/
mojoshader_opengl.c
1080 lines (890 loc) · 33.6 KB
/
mojoshader_opengl.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/**
* 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.
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
#ifdef _MSC_VER
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h> // GL headers need this for WINGDIAPI definition.
#endif
#include "mojoshader.h"
#define GL_GLEXT_LEGACY 1
#include "GL/gl.h"
#include "GL/glext.h"
// Get basic wankery out of the way here...
typedef unsigned int uint; // this is a printf() helper. don't use for code.
#ifdef _MSC_VER
#define snprintf _snprintf
typedef unsigned __int8 uint8;
typedef unsigned __int32 uint32;
typedef unsigned __int32 int32;
// Warning Level 4 considered harmful. :)
#pragma warning(disable: 4100) // "unreferenced formal parameter"
#pragma warning(disable: 4389) // "signed/unsigned mismatch"
#else
#include <stdint.h>
typedef uint8_t uint8;
typedef uint32_t uint32;
typedef int32_t int32;
#endif
#define STATICARRAYLEN(x) ( (sizeof ((x))) / (sizeof ((x)[0])) )
#ifndef SUPPORT_PROFILE_GLSL
#define SUPPORT_PROFILE_GLSL 1
#endif
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
{
MOJOSHADER_shaderType shader_type;
const MOJOSHADER_sampler *sampler;
GLuint location;
} SamplerMap;
typedef struct
{
const MOJOSHADER_attribute *attribute;
GLuint location;
} AttributeMap;
struct MOJOSHADER_glProgram
{
MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
GLhandleARB handle;
uint32 constant_count; // !!! FIXME: misnamed.
GLfloat *constants; // !!! FIXME: misnamed.
uint32 uniform_count;
UniformMap *uniforms;
uint32 sampler_count;
SamplerMap *samplers;
uint32 attribute_count;
AttributeMap *attributes;
uint32 refcount;
};
#ifndef WINGDIAPI
#define WINGDIAPI
#endif
// Entry points in base OpenGL that lack function pointer prototypes...
typedef WINGDIAPI void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
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...
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];
GLuint sampler_reg_file[16];
// GL stuff...
int opengl_major;
int opengl_minor;
MOJOSHADER_glProgram *bound_program;
char profile[16];
// 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;
PFNGLGETINTEGERVPROC glGetIntegerv;
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;
// 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 = ctx->malloc_fn((int) len, ctx->malloc_data);
if (retval == NULL)
set_error("out of memory");
return retval;
} // Malloc
static inline void Free(void *ptr)
{
if (ptr != NULL)
ctx->free_fn(ptr, ctx->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) ctx->fn = (typ) loadsym(lookup, #fn, &ctx->have_##ext)
DO_LOOKUP(base_opengl, PFNGLGETSTRINGPROC, glGetString);
DO_LOOKUP(base_opengl, PFNGLGETINTEGERVPROC, glGetIntegerv);
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.
else if (!ctx->have_base_opengl)
return 0; // don't bother checking, we're missing basic functionality.
// See if it's in the spec for this GL implementation's version.
if (major >= 0)
{
if ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >=
((major << 16) | (minor & 0xFFFF)) )
return 1;
} // if
// 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)
ctx->opengl_major = ctx->opengl_minor = 0;
else
sscanf(verstr, "%d.%d", &ctx->opengl_major, &ctx->opengl_minor);
} // parse_opengl_version
static void load_extensions(void *(*lookup)(const char *fnname))
{
const char *extlist = NULL;
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;
lookup_entry_points(lookup);
if (!ctx->have_base_opengl)
set_error("missing basic OpenGL entry points");
else
{
parse_opengl_version((const char *) ctx->glGetString(GL_VERSION));
extlist = (const char *) ctx->glGetString(GL_EXTENSIONS);
} // else
if (extlist == NULL)
extlist = ""; // just in case.
#define VERIFY_EXT(ext, major, minor) \
ctx->have_##ext = verify_extension(#ext, ctx->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);
VERIFY_EXT(GL_NV_half_float, -1, -1);
#undef VERIFY_EXT
} // load_extensions
static int valid_profile(const char *profile)
{
if (!ctx->have_base_opengl)
return 0;
#define MUST_HAVE(p, x) \
if (!ctx->have_##x) { set_error(#p " profile needs " #x); return 0; }
if (profile == NULL)
{
set_error("NULL profile");
return 0;
} // if
#if SUPPORT_PROFILE_GLSL
else if (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_GLSL, GL_ARB_shader_objects);
MUST_HAVE(MOJOSHADER_PROFILE_GLSL, GL_ARB_vertex_shader);
MUST_HAVE(MOJOSHADER_PROFILE_GLSL, GL_ARB_fragment_shader);
MUST_HAVE(MOJOSHADER_PROFILE_GLSL, GL_ARB_shading_language_100);
} // else if
#endif
else
{
set_error("unknown or unsupported profile");
return 0;
} // else
#undef MUST_HAVE
return 1;
} // valid_profile
const char *MOJOSHADER_glBestProfile(void *(*lookup)(const char *fnname))
{
const char *retval = NULL;
MOJOSHADER_glContext _ctx;
MOJOSHADER_glContext *current_ctx = ctx;
ctx = &_ctx;
memset(ctx, '\0', sizeof (MOJOSHADER_glContext));
load_extensions(lookup);
if (ctx->have_base_opengl)
{
static const char *priority[] = {
MOJOSHADER_PROFILE_GLSL,
};
int i;
for (i = 0; i < STATICARRAYLEN(priority); i++)
{
if (valid_profile(priority[i]))
{
retval = priority[i];
break;
} // if
} // for
if (retval == NULL)
set_error("no profiles available");
} // if
ctx = current_ctx;
return retval;
} // MOJOSHADER_glBestProfile
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
void *(*lookup)(const char *fnname),
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *d)
{
MOJOSHADER_glContext *retval = NULL;
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;
snprintf(ctx->profile, sizeof (ctx->profile), "%s", profile);
load_extensions(lookup);
if (!valid_profile(profile))
goto init_fail;
MOJOSHADER_glBindProgram(NULL);
retval = ctx;
ctx = current_ctx;
return retval;
init_fail:
if (ctx != NULL)
f(ctx, d);
ctx = current_ctx;
return NULL;
} // MOJOSHADER_glCreateContext
void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *_ctx)
{
ctx = _ctx;
} // MOJOSHADER_glMakeContextCurrent
int MOJOSHADER_glMaxUniforms(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;
} // MOJOSHADER_glMaxUniforms
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(ctx->profile, tokenbuf,
bufsize, ctx->malloc_fn,
ctx->free_fn,
ctx->malloc_data);
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;
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;
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);
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)
ctx->glDeleteObject(shader);
return NULL;
} // MOJOSHADER_glCompileShader
const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
MOJOSHADER_glShader *shader)
{
return (shader != NULL) ? shader->parseData : NULL;
} // MOJOSHADER_glGetShaderParseData
static void shader_unref(MOJOSHADER_glShader *shader)
{
if (shader != NULL)
{
const uint32 refcount = shader->refcount;
if (refcount > 1)
shader->refcount--;
else
{
ctx->glDeleteObject(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
{
ctx->glDeleteObject(program->handle);
shader_unref(program->vertex);
shader_unref(program->fragment);
Free(program->constants);
Free(program->samplers);
Free(program->uniforms);
Free(program->attributes);
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 = ctx->glGetUniformLocation(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_samplers(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader)
{
int i;
const MOJOSHADER_parseData *pd = shader->parseData;
const MOJOSHADER_sampler *s = pd->samplers;
const MOJOSHADER_shaderType shader_type = pd->shader_type;
for (i = 0; i < pd->sampler_count; i++)
{
const GLint loc = ctx->glGetUniformLocation(program->handle, s[i].name);
if (loc != -1) // maybe the Sampler was optimized out?
{
SamplerMap *map = &program->samplers[program->sampler_count];
map->shader_type = shader_type;
map->sampler = &s[i];
map->location = (GLuint) loc;
program->sampler_count++;
} // if
} // for
} // lookup_samplers
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 = ctx->glGetAttribLocation(program->handle, a[i].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 = ctx->glCreateProgramObject();
int numregs = 0;
int consts = 0;
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);
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));
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);
numregs = 0;
if (vshader != NULL) numregs += vshader->parseData->sampler_count;
if (pshader != NULL) numregs += pshader->parseData->sampler_count;
retval->samplers = (SamplerMap *) Malloc(sizeof (SamplerMap) * numregs);
if (retval->samplers == NULL)
goto link_program_fail;
memset(retval->samplers, '\0', sizeof (SamplerMap) * numregs);
retval->handle = program;
retval->vertex = vshader;
retval->fragment = pshader;
retval->refcount = 1;
if (vshader != NULL)
{
if (consts < vshader->parseData->constant_count)
consts = vshader->parseData->constant_count;
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);
lookup_samplers(retval, vshader);
vshader->refcount++;
} // if
if (pshader != NULL)
{
if (consts < pshader->parseData->constant_count)
consts = pshader->parseData->constant_count;
lookup_uniforms(retval, pshader);
lookup_samplers(retval, vshader);
pshader->refcount++;
} // if
if (consts > 0)
{
retval->constants = (GLfloat *) Malloc(sizeof (GLfloat) * consts * 4);
if (retval->constants == NULL)
goto link_program_fail;
retval->constant_count = (uint32) consts;
} // if
return retval;
link_program_fail:
if (retval != NULL)
{
Free(retval->constants);
Free(retval->samplers);
Free(retval->uniforms);
Free(retval->attributes);
Free(retval);
} // if
ctx->glDeleteObject(program);
return NULL;
} // MOJOSHADER_glLinkProgram
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program)
{
GLhandleARB handle = 0;
int i;
if (program == ctx->bound_program)
return; // nothing to do.
// Disable any client-side arrays the current program could have used.
// !!! FIXME: don't disable yet...see which ones get reused, and disable
// !!! FIXME: only what we don't need in MOJOSHADER_glProgramReady().
if (ctx->bound_program != NULL)
{
const int count = ctx->bound_program->attribute_count;
for (i = 0; i < count; i++)
{
const AttributeMap *map = &ctx->bound_program->attributes[i];
ctx->glDisableVertexAttribArray(map->location);
} // if
} // for
if (program != NULL)
{
handle = program->handle;
program->refcount++;
} // if
ctx->glUseProgramObject(handle);
program_unref(ctx->bound_program);
ctx->bound_program = program;
} // MOJOSHADER_glBindProgram
static inline uint minuint(const uint a, const uint b)
{
return ((a < b) ? a : b);
} // minuint
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
unsigned int vec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_f) / 4;
if (idx < maxregs)
{
assert(sizeof (GLfloat) == sizeof (float));
const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
memcpy(ctx->vs_reg_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(ctx->vs_reg_file_i) / 4;
if (idx < maxregs)
{
assert(sizeof (GLint) == sizeof (int));
const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
memcpy(ctx->vs_reg_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(ctx->vs_reg_file_f) / 4;
if (idx < maxregs)
{
GLint *wptr = ctx->vs_reg_file_b + idx;
GLint *endptr = wptr + minuint(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(ctx->ps_reg_file_f) / 4;
if (idx < maxregs)
{
assert(sizeof (GLfloat) == sizeof (float));
const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
memcpy(ctx->ps_reg_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(ctx->ps_reg_file_i) / 4;
if (idx < maxregs)
{
assert(sizeof (GLint) == sizeof (int));
const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
memcpy(ctx->ps_reg_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(ctx->ps_reg_file_f) / 4;
if (idx < maxregs)
{
GLint *wptr = ctx->ps_reg_file_b + idx;
GLint *endptr = wptr + minuint(maxregs - idx, bcount);
while (wptr != endptr)
*(wptr++) = *(data++) ? 1 : 0;
} // if
} // MOJOSHADER_glSetPixelShaderUniformB
void MOJOSHADER_glSetSampler(unsigned int idx, unsigned int unit)
{
const uint maxregs = STATICARRAYLEN(ctx->sampler_reg_file);
if (idx < maxregs)
ctx->sampler_reg_file[idx] = (GLuint) unit;
} // MOJOSHADER_glSetSampler
static inline GLenum opengl_attr_type(const MOJOSHADER_attributeType type)
{
switch (type)
{
case MOJOSHADER_ATTRIBUTE_UNKNOWN: return GL_NONE; // oh well.
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;
case MOJOSHADER_ATTRIBUTE_HALF_FLOAT:
if (ctx->have_GL_NV_half_float)
return GL_HALF_FLOAT_NV;
break;
} // switch
return GL_NONE; // oh well. Raises a GL error later.
} // opengl_attr_type
// !!! FIXME: shouldn't (index) be unsigned?
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
int index, unsigned int size,
MOJOSHADER_attributeType type,
int normalized, unsigned int stride,
const void *ptr)
{
if ((ctx->bound_program == NULL) || (ctx->bound_program->vertex == NULL))
return;
const GLenum gl_type = opengl_attr_type(type);
const GLboolean norm = (normalized) ? GL_TRUE : GL_FALSE;
GLuint gl_index = 0;
// 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.
if ((usage != MOJOSHADER_USAGE_POSITION) || (index != 0))
{
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;
// !!! FIXME: is this array guaranteed to be sorted by usage?
// !!! FIXME: if so, we can break if a->usage > usage.
if ((a->usage == usage) && (a->index == index))
{
gl_index = map->location;
break;
} // if
} // for
if (gl_index == 0)
return; // nothing to do, this shader doesn't use this stream.
} // if
ctx->glVertexAttribPointer(gl_index, size, gl_type, norm, stride, ptr);
ctx->glEnableVertexAttribArray(gl_index);
} // MOJOSHADER_glSetVertexAttribute
void MOJOSHADER_glProgramReady(void)
{
int i;
int count;
if (ctx->bound_program == NULL)
return; // nothing to do.
// !!! FIXME: don't push Uniforms/Samplers if they haven't changed.
// push Uniforms to the program from our register files...
count = ctx->bound_program->uniform_count;
for (i = 0; i < count; i++)
{
const UniformMap *map = &ctx->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 int size = u->array_count;
const GLint location = map->location;
// only use arrays for 'c' registers.
assert((size == 0) || (type == MOJOSHADER_UNIFORM_FLOAT));
if (size != 0) // !!! FIXME: this code sucks.
{
// !!! FIXME: calculate this all at link time.
if (shader_type == MOJOSHADER_TYPE_VERTEX)
{
const MOJOSHADER_constant *c = ctx->bound_program->vertex->parseData->constants;
int hi = ctx->bound_program->vertex->parseData->constant_count;
int j;
GLfloat *ptr = ctx->bound_program->constants;
for (j = 0; j < hi; j++)
{
if (c[j].type != MOJOSHADER_UNIFORM_FLOAT)
continue;
const int idx = c[j].index;
if ( (idx >= index) && (idx < (index + size)) )
{
memcpy(ptr, &ctx->vs_reg_file_f[idx * 4], 16); // !!! FIXME: 16
memcpy(&ctx->vs_reg_file_f[idx * 4], &c->value.f, 16); // !!! FIXME: 16
ptr += 4;
} // if
} // for
ctx->glUniform4fv(location, size, &ctx->vs_reg_file_f[index * 4]);
ptr = ctx->bound_program->constants;
for (j = 0; j < hi; j++)
{
if (c[j].type != MOJOSHADER_UNIFORM_FLOAT)
continue;
const int idx = c[j].index;
if ( (idx >= index) && (idx < (index + size)) )
{
memcpy(&ctx->vs_reg_file_f[idx * 4], ptr, 16); // !!! FIXME: 16
ptr += 4;
} // if
} // for
} // if
else if (shader_type == MOJOSHADER_TYPE_PIXEL)
{
const MOJOSHADER_constant *c = ctx->bound_program->fragment->parseData->constants;
int hi = ctx->bound_program->fragment->parseData->constant_count;
int j;
GLfloat *ptr = ctx->bound_program->constants;
for (j = 0; j < hi; j++)
{
if (c[j].type != MOJOSHADER_UNIFORM_FLOAT)
continue;
const int idx = c[j].index;
if ( (idx >= index) && (idx < (index + size)) )
{