Provide alternative constructor for Nokia internal use (PlatSim compatibility).
/* 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();
}