1 /* Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies). |
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2 * |
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3 * Permission is hereby granted, free of charge, to any person obtaining a |
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4 * copy of this software and associated documentation files (the "Software"), |
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5 * to deal in the Software without restriction, including without limitation |
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6 * the rights to use, copy, modify, merge, publish, distribute, sublicense, |
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7 * and/or sell copies of the Software, and to permit persons to whom the |
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8 * Software is furnished to do so, subject to the following conditions: |
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9 * |
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10 * The above copyright notice and this permission notice shall be included |
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11 * in all copies or substantial portions of the Software. |
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12 * |
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13 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS |
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14 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, |
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15 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL |
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16 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN |
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17 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN |
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18 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. |
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19 * |
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20 * Initial Contributors: |
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21 * Nokia Corporation - initial contribution. |
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22 * |
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23 * Contributors: |
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24 * |
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25 * Description: |
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26 * |
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27 */ |
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28 |
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29 #include "common.h" |
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30 #include "hgl.h" |
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31 #include "context.h" |
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32 |
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33 const char* const DGLES2_INFO_LOG_INVALID_SHADERS = \ |
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34 "A program must have exactly one vertex shader and one fragment shader."; |
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35 |
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36 DGLProgram* DGLProgram_create(GLuint name) |
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37 { |
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38 DGLProgram* program = malloc(sizeof(DGLProgram)); |
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39 if(program == NULL) |
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40 { |
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41 return NULL; |
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42 } |
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43 |
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44 program->obj.name = name; |
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45 program->obj.next = NULL; |
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46 |
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47 // Defer everything to the host GL by default. |
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48 program->link_status = GL_TRUE; |
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49 program->validate_status = GL_TRUE; |
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50 |
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51 return program; |
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52 } |
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53 |
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54 void DGLProgram_destroy(DGLProgram *program) |
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55 { |
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56 DGLES2_ASSERT(program != NULL); |
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57 free(program); |
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58 } |
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59 |
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60 GL_APICALL_BUILD void GL_APIENTRY glAttachShader (GLuint program, GLuint shader) |
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61 { |
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62 DGLES2_ENTER(); |
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63 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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64 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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65 DGLES2_ERROR_IF(ctx->hgl.IsProgram(shader), GL_INVALID_OPERATION); |
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66 DGLES2_ERROR_IF(!ctx->hgl.IsShader(shader), GL_INVALID_VALUE); |
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67 ctx->hgl.AttachShader(program, shader); |
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68 DGLES2_LEAVE(); |
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69 } |
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70 |
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71 GL_APICALL_BUILD void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const char* name) |
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72 { |
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73 DGLES2_ENTER(); |
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74 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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75 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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76 DGLES2_ERROR_IF(index >= ctx->max_vertex_attribs, GL_INVALID_VALUE); |
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77 DGLES2_ERROR_IF(strncmp(name, "gl_", 3) == 0, GL_INVALID_OPERATION); |
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78 ctx->hgl.BindAttribLocation(program, index, name); |
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79 DGLES2_LEAVE(); |
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80 } |
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81 |
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82 GL_APICALL_BUILD GLuint GL_APIENTRY glCreateProgram(void) |
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83 { |
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84 DGLES2_ENTER_RET(0); |
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85 { |
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86 GLuint name; |
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87 DGLContext_getHostError(ctx); |
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88 name = ctx->hgl.CreateProgram(); |
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89 if(DGLContext_getHostError(ctx) == GL_NO_ERROR && name != 0) |
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90 { |
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91 DGLContext_createProgram(ctx, name); |
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92 } |
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93 |
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94 DGLES2_LEAVE_RET(name); |
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95 } |
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96 } |
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97 |
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98 GL_APICALL_BUILD void GL_APIENTRY glDeleteProgram(GLuint program) |
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99 { |
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100 DGLES2_ENTER(); |
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101 if(program != 0) |
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102 { |
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103 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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104 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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105 ctx->hgl.DeleteProgram(program); |
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106 if(DGLContext_getHostError(ctx) == GL_NO_ERROR) |
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107 { |
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108 DGLContext_destroyProgram(ctx, program); |
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109 } |
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110 } |
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111 DGLES2_LEAVE(); |
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112 } |
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113 |
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114 GL_APICALL_BUILD void GL_APIENTRY glDetachShader(GLuint program, GLuint shader) |
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115 { |
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116 DGLES2_ENTER(); |
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117 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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118 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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119 DGLES2_ERROR_IF(ctx->hgl.IsProgram(shader), GL_INVALID_OPERATION); |
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120 DGLES2_ERROR_IF(!ctx->hgl.IsShader(shader), GL_INVALID_VALUE); |
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121 ctx->hgl.DetachShader(program, shader); |
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122 DGLES2_LEAVE(); |
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123 } |
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124 |
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125 GL_APICALL_BUILD void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) |
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126 { |
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127 DGLES2_ENTER(); |
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128 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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129 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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130 ctx->hgl.GetActiveAttrib(program, index, bufsize, length, size, type, name); |
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131 DGLES2_LEAVE(); |
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132 } |
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133 |
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134 GL_APICALL_BUILD void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name) |
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135 { |
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136 DGLES2_ENTER(); |
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137 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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138 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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139 ctx->hgl.GetActiveUniform(program, index, bufsize, length, size, type, name); |
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140 DGLES2_LEAVE(); |
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141 } |
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142 |
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143 GL_APICALL_BUILD void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders) |
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144 { |
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145 DGLES2_ENTER(); |
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146 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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147 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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148 ctx->hgl.GetAttachedShaders(program, maxcount, count, shaders); |
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149 DGLES2_LEAVE(); |
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150 } |
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151 |
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152 GL_APICALL_BUILD int GL_APIENTRY glGetAttribLocation (GLuint program, const char* name) |
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153 { |
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154 DGLES2_ENTER_RET(-1); |
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155 DGLES2_ERROR_IF_RET(ctx->hgl.IsShader(program), GL_INVALID_OPERATION, -1); |
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156 DGLES2_ERROR_IF_RET(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE, -1); |
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157 DGLES2_LEAVE_RET(ctx->hgl.GetAttribLocation(program, name);); |
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158 } |
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159 |
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160 GL_APICALL_BUILD void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params) |
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161 { |
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162 DGLES2_ENTER(); |
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163 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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164 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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165 switch(pname) |
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166 { |
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167 case GL_LINK_STATUS: |
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168 { |
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169 const DGLProgram* program_obj = DGLContext_findProgram(ctx, program); |
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170 DGLES2_ASSERT(program_obj != NULL); |
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171 if(program_obj->link_status) |
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172 { |
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173 // Our requirement for linking was fulfilled, ask the host. |
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174 ctx->hgl.GetProgramiv(program, GL_LINK_STATUS, params); |
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175 } |
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176 else |
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177 { |
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178 *params = GL_FALSE; |
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179 } |
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180 } |
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181 break; |
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182 |
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183 case GL_VALIDATE_STATUS: |
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184 { |
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185 const DGLProgram* program_obj = DGLContext_findProgram(ctx, program); |
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186 DGLES2_ASSERT(program_obj != NULL); |
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187 if(program_obj->validate_status) |
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188 { |
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189 // Our requirement for validation was fulfilled, ask the host. |
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190 ctx->hgl.GetProgramiv(program, GL_VALIDATE_STATUS, params); |
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191 } |
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192 else |
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193 { |
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194 *params = GL_FALSE; |
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195 } |
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196 } |
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197 break; |
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198 |
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199 case GL_INFO_LOG_LENGTH: |
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200 { |
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201 const DGLProgram* program_obj = DGLContext_findProgram(ctx, program); |
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202 DGLES2_ASSERT(program_obj != NULL); |
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203 if(!program_obj->link_status || !program_obj->validate_status) |
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204 { |
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205 // Use our own info log. |
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206 *params = strlen(DGLES2_INFO_LOG_INVALID_SHADERS); |
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207 } |
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208 else |
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209 { |
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210 ctx->hgl.GetProgramiv(program, GL_INFO_LOG_LENGTH, params); |
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211 } |
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212 } |
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213 break; |
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214 |
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215 default: |
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216 ctx->hgl.GetProgramiv(program, pname, params); |
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217 break; |
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218 } |
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219 DGLES2_LEAVE(); |
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220 } |
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221 |
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222 GL_APICALL_BUILD void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog) |
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223 { |
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224 DGLES2_ENTER(); |
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225 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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226 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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227 { |
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228 const DGLProgram* program_obj = DGLContext_findProgram(ctx, program); |
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229 DGLES2_ASSERT(program_obj != NULL); |
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230 if(!program_obj->link_status || !program_obj->validate_status) |
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231 { |
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232 // Use our own info log. |
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233 |
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234 if(length != NULL) |
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235 { |
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236 *length = 0; |
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237 } |
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238 |
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239 if(infolog != NULL) |
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240 { |
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241 int log_length = strlen(DGLES2_INFO_LOG_INVALID_SHADERS); |
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242 int num_chars = log_length < bufsize - 1 ? log_length : bufsize - 1; |
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243 |
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244 strncpy(infolog, DGLES2_INFO_LOG_INVALID_SHADERS, num_chars); |
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245 infolog[num_chars] = 0; |
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246 |
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247 if(length != NULL) |
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248 { |
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249 *length = num_chars; |
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250 } |
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251 } |
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252 } |
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253 else |
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254 { |
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255 ctx->hgl.GetProgramInfoLog(program, bufsize, length, infolog); |
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256 } |
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257 } |
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258 DGLES2_LEAVE(); |
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259 } |
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260 |
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261 GL_APICALL_BUILD void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params) |
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262 { |
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263 DGLES2_ENTER(); |
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264 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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265 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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266 ctx->hgl.GetUniformfv(program, location, params); |
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267 DGLES2_LEAVE(); |
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268 } |
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269 |
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270 GL_APICALL_BUILD void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params) |
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271 { |
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272 DGLES2_ENTER(); |
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273 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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274 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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275 ctx->hgl.GetUniformiv(program, location, params); |
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276 DGLES2_LEAVE(); |
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277 } |
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278 |
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279 GL_APICALL_BUILD int GL_APIENTRY glGetUniformLocation(GLuint program, const char* name) |
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280 { |
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281 DGLES2_ENTER_RET(-1); |
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282 DGLES2_ERROR_IF_RET(ctx->hgl.IsShader(program), GL_INVALID_OPERATION, -1); |
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283 DGLES2_ERROR_IF_RET(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE, -1); |
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284 DGLES2_LEAVE_RET(ctx->hgl.GetUniformLocation(program, name)); |
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285 } |
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286 |
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287 GL_APICALL_BUILD GLboolean GL_APIENTRY glIsProgram(GLuint program) |
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288 { |
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289 DGLES2_ENTER_RET(GL_FALSE); |
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290 DGLES2_LEAVE_RET(ctx->hgl.IsProgram(program)); |
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291 } |
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292 |
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293 GL_APICALL_BUILD void GL_APIENTRY glLinkProgram(GLuint program) |
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294 { |
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295 DGLES2_ENTER(); |
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296 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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297 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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298 { |
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299 GLint num_shaders; |
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300 |
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301 DGLProgram* program_obj = DGLContext_findProgram(ctx, program); |
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302 DGLES2_ASSERT(program_obj != NULL); |
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303 |
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304 ctx->hgl.GetProgramiv(program, GL_ATTACHED_SHADERS, &num_shaders); |
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305 |
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306 // Linked programs must have both a vertex and a fragment shader in GL ES. |
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307 // Multiple shaders of the same type may not be attached to a single program object. |
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308 if(num_shaders != 2) |
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309 { |
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310 program_obj->link_status = GL_FALSE; |
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311 } |
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312 else |
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313 { |
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314 // Check that the shaders are of different type. |
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315 |
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316 GLuint shaders[2]; |
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317 GLint types[2]; |
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318 ctx->hgl.GetAttachedShaders(program, 2, NULL, shaders); |
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319 ctx->hgl.GetShaderiv(shaders[0], GL_SHADER_TYPE, &types[0]); |
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320 ctx->hgl.GetShaderiv(shaders[1], GL_SHADER_TYPE, &types[1]); |
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321 |
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322 if(types[0] == types[1]) |
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323 { |
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324 program_obj->link_status = GL_FALSE; |
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325 } |
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326 else |
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327 { |
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328 program_obj->link_status = GL_TRUE; |
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329 ctx->hgl.LinkProgram(program); |
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330 } |
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331 } |
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332 } |
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333 DGLES2_LEAVE(); |
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334 } |
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335 |
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336 GL_APICALL_BUILD void GL_APIENTRY glUniform1f (GLint location, GLfloat x) |
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337 { |
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338 DGLES2_ENTER(); |
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339 ctx->hgl.Uniform1f(location, x); |
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340 DGLES2_LEAVE(); |
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341 } |
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342 |
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343 GL_APICALL_BUILD void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v) |
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344 { |
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345 DGLES2_ENTER(); |
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346 ctx->hgl.Uniform1fv(location, count, v); |
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347 DGLES2_LEAVE(); |
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348 } |
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349 |
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350 GL_APICALL_BUILD void GL_APIENTRY glUniform1i (GLint location, GLint x) |
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351 { |
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352 DGLES2_ENTER(); |
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353 ctx->hgl.Uniform1i(location, x); |
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354 DGLES2_LEAVE(); |
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355 } |
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356 |
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357 GL_APICALL_BUILD void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v) |
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358 { |
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359 DGLES2_ENTER(); |
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360 ctx->hgl.Uniform1iv(location, count, v); |
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361 DGLES2_LEAVE(); |
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362 } |
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363 |
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364 GL_APICALL_BUILD void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y) |
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365 { |
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366 DGLES2_ENTER(); |
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367 ctx->hgl.Uniform2f(location, x, y); |
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368 DGLES2_LEAVE(); |
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369 } |
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370 |
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371 GL_APICALL_BUILD void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v) |
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372 { |
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373 DGLES2_ENTER(); |
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374 ctx->hgl.Uniform2fv(location, count, v); |
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375 DGLES2_LEAVE(); |
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376 } |
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377 |
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378 GL_APICALL_BUILD void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y) |
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379 { |
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380 DGLES2_ENTER(); |
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381 ctx->hgl.Uniform2i(location, x, y); |
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382 DGLES2_LEAVE(); |
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383 } |
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384 |
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385 GL_APICALL_BUILD void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v) |
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386 { |
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387 DGLES2_ENTER(); |
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388 ctx->hgl.Uniform2iv(location, count, v); |
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389 DGLES2_LEAVE(); |
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390 } |
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391 |
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392 GL_APICALL_BUILD void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z) |
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393 { |
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394 DGLES2_ENTER(); |
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395 ctx->hgl.Uniform3f(location, x, y, z); |
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396 DGLES2_LEAVE(); |
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397 } |
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398 |
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399 GL_APICALL_BUILD void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v) |
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400 { |
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401 DGLES2_ENTER(); |
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402 ctx->hgl.Uniform3fv(location, count, v); |
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403 DGLES2_LEAVE(); |
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404 } |
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405 |
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406 GL_APICALL_BUILD void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z) |
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407 { |
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408 DGLES2_ENTER(); |
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409 ctx->hgl.Uniform3i(location, x, y, z); |
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410 DGLES2_LEAVE(); |
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411 } |
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412 |
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413 GL_APICALL_BUILD void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v) |
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414 { |
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415 DGLES2_ENTER(); |
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416 ctx->hgl.Uniform3iv(location, count, v); |
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417 DGLES2_LEAVE(); |
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418 } |
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419 |
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420 GL_APICALL_BUILD void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w) |
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421 { |
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422 DGLES2_ENTER(); |
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423 ctx->hgl.Uniform4f(location, x, y, z, w); |
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424 DGLES2_LEAVE(); |
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425 } |
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426 |
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427 GL_APICALL_BUILD void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v) |
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428 { |
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429 DGLES2_ENTER(); |
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430 ctx->hgl.Uniform4fv(location, count, v); |
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431 DGLES2_LEAVE(); |
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432 } |
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433 |
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434 GL_APICALL_BUILD void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w) |
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435 { |
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436 DGLES2_ENTER(); |
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437 ctx->hgl.Uniform4i(location, x, y, z, w); |
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438 DGLES2_LEAVE(); |
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439 } |
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440 |
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441 GL_APICALL_BUILD void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v) |
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442 { |
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443 DGLES2_ENTER(); |
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444 ctx->hgl.Uniform4iv(location, count, v); |
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445 DGLES2_LEAVE(); |
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446 } |
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447 |
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448 GL_APICALL_BUILD void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) |
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449 { |
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450 DGLES2_ENTER(); |
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451 ctx->hgl.UniformMatrix2fv(location, count, transpose, value); |
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452 DGLES2_LEAVE(); |
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453 } |
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454 |
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455 GL_APICALL_BUILD void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) |
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456 { |
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457 DGLES2_ENTER(); |
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458 ctx->hgl.UniformMatrix3fv(location, count, transpose, value); |
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459 DGLES2_LEAVE(); |
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460 } |
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461 |
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462 GL_APICALL_BUILD void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) |
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463 { |
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464 DGLES2_ENTER(); |
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465 ctx->hgl.UniformMatrix4fv(location, count, transpose, value); |
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466 DGLES2_LEAVE(); |
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467 } |
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468 |
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469 GL_APICALL_BUILD void GL_APIENTRY glUseProgram (GLuint program) |
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470 { |
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471 DGLES2_ENTER(); |
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472 ctx->hgl.UseProgram(program); |
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473 DGLES2_LEAVE(); |
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474 } |
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475 |
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476 GL_APICALL_BUILD void GL_APIENTRY glValidateProgram (GLuint program) |
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477 { |
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478 DGLES2_ENTER(); |
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479 DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION); |
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480 DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE); |
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481 { |
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482 GLint num_shaders; |
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483 |
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484 DGLProgram* program_obj = DGLContext_findProgram(ctx, program); |
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485 DGLES2_ASSERT(program_obj != NULL); |
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486 |
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487 // The program must no be empty. |
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488 ctx->hgl.GetProgramiv(program, GL_ATTACHED_SHADERS, &num_shaders); |
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489 if(num_shaders == 0) |
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490 { |
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491 program_obj->validate_status = GL_FALSE; |
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492 } |
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493 else |
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494 { |
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495 program_obj->validate_status = GL_TRUE; |
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496 ctx->hgl.ValidateProgram(program); |
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497 } |
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498 } |
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499 DGLES2_LEAVE(); |
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500 } |
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501 |
|