/* * 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 */ #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_BindAttribLocationARB(GLhandleARB program, GLuint index, const GLcharARB *name) { GET_CURRENT_CONTEXT(ctx); const GLint size = -1; /* unknown size */ GLint i; GLenum datatype = GL_FLOAT_VEC4; 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_GetActiveAttribARB(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_in || var->location == -1 || var->location < VERT_ATTRIB_GENERIC0) 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_GetAttribLocationARB(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_in || var->location == -1 || var->location < VERT_ATTRIB_GENERIC0) continue; if (strcmp(var->name, name) == 0) return var->location - VERT_ATTRIB_GENERIC0; } return -1; }