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/*
* 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_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;
}
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