0,0 → 1,402 |
/* |
* Copyright © 2011 Intel Corporation |
* |
* 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 (including the next |
* paragraph) 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 |
* THE AUTHORS OR COPYRIGHT HOLDERS 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. |
*/ |
|
/** |
* \file shader_query.cpp |
* C-to-C++ bridge functions to query GLSL shader data |
* |
* \author Ian Romanick <ian.d.romanick@intel.com> |
*/ |
|
#include "main/core.h" |
#include "glsl_symbol_table.h" |
#include "ir.h" |
#include "shaderobj.h" |
#include "program/hash_table.h" |
#include "../glsl/program.h" |
|
extern "C" { |
#include "shaderapi.h" |
} |
|
void GLAPIENTRY |
_mesa_BindAttribLocation(GLhandleARB program, GLuint index, |
const GLcharARB *name) |
{ |
GET_CURRENT_CONTEXT(ctx); |
|
struct gl_shader_program *const shProg = |
_mesa_lookup_shader_program_err(ctx, program, "glBindAttribLocation"); |
if (!shProg) |
return; |
|
if (!name) |
return; |
|
if (strncmp(name, "gl_", 3) == 0) { |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glBindAttribLocation(illegal name)"); |
return; |
} |
|
if (index >= ctx->Const.VertexProgram.MaxAttribs) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glBindAttribLocation(index)"); |
return; |
} |
|
/* Replace the current value if it's already in the list. Add |
* VERT_ATTRIB_GENERIC0 because that's how the linker differentiates |
* between built-in attributes and user-defined attributes. |
*/ |
shProg->AttributeBindings->put(index + VERT_ATTRIB_GENERIC0, name); |
|
/* |
* Note that this attribute binding won't go into effect until |
* glLinkProgram is called again. |
*/ |
} |
|
void GLAPIENTRY |
_mesa_GetActiveAttrib(GLhandleARB program, GLuint desired_index, |
GLsizei maxLength, GLsizei * length, GLint * size, |
GLenum * type, GLcharARB * name) |
{ |
GET_CURRENT_CONTEXT(ctx); |
struct gl_shader_program *shProg; |
|
shProg = _mesa_lookup_shader_program_err(ctx, program, "glGetActiveAttrib"); |
if (!shProg) |
return; |
|
if (!shProg->LinkStatus) { |
_mesa_error(ctx, GL_INVALID_VALUE, |
"glGetActiveAttrib(program not linked)"); |
return; |
} |
|
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(no vertex shader)"); |
return; |
} |
|
exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; |
unsigned current_index = 0; |
|
foreach_list(node, ir) { |
const ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
|
if (var == NULL |
|| var->mode != ir_var_shader_in |
|| var->location == -1) |
continue; |
|
if (current_index == desired_index) { |
_mesa_copy_string(name, maxLength, length, var->name); |
|
if (size) |
*size = (var->type->is_array()) ? var->type->length : 1; |
|
if (type) |
*type = var->type->gl_type; |
|
return; |
} |
|
current_index++; |
} |
|
/* If the loop did not return early, the caller must have asked for |
* an index that did not exit. Set an error. |
*/ |
_mesa_error(ctx, GL_INVALID_VALUE, "glGetActiveAttrib(index)"); |
} |
|
GLint GLAPIENTRY |
_mesa_GetAttribLocation(GLhandleARB program, const GLcharARB * name) |
{ |
GET_CURRENT_CONTEXT(ctx); |
struct gl_shader_program *const shProg = |
_mesa_lookup_shader_program_err(ctx, program, "glGetAttribLocation"); |
|
if (!shProg) { |
return -1; |
} |
|
if (!shProg->LinkStatus) { |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glGetAttribLocation(program not linked)"); |
return -1; |
} |
|
if (!name) |
return -1; |
|
/* Not having a vertex shader is not an error. |
*/ |
if (shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) |
return -1; |
|
exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; |
foreach_list(node, ir) { |
const ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
|
/* The extra check against VERT_ATTRIB_GENERIC0 is because |
* glGetAttribLocation cannot be used on "conventional" attributes. |
* |
* From page 95 of the OpenGL 3.0 spec: |
* |
* "If name is not an active attribute, if name is a conventional |
* attribute, or if an error occurs, -1 will be returned." |
*/ |
if (var == NULL |
|| var->mode != ir_var_shader_in |
|| var->location == -1 |
|| var->location < VERT_ATTRIB_GENERIC0) |
continue; |
|
if (strcmp(var->name, name) == 0) |
return var->location - VERT_ATTRIB_GENERIC0; |
} |
|
return -1; |
} |
|
|
unsigned |
_mesa_count_active_attribs(struct gl_shader_program *shProg) |
{ |
if (!shProg->LinkStatus |
|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { |
return 0; |
} |
|
exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; |
unsigned i = 0; |
|
foreach_list(node, ir) { |
const ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
|
if (var == NULL |
|| var->mode != ir_var_shader_in |
|| var->location == -1) |
continue; |
|
i++; |
} |
|
return i; |
} |
|
|
size_t |
_mesa_longest_attribute_name_length(struct gl_shader_program *shProg) |
{ |
if (!shProg->LinkStatus |
|| shProg->_LinkedShaders[MESA_SHADER_VERTEX] == NULL) { |
return 0; |
} |
|
exec_list *const ir = shProg->_LinkedShaders[MESA_SHADER_VERTEX]->ir; |
size_t longest = 0; |
|
foreach_list(node, ir) { |
const ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
|
if (var == NULL |
|| var->mode != ir_var_shader_in |
|| var->location == -1) |
continue; |
|
const size_t len = strlen(var->name); |
if (len >= longest) |
longest = len + 1; |
} |
|
return longest; |
} |
|
void GLAPIENTRY |
_mesa_BindFragDataLocation(GLuint program, GLuint colorNumber, |
const GLchar *name) |
{ |
_mesa_BindFragDataLocationIndexed(program, colorNumber, 0, name); |
} |
|
void GLAPIENTRY |
_mesa_BindFragDataLocationIndexed(GLuint program, GLuint colorNumber, |
GLuint index, const GLchar *name) |
{ |
GET_CURRENT_CONTEXT(ctx); |
|
struct gl_shader_program *const shProg = |
_mesa_lookup_shader_program_err(ctx, program, "glBindFragDataLocationIndexed"); |
if (!shProg) |
return; |
|
if (!name) |
return; |
|
if (strncmp(name, "gl_", 3) == 0) { |
_mesa_error(ctx, GL_INVALID_OPERATION, "glBindFragDataLocationIndexed(illegal name)"); |
return; |
} |
|
if (index > 1) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(index)"); |
return; |
} |
|
if (index == 0 && colorNumber >= ctx->Const.MaxDrawBuffers) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)"); |
return; |
} |
|
if (index == 1 && colorNumber >= ctx->Const.MaxDualSourceDrawBuffers) { |
_mesa_error(ctx, GL_INVALID_VALUE, "glBindFragDataLocationIndexed(colorNumber)"); |
return; |
} |
|
/* Replace the current value if it's already in the list. Add |
* FRAG_RESULT_DATA0 because that's how the linker differentiates |
* between built-in attributes and user-defined attributes. |
*/ |
shProg->FragDataBindings->put(colorNumber + FRAG_RESULT_DATA0, name); |
shProg->FragDataIndexBindings->put(index, name); |
/* |
* Note that this binding won't go into effect until |
* glLinkProgram is called again. |
*/ |
|
} |
|
GLint GLAPIENTRY |
_mesa_GetFragDataIndex(GLuint program, const GLchar *name) |
{ |
GET_CURRENT_CONTEXT(ctx); |
struct gl_shader_program *const shProg = |
_mesa_lookup_shader_program_err(ctx, program, "glGetFragDataIndex"); |
|
if (!shProg) { |
return -1; |
} |
|
if (!shProg->LinkStatus) { |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glGetFragDataIndex(program not linked)"); |
return -1; |
} |
|
if (!name) |
return -1; |
|
if (strncmp(name, "gl_", 3) == 0) { |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glGetFragDataIndex(illegal name)"); |
return -1; |
} |
|
/* Not having a fragment shader is not an error. |
*/ |
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) |
return -1; |
|
exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir; |
foreach_list(node, ir) { |
const ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
|
/* The extra check against FRAG_RESULT_DATA0 is because |
* glGetFragDataLocation cannot be used on "conventional" attributes. |
* |
* From page 95 of the OpenGL 3.0 spec: |
* |
* "If name is not an active attribute, if name is a conventional |
* attribute, or if an error occurs, -1 will be returned." |
*/ |
if (var == NULL |
|| var->mode != ir_var_shader_out |
|| var->location == -1 |
|| var->location < FRAG_RESULT_DATA0) |
continue; |
|
if (strcmp(var->name, name) == 0) |
return var->index; |
} |
|
return -1; |
} |
|
GLint GLAPIENTRY |
_mesa_GetFragDataLocation(GLuint program, const GLchar *name) |
{ |
GET_CURRENT_CONTEXT(ctx); |
struct gl_shader_program *const shProg = |
_mesa_lookup_shader_program_err(ctx, program, "glGetFragDataLocation"); |
|
if (!shProg) { |
return -1; |
} |
|
if (!shProg->LinkStatus) { |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glGetFragDataLocation(program not linked)"); |
return -1; |
} |
|
if (!name) |
return -1; |
|
if (strncmp(name, "gl_", 3) == 0) { |
_mesa_error(ctx, GL_INVALID_OPERATION, |
"glGetFragDataLocation(illegal name)"); |
return -1; |
} |
|
/* Not having a fragment shader is not an error. |
*/ |
if (shProg->_LinkedShaders[MESA_SHADER_FRAGMENT] == NULL) |
return -1; |
|
exec_list *ir = shProg->_LinkedShaders[MESA_SHADER_FRAGMENT]->ir; |
foreach_list(node, ir) { |
const ir_variable *const var = ((ir_instruction *) node)->as_variable(); |
|
/* The extra check against FRAG_RESULT_DATA0 is because |
* glGetFragDataLocation cannot be used on "conventional" attributes. |
* |
* From page 95 of the OpenGL 3.0 spec: |
* |
* "If name is not an active attribute, if name is a conventional |
* attribute, or if an error occurs, -1 will be returned." |
*/ |
if (var == NULL |
|| var->mode != ir_var_shader_out |
|| var->location == -1 |
|| var->location < FRAG_RESULT_DATA0) |
continue; |
|
if (strcmp(var->name, name) == 0) |
return var->location - FRAG_RESULT_DATA0; |
} |
|
return -1; |
} |