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📄 shaders.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  7.1 * * Copyright (C) 2004-2008  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 GLAPIENTRY_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 GLAPIENTRY_mesa_CreateProgramObjectARB(void){   GET_CURRENT_CONTEXT(ctx);   return ctx->Driver.CreateProgram(ctx);}void GLAPIENTRY_mesa_DeleteObjectARB(GLhandleARB obj){   if (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){   if (name) {      GET_CURRENT_CONTEXT(ctx);      ctx->Driver.DeleteProgram2(ctx, name);   }}void GLAPIENTRY_mesa_DeleteShader(GLuint name){   if (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);   ctx->Driver.GetUniformiv(ctx, program, location, params);}#if 0GLint GLAPIENTRY_mesa_GetUniformLocation(GLuint program, const GLcharARB *name){   GET_CURRENT_CONTEXT(ctx);   return ctx->Driver.GetUniformLocation(ctx, program, name);}#endifGLhandleARB GLAPIENTRY_mesa_GetHandleARB(GLenum pname){   GET_CURRENT_CONTEXT(ctx);   return ctx->Driver.GetHandle(ctx, pname);}GLint GLAPIENTRY_mesa_GetUniformLocationARB(GLhandleARB programObj, const GLcharARB *name){   GET_CURRENT_CONTEXT(ctx);   return ctx->Driver.GetUniformLocation(ctx, programObj, name);

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