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authorBrian <[email protected]>2006-12-19 17:59:32 -0700
committerBrian <[email protected]>2006-12-19 17:59:32 -0700
commit46b06bdb2664b7a553fdc9e30367001ab39db804 (patch)
tree93efc7044f5b22f1b01a3f2e480fba4412c3aa3a /src/mesa/main/shaders.c
parent2e76f0a846b8273843dca701543f1cba70284751 (diff)
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.
Diffstat (limited to 'src/mesa/main/shaders.c')
-rw-r--r--src/mesa/main/shaders.c667
1 files changed, 667 insertions, 0 deletions
diff --git a/src/mesa/main/shaders.c b/src/mesa/main/shaders.c
new file mode 100644
index 00000000000..73f27ed2d3e
--- /dev/null
+++ b/src/mesa/main/shaders.c
@@ -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);
+}
+