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mojoshader_opengl.c
802 lines (661 loc) · 25.5 KB
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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"
#define GL_GLEXT_LEGACY 1
#include "gl.h"
#include "glext.h"
// Get basic wankery out of the way here...
#define STATICARRAYLEN(x) ( (sizeof ((x))) / (sizeof ((x)[0])) )
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;
GLhandleARB handle;
uint32 refcount;
};
typedef struct
{
MOJOSHADER_shaderType shader_type;
const MOJOSHADER_uniform *uniform;
GLuint location;
} UniformMap;
typedef struct
{
const MOJOSHADER_attribute *attribute;
GLuint location;
} AttributeMap;
struct MOJOSHADER_glProgram
{
MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
GLhandleARB handle;
uint32 uniform_count;
UniformMap *uniforms;
uint32 attribute_count;
AttributeMap *attributes;
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 int opengl_major = 0;
static int opengl_minor = 0;
static MOJOSHADER_glProgram *bound_program = NULL;
static const char *profile = NULL;
// Entry points...
typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef WINGDIAPI void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC) (GLenum array);
typedef WINGDIAPI void (APIENTRYP PFNGLENABLECLIENTSTATEPROC) (GLenum array);
typedef WINGDIAPI void (APIENTRYP PFNGLVERTEXPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const GLvoid *pointer);
static int have_base_opengl = 0;
static int have_GL_ARB_shader_objects = 0;
static int have_GL_ARB_vertex_shader = 0;
static int have_GL_ARB_fragment_shader = 0;
static int have_GL_ARB_shading_language_100 = 0;
static PFNGLGETSTRINGPROC pglGetString = NULL;
static PFNGLDELETEOBJECTARBPROC pglDeleteObject = NULL;
static PFNGLATTACHOBJECTARBPROC pglAttachObject = NULL;
static PFNGLCOMPILESHADERARBPROC pglCompileShader = NULL;
static PFNGLCREATEPROGRAMOBJECTARBPROC pglCreateProgramObject = NULL;
static PFNGLCREATESHADEROBJECTARBPROC pglCreateShaderObject = NULL;
static PFNGLDISABLECLIENTSTATEPROC pglDisableClientState = NULL;
static PFNGLDISABLEVERTEXATTRIBARRAYARBPROC pglDisableVertexAttribArray = NULL;
static PFNGLENABLECLIENTSTATEPROC pglEnableClientState = NULL;
static PFNGLENABLEVERTEXATTRIBARRAYARBPROC pglEnableVertexAttribArray = NULL;
static PFNGLGETATTRIBLOCATIONARBPROC pglGetAttribLocation = NULL;
static PFNGLGETINFOLOGARBPROC pglGetInfoLog = NULL;
static PFNGLGETOBJECTPARAMETERIVARBPROC pglGetObjectParameteriv = NULL;
static PFNGLGETUNIFORMLOCATIONARBPROC pglGetUniformLocation = NULL;
static PFNGLLINKPROGRAMARBPROC pglLinkProgram = NULL;
static PFNGLSHADERSOURCEARBPROC pglShaderSource = NULL;
static PFNGLUNIFORM1IARBPROC pglUniform1i = NULL;
static PFNGLUNIFORM4FVARBPROC pglUniform4fv = NULL;
static PFNGLUNIFORM4IVARBPROC pglUniform4iv = NULL;
static PFNGLUSEPROGRAMOBJECTARBPROC pglUseProgramObject = NULL;
static PFNGLVERTEXATTRIBPOINTERARBPROC pglVertexAttribPointer = NULL;
static PFNGLVERTEXPOINTERPROC pglVertexPointer = NULL;
// Error state...
static char error_buffer[1024] = { '\0' };
static void set_error(const char *str)
{
snprintf(error_buffer, sizeof (error_buffer), "%s", str);
} // set_error
// #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)
{
void *retval = malloc_fn(len, malloc_data);
if (retval == NULL)
set_error("out of memory");
return retval;
} // Malloc
static inline void Free(void *ptr)
{
if (ptr != NULL)
free_fn(ptr, malloc_data);
} // Free
const char *MOJOSHADER_glGetError(void)
{
return error_buffer;
} // MOJOSHADER_glGetError
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))
{
#define DO_LOOKUP(ext, typ, fn) p##fn = (typ) loadsym(lookup, #fn, &have_##ext)
DO_LOOKUP(base_opengl, PFNGLGETSTRINGPROC, glGetString);
DO_LOOKUP(base_opengl, PFNGLDISABLECLIENTSTATEPROC, glDisableClientState);
DO_LOOKUP(base_opengl, PFNGLENABLECLIENTSTATEPROC, glEnableClientState);
DO_LOOKUP(base_opengl, PFNGLVERTEXPOINTERPROC, glVertexPointer);
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.
if ( ((opengl_major << 16) | (opengl_minor & 0xFFFF)) >=
((major << 16) | (minor & 0xFFFF)) )
return 1;
// 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)
opengl_major = opengl_minor = 0;
else
sscanf(verstr, "%d.%d", &opengl_major, &opengl_minor);
} // parse_opengl_version
static int check_extensions(void *(*lookup)(const char *fnname))
{
have_base_opengl = 1;
have_GL_ARB_shader_objects = 1;
have_GL_ARB_vertex_shader = 1;
have_GL_ARB_fragment_shader = 1;
have_GL_ARB_shading_language_100 = 1;
lookup_entry_points(lookup);
if (!have_base_opengl) // a function we should definitely have is MIA?
{
set_error("missing basic OpenGL entry points");
return 0;
} // if
parse_opengl_version((const char *) pglGetString(GL_VERSION));
const char *extlist = (const char *) pglGetString(GL_EXTENSIONS);
if (extlist == NULL)
extlist = ""; // just in case.
#define VERIFY_EXT(ext, major, minor) \
have_##ext = verify_extension(#ext, have_##ext, extlist, major, minor)
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);
#undef VERIFY_EXT
#define REQUIRE_GL_EXTENSION(x) \
if (!have_##x) { set_error("This profile requires " #x); return 0; }
if (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0)
{
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
int MOJOSHADER_glInit(const char *_profile,
void *(*lookup)(const char *fnname),
MOJOSHADER_malloc m, MOJOSHADER_free f, void *d)
{
error_buffer[0] = '\0';
if (strcmp(_profile, MOJOSHADER_PROFILE_GLSL) != 0)
profile = MOJOSHADER_PROFILE_GLSL;
else
{
set_error("unknown profile");
goto init_fail;
} // else
if (!check_extensions(lookup))
goto init_fail;
malloc_fn = (m == NULL) ? internal_malloc : m;
free_fn = (f == NULL) ? internal_free : f;
malloc_data = d;
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;
init_fail:
opengl_major = 0;
opengl_minor = 0;
profile = NULL;
malloc_fn = NULL;
free_fn = NULL;
malloc_data = NULL;
lookup_entry_points(NULL);
return 0;
} // MOJOSHADER_glInit
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
const unsigned int bufsize)
{
MOJOSHADER_glShader *retval = NULL;
GLhandleARB shader = 0;
const MOJOSHADER_parseData *pd = MOJOSHADER_parse(profile, tokenbuf,
bufsize, malloc_fn,
free_fn, malloc_data);
if (pd->error != NULL)
{
set_error(pd->error);
goto compile_shader_fail;
} // if
retval = (MOJOSHADER_glShader *) Malloc(sizeof (MOJOSHADER_glShader));
if (retval == NULL)
goto compile_shader_fail;
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;
shader = pglCreateShaderObject(shader_type);
pglShaderSource(shader, 1, (const GLchar **) &pd->output, &shaderlen);
pglCompileShader(shader);
pglGetObjectParameteriv(shader, GL_OBJECT_COMPILE_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
pglGetInfoLog(shader, sizeof (error_buffer), &len, (GLchar *) error_buffer);
goto compile_shader_fail;
} // if
retval->parseData = pd;
retval->handle = shader;
retval->refcount = 1;
return retval;
compile_shader_fail:
MOJOSHADER_freeParseData(pd);
Free(retval);
if (shader != 0)
pglDeleteObject(shader);
return NULL;
} // MOJOSHADER_glCompileShader
static void shader_unref(MOJOSHADER_glShader *shader)
{
if (shader != NULL)
{
const uint32 refcount = shader->refcount;
if (refcount > 1)
shader->refcount--;
else
{
pglDeleteObject(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
{
pglDeleteObject(program->handle);
shader_unref(program->vertex);
shader_unref(program->fragment);
Free(program->attributes);
Free(program->uniforms);
Free(program);
} // else
} // if
} // program_unref
static void lookup_uniforms(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader)
{
int i;
const MOJOSHADER_parseData *pd = shader->parseData;
const MOJOSHADER_uniform *u = pd->uniforms;
const MOJOSHADER_shaderType shader_type = pd->shader_type;
for (i = 0; i < pd->uniform_count; i++)
{
const GLint loc = pglGetUniformLocation(program->handle, u[i].name);
if (loc != -1) // maybe the Uniform was optimized out?
{
UniformMap *map = &program->uniforms[program->uniform_count];
map->shader_type = shader_type;
map->uniform = &u[i];
map->location = (GLuint) loc;
program->uniform_count++;
} // if
} // for
} // lookup_uniforms
static void lookup_attributes(MOJOSHADER_glProgram *program)
{
int i;
const MOJOSHADER_parseData *pd = program->vertex->parseData;
const MOJOSHADER_attribute *a = pd->attributes;
for (i = 0; i < pd->attribute_count; i++)
{
const GLint loc = pglGetAttribLocation(program->handle, a->name);
if (loc != -1) // maybe the Attribute was optimized out?
{
AttributeMap *map = &program->attributes[program->attribute_count];
map->attribute = &a[i];
map->location = (GLuint) loc;
program->attribute_count++;
} // if
} // for
} // lookup_attributes
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
if ((vshader == NULL) && (pshader == NULL))
return NULL;
MOJOSHADER_glProgram *retval = NULL;
const GLhandleARB program = pglCreateProgramObject();
if (vshader != NULL) pglAttachObject(program, vshader->handle);
if (pshader != NULL) pglAttachObject(program, pshader->handle);
pglLinkProgram(program);
GLint ok = 0;
pglGetObjectParameteriv(program, GL_OBJECT_LINK_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
pglGetInfoLog(program, sizeof (error_buffer), &len, (GLchar *) error_buffer);
goto link_program_fail;
} // if
retval = (MOJOSHADER_glProgram *) Malloc(sizeof (MOJOSHADER_glProgram));
if (retval == NULL)
goto link_program_fail;
memset(retval, '\0', sizeof (MOJOSHADER_glProgram));
int numregs = 0;
if (vshader != NULL) numregs += vshader->parseData->uniform_count;
if (pshader != NULL) numregs += pshader->parseData->uniform_count;
retval->uniforms = (UniformMap *) Malloc(sizeof (UniformMap) * numregs);
if (retval->uniforms == NULL)
goto link_program_fail;
memset(retval->uniforms, '\0', sizeof (UniformMap) * numregs);
retval->handle = program;
retval->vertex = vshader;
retval->fragment = pshader;
retval->refcount = 1;
if (vshader != NULL)
{
retval->attributes = (AttributeMap *) Malloc(sizeof (AttributeMap) *
vshader->parseData->attribute_count);
if (retval->attributes == NULL)
goto link_program_fail;
lookup_attributes(retval);
lookup_uniforms(retval, vshader);
vshader->refcount++;
} // if
if (pshader != NULL)
{
lookup_uniforms(retval, pshader);
pshader->refcount++;
} // if
return retval;
link_program_fail:
if (retval != NULL)
{
Free(retval->uniforms);
Free(retval->attributes);
Free(retval);
} // if
pglDeleteObject(program);
return NULL;
} // MOJOSHADER_glLinkProgram
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program)
{
GLhandleARB handle = 0;
int i;
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];
pglDisableVertexAttribArray(map->location);
} // if
} // for
if (program != NULL)
{
handle = program->handle;
program->refcount++;
} // if
pglUseProgramObject(handle);
program_unref(bound_program);
bound_program = program;
} // MOJOSHADER_glBindProgram
static inline uint maxuint(const uint a, const uint b)
{
return ((a > b) ? a : b);
} // maxuint
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
unsigned int vec4n)
{
const uint maxregs = STATICARRAYLEN(vs_register_file_f) / 4;
if (idx < maxregs)
{
const uint cpy = (maxuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
memcpy(vs_register_file_f + (idx * 4), data, cpy);
} // if
} // MOJOSHADER_glSetVertexShaderUniformF
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
unsigned int ivec4n)
{
const uint maxregs = STATICARRAYLEN(vs_register_file_i) / 4;
if (idx < maxregs)
{
const uint cpy = (maxuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
memcpy(vs_register_file_i + (idx * 4), data, cpy);
} // if
} // MOJOSHADER_glSetVertexShaderUniformI
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount)
{
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
} // MOJOSHADER_glSetVertexShaderUniformB
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
unsigned int vec4n)
{
const uint maxregs = STATICARRAYLEN(ps_register_file_f) / 4;
if (idx < maxregs)
{
const uint cpy = (maxuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
memcpy(ps_register_file_f + (idx * 4), data, cpy);
} // if
} // MOJOSHADER_glSetPixelShaderUniformF
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
unsigned int ivec4n)
{
const uint maxregs = STATICARRAYLEN(ps_register_file_i) / 4;
if (idx < maxregs)
{
const uint cpy = (maxuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
memcpy(ps_register_file_i + (idx * 4), data, cpy);
} // if
} // MOJOSHADER_glSetPixelShaderUniformI
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount)
{
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
} // MOJOSHADER_glSetPixelShaderUniformB
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;
case MOJOSHADER_ATTRIBUTE_USHORT: return GL_UNSIGNED_SHORT;
case MOJOSHADER_ATTRIBUTE_INT: return GL_INT;
case MOJOSHADER_ATTRIBUTE_UINT: return GL_UNSIGNED_INT;
case MOJOSHADER_ATTRIBUTE_FLOAT: return GL_FLOAT;
case MOJOSHADER_ATTRIBUTE_DOUBLE: return GL_DOUBLE;
} // switch
return GL_NONE; // oh well. Raises a GL error later.
} // opengl_attr_type
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
int index, unsigned int size,
MOJOSHADER_attributeType type,
int normalized, unsigned int stride,
const void *ptr)
{
if ((bound_program == NULL) || (bound_program->vertex == NULL))
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);
pglEnableClientState(GL_VERTEX_ARRAY);
} // 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);
const GLboolean norm = (normalized) ? GL_TRUE : GL_FALSE;
pglVertexAttribPointer(gl_index, size, gl_type, norm, stride, ptr);
pglEnableVertexAttribArray(gl_index);
} // if
} // MOJOSHADER_glSetVertexAttribute
void MOJOSHADER_glProgramReady(void)
{
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)
pglUniform4fv(location, 1, &vs_register_file_f[index * 4]);
else if (type == MOJOSHADER_UNIFORM_INT)
pglUniform4iv(location, 1, &vs_register_file_i[index * 4]);
else if (type == MOJOSHADER_UNIFORM_BOOL)
pglUniform1i(location, vs_register_file_b[index]);
} // if
else if (shader_type == MOJOSHADER_TYPE_PIXEL)
{
if (type == MOJOSHADER_UNIFORM_FLOAT)
pglUniform4fv(location, 1, &ps_register_file_f[index * 4]);
else if (type == MOJOSHADER_UNIFORM_INT)
pglUniform4iv(location, 1, &ps_register_file_i[index * 4]);
else if (type == MOJOSHADER_UNIFORM_BOOL)
pglUniform1i(location, ps_register_file_b[index]);
} // else if
} // for
} // MOJOSHADER_glProgramReady
void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program)
{
program_unref(program);
} // MOJOSHADER_glDeleteProgram
void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader)
{
shader_unref(shader);
} // MOJOSHADER_glDeleteShader
void MOJOSHADER_glDeinit(void)
{
MOJOSHADER_glBindProgram(NULL);
lookup_entry_points(NULL);
profile = NULL;
malloc_fn = NULL;
free_fn = NULL;
malloc_data = NULL;
error_buffer[0] = '\0';
opengl_major = 0;
opengl_minor = 0;
} // MOJOSHADER_glDeinit
// end of mojoshader_opengl.c ...