1 #include "gles2context.h"
2
3 //#undef LOGD
4 //#define LOGD(...)
5
s2n(gl_shader * s)6 static inline GLuint s2n(gl_shader * s)
7 {
8 return (GLuint)s ^ 0xaf3c532d;
9 }
10
n2s(GLuint n)11 static inline gl_shader * n2s(GLuint n)
12 {
13 return (gl_shader *)(n ^ 0xaf3c532d);
14 }
15
p2n(gl_shader_program * p)16 static inline GLuint p2n(gl_shader_program * p)
17 {
18 return (GLuint)p ^ 0x04dc18f9;
19 }
20
n2p(GLuint n)21 static inline gl_shader_program * n2p(GLuint n)
22 {
23 return (gl_shader_program *)(n ^ 0x04dc18f9);
24 }
25
glAttachShader(GLuint program,GLuint shader)26 void glAttachShader(GLuint program, GLuint shader)
27 {
28 GLES2_GET_CONST_CONTEXT(ctx);
29 ctx->iface->ShaderAttach(ctx->iface, n2p(program), n2s(shader));
30 }
31
glBindAttribLocation(GLuint program,GLuint index,const GLchar * name)32 void glBindAttribLocation(GLuint program, GLuint index, const GLchar* name)
33 {
34 GLES2_GET_CONST_CONTEXT(ctx);
35 ctx->iface->ShaderAttributeBind(n2p(program), index, name);
36 // assert(0);
37 }
38
glCreateShader(GLenum type)39 GLuint glCreateShader(GLenum type)
40 {
41 GLES2_GET_CONST_CONTEXT(ctx);
42 return s2n(ctx->iface->ShaderCreate(ctx->iface, type));
43 }
44
glCreateProgram(void)45 GLuint glCreateProgram(void)
46 {
47 GLES2_GET_CONST_CONTEXT(ctx);
48 return p2n(ctx->iface->ShaderProgramCreate(ctx->iface));
49 }
50
glCompileShader(GLuint shader)51 void glCompileShader(GLuint shader)
52 {
53 GLES2_GET_CONST_CONTEXT(ctx);
54 ctx->iface->ShaderCompile(ctx->iface, n2s(shader), NULL, NULL);
55 }
56
glDeleteProgram(GLuint program)57 void glDeleteProgram(GLuint program)
58 {
59 GLES2_GET_CONST_CONTEXT(ctx);
60 ctx->iface->ShaderProgramDelete(ctx->iface, n2p(program));
61 }
62
glDeleteShader(GLuint shader)63 void glDeleteShader(GLuint shader)
64 {
65 GLES2_GET_CONST_CONTEXT(ctx);
66 ctx->iface->ShaderDelete(ctx->iface, n2s(shader));
67 }
68
glDetachShader(GLuint program,GLuint shader)69 void glDetachShader(GLuint program, GLuint shader)
70 {
71 GLES2_GET_CONST_CONTEXT(ctx);
72 ctx->iface->ShaderDetach(ctx->iface, n2p(program), n2s(shader));
73 }
74
glGetAttribLocation(GLuint program,const GLchar * name)75 GLint glGetAttribLocation(GLuint program, const GLchar* name)
76 {
77 GLES2_GET_CONST_CONTEXT(ctx);
78 GLint location = ctx->iface->ShaderAttributeLocation(n2p(program), name);
79 // LOGD("\n*\n*\n* agl2: glGetAttribLocation program=%u name=%s location=%d \n*\n*",
80 // program, name, location);
81 return location;
82 }
83
glGetProgramiv(GLuint program,GLenum pname,GLint * params)84 void glGetProgramiv(GLuint program, GLenum pname, GLint* params)
85 {
86 GLES2_GET_CONST_CONTEXT(ctx);
87 ctx->iface->ShaderProgramGetiv(n2p(program), pname, params);
88 LOGD("agl2: glGetProgramiv 0x%.4X=%d \n", pname, *params);
89 }
90
glGetProgramInfoLog(GLuint program,GLsizei bufsize,GLsizei * length,GLchar * infolog)91 void glGetProgramInfoLog(GLuint program, GLsizei bufsize, GLsizei* length, GLchar* infolog)
92 {
93 GLES2_GET_CONST_CONTEXT(ctx);
94 ctx->iface->ShaderProgramGetInfoLog(n2p(program), bufsize, length, infolog);
95 }
96
glGetShaderiv(GLuint shader,GLenum pname,GLint * params)97 void glGetShaderiv(GLuint shader, GLenum pname, GLint* params)
98 {
99 GLES2_GET_CONST_CONTEXT(ctx);
100 ctx->iface->ShaderGetiv(n2s(shader), pname, params);
101 LOGD("agl2: glGetShaderiv 0x%.4X=%d \n", pname, *params);
102 }
103
glGetShaderInfoLog(GLuint shader,GLsizei bufsize,GLsizei * length,GLchar * infolog)104 void glGetShaderInfoLog(GLuint shader, GLsizei bufsize, GLsizei* length, GLchar* infolog)
105 {
106 GLES2_GET_CONST_CONTEXT(ctx);
107 ctx->iface->ShaderGetInfoLog(n2s(shader), bufsize, length, infolog);
108 }
109
glGetUniformLocation(GLuint program,const GLchar * name)110 int glGetUniformLocation(GLuint program, const GLchar* name)
111 {
112 GLES2_GET_CONST_CONTEXT(ctx);
113 return ctx->iface->ShaderUniformLocation(n2p(program), name);
114 }
115
glLinkProgram(GLuint program)116 void glLinkProgram(GLuint program)
117 {
118 GLES2_GET_CONST_CONTEXT(ctx);
119 GLboolean linked = ctx->iface->ShaderProgramLink(n2p(program), NULL);
120 assert(linked);
121 }
122
glShaderSource(GLuint shader,GLsizei count,const GLchar ** string,const GLint * length)123 void glShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length)
124 {
125 GLES2_GET_CONST_CONTEXT(ctx);
126 ctx->iface->ShaderSource(n2s(shader), count, string, length);
127 }
128
glUniform1f(GLint location,GLfloat x)129 void glUniform1f(GLint location, GLfloat x)
130 {
131 GLES2_GET_CONST_CONTEXT(ctx);
132 int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, &x, GL_FLOAT);
133 assert(0 > sampler); // should be assigning to sampler
134 }
135
glUniform1i(GLint location,GLint x)136 void glUniform1i(GLint location, GLint x)
137 {
138 GLES2_GET_CONST_CONTEXT(ctx);
139 const float params[1] = {x};
140 int sampler = ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_INT);
141 if (0 <= sampler) {
142 // LOGD("\n*\n* agl2: glUniform1i updated sampler=%d tmu=%d location=%d\n*", sampler, x, location);
143 assert(0 <= x && GGL_MAXCOMBINEDTEXTUREIMAGEUNITS > x);
144 // LOGD("tmu%u: format=0x%.2X w=%u h=%u levels=%p", x, ctx->tex.tmus[x]->format,
145 // ctx->tex.tmus[x]->width, ctx->tex.tmus[x]->height, ctx->tex.tmus[x]->format);
146 ctx->tex.sampler2tmu[sampler] = x;
147 ctx->tex.UpdateSampler(ctx->iface, x);
148 }
149 }
150
glUniform2f(GLint location,GLfloat x,GLfloat y)151 void glUniform2f(GLint location, GLfloat x, GLfloat y)
152 {
153 GLES2_GET_CONST_CONTEXT(ctx);
154 const float params[4] = {x, y};
155 ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC2);
156 }
157
glUniform4f(GLint location,GLfloat x,GLfloat y,GLfloat z,GLfloat w)158 void glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)
159 {
160 GLES2_GET_CONST_CONTEXT(ctx);
161 const float params[4] = {x, y, z, w};
162 // LOGD("agl2: glUniform4f location=%d %f,%f,%f,%f", location, x, y, z, w);
163 ctx->iface->ShaderUniform(ctx->rasterizer.CurrentProgram, location, 1, params, GL_FLOAT_VEC4);
164 }
165
glUniformMatrix4fv(GLint location,GLsizei count,GLboolean transpose,const GLfloat * value)166 void glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value)
167 {
168 GLES2_GET_CONST_CONTEXT(ctx);
169 // const gl_shader_program * program = ctx->rasterizer.CurrentProgram;
170 // if (strstr(program->Shaders[MESA_SHADER_FRAGMENT]->Source, ").a;")) {
171 // LOGD("agl2: glUniformMatrix4fv location=%d count=%d transpose=%d", location, count, transpose);
172 // for (unsigned i = 0; i < 4; i++)
173 // LOGD("agl2: glUniformMatrix4fv %.2f \t %.2f \t %.2f \t %.2f", value[i * 4 + 0],
174 // value[i * 4 + 1], value[i * 4 + 2], value[i * 4 + 3]);
175 // }
176 ctx->iface->ShaderUniformMatrix(ctx->rasterizer.CurrentProgram, 4, 4, location, count, transpose, value);
177 // while (true)
178 // ;
179 // assert(0);
180 }
181
glUseProgram(GLuint program)182 void glUseProgram(GLuint program)
183 {
184 GLES2_GET_CONST_CONTEXT(ctx);
185 // LOGD("\n*\n*\n* agl2: glUseProgram %d \n*\n*\n*", program);
186 ctx->iface->ShaderUse(ctx->iface, n2p(program));
187 ctx->iface->ShaderUniformGetSamplers(n2p(program), ctx->tex.sampler2tmu);
188 for (unsigned i = 0; i < GGL_MAXCOMBINEDTEXTUREIMAGEUNITS; i++)
189 if (0 <= ctx->tex.sampler2tmu[i])
190 ctx->iface->SetSampler(ctx->iface, i, ctx->tex.tmus[ctx->tex.sampler2tmu[i]]);
191 }
192