Massive re-org of GLSL-related API functions.

Added new GLSL functions to struct dd_function_table.
main/shaders.c calls GLSL functions through the dd_function_table.
shader/shader_api.c implements the API functions.
Other assorted changes, fixes everywhere else.
This commit is contained in:
Brian 2006-12-19 17:59:32 -07:00
parent 2e76f0a846
commit 46b06bdb26
5 changed files with 677 additions and 3671 deletions

667
src/mesa/main/shaders.c Normal file
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@ -0,0 +1,667 @@
/*
* Mesa 3-D graphics library
* Version: 6.5.3
*
* Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#include "glheader.h"
#include "context.h"
#include "shaders.h"
/**
* These are basically just wrappers/adaptors for calling the
* ctx->Driver.foobar() GLSL-related functions.
*
* Things are biased toward the OpenGL 2.0 functions rather than the
* ARB extensions (i.e. the ARB functions are layered on the 2.0 functions).
*
* The general idea here is to allow enough modularity such that a
* completely different GLSL implemenation can be plugged in and co-exist
* with Mesa's native GLSL code.
*/
void GLAPIENTRY
_mesa_AttachObjectARB(GLhandleARB program, GLhandleARB shader)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.AttachShader(ctx, program, shader);
}
void GLAPIENTRY
_mesa_AttachShader(GLuint program, GLuint shader)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.AttachShader(ctx, program, shader);
}
void GLAPIENTRY
_mesa_BindAttribLocationARB(GLhandleARB program, GLuint index,
const GLcharARB *name)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.BindAttribLocation(ctx, program, index, name);
}
void GLAPIENTRY
_mesa_CompileShaderARB(GLhandleARB shaderObj)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.CompileShader(ctx, shaderObj);
}
GLuint GLAPIENTRY
_mesa_CreateShader(GLenum type)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.CreateShader(ctx, type);
}
GLhandleARB APIENTRY
_mesa_CreateShaderObjectARB(GLenum type)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.CreateShader(ctx, type);
}
GLuint GLAPIENTRY
_mesa_CreateProgram(void)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.CreateProgram(ctx);
}
GLhandleARB APIENTRY
_mesa_CreateProgramObjectARB(void)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.CreateProgram(ctx);
}
void GLAPIENTRY
_mesa_DeleteObjectARB(GLhandleARB obj)
{
GET_CURRENT_CONTEXT(ctx);
if (ctx->Driver.IsProgram(ctx, obj)) {
ctx->Driver.DeleteProgram2(ctx, obj);
}
else if (ctx->Driver.IsShader(ctx, obj)) {
ctx->Driver.DeleteShader(ctx, obj);
}
else {
/* error? */
}
}
void GLAPIENTRY
_mesa_DeleteProgram(GLuint name)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.DeleteProgram2(ctx, name);
}
void GLAPIENTRY
_mesa_DeleteShader(GLuint name)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.DeleteShader(ctx, name);
}
void GLAPIENTRY
_mesa_DetachObjectARB(GLhandleARB program, GLhandleARB shader)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.DetachShader(ctx, program, shader);
}
void GLAPIENTRY
_mesa_DetachShader(GLuint program, GLuint shader)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.DetachShader(ctx, program, shader);
}
void GLAPIENTRY
_mesa_GetActiveAttribARB(GLhandleARB program, GLuint index,
GLsizei maxLength, GLsizei * length, GLint * size,
GLenum * type, GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetActiveAttrib(ctx, program, index, maxLength, length, size,
type, name);
}
void GLAPIENTRY
_mesa_GetActiveUniformARB(GLhandleARB program, GLuint index,
GLsizei maxLength, GLsizei * length, GLint * size,
GLenum * type, GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetActiveUniform(ctx, program, index, maxLength, length, size,
type, name);
}
void GLAPIENTRY
_mesa_GetAttachedObjectsARB(GLhandleARB container, GLsizei maxCount,
GLsizei * count, GLhandleARB * obj)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetAttachedShaders(ctx, container, maxCount, count, obj);
}
void GLAPIENTRY
_mesa_GetAttachedShaders(GLuint program, GLsizei maxCount,
GLsizei *count, GLuint *obj)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetAttachedShaders(ctx, program, maxCount, count, obj);
}
GLint GLAPIENTRY
_mesa_GetAttribLocationARB(GLhandleARB program, const GLcharARB * name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.GetAttribLocation(ctx, program, name);
}
void GLAPIENTRY
_mesa_GetInfoLogARB(GLhandleARB object, GLsizei maxLength, GLsizei * length,
GLcharARB * infoLog)
{
GET_CURRENT_CONTEXT(ctx);
/* Implement in terms of GetProgramInfoLog, GetShaderInfoLog */
if (ctx->Driver.IsProgram(ctx, object)) {
ctx->Driver.GetProgramInfoLog(ctx, object, maxLength, length, infoLog);
}
else if (ctx->Driver.IsShader(ctx, object)) {
ctx->Driver.GetShaderInfoLog(ctx, object, maxLength, length, infoLog);
}
else {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetInfoLogARB");
}
}
void GLAPIENTRY
_mesa_GetObjectParameterivARB(GLhandleARB object, GLenum pname, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
/* Implement in terms of GetProgramiv, GetShaderiv */
if (ctx->Driver.IsProgram(ctx, object)) {
ctx->Driver.GetProgramiv(ctx, object, pname, params);
}
else if (ctx->Driver.IsShader(ctx, object)) {
ctx->Driver.GetShaderiv(ctx, object, pname, params);
}
else {
_mesa_error(ctx, GL_INVALID_OPERATION, "glGetObjectParameterivARB");
}
}
void GLAPIENTRY
_mesa_GetObjectParameterfvARB(GLhandleARB object, GLenum pname,
GLfloat *params)
{
GLint iparams[1]; /* XXX is one element enough? */
_mesa_GetObjectParameterivARB(object, pname, iparams);
params[0] = (GLfloat) iparams[0];
}
void GLAPIENTRY
_mesa_GetProgramiv(GLuint program, GLenum pname, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetProgramiv(ctx, program, pname, params);
}
void GLAPIENTRY
_mesa_GetShaderiv(GLuint shader, GLenum pname, GLint *params)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetShaderiv(ctx, shader, pname, params);
}
void GLAPIENTRY
_mesa_GetProgramInfoLog(GLuint program, GLsizei bufSize,
GLsizei *length, GLchar *infoLog)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetProgramInfoLog(ctx, program, bufSize, length, infoLog);
}
void GLAPIENTRY
_mesa_GetShaderInfoLog(GLuint shader, GLsizei bufSize,
GLsizei *length, GLchar *infoLog)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetShaderInfoLog(ctx, shader, bufSize, length, infoLog);
}
void GLAPIENTRY
_mesa_GetShaderSourceARB(GLhandleARB shader, GLsizei maxLength,
GLsizei *length, GLcharARB *sourceOut)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetShaderSource(ctx, shader, maxLength, length, sourceOut);
}
void GLAPIENTRY
_mesa_GetUniformfvARB(GLhandleARB program, GLint location, GLfloat * params)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.GetUniformfv(ctx, program, location, params);
}
void GLAPIENTRY
_mesa_GetUniformivARB(GLhandleARB program, GLint location, GLint * params)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat fparams[16]; /* XXX is 16 enough? */
GLuint i;
ctx->Driver.GetUniformfv(ctx, program, location, fparams);
for (i = 0; i < 16; i++)
params[i] = (GLint) fparams[i]; /* XXX correct? */
}
#if 0
GLint APIENTRY
_mesa_GetUniformLocation(GLuint program, const GLcharARB *name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.GetUniformLocation(ctx, program, name);
}
#endif
GLhandleARB GLAPIENTRY
_mesa_GetHandleARB(GLenum pname)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.GetHandle(ctx, pname);
}
GLint APIENTRY
_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.GetUniformLocation(ctx, programObj, name);
}
GLboolean GLAPIENTRY
_mesa_IsProgram(GLuint name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.IsProgram(ctx, name);
}
GLboolean GLAPIENTRY
_mesa_IsShader(GLuint name)
{
GET_CURRENT_CONTEXT(ctx);
return ctx->Driver.IsShader(ctx, name);
}
void GLAPIENTRY
_mesa_LinkProgramARB(GLhandleARB programObj)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.LinkProgram(ctx, programObj);
}
/**
* Called via glShaderSource() and glShaderSourceARB() API functions.
* Basically, concatenate the source code strings into one long string
* and pass it to ctx->Driver.ShaderSource().
*/
void GLAPIENTRY
_mesa_ShaderSourceARB(GLhandleARB shaderObj, GLsizei count,
const GLcharARB ** string, const GLint * length)
{
GET_CURRENT_CONTEXT(ctx);
GLint *offsets;
GLsizei i;
GLcharARB *source;
if (string == NULL) {
_mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB");
return;
}
/*
* This array holds offsets of where the appropriate string ends, thus the
* last element will be set to the total length of the source code.
*/
offsets = (GLint *) _mesa_malloc(count * sizeof(GLint));
if (offsets == NULL) {
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
return;
}
for (i = 0; i < count; i++) {
if (string[i] == NULL) {
_mesa_free((GLvoid *) offsets);
_mesa_error(ctx, GL_INVALID_VALUE, "glShaderSourceARB(null string)");
return;
}
if (length == NULL || length[i] < 0)
offsets[i] = _mesa_strlen(string[i]);
else
offsets[i] = length[i];
/* accumulate string lengths */
if (i > 0)
offsets[i] += offsets[i - 1];
}
source = (GLcharARB *) _mesa_malloc((offsets[count - 1] + 1) *
sizeof(GLcharARB));
if (source == NULL) {
_mesa_free((GLvoid *) offsets);
_mesa_error(ctx, GL_OUT_OF_MEMORY, "glShaderSourceARB");
return;
}
for (i = 0; i < count; i++) {
GLint start = (i > 0) ? offsets[i - 1] : 0;
_mesa_memcpy(source + start, string[i],
(offsets[i] - start) * sizeof(GLcharARB));
}
source[offsets[count - 1]] = '\0';
ctx->Driver.ShaderSource(ctx, shaderObj, source);
}
void GLAPIENTRY
_mesa_Uniform1fARB(GLint location, GLfloat v0)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, 1, &v0, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Uniform2fARB(GLint location, GLfloat v0, GLfloat v1)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[2];
v[0] = v0;
v[1] = v1;
ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[3];
v[0] = v0;
v[1] = v1;
v[2] = v2;
ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4fARB(GLint location, GLfloat v0, GLfloat v1, GLfloat v2,
GLfloat v3)
{
GET_CURRENT_CONTEXT(ctx);
GLfloat v[4];
v[0] = v0;
v[1] = v1;
v[2] = v2;
v[3] = v3;
ctx->Driver.Uniform(ctx, location, 1, v, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1iARB(GLint location, GLint v0)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, 1, &v0, GL_INT);
}
void GLAPIENTRY
_mesa_Uniform2iARB(GLint location, GLint v0, GLint v1)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[2];
v[0] = v0;
v[1] = v1;
ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3iARB(GLint location, GLint v0, GLint v1, GLint v2)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[3];
v[0] = v0;
v[1] = v1;
v[2] = v2;
ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4iARB(GLint location, GLint v0, GLint v1, GLint v2, GLint v3)
{
GET_CURRENT_CONTEXT(ctx);
GLint v[4];
v[0] = v0;
v[1] = v1;
v[2] = v2;
v[3] = v3;
ctx->Driver.Uniform(ctx, location, 1, v, GL_INT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT);
}
void GLAPIENTRY
_mesa_Uniform2fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4fvARB(GLint location, GLsizei count, const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_FLOAT_VEC4);
}
void GLAPIENTRY
_mesa_Uniform1ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_INT);
}
void GLAPIENTRY
_mesa_Uniform2ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC2);
}
void GLAPIENTRY
_mesa_Uniform3ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC3);
}
void GLAPIENTRY
_mesa_Uniform4ivARB(GLint location, GLsizei count, const GLint * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.Uniform(ctx, location, count, value, GL_INT_VEC4);
}
void GLAPIENTRY
_mesa_UniformMatrix2fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 2, 2, GL_FLOAT_MAT2,
location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix3fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 3, 3, GL_FLOAT_MAT3,
location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix4fvARB(GLint location, GLsizei count, GLboolean transpose,
const GLfloat * value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 4, 4, GL_FLOAT_MAT4,
location, count, transpose, value);
}
/**
* Non-square UniformMatrix are OpenGL 2.1
*/
void GLAPIENTRY
_mesa_UniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 2, 3, GL_FLOAT_MAT2x3,
location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 3, 2, GL_FLOAT_MAT3x2,
location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 2, 4, GL_FLOAT_MAT2x4,
location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 4, 2, GL_FLOAT_MAT4x2,
location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 3, 4, GL_FLOAT_MAT3x4,
location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.UniformMatrix(ctx, 4, 3, GL_FLOAT_MAT4x3,
location, count, transpose, value);
}
void GLAPIENTRY
_mesa_UseProgramObjectARB(GLhandleARB program)
{
GET_CURRENT_CONTEXT(ctx);
FLUSH_VERTICES(ctx, _NEW_PROGRAM);
ctx->Driver.UseProgram(ctx, program);
}
void GLAPIENTRY
_mesa_ValidateProgramARB(GLhandleARB program)
{
GET_CURRENT_CONTEXT(ctx);
ctx->Driver.ValidateProgram(ctx, program);
}

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@ -1,8 +1,8 @@
/*
* Mesa 3-D graphics library
* Version: 6.5
* Version: 6.5.3
*
* Copyright (C) 2004-2006 Brian Paul All Rights Reserved.
* Copyright (C) 2004-2007 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
@ -22,126 +22,13 @@
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef SHADEROBJECTS_H
#define SHADEROBJECTS_H
#include "context.h"
#ifndef SHADERS_H
#define SHADERS_H
#if FEATURE_ARB_shader_objects
/**
* gl2 unique interface identifier.
* Each gl2 interface has its own interface id used for object queries.
*/
enum gl2_uiid
{
UIID_UNKNOWN, /* supported by all objects */
UIID_GENERIC, /* generic object */
UIID_CONTAINER, /* contains generic objects */
UIID_SHADER, /* shader object */
UIID_FRAGMENT_SHADER, /* fragment shader */
UIID_VERTEX_SHADER, /* vertex shader */
UIID_PROGRAM, /* program object */
UIID_3DLABS_SHHANDLE, /* encapsulates 3DLabs' ShHandle */
UIID_DEBUG /* debug object */
};
struct gl2_unknown_intf
{
GLvoid (* AddRef) (struct gl2_unknown_intf **);
GLvoid (* Release) (struct gl2_unknown_intf **);
struct gl2_unknown_intf **(* QueryInterface) (struct gl2_unknown_intf **, enum gl2_uiid uiid);
};
struct gl2_generic_intf
{
struct gl2_unknown_intf _unknown;
GLvoid (* Delete) (struct gl2_generic_intf **);
GLenum (* GetType) (struct gl2_generic_intf **);
GLhandleARB (* GetName) (struct gl2_generic_intf **);
GLboolean (* GetDeleteStatus) (struct gl2_generic_intf **);
GLvoid (* GetInfoLog) (struct gl2_generic_intf **, GLsizei, GLcharARB *);
GLsizei (* GetInfoLogLength) (struct gl2_generic_intf **);
};
struct gl2_container_intf
{
struct gl2_generic_intf _generic;
GLboolean (* Attach) (struct gl2_container_intf **, struct gl2_generic_intf **);
GLboolean (* Detach) (struct gl2_container_intf **, struct gl2_generic_intf **);
GLsizei (* GetAttachedCount) (struct gl2_container_intf **);
struct gl2_generic_intf **(* GetAttached) (struct gl2_container_intf **, GLuint);
};
struct gl2_shader_intf
{
struct gl2_generic_intf _generic;
GLenum (* GetSubType) (struct gl2_shader_intf **);
GLboolean (* GetCompileStatus) (struct gl2_shader_intf **);
GLvoid (* SetSource) (struct gl2_shader_intf **, GLcharARB *, GLint *, GLsizei);
const GLcharARB *(* GetSource) (struct gl2_shader_intf **);
GLvoid (* Compile) (struct gl2_shader_intf **);
struct gl_program *Program;
};
struct gl2_program_intf
{
struct gl2_container_intf _container;
GLboolean (* GetLinkStatus) (struct gl2_program_intf **);
GLboolean (* GetValidateStatus) (struct gl2_program_intf **);
GLvoid (* Link) (struct gl2_program_intf **);
GLvoid (* Validate) (struct gl2_program_intf **);
GLvoid (* UpdateFixedUniforms) (struct gl2_program_intf **);
GLvoid (* UpdateFixedAttrib) (struct gl2_program_intf **, GLuint, GLvoid *, GLuint, GLuint,
GLboolean);
GLvoid (* UpdateFixedVarying) (struct gl2_program_intf **, GLuint, GLvoid *, GLuint, GLuint,
GLboolean);
GLvoid (* GetTextureImageUsage) (struct gl2_program_intf **, GLbitfield *);
GLboolean (* IsShaderPresent) (struct gl2_program_intf **, GLenum);
GLvoid (* GetActiveUniform) (struct gl2_program_intf **, GLuint index, GLsizei maxLength,
GLsizei *length, GLint *size, GLenum *type, GLchar *name);
GLuint (* GetActiveUniformMaxLength) (struct gl2_program_intf **);
GLuint (* GetActiveUniformCount) (struct gl2_program_intf **);
GLint (* GetUniformLocation) (struct gl2_program_intf **, const GLchar *name);
GLboolean (* WriteUniform) (struct gl2_program_intf **, GLint loc, GLsizei count,
const GLvoid *data, GLenum type);
GLboolean (* ReadUniform) (struct gl2_program_intf **, GLint loc, GLsizei count,
GLvoid *data, GLenum type);
GLvoid (* GetActiveAttrib) (struct gl2_program_intf **, GLuint index, GLsizei maxLength,
GLsizei *length, GLint *size, GLenum *type, GLchar *name);
GLuint (* GetActiveAttribMaxLength) (struct gl2_program_intf **);
GLuint (* GetActiveAttribCount) (struct gl2_program_intf **);
GLint (* GetAttribLocation) (struct gl2_program_intf **, const GLchar *name);
GLvoid (* OverrideAttribBinding) (struct gl2_program_intf **, GLuint, const GLchar *);
GLvoid (* WriteAttrib) (struct gl2_program_intf **, GLuint, const GLfloat *);
GLvoid (* UpdateVarying) (struct gl2_program_intf **, GLuint, GLfloat *, GLboolean);
struct gl_linked_program *Linked;
};
struct gl2_fragment_shader_intf
{
struct gl2_shader_intf _shader;
};
struct gl2_vertex_shader_intf
{
struct gl2_shader_intf _shader;
};
struct gl2_3dlabs_shhandle_intf
{
struct gl2_unknown_intf _unknown;
GLvoid *(* GetShHandle) (struct gl2_3dlabs_shhandle_intf **);
};
struct gl2_debug_intf
{
struct gl2_generic_intf _generic;
GLvoid (* ClearDebugLog) (struct gl2_debug_intf **, GLenum logType, GLenum shaderType);
GLvoid (* GetDebugLog) (struct gl2_debug_intf **, GLenum logType, GLenum shaderType,
GLsizei maxLength, GLsizei *length, GLcharARB *infoLog);
GLsizei (* GetDebugLogLength) (struct gl2_debug_intf **, GLenum logType, GLenum shaderType);
};
#include "glheader.h"
#include "mtypes.h"
extern void GLAPIENTRY
@ -346,19 +233,9 @@ _mesa_UniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose,
const GLfloat *value);
extern struct gl_linked_program *
_mesa_new_linked_program(GLcontext *ctx, GLuint name);
extern struct gl_linked_program *
_mesa_lookup_linked_program(GLcontext *ctx, GLuint name);
extern struct gl_program *
_mesa_lookup_shader(GLcontext *ctx, GLuint name);
#endif /* FEATURE_ARB_shader_objects */
/*** XXXX temporary here ! */
extern void
_mesa_init_shaderobjects (GLcontext *ctx);
_mesa_init_shader_state(GLcontext *ctx);
#endif /* SHADEROBJECTS_H */
#endif /* SHADERS_H */

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@ -1,51 +0,0 @@
/*
* Mesa 3-D graphics library
* Version: 6.5
*
* Copyright (C) 2005-2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
#ifndef SHADEROBJECTS_3DLABS_H
#define SHADEROBJECTS_3DLABS_H
#if FEATURE_ARB_shader_objects
extern int _slang_fetch_discard (struct gl2_program_intf **pro, GLboolean *val);
extern GLvoid _slang_exec_fragment_shader (struct gl2_program_intf **pro);
extern GLvoid _slang_exec_vertex_shader (struct gl2_program_intf **pro);
extern GLhandleARB
_mesa_3dlabs_create_shader_object (GLenum);
extern GLhandleARB
_mesa_3dlabs_create_program_object (GLvoid);
extern GLhandleARB
_mesa_3dlabs_create_debug_object (GLvoid);
#endif /* FEATURE_ARB_shader_objects */
extern void
_mesa_init_shaderobjects_3dlabs (GLcontext *ctx);
#endif