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mojoshader_opengl.c
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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdarg.h>
#include <assert.h>
#include "mojoshader.h"
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#define GL_GLEXT_LEGACY 1
#include "gl.h"
#include "glext.h"
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// Get basic wankery out of the way here...
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#define STATICARRAYLEN(x) ( (sizeof ((x))) / (sizeof ((x)[0])) )
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typedef unsigned int uint; // this is a printf() helper. don't use for code.
typedef uint8_t uint8;
typedef uint32_t uint32;
typedef int32_t int32;
struct MOJOSHADER_glShader
{
const MOJOSHADER_parseData *parseData;
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GLhandleARB handle;
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uint32 refcount;
};
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typedef struct
{
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MOJOSHADER_shaderType shader_type;
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const MOJOSHADER_uniform *uniform;
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GLuint location;
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} UniformMap;
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typedef struct
{
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const MOJOSHADER_attribute *attribute;
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GLuint location;
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} AttributeMap;
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struct MOJOSHADER_glProgram
{
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MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
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GLhandleARB handle;
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uint32 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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uint32 refcount;
};
// Allocators...
static MOJOSHADER_malloc malloc_fn = NULL;
static MOJOSHADER_free free_fn = NULL;
static void *malloc_data = NULL;
// The constant register files...
// Man, it kills me how much memory this takes...
static float vs_register_file_f[8192 * 4];
static int vs_register_file_i[2047 * 4];
static uint8 vs_register_file_b[2047];
static float ps_register_file_f[8192 * 4];
static int ps_register_file_i[2047 * 4];
static uint8 ps_register_file_b[2047];
// GL stuff...
static MOJOSHADER_glProgram *bound_program = NULL;
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static const char *profile = NULL;
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// Error state...
static char error_buffer[1024] = { '\0' };
static void set_error(const char *str)
{
snprintf(error_buffer, sizeof (error_buffer), "%s", str);
} // set_error
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// #define this to force app to supply an allocator, so there's no reference
// to the C runtime's malloc() and free()...
#if MOJOSHADER_FORCE_ALLOCATOR
#define internal_malloc NULL
#define internal_free NULL
#else
static void *internal_malloc(int bytes, void *d) { return malloc(bytes); }
static void internal_free(void *ptr, void *d) { free(ptr); }
#endif
static inline void *Malloc(const size_t len)
{
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void *retval = malloc_fn(len, malloc_data);
if (retval == NULL)
set_error("out of memory");
return retval;
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} // Malloc
static inline void Free(void *ptr)
{
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if (ptr != NULL)
free_fn(ptr, malloc_data);
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} // Free
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const char *MOJOSHADER_glGetError(void)
{
return error_buffer;
} // MOJOSHADER_glGetError
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int MOJOSHADER_glInit(const char *_profile,
void *(*lookup)(const char *fnname),
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d)
{
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error_buffer[0] = '\0';
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if (strcmp(_profile, MOJOSHADER_PROFILE_GLSL) != 0)
profile = MOJOSHADER_PROFILE_GLSL;
else
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{
set_error("unknown profile");
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return 0;
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} // else
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// !!! FIXME: lookup glGetString(), check extensions.
malloc_fn = (m == NULL) ? internal_malloc : m;
free_fn = (f == NULL) ? internal_free : f;
malloc_data = d;
// !!! FIXME: lookup other entry points.
memset(vs_register_file_f, '\0', sizeof (vs_register_file_f));
memset(vs_register_file_i, '\0', sizeof (vs_register_file_i));
memset(vs_register_file_b, '\0', sizeof (vs_register_file_b));
memset(ps_register_file_f, '\0', sizeof (ps_register_file_f));
memset(ps_register_file_i, '\0', sizeof (ps_register_file_i));
memset(ps_register_file_b, '\0', sizeof (ps_register_file_b));
MOJOSHADER_glBindProgram(NULL);
return 1;
} // MOJOSHADER_glInit
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
const unsigned int bufsize)
{
MOJOSHADER_glShader *retval = NULL;
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GLhandleARB shader = 0;
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const MOJOSHADER_parseData *pd = MOJOSHADER_parse(profile, tokenbuf,
bufsize, malloc_fn,
free_fn, malloc_data);
if (pd->error != NULL)
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{
set_error(pd->error);
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goto compile_shader_fail;
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} // if
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retval = (MOJOSHADER_glShader *) Malloc(sizeof (MOJOSHADER_glShader));
if (retval == NULL)
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goto compile_shader_fail;
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GLint ok = 0;
const GLenum shader_type = (pd->shader_type == MOJOSHADER_TYPE_PIXEL) ? GL_FRAGMENT_SHADER_ARB : GL_VERTEX_SHADER_ARB;
GLint shaderlen = (GLint) pd->output_len;
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shader = pglCreateShaderObjectARB(shader_type);
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pglShaderSourceARB(shader, 1, (const GLcharARB **) &pd->output, &shaderlen);
pglCompileShaderARB(shader);
pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
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pglGetInfoLogARB(shader, sizeof (error_buffer), &len,
(GLcharARB *) error_buffer);
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goto compile_shader_fail;
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} // if
retval->parseData = pd;
retval->handle = shader;
retval->refcount = 1;
return retval;
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compile_shader_fail:
MOJOSHADER_freeParseData(pd);
Free(retval);
if (shader != 0)
pglDeleteObjectARB(shader);
return NULL;
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} // MOJOSHADER_glCompileShader
static void shader_unref(MOJOSHADER_glShader *shader)
{
if (shader != NULL)
{
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const uint32 refcount = shader->refcount;
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if (refcount > 1)
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shader->refcount--;
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else
{
pglDeleteObjectARB(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
{
pglDeleteObjectARB(program->handle);
shader_unref(program->vertex);
shader_unref(program->fragment);
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Free(program->attributes);
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Free(program->uniforms);
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Free(program);
} // else
} // if
} // program_unref
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static void lookup_uniforms(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader)
{
int i;
const MOJOSHADER_parseData *pd = shader->parseData;
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const MOJOSHADER_uniform *u = pd->uniforms;
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const MOJOSHADER_shaderType shader_type = pd->shader_type;
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for (i = 0; i < pd->uniform_count; i++)
{
const GLint loc = pglGetUniformLocationARB(program->handle, u[i].name);
if (loc != -1) // maybe the Uniform was optimized out?
{
UniformMap *map = &program->uniforms[program->uniform_count];
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map->shader_type = shader_type;
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map->uniform = &u[i];
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map->location = (GLuint) loc;
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program->uniform_count++;
} // if
} // for
} // lookup_uniforms
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static void lookup_attributes(MOJOSHADER_glProgram *program)
{
int i;
const MOJOSHADER_parseData *pd = program->vertex->parseData;
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const MOJOSHADER_attribute *a = pd->attributes;
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for (i = 0; i < pd->attribute_count; i++)
{
const GLint loc = pglGetAttribLocationARB(program->handle, a->name);
if (loc != -1) // maybe the Attribute was optimized out?
{
AttributeMap *map = &program->attributes[program->attribute_count];
map->attribute = &a[i];
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map->location = (GLuint) loc;
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program->attribute_count++;
} // if
} // for
} // lookup_attributes
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MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
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if ((vshader == NULL) && (pshader == NULL))
return NULL;
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MOJOSHADER_glProgram *retval = NULL;
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const GLhandleARB program = pglCreateProgramObjectARB();
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if (vshader != NULL) pglAttachObjectARB(program, vshader->handle);
if (pshader != NULL) pglAttachObjectARB(program, pshader->handle);
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pglLinkProgramARB(program);
GLint ok = 0;
pglGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
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pglGetInfoLogARB(program, sizeof (error_buffer), &len,
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(GLcharARB *) error_buffer);
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goto link_program_fail;
} // if
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retval = (MOJOSHADER_glProgram *) Malloc(sizeof (MOJOSHADER_glProgram));
if (retval == NULL)
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goto link_program_fail;
memset(retval, '\0', sizeof (MOJOSHADER_glProgram));
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int numregs = 0;
if (vshader != NULL) numregs += vshader->parseData->uniform_count;
if (pshader != NULL) numregs += pshader->parseData->uniform_count;
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retval->uniforms = (UniformMap *) Malloc(sizeof (UniformMap) * numregs);
if (retval->uniforms == NULL)
goto link_program_fail;
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memset(retval->uniforms, '\0', sizeof (UniformMap) * numregs);
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retval->handle = program;
retval->vertex = vshader;
retval->fragment = pshader;
retval->refcount = 1;
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if (vshader != NULL)
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{
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retval->attributes = (AttributeMap *) Malloc(sizeof (AttributeMap) *
vshader->parseData->attribute_count);
if (retval->attributes == NULL)
goto link_program_fail;
lookup_attributes(retval);
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lookup_uniforms(retval, vshader);
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vshader->refcount++;
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} // if
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if (pshader != NULL)
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{
lookup_uniforms(retval, pshader);
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pshader->refcount++;
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} // if
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return retval;
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link_program_fail:
if (retval != NULL)
{
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Free(retval->uniforms);
Free(retval->attributes);
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Free(retval);
} // if
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pglDeleteObjectARB(program);
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return NULL;
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} // MOJOSHADER_glLinkProgram
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program)
{
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GLhandleARB handle = 0;
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int i;
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if (program == bound_program)
return; // nothing to do.
// Disable any client-side arrays the current program could have used.
if (bound_program != NULL)
{
pglDisableClientState(GL_VERTEX_ARRAY);
for (i = 0; i < bound_program->attribute_count; i++)
{
const AttributeMap *map = &bound_program->attributes[i];
pglDisableVertexAttribArrayARB(map->location);
} // if
} // for
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if (program != NULL)
{
handle = program->handle;
program->refcount++;
} // if
pglUseProgramObjectARB(handle);
program_unref(bound_program);
bound_program = program;
} // MOJOSHADER_glBindProgram
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static inline uint maxuint(const uint a, const uint b)
{
return ((a > b) ? a : b);
} // maxuint
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void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
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unsigned int vec4n)
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{
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const uint maxregs = STATICARRAYLEN(vs_register_file_f) / 4;
if (idx < maxregs)
{
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const uint cpy = (maxuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
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memcpy(vs_register_file_f + (idx * 4), data, cpy);
} // if
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} // MOJOSHADER_glSetVertexShaderUniformF
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
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unsigned int ivec4n)
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{
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const uint maxregs = STATICARRAYLEN(vs_register_file_i) / 4;
if (idx < maxregs)
{
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const uint cpy = (maxuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
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memcpy(vs_register_file_i + (idx * 4), data, cpy);
} // if
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} // MOJOSHADER_glSetVertexShaderUniformI
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount)
{
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const uint maxregs = STATICARRAYLEN(vs_register_file_f) / 4;
if (idx < maxregs)
{
uint8 *wptr = vs_register_file_b + idx;
uint8 *endptr = wptr + maxuint(maxregs - idx, bcount);
while (wptr != endptr)
*(wptr++) = *(data++) ? 1 : 0;
} // if
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} // MOJOSHADER_glSetVertexShaderUniformB
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
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unsigned int vec4n)
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{
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const uint maxregs = STATICARRAYLEN(ps_register_file_f) / 4;
if (idx < maxregs)
{
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const uint cpy = (maxuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
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memcpy(ps_register_file_f + (idx * 4), data, cpy);
} // if
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} // MOJOSHADER_glSetPixelShaderUniformF
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
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unsigned int ivec4n)
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{
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const uint maxregs = STATICARRAYLEN(ps_register_file_i) / 4;
if (idx < maxregs)
{
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const uint cpy = (maxuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
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memcpy(ps_register_file_i + (idx * 4), data, cpy);
} // if
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} // MOJOSHADER_glSetPixelShaderUniformI
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
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unsigned int bcount)
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{
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const uint maxregs = STATICARRAYLEN(ps_register_file_f) / 4;
if (idx < maxregs)
{
uint8 *wptr = ps_register_file_b + idx;
uint8 *endptr = wptr + maxuint(maxregs - idx, bcount);
while (wptr != endptr)
*(wptr++) = *(data++) ? 1 : 0;
} // if
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} // MOJOSHADER_glSetPixelShaderUniformB
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static inline GLenum opengl_posattr_type(const MOJOSHADER_attributeType type)
{
// we don't ever use the glVertexPointer() stream, so we just need to
// make the data types reasonably match, so the GL doesn't overrun
// the buffer when dereferencing it.
switch (type)
{
case MOJOSHADER_ATTRIBUTE_BYTE: return GL_NONE; // oh well.
case MOJOSHADER_ATTRIBUTE_UBYTE: return GL_NONE; // oh well.
case MOJOSHADER_ATTRIBUTE_SHORT: return GL_SHORT;
case MOJOSHADER_ATTRIBUTE_USHORT: return GL_SHORT;
case MOJOSHADER_ATTRIBUTE_INT: return GL_INT;
case MOJOSHADER_ATTRIBUTE_UINT: return GL_INT;
case MOJOSHADER_ATTRIBUTE_FLOAT: return GL_FLOAT;
case MOJOSHADER_ATTRIBUTE_DOUBLE: return GL_DOUBLE;
} // switch
return GL_NONE; // oh well. Raises a GL error later.
} // opengl_posattr_type
static inline GLenum opengl_attr_type(const MOJOSHADER_attributeType type)
{
switch (type)
{
case MOJOSHADER_ATTRIBUTE_BYTE: return GL_BYTE;
case MOJOSHADER_ATTRIBUTE_UBYTE: return GL_UNSIGNED_BYTE;
case MOJOSHADER_ATTRIBUTE_SHORT: return GL_SHORT;
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case MOJOSHADER_ATTRIBUTE_USHORT: return GL_UNSIGNED_SHORT;
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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;
} // switch
return GL_NONE; // oh well. Raises a GL error later.
} // opengl_attr_type
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void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
int index, unsigned int size,
MOJOSHADER_attributeType type,
int normalized, unsigned int stride,
const void *ptr)
{
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if ((bound_program == NULL) || (bound_program->vertex == NULL))
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return;
// Since glVertexPointer() lacks the flexibility that we can get from
// glVertexAttribPointer(), we set POSITION0 to a generic vertex
// attribute, and the shaders we generate know to look there instead of
// GLSL's gl_Position global variable. But to keep the GL handy, we
// also set the best possible equivalent with glVertexPointer(). Messy.
if ((usage == MOJOSHADER_USAGE_POSITION) && (index == 0))
{
// !!! FIXME: fails if size==1.
pglVertexPointer(size, opengl_posattr_type(type), stride, ptr);
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pglEnableClientState(GL_VERTEX_ARRAY);
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} // if
int i;
GLuint gl_index = 0;
for (i = 0; i < bound_program->attribute_count; i++)
{
const AttributeMap *map = &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 out of the loop if a->usage > usage.
if ((a->usage == usage) && (a->index == index))
{
gl_index = map->location;
break;
} // if
} // for
if (gl_index != 0)
{
const GLenum gl_type = opengl_attr_type(type);
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const GLboolean norm = (normalized) ? GL_TRUE : GL_FALSE;
pglVertexAttribPointerARB(gl_index, size, gl_type, norm, stride, ptr);
pglEnableVertexAttribArrayARB(gl_index);
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} // if
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} // MOJOSHADER_glSetVertexAttribute
void MOJOSHADER_glProgramReady(void)
{
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int i;
if (bound_program == NULL)
return; // nothing to do.
// !!! FIXME: don't push Uniforms if we know they haven't changed.
// push Uniforms to the program from our register files...
for (i = 0; i < bound_program->uniform_count; i++)
{
const UniformMap *map = &bound_program->uniforms[i];
const MOJOSHADER_uniform *u = map->uniform;
const MOJOSHADER_uniformType type = u->type;
const MOJOSHADER_shaderType shader_type = map->shader_type;
const int index = u->index;
const GLint location = map->location;
if (shader_type == MOJOSHADER_TYPE_VERTEX)
{
if (type == MOJOSHADER_UNIFORM_FLOAT)
pglUniform4fvARB(location, 1, &vs_register_file_f[index * 4]);
else if (type == MOJOSHADER_UNIFORM_INT)
pglUniform4ivARB(location, 1, &vs_register_file_i[index * 4]);
else if (type == MOJOSHADER_UNIFORM_BOOL)
pglUniform1iARB(location, vs_register_file_b[index]);
} // if
else if (shader_type == MOJOSHADER_TYPE_PIXEL)
{
if (type == MOJOSHADER_UNIFORM_FLOAT)
pglUniform4fvARB(location, 1, &ps_register_file_f[index * 4]);
else if (type == MOJOSHADER_UNIFORM_INT)
pglUniform4ivARB(location, 1, &ps_register_file_i[index * 4]);
else if (type == MOJOSHADER_UNIFORM_BOOL)
pglUniform1iARB(location, ps_register_file_b[index]);
} // else if
} // for
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} // MOJOSHADER_glProgramReady
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void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program)
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{
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program_unref(program);
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} // MOJOSHADER_glDeleteProgram
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void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader)
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{
shader_unref(shader);
} // MOJOSHADER_glDeleteShader
void MOJOSHADER_glDeinit(void)
{
MOJOSHADER_glBindProgram(NULL);
profile = NULL;
malloc_fn = NULL;
free_fn = NULL;
malloc_data = NULL;
616
error_buffer[0] = '\0';
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// !!! FIXME: NULL entry points.
} // MOJOSHADER_glDeinit
// end of mojoshader_opengl.c ...