/* !!! FIXME: merge this in? static 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_USHORT; 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 static GLenum opengl_attr_index(const MOJOSHADER_usage usage, const int index) { switch (usage) { case MOJOSHADER_USAGE_POSITION, case MOJOSHADER_USAGE_BLENDWEIGHT, case MOJOSHADER_USAGE_BLENDINDICES, case MOJOSHADER_USAGE_NORMAL, case MOJOSHADER_USAGE_POINTSIZE, case MOJOSHADER_USAGE_TEXCOORD, case MOJOSHADER_USAGE_TANGENT, case MOJOSHADER_USAGE_BINORMAL, case MOJOSHADER_USAGE_TESSFACTOR, case MOJOSHADER_USAGE_POSITIONT, case MOJOSHADER_USAGE_COLOR, case MOJOSHADER_USAGE_FOG, case MOJOSHADER_USAGE_DEPTH, case MOJOSHADER_USAGE_SAMPLE, case MOJOSHADER_USAGE_TOTAL: return GL_NONE; // stop compiler whining. } // switch return GL_NONE; // will fail later. } // opengl_attr_index void MOJOSHADER_glSetVertexDeclaration(MOJOSHADER_usage usage, int index, unsigned int size, MOJOSHADER_attributeType type, int normalized, unsigned int stride, const void *ptr) { const GLuint gl_index = opengl_attr_index(usage, index); const GLenum gl_type = opengl_attr_type(type); const GLboolean gl_normalized = (normalized) ? GL_TRUE : GL_FALSE; pglVertexAttribPointer(gl_index, size, gl_type, gl_normalized, stride, ptr); } // MOJOSHADER_glSetVertexDeclaration */ #include #include #include #include #include #include #include "mojoshader.h" // Get basic wankery out of the way here... 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; GLuint handle; uint32 refcount; }; struct MOJOSHADER_glProgram { const MOJOSHADER_glShader *vertex; const MOJOSHADER_glShader *fragment; GLuint handle; 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; // #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) { return malloc_fn(len, malloc_data); } // Malloc static inline void Free(void *ptr) { return free_fn(ptr, malloc_data); } // Free int MOJOSHADER_glInit(const char *_profile, void *(*lookup)(const char *fnname), MOJOSHADER_malloc m, MOJOSHADER_free f, void *d) { if (strcmp(_profile, MOJOSHADER_PROFILE_GLSL) != 0) profile = MOJOSHADER_PROFILE_GLSL; else return 0; // !!! 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; const MOJOSHADER_parseData *pd = MOJOSHADER_parse(profile, tokenbuf, bufsize, malloc_fn, free_fn, malloc_data); if (pd->error != NULL) { MOJOSHADER_freeParseData(pd); return NULL; } // if retval = (MOJOSHADER_glShader *) Malloc(sizeof (MOJOSHADER_glShader)); if (retval == NULL) { MOJOSHADER_freeParseData(pd); return NULL; } // if 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; const GLhandleARB shader = pglCreateShaderObjectARB(shader_type); pglShaderSourceARB(shader, 1, (const GLcharARB **) &pd->output, &shaderlen); pglCompileShaderARB(shader); pglGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &ok); if (!ok) { GLcharARB err[1024]; GLsizei len = 0; //glGetInfoLogARB(shader, sizeof (err), &len, err); //printf("FAIL: %s glsl compile: %s\n", fname, err); pglDeleteObjectARB(shader); MOJOSHADER_freeParseData(pd); Free(retval); return NULL; } // if retval->parseData = pd; retval->handle = shader; retval->refcount = 1; return retval; } // MOJOSHADER_glCompileShader static void shader_unref(MOJOSHADER_glShader *shader) { if (shader != NULL) { const uint32 refcount = program->refcount; if (refcount > 1) program->refcount--; 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); Free(program); } // else } // if } // program_unref MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader, MOJOSHADER_glShader *pshader) { // !!! FIXME: actually link. // !!! FIXME: alloc retval. retval->vertex = vshader; retval->fragment = pshader; retval->handle = program; retval->refcount = 1; if (vshader != NULL) vshader->refcount++; if (pshader != NULL) pshader->refcount++; } // MOJOSHADER_glLinkProgram void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program) { GLuint handle = 0; if (program != NULL) { handle = program->handle; program->refcount++; } // if // !!! FIXME: unbind client-side arrays. pglUseProgramObjectARB(handle); program_unref(bound_program); bound_program = program; } // MOJOSHADER_glBindProgram void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data, unsigned int vec4count) { } // MOJOSHADER_glSetVertexShaderUniformF void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data, unsigned int ivec4count) { } // MOJOSHADER_glSetVertexShaderUniformI void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data, unsigned int bcount) { // !!! FIXME: check for overflow! uint8 *wptr = vs_register_file_b + idx; uint8 *endptr = wptr + bcount; while (wptr != endptr) *(wptr++) = *(data++) ? 1 : 0; } // MOJOSHADER_glSetVertexShaderUniformB void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data, unsigned int vec4count) { } // MOJOSHADER_glSetPixelShaderUniformF void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data, unsigned int ivec4count) { } // MOJOSHADER_glSetPixelShaderUniformI void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data, unsigned int bcount) { // !!! FIXME: check for overflow! uint8 *wptr = ps_register_file_b + idx; uint8 *endptr = wptr + bcount; while (wptr != endptr) *(wptr++) = *(data++) ? 1 : 0; } // MOJOSHADER_glSetPixelShaderUniformB void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage, int index, unsigned int size, MOJOSHADER_attributeType type, int normalized, unsigned int stride, const void *ptr) { } // MOJOSHADER_glSetVertexAttribute void MOJOSHADER_glProgramReady(void) { } // MOJOSHADER_glProgramReady void MOJOSHADER_glDeleteProgram(const MOJOSHADER_glProgram *program) { program_unref(shader); } // MOJOSHADER_glDeleteProgram void MOJOSHADER_glDeleteShader(const MOJOSHADER_glShader *shader) { shader_unref(shader); } // MOJOSHADER_glDeleteShader void MOJOSHADER_glDeinit(void) { MOJOSHADER_glBindProgram(NULL); profile = NULL; malloc_fn = NULL; free_fn = NULL; malloc_data = NULL; // !!! FIXME: NULL entry points. } // MOJOSHADER_glDeinit // end of mojoshader_opengl.c ...