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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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// !!! FIXME: preshaders shouldn't be handled in here at all. This should
// !!! FIXME: be in the Effects API, once that's actually written.
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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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// this happens to be the same value for ARB1 and GLSL.
#ifndef GL_PROGRAM_POINT_SIZE
#define GL_PROGRAM_POINT_SIZE 0x8642
#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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GLint location;
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} UniformMap;
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typedef struct
{
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const MOJOSHADER_attribute *attribute;
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GLint 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 generation;
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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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size_t vs_preshader_reg_count;
GLfloat *vs_preshader_regs;
size_t ps_preshader_reg_count;
GLfloat *ps_preshader_regs;
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uint32 refcount;
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int uses_pointsize;
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// GLSL uses these...location of uniform arrays.
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GLint vs_float4_loc;
GLint vs_int4_loc;
GLint vs_bool_loc;
GLint ps_float4_loc;
GLint ps_int4_loc;
GLint 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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// 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
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struct MOJOSHADER_glContext
{
// Allocators...
MOJOSHADER_malloc malloc_fn;
MOJOSHADER_free free_fn;
void *malloc_data;
// The constant register files...
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// !!! FIXME: Man, it kills me how much memory this takes...
// !!! FIXME: ... make this dynamically allocated on demand.
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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];
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GLuint sampler_reg_file[16];
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// This increments every time we change the register files.
uint32 generation;
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// This keeps track of implicitly linked programs.
HashTable *linker_cache;
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// This tells us which vertex attribute arrays we have enabled.
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GLint max_attrs;
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uint8 want_attr[32];
uint8 have_attr[32];
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// rarely used, so we don't touch when we don't have to.
int pointsize_enabled;
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// GL stuff...
int opengl_major;
int opengl_minor;
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int glsl_major;
int glsl_minor;
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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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PFNGLUNIFORM1IARBPROC glUniform1i;
PFNGLUNIFORM1IVARBPROC 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 (*profileFinalInitProgram)(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)
{
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SInt32 ver, major, minor, patch;
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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 out_of_memory(void)
{
set_error("out of memory");
} // out_of_memory
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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)
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out_of_memory();
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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_FinalInitProgram(MOJOSHADER_glProgram *program)
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{
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");
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} // impl_GLSL_FinalInitProgram
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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);
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if (loc >= 0) // not optimized out?
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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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assert(program->uniform_count > 0); // don't call with nothing to do!
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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)
{
604
return 0; // no-op, we push this as one big-ass array now.
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611
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613
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615
616
617
618
619
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621
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623
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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
629
static void impl_ARB1_FinalInitProgram(MOJOSHADER_glProgram *program)
630
631
{
// no-op.
632
} // impl_ARB1_FinalInitProgram
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650
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654
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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657
static void impl_ARB1_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
658
{
659
660
// no-op. Constant arrays are defined in source code for arb1.
} // impl_ARB1_PushConstantArray
661
662
663
static void impl_ARB1_PushUniforms(void)
664
{
665
666
667
// 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);
668
const MOJOSHADER_glProgram *program = ctx->bound_program;
669
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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;
674
uint32 i;
675
676
677
assert(count > 0); // shouldn't call this with nothing to do!
678
679
for (i = 0; i < count; i++)
{
680
UniformMap *map = &program->uniforms[i];
681
const MOJOSHADER_shaderType uniform_shader_type = map->shader_type;
682
683
684
const MOJOSHADER_uniform *u = map->uniform;
const MOJOSHADER_uniformType type = u->type;
const int size = u->array_count ? u->array_count : 1;
685
686
assert(!u->constant);
687
688
// Did we switch from vertex to pixel (to geometry, etc)?
689
if (shader_type != uniform_shader_type)
690
{
691
692
// we start with vertex, move to pixel, then to geometry, etc.
// The array should always be sorted as such.
693
if (uniform_shader_type == MOJOSHADER_TYPE_PIXEL)
694
{
695
assert(shader_type == MOJOSHADER_TYPE_VERTEX);
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702
srcf = program->ps_uniforms_float4;
srci = program->ps_uniforms_int4;
srcb = program->ps_uniforms_bool;
loc = 0;
} // if
else
{
703
// These should be ordered vertex, then pixel, then geometry.
704
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assert(0 && "Unexpected shader type");
} // else
706
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shader_type = uniform_shader_type;
arb_shader_type = arb1_shader_type(uniform_shader_type);
709
} // if
710
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713
if (type == MOJOSHADER_UNIFORM_FLOAT)
{
int i;
714
715
for (i = 0; i < size; i++, srcf += 4, loc++)
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, srcf);
716
717
718
719
} // if
else if (type == MOJOSHADER_UNIFORM_INT)
{
int i;
720
if (ctx->have_GL_NV_gpu_program4)
721
722
{
// GL_NV_gpu_program4 has integer uniform loading support.
723
724
for (i = 0; i < size; i++, srci += 4, loc++)
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, srci);
725
726
727
} // if
else
{
728
for (i = 0; i < size; i++, srci += 4, loc++)
729
{
730
731
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733
734
const GLfloat fv[4] = {
(GLfloat) srci[0], (GLfloat) srci[1],
(GLfloat) srci[2], (GLfloat) srci[3]
};
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
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736
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} // for
} // else
} // else if
else if (type == MOJOSHADER_UNIFORM_BOOL)
{
int i;
741
if (ctx->have_GL_NV_gpu_program4)
742
743
{
// GL_NV_gpu_program4 has integer uniform loading support.
744
for (i = 0; i < size; i++, srcb++, loc++)
745
{
746
const GLint ib = (GLint) ((*srcb) ? 1 : 0);
747
const GLint iv[4] = { ib, ib, ib, ib };
748
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, iv);
749
750
751
752
} // for
} // if
else
{
753
for (i = 0; i < size; i++, srcb++, loc++)
754
{
755
const GLfloat fb = (GLfloat) ((*srcb) ? 1.0f : 0.0f);
756
const GLfloat fv[4] = { fb, fb, fb, fb };
757
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
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762
} // for
} // else
} // else if
} // for
} // impl_ARB1_PushUniforms
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764
static void impl_ARB1_PushSampler(GLint loc, GLuint sampler)
765
766
767
{
// no-op in this profile...arb1 uses the texture units as-is.
assert(loc == (GLint) sampler);
768
} // impl_ARB1_PushSampler
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778
#endif // SUPPORT_PROFILE_ARB1
const char *MOJOSHADER_glGetError(void)
{
return error_buffer;
} // MOJOSHADER_glGetError
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780
static void *loadsym(MOJOSHADER_glGetProcAddress lookup, void *d,
const char *fn, int *ext)
781
782
783
784
{
void *retval = NULL;
if (lookup != NULL)
{
785
retval = lookup(fn, d);
786
787
788
789
if (retval == NULL)
{
char arbfn[64];
snprintf(arbfn, sizeof (arbfn), "%sARB", fn);
790
retval = lookup(arbfn, d);
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792
793
794
795
796
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799
} // if
} // if
if (retval == NULL)
*ext = 0;
return retval;
} // loadsym
800
static void lookup_entry_points(MOJOSHADER_glGetProcAddress lookup, void *d)
801
{
802
#define DO_LOOKUP(ext, typ, fn) { \
803
ctx->fn = (typ) loadsym(lookup, d, #fn, &ctx->have_##ext); \
804
805
}
806
DO_LOOKUP(base_opengl, PFNGLGETSTRINGPROC, glGetString);
807
DO_LOOKUP(base_opengl, PFNGLGETERRORPROC, glGetError);
808
DO_LOOKUP(base_opengl, PFNGLGETINTEGERVPROC, glGetIntegerv);
809
810
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);
822
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IVARBPROC, glUniform1iv);
823
824
825
826
827
828
829
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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831
832
DO_LOOKUP(GL_ARB_vertex_program, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointer);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMIVARBPROC, glGetProgramivARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMSTRINGARBPROC, glGetProgramStringARB);
833
DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB);
834
835
836
837
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);
838
DO_LOOKUP(GL_NV_gpu_program4, PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC, glProgramLocalParameterI4ivNV);
839
840
841
842
843
844
845
846
847
848
849
#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.
850
851
852
else if (!ctx->have_base_opengl)
return 0; // don't bother checking, we're missing basic functionality.
853
// See if it's in the spec for this GL implementation's version.
854
855
if (major >= 0)
{
856
if ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >=
857
858
859
((major << 16) | (minor & 0xFFFF)) )
return 1;
} // if
860
861
862
863
864
865
866
867
868
869
870
871
872
873
// 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
874
static void parse_opengl_version_str(const char *verstr, int *maj, int *min)
875
876
{
if (verstr == NULL)
877
*maj = *min = 0;
878
else
879
880
881
882
sscanf(verstr, "%d.%d", maj, min);
} // parse_opengl_version_str
883
884
#if SUPPORT_PROFILE_GLSL
static inline int glsl_version_atleast(const int major, const int minor)
885
{
886
887
888
889
return ( ((ctx->glsl_major << 16) | (ctx->glsl_minor & 0xFFFF)) >=
((major << 16) | (minor & 0xFFFF)) );
} // glsl_version_atleast
#endif
890
891
892
893
static void detect_glsl_version(void)
{
ctx->glsl_major = ctx->glsl_minor = 0;
894
895
#if SUPPORT_PROFILE_GLSL
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
#if PLATFORM_MACOSX
// If running on Mac OS X <= 10.4, don't ever use GLSL, even if
// the system claims it is available.
if (!macosx_version_atleast(10, 5, 0))
return;
#endif
if ( 0/* !!! FIXME: (ctx->opengl_major >= 2)*/ ||
( ctx->have_GL_ARB_shader_objects &&
ctx->have_GL_ARB_vertex_shader &&
ctx->have_GL_ARB_fragment_shader &&
ctx->have_GL_ARB_shading_language_100 ) )
{
// the GL2.0 and ARB enum is the same value.
const GLenum enumval = GL_SHADING_LANGUAGE_VERSION_ARB;
ctx->glGetError(); // flush any existing error state.
const char *str = (const char *) ctx->glGetString(enumval);
if (ctx->glGetError() == GL_INVALID_ENUM)
str = NULL;
parse_opengl_version_str(str, &ctx->glsl_major, &ctx->glsl_minor);
} // if
917
#endif
918
} // detect_glsl_version
919
920
921
static void load_extensions(MOJOSHADER_glGetProcAddress lookup, void *d)
922
{
923
924
const char *extlist = NULL;
925
ctx->have_base_opengl = 1;
926
927
ctx->have_GL_ARB_vertex_program = 1;
ctx->have_GL_ARB_fragment_program = 1;
928
929
ctx->have_GL_NV_vertex_program2_option = 1;
ctx->have_GL_NV_fragment_program2 = 1;
930
ctx->have_GL_NV_vertex_program3 = 1;
931
ctx->have_GL_NV_gpu_program4 = 1;
932
933
934
935
936
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;
937
938
ctx->have_GL_ARB_half_float_vertex = 1;
ctx->have_GL_OES_vertex_half_float = 1;
939
940
lookup_entry_points(lookup, d);
941
942
if (!ctx->have_base_opengl)
943
set_error("missing basic OpenGL entry points");
944
945
else
{
946
947
const char *str = (const char *) ctx->glGetString(GL_VERSION);
parse_opengl_version_str(str, &ctx->opengl_major, &ctx->opengl_minor);
948
949
extlist = (const char *) ctx->glGetString(GL_EXTENSIONS);
} // else
950
951
952
953
954
if (extlist == NULL)
extlist = ""; // just in case.
#define VERIFY_EXT(ext, major, minor) \
955
ctx->have_##ext = verify_extension(#ext, ctx->have_##ext, extlist, major, minor)
956
957
958
VERIFY_EXT(GL_ARB_vertex_program, -1, -1);
VERIFY_EXT(GL_ARB_fragment_program, -1, -1);
959
960
961
962
VERIFY_EXT(GL_ARB_shader_objects, -1, -1);
VERIFY_EXT(GL_ARB_vertex_shader, -1, -1);
VERIFY_EXT(GL_ARB_fragment_shader, -1, -1);
VERIFY_EXT(GL_ARB_shading_language_100, -1, -1);
963
964
VERIFY_EXT(GL_NV_vertex_program2_option, -1, -1);
VERIFY_EXT(GL_NV_fragment_program2, -1, -1);
965
VERIFY_EXT(GL_NV_vertex_program3, -1, -1);
966
VERIFY_EXT(GL_NV_half_float, -1, -1);
967
968
VERIFY_EXT(GL_ARB_half_float_vertex, 3, 0);
VERIFY_EXT(GL_OES_vertex_half_float, -1, -1);
969
970
#undef VERIFY_EXT
971
972
detect_glsl_version();
973
974
975
976
977
978
979
} // load_extensions
static int valid_profile(const char *profile)
{
if (!ctx->have_base_opengl)
return 0;
980
981
982
#define MUST_HAVE(p, x) \
if (!ctx->have_##x) { set_error(#p " profile needs " #x); return 0; }
983
984
985
986
987
988
989
// we might actually _have_ maj.min, but forcibly disabled GLSL elsewhere.
#define MUST_HAVE_GLSL(p, maj, min) \
if (!glsl_version_atleast(maj, min)) { \
set_error(#p " profile needs missing GLSL support"); return 0; \
}
990
991
992
993
994
if (profile == NULL)
{
set_error("NULL profile");
return 0;
} // if
995
996
997
998
999
1000
#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);