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Commit Description:
Add timers for Simulation and various engines...
Commit Description:
Add timers for Simulation and various engines Starting to add additional timers for different stages of the process of updating in order to get more insight into what is slowing it down. The update takes 9ms, which is much longer than it used to. Engine-specific timers are coming later.
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FNA/lib/MojoShader/mojoshader_opengl.c
3377 lines | 114.3 KiB | text/x-c | CLexer
/**
* MojoShader; generate shader programs from bytecode of compiled
* Direct3D shaders.
*
* Please see the file LICENSE.txt in the source's root directory.
*
* This file written by Ryan C. Gordon.
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdarg.h>
#include <assert.h>
#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN 1
#include <windows.h> // GL headers need this for WINGDIAPI definition.
#endif
#if (defined(__APPLE__) && defined(__MACH__))
#include "TargetConditionals.h"
#if !TARGET_OS_IPHONE && !TARGET_OS_TV
#define PLATFORM_MACOSX 1
#endif /* !TARGET_OS_IPHONE && !TARGET_OS_TV */
#endif /* (defined(__APPLE__) && defined(__MACH__)) */
#if PLATFORM_MACOSX
#include <Carbon/Carbon.h>
#endif
#define __MOJOSHADER_INTERNAL__ 1
#include "mojoshader_internal.h"
#define GL_GLEXT_LEGACY 1
#include "GL/gl.h"
#include "GL/glext.h"
#if SUPPORT_PROFILE_GLSPIRV
#include "spirv/spirv.h"
#endif
#ifndef GL_HALF_FLOAT_NV
#define GL_HALF_FLOAT_NV 0x140B
#endif
#ifndef GL_HALF_FLOAT_ARB
#define GL_HALF_FLOAT_ARB 0x140B
#endif
#ifndef GL_HALF_FLOAT_OES
#define GL_HALF_FLOAT_OES 0x8D61
#endif
// this happens to be the same value for ARB1 and GLSL.
#ifndef GL_PROGRAM_POINT_SIZE
#define GL_PROGRAM_POINT_SIZE 0x8642
#endif
// FIXME: ARB_gl_spirv in glext.h? -flibit
#ifndef GL_ARB_gl_spirv
#define GL_ARB_gl_spirv 1
#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551
typedef void (APIENTRYP PFNGLSPECIALIZESHADERARBPROC) (
GLuint shader,
const GLchar* pEntryPoint,
GLuint numSpecializationConstants,
const GLuint* pConstantIndex,
const GLuint* pConstantValue
);
#endif
struct MOJOSHADER_glShader
{
const MOJOSHADER_parseData *parseData;
GLuint handle;
uint32 refcount;
};
typedef struct
{
MOJOSHADER_shaderType shader_type;
const MOJOSHADER_uniform *uniform;
GLint location;
} UniformMap;
typedef struct
{
const MOJOSHADER_attribute *attribute;
GLint location;
} AttributeMap;
struct MOJOSHADER_glProgram
{
MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
GLuint handle;
uint32 generation;
uint32 uniform_count;
uint32 texbem_count;
UniformMap *uniforms;
uint32 attribute_count;
AttributeMap *attributes;
size_t vs_uniforms_float4_count;
GLfloat *vs_uniforms_float4;
size_t vs_uniforms_int4_count;
GLint *vs_uniforms_int4;
size_t vs_uniforms_bool_count;
GLint *vs_uniforms_bool;
size_t ps_uniforms_float4_count;
GLfloat *ps_uniforms_float4;
size_t ps_uniforms_int4_count;
GLint *ps_uniforms_int4;
size_t ps_uniforms_bool_count;
GLint *ps_uniforms_bool;
uint32 refcount;
int uses_pointsize;
// According to MSDN...
//
// n is an optional integer between 0 and the number of resources supported.
// For example, POSITION0, TEXCOOR1, etc.
//
// The input registers consist of 16 four-component floating-point vectors,
// designated as v0 through v15.
GLint vertex_attrib_loc[MOJOSHADER_USAGE_TOTAL][16];
// GLSL uses these...location of uniform arrays.
GLint vs_float4_loc;
GLint vs_int4_loc;
GLint vs_bool_loc;
GLint ps_float4_loc;
GLint ps_int4_loc;
GLint ps_bool_loc;
// Numerous fixes for coordinate system mismatches
GLint ps_vpos_flip_loc;
int current_vpos_flip[2];
#ifdef MOJOSHADER_FLIP_RENDERTARGET
GLint vs_flip_loc;
int current_flip;
#endif
};
#ifndef WINGDIAPI
#define WINGDIAPI
#endif
// Entry points in base OpenGL that lack function pointer prototypes...
typedef WINGDIAPI void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *params);
typedef WINGDIAPI const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) (GLenum name);
typedef WINGDIAPI GLenum (APIENTRYP PFNGLGETERRORPROC) (void);
typedef WINGDIAPI void (APIENTRYP PFNGLENABLEPROC) (GLenum cap);
typedef WINGDIAPI void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap);
// Max entries for each register file type...
#define MAX_REG_FILE_F 8192
#define MAX_REG_FILE_I 2047
#define MAX_REG_FILE_B 2047
#define MAX_TEXBEMS 3 // ps_1_1 allows 4 texture stages, texbem can't use t0.
struct MOJOSHADER_glContext
{
// Allocators...
MOJOSHADER_malloc malloc_fn;
MOJOSHADER_free free_fn;
void *malloc_data;
// The constant register files...
// !!! FIXME: Man, it kills me how much memory this takes...
// !!! FIXME: ... make this dynamically allocated on demand.
GLfloat vs_reg_file_f[MAX_REG_FILE_F * 4];
GLint vs_reg_file_i[MAX_REG_FILE_I * 4];
uint8 vs_reg_file_b[MAX_REG_FILE_B];
GLfloat ps_reg_file_f[MAX_REG_FILE_F * 4];
GLint ps_reg_file_i[MAX_REG_FILE_I * 4];
uint8 ps_reg_file_b[MAX_REG_FILE_B];
GLuint sampler_reg_file[16];
GLfloat texbem_state[MAX_TEXBEMS * 6];
// This increments every time we change the register files.
uint32 generation;
// This keeps track of implicitly linked programs.
HashTable *linker_cache;
// This tells us which vertex attribute arrays we have enabled.
GLint max_attrs;
uint8 want_attr[32];
uint8 have_attr[32];
// This shadows vertex attribute and divisor states.
GLuint attr_divisor[32];
// rarely used, so we don't touch when we don't have to.
int pointsize_enabled;
// GL stuff...
int opengl_major;
int opengl_minor;
int glsl_major;
int glsl_minor;
MOJOSHADER_glProgram *bound_program;
char profile[16];
#ifdef MOJOSHADER_XNA4_VERTEX_TEXTURES
// Vertex texture sampler offset...
int vertex_sampler_offset;
#endif
// Extensions...
int have_core_opengl;
int have_opengl_2; // different entry points than ARB extensions.
int have_opengl_3; // different extension query.
int have_opengl_es; // different extension requirements
int have_GL_ARB_vertex_program;
int have_GL_ARB_fragment_program;
int have_GL_NV_vertex_program2_option;
int have_GL_NV_fragment_program2;
int have_GL_NV_vertex_program3;
int have_GL_NV_gpu_program4;
int have_GL_ARB_shader_objects;
int have_GL_ARB_vertex_shader;
int have_GL_ARB_fragment_shader;
int have_GL_ARB_shading_language_100;
int have_GL_NV_half_float;
int have_GL_ARB_half_float_vertex;
int have_GL_OES_vertex_half_float;
int have_GL_ARB_instanced_arrays;
int have_GL_ARB_ES2_compatibility;
int have_GL_ARB_gl_spirv;
// Entry points...
PFNGLGETSTRINGPROC glGetString;
PFNGLGETSTRINGIPROC glGetStringi;
PFNGLGETERRORPROC glGetError;
PFNGLGETINTEGERVPROC glGetIntegerv;
PFNGLENABLEPROC glEnable;
PFNGLDISABLEPROC glDisable;
PFNGLDELETESHADERPROC glDeleteShader;
PFNGLDELETEPROGRAMPROC glDeleteProgram;
PFNGLATTACHSHADERPROC glAttachShader;
PFNGLCOMPILESHADERPROC glCompileShader;
PFNGLCREATESHADERPROC glCreateShader;
PFNGLCREATEPROGRAMPROC glCreateProgram;
PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray;
PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray;
PFNGLGETATTRIBLOCATIONPROC glGetAttribLocation;
PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog;
PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog;
PFNGLGETSHADERIVPROC glGetShaderiv;
PFNGLGETPROGRAMIVPROC glGetProgramiv;
PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation;
PFNGLLINKPROGRAMPROC glLinkProgram;
PFNGLSHADERSOURCEPROC glShaderSource;
PFNGLUNIFORM1IPROC glUniform1i;
PFNGLUNIFORM1IVPROC glUniform1iv;
PFNGLUNIFORM2FPROC glUniform2f;
#ifdef MOJOSHADER_FLIP_RENDERTARGET
PFNGLUNIFORM1FPROC glUniform1f;
#endif
PFNGLUNIFORM4FVPROC glUniform4fv;
PFNGLUNIFORM4IVPROC glUniform4iv;
PFNGLUSEPROGRAMPROC glUseProgram;
PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer;
PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
PFNGLDISABLEVERTEXATTRIBARRAYARBPROC glDisableVertexAttribArrayARB;
PFNGLENABLEVERTEXATTRIBARRAYARBPROC glEnableVertexAttribArrayARB;
PFNGLGETATTRIBLOCATIONARBPROC glGetAttribLocationARB;
PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
PFNGLUNIFORM1IARBPROC glUniform1iARB;
PFNGLUNIFORM1IVARBPROC glUniform1ivARB;
PFNGLUNIFORM4FVARBPROC glUniform4fvARB;
PFNGLUNIFORM4IVARBPROC glUniform4ivARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
PFNGLVERTEXATTRIBPOINTERARBPROC glVertexAttribPointerARB;
PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC glProgramLocalParameterI4ivNV;
PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
PFNGLBINDPROGRAMARBPROC glBindProgramARB;
PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
PFNGLVERTEXATTRIBDIVISORARBPROC glVertexAttribDivisorARB;
PFNGLSHADERBINARYPROC glShaderBinary;
PFNGLSPECIALIZESHADERARBPROC glSpecializeShaderARB;
// interface for profile-specific things.
int (*profileMaxUniforms)(MOJOSHADER_shaderType shader_type);
int (*profileCompileShader)(const MOJOSHADER_parseData *pd, GLuint *s);
void (*profileDeleteShader)(const GLuint shader);
void (*profileDeleteProgram)(const GLuint program);
GLint (*profileGetAttribLocation)(MOJOSHADER_glProgram *program, int idx);
GLint (*profileGetUniformLocation)(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx);
GLint (*profileGetSamplerLocation)(MOJOSHADER_glProgram *, MOJOSHADER_glShader *, int);
GLuint (*profileLinkProgram)(MOJOSHADER_glShader *, MOJOSHADER_glShader *);
void (*profileFinalInitProgram)(MOJOSHADER_glProgram *program);
void (*profileUseProgram)(MOJOSHADER_glProgram *program);
void (*profilePushConstantArray)(MOJOSHADER_glProgram *, const MOJOSHADER_uniform *, const GLfloat *);
void (*profilePushUniforms)(void);
void (*profilePushSampler)(GLint loc, GLuint sampler);
int (*profileMustPushConstantArrays)(void);
int (*profileMustPushSamplers)(void);
void (*profileToggleProgramPointSize)(int enable);
};
static MOJOSHADER_glContext *ctx = NULL;
// Error state...
static char error_buffer[1024] = { '\0' };
static void set_error(const char *str)
{
snprintf(error_buffer, sizeof (error_buffer), "%s", str);
} // set_error
#if PLATFORM_MACOSX
static inline int macosx_version_atleast(int x, int y, int z)
{
static int checked = 0;
static int combined = 0;
if (!checked)
{
SInt32 ver = 0;
SInt32 major = 0;
SInt32 minor = 0;
SInt32 patch = 0;
int convert = 0;
if (Gestalt(gestaltSystemVersion, &ver) != noErr)
{
ver = 0x1000; // oh well.
convert = 1; // split (ver) into (major),(minor),(patch).
}
else if (ver < 0x1030)
{
convert = 1; // split (ver) into (major),(minor),(patch).
}
else
{
// presumably this won't fail. But if it does, we'll just use the
// original version value. This might cut the value--10.12.11 will
// come out to 10.9.9, for example--but it's better than nothing.
if (Gestalt(gestaltSystemVersionMajor, &major) != noErr)
convert = 1;
else if (Gestalt(gestaltSystemVersionMinor, &minor) != noErr)
convert = 1;
else if (Gestalt(gestaltSystemVersionBugFix, &patch) != noErr)
convert = 1;
} // else
if (convert)
{
major = ((ver & 0xFF00) >> 8);
major = (((major / 16) * 10) + (major % 16));
minor = ((ver & 0xF0) >> 4);
patch = (ver & 0xF);
} // if
combined = (major << 16) | (minor << 8) | patch;
checked = 1;
} // if
return (combined >= ((x << 16) | (y << 8) | z));
} // macosx_version_atleast
#endif
static inline void out_of_memory(void)
{
set_error("out of memory");
} // out_of_memory
static inline void *Malloc(const size_t len)
{
void *retval = ctx->malloc_fn((int) len, ctx->malloc_data);
if (retval == NULL)
out_of_memory();
return retval;
} // Malloc
static inline void Free(void *ptr)
{
if (ptr != NULL)
ctx->free_fn(ptr, ctx->malloc_data);
} // Free
static inline void toggle_gl_state(GLenum state, int val)
{
if (val)
ctx->glEnable(state);
else
ctx->glDisable(state);
} // toggle_gl_state
// profile-specific implementations...
#if SUPPORT_PROFILE_GLSL || SUPPORT_PROFILE_GLSPIRV
static inline GLenum glsl_shader_type(const MOJOSHADER_shaderType t)
{
// these enums match between core 2.0 and the ARB extensions.
if (t == MOJOSHADER_TYPE_VERTEX)
return GL_VERTEX_SHADER;
else if (t == MOJOSHADER_TYPE_PIXEL)
return GL_FRAGMENT_SHADER;
// !!! FIXME: geometry shaders?
assert(0 && "Unknown GLSL shader type!");
return GL_NONE;
} // glsl_shader_type
static int impl_GLSL_MustPushConstantArrays(void) { return 1; }
static int impl_GLSL_MustPushSamplers(void) { return 1; }
static int impl_GLSL_MaxUniforms(MOJOSHADER_shaderType shader_type)
{
// these enums match between core 2.0 and the ARB extensions.
GLenum pname = GL_NONE;
GLint val = 0;
if (shader_type == MOJOSHADER_TYPE_VERTEX)
pname = GL_MAX_VERTEX_UNIFORM_COMPONENTS;
else if (shader_type == MOJOSHADER_TYPE_PIXEL)
pname = GL_MAX_FRAGMENT_UNIFORM_COMPONENTS;
else
return -1;
ctx->glGetIntegerv(pname, &val);
return (int) val;
} // impl_GLSL_MaxUniforms
#if SUPPORT_PROFILE_GLSPIRV
static const SpirvPatchTable* spv_getPatchTable(MOJOSHADER_glShader *shader)
{
const MOJOSHADER_parseData *pd = shader->parseData;
size_t table_offset = pd->output_len - sizeof(SpirvPatchTable);
return (const SpirvPatchTable *) (pd->output + table_offset);
} // spv_getPatchTable
static int spv_CompileShader(const MOJOSHADER_parseData *pd, int32 base_location, GLuint *s, int32 patch_pcoord)
{
GLint ok = 0;
GLsizei data_len = pd->output_len - sizeof(SpirvPatchTable);
const GLvoid* data = pd->output;
uint32 *patched_data = NULL;
if (base_location || patch_pcoord)
{
size_t i, max;
patched_data = (uint32 *) Malloc(data_len);
memcpy(patched_data, data, data_len);
const SpirvPatchTable *table = (const SpirvPatchTable *) &pd->output[data_len];
if (table->vpflip.offset) patched_data[table->vpflip.offset] += base_location;
if (table->array_vec4.offset) patched_data[table->array_vec4.offset] += base_location;
if (table->array_ivec4.offset) patched_data[table->array_ivec4.offset] += base_location;
if (table->array_bool.offset) patched_data[table->array_bool.offset] += base_location;
for (i = 0, max = STATICARRAYLEN(table->samplers); i < max; i++)
{
SpirvPatchEntry entry = table->samplers[i];
if (entry.offset)
patched_data[entry.offset] += base_location;
} // for
if (patch_pcoord && table->ps_texcoord0_offset)
{
// Subtract 3 to get from Location value offset to start of op.
uint32 op_base = table->ps_texcoord0_offset - 3;
assert(patched_data[op_base+0] == (SpvOpDecorate | (4 << 16)));
assert(patched_data[op_base+2] == SpvDecorationLocation);
patched_data[op_base+2] = SpvDecorationBuiltIn;
patched_data[op_base+3] = SpvBuiltInPointCoord;
} // if
data = patched_data;
} // if
const GLuint shader = ctx->glCreateShader(glsl_shader_type(pd->shader_type));
ctx->glShaderBinary(1, &shader, GL_SHADER_BINARY_FORMAT_SPIR_V_ARB, data, data_len);
ctx->glSpecializeShaderARB(shader, pd->mainfn, 0, NULL, NULL); // FIXME: Spec Constants? -flibit
ctx->glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (patched_data)
Free(patched_data);
if (!ok)
{
GLsizei len = 0;
ctx->glGetShaderInfoLog(shader, sizeof(error_buffer), &len,
(GLchar *) error_buffer);
ctx->glDeleteShader(shader);
*s = 0;
return 0;
} // if
*s = shader;
return 1;
} // spv_CompileShader
static int impl_SPIRV_CompileShader(const MOJOSHADER_parseData *pd, GLuint *s)
{
// Compilation postponed until linking, but generate dummy shader id so hash table lookups work.
*s = ctx->glCreateShader(glsl_shader_type(pd->shader_type));
return 1;
} // impl_SPIRV_CompileShader
static GLuint impl_SPIRV_LinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
GLint ok = 0;
// Shader compilation postponed until linking due to uniform locations being global in program.
// To avoid overlap between VS and PS, we need to know about other shader stages to assign final
// uniform locations before compilation.
GLuint vs_handle = 0;
int32 base_location = 0;
int32 patch_pcoord = 0;
if (vshader)
{
if (!spv_CompileShader(vshader->parseData, base_location, &vs_handle, patch_pcoord))
return 0;
const SpirvPatchTable* patch_table = spv_getPatchTable(vshader);
base_location += patch_table->location_count;
patch_pcoord = patch_table->vs_has_psize;
} // if
GLuint ps_handle = 0;
if (pshader)
{
if (!spv_CompileShader(pshader->parseData, base_location, &ps_handle, patch_pcoord))
return 0;
} // if
if (ctx->have_opengl_2)
{
const GLuint program = ctx->glCreateProgram();
if (vs_handle)
{
ctx->glAttachShader(program, vs_handle);
ctx->glDeleteShader(vs_handle);
} // if
if (ps_handle)
{
ctx->glAttachShader(program, ps_handle);
ctx->glDeleteShader(ps_handle);
} // if
ctx->glLinkProgram(program);
ctx->glGetProgramiv(program, GL_LINK_STATUS, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetProgramInfoLog(program, sizeof (error_buffer),
&len, (GLchar *) error_buffer);
ctx->glDeleteProgram(program);
return 0;
} // if
return program;
} // if
else
{
const GLhandleARB program = ctx->glCreateProgramObjectARB();
assert(sizeof(program) == sizeof(GLuint)); // not always true on OS X!
if (vs_handle)
{
ctx->glAttachObjectARB(program, (GLhandleARB) vs_handle);
ctx->glDeleteObjectARB((GLhandleARB) vs_handle);
} // if
if (ps_handle)
{
ctx->glAttachObjectARB(program, (GLhandleARB) ps_handle);
ctx->glDeleteObjectARB((GLhandleARB) ps_handle);
} // if
ctx->glLinkProgramARB(program);
ctx->glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetInfoLogARB(program, sizeof (error_buffer),
&len, (GLcharARB *) error_buffer);
ctx->glDeleteObjectARB(program);
return 0;
} // if
return (GLuint) program;
} // else
} // impl_SPIRV_LinkProgram
static void impl_SPIRV_DeleteShader(const GLuint shader)
{
ctx->glDeleteShader(shader);
} // impl_SPIRV_DeleteShader
static void impl_SPIRV_DeleteProgram(const GLuint program)
{
if (ctx->have_opengl_2)
ctx->glDeleteProgram(program);
else
ctx->glDeleteObjectARB((GLhandleARB) program);
} // impl_SPIRV_DeleteProgram
static GLint impl_SPIRV_GetAttribLocation(MOJOSHADER_glProgram *program, int idx)
{
return idx;
} // impl_SPIRV_GetAttribLocation
static GLint impl_SPIRV_GetUniformLocation(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx)
{
return 0; // no-op, we push this as one big-ass array now.
} // impl_SPIRV_GetUniformLocation
static GLint impl_SPIRV_GetSamplerLocation(MOJOSHADER_glProgram *program, MOJOSHADER_glShader *shader, int idx)
{
const SpirvPatchTable *table = spv_getPatchTable(shader);
GLint location = table->samplers[idx].location;
if (location == -1)
return location;
assert(location >= 0);
if (shader->parseData->shader_type == MOJOSHADER_TYPE_PIXEL)
location += spv_getPatchTable(program->vertex)->location_count;
return location;
} // impl_SPIRV_GetSamplerLocation
static void impl_SPIRV_FinalInitProgram(MOJOSHADER_glProgram *program)
{
const SpirvPatchTable *vs_table = spv_getPatchTable(program->vertex);
const SpirvPatchTable *ps_table = spv_getPatchTable(program->fragment);
program->vs_float4_loc = vs_table->array_vec4.location;
program->vs_int4_loc = vs_table->array_ivec4.location;
program->vs_bool_loc = vs_table->array_bool.location;
program->ps_float4_loc = ps_table->array_vec4.location;
program->ps_int4_loc = ps_table->array_ivec4.location;
program->ps_bool_loc = ps_table->array_bool.location;
program->ps_vpos_flip_loc = ps_table->vpflip.location;
#ifdef MOJOSHADER_FLIP_RENDERTARGET
program->vs_flip_loc = vs_table->vpflip.location;
#endif
int32 ps_base_location = vs_table->location_count;
if (ps_base_location)
{
if (program->ps_float4_loc != -1) program->ps_float4_loc += ps_base_location;
if (program->ps_int4_loc != -1) program->ps_int4_loc += ps_base_location;
if (program->ps_bool_loc != -1) program->ps_bool_loc += ps_base_location;
if (program->ps_vpos_flip_loc != -1) program->ps_vpos_flip_loc += ps_base_location;
} // if
} // impl_SPIRV_FinalInitProgram
#endif // SUPPORT_PROFILE_GLSPIRV
#if SUPPORT_PROFILE_GLSL
static int impl_GLSL_CompileShader(const MOJOSHADER_parseData *pd, GLuint *s)
{
GLint ok = 0;
const GLint codelen = (GLint) pd->output_len;
const GLenum shader_type = glsl_shader_type(pd->shader_type);
if (ctx->have_opengl_2)
{
const GLuint shader = ctx->glCreateShader(shader_type);
ctx->glShaderSource(shader, 1, (const GLchar**) &pd->output, &codelen);
ctx->glCompileShader(shader);
ctx->glGetShaderiv(shader, GL_COMPILE_STATUS, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetShaderInfoLog(shader, sizeof (error_buffer), &len,
(GLchar *) error_buffer);
ctx->glDeleteShader(shader);
*s = 0;
return 0;
} // if
*s = shader;
} // if
else
{
const GLhandleARB shader = ctx->glCreateShaderObjectARB(shader_type);
assert(sizeof (shader) == sizeof (*s)); // not always true on OS X!
ctx->glShaderSourceARB(shader, 1,
(const GLcharARB **) &pd->output, &codelen);
ctx->glCompileShaderARB(shader);
ctx->glGetObjectParameterivARB(shader,GL_OBJECT_COMPILE_STATUS_ARB,&ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetInfoLogARB(shader, sizeof (error_buffer), &len,
(GLcharARB *) error_buffer);
ctx->glDeleteObjectARB(shader);
*s = 0;
return 0;
} // if
*s = (GLuint) shader;
} // else
return 1;
} // impl_GLSL_CompileShader
#endif // SUPPORT_PROFILE_GLSL
static void impl_GLSL_DeleteShader(const GLuint shader)
{
if (ctx->have_opengl_2)
ctx->glDeleteShader(shader);
else
ctx->glDeleteObjectARB((GLhandleARB) shader);
} // impl_GLSL_DeleteShader
static void impl_GLSL_DeleteProgram(const GLuint program)
{
if (ctx->have_opengl_2)
ctx->glDeleteProgram(program);
else
ctx->glDeleteObjectARB((GLhandleARB) program);
} // impl_GLSL_DeleteProgram
static GLint impl_GLSL_GetUniformLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return 0; // no-op, we push this as one big-ass array now.
} // impl_GLSL_GetUniformLocation
static inline GLint glsl_uniform_loc(MOJOSHADER_glProgram *program,
const char *name)
{
return ctx->have_opengl_2 ?
ctx->glGetUniformLocation(program->handle, name) :
ctx->glGetUniformLocationARB((GLhandleARB) program->handle, name);
} // glsl_uniform_loc
static GLint impl_GLSL_GetSamplerLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return glsl_uniform_loc(program, shader->parseData->samplers[idx].name);
} // impl_GLSL_GetSamplerLocation
static GLint impl_GLSL_GetAttribLocation(MOJOSHADER_glProgram *program, int idx)
{
const MOJOSHADER_parseData *pd = program->vertex->parseData;
const MOJOSHADER_attribute *a = pd->attributes;
if (ctx->have_opengl_2)
{
return ctx->glGetAttribLocation(program->handle,
(const GLchar *) a[idx].name);
} // if
return ctx->glGetAttribLocationARB((GLhandleARB) program->handle,
(const GLcharARB *) a[idx].name);
} // impl_GLSL_GetAttribLocation
static GLuint impl_GLSL_LinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
GLint ok = 0;
if (ctx->have_opengl_2)
{
const GLuint program = ctx->glCreateProgram();
if (vshader != NULL) ctx->glAttachShader(program, vshader->handle);
if (pshader != NULL) ctx->glAttachShader(program, pshader->handle);
ctx->glLinkProgram(program);
ctx->glGetProgramiv(program, GL_LINK_STATUS, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetProgramInfoLog(program, sizeof (error_buffer),
&len, (GLchar *) error_buffer);
ctx->glDeleteProgram(program);
return 0;
} // if
return program;
} // if
else
{
const GLhandleARB program = ctx->glCreateProgramObjectARB();
assert(sizeof(program) == sizeof(GLuint)); // not always true on OS X!
if (vshader != NULL)
ctx->glAttachObjectARB(program, (GLhandleARB) vshader->handle);
if (pshader != NULL)
ctx->glAttachObjectARB(program, (GLhandleARB) pshader->handle);
ctx->glLinkProgramARB(program);
ctx->glGetObjectParameterivARB(program, GL_OBJECT_LINK_STATUS_ARB, &ok);
if (!ok)
{
GLsizei len = 0;
ctx->glGetInfoLogARB(program, sizeof (error_buffer),
&len, (GLcharARB *) error_buffer);
ctx->glDeleteObjectARB(program);
return 0;
} // if
return (GLuint) program;
} // else
} // impl_GLSL_LinkProgram
static void impl_GLSL_FinalInitProgram(MOJOSHADER_glProgram *program)
{
program->vs_float4_loc = glsl_uniform_loc(program, "vs_uniforms_vec4");
program->vs_int4_loc = glsl_uniform_loc(program, "vs_uniforms_ivec4");
program->vs_bool_loc = glsl_uniform_loc(program, "vs_uniforms_bool");
program->ps_float4_loc = glsl_uniform_loc(program, "ps_uniforms_vec4");
program->ps_int4_loc = glsl_uniform_loc(program, "ps_uniforms_ivec4");
program->ps_bool_loc = glsl_uniform_loc(program, "ps_uniforms_bool");
program->ps_vpos_flip_loc = glsl_uniform_loc(program, "vposFlip");
#ifdef MOJOSHADER_FLIP_RENDERTARGET
program->vs_flip_loc = glsl_uniform_loc(program, "vpFlip");
#endif
} // impl_GLSL_FinalInitProgram
static void impl_GLSL_UseProgram(MOJOSHADER_glProgram *program)
{
if (ctx->have_opengl_2)
ctx->glUseProgram(program ? program->handle : 0);
else
ctx->glUseProgramObjectARB((GLhandleARB) (program ? program->handle : 0));
} // impl_GLSL_UseProgram
static void impl_GLSL_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
{
const GLint loc = glsl_uniform_loc(program, u->name);
if (loc >= 0) // not optimized out?
ctx->glUniform4fv(loc, u->array_count, f);
} // impl_GLSL_PushConstantArray
static void impl_GLSL_PushUniforms(void)
{
const MOJOSHADER_glProgram *program = ctx->bound_program;
assert(program->uniform_count > 0); // don't call with nothing to do!
if (program->vs_float4_loc != -1)
{
ctx->glUniform4fv(program->vs_float4_loc,
program->vs_uniforms_float4_count,
program->vs_uniforms_float4);
} // if
if (program->vs_int4_loc != -1)
{
ctx->glUniform4iv(program->vs_int4_loc,
program->vs_uniforms_int4_count,
program->vs_uniforms_int4);
} // if
if (program->vs_bool_loc != -1)
{
ctx->glUniform1iv(program->vs_bool_loc,
program->vs_uniforms_bool_count,
program->vs_uniforms_bool);
} // if
if (program->ps_float4_loc != -1)
{
ctx->glUniform4fv(program->ps_float4_loc,
program->ps_uniforms_float4_count,
program->ps_uniforms_float4);
} // if
if (program->ps_int4_loc != -1)
{
ctx->glUniform4iv(program->ps_int4_loc,
program->ps_uniforms_int4_count,
program->ps_uniforms_int4);
} // if
if (program->ps_bool_loc != -1)
{
ctx->glUniform1iv(program->ps_bool_loc,
program->ps_uniforms_bool_count,
program->ps_uniforms_bool);
} // if
} // impl_GLSL_PushUniforms
static void impl_GLSL_PushSampler(GLint loc, GLuint sampler)
{
ctx->glUniform1i(loc, sampler);
} // impl_GLSL_PushSampler
#endif // SUPPORT_PROFILE_GLSL || SUPPORT_PROFILE_GLSPIRV
#if SUPPORT_PROFILE_ARB1
static inline GLenum arb1_shader_type(const MOJOSHADER_shaderType t)
{
if (t == MOJOSHADER_TYPE_VERTEX)
return GL_VERTEX_PROGRAM_ARB;
else if (t == MOJOSHADER_TYPE_PIXEL)
return GL_FRAGMENT_PROGRAM_ARB;
// !!! FIXME: geometry shaders?
return GL_NONE;
} // arb1_shader_type
static int impl_ARB1_MustPushConstantArrays(void) { return 0; }
static int impl_ARB1_MustPushSamplers(void) { return 0; }
static int impl_ARB1_MaxUniforms(MOJOSHADER_shaderType shader_type)
{
GLint retval = 0;
const GLenum program_type = arb1_shader_type(shader_type);
if (program_type == GL_NONE)
return -1;
ctx->glGetProgramivARB(program_type, GL_MAX_PROGRAM_PARAMETERS_ARB, &retval);
return (int) retval; // !!! FIXME: times four?
} // impl_ARB1_MaxUniforms
static int impl_ARB1_CompileShader(const MOJOSHADER_parseData *pd, GLuint *s)
{
GLint shaderlen = (GLint) pd->output_len;
const GLenum shader_type = arb1_shader_type(pd->shader_type);
GLuint shader = 0;
ctx->glGenProgramsARB(1, &shader);
ctx->glGetError(); // flush any existing error state.
ctx->glBindProgramARB(shader_type, shader);
ctx->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
shaderlen, pd->output);
if (ctx->glGetError() == GL_INVALID_OPERATION)
{
GLint pos = 0;
ctx->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
const GLubyte *errstr = ctx->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
snprintf(error_buffer, sizeof (error_buffer),
"ARB1 compile error at position %d: %s",
(int) pos, (const char *) errstr);
ctx->glBindProgramARB(shader_type, 0);
ctx->glDeleteProgramsARB(1, &shader);
*s = 0;
return 0;
} // if
*s = shader;
return 1;
} // impl_ARB1_CompileShader
static void impl_ARB1_DeleteShader(const GLuint _shader)
{
GLuint shader = _shader; // const removal.
ctx->glDeleteProgramsARB(1, &shader);
} // impl_ARB1_DeleteShader
static void impl_ARB1_DeleteProgram(const GLuint program)
{
// no-op. ARB1 doesn't have real linked programs.
} // impl_ARB1_DeleteProgram
static GLint impl_ARB1_GetUniformLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return 0; // no-op, we push this as one big-ass array now.
} // impl_ARB1_GetUniformLocation
static GLint impl_ARB1_GetSamplerLocation(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int idx)
{
return shader->parseData->samplers[idx].index;
} // impl_ARB1_GetSamplerLocation
static GLint impl_ARB1_GetAttribLocation(MOJOSHADER_glProgram *program, int idx)
{
return idx; // map to vertex arrays in the same order as the parseData.
} // impl_ARB1_GetAttribLocation
static GLuint impl_ARB1_LinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
// there is no formal linking in ARB1...just return a unique value.
static GLuint retval = 1;
return retval++;
} // impl_ARB1_LinkProgram
static void impl_ARB1_FinalInitProgram(MOJOSHADER_glProgram *program)
{
// no-op.
} // impl_ARB1_FinalInitProgram
static void impl_ARB1_UseProgram(MOJOSHADER_glProgram *program)
{
GLuint vhandle = 0;
GLuint phandle = 0;
if (program != NULL)
{
if (program->vertex != NULL)
vhandle = program->vertex->handle;
if (program->fragment != NULL)
phandle = program->fragment->handle;
} // if
toggle_gl_state(GL_VERTEX_PROGRAM_ARB, vhandle != 0);
toggle_gl_state(GL_FRAGMENT_PROGRAM_ARB, phandle != 0);
ctx->glBindProgramARB(GL_VERTEX_PROGRAM_ARB, vhandle);
ctx->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, phandle);
} // impl_ARB1_UseProgram
static void impl_ARB1_PushConstantArray(MOJOSHADER_glProgram *program,
const MOJOSHADER_uniform *u,
const GLfloat *f)
{
// no-op. Constant arrays are defined in source code for arb1.
} // impl_ARB1_PushConstantArray
static void impl_ARB1_PushUniforms(void)
{
// vertex shader uniforms come first in program->uniforms array.
MOJOSHADER_shaderType shader_type = MOJOSHADER_TYPE_VERTEX;
GLenum arb_shader_type = arb1_shader_type(shader_type);
const MOJOSHADER_glProgram *program = ctx->bound_program;
const uint32 count = program->uniform_count;
const GLfloat *srcf = program->vs_uniforms_float4;
const GLint *srci = program->vs_uniforms_int4;
const GLint *srcb = program->vs_uniforms_bool;
GLint loc = 0;
GLint texbem_loc = 0;
uint32 i;
assert(count > 0); // shouldn't call this with nothing to do!
for (i = 0; i < count; i++)
{
UniformMap *map = &program->uniforms[i];
const MOJOSHADER_shaderType uniform_shader_type = map->shader_type;
const MOJOSHADER_uniform *u = map->uniform;
const MOJOSHADER_uniformType type = u->type;
const int size = u->array_count ? u->array_count : 1;
assert(!u->constant);
// Did we switch from vertex to pixel (to geometry, etc)?
if (shader_type != uniform_shader_type)
{
if (shader_type == MOJOSHADER_TYPE_PIXEL)
texbem_loc = loc;
// we start with vertex, move to pixel, then to geometry, etc.
// The array should always be sorted as such.
if (uniform_shader_type == MOJOSHADER_TYPE_PIXEL)
{
assert(shader_type == MOJOSHADER_TYPE_VERTEX);
srcf = program->ps_uniforms_float4;
srci = program->ps_uniforms_int4;
srcb = program->ps_uniforms_bool;
loc = 0;
} // if
else
{
// These should be ordered vertex, then pixel, then geometry.
assert(0 && "Unexpected shader type");
} // else
shader_type = uniform_shader_type;
arb_shader_type = arb1_shader_type(uniform_shader_type);
} // if
if (type == MOJOSHADER_UNIFORM_FLOAT)
{
int i;
for (i = 0; i < size; i++, srcf += 4, loc++)
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, srcf);
} // if
else if (type == MOJOSHADER_UNIFORM_INT)
{
int i;
if (ctx->have_GL_NV_gpu_program4)
{
// GL_NV_gpu_program4 has integer uniform loading support.
for (i = 0; i < size; i++, srci += 4, loc++)
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, srci);
} // if
else
{
for (i = 0; i < size; i++, srci += 4, loc++)
{
const GLfloat fv[4] = {
(GLfloat) srci[0], (GLfloat) srci[1],
(GLfloat) srci[2], (GLfloat) srci[3]
};
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
} // for
} // else
} // else if
else if (type == MOJOSHADER_UNIFORM_BOOL)
{
int i;
if (ctx->have_GL_NV_gpu_program4)
{
// GL_NV_gpu_program4 has integer uniform loading support.
for (i = 0; i < size; i++, srcb++, loc++)
{
const GLint ib = (GLint) ((*srcb) ? 1 : 0);
const GLint iv[4] = { ib, ib, ib, ib };
ctx->glProgramLocalParameterI4ivNV(arb_shader_type, loc, iv);
} // for
} // if
else
{
for (i = 0; i < size; i++, srcb++, loc++)
{
const GLfloat fb = (GLfloat) ((*srcb) ? 1.0f : 0.0f);
const GLfloat fv[4] = { fb, fb, fb, fb };
ctx->glProgramLocalParameter4fvARB(arb_shader_type, loc, fv);
} // for
} // else
} // else if
} // for
if (program->texbem_count)
{
const GLenum target = GL_FRAGMENT_PROGRAM_ARB;
GLfloat *srcf = program->ps_uniforms_float4;
srcf += (program->ps_uniforms_float4_count * 4) -
(program->texbem_count * 8);
loc = texbem_loc;
for (i = 0; i < program->texbem_count; i++, srcf += 8)
{
ctx->glProgramLocalParameter4fvARB(target, loc++, srcf);
ctx->glProgramLocalParameter4fvARB(target, loc++, srcf + 4);
} // for
} // if
} // impl_ARB1_PushUniforms
static void impl_ARB1_PushSampler(GLint loc, GLuint sampler)
{
// no-op in this profile...arb1 uses the texture units as-is.
assert(loc == (GLint) sampler);
} // impl_ARB1_PushSampler
#endif // SUPPORT_PROFILE_ARB1
#if SUPPORT_PROFILE_GLSL || SUPPORT_PROFILE_ARB1
static void impl_REAL_ToggleProgramPointSize(int enable)
{
toggle_gl_state(GL_PROGRAM_POINT_SIZE, enable);
} // impl_REAL_ToggleProgramPointSize
static void impl_NOOP_ToggleProgramPointSize(int enable)
{
// No-op, this profile's GL context forces this to always be on
} // impl_NOOP_ToggleProgramPointSize
#endif // SUPPORT_PROFILE_GLSL || SUPPORT_PROFILE_ARB1
const char *MOJOSHADER_glGetError(void)
{
return error_buffer;
} // MOJOSHADER_glGetError
static void *loadsym(MOJOSHADER_glGetProcAddress lookup, void *d,
const char *fn, int *ext)
{
void *retval = NULL;
if (lookup != NULL)
retval = lookup(fn, d);
if (retval == NULL)
*ext = 0;
return retval;
} // loadsym
static void lookup_entry_points(MOJOSHADER_glGetProcAddress lookup, void *d)
{
#define DO_LOOKUP(ext, typ, fn) { \
ctx->fn = (typ) loadsym(lookup, d, #fn, &ctx->have_##ext); \
}
DO_LOOKUP(core_opengl, PFNGLGETSTRINGPROC, glGetString);
DO_LOOKUP(core_opengl, PFNGLGETERRORPROC, glGetError);
DO_LOOKUP(core_opengl, PFNGLGETINTEGERVPROC, glGetIntegerv);
DO_LOOKUP(core_opengl, PFNGLENABLEPROC, glEnable);
DO_LOOKUP(core_opengl, PFNGLDISABLEPROC, glDisable);
DO_LOOKUP(opengl_3, PFNGLGETSTRINGIPROC, glGetStringi);
DO_LOOKUP(opengl_2, PFNGLDELETESHADERPROC, glDeleteShader);
DO_LOOKUP(opengl_2, PFNGLDELETEPROGRAMPROC, glDeleteProgram);
DO_LOOKUP(opengl_2, PFNGLATTACHSHADERPROC, glAttachShader);
DO_LOOKUP(opengl_2, PFNGLCOMPILESHADERPROC, glCompileShader);
DO_LOOKUP(opengl_2, PFNGLCREATESHADERPROC, glCreateShader);
DO_LOOKUP(opengl_2, PFNGLCREATEPROGRAMPROC, glCreateProgram);
DO_LOOKUP(opengl_2, PFNGLDISABLEVERTEXATTRIBARRAYPROC, glDisableVertexAttribArray);
DO_LOOKUP(opengl_2, PFNGLENABLEVERTEXATTRIBARRAYPROC, glEnableVertexAttribArray);
DO_LOOKUP(opengl_2, PFNGLGETATTRIBLOCATIONPROC, glGetAttribLocation);
DO_LOOKUP(opengl_2, PFNGLGETPROGRAMINFOLOGPROC, glGetProgramInfoLog);
DO_LOOKUP(opengl_2, PFNGLGETSHADERINFOLOGPROC, glGetShaderInfoLog);
DO_LOOKUP(opengl_2, PFNGLGETSHADERIVPROC, glGetShaderiv);
DO_LOOKUP(opengl_2, PFNGLGETPROGRAMIVPROC, glGetProgramiv);
DO_LOOKUP(opengl_2, PFNGLGETUNIFORMLOCATIONPROC, glGetUniformLocation);
DO_LOOKUP(opengl_2, PFNGLLINKPROGRAMPROC, glLinkProgram);
DO_LOOKUP(opengl_2, PFNGLSHADERSOURCEPROC, glShaderSource);
DO_LOOKUP(opengl_2, PFNGLUNIFORM1IPROC, glUniform1i);
DO_LOOKUP(opengl_2, PFNGLUNIFORM1IVPROC, glUniform1iv);
DO_LOOKUP(opengl_2, PFNGLUNIFORM2FPROC, glUniform2f);
#ifdef MOJOSHADER_FLIP_RENDERTARGET
DO_LOOKUP(opengl_2, PFNGLUNIFORM1FPROC, glUniform1f);
#endif
DO_LOOKUP(opengl_2, PFNGLUNIFORM4FVPROC, glUniform4fv);
DO_LOOKUP(opengl_2, PFNGLUNIFORM4IVPROC, glUniform4iv);
DO_LOOKUP(opengl_2, PFNGLUSEPROGRAMPROC, glUseProgram);
DO_LOOKUP(opengl_2, PFNGLVERTEXATTRIBPOINTERPROC, glVertexAttribPointer);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLDELETEOBJECTARBPROC, glDeleteObjectARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLATTACHOBJECTARBPROC, glAttachObjectARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCOMPILESHADERARBPROC, glCompileShaderARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCREATEPROGRAMOBJECTARBPROC, glCreateProgramObjectARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLCREATESHADEROBJECTARBPROC, glCreateShaderObjectARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETINFOLOGARBPROC, glGetInfoLogARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETOBJECTPARAMETERIVARBPROC, glGetObjectParameterivARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLGETUNIFORMLOCATIONARBPROC, glGetUniformLocationARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLLINKPROGRAMARBPROC, glLinkProgramARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLSHADERSOURCEARBPROC, glShaderSourceARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IARBPROC, glUniform1iARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM1IVARBPROC, glUniform1ivARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM4FVARBPROC, glUniform4fvARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUNIFORM4IVARBPROC, glUniform4ivARB);
DO_LOOKUP(GL_ARB_shader_objects, PFNGLUSEPROGRAMOBJECTARBPROC, glUseProgramObjectARB);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLDISABLEVERTEXATTRIBARRAYARBPROC, glDisableVertexAttribArrayARB);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLENABLEVERTEXATTRIBARRAYARBPROC, glEnableVertexAttribArrayARB);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLGETATTRIBLOCATIONARBPROC, glGetAttribLocationARB);
DO_LOOKUP(GL_ARB_vertex_shader, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLVERTEXATTRIBPOINTERARBPROC, glVertexAttribPointerARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGETPROGRAMIVARBPROC, glGetProgramivARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMLOCALPARAMETER4FVARBPROC, glProgramLocalParameter4fvARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLDELETEPROGRAMSARBPROC, glDeleteProgramsARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLGENPROGRAMSARBPROC, glGenProgramsARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLBINDPROGRAMARBPROC, glBindProgramARB);
DO_LOOKUP(GL_ARB_vertex_program, PFNGLPROGRAMSTRINGARBPROC, glProgramStringARB);
DO_LOOKUP(GL_NV_gpu_program4, PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC, glProgramLocalParameterI4ivNV);
DO_LOOKUP(GL_ARB_instanced_arrays, PFNGLVERTEXATTRIBDIVISORARBPROC, glVertexAttribDivisorARB);
DO_LOOKUP(GL_ARB_ES2_compatibility, PFNGLSHADERBINARYPROC, glShaderBinary);
DO_LOOKUP(GL_ARB_gl_spirv, PFNGLSPECIALIZESHADERARBPROC, glSpecializeShaderARB);
#undef DO_LOOKUP
} // lookup_entry_points
static inline int opengl_version_atleast(const int major, const int minor)
{
return ( ((ctx->opengl_major << 16) | (ctx->opengl_minor & 0xFFFF)) >=
((major << 16) | (minor & 0xFFFF)) );
} // opengl_version_atleast
static int verify_extension(const char *ext, int have, StringCache *exts,
int major, int minor)
{
if (have == 0)
return 0; // don't bother checking, we're missing an entry point.
else if (!ctx->have_core_opengl)
return 0; // don't bother checking, we're missing basic functionality.
// See if it's in the spec for this GL implementation's version.
if ((major > 0) && (opengl_version_atleast(major, minor)))
return 1;
// Not available in the GL version, check the extension list.
return stringcache_iscached(exts, ext);
} // verify_extension
static void parse_opengl_version_str(const char *verstr, int *maj, int *min)
{
if (verstr == NULL)
*maj = *min = 0;
else
sscanf(verstr, "%d.%d", maj, min);
} // parse_opengl_version_str
#if SUPPORT_PROFILE_GLSL
static inline int glsl_version_atleast(const int major, const int minor)
{
return ( ((ctx->glsl_major << 16) | (ctx->glsl_minor & 0xFFFF)) >=
((major << 16) | (minor & 0xFFFF)) );
} // glsl_version_atleast
#endif
static void detect_glsl_version(void)
{
ctx->glsl_major = ctx->glsl_minor = 0;
#if SUPPORT_PROFILE_GLSL
if (!ctx->have_core_opengl)
return; // everything's busted, give up.
#if PLATFORM_MACOSX
// If running on Mac OS X <= 10.4, don't ever use GLSL, even if
// the system claims it is available.
if (!macosx_version_atleast(10, 5, 0))
return;
#endif
if ( ctx->have_opengl_2 ||
( ctx->have_GL_ARB_shader_objects &&
ctx->have_GL_ARB_vertex_shader &&
ctx->have_GL_ARB_fragment_shader &&
ctx->have_GL_ARB_shading_language_100 ) )
{
// the GL2.0 and ARB enum is the same value.
const GLenum enumval = GL_SHADING_LANGUAGE_VERSION;
ctx->glGetError(); // flush any existing error state.
const char *str = (const char *) ctx->glGetString(enumval);
if (ctx->glGetError() == GL_INVALID_ENUM)
str = NULL;
if (strstr(str, "OpenGL ES GLSL "))
str += 15;
if (strstr(str, "ES "))
str += 3;
parse_opengl_version_str(str, &ctx->glsl_major, &ctx->glsl_minor);
} // if
#endif
} // detect_glsl_version
static int iswhitespace(const char ch)
{
switch (ch)
{
case ' ': case '\t': case '\r': case '\n': return 1;
default: return 0;
} // switch
} // iswhitespace
static void load_extensions(MOJOSHADER_glGetProcAddress lookup, void *d)
{
StringCache *exts = stringcache_create(ctx->malloc_fn, ctx->free_fn, ctx->malloc_data);
if (!exts)
{
out_of_memory();
return;
} // if
ctx->have_core_opengl = 1;
ctx->have_opengl_2 = 1;
ctx->have_opengl_3 = 1;
ctx->have_GL_ARB_vertex_program = 1;
ctx->have_GL_ARB_fragment_program = 1;
ctx->have_GL_NV_vertex_program2_option = 1;
ctx->have_GL_NV_fragment_program2 = 1;
ctx->have_GL_NV_vertex_program3 = 1;
ctx->have_GL_NV_gpu_program4 = 1;
ctx->have_GL_ARB_shader_objects = 1;
ctx->have_GL_ARB_vertex_shader = 1;
ctx->have_GL_ARB_fragment_shader = 1;
ctx->have_GL_ARB_shading_language_100 = 1;
ctx->have_GL_NV_half_float = 1;
ctx->have_GL_ARB_half_float_vertex = 1;
ctx->have_GL_OES_vertex_half_float = 1;
ctx->have_GL_ARB_instanced_arrays = 1;
ctx->have_GL_ARB_ES2_compatibility = 1;
ctx->have_GL_ARB_gl_spirv = 1;
lookup_entry_points(lookup, d);
if (!ctx->have_core_opengl)
set_error("missing basic OpenGL entry points");
else
{
const char *str = (const char *) ctx->glGetString(GL_VERSION);
if (strstr(str, "OpenGL ES "))
{
ctx->have_opengl_es = 1;
str += 10;
}
parse_opengl_version_str(str, &ctx->opengl_major, &ctx->opengl_minor);
if ((ctx->have_opengl_3) && (opengl_version_atleast(3, 0)))
{
GLint i;
GLint num_exts = 0;
ctx->glGetIntegerv(GL_NUM_EXTENSIONS, &num_exts);
for (i = 0; i < num_exts; i++)
{
if (!stringcache(exts, (const char *) ctx->glGetStringi(GL_EXTENSIONS, i)))
out_of_memory();
} // for
} // if
else
{
const char *str = (const char *) ctx->glGetString(GL_EXTENSIONS);
const char *ext;
ctx->have_opengl_3 = 0;
while (*str && iswhitespace(*str))
str++;
ext = str;
while (1)
{
const char ch = *str;
if (ch && (!iswhitespace(ch)))
{
str++;
continue;
} // else if
if (str != ext)
{
if (!stringcache_len(exts, ext, (unsigned int) (str - ext)))
{
out_of_memory();
break;
} // if
} // if
if (ch == '\0')
break;
str++;
while (*str && iswhitespace(*str))
str++;
ext = str;
} // while
} // else
} // else
if ((ctx->have_opengl_2) && (!opengl_version_atleast(2, 0)))
{
ctx->have_opengl_2 = 0; // Not GL2! must have the ARB extensions!
// Force compatible ARB function pointers in...this keeps the code
// cleaner when they are identical, so we don't have to if/else
// every function call, but we definitely have the right entry
// point. Be careful what you add here.
// These may be NULL, btw.
ctx->glUniform1i = ctx->glUniform1iARB;
ctx->glUniform4fv = ctx->glUniform4fvARB;
ctx->glUniform4iv = ctx->glUniform4ivARB;
ctx->glDisableVertexAttribArray = ctx->glDisableVertexAttribArrayARB;
ctx->glEnableVertexAttribArray = ctx->glEnableVertexAttribArrayARB;
ctx->glVertexAttribPointer = ctx->glVertexAttribPointerARB;
} // if
#define VERIFY_EXT(ext, major, minor) \
ctx->have_##ext = verify_extension(#ext, ctx->have_##ext, exts, major, minor)
VERIFY_EXT(GL_ARB_vertex_program, -1, -1);
VERIFY_EXT(GL_ARB_fragment_program, -1, -1);
VERIFY_EXT(GL_ARB_shader_objects, -1, -1);
VERIFY_EXT(GL_ARB_vertex_shader, -1, -1);
VERIFY_EXT(GL_ARB_fragment_shader, -1, -1);
VERIFY_EXT(GL_ARB_shading_language_100, -1, -1);
VERIFY_EXT(GL_NV_vertex_program2_option, -1, -1);
VERIFY_EXT(GL_NV_fragment_program2, -1, -1);
VERIFY_EXT(GL_NV_vertex_program3, -1, -1);
VERIFY_EXT(GL_NV_half_float, -1, -1);
VERIFY_EXT(GL_ARB_half_float_vertex, 3, 0);
VERIFY_EXT(GL_OES_vertex_half_float, -1, -1);
VERIFY_EXT(GL_ARB_instanced_arrays, 3, 3);
VERIFY_EXT(GL_ARB_ES2_compatibility, 4, 1);
VERIFY_EXT(GL_ARB_gl_spirv, -1, -1);
#undef VERIFY_EXT
stringcache_destroy(exts);
detect_glsl_version();
} // load_extensions
static int valid_profile(const char *profile)
{
if (!ctx->have_core_opengl)
return 0;
#define MUST_HAVE(p, x) \
if (!ctx->have_##x) { set_error(#p " profile needs " #x); return 0; }
// we might actually _have_ maj.min, but forcibly disabled GLSL elsewhere.
#define MUST_HAVE_GLSL(p, maj, min) \
if (!glsl_version_atleast(maj, min)) { \
set_error(#p " profile needs missing GLSL support"); return 0; \
}
if (profile == NULL)
{
set_error("NULL profile");
return 0;
} // if
#if SUPPORT_PROFILE_ARB1
else if (strcmp(profile, MOJOSHADER_PROFILE_ARB1) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_ARB1, GL_ARB_vertex_program);
MUST_HAVE(MOJOSHADER_PROFILE_ARB1, GL_ARB_fragment_program);
} // else if
#endif
#if SUPPORT_PROFILE_ARB1_NV
else if (strcmp(profile, MOJOSHADER_PROFILE_NV2) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_NV2, GL_ARB_vertex_program);
MUST_HAVE(MOJOSHADER_PROFILE_NV2, GL_ARB_fragment_program);
MUST_HAVE(MOJOSHADER_PROFILE_NV2, GL_NV_vertex_program2_option);
MUST_HAVE(MOJOSHADER_PROFILE_NV2, GL_NV_fragment_program2);
} // else if
else if (strcmp(profile, MOJOSHADER_PROFILE_NV3) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_NV3, GL_ARB_vertex_program);
MUST_HAVE(MOJOSHADER_PROFILE_NV3, GL_ARB_fragment_program);
MUST_HAVE(MOJOSHADER_PROFILE_NV3, GL_NV_vertex_program3);
MUST_HAVE(MOJOSHADER_PROFILE_NV3, GL_NV_fragment_program2);
} // else if
else if (strcmp(profile, MOJOSHADER_PROFILE_NV4) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_NV4, GL_NV_gpu_program4);
} // else if
#endif
#if SUPPORT_PROFILE_GLSPIRV
else if (strcmp(profile, MOJOSHADER_PROFILE_GLSPIRV) == 0)
{
MUST_HAVE(MOJOSHADER_PROFILE_GLSPIRV, GL_ARB_ES2_compatibility);
MUST_HAVE(MOJOSHADER_PROFILE_GLSPIRV, GL_ARB_gl_spirv);
} // else if
#endif
#if SUPPORT_PROFILE_GLSLES
else if (strcmp(profile, MOJOSHADER_PROFILE_GLSLES) == 0)
{
MUST_HAVE_GLSL(MOJOSHADER_PROFILE_GLSLES, 1, 00);
} // else if
#endif
#if SUPPORT_PROFILE_GLSL120
else if (strcmp(profile, MOJOSHADER_PROFILE_GLSL120) == 0)
{
MUST_HAVE_GLSL(MOJOSHADER_PROFILE_GLSL120, 1, 20);
} // else if
#endif
#if SUPPORT_PROFILE_GLSL
else if (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0)
{
MUST_HAVE_GLSL(MOJOSHADER_PROFILE_GLSL, 1, 10);
} // else if
#endif
else
{
set_error("unknown or unsupported profile");
return 0;
} // else
#undef MUST_HAVE
return 1;
} // valid_profile
static const char *profile_priorities[] = {
#if SUPPORT_PROFILE_GLSPIRV
MOJOSHADER_PROFILE_GLSPIRV,
#endif
#if SUPPORT_PROFILE_GLSL120
MOJOSHADER_PROFILE_GLSL120,
#endif
#if SUPPORT_PROFILE_GLSL
MOJOSHADER_PROFILE_GLSL,
#endif
#if SUPPORT_PROFILE_ARB1_NV
MOJOSHADER_PROFILE_NV4,
MOJOSHADER_PROFILE_NV3,
MOJOSHADER_PROFILE_NV2,
#endif
#if SUPPORT_PROFILE_ARB1
MOJOSHADER_PROFILE_ARB1,
#endif
};
int MOJOSHADER_glAvailableProfiles(MOJOSHADER_glGetProcAddress lookup,
void *lookup_d,
const char **profs, const int size,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_d)
{
int retval = 0;
MOJOSHADER_glContext _ctx;
MOJOSHADER_glContext *current_ctx = ctx;
if (m == NULL) m = MOJOSHADER_internal_malloc;
if (f == NULL) f = MOJOSHADER_internal_free;
ctx = &_ctx;
memset(ctx, '\0', sizeof (MOJOSHADER_glContext));
ctx->malloc_fn = m;
ctx->free_fn = f;
ctx->malloc_data = malloc_d;
load_extensions(lookup, lookup_d);
#if SUPPORT_PROFILE_GLSLES
if (ctx->have_opengl_es)
{
profs[0] = MOJOSHADER_PROFILE_GLSLES;
return 1;
} // if
#endif
if (ctx->have_core_opengl)
{
size_t i;
for (i = 0; i < STATICARRAYLEN(profile_priorities); i++)
{
const char *profile = profile_priorities[i];
if (valid_profile(profile))
{
if (retval < size)
profs[retval] = profile;
retval++;
} // if
} // for
} // if
ctx = current_ctx;
return retval;
} // MOJOSHADER_glAvailableProfiles
const char *MOJOSHADER_glBestProfile(MOJOSHADER_glGetProcAddress gpa,
void *lookup_d,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_d)
{
const char *prof[STATICARRAYLEN(profile_priorities)];
const int avail = MOJOSHADER_glAvailableProfiles(gpa, lookup_d, prof,
STATICARRAYLEN(prof),
m, f, malloc_d);
if (avail <= 0)
{
set_error("no profiles available");
return NULL;
} // if
return prof[0]; // profiles are sorted "best" to "worst."
} // MOJOSHADER_glBestProfile
MOJOSHADER_glContext *MOJOSHADER_glCreateContext(const char *profile,
MOJOSHADER_glGetProcAddress lookup,
void *lookup_d,
MOJOSHADER_malloc m, MOJOSHADER_free f,
void *malloc_d)
{
MOJOSHADER_glContext *retval = NULL;
MOJOSHADER_glContext *current_ctx = ctx;
ctx = NULL;
if (m == NULL) m = MOJOSHADER_internal_malloc;
if (f == NULL) f = MOJOSHADER_internal_free;
ctx = (MOJOSHADER_glContext *) m(sizeof (MOJOSHADER_glContext), malloc_d);
if (ctx == NULL)
{
out_of_memory();
goto init_fail;
} // if
memset(ctx, '\0', sizeof (MOJOSHADER_glContext));
ctx->malloc_fn = m;
ctx->free_fn = f;
ctx->malloc_data = malloc_d;
snprintf(ctx->profile, sizeof (ctx->profile), "%s", profile);
load_extensions(lookup, lookup_d);
if (!valid_profile(profile))
goto init_fail;
#ifdef MOJOSHADER_XNA4_VERTEX_TEXTURES
GLint maxTextures;
GLint maxVertexTextures;
ctx->glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &maxTextures);
maxVertexTextures = ((maxTextures - 16) < 4) ? (maxTextures - 16) : 4;
ctx->vertex_sampler_offset = maxTextures - maxVertexTextures;
#endif
MOJOSHADER_glBindProgram(NULL);
// !!! FIXME: generalize this part.
if (profile == NULL) {}
// We don't check SUPPORT_PROFILE_GLSPIRV here, since valid_profile() does.
#if SUPPORT_PROFILE_GLSPIRV
else if (strcmp(profile, MOJOSHADER_PROFILE_GLSPIRV) == 0)
{
ctx->profileMaxUniforms = impl_GLSL_MaxUniforms;
ctx->profileCompileShader = impl_SPIRV_CompileShader;
ctx->profileDeleteShader = impl_SPIRV_DeleteShader;
ctx->profileDeleteProgram = impl_SPIRV_DeleteProgram;
ctx->profileGetAttribLocation = impl_SPIRV_GetAttribLocation;
ctx->profileGetUniformLocation = impl_SPIRV_GetUniformLocation;
ctx->profileGetSamplerLocation = impl_SPIRV_GetSamplerLocation;
ctx->profileLinkProgram = impl_SPIRV_LinkProgram;
ctx->profileFinalInitProgram = impl_SPIRV_FinalInitProgram;
ctx->profileUseProgram = impl_GLSL_UseProgram;
ctx->profilePushConstantArray = impl_GLSL_PushConstantArray;
ctx->profilePushUniforms = impl_GLSL_PushUniforms;
ctx->profilePushSampler = impl_GLSL_PushSampler;
ctx->profileMustPushConstantArrays = impl_GLSL_MustPushConstantArrays;
ctx->profileMustPushSamplers = impl_GLSL_MustPushSamplers;
ctx->profileToggleProgramPointSize = impl_REAL_ToggleProgramPointSize;
} // if
#endif
// We don't check SUPPORT_PROFILE_GLSL120/ES here, since valid_profile() does.
#if SUPPORT_PROFILE_GLSL
else if ( (strcmp(profile, MOJOSHADER_PROFILE_GLSL) == 0) ||
(strcmp(profile, MOJOSHADER_PROFILE_GLSL120) == 0) ||
(strcmp(profile, MOJOSHADER_PROFILE_GLSLES) == 0) )
{
ctx->profileMaxUniforms = impl_GLSL_MaxUniforms;
ctx->profileCompileShader = impl_GLSL_CompileShader;
ctx->profileDeleteShader = impl_GLSL_DeleteShader;
ctx->profileDeleteProgram = impl_GLSL_DeleteProgram;
ctx->profileGetAttribLocation = impl_GLSL_GetAttribLocation;
ctx->profileGetUniformLocation = impl_GLSL_GetUniformLocation;
ctx->profileGetSamplerLocation = impl_GLSL_GetSamplerLocation;
ctx->profileLinkProgram = impl_GLSL_LinkProgram;
ctx->profileFinalInitProgram = impl_GLSL_FinalInitProgram;
ctx->profileUseProgram = impl_GLSL_UseProgram;
ctx->profilePushConstantArray = impl_GLSL_PushConstantArray;
ctx->profilePushUniforms = impl_GLSL_PushUniforms;
ctx->profilePushSampler = impl_GLSL_PushSampler;
ctx->profileMustPushConstantArrays = impl_GLSL_MustPushConstantArrays;
ctx->profileMustPushSamplers = impl_GLSL_MustPushSamplers;
if (strcmp(profile, MOJOSHADER_PROFILE_GLSLES) == 0)
ctx->profileToggleProgramPointSize = impl_NOOP_ToggleProgramPointSize;
else
ctx->profileToggleProgramPointSize = impl_REAL_ToggleProgramPointSize;
} // if
#endif
// We don't check SUPPORT_PROFILE_ARB1_NV here, since valid_profile() does.
#if SUPPORT_PROFILE_ARB1
else if ( (strcmp(profile, MOJOSHADER_PROFILE_ARB1) == 0) ||
(strcmp(profile, MOJOSHADER_PROFILE_NV2) == 0) ||
(strcmp(profile, MOJOSHADER_PROFILE_NV3) == 0) ||
(strcmp(profile, MOJOSHADER_PROFILE_NV4) == 0) )
{
ctx->profileMaxUniforms = impl_ARB1_MaxUniforms;
ctx->profileCompileShader = impl_ARB1_CompileShader;
ctx->profileDeleteShader = impl_ARB1_DeleteShader;
ctx->profileDeleteProgram = impl_ARB1_DeleteProgram;
ctx->profileGetAttribLocation = impl_ARB1_GetAttribLocation;
ctx->profileGetUniformLocation = impl_ARB1_GetUniformLocation;
ctx->profileGetSamplerLocation = impl_ARB1_GetSamplerLocation;
ctx->profileLinkProgram = impl_ARB1_LinkProgram;
ctx->profileFinalInitProgram = impl_ARB1_FinalInitProgram;
ctx->profileUseProgram = impl_ARB1_UseProgram;
ctx->profilePushConstantArray = impl_ARB1_PushConstantArray;
ctx->profilePushUniforms = impl_ARB1_PushUniforms;
ctx->profilePushSampler = impl_ARB1_PushSampler;
ctx->profileMustPushConstantArrays = impl_ARB1_MustPushConstantArrays;
ctx->profileMustPushSamplers = impl_ARB1_MustPushSamplers;
ctx->profileToggleProgramPointSize = impl_REAL_ToggleProgramPointSize;
} // if
#endif
assert(ctx->profileMaxUniforms != NULL);
assert(ctx->profileCompileShader != NULL);
assert(ctx->profileDeleteShader != NULL);
assert(ctx->profileDeleteProgram != NULL);
assert(ctx->profileMaxUniforms != NULL);
assert(ctx->profileGetAttribLocation != NULL);
assert(ctx->profileGetUniformLocation != NULL);
assert(ctx->profileGetSamplerLocation != NULL);
assert(ctx->profileLinkProgram != NULL);
assert(ctx->profileFinalInitProgram != NULL);
assert(ctx->profileUseProgram != NULL);
assert(ctx->profilePushConstantArray != NULL);
assert(ctx->profilePushUniforms != NULL);
assert(ctx->profilePushSampler != NULL);
assert(ctx->profileMustPushConstantArrays != NULL);
assert(ctx->profileMustPushSamplers != NULL);
assert(ctx->profileToggleProgramPointSize != NULL);
retval = ctx;
ctx = current_ctx;
return retval;
init_fail:
if (ctx != NULL)
f(ctx, malloc_d);
ctx = current_ctx;
return NULL;
} // MOJOSHADER_glCreateContext
void MOJOSHADER_glMakeContextCurrent(MOJOSHADER_glContext *_ctx)
{
ctx = _ctx;
} // MOJOSHADER_glMakeContextCurrent
int MOJOSHADER_glMaxUniforms(MOJOSHADER_shaderType shader_type)
{
return ctx->profileMaxUniforms(shader_type);
} // MOJOSHADER_glMaxUniforms
MOJOSHADER_glShader *MOJOSHADER_glCompileShader(const unsigned char *tokenbuf,
const unsigned int bufsize,
const MOJOSHADER_swizzle *swiz,
const unsigned int swizcount,
const MOJOSHADER_samplerMap *smap,
const unsigned int smapcount)
{
MOJOSHADER_glShader *retval = NULL;
GLuint shader = 0;
// This doesn't need a mainfn, since there's no GL lang that does.
const MOJOSHADER_parseData *pd = MOJOSHADER_parse(ctx->profile, NULL,
tokenbuf, bufsize,
swiz, swizcount,
smap, smapcount,
ctx->malloc_fn,
ctx->free_fn,
ctx->malloc_data);
if (pd->error_count > 0)
{
// !!! FIXME: put multiple errors in the buffer? Don't use
// !!! FIXME: MOJOSHADER_glGetError() for this?
set_error(pd->errors[0].error);
goto compile_shader_fail;
} // if
retval = (MOJOSHADER_glShader *) Malloc(sizeof (MOJOSHADER_glShader));
if (retval == NULL)
goto compile_shader_fail;
if (!ctx->profileCompileShader(pd, &shader))
goto compile_shader_fail;
retval->parseData = pd;
retval->handle = shader;
retval->refcount = 1;
return retval;
compile_shader_fail:
MOJOSHADER_freeParseData(pd);
Free(retval);
if (shader != 0)
ctx->profileDeleteShader(shader);
return NULL;
} // MOJOSHADER_glCompileShader
const MOJOSHADER_parseData *MOJOSHADER_glGetShaderParseData(
MOJOSHADER_glShader *shader)
{
return (shader != NULL) ? shader->parseData : NULL;
} // MOJOSHADER_glGetShaderParseData
static void shader_unref(MOJOSHADER_glShader *shader)
{
if (shader != NULL)
{
const uint32 refcount = shader->refcount;
if (refcount > 1)
shader->refcount--;
else
{
ctx->profileDeleteShader(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
{
ctx->profileDeleteProgram(program->handle);
shader_unref(program->vertex);
shader_unref(program->fragment);
Free(program->vs_uniforms_float4);
Free(program->vs_uniforms_int4);
Free(program->vs_uniforms_bool);
Free(program->ps_uniforms_float4);
Free(program->ps_uniforms_int4);
Free(program->ps_uniforms_bool);
Free(program->uniforms);
Free(program->attributes);
Free(program);
} // else
} // if
} // program_unref
static void fill_constant_array(GLfloat *f, const int base, const int size,
const MOJOSHADER_parseData *pd)
{
int i;
int filled = 0;
for (i = 0; i < pd->constant_count; i++)
{
const MOJOSHADER_constant *c = &pd->constants[i];
if (c->type != MOJOSHADER_UNIFORM_FLOAT)
continue;
else if (c->index < base)
continue;
else if (c->index >= (base+size))
continue;
memcpy(&f[(c->index-base) * 4], &c->value.f, sizeof (c->value.f));
filled++;
} // for
assert(filled == size);
} // fill_constant_array
static int lookup_uniforms(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int *bound)
{
const MOJOSHADER_parseData *pd = shader->parseData;
const MOJOSHADER_shaderType shader_type = pd->shader_type;
uint32 float4_count = 0;
uint32 int4_count = 0;
uint32 bool_count = 0;
int i;
for (i = 0; i < pd->uniform_count; i++)
{
const MOJOSHADER_uniform *u = &pd->uniforms[i];
if (u->constant)
{
// only do constants once, at link time. These aren't changed ever.
if (ctx->profileMustPushConstantArrays())
{
const int base = u->index;
const int size = u->array_count;
GLfloat *f = (GLfloat *) alloca(sizeof (GLfloat) * (size * 4));
fill_constant_array(f, base, size, pd);
if (!(*bound))
{
ctx->profileUseProgram(program);
*bound = 1;
} // if
ctx->profilePushConstantArray(program, u, f);
} // if
} // if
else
{
const GLint loc = ctx->profileGetUniformLocation(program, shader, i);
if (loc != -1) // -1 means it was optimized out, or failure.
{
const int regcount = u->array_count;
UniformMap *map = &program->uniforms[program->uniform_count];
map->shader_type = shader_type;
map->uniform = u;
map->location = (GLuint) loc;
program->uniform_count++;
if (u->type == MOJOSHADER_UNIFORM_FLOAT)
float4_count += regcount ? regcount : 1;
else if (u->type == MOJOSHADER_UNIFORM_INT)
int4_count += regcount ? regcount : 1;
else if (u->type == MOJOSHADER_UNIFORM_BOOL)
bool_count += regcount ? regcount : 1;
else
assert(0 && "Unexpected register type");
} // if
} // else
} // for
if (shader_type == MOJOSHADER_TYPE_PIXEL)
{
for (i = 0; i < pd->sampler_count; i++)
{
if (pd->samplers[i].texbem)
{
float4_count += 2;
program->texbem_count++;
} // if
} // for
} // if
#define MAKE_ARRAY(typ, gltyp, siz, count) \
if (count) { \
const size_t buflen = sizeof (gltyp) * siz * count; \
gltyp *ptr = (gltyp *) Malloc(buflen); \
if (ptr == NULL) { \
return 0; \
} else if (shader_type == MOJOSHADER_TYPE_VERTEX) { \
program->vs_uniforms_##typ = ptr; \
program->vs_uniforms_##typ##_count = count; \
} else if (shader_type == MOJOSHADER_TYPE_PIXEL) { \
program->ps_uniforms_##typ = ptr; \
program->ps_uniforms_##typ##_count = count; \
} else { \
assert(0 && "unsupported shader type"); \
} \
memset(ptr, '\0', buflen); \
}
MAKE_ARRAY(float4, GLfloat, 4, float4_count);
MAKE_ARRAY(int4, GLint, 4, int4_count);
MAKE_ARRAY(bool, GLint, 1, bool_count);
#undef MAKE_ARRAY
return 1;
} // lookup_uniforms
static void lookup_samplers(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader, int *bound)
{
const MOJOSHADER_parseData *pd = shader->parseData;
const MOJOSHADER_sampler *s = pd->samplers;
int i;
if ((pd->sampler_count == 0) || (!ctx->profileMustPushSamplers()))
return; // nothing to do here, so don't bother binding, etc.
// Link up the Samplers. These never change after link time, since they
// are meant to be constant texture unit ids and not textures.
if (!(*bound))
{
ctx->profileUseProgram(program);
*bound = 1;
} // if
for (i = 0; i < pd->sampler_count; i++)
{
const GLint loc = ctx->profileGetSamplerLocation(program, shader, i);
if (loc >= 0) // maybe the Sampler was optimized out?
{
#ifdef MOJOSHADER_XNA4_VERTEX_TEXTURES
if (pd->shader_type == MOJOSHADER_TYPE_VERTEX)
ctx->profilePushSampler(loc, s[i].index + ctx->vertex_sampler_offset);
else
#endif
ctx->profilePushSampler(loc, s[i].index);
} // if
} // for
} // lookup_samplers
// Right now, this just decides if we have to toggle pointsize support later.
static void lookup_outputs(MOJOSHADER_glProgram *program,
MOJOSHADER_glShader *shader)
{
if (shader == NULL)
return;
const MOJOSHADER_parseData *pd = shader->parseData;
int i;
for (i = 0; i < pd->output_count; i++)
{
if (pd->outputs[i].usage == MOJOSHADER_USAGE_POINTSIZE)
{
program->uses_pointsize = 1;
break;
} // if
} // for
} // lookup_outputs
static int lookup_attributes(MOJOSHADER_glProgram *program)
{
int i;
const MOJOSHADER_parseData *pd = program->vertex->parseData;
const MOJOSHADER_attribute *a = pd->attributes;
for (i = 0; i < pd->attribute_count; i++)
{
const GLint loc = ctx->profileGetAttribLocation(program, i);
if (loc >= 0) // maybe the Attribute was optimized out?
{
AttributeMap *map = &program->attributes[program->attribute_count];
map->attribute = &a[i];
map->location = loc;
program->vertex_attrib_loc[map->attribute->usage][map->attribute->index] = loc;
program->attribute_count++;
if (((size_t)loc) > STATICARRAYLEN(ctx->want_attr))
{
assert(0 && "Static array is too small."); // laziness fail.
return 0;
} // if
} // if
} // for
return 1;
} // lookup_attributes
// !!! FIXME: misnamed
// build a list of indexes that need to be overwritten with constant values
// when pushing a uniform array to the GL.
static int build_constants_lists(MOJOSHADER_glProgram *program)
{
int i;
const int count = program->uniform_count;
for (i = 0; i < count; i++)
{
UniformMap *map = &program->uniforms[i];
const MOJOSHADER_uniform *u = map->uniform;
const int size = u->array_count;
assert(!u->constant);
if (size == 0)
continue; // nothing to see here.
// only use arrays for 'c' registers.
assert(u->type == MOJOSHADER_UNIFORM_FLOAT);
// !!! FIXME: deal with this.
} // for
return 1;
} // build_constants_lists
MOJOSHADER_glProgram *MOJOSHADER_glLinkProgram(MOJOSHADER_glShader *vshader,
MOJOSHADER_glShader *pshader)
{
int bound = 0;
if ((vshader == NULL) && (pshader == NULL))
return NULL;
int numregs = 0;
MOJOSHADER_glProgram *retval = NULL;
const GLuint program = ctx->profileLinkProgram(vshader, pshader);
if (program == 0)
goto link_program_fail;
retval = (MOJOSHADER_glProgram *) Malloc(sizeof (MOJOSHADER_glProgram));
if (retval == NULL)
goto link_program_fail;
memset(retval, '\0', sizeof (MOJOSHADER_glProgram));
memset(retval->vertex_attrib_loc, 0xFF, sizeof(retval->vertex_attrib_loc));
numregs = 0;
if (vshader != NULL) numregs += vshader->parseData->uniform_count;
if (pshader != NULL) numregs += pshader->parseData->uniform_count;
if (numregs > 0)
{
const size_t len = sizeof (UniformMap) * numregs;
retval->uniforms = (UniformMap *) Malloc(len);
if (retval->uniforms == NULL)
goto link_program_fail;
memset(retval->uniforms, '\0', len);
} // if
retval->handle = program;
retval->vertex = vshader;
retval->fragment = pshader;
retval->generation = ctx->generation - 1;
retval->refcount = 1;
if (vshader != NULL)
{
if (vshader->parseData->attribute_count > 0)
{
const int count = vshader->parseData->attribute_count;
const size_t len = sizeof (AttributeMap) * count;
retval->attributes = (AttributeMap *) Malloc(len);
if (retval->attributes == NULL)
goto link_program_fail;
memset(retval->attributes, '\0', len);
if (!lookup_attributes(retval))
goto link_program_fail;
} // if
if (!lookup_uniforms(retval, vshader, &bound))
goto link_program_fail;
lookup_samplers(retval, vshader, &bound);
lookup_outputs(retval, vshader);
vshader->refcount++;
} // if
if (pshader != NULL)
{
if (!lookup_uniforms(retval, pshader, &bound))
goto link_program_fail;
lookup_samplers(retval, pshader, &bound);
lookup_outputs(retval, pshader);
pshader->refcount++;
} // if
if (!build_constants_lists(retval))
goto link_program_fail;
if (bound) // reset the old binding.
ctx->profileUseProgram(ctx->bound_program);
ctx->profileFinalInitProgram(retval);
return retval;
link_program_fail:
if (retval != NULL)
{
Free(retval->vs_uniforms_float4);
Free(retval->vs_uniforms_int4);
Free(retval->vs_uniforms_bool);
Free(retval->ps_uniforms_float4);
Free(retval->ps_uniforms_int4);
Free(retval->ps_uniforms_bool);
Free(retval->uniforms);
Free(retval->attributes);
Free(retval);
} // if
if (program != 0)
ctx->profileDeleteProgram(program);
if (bound)
ctx->profileUseProgram(ctx->bound_program);
return NULL;
} // MOJOSHADER_glLinkProgram
static void update_enabled_arrays(void)
{
int highest_enabled = 0;
int i;
// Enable/disable vertex arrays to match our needs.
// this happens to work in both ARB1 and GLSL, but if something alien
// shows up, we'll have to split these into profile*() functions.
for (i = 0; i < ctx->max_attrs; i++)
{
const int want = (const int) ctx->want_attr[i];
const int have = (const int) ctx->have_attr[i];
if (want != have)
{
if (want)
ctx->glEnableVertexAttribArray(i);
else
ctx->glDisableVertexAttribArray(i);
ctx->have_attr[i] = want;
} // if
if (want)
highest_enabled = i + 1;
} // for
ctx->max_attrs = highest_enabled; // trim unneeded iterations next time.
} // update_enabled_arrays
void MOJOSHADER_glBindProgram(MOJOSHADER_glProgram *program)
{
if (program == ctx->bound_program)
return; // nothing to do.
if (program != NULL)
program->refcount++;
memset(ctx->want_attr, '\0', sizeof (ctx->want_attr[0]) * ctx->max_attrs);
// If no program bound, disable all arrays, in case we're switching to
// fixed function pipeline. Otherwise, we try to minimize state changes
// by toggling just the changed set of needed arrays in ProgramReady().
if (program == NULL)
update_enabled_arrays();
ctx->profileUseProgram(program);
program_unref(ctx->bound_program);
ctx->bound_program = program;
} // MOJOSHADER_glBindProgram
typedef struct
{
MOJOSHADER_glShader *vertex;
MOJOSHADER_glShader *fragment;
} BoundShaders;
static uint32 hash_shaders(const void *sym, void *data)
{
(void) data;
const BoundShaders *s = (const BoundShaders *) sym;
const uint32 v = (s->vertex) ? (uint32) s->vertex->handle : 0;
const uint32 f = (s->fragment) ? (uint32) s->fragment->handle : 0;
return ((v & 0xFFFF) << 16) | (f & 0xFFFF);
} // hash_shaders
static int match_shaders(const void *_a, const void *_b, void *data)
{
(void) data;
const BoundShaders *a = (const BoundShaders *) _a;
const BoundShaders *b = (const BoundShaders *) _b;
const GLuint av = (a->vertex) ? a->vertex->handle : 0;
const GLuint bv = (b->vertex) ? b->vertex->handle : 0;
if (av != bv)
return 0;
const GLuint af = (a->fragment) ? a->fragment->handle : 0;
const GLuint bf = (b->fragment) ? b->fragment->handle : 0;
if (af != bf)
return 0;
return 1;
} // match_shaders
static void nuke_shaders(const void *key, const void *value, void *data)
{
(void) data;
Free((void *) key); // this was a BoundShaders struct.
MOJOSHADER_glDeleteProgram((MOJOSHADER_glProgram *) value);
} // nuke_shaders
void MOJOSHADER_glBindShaders(MOJOSHADER_glShader *v, MOJOSHADER_glShader *p)
{
if ((v == NULL) && (p == NULL))
{
MOJOSHADER_glBindProgram(NULL);
return;
} // if
// !!! FIXME: eventually support GL_EXT_separate_shader_objects.
if (ctx->linker_cache == NULL)
{
ctx->linker_cache = hash_create(NULL, hash_shaders, match_shaders,
nuke_shaders, 0, ctx->malloc_fn,
ctx->free_fn, ctx->malloc_data);
if (ctx->linker_cache == NULL)
{
out_of_memory();
return;
} // if
} // if
MOJOSHADER_glProgram *program = NULL;
BoundShaders shaders;
shaders.vertex = v;
shaders.fragment = p;
const void *val = NULL;
if (hash_find(ctx->linker_cache, &shaders, &val))
program = (MOJOSHADER_glProgram *) val;
else
{
program = MOJOSHADER_glLinkProgram(v, p);
if (program == NULL)
return;
BoundShaders *item = (BoundShaders *) Malloc(sizeof (BoundShaders));
if (item == NULL)
{
MOJOSHADER_glDeleteProgram(program);
return;
} // if
memcpy(item, &shaders, sizeof (BoundShaders));
if (hash_insert(ctx->linker_cache, item, program) != 1)
{
Free(item);
MOJOSHADER_glDeleteProgram(program);
out_of_memory();
return;
} // if
} // else
assert(program != NULL);
MOJOSHADER_glBindProgram(program);
} // MOJOSHADER_glBindShaders
static inline uint minuint(const uint a, const uint b)
{
return ((a < b) ? a : b);
} // minuint
void MOJOSHADER_glSetVertexShaderUniformF(unsigned int idx, const float *data,
unsigned int vec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_f) / 4;
if (idx < maxregs)
{
assert(sizeof (GLfloat) == sizeof (float));
const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
memcpy(ctx->vs_reg_file_f + (idx * 4), data, cpy);
ctx->generation++;
} // if
} // MOJOSHADER_glSetVertexShaderUniformF
void MOJOSHADER_glGetVertexShaderUniformF(unsigned int idx, float *data,
unsigned int vec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_f) / 4;
if (idx < maxregs)
{
assert(sizeof (GLfloat) == sizeof (float));
const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
memcpy(data, ctx->vs_reg_file_f + (idx * 4), cpy);
} // if
} // MOJOSHADER_glGetVertexShaderUniformF
void MOJOSHADER_glSetVertexShaderUniformI(unsigned int idx, const int *data,
unsigned int ivec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_i) / 4;
if (idx < maxregs)
{
assert(sizeof (GLint) == sizeof (int));
const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
memcpy(ctx->vs_reg_file_i + (idx * 4), data, cpy);
ctx->generation++;
} // if
} // MOJOSHADER_glSetVertexShaderUniformI
void MOJOSHADER_glGetVertexShaderUniformI(unsigned int idx, int *data,
unsigned int ivec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_i) / 4;
if (idx < maxregs)
{
assert(sizeof (GLint) == sizeof (int));
const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
memcpy(data, ctx->vs_reg_file_i + (idx * 4), cpy);
} // if
} // MOJOSHADER_glGetVertexShaderUniformI
void MOJOSHADER_glSetVertexShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount)
{
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_b) / 4;
if (idx < maxregs)
{
uint8 *wptr = ctx->vs_reg_file_b + idx;
uint8 *endptr = wptr + minuint(maxregs - idx, bcount);
while (wptr != endptr)
*(wptr++) = *(data++) ? 1 : 0;
ctx->generation++;
} // if
} // MOJOSHADER_glSetVertexShaderUniformB
void MOJOSHADER_glGetVertexShaderUniformB(unsigned int idx, int *data,
unsigned int bcount)
{
const uint maxregs = STATICARRAYLEN(ctx->vs_reg_file_b) / 4;
if (idx < maxregs)
{
uint8 *rptr = ctx->vs_reg_file_b + idx;
uint8 *endptr = rptr + minuint(maxregs - idx, bcount);
while (rptr != endptr)
*(data++) = (int) *(rptr++);
} // if
} // MOJOSHADER_glGetVertexShaderUniformB
void MOJOSHADER_glSetPixelShaderUniformF(unsigned int idx, const float *data,
unsigned int vec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_f) / 4;
if (idx < maxregs)
{
assert(sizeof (GLfloat) == sizeof (float));
const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
memcpy(ctx->ps_reg_file_f + (idx * 4), data, cpy);
ctx->generation++;
} // if
} // MOJOSHADER_glSetPixelShaderUniformF
void MOJOSHADER_glGetPixelShaderUniformF(unsigned int idx, float *data,
unsigned int vec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_f) / 4;
if (idx < maxregs)
{
assert(sizeof (GLfloat) == sizeof (float));
const uint cpy = (minuint(maxregs - idx, vec4n) * sizeof (*data)) * 4;
memcpy(data, ctx->ps_reg_file_f + (idx * 4), cpy);
} // if
} // MOJOSHADER_glGetPixelShaderUniformF
void MOJOSHADER_glSetPixelShaderUniformI(unsigned int idx, const int *data,
unsigned int ivec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_i) / 4;
if (idx < maxregs)
{
assert(sizeof (GLint) == sizeof (int));
const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
memcpy(ctx->ps_reg_file_i + (idx * 4), data, cpy);
ctx->generation++;
} // if
} // MOJOSHADER_glSetPixelShaderUniformI
void MOJOSHADER_glGetPixelShaderUniformI(unsigned int idx, int *data,
unsigned int ivec4n)
{
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_i) / 4;
if (idx < maxregs)
{
assert(sizeof (GLint) == sizeof (int));
const uint cpy = (minuint(maxregs - idx, ivec4n) * sizeof (*data)) * 4;
memcpy(data, ctx->ps_reg_file_i + (idx * 4), cpy);
} // if
} // MOJOSHADER_glGetPixelShaderUniformI
void MOJOSHADER_glSetPixelShaderUniformB(unsigned int idx, const int *data,
unsigned int bcount)
{
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_b) / 4;
if (idx < maxregs)
{
uint8 *wptr = ctx->ps_reg_file_b + idx;
uint8 *endptr = wptr + minuint(maxregs - idx, bcount);
while (wptr != endptr)
*(wptr++) = *(data++) ? 1 : 0;
ctx->generation++;
} // if
} // MOJOSHADER_glSetPixelShaderUniformB
void MOJOSHADER_glGetPixelShaderUniformB(unsigned int idx, int *data,
unsigned int bcount)
{
const uint maxregs = STATICARRAYLEN(ctx->ps_reg_file_b) / 4;
if (idx < maxregs)
{
uint8 *rptr = ctx->ps_reg_file_b + idx;
uint8 *endptr = rptr + minuint(maxregs - idx, bcount);
while (rptr != endptr)
*(data++) = (int) *(rptr++);
} // if
} // MOJOSHADER_glGetPixelShaderUniformB
static inline GLenum opengl_attr_type(const MOJOSHADER_attributeType type)
{
switch (type)
{
case MOJOSHADER_ATTRIBUTE_UNKNOWN: return GL_NONE; // oh well.
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_UNSIGNED_SHORT;
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;
case MOJOSHADER_ATTRIBUTE_HALF_FLOAT:
if (ctx->have_GL_NV_half_float)
return GL_HALF_FLOAT_NV;
else if (ctx->have_GL_ARB_half_float_vertex)
return GL_HALF_FLOAT_ARB;
else if (ctx->have_GL_OES_vertex_half_float)
return GL_HALF_FLOAT_OES;
break;
} // switch
return GL_NONE; // oh well. Raises a GL error later.
} // opengl_attr_type
int MOJOSHADER_glGetVertexAttribLocation(MOJOSHADER_usage usage, int index)
{
if ((ctx->bound_program == NULL) || (ctx->bound_program->vertex == NULL))
return -1;
return ctx->bound_program->vertex_attrib_loc[usage][index];
} // MOJOSHADER_glGetVertexAttribLocation
// !!! FIXME: shouldn't (index) be unsigned?
void MOJOSHADER_glSetVertexAttribute(MOJOSHADER_usage usage,
int index, unsigned int size,
MOJOSHADER_attributeType type,
int normalized, unsigned int stride,
const void *ptr)
{
if ((ctx->bound_program == NULL) || (ctx->bound_program->vertex == NULL))
return;
const GLenum gl_type = opengl_attr_type(type);
const GLboolean norm = (normalized) ? GL_TRUE : GL_FALSE;
const GLint gl_index = ctx->bound_program->vertex_attrib_loc[usage][index];
if (gl_index == -1)
return; // Nothing to do, this shader doesn't use this stream.
// this happens to work in both ARB1 and GLSL, but if something alien
// shows up, we'll have to split these into profile*() functions.
ctx->glVertexAttribPointer(gl_index, size, gl_type, norm, stride, ptr);
// flag this array as in use, so we can enable it later.
ctx->want_attr[gl_index] = 1;
if (ctx->max_attrs < (gl_index + 1))
ctx->max_attrs = gl_index + 1;
} // MOJOSHADER_glSetVertexAttribute
// !!! FIXME: shouldn't (index) be unsigned?
void MOJOSHADER_glSetVertexAttribDivisor(MOJOSHADER_usage usage,
int index, unsigned int divisor)
{
assert(ctx->have_GL_ARB_instanced_arrays);
if ((ctx->bound_program == NULL) || (ctx->bound_program->vertex == NULL))
return;
const GLint gl_index = ctx->bound_program->vertex_attrib_loc[usage][index];
if (gl_index == -1)
return; // Nothing to do, this shader doesn't use this stream.
if (divisor != ctx->attr_divisor[gl_index])
{
ctx->glVertexAttribDivisorARB(gl_index, divisor);
ctx->attr_divisor[gl_index] = divisor;
} // if
} // MOJOSHADER_glSetVertexAttribDivisor
void MOJOSHADER_glSetLegacyBumpMapEnv(unsigned int sampler, float mat00,
float mat01, float mat10, float mat11,
float lscale, float loffset)
{
if ((sampler == 0) || (sampler > (MAX_TEXBEMS+1)))
return;
GLfloat *dstf = ctx->texbem_state + (6 * (sampler-1));
*(dstf++) = (GLfloat) mat00;
*(dstf++) = (GLfloat) mat01;
*(dstf++) = (GLfloat) mat10;
*(dstf++) = (GLfloat) mat11;
*(dstf++) = (GLfloat) lscale;
*(dstf++) = (GLfloat) loffset;
ctx->generation++;
} // MOJOSHADER_glSetLegacyBumpMapEnv
void MOJOSHADER_glProgramReady(void)
{
MOJOSHADER_glProgram *program = ctx->bound_program;
if (program == NULL)
return; // nothing to do.
// Toggle vertex attribute arrays on/off, based on our needs.
update_enabled_arrays();
if (program->uses_pointsize != ctx->pointsize_enabled)
{
ctx->profileToggleProgramPointSize(program->uses_pointsize);
ctx->pointsize_enabled = program->uses_pointsize;
} // if
// push Uniforms to the program from our register files...
if ( ((program->uniform_count) || (program->texbem_count)) &&
(program->generation != ctx->generation))
{
// vertex shader uniforms come first in program->uniforms array.
const uint32 count = program->uniform_count;
const GLfloat *srcf = ctx->vs_reg_file_f;
const GLint *srci = ctx->vs_reg_file_i;
const uint8 *srcb = ctx->vs_reg_file_b;
MOJOSHADER_shaderType shader_type = MOJOSHADER_TYPE_VERTEX;
GLfloat *dstf = program->vs_uniforms_float4;
GLint *dsti = program->vs_uniforms_int4;
GLint *dstb = program->vs_uniforms_bool;
uint8 uniforms_changed = 0;
uint32 i;
for (i = 0; i < count; i++)
{
UniformMap *map = &program->uniforms[i];
const MOJOSHADER_shaderType uniform_shader_type = map->shader_type;
const MOJOSHADER_uniform *u = map->uniform;
const MOJOSHADER_uniformType type = u->type;
const int index = u->index;
const int size = u->array_count ? u->array_count : 1;
assert(!u->constant);
// Did we switch from vertex to pixel (to geometry, etc)?
if (shader_type != uniform_shader_type)
{
// we start with vertex, move to pixel, then to geometry, etc.
// The array should always be sorted as such.
if (uniform_shader_type == MOJOSHADER_TYPE_PIXEL)
{
assert(shader_type == MOJOSHADER_TYPE_VERTEX);
srcf = ctx->ps_reg_file_f;
srci = ctx->ps_reg_file_i;
srcb = ctx->ps_reg_file_b;
dstf = program->ps_uniforms_float4;
dsti = program->ps_uniforms_int4;
dstb = program->ps_uniforms_bool;
} // if
else
{
// Should be ordered vertex, then pixel, then geometry.
assert(0 && "Unexpected shader type");
} // else
shader_type = uniform_shader_type;
} // if
if (type == MOJOSHADER_UNIFORM_FLOAT)
{
const size_t count = 4 * size;
const GLfloat *f = &srcf[index * 4];
if (memcmp(dstf, f, sizeof (GLfloat) * count) != 0)
{
memcpy(dstf, f, sizeof (GLfloat) * count);
uniforms_changed = 1;
}
dstf += count;
} // if
else if (type == MOJOSHADER_UNIFORM_INT)
{
const size_t count = 4 * size;
const GLint *i = &srci[index * 4];
if (memcmp(dsti, i, sizeof (GLint) * count) != 0)
{
memcpy(dsti, i, sizeof (GLint) * count);
uniforms_changed = 1;
} // if
dsti += count;
} // else if
else if (type == MOJOSHADER_UNIFORM_BOOL)
{
const size_t count = size;
const uint8 *b = &srcb[index];
size_t i;
for (i = 0; i < count; i++)
if (dstb[i] != b[i])
{
dstb[i] = (GLint) b[i];
uniforms_changed = 1;
} // if
dstb += count;
} // else if
// !!! FIXME: set constants that overlap the array.
} // for
assert((!program->texbem_count) || (program->fragment));
if ((program->texbem_count) && (program->fragment))
{
const MOJOSHADER_parseData *pd = program->fragment->parseData;
const int samp_count = pd->sampler_count;
const MOJOSHADER_sampler *samps = pd->samplers;
GLfloat *dstf = program->ps_uniforms_float4;
int texbem_count = 0;
dstf += (program->ps_uniforms_float4_count * 4) -
(program->texbem_count * 8);
assert(program->texbem_count <= MAX_TEXBEMS);
for (i = 0; i < samp_count; i++)
{
if (samps[i].texbem)
{
assert(samps[i].index > 0);
assert(samps[i].index <= MAX_TEXBEMS);
memcpy(dstf, &ctx->texbem_state[6 * (samps[i].index-1)],
sizeof (GLfloat) * 6);
dstf[6] = 0.0f;
dstf[7] = 0.0f;
dstf += 8;
texbem_count++;
} // if
} // for
assert(texbem_count == program->texbem_count);
} // if
program->generation = ctx->generation;
if (uniforms_changed)
ctx->profilePushUniforms();
} // if
} // MOJOSHADER_glProgramReady
void MOJOSHADER_glProgramViewportInfo(int viewportW, int viewportH,
int backbufferW, int backbufferH,
int renderTargetBound)
{
int vposFlip[2];
/* The uniform is only going to exist if VPOS is used! */
if (ctx->bound_program->ps_vpos_flip_loc != -1)
{
if (renderTargetBound)
{
vposFlip[0] = 1;
vposFlip[1] = 0;
} // if
else
{
vposFlip[0] = -1;
vposFlip[1] = backbufferH;
} // else
if ( (ctx->bound_program->current_vpos_flip[0] != vposFlip[0]) ||
(ctx->bound_program->current_vpos_flip[1] != vposFlip[1]) )
{
ctx->glUniform2f(
ctx->bound_program->ps_vpos_flip_loc,
(float) vposFlip[0],
(float) vposFlip[1]
);
ctx->bound_program->current_vpos_flip[0] = vposFlip[0];
ctx->bound_program->current_vpos_flip[1] = vposFlip[1];
} // if
} // if
#ifdef MOJOSHADER_FLIP_RENDERTARGET
assert(ctx->bound_program->vs_flip_loc != -1);
/* Some compilers require that vpFlip be a float value, rather than int.
* However, there's no real reason for it to be a float in the API, so we
* do a cast in here. That's not so bad, right...?
* -flibit
*/
const int flip = renderTargetBound ? -1 : 1;
if (flip != ctx->bound_program->current_flip)
{
ctx->glUniform1f(ctx->bound_program->vs_flip_loc, (float) flip);
ctx->bound_program->current_flip = flip;
} // if
#endif
} // MOJOSHADER_glViewportInfo
void MOJOSHADER_glDeleteProgram(MOJOSHADER_glProgram *program)
{
program_unref(program);
} // MOJOSHADER_glDeleteProgram
void MOJOSHADER_glDeleteShader(MOJOSHADER_glShader *shader)
{
// See if this was bound as an unlinked program anywhere...
if (ctx->linker_cache)
{
const void *key = NULL;
void *iter = NULL;
int morekeys = hash_iter_keys(ctx->linker_cache, &key, &iter);
while (morekeys)
{
const BoundShaders *shaders = (const BoundShaders *) key;
// Do this here so we don't confuse the iteration by removing...
morekeys = hash_iter_keys(ctx->linker_cache, &key, &iter);
if ((shaders->vertex == shader) || (shaders->fragment == shader))
{
// Deletes the linked program, which will unref the shader.
hash_remove(ctx->linker_cache, shaders);
} // if
} // while
} // if
shader_unref(shader);
} // MOJOSHADER_glDeleteShader
void MOJOSHADER_glDestroyContext(MOJOSHADER_glContext *_ctx)
{
MOJOSHADER_glContext *current_ctx = ctx;
ctx = _ctx;
MOJOSHADER_glBindProgram(NULL);
if (ctx->linker_cache)
hash_destroy(ctx->linker_cache);
lookup_entry_points(NULL, NULL); // !!! FIXME: is there a value to this?
Free(ctx);
ctx = ((current_ctx == _ctx) ? NULL : current_ctx);
} // MOJOSHADER_glDestroyContext
#ifdef MOJOSHADER_EFFECT_SUPPORT
struct MOJOSHADER_glEffect
{
MOJOSHADER_effect *effect;
unsigned int num_shaders;
MOJOSHADER_glShader *shaders;
unsigned int *shader_indices;
unsigned int num_preshaders;
unsigned int *preshader_indices;
MOJOSHADER_glShader *current_vert;
MOJOSHADER_glShader *current_frag;
MOJOSHADER_effectShader *current_vert_raw;
MOJOSHADER_effectShader *current_frag_raw;
MOJOSHADER_glProgram *prev_program;
};
MOJOSHADER_glEffect *MOJOSHADER_glCompileEffect(MOJOSHADER_effect *effect)
{
int i;
MOJOSHADER_malloc m = effect->malloc;
MOJOSHADER_free f = effect->free;
void *d = effect->malloc_data;
int current_shader = 0;
int current_preshader = 0;
GLuint shader = 0;
MOJOSHADER_glEffect *retval = (MOJOSHADER_glEffect *) m(sizeof (MOJOSHADER_glEffect), d);
if (retval == NULL)
{
out_of_memory();
return NULL;
} // if
memset(retval, '\0', sizeof (MOJOSHADER_glEffect));
// Count the number of shaders before allocating
for (i = 0; i < effect->object_count; i++)
{
MOJOSHADER_effectObject *object = &effect->objects[i];
if (object->type == MOJOSHADER_SYMTYPE_PIXELSHADER
|| object->type == MOJOSHADER_SYMTYPE_VERTEXSHADER)
{
if (object->shader.is_preshader)
retval->num_preshaders++;
else
retval->num_shaders++;
} // if
} // for
// Alloc shader information
retval->shaders = (MOJOSHADER_glShader *) m(retval->num_shaders * sizeof (MOJOSHADER_glShader), d);
if (retval->shaders == NULL)
{
f(retval, d);
out_of_memory();
return NULL;
} // if
memset(retval->shaders, '\0', retval->num_shaders * sizeof (MOJOSHADER_glShader));
retval->shader_indices = (unsigned int *) m(retval->num_shaders * sizeof (unsigned int), d);
if (retval->shader_indices == NULL)
{
f(retval->shaders, d);
f(retval, d);
out_of_memory();
return NULL;
} // if
memset(retval->shader_indices, '\0', retval->num_shaders * sizeof (unsigned int));
// Alloc preshader information
if (retval->num_preshaders > 0)
{
retval->preshader_indices = (unsigned int *) m(retval->num_preshaders * sizeof (unsigned int), d);
if (retval->preshader_indices == NULL)
{
f(retval->shaders, d);
f(retval->shader_indices, d);
f(retval, d);
out_of_memory();
return NULL;
} // if
memset(retval->preshader_indices, '\0', retval->num_preshaders * sizeof (unsigned int));
} // if
// Run through the shaders again, compiling and tracking the object indices
for (i = 0; i < effect->object_count; i++)
{
MOJOSHADER_effectObject *object = &effect->objects[i];
if (object->type == MOJOSHADER_SYMTYPE_PIXELSHADER
|| object->type == MOJOSHADER_SYMTYPE_VERTEXSHADER)
{
if (object->shader.is_preshader)
{
retval->preshader_indices[current_preshader++] = i;
continue;
} // if
if (!ctx->profileCompileShader(object->shader.shader, &shader))
goto compile_shader_fail;
retval->shaders[current_shader].parseData = object->shader.shader;
retval->shaders[current_shader].handle = shader;
retval->shaders[current_shader].refcount = 1;
retval->shader_indices[current_shader] = i;
current_shader++;
} // if
} // for
retval->effect = effect;
return retval;
compile_shader_fail:
for (i = 0; i < retval->num_shaders; i++)
if (retval->shaders[i].handle != 0)
ctx->profileDeleteShader(retval->shaders[i].handle);
f(retval->shader_indices, d);
f(retval->shaders, d);
f(retval, d);
return NULL;
} // MOJOSHADER_glCompileEffect
void MOJOSHADER_glDeleteEffect(MOJOSHADER_glEffect *glEffect)
{
int i;
MOJOSHADER_free f = glEffect->effect->free;
void *d = glEffect->effect->malloc_data;
for (i = 0; i < glEffect->num_shaders; i++)
{
/* Arbitarily add a reference to the refcount.
* We're going to be calling glDeleteShader so we can clean out the
* program cache, but we can NOT let it free() the array elements!
* We'll do that ourselves, as we malloc()'d in CompileEffect.
* -flibit
*/
glEffect->shaders[i].refcount++;
MOJOSHADER_glDeleteShader(&glEffect->shaders[i]);
/* Delete the shader, but do NOT delete the parse data!
* The parse data belongs to the parent effect.
* -flibit
*/
ctx->profileDeleteShader(glEffect->shaders[i].handle);
} // for
f(glEffect->shader_indices, d);
f(glEffect->preshader_indices, d);
f(glEffect, d);
} // MOJOSHADER_glDeleteEffect
void MOJOSHADER_glEffectBegin(MOJOSHADER_glEffect *glEffect,
unsigned int *numPasses,
int saveShaderState,
MOJOSHADER_effectStateChanges *stateChanges)
{
*numPasses = glEffect->effect->current_technique->pass_count;
glEffect->effect->restore_shader_state = saveShaderState;
glEffect->effect->state_changes = stateChanges;
if (glEffect->effect->restore_shader_state)
glEffect->prev_program = ctx->bound_program;
} // MOJOSHADER_glEffectBegin
void MOJOSHADER_glEffectBeginPass(MOJOSHADER_glEffect *glEffect,
unsigned int pass)
{
int i, j;
MOJOSHADER_effectPass *curPass;
MOJOSHADER_effectState *state;
MOJOSHADER_effectShader *rawVert = glEffect->current_vert_raw;
MOJOSHADER_effectShader *rawFrag = glEffect->current_frag_raw;
int has_preshader = 0;
if (ctx->bound_program != NULL)
{
glEffect->current_vert = ctx->bound_program->vertex;
glEffect->current_frag = ctx->bound_program->fragment;
} // if
assert(glEffect->effect->current_pass == -1);
glEffect->effect->current_pass = pass;
curPass = &glEffect->effect->current_technique->passes[pass];
// !!! FIXME: I bet this could be stored at parse/compile time. -flibit
for (i = 0; i < curPass->state_count; i++)
{
state = &curPass->states[i];
#define ASSIGN_SHADER(stype, raw, gls) \
(state->type == stype) \
{ \
j = 0; \
do \
{ \
if (*state->value.valuesI == glEffect->shader_indices[j]) \
{ \
raw = &glEffect->effect->objects[*state->value.valuesI].shader; \
glEffect->gls = &glEffect->shaders[j]; \
break; \
} \
else if (glEffect->num_preshaders > 0 \
&& *state->value.valuesI == glEffect->preshader_indices[j]) \
{ \
raw = &glEffect->effect->objects[*state->value.valuesI].shader; \
has_preshader = 1; \
break; \
} \
} while (++j < glEffect->num_shaders); \
}
if ASSIGN_SHADER(MOJOSHADER_RS_VERTEXSHADER, rawVert, current_vert)
else if ASSIGN_SHADER(MOJOSHADER_RS_PIXELSHADER, rawFrag, current_frag)
#undef ASSIGN_SHADER
} // for
glEffect->effect->state_changes->render_state_changes = curPass->states;
glEffect->effect->state_changes->render_state_change_count = curPass->state_count;
glEffect->current_vert_raw = rawVert;
glEffect->current_frag_raw = rawFrag;
/* If this effect pass has an array of shaders, we get to wait until
* CommitChanges to actually bind the final shaders.
* -flibit
*/
if (!has_preshader)
{
MOJOSHADER_glBindShaders(glEffect->current_vert,
glEffect->current_frag);
if (glEffect->current_vert_raw != NULL)
{
glEffect->effect->state_changes->vertex_sampler_state_changes = rawVert->samplers;
glEffect->effect->state_changes->vertex_sampler_state_change_count = rawVert->sampler_count;
} // if
if (glEffect->current_frag_raw != NULL)
{
glEffect->effect->state_changes->sampler_state_changes = rawFrag->samplers;
glEffect->effect->state_changes->sampler_state_change_count = rawFrag->sampler_count;
} // if
} // if
MOJOSHADER_glEffectCommitChanges(glEffect);
} // MOJOSHADER_glEffectBeginPass
static inline void copy_parameter_data(MOJOSHADER_effectParam *params,
unsigned int *param_loc,
MOJOSHADER_symbol *symbols,
unsigned int symbol_count,
GLfloat *regf, GLint *regi, uint8 *regb)
{
int i, j, r, c;
i = 0;
for (i = 0; i < symbol_count; i++)
{
const MOJOSHADER_symbol *sym = &symbols[i];
const MOJOSHADER_effectValue *param = &params[param_loc[i]].value;
// float/int registers are vec4, so they have 4 elements each
const uint32 start = sym->register_index << 2;
if (param->type.parameter_type == MOJOSHADER_SYMTYPE_FLOAT)
memcpy(regf + start, param->valuesF, sym->register_count << 4);
else if (sym->register_set == MOJOSHADER_SYMREGSET_FLOAT4)
{
// Structs are a whole different world...
if (param->type.parameter_class == MOJOSHADER_SYMCLASS_STRUCT)
memcpy(regf + start, param->valuesF, sym->register_count << 4);
else
{
// Sometimes int/bool parameters get thrown into float registers...
j = 0;
do
{
c = 0;
do
{
regf[start + (j << 2) + c] = (float) param->valuesI[(j << 2) + c];
} while (++c < param->type.columns);
} while (++j < sym->register_count);
} // else
} // else if
else if (sym->register_set == MOJOSHADER_SYMREGSET_INT4)
memcpy(regi + start, param->valuesI, sym->register_count << 4);
else if (sym->register_set == MOJOSHADER_SYMREGSET_BOOL)
{
j = 0;
r = 0;
do
{
c = 0;
do
{
// regb is not a vec4, enjoy that 'start' bitshift! -flibit
regb[(start >> 2) + r + c] = param->valuesI[(j << 2) + c];
c++;
} while (c < param->type.columns && ((r + c) < sym->register_count));
r += c;
j++;
} while (r < sym->register_count);
} // else if
} // for
} // copy_parameter_data
void MOJOSHADER_glEffectCommitChanges(MOJOSHADER_glEffect *glEffect)
{
MOJOSHADER_effectShader *rawVert = glEffect->current_vert_raw;
MOJOSHADER_effectShader *rawFrag = glEffect->current_frag_raw;
/* Used for shader selection from preshaders */
int i, j;
MOJOSHADER_effectValue *param;
float selector;
int shader_object;
int selector_ran = 0;
/* For effect passes with arrays of shaders, we have to run a preshader
* that determines which shader to use, based on a parameter's value.
* -flibit
*/
// !!! FIXME: We're just running the preshaders every time. Blech. -flibit
#define SELECT_SHADER_FROM_PRESHADER(raw, gls) \
if (raw != NULL && raw->is_preshader) \
{ \
i = 0; \
do \
{ \
param = &glEffect->effect->params[raw->preshader_params[i]].value; \
for (j = 0; j < (param->value_count >> 2); j++) \
memcpy(raw->preshader->registers + raw->preshader->symbols[i].register_index + j, \
param->valuesI + (j << 2), \
param->type.columns << 2); \
} while (++i < raw->preshader->symbol_count); \
MOJOSHADER_runPreshader(raw->preshader, &selector); \
shader_object = glEffect->effect->params[raw->params[0]].value.valuesI[(int) selector]; \
raw = &glEffect->effect->objects[shader_object].shader; \
i = 0; \
do \
{ \
if (shader_object == glEffect->shader_indices[i]) \
{ \
gls = &glEffect->shaders[i]; \
break; \
} \
} while (++i < glEffect->num_shaders); \
selector_ran = 1; \
}
SELECT_SHADER_FROM_PRESHADER(rawVert, glEffect->current_vert)
SELECT_SHADER_FROM_PRESHADER(rawFrag, glEffect->current_frag)
#undef SELECT_SHADER_FROM_PRESHADER
if (selector_ran)
{
MOJOSHADER_glBindShaders(glEffect->current_vert,
glEffect->current_frag);
if (glEffect->current_vert_raw != NULL)
{
glEffect->effect->state_changes->vertex_sampler_state_changes = rawVert->samplers;
glEffect->effect->state_changes->vertex_sampler_state_change_count = rawVert->sampler_count;
} // if
if (glEffect->current_frag_raw != NULL)
{
glEffect->effect->state_changes->sampler_state_changes = rawFrag->samplers;
glEffect->effect->state_changes->sampler_state_change_count = rawFrag->sampler_count;
} // if
} // if
/* This is where parameters are copied into the constant buffers.
* If you're looking for where things slow down immensely, look at
* the copy_parameter_data() and MOJOSHADER_runPreshader() functions.
* -flibit
*/
// !!! FIXME: We're just copying everything every time. Blech. -flibit
// !!! FIXME: We're just running the preshaders every time. Blech. -flibit
// !!! FIXME: Will the preshader ever want int/bool registers? -flibit
#define COPY_PARAMETER_DATA(raw, stage) \
if (raw != NULL) \
{ \
copy_parameter_data(glEffect->effect->params, raw->params, \
raw->shader->symbols, \
raw->shader->symbol_count, \
ctx->stage##_reg_file_f, \
ctx->stage##_reg_file_i, \
ctx->stage##_reg_file_b); \
if (raw->shader->preshader) \
{ \
copy_parameter_data(glEffect->effect->params, raw->preshader_params, \
raw->shader->preshader->symbols, \
raw->shader->preshader->symbol_count, \
raw->shader->preshader->registers, \
NULL, \
NULL); \
MOJOSHADER_runPreshader(raw->shader->preshader, ctx->stage##_reg_file_f); \
} \
}
COPY_PARAMETER_DATA(rawVert, vs)
COPY_PARAMETER_DATA(rawFrag, ps)
#undef COPY_PARAMETER_DATA
ctx->generation++;
} // MOJOSHADER_glEffectCommitChanges
void MOJOSHADER_glEffectEndPass(MOJOSHADER_glEffect *glEffect)
{
assert(glEffect->effect->current_pass != -1);
glEffect->effect->current_pass = -1;
} // MOJOSHADER_glEffectEndPass
void MOJOSHADER_glEffectEnd(MOJOSHADER_glEffect *glEffect)
{
if (glEffect->effect->restore_shader_state)
{
glEffect->effect->restore_shader_state = 0;
MOJOSHADER_glBindProgram(glEffect->prev_program);
} // if
glEffect->effect->state_changes = NULL;
} // MOJOSHADER_glEffectEnd
#endif // MOJOSHADER_EFFECT_SUPPORT
// end of mojoshader_opengl.c ...