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-rw-r--r--opengl/libagl2/src/shader.cpp191
1 files changed, 191 insertions, 0 deletions
diff --git a/opengl/libagl2/src/shader.cpp b/opengl/libagl2/src/shader.cpp
new file mode 100644
index 0000000..076e388
--- /dev/null
+++ b/opengl/libagl2/src/shader.cpp
@@ -0,0 +1,191 @@
+#include "gles2context.h"
+
+//#undef LOGD
+//#define LOGD(...)
+
+static inline GLuint s2n(gl_shader * s)
+{
+ return (GLuint)s ^ 0xaf3c532d;
+}
+
+static inline gl_shader * n2s(GLuint n)
+{
+ return (gl_shader *)(n ^ 0xaf3c532d);
+}
+
+static inline GLuint p2n(gl_shader_program * p)
+{
+ return (GLuint)p ^ 0x04dc18f9;
+}
+
+static inline gl_shader_program * n2p(GLuint n)
+{
+ return (gl_shader_program *)(n ^ 0x04dc18f9);
+}
+
+void glAttachShader(GLuint program, GLuint shader)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderAttach(ctx->iface, n2p(program), n2s(shader));
+}
+
+void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderAttributeBind(n2p(program), index, name);
+// assert(0);
+}
+
+GLuint glCreateShader(GLenum type)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ return s2n(ctx->iface->ShaderCreate(ctx->iface, type));
+}
+
+GLuint glCreateProgram(void)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ return p2n(ctx->iface->ShaderProgramCreate(ctx->iface));
+}
+
+void glCompileShader(GLuint shader)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderCompile(ctx->iface, n2s(shader), NULL, NULL);
+}
+
+void glDeleteProgram(GLuint program)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderProgramDelete(ctx->iface, n2p(program));
+}
+
+void glDeleteShader(GLuint shader)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderDelete(ctx->iface, n2s(shader));
+}
+
+void glDetachShader(GLuint program, GLuint shader)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderDetach(ctx->iface, n2p(program), n2s(shader));
+}
+
+GLint glGetAttribLocation(GLuint program, const GLchar* name)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ GLint location = ctx->iface->ShaderAttributeLocation(n2p(program), name);
+// LOGD("\n*\n*\n* agl2: glGetAttribLocation program=%u name=%s location=%d \n*\n*",
+// program, name, location);
+ return location;
+}
+
+void glGetProgramiv(GLuint program, GLenum pname, GLint* params)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderProgramGetiv(n2p(program), pname, params);
+ LOGD("agl2: glGetProgramiv 0x%.4X=%d \n", pname, *params);
+}
+
+void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderProgramGetInfoLog(n2p(program), bufsize, length, infolog);
+}
+
+void glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderGetiv(n2s(shader), pname, params);
+ LOGD("agl2: glGetShaderiv 0x%.4X=%d \n", pname, *params);
+}
+
+void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderGetInfoLog(n2s(shader), bufsize, length, infolog);
+}
+
+int glGetUniformLocation(GLuint program, const GLchar* name)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ return ctx->iface->ShaderUniformLocation(n2p(program), name);
+}
+
+void glLinkProgram(GLuint program)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ GLboolean linked = ctx->iface->ShaderProgramLink(n2p(program), NULL);
+ assert(linked);
+}
+
+void glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ ctx->iface->ShaderSource(n2s(shader), count, string, length);
+}
+
+void glUniform1f(GLint location, GLfloat x)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, &x, GL_FLOAT);
+ assert(0 > sampler); // should be assigning to sampler
+}
+
+void glUniform1i(GLint location, GLint x)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ const float params[1] = {x};
+ int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_INT);
+ if (0 <= sampler) {
+// LOGD("\n*\n* agl2: glUniform1i updated sampler=%d tmu=%d location=%d\n*", sampler, x, location);
+ assert(0 <= x && GGL_MAXCOMBINEDTEXTUREIMAGEUNITS > x);
+// LOGD("tmu%u: format=0x%.2X w=%u h=%u levels=%p", x, ctx->tex.tmus[x]->format,
+// ctx->tex.tmus[x]->width, ctx->tex.tmus[x]->height, ctx->tex.tmus[x]->format);
+ ctx->tex.sampler2tmu[sampler] = x;
+ ctx->tex.UpdateSampler(ctx->iface, x);
+ }
+}
+
+void glUniform2f(GLint location, GLfloat x, GLfloat y)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ const float params[4] = {x, y};
+ ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC2);
+}
+
+void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+ const float params[4] = {x, y, z, w};
+// LOGD("agl2: glUniform4f location=%d %f,%f,%f,%f", location, x, y, z, w);
+ ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC4);
+}
+
+void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+// const gl_shader_program * program = ctx->rasterizer.CurrentProgram;
+// if (strstr(program->Shaders[MESA_SHADER_FRAGMENT]->Source, ").a;")) {
+// LOGD("agl2: glUniformMatrix4fv location=%d count=%d transpose=%d", location, count, transpose);
+// for (unsigned i = 0; i < 4; i++)
+// LOGD("agl2: glUniformMatrix4fv %.2f \t %.2f \t %.2f \t %.2f", value[i * 4 + 0],
+// value[i * 4 + 1], value[i * 4 + 2], value[i * 4 + 3]);
+// }
+ ctx->iface->ShaderUniformMatrix(ctx->rasterizer.CurrentProgram, 4, 4, location, count, transpose, value);
+// while (true)
+// ;
+// assert(0);
+}
+
+void glUseProgram(GLuint program)
+{
+ GLES2_GET_CONST_CONTEXT(ctx);
+// LOGD("\n*\n*\n* agl2: glUseProgram %d \n*\n*\n*", program);
+ ctx->iface->ShaderUse(ctx->iface, n2p(program));
+ ctx->iface->ShaderUniformGetSamplers(n2p(program), ctx->tex.sampler2tmu);
+ for (unsigned i = 0; i < GGL_MAXCOMBINEDTEXTUREIMAGEUNITS; i++)
+ if (0 <= ctx->tex.sampler2tmu[i])
+ ctx->iface->SetSampler(ctx->iface, i, ctx->tex.tmus[ctx->tex.sampler2tmu[i]]);
+}