/
mojoshader_opengl.c
1904 lines (1586 loc) · 62 KB
1
2
3
4
5
6
7
8
9
/**
* 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.
*/
10
11
12
13
14
15
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
16
// !!! FIXME: most of these _MSC_VER should probably be _WINDOWS?
17
18
19
20
21
#ifdef _MSC_VER
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h> // GL headers need this for WINGDIAPI definition.
#endif
22
23
24
25
26
27
28
29
#if (defined(__APPLE__) && defined(__MACH__))
#define PLATFORM_MACOSX 1
#endif
#if PLATFORM_MACOSX
#include <Carbon/Carbon.h>
#endif
30
31
32
#define __MOJOSHADER_INTERNAL__ 1
#include "mojoshader_internal.h"
33
#define GL_GLEXT_LEGACY 1
34
35
#include "GL/gl.h"
#include "GL/glext.h"
36
37
38
39
40
41
42
43
44
45
#ifndef GL_HALF_FLOAT
#define GL_HALF_FLOAT 0x140B
#endif
#ifndef GL_HALF_FLOAT_OES
#define GL_HALF_FLOAT_OES 0x8D61
#endif
46
47
48
struct MOJOSHADER_glShader
{
const MOJOSHADER_parseData *parseData;
49
GLuint handle;
50
51
52
uint32 refcount;
};
53
54
typedef struct
{
55
MOJOSHADER_shaderType shader_type;
56
const MOJOSHADER_uniform *uniform;
57
GLuint location;
58
59
} UniformMap;
60
61
typedef struct
{
62
const MOJOSHADER_attribute *attribute;
63
GLuint location;
64
65
} AttributeMap;
66
67
struct MOJOSHADER_glProgram
{
68
69
MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
70
GLuint handle;
71
uint32 generation;
72
uint32 uniform_count;
73
UniformMap *uniforms;
74
uint32 attribute_count;
75
AttributeMap *attributes;
76
77
78
79
80
81
82
83
84
85
86
87
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;
88
uint32 refcount;
89
90
91
92
93
94
95
// 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;
96
97
};
98
99
100
101
#ifndef WINGDIAPI
#define WINGDIAPI
#endif
102
// Entry points in base OpenGL that lack function pointer prototypes...
103
104
typedef WINGDIAPI void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
105
typedef WINGDIAPI GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
106
107
typedef WINGDIAPI void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef WINGDIAPI void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
108
109
110
111
112
113
// 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
114
115
116
117
118
119
120
121
122
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...
123
124
125
126
127
128
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];
129
GLuint sampler_reg_file[16];
130
131
132
133
// This increments every time we change the register files.
uint32 generation;
134
135
136
137
138
// This tells us which vertex attribute arrays we have enabled.
int max_attrs;
uint8 want_attr[32];
uint8 have_attr[32];
139
140
141
142
// GL stuff...
int opengl_major;
int opengl_minor;
MOJOSHADER_glProgram *bound_program;
143
char profile[16];
144
145
// Extensions...
146
147
148
149
150
151
152
153
154
155
156
157
158
159
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;
160
161
162
// Entry points...
PFNGLGETSTRINGPROC glGetString;
163
PFNGLGETERRORPROC glGetError;
164
PFNGLGETINTEGERVPROC glGetIntegerv;
165
166
PFNGLENABLEPROC glEnable;
PFNGLDISABLEPROC glDisable;
167
168
169
170
171
172
173
174
175
176
177
178
179
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;
180
181
PFNGLUNIFORM1IARBPROC glUniform1i;
PFNGLUNIFORM1IVARBPROC glUniform1iv;
182
183
184
185
PFNGLUNIFORM4FVARBPROC glUniform4fv;
PFNGLUNIFORM4IVARBPROC glUniform4iv;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObject;
PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointer;
186
187
PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
188
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
189
PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glProgramLocalParameterI4ivNV;
190
191
192
193
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
194
195
196
// interface for profile-specific things.
int (*profileMaxUniforms)(MOJOSHADER_shaderType shader_type);
197
int (*profileCompileShader)(const MOJOSHADER_parseData *pd, GLuint *s);
198
199
void (*profileDeleteShader)(const GLuint shader);
void (*profileDeleteProgram)(const GLuint program);
200
GLint (*profileGetAttribLocation)(MOJOSHADER_glProgram *program, int idx);
201
GLint (*profileGetUniformLocation)(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx);
202
GLint (*profileGetSamplerLocation)(MOJOSHADER_glProgram *, MOJOSHADER_glShader *, int);
203
GLuint (*profileLinkProgram)(MOJOSHADER_glShader *, MOJOSHADER_glShader *);
204
void (*profileFinalInitProgram)(MOJOSHADER_glProgram *program);
205
void (*profileUseProgramObject)(MOJOSHADER_glProgram *program);
206
207
208
void (*profilePushConstantArray)(MOJOSHADER_glProgram *, const MOJOSHADER_uniform *, const GLfloat *);
void (*profilePushUniforms)(void);
void (*profilePushSampler)(GLint loc, GLuint sampler);
209
210
int (*profileMustPushConstantArrays)(void);
int (*profileMustPushSamplers)(void);
211
212
};
213
214
static MOJOSHADER_glContext *ctx = NULL;
215
216
217
218
219
220
221
222
223
// 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
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
#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);
258
} // if
259
260
261
262
263
combined = (major << 16) | (minor << 8) | patch;
checked = 1;
} // if
264
return (combined >= ((x << 16) | (y << 8) | z));
265
266
267
} // macosx_version_atleast
#endif
268
269
270
static inline void *Malloc(const size_t len)
{
271
void *retval = ctx->malloc_fn((int) len, ctx->malloc_data);
272
273
274
if (retval == NULL)
set_error("out of memory");
return retval;
275
276
277
278
} // Malloc
static inline void Free(void *ptr)
{
279
if (ptr != NULL)
280
ctx->free_fn(ptr, ctx->malloc_data);
281
282
283
} // Free
284
285
286
287
288
289
290
291
292
static inline void toggle_gl_state(GLenum state, int val)
{
if (val)
ctx->glEnable(state);
else
ctx->glDisable(state);
} // toggle_gl_state
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
// 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
308
309
static int impl_GLSL_MustPushConstantArrays(void) { return 1; }
static int impl_GLSL_MustPushSamplers(void) { return 1; }
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
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)
{
367
return 0; // no-op, we push this as one big-ass array now.
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
} // 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
411
static void impl_GLSL_FinalInitProgram(MOJOSHADER_glProgram *program)
412
413
414
415
416
417
418
419
420
421
422
423
424
{
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");
425
} // impl_GLSL_FinalInitProgram
426
427
428
429
430
431
432
433
static void impl_GLSL_UseProgramObject(MOJOSHADER_glProgram *program)
{
ctx->glUseProgramObject((program != NULL) ? program->handle : 0);
} // impl_GLSL_UseProgramObject
434
435
436
static void impl_GLSL_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
437
{
438
439
440
441
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
442
443
444
static void impl_GLSL_PushUniforms(void)
445
{
446
const MOJOSHADER_glProgram *program = ctx->bound_program;
447
448
449
assert(program->uniform_count > 0); // don't call with nothing to do!
450
451
452
453
454
455
if (program->vs_float4_loc != -1)
{
ctx->glUniform4fv(program->vs_float4_loc,
program->vs_uniforms_float4_count,
program->vs_uniforms_float4);
} // if
456
457
458
459
460
461
462
if (program->vs_int4_loc != -1)
{
ctx->glUniform4iv(program->vs_int4_loc,
program->vs_uniforms_int4_count,
program->vs_uniforms_int4);
} // if
463
464
465
466
467
468
469
if (program->vs_bool_loc != -1)
{
ctx->glUniform1iv(program->vs_bool_loc,
program->vs_uniforms_bool_count,
program->vs_uniforms_bool);
} // if
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
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)
495
496
{
ctx->glUniform1i(loc, sampler);
497
} // impl_GLSL_PushSampler
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
#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
514
515
static int impl_ARB1_MustPushConstantArrays(void) { return 0; }
static int impl_ARB1_MustPushSamplers(void) { return 0; }
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
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)
{
575
return 0; // no-op, we push this as one big-ass array now.
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
} // 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
600
static void impl_ARB1_FinalInitProgram(MOJOSHADER_glProgram *program)
601
602
{
// no-op.
603
} // impl_ARB1_FinalInitProgram
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
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
626
627
628
static void impl_ARB1_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
629
{
630
631
// no-op. Constant arrays are defined in source code for arb1.
} // impl_ARB1_PushConstantArray
632
633
634
static void impl_ARB1_PushUniforms(void)
635
{
636
637
638
// 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);
639
const MOJOSHADER_glProgram *program = ctx->bound_program;
640
641
642
643
644
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;
645
uint32 i;
646
647
648
assert(count > 0); // shouldn't call this with nothing to do!
649
650
for (i = 0; i < count; i++)
{
651
UniformMap *map = &program->uniforms[i];
652
const MOJOSHADER_shaderType uniform_shader_type = map->shader_type;
653
654
655
const MOJOSHADER_uniform *u = map->uniform;
const MOJOSHADER_uniformType type = u->type;
const int size = u->array_count ? u->array_count : 1;
656
657
assert(!u->constant);
658
659
// Did we switch from vertex to pixel (to geometry, etc)?
660
if (shader_type != uniform_shader_type)
661
{
662
663
// we start with vertex, move to pixel, then to geometry, etc.
// The array should always be sorted as such.
664
if (uniform_shader_type == MOJOSHADER_TYPE_PIXEL)
665
{
666
assert(shader_type == MOJOSHADER_TYPE_VERTEX);
667
668
669
670
671
672
673
srcf = program->ps_uniforms_float4;
srci = program->ps_uniforms_int4;
srcb = program->ps_uniforms_bool;
loc = 0;
} // if
else
{
674
// These should be ordered vertex, then pixel, then geometry.
675
676
assert(0 && "Unexpected shader type");
} // else
677
678
679
shader_type = uniform_shader_type;
arb_shader_type = arb1_shader_type(uniform_shader_type);
680
} // if
681
682
683
684
if (type == MOJOSHADER_UNIFORM_FLOAT)
{
int i;
685
686
for (i = 0; i < size; i++, srcf += 4, loc++)
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, srcf);
687
688
689
690
691
692
693
} // if
else if (type == MOJOSHADER_UNIFORM_INT)
{
int i;
if (ctx->glProgramLocalParameterI4ivNV != NULL)
{
// GL_NV_gpu_program4 has integer uniform loading support.
694
695
for (i = 0; i < size; i++, srci += 4, loc++)
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, srci);
696
697
698
} // if
else
{
699
for (i = 0; i < size; i++, srci += 4, loc++)
700
{
701
702
703
704
705
const GLfloat fv[4] = {
(GLfloat) srci[0], (GLfloat) srci[1],
(GLfloat) srci[2], (GLfloat) srci[3]
};
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
706
707
708
709
710
711
712
713
714
} // 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.
715
for (i = 0; i < size; i++, srcb++, loc++)
716
{
717
const GLint ib = (GLint) ((*srcb) ? 1 : 0);
718
const GLint iv[4] = { ib, ib, ib, ib };
719
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, iv);
720
721
722
723
} // for
} // if
else
{
724
for (i = 0; i < size; i++, srcb++, loc++)
725
{
726
const GLfloat fb = (GLfloat) ((*srcb) ? 1.0f : 0.0f);
727
const GLfloat fv[4] = { fb, fb, fb, fb };
728
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
729
730
731
732
733
} // for
} // else
} // else if
} // for
} // impl_ARB1_PushUniforms
734
735
static void impl_ARB1_PushSampler(GLint loc, GLuint sampler)
736
737
738
{
// no-op in this profile...arb1 uses the texture units as-is.
assert(loc == (GLint) sampler);
739
} // impl_ARB1_PushSampler
740
741
742
743
744
745
746
747
748
749
#endif // SUPPORT_PROFILE_ARB1
const char *MOJOSHADER_glGetError(void)
{
return error_buffer;
} // MOJOSHADER_glGetError
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
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))
{
772
773
774
775
776
777
#define DO_LOOKUP(ext, typ, fn) { \
int exist = ctx->have_##ext; \
ctx->fn = (typ) loadsym(lookup, #fn, &exist); \
ctx->have_##ext = exist; \
}
778
DO_LOOKUP(base_opengl, PFNGLGETSTRINGPROC, glGetString);
779
DO_LOOKUP(base_opengl, PFNGLGETERRORPROC, glGetError);
780
DO_LOOKUP(base_opengl, PFNGLGETINTEGERVPROC, glGetIntegerv);
781
782
DO_LOOKUP(base_opengl, PFNGLENABLEPROC, glEnable);
DO_LOOKUP(base_opengl, PFNGLDISABLEPROC, glDisable);
783
784
785
786
787
788
789
790
791
792
793
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);
794
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IVARBPROC, glUniform1iv);
795
796
797
798
799
800
801
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);
802
803
804
DO_LOOKUP(GL_ARB_vertex_program, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointer);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMIVARBPROC, glGetProgramivARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMSTRINGARBPROC, glGetProgramStringARB);
805
DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB);
806
807
808
809
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);
810
DO_LOOKUP(GL_NV_gpu_program4, PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC, glProgramLocalParameterI4ivNV);
811
812
813
814
815
816
817
818
819
820
821
#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.
822
823
824
else if (!ctx->have_base_opengl)
return 0; // don't bother checking, we're missing basic functionality.
825
// See if it's in the spec for this GL implementation's version.
826
827
if (major >= 0)
{
828
if ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >=
829
830
831
((major << 16) | (minor & 0xFFFF)) )
return 1;
} // if
832
833
834
835
836
837
838
839
840
841
842
843
844
845
// 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
846
static void parse_opengl_version_str(const char *verstr, int *maj, int *min)
847
848
{
if (verstr == NULL)
849
*maj = *min = 0;
850
else
851
852
853
854
855
856
857
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);
858
859
860
} // parse_opengl_version
861
862
863
864
865
866
867
868
869
870
871
872
873
874
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
875
static void load_extensions(void *(*lookup)(const char *fnname))
876
{
877
878
const char *extlist = NULL;
879
ctx->have_base_opengl = 1;
880
881
ctx->have_GL_ARB_vertex_program = 1;
ctx->have_GL_ARB_fragment_program = 1;
882
883
ctx->have_GL_NV_vertex_program2_option = 1;
ctx->have_GL_NV_fragment_program2 = 1;
884
ctx->have_GL_NV_vertex_program3 = 1;
885
ctx->have_GL_NV_gpu_program4 = 1;
886
887
888
889
890
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;
891
892
ctx->have_GL_ARB_half_float_vertex = 1;
ctx->have_GL_OES_vertex_half_float = 1;
893
894
895
lookup_entry_points(lookup);
896
if (!ctx->have_base_opengl)
897
set_error("missing basic OpenGL entry points");
898
899
900
901
902
else
{
parse_opengl_version((const char *) ctx->glGetString(GL_VERSION));
extlist = (const char *) ctx->glGetString(GL_EXTENSIONS);
} // else
903
904
905
906
907
if (extlist == NULL)
extlist = ""; // just in case.
#define VERIFY_EXT(ext, major, minor) \
908
ctx->have_##ext = verify_extension(#ext, ctx->have_##ext, extlist, major, minor)
909
910
911
VERIFY_EXT(GL_ARB_vertex_program, -1, -1);
VERIFY_EXT(GL_ARB_fragment_program, -1, -1);
912
913
914
915
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);
916
917
VERIFY_EXT(GL_NV_vertex_program2_option, -1, -1);
VERIFY_EXT(GL_NV_fragment_program2, -1, -1);
918
VERIFY_EXT(GL_NV_vertex_program3, -1, -1);
919
VERIFY_EXT(GL_NV_half_float, -1, -1);
920
921
VERIFY_EXT(GL_ARB_half_float_vertex, 3, 0);
VERIFY_EXT(GL_OES_vertex_half_float, -1, -1);
922
923
#undef VERIFY_EXT
924
925
926
927
928
} // load_extensions
static int valid_profile(const char *profile)
{
929
930
931
932
933
// 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
934
const int allow_glsl = 1;
935
936
#endif
937
938
if (!ctx->have_base_opengl)
return 0;
939
940
941
#define MUST_HAVE(p, x) \
if (!ctx->have_##x) { set_error(#p " profile needs " #x); return 0; }
942
943
944
945
946
947
if (profile == NULL)
{
set_error("NULL profile");
return 0;
} // if
948
949
950
951
952
953
954
955
#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
956
957
958
959
960
961
962
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
963
964
965
966
967
968
969
970
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
971
972
973
974
975
else if (strcmp(profile, MOJOSHADER_PROFILE_NV4) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_NV4, GL_NV_gpu_program4);
} // else if
976
977
#endif
978
#if SUPPORT_PROFILE_GLSL
979
else if ((allow_glsl) && (strcmp(profile, MOJOSHADER_PROFILE_GLSL120) == 0))
980
981
982
983
984
985
{
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.
986
if (!glsl_version_atleast(1, 20))
987
988
989
return 0;
} // else if
990
else if ((allow_glsl) && (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0))
991
{
992
993
994
995
996
997
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
998
999
1000
else
{