vs_uniforms_bool;
GLfloat *dst_ps_f = program->ps_uniforms_float4;
GLint *dst_ps_i = program->ps_uniforms_int4;
GLint *dst_ps_b = program->ps_uniforms_bool;
GLint loc = 0;
uint32 i;
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for (i = 0; i < count; i++)
{
UniformMap *map = &ctx->bound_program->uniforms[i];
const MOJOSHADER_uniform *u = map->uniform;
const MOJOSHADER_uniformType type = u->type;
const MOJOSHADER_shaderType shader_type = map->shader_type;
const GLenum arb_shader_type = arb1_shader_type(shader_type);
const int size = u->array_count ? u->array_count : 1;
GLfloat **dstf = NULL;
GLint **dsti = NULL;
GLint **dstb = NULL;
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assert(!u->constant);
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if (shader_type == MOJOSHADER_TYPE_VERTEX)
{
dstf = &dst_vs_f;
dsti = &dst_vs_i;
dstb = &dst_vs_b;
} // if
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else if (shader_type == MOJOSHADER_TYPE_PIXEL)
{
dstf = &dst_ps_f;
dsti = &dst_ps_i;
dstb = &dst_ps_b;
} // else if
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else
{
assert(0); // !!! FIXME: geometry shaders?
} // else
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if (type == MOJOSHADER_UNIFORM_FLOAT)
{
int i;
for (i = 0; i < size; i++, *dstf += 4, loc++)
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, *dstf);
} // if
else if (type == MOJOSHADER_UNIFORM_INT)
{
int i;
if (ctx->glProgramLocalParameterI4ivNV != NULL)
{
// GL_NV_gpu_program4 has integer uniform loading support.
for (i = 0; i < size; i++, *dsti += 4, loc++)
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, *dsti);
} // if
else
{
for (i = 0; i < size; i++, *dsti += 4, loc++)
{
const GLint *p = *dsti;
const GLfloat fv[4] = { (GLfloat) p[0], (GLfloat) p[1], (GLfloat) p[2], (GLfloat) p[3] };
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
} // for
} // else
} // else if
else if (type == MOJOSHADER_UNIFORM_BOOL)
{
int i;
if (ctx->glProgramLocalParameterI4ivNV != NULL)
{
// GL_NV_gpu_program4 has integer uniform loading support.
for (i = 0; i < size; i++, (*dstb)++, loc++)
{
const GLint ib = (GLint) *(*dstb) ? 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++, (*dstb)++, loc++)
{
const GLfloat fb = *(*dstb) ? 1.0f : 0.0f;
const GLfloat fv[4] = { fb, fb, fb, fb };
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
} // for
} // else
} // else if
} // for
} // impl_ARB1_PushUniforms
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static void impl_ARB1_PushSampler(GLint loc, GLuint sampler)
716
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718
{
// no-op in this profile...arb1 uses the texture units as-is.
assert(loc == (GLint) sampler);
719
} // impl_ARB1_PushSampler
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#endif // SUPPORT_PROFILE_ARB1
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) { \
int exist = ctx->have_##ext; \
ctx->fn = (typ) loadsym(lookup, #fn, &exist); \
ctx->have_##ext = exist; \
}
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DO_LOOKUP(base_opengl, PFNGLGETSTRINGPROC, glGetString);
759
DO_LOOKUP(base_opengl, PFNGLGETERRORPROC, glGetError);
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DO_LOOKUP(base_opengl, PFNGLGETINTEGERVPROC, glGetIntegerv);
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DO_LOOKUP(base_opengl, PFNGLENABLEPROC, glEnable);
DO_LOOKUP(base_opengl, PFNGLDISABLEPROC, glDisable);
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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);
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DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IVARBPROC, glUniform1iv);
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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);
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DO_LOOKUP(GL_ARB_vertex_program, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointer);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMIVARBPROC, glGetProgramivARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMSTRINGARBPROC, glGetProgramStringARB);
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DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB);
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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);
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DO_LOOKUP(GL_NV_gpu_program4, PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC, glProgramLocalParameterI4ivNV);
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#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)
{
808
if ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >=
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811
((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
826
static void parse_opengl_version_str(const char *verstr, int *maj, int *min)
827
828
{
if (verstr == NULL)
829
*maj = *min = 0;
830
else
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837
sscanf(verstr, "%d.%d", maj, min);
} // parse_opengl_version_str
static inline void parse_opengl_version(const char *verstr)
{
parse_opengl_version_str(verstr, &ctx->opengl_major, &ctx->opengl_minor);
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} // parse_opengl_version
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static int glsl_version_atleast(int maj, int min)
{
int glslmin = 0;
int glslmaj = 0;
ctx->glGetError(); // flush any existing error state.
const GLenum enumval = GL_SHADING_LANGUAGE_VERSION_ARB;
const char *str = (const char *) ctx->glGetString(enumval);
if (ctx->glGetError() == GL_INVALID_ENUM)
return 0; // this is a basic, 1.0-compliant implementation.
parse_opengl_version_str(str, &glslmaj, &glslmin);
return ( (glslmaj > maj) || ((glslmaj == maj) && (glslmin >= min)) );
} // glsl_version_atleast
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static void load_extensions(void *(*lookup)(const char *fnname))
856
{
857
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const char *extlist = NULL;
859
ctx->have_base_opengl = 1;
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861
ctx->have_GL_ARB_vertex_program = 1;
ctx->have_GL_ARB_fragment_program = 1;
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ctx->have_GL_NV_vertex_program2_option = 1;
ctx->have_GL_NV_fragment_program2 = 1;
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ctx->have_GL_NV_vertex_program3 = 1;
865
ctx->have_GL_NV_gpu_program4 = 1;
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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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ctx->have_GL_ARB_half_float_vertex = 1;
ctx->have_GL_OES_vertex_half_float = 1;
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lookup_entry_points(lookup);
876
if (!ctx->have_base_opengl)
877
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) \
888
ctx->have_##ext = verify_extension(#ext, ctx->have_##ext, extlist, major, minor)
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VERIFY_EXT(GL_ARB_vertex_program, -1, -1);
VERIFY_EXT(GL_ARB_fragment_program, -1, -1);
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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_vertex_program2_option, -1, -1);
VERIFY_EXT(GL_NV_fragment_program2, -1, -1);
898
VERIFY_EXT(GL_NV_vertex_program3, -1, -1);
899
VERIFY_EXT(GL_NV_half_float, -1, -1);
900
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VERIFY_EXT(GL_ARB_half_float_vertex, 3, 0);
VERIFY_EXT(GL_OES_vertex_half_float, -1, -1);
902
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#undef VERIFY_EXT
904
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} // load_extensions
static int valid_profile(const char *profile)
{
909
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913
// If running on Mac OS X <= 10.4, don't ever pick GLSL, even if
// the system claims it is available.
#if PLATFORM_MACOSX
const int allow_glsl = macosx_version_atleast(10, 5, 0);
#else
914
const int allow_glsl = 1;
915
916
#endif
917
918
if (!ctx->have_base_opengl)
return 0;
919
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921
#define MUST_HAVE(p, x) \
if (!ctx->have_##x) { set_error(#p " profile needs " #x); return 0; }
922
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926
927
if (profile == NULL)
{
set_error("NULL profile");
return 0;
} // if
928
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930
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932
933
934
935
#if SUPPORT_PROFILE_ARB1
else if (strcmp(profile, MOJOSHADER_PROFILE_ARB1) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_ARB1, GL_ARB_vertex_program);
MUST_HAVE(MOJOSHADER_PROFILE_ARB1, GL_ARB_fragment_program);
} // else if
936
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939
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941
942
else if (strcmp(profile, MOJOSHADER_PROFILE_NV2) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_NV2, GL_ARB_vertex_program);
MUST_HAVE(MOJOSHADER_PROFILE_NV2, GL_ARB_fragment_program);
MUST_HAVE(MOJOSHADER_PROFILE_NV2, GL_NV_vertex_program2_option);
MUST_HAVE(MOJOSHADER_PROFILE_NV2, GL_NV_fragment_program2);
} // else if
943
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945
946
947
948
949
950
else if (strcmp(profile, MOJOSHADER_PROFILE_NV3) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_NV3, GL_ARB_vertex_program);
MUST_HAVE(MOJOSHADER_PROFILE_NV3, GL_ARB_fragment_program);
MUST_HAVE(MOJOSHADER_PROFILE_NV3, GL_NV_vertex_program3);
MUST_HAVE(MOJOSHADER_PROFILE_NV3, GL_NV_fragment_program2);
} // else if
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else if (strcmp(profile, MOJOSHADER_PROFILE_NV4) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_NV4, GL_NV_gpu_program4);
} // else if
956
957
#endif
958
#if SUPPORT_PROFILE_GLSL
959
else if ((allow_glsl) && (strcmp(profile, MOJOSHADER_PROFILE_GLSL120) == 0))
960
961
962
963
964
965
{
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);
// if you got here, you have all the extensions.
966
if (!glsl_version_atleast(1, 20))
967
968
969
return 0;
} // else if
970
else if ((allow_glsl) && (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0))
971
{
972
973
974
975
976
977
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
978
979
980
else
{
981
set_error("unknown or unsupported profile");
982
983
984
return 0;
} // else
985
#undef MUST_HAVE
986
987
return 1;
988
989
990
} // valid_profile
991
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993
994
995
996
static const char *profile_priorities[] = {
#if SUPPORT_PROFILE_GLSL
MOJOSHADER_PROFILE_GLSL120,
MOJOSHADER_PROFILE_GLSL,
#endif
#if SUPPORT_PROFILE_ARB1
997
MOJOSHADER_PROFILE_NV4,
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1000
MOJOSHADER_PROFILE_NV3,
MOJOSHADER_PROFILE_NV2,
MOJOSHADER_PROFILE_ARB1,