blob: 076e3881711da2f7bb38cf1f40e2293c60821515 [file] [log] [blame]
David Liaa1f54d2011-03-01 16:54:04 -08001#include "gles2context.h"
2
3//#undef LOGD
4//#define LOGD(...)
5
6static inline GLuint s2n(gl_shader * s)
7{
8 return (GLuint)s ^ 0xaf3c532d;
9}
10
11static inline gl_shader * n2s(GLuint n)
12{
13 return (gl_shader *)(n ^ 0xaf3c532d);
14}
15
16static inline GLuint p2n(gl_shader_program * p)
17{
18 return (GLuint)p ^ 0x04dc18f9;
19}
20
21static inline gl_shader_program * n2p(GLuint n)
22{
23 return (gl_shader_program *)(n ^ 0x04dc18f9);
24}
25
26void glAttachShader(GLuint program, GLuint shader)
27{
28 GLES2_GET_CONST_CONTEXT(ctx);
29 ctx->iface->ShaderAttach(ctx->iface, n2p(program), n2s(shader));
30}
31
32void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
33{
34 GLES2_GET_CONST_CONTEXT(ctx);
35 ctx->iface->ShaderAttributeBind(n2p(program), index, name);
36// assert(0);
37}
38
39GLuint glCreateShader(GLenum type)
40{
41 GLES2_GET_CONST_CONTEXT(ctx);
42 return s2n(ctx->iface->ShaderCreate(ctx->iface, type));
43}
44
45GLuint glCreateProgram(void)
46{
47 GLES2_GET_CONST_CONTEXT(ctx);
48 return p2n(ctx->iface->ShaderProgramCreate(ctx->iface));
49}
50
51void glCompileShader(GLuint shader)
52{
53 GLES2_GET_CONST_CONTEXT(ctx);
54 ctx->iface->ShaderCompile(ctx->iface, n2s(shader), NULL, NULL);
55}
56
57void glDeleteProgram(GLuint program)
58{
59 GLES2_GET_CONST_CONTEXT(ctx);
60 ctx->iface->ShaderProgramDelete(ctx->iface, n2p(program));
61}
62
63void glDeleteShader(GLuint shader)
64{
65 GLES2_GET_CONST_CONTEXT(ctx);
66 ctx->iface->ShaderDelete(ctx->iface, n2s(shader));
67}
68
69void glDetachShader(GLuint program, GLuint shader)
70{
71 GLES2_GET_CONST_CONTEXT(ctx);
72 ctx->iface->ShaderDetach(ctx->iface, n2p(program), n2s(shader));
73}
74
75GLint glGetAttribLocation(GLuint program, const GLchar* name)
76{
77 GLES2_GET_CONST_CONTEXT(ctx);
78 GLint location = ctx->iface->ShaderAttributeLocation(n2p(program), name);
79// LOGD("\n*\n*\n* agl2: glGetAttribLocation program=%u name=%s location=%d \n*\n*",
80// program, name, location);
81 return location;
82}
83
84void glGetProgramiv(GLuint program, GLenum pname, GLint* params)
85{
86 GLES2_GET_CONST_CONTEXT(ctx);
87 ctx->iface->ShaderProgramGetiv(n2p(program), pname, params);
88 LOGD("agl2: glGetProgramiv 0x%.4X=%d \n", pname, *params);
89}
90
91void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
92{
93 GLES2_GET_CONST_CONTEXT(ctx);
94 ctx->iface->ShaderProgramGetInfoLog(n2p(program), bufsize, length, infolog);
95}
96
97void glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
98{
99 GLES2_GET_CONST_CONTEXT(ctx);
100 ctx->iface->ShaderGetiv(n2s(shader), pname, params);
101 LOGD("agl2: glGetShaderiv 0x%.4X=%d \n", pname, *params);
102}
103
104void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
105{
106 GLES2_GET_CONST_CONTEXT(ctx);
107 ctx->iface->ShaderGetInfoLog(n2s(shader), bufsize, length, infolog);
108}
109
110int glGetUniformLocation(GLuint program, const GLchar* name)
111{
112 GLES2_GET_CONST_CONTEXT(ctx);
113 return ctx->iface->ShaderUniformLocation(n2p(program), name);
114}
115
116void glLinkProgram(GLuint program)
117{
118 GLES2_GET_CONST_CONTEXT(ctx);
119 GLboolean linked = ctx->iface->ShaderProgramLink(n2p(program), NULL);
120 assert(linked);
121}
122
123void glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
124{
125 GLES2_GET_CONST_CONTEXT(ctx);
126 ctx->iface->ShaderSource(n2s(shader), count, string, length);
127}
128
129void glUniform1f(GLint location, GLfloat x)
130{
131 GLES2_GET_CONST_CONTEXT(ctx);
132 int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, &x, GL_FLOAT);
133 assert(0 > sampler); // should be assigning to sampler
134}
135
136void glUniform1i(GLint location, GLint x)
137{
138 GLES2_GET_CONST_CONTEXT(ctx);
139 const float params[1] = {x};
140 int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_INT);
141 if (0 <= sampler) {
142// LOGD("\n*\n* agl2: glUniform1i updated sampler=%d tmu=%d location=%d\n*", sampler, x, location);
143 assert(0 <= x && GGL_MAXCOMBINEDTEXTUREIMAGEUNITS > x);
144// LOGD("tmu%u: format=0x%.2X w=%u h=%u levels=%p", x, ctx->tex.tmus[x]->format,
145// ctx->tex.tmus[x]->width, ctx->tex.tmus[x]->height, ctx->tex.tmus[x]->format);
146 ctx->tex.sampler2tmu[sampler] = x;
147 ctx->tex.UpdateSampler(ctx->iface, x);
148 }
149}
150
151void glUniform2f(GLint location, GLfloat x, GLfloat y)
152{
153 GLES2_GET_CONST_CONTEXT(ctx);
154 const float params[4] = {x, y};
155 ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC2);
156}
157
158void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
159{
160 GLES2_GET_CONST_CONTEXT(ctx);
161 const float params[4] = {x, y, z, w};
162// LOGD("agl2: glUniform4f location=%d %f,%f,%f,%f", location, x, y, z, w);
163 ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC4);
164}
165
166void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
167{
168 GLES2_GET_CONST_CONTEXT(ctx);
169// const gl_shader_program * program = ctx->rasterizer.CurrentProgram;
170// if (strstr(program->Shaders[MESA_SHADER_FRAGMENT]->Source, ").a;")) {
171// LOGD("agl2: glUniformMatrix4fv location=%d count=%d transpose=%d", location, count, transpose);
172// for (unsigned i = 0; i < 4; i++)
173// LOGD("agl2: glUniformMatrix4fv %.2f \t %.2f \t %.2f \t %.2f", value[i * 4 + 0],
174// value[i * 4 + 1], value[i * 4 + 2], value[i * 4 + 3]);
175// }
176 ctx->iface->ShaderUniformMatrix(ctx->rasterizer.CurrentProgram, 4, 4, location, count, transpose, value);
177// while (true)
178// ;
179// assert(0);
180}
181
182void glUseProgram(GLuint program)
183{
184 GLES2_GET_CONST_CONTEXT(ctx);
185// LOGD("\n*\n*\n* agl2: glUseProgram %d \n*\n*\n*", program);
186 ctx->iface->ShaderUse(ctx->iface, n2p(program));
187 ctx->iface->ShaderUniformGetSamplers(n2p(program), ctx->tex.sampler2tmu);
188 for (unsigned i = 0; i < GGL_MAXCOMBINEDTEXTUREIMAGEUNITS; i++)
189 if (0 <= ctx->tex.sampler2tmu[i])
190 ctx->iface->SetSampler(ctx->iface, i, ctx->tex.tmus[ctx->tex.sampler2tmu[i]]);
191}