/** * 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. */ #include #include #include #include #include // !!! FIXME: most of these _MSC_VER should probably be _WINDOWS? #ifdef _MSC_VER #define WIN32_LEAN_AND_MEAN 1 #include // GL headers need this for WINGDIAPI definition. #endif #if (defined(__APPLE__) && defined(__MACH__)) #define PLATFORM_MACOSX 1 #endif #if PLATFORM_MACOSX #include #endif #define __MOJOSHADER_INTERNAL__ 1 #include "mojoshader_internal.h" #define GL_GLEXT_LEGACY 1 #include "GL/gl.h" #include "GL/glext.h" #ifndef GL_HALF_FLOAT #define GL_HALF_FLOAT 0x140B #endif #ifndef GL_HALF_FLOAT_OES #define GL_HALF_FLOAT_OES 0x8D61 #endif struct MOJOSHADER_glShader { const MOJOSHADER_parseData *parseData; GLuint handle; uint32 refcount; }; typedef struct { MOJOSHADER_shaderType shader_type; const MOJOSHADER_uniform *uniform; GLint location; } UniformMap; typedef struct { const MOJOSHADER_attribute *attribute; GLint location; } AttributeMap; struct MOJOSHADER_glProgram { MOJOSHADER_glShader *vertex; MOJOSHADER_glShader *fragment; GLuint handle; uint32 generation; uint32 uniform_count; UniformMap *uniforms; uint32 attribute_count; AttributeMap *attributes; size_t vs_uniforms_float4_count; GLfloat *vs_uniforms_float4; size_t vs_uniforms_int4_count; GLint *vs_uniforms_int4; size_t vs_uniforms_bool_count; GLint *vs_uniforms_bool; size_t ps_uniforms_float4_count; GLfloat *ps_uniforms_float4; size_t ps_uniforms_int4_count; GLint *ps_uniforms_int4; size_t ps_uniforms_bool_count; GLint *ps_uniforms_bool; uint32 refcount; // GLSL uses these...location of uniform arrays. GLint vs_float4_loc; GLint vs_int4_loc; GLint vs_bool_loc; GLint ps_float4_loc; GLint ps_int4_loc; GLint ps_bool_loc; }; #ifndef WINGDIAPI #define WINGDIAPI #endif // Entry points in base OpenGL that lack function pointer prototypes... typedef WINGDIAPI void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params); typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); typedef WINGDIAPI GLenum (APIENTRYP PFNGLGETERRORPROC) (void); typedef WINGDIAPI void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); typedef WINGDIAPI void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); // Max entries for each register file type... #define MAX_REG_FILE_F 8192 #define MAX_REG_FILE_I 2047 #define MAX_REG_FILE_B 2047 struct MOJOSHADER_glContext { // Allocators... MOJOSHADER_malloc malloc_fn; MOJOSHADER_free free_fn; void *malloc_data; // The constant register files... // !!! FIXME: Man, it kills me how much memory this takes... // !!! FIXME: ... make this dynamically allocated on demand. GLfloat vs_reg_file_f[MAX_REG_FILE_F * 4]; GLint vs_reg_file_i[MAX_REG_FILE_I * 4]; uint8 vs_reg_file_b[MAX_REG_FILE_B]; GLfloat ps_reg_file_f[MAX_REG_FILE_F * 4]; GLint ps_reg_file_i[MAX_REG_FILE_I * 4]; uint8 ps_reg_file_b[MAX_REG_FILE_B]; GLuint sampler_reg_file[16]; // This increments every time we change the register files. uint32 generation; // This tells us which vertex attribute arrays we have enabled. GLint max_attrs; uint8 want_attr[32]; uint8 have_attr[32]; // GL stuff... int opengl_major; int opengl_minor; MOJOSHADER_glProgram *bound_program; char profile[16]; // Extensions... 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; // Entry points... PFNGLGETSTRINGPROC glGetString; PFNGLGETERRORPROC glGetError; PFNGLGETINTEGERVPROC glGetIntegerv; PFNGLENABLEPROC glEnable; PFNGLDISABLEPROC glDisable; 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; PFNGLUNIFORM1IVARBPROC glUniform1iv; PFNGLUNIFORM4FVARBPROC glUniform4fv; PFNGLUNIFORM4IVARBPROC glUniform4iv; PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObject; PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointer; PFNGLGETPROGRAMIVARBPROC glGetProgramivARB; PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB; PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB; PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glProgramLocalParameterI4ivNV; PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB; PFNGLGENPROGRAMSARBPROC glGenProgramsARB; PFNGLBINDPROGRAMARBPROC glBindProgramARB; PFNGLPROGRAMSTRINGARBPROC glProgramStringARB; // interface for profile-specific things. int (*profileMaxUniforms)(MOJOSHADER_shaderType shader_type); int (*profileCompileShader)(const MOJOSHADER_parseData *pd, GLuint *s); void (*profileDeleteShader)(const GLuint shader); void (*profileDeleteProgram)(const GLuint program); GLint (*profileGetAttribLocation)(MOJOSHADER_glProgram *program, int idx); GLint (*profileGetUniformLocation)(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx); GLint (*profileGetSamplerLocation)(MOJOSHADER_glProgram *, MOJOSHADER_glShader *, int); GLuint (*profileLinkProgram)(MOJOSHADER_glShader *, MOJOSHADER_glShader *); void (*profileFinalInitProgram)(MOJOSHADER_glProgram *program); void (*profileUseProgramObject)(MOJOSHADER_glProgram *program); void (*profilePushConstantArray)(MOJOSHADER_glProgram *, const MOJOSHADER_uniform *, const GLfloat *); void (*profilePushUniforms)(void); void (*profilePushSampler)(GLint loc, GLuint sampler); int (*profileMustPushConstantArrays)(void); int (*profileMustPushSamplers)(void); }; static MOJOSHADER_glContext *ctx = NULL; // Error state... static char error_buffer[1024] = { '\0' }; static void set_error(const char *str) { snprintf(error_buffer, sizeof (error_buffer), "%s", str); } // set_error #if PLATFORM_MACOSX static inline int macosx_version_atleast(int x, int y, int z) { static int checked = 0; static int combined = 0; if (!checked) { SInt32 ver, major, minor, patch; int convert = 0; if (Gestalt(gestaltSystemVersion, &ver) != noErr) ver = 0x1000; // oh well. else if (ver < 0x1030) convert = 1; // split (ver) into (major),(minor),(patch). else { // presumably this won't fail. But if it does, we'll just use the // original version value. This might cut the value--10.12.11 will // come out to 10.9.9, for example--but it's better than nothing. if (Gestalt(gestaltSystemVersionMajor, &major) != noErr) convert = 1; else if (Gestalt(gestaltSystemVersionMinor, &minor) != noErr) convert = 1; else if (Gestalt(gestaltSystemVersionBugFix, &patch) != noErr) convert = 1; } // else if (convert) { major = ((ver & 0xFF00) >> 8); major = (((major / 16) * 10) + (major % 16)); minor = ((ver & 0xF0) >> 4); patch = (ver & 0xF); } // if combined = (major << 16) | (minor << 8) | patch; checked = 1; } // if return (combined >= ((x << 16) | (y << 8) | z)); } // macosx_version_atleast #endif static inline void *Malloc(const size_t len) { void *retval = ctx->malloc_fn((int) len, ctx->malloc_data); if (retval == NULL) set_error("out of memory"); return retval; } // Malloc static inline void Free(void *ptr) { if (ptr != NULL) ctx->free_fn(ptr, ctx->malloc_data); } // Free static inline void toggle_gl_state(GLenum state, int val) { if (val) ctx->glEnable(state); else ctx->glDisable(state); } // toggle_gl_state // profile-specific implementations... #if SUPPORT_PROFILE_GLSL static inline GLenum glsl_shader_type(const MOJOSHADER_shaderType t) { if (t == MOJOSHADER_TYPE_VERTEX) return GL_VERTEX_SHADER; else if (t == MOJOSHADER_TYPE_PIXEL) return GL_FRAGMENT_SHADER; // !!! FIXME: geometry shaders? return GL_NONE; } // glsl_shader_type static int impl_GLSL_MustPushConstantArrays(void) { return 1; } static int impl_GLSL_MustPushSamplers(void) { return 1; } static int impl_GLSL_MaxUniforms(MOJOSHADER_shaderType shader_type) { 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) { return 0; // no-op, we push this as one big-ass array now. } // 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 static void impl_GLSL_FinalInitProgram(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_FinalInitProgram static void impl_GLSL_UseProgramObject(MOJOSHADER_glProgram *program) { ctx->glUseProgramObject((program != NULL) ? program->handle : 0); } // impl_GLSL_UseProgramObject static void impl_GLSL_PushConstantArray(MOJOSHADER_glProgram *program, const MOJOSHADER_uniform *u, const GLfloat *f) { const GLint loc = ctx->glGetUniformLocation(program->handle, u->name); if (loc >= 0) // not optimized out? ctx->glUniform4fv(loc, u->array_count, f); } // impl_GLSL_PushConstantArray static void impl_GLSL_PushUniforms(void) { const MOJOSHADER_glProgram *program = ctx->bound_program; assert(program->uniform_count > 0); // don't call with nothing to do! if (program->vs_float4_loc != -1) { ctx->glUniform4fv(program->vs_float4_loc, program->vs_uniforms_float4_count, program->vs_uniforms_float4); } // if if (program->vs_int4_loc != -1) { ctx->glUniform4iv(program->vs_int4_loc, program->vs_uniforms_int4_count, program->vs_uniforms_int4); } // if if (program->vs_bool_loc != -1) { ctx->glUniform1iv(program->vs_bool_loc, program->vs_uniforms_bool_count, program->vs_uniforms_bool); } // if if (program->ps_float4_loc != -1) { ctx->glUniform4fv(program->ps_float4_loc, program->ps_uniforms_float4_count, program->ps_uniforms_float4); } // if if (program->ps_int4_loc != -1) { ctx->glUniform4iv(program->ps_int4_loc, program->ps_uniforms_int4_count, program->ps_uniforms_int4); } // if if (program->ps_bool_loc != -1) { ctx->glUniform1iv(program->ps_bool_loc, program->ps_uniforms_bool_count, program->ps_uniforms_bool); } // if } // impl_GLSL_PushUniforms static void impl_GLSL_PushSampler(GLint loc, GLuint sampler) { ctx->glUniform1i(loc, sampler); } // impl_GLSL_PushSampler #endif // SUPPORT_PROFILE_GLSL #if SUPPORT_PROFILE_ARB1 static inline GLenum arb1_shader_type(const MOJOSHADER_shaderType t) { if (t == MOJOSHADER_TYPE_VERTEX) return GL_VERTEX_PROGRAM_ARB; else if (t == MOJOSHADER_TYPE_PIXEL) return GL_FRAGMENT_PROGRAM_ARB; // !!! FIXME: geometry shaders? return GL_NONE; } // arb1_shader_type static int impl_ARB1_MustPushConstantArrays(void) { return 0; } static int impl_ARB1_MustPushSamplers(void) { return 0; } static int impl_ARB1_MaxUniforms(MOJOSHADER_shaderType shader_type) { GLint retval = 0; const GLenum program_type = arb1_shader_type(shader_type); if (program_type == GL_NONE) return -1; ctx->glGetProgramivARB(program_type, GL_MAX_PROGRAM_PARAMETERS_ARB, &retval); return (int) retval; // !!! FIXME: times four? } // impl_ARB1_MaxUniforms static int impl_ARB1_CompileShader(const MOJOSHADER_parseData *pd, GLuint *s) { GLint shaderlen = (GLint) pd->output_len; const GLenum shader_type = arb1_shader_type(pd->shader_type); GLuint shader = 0; ctx->glGenProgramsARB(1, &shader); ctx->glGetError(); // flush any existing error state. ctx->glBindProgramARB(shader_type, shader); ctx->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB, shaderlen, pd->output); if (ctx->glGetError() == GL_INVALID_OPERATION) { GLint pos = 0; ctx->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos); const GLubyte *errstr = ctx->glGetString(GL_PROGRAM_ERROR_STRING_ARB); snprintf(error_buffer, sizeof (error_buffer), "ARB1 compile error at position %d: %s", (int) pos, (const char *) errstr); ctx->glBindProgramARB(shader_type, 0); ctx->glDeleteProgramsARB(1, &shader); *s = 0; return 0; } // if *s = shader; return 1; } // impl_ARB1_CompileShader static void impl_ARB1_DeleteShader(const GLuint _shader) { GLuint shader = _shader; // const removal. ctx->glDeleteProgramsARB(1, &shader); } // impl_ARB1_DeleteShader static void impl_ARB1_DeleteProgram(const GLuint program) { // no-op. ARB1 doesn't have real linked programs. } // impl_GLSL_DeleteProgram static GLint impl_ARB1_GetUniformLocation(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx) { return 0; // no-op, we push this as one big-ass array now. } // impl_ARB1_GetUniformLocation static GLint impl_ARB1_GetSamplerLocation(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx) { return shader->parseData->samplers[idx].index; } // impl_ARB1_GetSamplerLocation static GLint impl_ARB1_GetAttribLocation(MOJOSHADER_glProgram *program, int idx) { return idx; // map to vertex arrays in the same order as the parseData. } // impl_ARB1_GetAttribLocation static GLuint impl_ARB1_LinkProgram(MOJOSHADER_glShader *vshader, MOJOSHADER_glShader *pshader) { // there is no formal linking in ARB1...just return a unique value. static GLuint retval = 1; return retval++; } // impl_ARB1_LinkProgram static void impl_ARB1_FinalInitProgram(MOJOSHADER_glProgram *program) { // no-op. } // impl_ARB1_FinalInitProgram static void impl_ARB1_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 static void impl_ARB1_PushConstantArray(MOJOSHADER_glProgram *program, const MOJOSHADER_uniform *u, const GLfloat *f) { // no-op. Constant arrays are defined in source code for arb1. } // impl_ARB1_PushConstantArray static void impl_ARB1_PushUniforms(void) { // vertex shader uniforms come first in program->uniforms array. MOJOSHADER_shaderType shader_type = MOJOSHADER_TYPE_VERTEX; GLenum arb_shader_type = arb1_shader_type(shader_type); const MOJOSHADER_glProgram *program = ctx->bound_program; const uint32 count = program->uniform_count; const GLfloat *srcf = program->vs_uniforms_float4; const GLint *srci = program->vs_uniforms_int4; const GLint *srcb = program->vs_uniforms_bool; GLint loc = 0; uint32 i; assert(count > 0); // shouldn't call this with nothing to do! for (i = 0; i < count; i++) { UniformMap *map = &program->uniforms[i]; const MOJOSHADER_shaderType uniform_shader_type = map->shader_type; const MOJOSHADER_uniform *u = map->uniform; const MOJOSHADER_uniformType type = u->type; const int size = u->array_count ? u->array_count : 1; assert(!u->constant); // Did we switch from vertex to pixel (to geometry, etc)? if (shader_type != uniform_shader_type) { // we start with vertex, move to pixel, then to geometry, etc. // The array should always be sorted as such. if (uniform_shader_type == MOJOSHADER_TYPE_PIXEL) { assert(shader_type == MOJOSHADER_TYPE_VERTEX); srcf = program->ps_uniforms_float4; srci = program->ps_uniforms_int4; srcb = program->ps_uniforms_bool; loc = 0; } // if else { // These should be ordered vertex, then pixel, then geometry. assert(0 && "Unexpected shader type"); } // else shader_type = uniform_shader_type; arb_shader_type = arb1_shader_type(uniform_shader_type); } // if if (type == MOJOSHADER_UNIFORM_FLOAT) { int i; for (i = 0; i < size; i++, srcf += 4, loc++) ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, srcf); } // if else if (type == MOJOSHADER_UNIFORM_INT) { int i; if (ctx->glProgramLocalParameterI4ivNV != NULL) { // GL_NV_gpu_program4 has integer uniform loading support. for (i = 0; i < size; i++, srci += 4, loc++) ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, srci); } // if else { for (i = 0; i < size; i++, srci += 4, loc++) { const GLfloat fv[4] = { (GLfloat) srci[0], (GLfloat) srci[1], (GLfloat) srci[2], (GLfloat) srci[3] }; ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv); } // for } // else } // else if else if (type == MOJOSHADER_UNIFORM_BOOL) { int i; if (ctx->glProgramLocalParameterI4ivNV != NULL) { // GL_NV_gpu_program4 has integer uniform loading support. for (i = 0; i < size; i++, srcb++, loc++) { const GLint ib = (GLint) ((*srcb) ? 1 : 0); const GLint iv[4] = { ib, ib, ib, ib }; ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, iv); } // for } // if else { for (i = 0; i < size; i++, srcb++, loc++) { const GLfloat fb = (GLfloat) ((*srcb) ? 1.0f : 0.0f); const GLfloat fv[4] = { fb, fb, fb, fb }; ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv); } // for } // else } // else if } // for } // impl_ARB1_PushUniforms static void impl_ARB1_PushSampler(GLint loc, GLuint sampler) { // no-op in this profile...arb1 uses the texture units as-is. assert(loc == (GLint) sampler); } // impl_ARB1_PushSampler #endif // SUPPORT_PROFILE_ARB1 const char *MOJOSHADER_glGetError(void) { return error_buffer; } // MOJOSHADER_glGetError static void *loadsym(MOJOSHADER_glGetProcAddress lookup, void *d, const char *fn, int *ext) { void *retval = NULL; if (lookup != NULL) { retval = lookup(fn, d); if (retval == NULL) { char arbfn[64]; snprintf(arbfn, sizeof (arbfn), "%sARB", fn); retval = lookup(arbfn, d); } // if } // if if (retval == NULL) *ext = 0; return retval; } // loadsym static void lookup_entry_points(MOJOSHADER_glGetProcAddress lookup, void *d) { #define DO_LOOKUP(ext, typ, fn) { \ int exist = ctx->have_##ext; \ ctx->fn = (typ) loadsym(lookup, d, #fn, &exist); \ ctx->have_##ext = exist; \ } DO_LOOKUP(base_opengl, PFNGLGETSTRINGPROC, glGetString); DO_LOOKUP(base_opengl, PFNGLGETERRORPROC, glGetError); DO_LOOKUP(base_opengl, PFNGLGETINTEGERVPROC, glGetIntegerv); DO_LOOKUP(base_opengl, PFNGLENABLEPROC, glEnable); DO_LOOKUP(base_opengl, PFNGLDISABLEPROC, glDisable); 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, PFNGLUNIFORM1IVARBPROC, glUniform1iv); 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); DO_LOOKUP(GL_ARB_vertex_program, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointer); DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMIVARBPROC, glGetProgramivARB); DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMSTRINGARBPROC, glGetProgramStringARB); DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB); DO_LOOKUP(GL_ARB_vertex_program, PFNGLDELETEPROGRAMSARBPROC, glDeleteProgramsARB); DO_LOOKUP(GL_ARB_vertex_program, PFNGLGENPROGRAMSARBPROC, glGenProgramsARB); DO_LOOKUP(GL_ARB_vertex_program, PFNGLBINDPROGRAMARBPROC, glBindProgramARB); DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMSTRINGARBPROC, glProgramStringARB); DO_LOOKUP(GL_NV_gpu_program4, PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC, glProgramLocalParameterI4ivNV); #undef DO_LOOKUP } // lookup_entry_points static int verify_extension(const char *ext, int have, const char *extlist, int major, int minor) { if (have == 0) return 0; // don't bother checking, we're missing an entry point. else if (!ctx->have_base_opengl) return 0; // don't bother checking, we're missing basic functionality. // See if it's in the spec for this GL implementation's version. if (major >= 0) { if ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >= ((major << 16) | (minor & 0xFFFF)) ) return 1; } // if // 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_str(const char *verstr, int *maj, int *min) { if (verstr == NULL) *maj = *min = 0; else 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); } // parse_opengl_version #if SUPPORT_PROFILE_GLSL 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 #endif static void load_extensions(MOJOSHADER_glGetProcAddress lookup, void *d) { const char *extlist = NULL; ctx->have_base_opengl = 1; ctx->have_GL_ARB_vertex_program = 1; ctx->have_GL_ARB_fragment_program = 1; ctx->have_GL_NV_vertex_program2_option = 1; ctx->have_GL_NV_fragment_program2 = 1; ctx->have_GL_NV_vertex_program3 = 1; ctx->have_GL_NV_gpu_program4 = 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; ctx->have_GL_ARB_half_float_vertex = 1; ctx->have_GL_OES_vertex_half_float = 1; lookup_entry_points(lookup, d); if (!ctx->have_base_opengl) set_error("missing basic OpenGL entry points"); else { parse_opengl_version((const char *) ctx->glGetString(GL_VERSION)); extlist = (const char *) ctx->glGetString(GL_EXTENSIONS); } // else if (extlist == NULL) extlist = ""; // just in case. #define VERIFY_EXT(ext, major, minor) \ ctx->have_##ext = verify_extension(#ext, ctx->have_##ext, extlist, major, minor) VERIFY_EXT(GL_ARB_vertex_program, -1, -1); VERIFY_EXT(GL_ARB_fragment_program, -1, -1); 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); VERIFY_EXT(GL_NV_vertex_program2_option, -1, -1); VERIFY_EXT(GL_NV_fragment_program2, -1, -1); VERIFY_EXT(GL_NV_vertex_program3, -1, -1); VERIFY_EXT(GL_NV_half_float, -1, -1); VERIFY_EXT(GL_ARB_half_float_vertex, 3, 0); VERIFY_EXT(GL_OES_vertex_half_float, -1, -1); #undef VERIFY_EXT } // load_extensions static int valid_profile(const char *profile) { #if SUPPORT_PROFILE_GLSL // 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 const int allow_glsl = 1; #endif #endif if (!ctx->have_base_opengl) return 0; #define MUST_HAVE(p, x) \ if (!ctx->have_##x) { set_error(#p " profile needs " #x); return 0; } if (profile == NULL) { set_error("NULL profile"); return 0; } // if #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 #endif #if SUPPORT_PROFILE_ARB1_NV 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 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 else if (strcmp(profile, MOJOSHADER_PROFILE_NV4) == 0) { MUST_HAVE(MOJOSHADER_PROFILE_NV4, GL_NV_gpu_program4); } // else if #endif #if SUPPORT_PROFILE_GLSL120 else if ((allow_glsl) && (strcmp(profile, MOJOSHADER_PROFILE_GLSL120) == 0)) { 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. if (!glsl_version_atleast(1, 20)) return 0; } // else if #endif #if SUPPORT_PROFILE_GLSL else if ((allow_glsl) && (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0)) { 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 else { set_error("unknown or unsupported profile"); return 0; } // else #undef MUST_HAVE return 1; } // valid_profile static const char *profile_priorities[] = { #if SUPPORT_PROFILE_GLSL120 MOJOSHADER_PROFILE_GLSL120, #endif #if SUPPORT_PROFILE_GLSL MOJOSHADER_PROFILE_GLSL, #endif #if SUPPORT_PROFILE_ARB1_NV MOJOSHADER_PROFILE_NV4, MOJOSHADER_PROFILE_NV3, MOJOSHADER_PROFILE_NV2, #endif #if SUPPORT_PROFILE_ARB1 MOJOSHADER_PROFILE_ARB1, #endif }; int MOJOSHADER_glAvailableProfiles(MOJOSHADER_glGetProcAddress lookup, void *d, const char **profs, const int size) { int retval = 0; MOJOSHADER_glContext _ctx; MOJOSHADER_glContext *current_ctx = ctx; ctx = &_ctx; memset(ctx, '\0', sizeof (MOJOSHADER_glContext)); load_extensions(lookup, d); if (ctx->have_base_opengl) { size_t i; for (i = 0; i < STATICARRAYLEN(profile_priorities); i++) { const char *profile = profile_priorities[i]; if (valid_profile(profile)) { if (retval < size) profs[retval] = profile; retval++; } // if } // for } // if ctx = current_ctx; return retval; } // MOJOSHADER_glAvailableProfiles const char *MOJOSHADER_glBestProfile(MOJOSHADER_glGetProcAddress gpa, void *d) { const char *prof[STATICARRAYLEN(profile_priorities)]; if (MOJOSHADER_glAvailableProfiles(gpa, d, prof, STATICARRAYLEN(prof)) <= 0) { set_error("no profiles available"); return NULL; } // if return prof[0]; // profiles are sorted "best" to "worst." } // MOJOSHADER_glBestProfile MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile, MOJOSHADER_glGetProcAddress lookup, void *lookup_d, MOJOSHADER_malloc m, MOJOSHADER_free f, void *malloc_d) { MOJOSHADER_glContext *retval = NULL; MOJOSHADER_glContext *current_ctx = ctx; ctx = NULL; if (m == NULL) m = MOJOSHADER_internal_malloc; if (f == NULL) f = MOJOSHADER_internal_free; ctx = (MOJOSHADER_glContext *) m(sizeof (MOJOSHADER_glContext), malloc_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 = malloc_d; snprintf(ctx->profile, sizeof (ctx->profile), "%s", profile); load_extensions(lookup, lookup_d); if (!valid_profile(profile)) goto init_fail; MOJOSHADER_glBindProgram(NULL); // !!! FIXME: generalize this part. if (profile == NULL) {} // We don't check SUPPORT_PROFILE_GLSL120 here, since valid_profile() does. #if SUPPORT_PROFILE_GLSL else if ( (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0) || (strcmp(profile, MOJOSHADER_PROFILE_GLSL120) == 0) ) { ctx->profileMaxUniforms = impl_GLSL_MaxUniforms; ctx->profileCompileShader = impl_GLSL_CompileShader; ctx->profileDeleteShader = impl_GLSL_DeleteShader; ctx->profileDeleteProgram = impl_GLSL_DeleteProgram; ctx->profileGetAttribLocation = impl_GLSL_GetAttribLocation; ctx->profileGetUniformLocation = impl_GLSL_GetUniformLocation; ctx->profileGetSamplerLocation = impl_GLSL_GetSamplerLocation; ctx->profileLinkProgram = impl_GLSL_LinkProgram; ctx->profileFinalInitProgram = impl_GLSL_FinalInitProgram; ctx->profileUseProgramObject = impl_GLSL_UseProgramObject; ctx->profilePushConstantArray = impl_GLSL_PushConstantArray; ctx->profilePushUniforms = impl_GLSL_PushUniforms; ctx->profilePushSampler = impl_GLSL_PushSampler; ctx->profileMustPushConstantArrays = impl_GLSL_MustPushConstantArrays; ctx->profileMustPushSamplers = impl_GLSL_MustPushSamplers; } // if #endif // We don't check SUPPORT_PROFILE_ARB1_NV here, since valid_profile() does. #if SUPPORT_PROFILE_ARB1 else if ( (strcmp(profile, MOJOSHADER_PROFILE_ARB1) == 0) || (strcmp(profile, MOJOSHADER_PROFILE_NV2) == 0) || (strcmp(profile, MOJOSHADER_PROFILE_NV3) == 0) || (strcmp(profile, MOJOSHADER_PROFILE_NV4) == 0) ) { ctx->profileMaxUniforms = impl_ARB1_MaxUniforms; ctx->profileCompileShader = impl_ARB1_CompileShader; ctx->profileDeleteShader = impl_ARB1_DeleteShader; ctx->profileDeleteProgram = impl_ARB1_DeleteProgram; ctx->profileGetAttribLocation = impl_ARB1_GetAttribLocation; ctx->profileGetUniformLocation = impl_ARB1_GetUniformLocation; ctx->profileGetSamplerLocation = impl_ARB1_GetSamplerLocation; ctx->profileLinkProgram = impl_ARB1_LinkProgram; ctx->profileFinalInitProgram = impl_ARB1_FinalInitProgram; ctx->profileUseProgramObject = impl_ARB1_UseProgramObject; ctx->profilePushConstantArray = impl_ARB1_PushConstantArray; ctx->profilePushUniforms = impl_ARB1_PushUniforms; ctx->profilePushSampler = impl_ARB1_PushSampler; ctx->profileMustPushConstantArrays = impl_ARB1_MustPushConstantArrays; ctx->profileMustPushSamplers = impl_ARB1_MustPushSamplers; } // if #endif assert(ctx->profileMaxUniforms != NULL); assert(ctx->profileCompileShader != NULL); assert(ctx->profileDeleteShader != NULL); assert(ctx->profileDeleteProgram != NULL); assert(ctx->profileMaxUniforms != NULL); assert(ctx->profileGetAttribLocation != NULL); assert(ctx->profileGetUniformLocation != NULL); assert(ctx->profileGetSamplerLocation != NULL); assert(ctx->profileLinkProgram != NULL); assert(ctx->profileFinalInitProgram != NULL); assert(ctx->profileUseProgramObject != NULL); assert(ctx->profilePushConstantArray != NULL); assert(ctx->profilePushUniforms != NULL); assert(ctx->profilePushSampler != NULL); assert(ctx->profileMustPushConstantArrays != NULL); assert(ctx->profileMustPushSamplers != NULL); retval = ctx; ctx = current_ctx; return retval; init_fail: if (ctx != NULL) f(ctx, malloc_d); ctx = current_ctx; return NULL; } // MOJOSHADER_glCreateContext void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *_ctx) { ctx = _ctx; } // MOJOSHADER_glMakeContextCurrent int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type) { return ctx->profileMaxUniforms(shader_type); } // MOJOSHADER_glMaxUniforms MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf, const unsigned int bufsize, const MOJOSHADER_swizzle *swiz, const unsigned int swizcount) { MOJOSHADER_glShader *retval = NULL; GLuint shader = 0; const MOJOSHADER_parseData *pd = MOJOSHADER_parse(ctx->profile, tokenbuf, bufsize, swiz, swizcount, ctx->malloc_fn, ctx->free_fn, ctx->malloc_data); if (pd->error_count > 0) { // !!! FIXME: put multiple errors in the buffer? Don't use // !!! FIXME: MOJOSHADER_glGetError() for this? set_error(pd->errors[0].error); goto compile_shader_fail; } // if retval = (MOJOSHADER_glShader *) Malloc(sizeof (MOJOSHADER_glShader)); if (retval == NULL) goto compile_shader_fail; if (!ctx->profileCompileShader(pd, &shader)) goto compile_shader_fail; retval->parseData = pd; retval->handle = shader; retval->refcount = 1; return retval; compile_shader_fail: MOJOSHADER_freeParseData(pd); Free(retval); if (shader != 0) ctx->profileDeleteShader(shader); return NULL; } // MOJOSHADER_glCompileShader const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData( MOJOSHADER_glShader *shader) { return (shader != NULL) ? shader->parseData : NULL; } // MOJOSHADER_glGetShaderParseData static void shader_unref(MOJOSHADER_glShader *shader) { if (shader != NULL) { const uint32 refcount = shader->refcount; if (refcount > 1) shader->refcount--; else { ctx->profileDeleteShader(shader->handle); 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 { ctx->profileDeleteProgram(program->handle); shader_unref(program->vertex); shader_unref(program->fragment); Free(program->vs_uniforms_float4); Free(program->vs_uniforms_int4); Free(program->vs_uniforms_bool); Free(program->ps_uniforms_float4); Free(program->ps_uniforms_int4); Free(program->ps_uniforms_bool); Free(program->uniforms); Free(program->attributes); Free(program); } // else } // if } // program_unref static void fill_constant_array(GLfloat *f, const int base, const int size, const MOJOSHADER_parseData *pd) { int i; int filled = 0; for (i = 0; i < pd->constant_count; i++) { const MOJOSHADER_constant *c = &pd->constants[i]; if (c->type != MOJOSHADER_UNIFORM_FLOAT) continue; else if (c->index < base) continue; else if (c->index >= (base+size)) continue; memcpy(&f[(c->index-base) * 4], &c->value.f, sizeof (c->value.f)); filled++; } // for assert(filled == size); } // fill_constant_array static int lookup_uniforms(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int *bound) { const MOJOSHADER_parseData *pd = shader->parseData; const MOJOSHADER_shaderType shader_type = pd->shader_type; uint32 float4_count = 0; uint32 int4_count = 0; uint32 bool_count = 0; int i; for (i = 0; i < pd->uniform_count; i++) { const MOJOSHADER_uniform *u = &pd->uniforms[i]; if (u->constant) { // only do constants once, at link time. These aren't changed ever. if (ctx->profileMustPushConstantArrays()) { const int base = u->index; const int size = u->array_count; GLfloat *f = (GLfloat *) alloca(sizeof (GLfloat) * (size * 4)); fill_constant_array(f, base, size, pd); if (!(*bound)) { ctx->profileUseProgramObject(program); *bound = 1; } // if ctx->profilePushConstantArray(program, u, f); } // if } // if else { const GLint loc = ctx->profileGetUniformLocation(program, shader, i); if (loc != -1) // -1 means it was optimized out, or failure. { const int regcount = u->array_count; UniformMap *map = &program->uniforms[program->uniform_count]; map->shader_type = shader_type; map->uniform = u; map->location = (GLuint) loc; program->uniform_count++; if (u->type == MOJOSHADER_UNIFORM_FLOAT) float4_count += regcount ? regcount : 1; else if (u->type == MOJOSHADER_UNIFORM_INT) int4_count += regcount ? regcount : 1; else if (u->type == MOJOSHADER_UNIFORM_BOOL) bool_count += regcount ? regcount : 1; else assert(0 && "Unexpected register type"); } // if } // else } // for #define MAKE_ARRAY(typ, gltyp, siz, count) \ if (count) { \ const size_t buflen = sizeof (gltyp) * siz * count; \ gltyp *ptr = (gltyp *) Malloc(buflen); \ if (ptr == NULL) { \ return 0; \ } else if (shader_type == MOJOSHADER_TYPE_VERTEX) { \ program->vs_uniforms_##typ = ptr; \ program->vs_uniforms_##typ##_count = count; \ } else if (shader_type == MOJOSHADER_TYPE_PIXEL) { \ program->ps_uniforms_##typ = ptr; \ program->ps_uniforms_##typ##_count = count; \ } else { \ assert(0 && "unsupported shader type"); \ } \ memset(ptr, '\0', buflen); \ } MAKE_ARRAY(float4, GLfloat, 4, float4_count); MAKE_ARRAY(int4, GLint, 4, int4_count); MAKE_ARRAY(bool, GLint, 1, bool_count); #undef MAKE_ARRAY return 1; } // lookup_uniforms static void lookup_samplers(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int *bound) { const MOJOSHADER_parseData *pd = shader->parseData; const MOJOSHADER_sampler *s = pd->samplers; int i; if ((pd->sampler_count == 0) || (!ctx->profileMustPushSamplers())) return; // nothing to do here, so don't bother binding, etc. // Link up the Samplers. These never change after link time, since they // are meant to be constant texture unit ids and not textures. if (!(*bound)) { ctx->profileUseProgramObject(program); *bound = 1; } // if for (i = 0; i < pd->sampler_count; i++) { const GLint loc = ctx->profileGetSamplerLocation(program, shader, i); if (loc >= 0) // maybe the Sampler was optimized out? ctx->profilePushSampler(loc, s[i].index); } // for } // lookup_samplers static int lookup_attributes(MOJOSHADER_glProgram *program) { int i; const MOJOSHADER_parseData *pd = program->vertex->parseData; const MOJOSHADER_attribute *a = pd->attributes; for (i = 0; i < pd->attribute_count; i++) { const GLint loc = ctx->profileGetAttribLocation(program, i); if (loc >= 0) // maybe the Attribute was optimized out? { AttributeMap *map = &program->attributes[program->attribute_count]; map->attribute = &a[i]; map->location = loc; program->attribute_count++; if (((size_t)loc) > STATICARRAYLEN(ctx->want_attr)) { assert(0 && "Static array is too small."); // laziness fail. return 0; } // if } // if } // for return 1; } // lookup_attributes // !!! FIXME: misnamed // build a list of indexes that need to be overwritten with constant values // when pushing a uniform array to the GL. static int build_constants_lists(MOJOSHADER_glProgram *program) { int i; const int count = program->uniform_count; for (i = 0; i < count; i++) { UniformMap *map = &program->uniforms[i]; const MOJOSHADER_uniform *u = map->uniform; const int size = u->array_count; assert(!u->constant); if (size == 0) continue; // nothing to see here. // only use arrays for 'c' registers. assert(u->type == MOJOSHADER_UNIFORM_FLOAT); // !!! FIXME: deal with this. } // for return 1; } // build_constants_lists MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader, MOJOSHADER_glShader *pshader) { int bound = 0; if ((vshader == NULL) && (pshader == NULL)) return NULL; int numregs = 0; MOJOSHADER_glProgram *retval = NULL; const GLuint program = ctx->profileLinkProgram(vshader, pshader); if (program == 0) goto link_program_fail; retval = (MOJOSHADER_glProgram *) Malloc(sizeof (MOJOSHADER_glProgram)); if (retval == NULL) goto link_program_fail; memset(retval, '\0', sizeof (MOJOSHADER_glProgram)); numregs = 0; if (vshader != NULL) numregs += vshader->parseData->uniform_count; if (pshader != NULL) numregs += pshader->parseData->uniform_count; if (numregs > 0) { const size_t len = sizeof (UniformMap) * numregs; retval->uniforms = (UniformMap *) Malloc(len); if (retval->uniforms == NULL) goto link_program_fail; memset(retval->uniforms, '\0', len); } // if retval->handle = program; retval->vertex = vshader; retval->fragment = pshader; retval->generation = ctx->generation - 1; retval->refcount = 1; if (vshader != NULL) { if (vshader->parseData->attribute_count > 0) { const int count = vshader->parseData->attribute_count; const size_t len = sizeof (AttributeMap) * count; retval->attributes = (AttributeMap *) Malloc(len); if (retval->attributes == NULL) goto link_program_fail; memset(retval->attributes, '\0', len); if (!lookup_attributes(retval)) goto link_program_fail; } // if if (!lookup_uniforms(retval, vshader, &bound)) goto link_program_fail; lookup_samplers(retval, vshader, &bound); vshader->refcount++; } // if if (pshader != NULL) { if (!lookup_uniforms(retval, pshader, &bound)) goto link_program_fail; lookup_samplers(retval, pshader, &bound); pshader->refcount++; } // if if (!build_constants_lists(retval)) goto link_program_fail; if (bound) // reset the old binding. ctx->profileUseProgramObject(ctx->bound_program); ctx->profileFinalInitProgram(retval); return retval; link_program_fail: if (retval != NULL) { Free(retval->vs_uniforms_float4); Free(retval->vs_uniforms_int4); Free(retval->vs_uniforms_bool); Free(retval->ps_uniforms_float4); Free(retval->ps_uniforms_int4); Free(retval->ps_uniforms_bool); Free(retval->uniforms); Free(retval->attributes); Free(retval); } // if if (program != 0) ctx->profileDeleteProgram(program); if (bound) ctx->profileUseProgramObject(ctx->bound_program); return NULL; } // MOJOSHADER_glLinkProgram static void update_enabled_arrays(void) { int highest_enabled = 0; int i; // Enable/disable vertex arrays to match our needs. // this happens to work in both ARB1 and GLSL, but if something alien // shows up, we'll have to split these into profile*() functions. for (i = 0; i < ctx->max_attrs; i++) { const int want = (const int) ctx->want_attr[i]; const int have = (const int) ctx->have_attr[i]; if (want != have) { if (want) ctx->glEnableVertexAttribArray(i); else ctx->glDisableVertexAttribArray(i); ctx->have_attr[i] = ctx->want_attr[i]; } // if if (want) highest_enabled = i + 1; } // for ctx->max_attrs = highest_enabled; // trim unneeded iterations next time. } // update_enabled_arrays void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program) { GLuint handle = 0; if (program == ctx->bound_program) return; // nothing to do. if (program != NULL) { handle = program->handle; program->refcount++; } // if memset(ctx->want_attr, '\0', sizeof (ctx->want_attr[0]) * ctx->max_attrs); // If no program bound, disable all arrays, in case we're switching to // fixed function pipeline. Otherwise, we try to minimize state changes // by toggling just the changed set of needed arrays in ProgramReady(). if (program == NULL) update_enabled_arrays(); ctx->profileUseProgramObject(program); program_unref(ctx->bound_program); ctx->bound_program = program; } // MOJOSHADER_glBindProgram static inline uint minuint(const uint a, const uint b) { return ((a < b) ? a : b); } // minuint void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data, unsigned int vec4n) { const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_f) / 4; if (idx < maxregs) { assert(sizeof (GLfloat) == sizeof (float)); const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4; memcpy(ctx->vs_reg_file_f + (idx * 4), data, cpy); ctx->generation++; } // if } // MOJOSHADER_glSetVertexShaderUniformF void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data, unsigned int ivec4n) { const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_i) / 4; if (idx < maxregs) { assert(sizeof (GLint) == sizeof (int)); const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4; memcpy(ctx->vs_reg_file_i + (idx * 4), data, cpy); ctx->generation++; } // if } // MOJOSHADER_glSetVertexShaderUniformI void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data, unsigned int bcount) { const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_f) / 4; if (idx < maxregs) { uint8 *wptr = ctx->vs_reg_file_b + idx; uint8 *endptr = wptr + minuint(maxregs - idx, bcount); while (wptr != endptr) *(wptr++) = *(data++) ? 1 : 0; ctx->generation++; } // if } // MOJOSHADER_glSetVertexShaderUniformB void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data, unsigned int vec4n) { const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_f) / 4; if (idx < maxregs) { assert(sizeof (GLfloat) == sizeof (float)); const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4; memcpy(ctx->ps_reg_file_f + (idx * 4), data, cpy); ctx->generation++; } // if } // MOJOSHADER_glSetPixelShaderUniformF void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data, unsigned int ivec4n) { const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_i) / 4; if (idx < maxregs) { assert(sizeof (GLint) == sizeof (int)); const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4; memcpy(ctx->ps_reg_file_i + (idx * 4), data, cpy); ctx->generation++; } // if } // MOJOSHADER_glSetPixelShaderUniformI void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data, unsigned int bcount) { const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_f) / 4; if (idx < maxregs) { uint8 *wptr = ctx->ps_reg_file_b + idx; uint8 *endptr = wptr + minuint(maxregs - idx, bcount); while (wptr != endptr) *(wptr++) = *(data++) ? 1 : 0; ctx->generation++; } // if } // MOJOSHADER_glSetPixelShaderUniformB static inline GLenum opengl_attr_type(const MOJOSHADER_attributeType type) { switch (type) { case MOJOSHADER_ATTRIBUTE_UNKNOWN: return GL_NONE; // oh well. case MOJOSHADER_ATTRIBUTE_BYTE: return GL_BYTE; case MOJOSHADER_ATTRIBUTE_UBYTE: return GL_UNSIGNED_BYTE; case MOJOSHADER_ATTRIBUTE_SHORT: return GL_SHORT; case MOJOSHADER_ATTRIBUTE_USHORT: return GL_UNSIGNED_SHORT; 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; case MOJOSHADER_ATTRIBUTE_HALF_FLOAT: if (ctx->have_GL_NV_half_float) return GL_HALF_FLOAT_NV; else if (ctx->have_GL_ARB_half_float_vertex) return GL_HALF_FLOAT; else if (ctx->have_GL_OES_vertex_half_float) return GL_HALF_FLOAT; break; } // switch return GL_NONE; // oh well. Raises a GL error later. } // opengl_attr_type // !!! FIXME: shouldn't (index) be unsigned? void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage, int index, unsigned int size, MOJOSHADER_attributeType type, int normalized, unsigned int stride, const void *ptr) { if ((ctx->bound_program == NULL) || (ctx->bound_program->vertex == NULL)) return; const GLenum gl_type = opengl_attr_type(type); const GLboolean norm = (normalized) ? GL_TRUE : GL_FALSE; const int count = ctx->bound_program->attribute_count; GLint gl_index = 0; int i; for (i = 0; i < count; i++) { const AttributeMap *map = &ctx->bound_program->attributes[i]; const MOJOSHADER_attribute *a = map->attribute; // !!! FIXME: is this array guaranteed to be sorted by usage? // !!! FIXME: if so, we can break if a->usage > usage. if ((a->usage == usage) && (a->index == index)) { gl_index = map->location; break; } // if } // for if (i == count) return; // nothing to do, this shader doesn't use this stream. // this happens to work in both ARB1 and GLSL, but if something alien // shows up, we'll have to split these into profile*() functions. ctx->glVertexAttribPointer(gl_index, size, gl_type, norm, stride, ptr); // flag this array as in use, so we can enable it later. ctx->want_attr[gl_index] = 1; if (ctx->max_attrs < (gl_index + 1)) ctx->max_attrs = gl_index + 1; } // MOJOSHADER_glSetVertexAttribute void MOJOSHADER_glProgramReady(void) { MOJOSHADER_glProgram *program = ctx->bound_program; if (program == NULL) return; // nothing to do. // Toggle vertex attribute arrays on/off, based on our needs. update_enabled_arrays(); // push Uniforms to the program from our register files... if ((program->uniform_count) && (program->generation != ctx->generation)) { // vertex shader uniforms come first in program->uniforms array. const uint32 count = program->uniform_count; const GLfloat *srcf = ctx->vs_reg_file_f; const GLint *srci = ctx->vs_reg_file_i; const uint8 *srcb = ctx->vs_reg_file_b; MOJOSHADER_shaderType shader_type = MOJOSHADER_TYPE_VERTEX; GLfloat *dstf = program->vs_uniforms_float4; GLint *dsti = program->vs_uniforms_int4; GLint *dstb = program->vs_uniforms_bool; uint32 i; program->generation = ctx->generation; for (i = 0; i < count; i++) { UniformMap *map = &program->uniforms[i]; const MOJOSHADER_shaderType uniform_shader_type = map->shader_type; const MOJOSHADER_uniform *u = map->uniform; const MOJOSHADER_uniformType type = u->type; const int index = u->index; const int size = u->array_count ? u->array_count : 1; assert(!u->constant); // Did we switch from vertex to pixel (to geometry, etc)? if (shader_type != uniform_shader_type) { // we start with vertex, move to pixel, then to geometry, etc. // The array should always be sorted as such. if (uniform_shader_type == MOJOSHADER_TYPE_PIXEL) { assert(shader_type == MOJOSHADER_TYPE_VERTEX); srcf = ctx->ps_reg_file_f; srci = ctx->ps_reg_file_i; srcb = ctx->ps_reg_file_b; dstf = program->ps_uniforms_float4; dsti = program->ps_uniforms_int4; dstb = program->ps_uniforms_bool; } // if else { // Should be ordered vertex, then pixel, then geometry. assert(0 && "Unexpected shader type"); } // else shader_type = uniform_shader_type; } // if if (type == MOJOSHADER_UNIFORM_FLOAT) { const size_t count = 4 * size; const GLfloat *f = &srcf[index * 4]; memcpy(dstf, f, sizeof (GLfloat) * count); dstf += count; } // if else if (type == MOJOSHADER_UNIFORM_INT) { const size_t count = 4 * size; const GLint *i = &srci[index * 4]; memcpy(dsti, i, sizeof (GLint) * count); dsti += count; } // else if else if (type == MOJOSHADER_UNIFORM_BOOL) { const size_t count = size; const uint8 *b = &srcb[index]; size_t i; for (i = 0; i < count; i++) dstb[i] = (GLint) b[i]; dstb += count; } // else if // !!! FIXME: set constants that overlap the array. } // for ctx->profilePushUniforms(); } // if } // MOJOSHADER_glProgramReady void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program) { program_unref(program); } // MOJOSHADER_glDeleteProgram void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader) { shader_unref(shader); } // MOJOSHADER_glDeleteShader void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *_ctx) { MOJOSHADER_glContext *current_ctx = ctx; ctx = _ctx; MOJOSHADER_glBindProgram(NULL); lookup_entry_points(NULL, NULL); Free(ctx); ctx = ((current_ctx == _ctx) ? NULL : current_ctx); } // MOJOSHADER_glDestroyContext // end of mojoshader_opengl.c ...