#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]]); }