diff -r 067180f57b12 -r 09263774e342 hostsupport/hostopengles20/src/program.c --- /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(); +} +