--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hostsupport/hostopengles20/src/program.c Thu Oct 07 13:58:22 2010 +0100
@@ -0,0 +1,501 @@
+/* Copyright (c) 2010 Nokia Corporation and/or its subsidiary(-ies).
+ *
+ * Permission is hereby granted, free of charge, to any person obtaining a
+ * copy of this software and associated documentation files (the "Software"),
+ * to deal in the Software without restriction, including without limitation
+ * the rights to use, copy, modify, merge, publish, distribute, sublicense,
+ * and/or sell copies of the Software, and to permit persons to whom the
+ * Software is furnished to do so, subject to the following conditions:
+ *
+ * The above copyright notice and this permission notice shall be included
+ * in all copies or substantial portions of the Software.
+ *
+ * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
+ * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+ * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
+ * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
+ * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
+ * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
+ *
+ * Initial Contributors:
+ * Nokia Corporation - initial contribution.
+ *
+ * Contributors:
+ *
+ * Description:
+ *
+ */
+
+#include "common.h"
+#include "hgl.h"
+#include "context.h"
+
+const char* const DGLES2_INFO_LOG_INVALID_SHADERS = \
+ "A program must have exactly one vertex shader and one fragment shader.";
+
+DGLProgram* DGLProgram_create(GLuint name)
+{
+ DGLProgram* program = malloc(sizeof(DGLProgram));
+ if(program == NULL)
+ {
+ return NULL;
+ }
+
+ program->obj.name = name;
+ program->obj.next = NULL;
+
+ // Defer everything to the host GL by default.
+ program->link_status = GL_TRUE;
+ program->validate_status = GL_TRUE;
+
+ return program;
+}
+
+void DGLProgram_destroy(DGLProgram *program)
+{
+ DGLES2_ASSERT(program != NULL);
+ free(program);
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glAttachShader (GLuint program, GLuint shader)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ DGLES2_ERROR_IF(ctx->hgl.IsProgram(shader), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsShader(shader), GL_INVALID_VALUE);
+ ctx->hgl.AttachShader(program, shader);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glBindAttribLocation(GLuint program, GLuint index, const char* name)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ DGLES2_ERROR_IF(index >= ctx->max_vertex_attribs, GL_INVALID_VALUE);
+ DGLES2_ERROR_IF(strncmp(name, "gl_", 3) == 0, GL_INVALID_OPERATION);
+ ctx->hgl.BindAttribLocation(program, index, name);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD GLuint GL_APIENTRY glCreateProgram(void)
+{
+ DGLES2_ENTER_RET(0);
+ {
+ GLuint name;
+ DGLContext_getHostError(ctx);
+ name = ctx->hgl.CreateProgram();
+ if(DGLContext_getHostError(ctx) == GL_NO_ERROR && name != 0)
+ {
+ DGLContext_createProgram(ctx, name);
+ }
+
+ DGLES2_LEAVE_RET(name);
+ }
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glDeleteProgram(GLuint program)
+{
+ DGLES2_ENTER();
+ if(program != 0)
+ {
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ ctx->hgl.DeleteProgram(program);
+ if(DGLContext_getHostError(ctx) == GL_NO_ERROR)
+ {
+ DGLContext_destroyProgram(ctx, program);
+ }
+ }
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glDetachShader(GLuint program, GLuint shader)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ DGLES2_ERROR_IF(ctx->hgl.IsProgram(shader), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsShader(shader), GL_INVALID_VALUE);
+ ctx->hgl.DetachShader(program, shader);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ ctx->hgl.GetActiveAttrib(program, index, bufsize, length, size, type, name);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufsize, GLsizei* length, GLint* size, GLenum* type, char* name)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ ctx->hgl.GetActiveUniform(program, index, bufsize, length, size, type, name);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxcount, GLsizei* count, GLuint* shaders)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ ctx->hgl.GetAttachedShaders(program, maxcount, count, shaders);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD int GL_APIENTRY glGetAttribLocation (GLuint program, const char* name)
+{
+ DGLES2_ENTER_RET(-1);
+ DGLES2_ERROR_IF_RET(ctx->hgl.IsShader(program), GL_INVALID_OPERATION, -1);
+ DGLES2_ERROR_IF_RET(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE, -1);
+ DGLES2_LEAVE_RET(ctx->hgl.GetAttribLocation(program, name););
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glGetProgramiv(GLuint program, GLenum pname, GLint* params)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ switch(pname)
+ {
+ case GL_LINK_STATUS:
+ {
+ const DGLProgram* program_obj = DGLContext_findProgram(ctx, program);
+ DGLES2_ASSERT(program_obj != NULL);
+ if(program_obj->link_status)
+ {
+ // Our requirement for linking was fulfilled, ask the host.
+ ctx->hgl.GetProgramiv(program, GL_LINK_STATUS, params);
+ }
+ else
+ {
+ *params = GL_FALSE;
+ }
+ }
+ break;
+
+ case GL_VALIDATE_STATUS:
+ {
+ const DGLProgram* program_obj = DGLContext_findProgram(ctx, program);
+ DGLES2_ASSERT(program_obj != NULL);
+ if(program_obj->validate_status)
+ {
+ // Our requirement for validation was fulfilled, ask the host.
+ ctx->hgl.GetProgramiv(program, GL_VALIDATE_STATUS, params);
+ }
+ else
+ {
+ *params = GL_FALSE;
+ }
+ }
+ break;
+
+ case GL_INFO_LOG_LENGTH:
+ {
+ const DGLProgram* program_obj = DGLContext_findProgram(ctx, program);
+ DGLES2_ASSERT(program_obj != NULL);
+ if(!program_obj->link_status || !program_obj->validate_status)
+ {
+ // Use our own info log.
+ *params = strlen(DGLES2_INFO_LOG_INVALID_SHADERS);
+ }
+ else
+ {
+ ctx->hgl.GetProgramiv(program, GL_INFO_LOG_LENGTH, params);
+ }
+ }
+ break;
+
+ default:
+ ctx->hgl.GetProgramiv(program, pname, params);
+ break;
+ }
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, char* infolog)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ {
+ const DGLProgram* program_obj = DGLContext_findProgram(ctx, program);
+ DGLES2_ASSERT(program_obj != NULL);
+ if(!program_obj->link_status || !program_obj->validate_status)
+ {
+ // Use our own info log.
+
+ if(length != NULL)
+ {
+ *length = 0;
+ }
+
+ if(infolog != NULL)
+ {
+ int log_length = strlen(DGLES2_INFO_LOG_INVALID_SHADERS);
+ int num_chars = log_length < bufsize - 1 ? log_length : bufsize - 1;
+
+ strncpy(infolog, DGLES2_INFO_LOG_INVALID_SHADERS, num_chars);
+ infolog[num_chars] = 0;
+
+ if(length != NULL)
+ {
+ *length = num_chars;
+ }
+ }
+ }
+ else
+ {
+ ctx->hgl.GetProgramInfoLog(program, bufsize, length, infolog);
+ }
+ }
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glGetUniformfv(GLuint program, GLint location, GLfloat* params)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ ctx->hgl.GetUniformfv(program, location, params);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glGetUniformiv(GLuint program, GLint location, GLint* params)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ ctx->hgl.GetUniformiv(program, location, params);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD int GL_APIENTRY glGetUniformLocation(GLuint program, const char* name)
+{
+ DGLES2_ENTER_RET(-1);
+ DGLES2_ERROR_IF_RET(ctx->hgl.IsShader(program), GL_INVALID_OPERATION, -1);
+ DGLES2_ERROR_IF_RET(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE, -1);
+ DGLES2_LEAVE_RET(ctx->hgl.GetUniformLocation(program, name));
+}
+
+GL_APICALL_BUILD GLboolean GL_APIENTRY glIsProgram(GLuint program)
+{
+ DGLES2_ENTER_RET(GL_FALSE);
+ DGLES2_LEAVE_RET(ctx->hgl.IsProgram(program));
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glLinkProgram(GLuint program)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ {
+ GLint num_shaders;
+
+ DGLProgram* program_obj = DGLContext_findProgram(ctx, program);
+ DGLES2_ASSERT(program_obj != NULL);
+
+ ctx->hgl.GetProgramiv(program, GL_ATTACHED_SHADERS, &num_shaders);
+
+ // Linked programs must have both a vertex and a fragment shader in GL ES.
+ // Multiple shaders of the same type may not be attached to a single program object.
+ if(num_shaders != 2)
+ {
+ program_obj->link_status = GL_FALSE;
+ }
+ else
+ {
+ // Check that the shaders are of different type.
+
+ GLuint shaders[2];
+ GLint types[2];
+ ctx->hgl.GetAttachedShaders(program, 2, NULL, shaders);
+ ctx->hgl.GetShaderiv(shaders[0], GL_SHADER_TYPE, &types[0]);
+ ctx->hgl.GetShaderiv(shaders[1], GL_SHADER_TYPE, &types[1]);
+
+ if(types[0] == types[1])
+ {
+ program_obj->link_status = GL_FALSE;
+ }
+ else
+ {
+ program_obj->link_status = GL_TRUE;
+ ctx->hgl.LinkProgram(program);
+ }
+ }
+ }
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform1f (GLint location, GLfloat x)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform1f(location, x);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat* v)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform1fv(location, count, v);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform1i (GLint location, GLint x)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform1i(location, x);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint* v)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform1iv(location, count, v);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform2f (GLint location, GLfloat x, GLfloat y)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform2f(location, x, y);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat* v)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform2fv(location, count, v);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform2i (GLint location, GLint x, GLint y)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform2i(location, x, y);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint* v)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform2iv(location, count, v);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform3f (GLint location, GLfloat x, GLfloat y, GLfloat z)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform3f(location, x, y, z);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat* v)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform3fv(location, count, v);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform3i (GLint location, GLint x, GLint y, GLint z)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform3i(location, x, y, z);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint* v)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform3iv(location, count, v);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform4f (GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform4f(location, x, y, z, w);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat* v)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform4fv(location, count, v);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform4i (GLint location, GLint x, GLint y, GLint z, GLint w)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform4i(location, x, y, z, w);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint* v)
+{
+ DGLES2_ENTER();
+ ctx->hgl.Uniform4iv(location, count, v);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ DGLES2_ENTER();
+ ctx->hgl.UniformMatrix2fv(location, count, transpose, value);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ DGLES2_ENTER();
+ ctx->hgl.UniformMatrix3fv(location, count, transpose, value);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ DGLES2_ENTER();
+ ctx->hgl.UniformMatrix4fv(location, count, transpose, value);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glUseProgram (GLuint program)
+{
+ DGLES2_ENTER();
+ ctx->hgl.UseProgram(program);
+ DGLES2_LEAVE();
+}
+
+GL_APICALL_BUILD void GL_APIENTRY glValidateProgram (GLuint program)
+{
+ DGLES2_ENTER();
+ DGLES2_ERROR_IF(ctx->hgl.IsShader(program), GL_INVALID_OPERATION);
+ DGLES2_ERROR_IF(!ctx->hgl.IsProgram(program), GL_INVALID_VALUE);
+ {
+ GLint num_shaders;
+
+ DGLProgram* program_obj = DGLContext_findProgram(ctx, program);
+ DGLES2_ASSERT(program_obj != NULL);
+
+ // The program must no be empty.
+ ctx->hgl.GetProgramiv(program, GL_ATTACHED_SHADERS, &num_shaders);
+ if(num_shaders == 0)
+ {
+ program_obj->validate_status = GL_FALSE;
+ }
+ else
+ {
+ program_obj->validate_status = GL_TRUE;
+ ctx->hgl.ValidateProgram(program);
+ }
+ }
+ DGLES2_LEAVE();
+}
+