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mojoshader_opengl.c

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820 lines (672 loc) · 25.2 KB
 
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/**
* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
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#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <stdarg.h>
#include <assert.h>
#include "mojoshader.h"
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#include "GL/gl.h"
#include "GL/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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uint32 refcount;
};
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MOJOSHADER_shaderType shader_type;
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const MOJOSHADER_uniform *uniform;
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const MOJOSHADER_attribute *attribute;
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struct MOJOSHADER_glProgram
{
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MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
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uint32 refcount;
};
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// Entry points in base OpenGL that lack function pointer prototypes...
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typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
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struct MOJOSHADER_glContext
{
// Allocators...
MOJOSHADER_malloc malloc_fn;
MOJOSHADER_free free_fn;
void *malloc_data;
// The constant register files...
// Man, it kills me how much memory this takes...
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GLfloat vs_reg_file_f[8192 * 4];
GLint vs_reg_file_i[2047 * 4];
GLint vs_reg_file_b[2047];
GLfloat ps_reg_file_f[8192 * 4];
GLint ps_reg_file_i[2047 * 4];
GLint ps_reg_file_b[2047];
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// GL stuff...
int opengl_major;
int opengl_minor;
MOJOSHADER_glProgram *bound_program;
const char *profile;
// Extensions...
int have_base_opengl;
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;
// Entry points...
PFNGLGETSTRINGPROC glGetString;
PFNGLDELETEOBJECTARBPROC glDeleteObject;
PFNGLATTACHOBJECTARBPROC glAttachObject;
PFNGLCOMPILESHADERARBPROC glCompileShader;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObject;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObject;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glDisableVertexAttribArray;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC glEnableVertexAttribArray;
PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocation;
PFNGLGETINFOLOGARBPROC glGetInfoLog;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameteriv;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocation;
PFNGLLINKPROGRAMARBPROC glLinkProgram;
PFNGLSHADERSOURCEARBPROC glShaderSource;
PFNGLUNIFORM1IARBPROC glUniform1i;
PFNGLUNIFORM4FVARBPROC glUniform4fv;
PFNGLUNIFORM4IVARBPROC glUniform4iv;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObject;
PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointer;
};
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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// #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 = ctx->malloc_fn(len, ctx->malloc_data);
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if (retval == NULL)
set_error("out of memory");
return retval;
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} // Malloc
static inline void Free(void *ptr)
{
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ctx->free_fn(ptr, ctx->malloc_data);
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const char *MOJOSHADER_glGetError(void)
{
return error_buffer;
} // MOJOSHADER_glGetError
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static void *loadsym(void *(*lookup)(const char *fn), const char *fn, int *ext)
{
void *retval = NULL;
if (lookup != NULL)
{
retval = lookup(fn);
if (retval == NULL)
{
char arbfn[64];
snprintf(arbfn, sizeof (arbfn), "%sARB", fn);
retval = lookup(arbfn);
} // if
} // if
if (retval == NULL)
*ext = 0;
return retval;
} // loadsym
static void lookup_entry_points(void *(*lookup)(const char *fnname))
{
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#define DO_LOOKUP(ext, typ, fn) ctx->fn = (typ) loadsym(lookup, #fn, &ctx->have_##ext)
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DO_LOOKUP(base_opengl, PFNGLGETSTRINGPROC, glGetString);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLDELETEOBJECTARBPROC, glDeleteObject);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLATTACHOBJECTARBPROC, glAttachObject);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCOMPILESHADERARBPROC, glCompileShader);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObject);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObject);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETINFOLOGARBPROC, glGetInfoLog);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameteriv);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocation);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLLINKPROGRAMARBPROC, glLinkProgram);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLSHADERSOURCEARBPROC, glShaderSource);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IARBPROC, glUniform1i);
DO_LOOKUP(GL_ARB_shader_objects, 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);
#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.
// See if it's in the spec for this GL implementation's version.
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if ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >=
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((major << 16) | (minor & 0xFFFF)) )
return 1;
} // if
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// Not available in the GL version, check the extension list.
const char *ptr = strstr(extlist, ext);
if (ptr == NULL)
return 0;
const char endchar = ptr[strlen(ext)];
if ((endchar == '\0') || (endchar == ' '))
return 1; // extension is in the list.
return 0; // just not supported, fail.
} // verify_extension
static void parse_opengl_version(const char *verstr)
{
if (verstr == NULL)
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ctx->opengl_major = ctx->opengl_minor = 0;
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sscanf(verstr, "%d.%d", &ctx->opengl_major, &ctx->opengl_minor);
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} // parse_opengl_version
static int check_extensions(void *(*lookup)(const char *fnname))
{
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ctx->have_base_opengl = 1;
ctx->have_GL_ARB_shader_objects = 1;
ctx->have_GL_ARB_vertex_shader = 1;
ctx->have_GL_ARB_fragment_shader = 1;
ctx->have_GL_ARB_shading_language_100 = 1;
ctx->have_GL_NV_half_float = 1;
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lookup_entry_points(lookup);
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if (!ctx->have_base_opengl) // a func we should definitely have is MIA?
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{
set_error("missing basic OpenGL entry points");
return 0;
} // if
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parse_opengl_version((const char *) ctx->glGetString(GL_VERSION));
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const char *extlist = (const char *) ctx->glGetString(GL_EXTENSIONS);
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if (extlist == NULL)
extlist = ""; // just in case.
#define VERIFY_EXT(ext, major, minor) \
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ctx->have_##ext = verify_extension(#ext, ctx->have_##ext, extlist, major, minor)
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VERIFY_EXT(GL_ARB_shader_objects, 2, 0);
VERIFY_EXT(GL_ARB_vertex_shader, 2, 0);
VERIFY_EXT(GL_ARB_fragment_shader, 2, 0);
VERIFY_EXT(GL_ARB_shading_language_100, 2, 0);
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VERIFY_EXT(GL_NV_half_float, -1, -1);
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#undef VERIFY_EXT
#define REQUIRE_GL_EXTENSION(x) \
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if (!ctx->have_##x) { set_error("profile requires " #x); return 0; }
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if (strcmp(ctx->profile, MOJOSHADER_PROFILE_GLSL) == 0)
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{
REQUIRE_GL_EXTENSION(GL_ARB_shader_objects);
REQUIRE_GL_EXTENSION(GL_ARB_vertex_shader);
REQUIRE_GL_EXTENSION(GL_ARB_fragment_shader);
REQUIRE_GL_EXTENSION(GL_ARB_shading_language_100);
} // if
else
{
set_error("unknown profile");
return 0;
} // else
#undef REQUIRE_GL_EXTENSION
return 1;
} // check_extensions
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MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *_profile,
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void *(*lookup)(const char *fnname),
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *d)
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MOJOSHADER_glContext *retval = NULL;
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MOJOSHADER_glContext *current_ctx = ctx;
ctx = NULL;
if (m == NULL) m = internal_malloc;
if (f == NULL) f = internal_free;
ctx = (MOJOSHADER_glContext *) m(sizeof (MOJOSHADER_glContext), d);
if (ctx == NULL)
{
set_error("out of memory");
goto init_fail;
} // if
memset(ctx, '\0', sizeof (MOJOSHADER_glContext));
ctx->malloc_fn = m;
ctx->free_fn = f;
ctx->malloc_data = d;
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if (strcmp(_profile, MOJOSHADER_PROFILE_GLSL) == 0)
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ctx->profile = MOJOSHADER_PROFILE_GLSL;
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if (!check_extensions(lookup))
goto init_fail;
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MOJOSHADER_glBindProgram(NULL);
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ctx = current_ctx;
return retval;
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if (ctx != NULL)
f(ctx, d);
ctx = current_ctx;
return NULL;
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void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *_ctx)
{
ctx = _ctx;
} // MOJOSHADER_glMakeContextCurrent
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MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
const unsigned int bufsize)
{
MOJOSHADER_glShader *retval = NULL;
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const MOJOSHADER_parseData *pd = MOJOSHADER_parse(ctx->profile, tokenbuf,
bufsize, ctx->malloc_fn,
ctx->free_fn,
ctx->malloc_data);
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GLint ok = 0;
const GLenum shader_type = (pd->shader_type == MOJOSHADER_TYPE_PIXEL) ? GL_FRAGMENT_SHADER : GL_VERTEX_SHADER;
GLint shaderlen = (GLint) pd->output_len;
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if (pd->error != NULL)
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retval = (MOJOSHADER_glShader *) Malloc(sizeof (MOJOSHADER_glShader));
if (retval == NULL)
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shader = ctx->glCreateShaderObject(shader_type);
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ctx->glShaderSource(shader, 1, (const GLchar **) &pd->output, &shaderlen);
ctx->glCompileShader(shader);
ctx->glGetObjectParameteriv(shader, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
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if (!ok)
{
GLsizei len = 0;
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ctx->glGetInfoLog(shader, sizeof (error_buffer), &len, (GLchar *) error_buffer);
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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)
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ctx->glDeleteObject(shader);
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} // MOJOSHADER_glCompileShader
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const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
MOJOSHADER_glShader *shader)
{
return (shader != NULL) ? shader->parseData : NULL;
} // MOJOSHADER_glGetShaderParseData
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static void shader_unref(MOJOSHADER_glShader *shader)
{
if (shader != NULL)
{
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const uint32 refcount = shader->refcount;
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ctx->glDeleteObject(shader->handle);
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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
{
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ctx->glDeleteObject(program->handle);
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shader_unref(program->vertex);
shader_unref(program->fragment);
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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++)
{
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const GLint loc = ctx->glGetUniformLocation(program->handle, u[i].name);
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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->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++)
{
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const GLint loc = ctx->glGetAttribLocation(program->handle, a->name);
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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 = ctx->glCreateProgramObject();
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if (vshader != NULL) ctx->glAttachObject(program, vshader->handle);
if (pshader != NULL) ctx->glAttachObject(program, pshader->handle);
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ctx->glLinkProgram(program);
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ctx->glGetObjectParameteriv(program, GL_OBJECT_LINK_STATUS_ARB, &ok);
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if (!ok)
{
GLsizei len = 0;
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ctx->glGetInfoLog(program, sizeof (error_buffer), &len, (GLchar *) 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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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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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 (pshader != NULL)
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{
lookup_uniforms(retval, pshader);
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pshader->refcount++;
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link_program_fail:
if (retval != NULL)
{
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Free(retval->uniforms);
Free(retval->attributes);
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ctx->glDeleteObject(program);
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} // MOJOSHADER_glLinkProgram
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program)
{
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if (program == ctx->bound_program)
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return; // nothing to do.
// Disable any client-side arrays the current program could have used.
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// !!! FIXME: don't disable yet...see which ones get reused, and disable
// !!! FIXME: only what we don't need in MOJOSHADER_glProgramReady().
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if (ctx->bound_program != NULL)
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const int count = ctx->bound_program->attribute_count;
for (i = 0; i < count; i++)
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const AttributeMap *map = &ctx->bound_program->attributes[i];
ctx->glDisableVertexAttribArray(map->location);
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if (program != NULL)
{
handle = program->handle;
program->refcount++;
} // if
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ctx->glUseProgramObject(handle);
program_unref(ctx->bound_program);
ctx->bound_program = program;
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} // 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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const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_f) / 4;
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assert(sizeof (GLfloat) == sizeof (float));
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const uint cpy = (maxuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
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memcpy(ctx->vs_reg_file_f + (idx * 4), data, cpy);
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} // MOJOSHADER_glSetVertexShaderUniformF
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
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const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_i) / 4;
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assert(sizeof (GLint) == sizeof (int));
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const uint cpy = (maxuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
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memcpy(ctx->vs_reg_file_i + (idx * 4), data, cpy);
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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(ctx->vs_reg_file_f) / 4;
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GLint *wptr = ctx->vs_reg_file_b + idx;
GLint *endptr = wptr + maxuint(maxregs - idx, bcount);
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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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const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_f) / 4;
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assert(sizeof (GLfloat) == sizeof (float));
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const uint cpy = (maxuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
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memcpy(ctx->ps_reg_file_f + (idx * 4), data, cpy);
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} // MOJOSHADER_glSetPixelShaderUniformF
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
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const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_i) / 4;
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assert(sizeof (GLint) == sizeof (int));
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const uint cpy = (maxuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
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memcpy(ctx->ps_reg_file_i + (idx * 4), data, cpy);
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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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const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_f) / 4;
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GLint *wptr = ctx->ps_reg_file_b + idx;
GLint *endptr = wptr + maxuint(maxregs - idx, bcount);
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while (wptr != endptr)
*(wptr++) = *(data++) ? 1 : 0;
} // if
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} // MOJOSHADER_glSetPixelShaderUniformB
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static inline GLenum opengl_attr_type(const MOJOSHADER_attributeType type)
{
switch (type)
{
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case MOJOSHADER_ATTRIBUTE_UNKNOWN: return GL_NONE; // oh well.
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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;
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case MOJOSHADER_ATTRIBUTE_HALF_FLOAT:
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if (ctx->have_GL_NV_half_float)
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return GL_HALF_FLOAT_NV;
break;
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} // 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 ((ctx->bound_program == NULL) || (ctx->bound_program->vertex == NULL))
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const GLenum gl_type = opengl_attr_type(type);
const GLboolean norm = (normalized) ? GL_TRUE : GL_FALSE;
GLuint gl_index = 0;
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// We have to map POSITION0 to generic vertex attribute 0; the
// GL_ARB_vertex_shader spec says this is equivalent to using
// glVertexPointer(), but without the limitations of that entry point.
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if ((usage != MOJOSHADER_USAGE_POSITION) || (index != 0))
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int i;
const int count = ctx->bound_program->attribute_count;
for (i = 0; i < count; i++)
{
const AttributeMap *map = &ctx->bound_program->attributes[i];
const MOJOSHADER_attribute *a = map->attribute;
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// !!! FIXME: is this array guaranteed to be sorted by usage?
// !!! FIXME: if so, we can break if a->usage > usage.
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if ((a->usage == usage) && (a->index == index))
{
gl_index = map->location;
break;
} // if
} // for
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if (gl_index == 0)
return; // nothing to do, this shader doesn't use this stream.
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ctx->glVertexAttribPointer(gl_index, size, gl_type, norm, stride, ptr);
ctx->glEnableVertexAttribArray(gl_index);
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} // MOJOSHADER_glSetVertexAttribute
void MOJOSHADER_glProgramReady(void)
{
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if (ctx->bound_program == NULL)
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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...
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const int count = ctx->bound_program->uniform_count;
for (i = 0; i < count; i++)
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const UniformMap *map = &ctx->bound_program->uniforms[i];
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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)
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ctx->glUniform4fv(location, 1, &ctx->vs_reg_file_f[index * 4]);
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else if (type == MOJOSHADER_UNIFORM_INT)
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ctx->glUniform4iv(location, 1, &ctx->vs_reg_file_i[index * 4]);
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else if (type == MOJOSHADER_UNIFORM_BOOL)
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ctx->glUniform1i(location, ctx->vs_reg_file_b[index]);
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} // if
else if (shader_type == MOJOSHADER_TYPE_PIXEL)
{
if (type == MOJOSHADER_UNIFORM_FLOAT)
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ctx->glUniform4fv(location, 1, &ctx->ps_reg_file_f[index * 4]);
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else if (type == MOJOSHADER_UNIFORM_INT)
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ctx->glUniform4iv(location, 1, &ctx->ps_reg_file_i[index * 4]);
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else if (type == MOJOSHADER_UNIFORM_BOOL)
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ctx->glUniform1i(location, ctx->ps_reg_file_b[index]);
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} // else if
} // for
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} // MOJOSHADER_glProgramReady
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void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *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
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void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *_ctx)
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MOJOSHADER_glContext *current_ctx = ctx;
ctx = _ctx;
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MOJOSHADER_glBindProgram(NULL);
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Free(ctx);
ctx = ((current_ctx == _ctx) ? NULL : current_ctx);
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// end of mojoshader_opengl.c ...