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Basic tracking and inspection of shaders and programs
[gldbg.git] / flavors / gl / source / glstate.cpp
1 #include <stdexcept>
2 #include "glstate.h"
3
4 using namespace std;
5
6 namespace {
7
8 template<typename T>
9 float normalize(T v);
10
11 template<>
12 float normalize<GLubyte>(GLubyte v)
13 { return v/255.0f; }
14
15 template<>
16 float normalize<GLbyte>(GLbyte v)
17 { return (2*v+1)/255.0f; }
18
19 template<typename T, void (*func)(void *, float)>
20 void wrap_normalized(void *user_data, T v0)
21 { func(user_data, v0); }
22
23 template<typename T, void (*func)(void *, float, float)>
24 void wrap_normalized(void *user_data, T v0, T v1)
25 { func(user_data, v0, v1); }
26
27 template<typename T, void (*func)(void *, float, float, float)>
28 void wrap_normalized(void *user_data, T v0, T v1, T v2)
29 { func(user_data, v0, v1, v2); }
30
31 template<typename T, void (*func)(void *, float, float, float, float)>
32 void wrap_normalized(void *user_data, T v0, T v1, T v2, T v3)
33 { func(user_data, v0, v1, v2, v3); }
34
35 template<typename T, void (*func)(void *, T)>
36 void wrap_array(void *user_data, const T *v)
37 { func(user_data, v[0]); }
38
39 template<typename T, void (*func)(void *, T, T)>
40 void wrap_array(void *user_data, const T *v)
41 { func(user_data, v[0], v[1]); }
42
43 template<typename T, void (*func)(void *, T, T, T)>
44 void wrap_array(void *user_data, const T *v)
45 { func(user_data, v[0], v[1], v[2]); }
46
47 template<typename T, void (*func)(void *, T, T, T, T)>
48 void wrap_array(void *user_data, const T *v)
49 { func(user_data, v[0], v[1], v[2], v[3]); }
50
51 }
52
53
54 Vector3::Vector3():
55         x(0), y(0), z(0)
56 { }
57
58
59 Vector4::Vector4():
60         x(0), y(0), z(0), w(1)
61 { }
62
63
64 GlState::GlState():
65         decoder(gldecoder_new(this, NULL)),
66         active_tex(0),
67         client_active_tex(0),
68         array_buffer(0),
69         element_buffer(0),
70         uniform_buffer(0),
71         uniform_bind_points(64)
72 {
73         vertex_array.kind = GL_VERTEX_ARRAY;
74         normal_array.kind = GL_NORMAL_ARRAY;
75         color_array.kind = GL_COLOR_ARRAY;
76         for(unsigned i=0; i<8; ++i)
77         {
78                 texcoord_arrays[i].kind = GL_TEXTURE_COORD_ARRAY;
79                 texcoord_arrays[i].index = i;
80         }
81
82         decoder->glEnableClientState = glEnableClientState;
83         decoder->glDisableClientState = glDisableClientState;
84         decoder->glEnableVertexAttribArray = glEnableVertexAttribArray;
85         decoder->glEnableVertexAttribArrayARB = glEnableVertexAttribArray;
86         decoder->glDisableVertexAttribArray = glDisableVertexAttribArray;
87         decoder->glDisableVertexAttribArrayARB = glDisableVertexAttribArray;
88
89         decoder->glColor3ub = wrap_normalized<GLubyte, glColor3f>;
90         decoder->glColor3ubv = wrap_array<GLubyte, wrap_normalized<GLubyte, glColor3f> >;
91         decoder->glColor4ub = wrap_normalized<GLubyte, glColor4f>;
92         decoder->glColor4ubv = wrap_array<GLubyte, wrap_normalized<GLubyte, glColor4f> >;
93         decoder->glColor3f = glColor3f;
94         decoder->glColor3fv = wrap_array<float, glColor3f>;
95         decoder->glColor4f = glColor4f;
96         decoder->glColor4fv = wrap_array<float, glColor4f>;
97         decoder->glTexCoord1f = glTexCoord1f;
98         decoder->glTexCoord1fv = wrap_array<float, glTexCoord1f>;
99         decoder->glTexCoord2f = glTexCoord2f;
100         decoder->glTexCoord2fv = wrap_array<float, glTexCoord2f>;
101         decoder->glTexCoord3f = glTexCoord3f;
102         decoder->glTexCoord3fv = wrap_array<float, glTexCoord3f>;
103         decoder->glTexCoord4f = glTexCoord4f;
104         decoder->glTexCoord4fv = wrap_array<float, glTexCoord4f>;
105         decoder->glNormal3f = glNormal3f;
106         decoder->glNormal3fv = wrap_array<float, glNormal3f>;
107
108         decoder->glActiveTexture = glActiveTexture;
109         decoder->glActiveTextureARB = glActiveTexture;
110         decoder->glBindTexture = glBindTexture;
111         decoder->glTexImage2D = glTexImage2D;
112         decoder->glTexParameteri = glTexParameteri;
113         decoder->glTexParameteriv = glTexParameteriv;
114         decoder->glDeleteTextures = glDeleteTextures;
115
116         decoder->glVertexPointer = glVertexPointer;
117         decoder->glNormalPointer = glNormalPointer;
118         decoder->glColorPointer = glColorPointer;
119         decoder->glClientActiveTexture = glClientActiveTexture;
120         decoder->glClientActiveTextureARB = glClientActiveTexture;
121         decoder->glTexCoordPointer = glTexCoordPointer;
122         decoder->glVertexAttribPointer = glVertexAttribPointer;
123         decoder->glVertexAttribPointerARB = glVertexAttribPointer;
124
125         decoder->glBindBuffer = glBindBuffer;
126         decoder->glBindBufferARB = glBindBuffer;
127         decoder->glBindBufferBase = glBindBufferBase;
128         decoder->glBindBufferRange = glBindBufferRange;
129         decoder->glBufferData = glBufferData;
130         decoder->glBufferDataARB = glBufferData;
131         decoder->glBufferSubData = glBufferSubData;
132         decoder->glBufferSubDataARB = glBufferSubData;
133         decoder->glDeleteBuffers = glDeleteBuffers;
134         decoder->glDeleteBuffersARB = glDeleteBuffers;
135
136         decoder->glDrawElements = glDrawElements;
137         decoder->glDrawRangeElements = glDrawRangeElements;
138         decoder->glDrawRangeElementsEXT = glDrawRangeElements;
139
140         decoder->glCreateShader = glCreateShader;
141         decoder->glCreateShaderObjectARB = glCreateShader;
142         decoder->glShaderSource = glShaderSource;
143         decoder->glShaderSourceARB = glShaderSource;
144         decoder->glCompileShader = glCompileShader;
145         decoder->glCompileShaderARB = glCompileShader;
146         decoder->glGetShaderiv = glGetShaderiv;
147         decoder->glGetShaderInfoLog = glGetShaderInfoLog;
148         decoder->glDeleteShader = glDeleteShader;
149         decoder->glCreateProgram = glCreateProgram;
150         decoder->glCreateProgramObjectARB = glCreateProgram;
151         decoder->glAttachShader = glAttachShader;
152         decoder->glAttachObjectARB = glAttachShader;
153         decoder->glLinkProgram = glLinkProgram;
154         decoder->glLinkProgramARB = glLinkProgram;
155         decoder->glGetProgramiv = glGetProgramiv;
156         decoder->glGetProgramInfoLog = glGetProgramInfoLog;
157         decoder->glDeleteObjectARB = glDeleteObjectARB;
158         decoder->glGetObjectParameterivARB = glGetObjectParameterivARB;
159         decoder->glGetInfoLogARB = glGetInfoLogARB;
160 }
161
162 GlState::~GlState()
163 {
164         gldecoder_delete(decoder);
165 }
166
167 int GlState::decode(const char *data, unsigned len)
168 {
169         return gldecoder_decode(decoder, data, len);
170 }
171
172 const TextureState &GlState::get_texture(unsigned id) const
173 {
174         TextureMap::const_iterator i = textures.find(id);
175         if(i==textures.end())
176                 throw runtime_error("Unknown texture");
177         return i->second;
178 }
179
180 const BufferState &GlState::get_buffer(unsigned id) const
181 {
182         BufferMap::const_iterator i = buffers.find(id);
183         if(i==buffers.end())
184                 throw runtime_error("Unknown buffer");
185         return i->second;
186 }
187
188 const BufferBindingState &GlState::get_buffer_binding(GLenum target, unsigned index) const
189 {
190         if(target==GL_UNIFORM_BUFFER)
191                 return uniform_bind_points[index];
192         throw runtime_error("This buffer target does not have indexed binding points");
193 }
194
195 const ArrayState &GlState::get_array(GLenum array) const
196 {
197         if(array==GL_VERTEX_ARRAY)
198                 return vertex_array;
199         else if(array==GL_NORMAL_ARRAY)
200                 return normal_array;
201         else if(array==GL_COLOR_ARRAY)
202                 return color_array;
203         else if(array==GL_TEXTURE_COORD_ARRAY)
204                 return texcoord_arrays[client_active_tex];
205         else
206                 throw logic_error("Invalid array");
207 }
208
209 const ArrayState &GlState::get_texture_coord_array(unsigned index) const
210 {
211         return texcoord_arrays[index];
212 }
213
214 const ArrayState &GlState::get_attrib_array(unsigned index) const
215 {
216         map<unsigned, ArrayState>::const_iterator i = attrib_arrays.find(index);
217         if(i!=attrib_arrays.end())
218                 return i->second;
219
220         // XXX Return a dummy?
221         throw runtime_error("Unknown attribute array");
222 }
223
224 const ShaderState &GlState::get_shader(unsigned id) const
225 {
226         ShaderMap::const_iterator i = shaders.find(id);
227         if(i==shaders.end())
228                 throw runtime_error("Unknown shader");
229         return i->second;
230 }
231
232 const ProgramState &GlState::get_program(unsigned id) const
233 {
234         ProgramMap::const_iterator i = programs.find(id);
235         if(i==programs.end())
236                 throw runtime_error("Unknown program");
237         return i->second;
238 }
239
240 const BufferState *GlState::get_current_buffer(GLenum target) const
241 {
242         return const_cast<GlState *>(this)->get_current_buffer(target);
243 }
244
245 bool &GlState::get_boolean_state(GLenum state)
246 {
247         if(state==GL_VERTEX_ARRAY)
248                 return vertex_array.enabled;
249         else if(state==GL_NORMAL_ARRAY)
250                 return normal_array.enabled;
251         else if(state==GL_COLOR_ARRAY)
252                 return color_array.enabled;
253         else if(state==GL_TEXTURE_COORD_ARRAY)
254                 return texcoord_arrays[client_active_tex].enabled;
255
256         static bool dummy;
257         return dummy;
258 }
259
260 TextureState *GlState::get_current_texture(GLenum target)
261 {
262         return texunits[active_tex].get_current_texture(target);
263 }
264
265 BufferState *GlState::get_buffer_object(unsigned id)
266 {
267         BufferMap::iterator i = buffers.find(id);
268         return (i==buffers.end() ? 0 : &i->second);
269 }
270
271 BufferState *GlState::get_current_buffer(GLenum target)
272 {
273         if(target==GL_ARRAY_BUFFER)
274                 return array_buffer;
275         else if(target==GL_ELEMENT_ARRAY_BUFFER)
276                 return element_buffer;
277         else if(target==GL_UNIFORM_BUFFER)
278                 return uniform_buffer;
279         return 0;
280 }
281
282 BufferBindingState *GlState::get_buffer_binding(GLenum target, unsigned index)
283 {
284         if(target==GL_UNIFORM_BUFFER)
285                 return &uniform_bind_points[index];
286         return 0;
287 }
288
289 void GlState::set_current_texture(GLenum target, unsigned id)
290 {
291         TexUnitState &unit = texunits[active_tex];
292         TextureState *tex = 0;
293         if(id)
294         {
295                 tex = &textures[id];
296                 if(!tex->id)
297                 {
298                         tex->id = id;
299                         tex->target = target;
300                 }
301                 else if(tex->target!=target)
302                         return;
303         }
304         unit.set_current_texture(target, tex);
305 }
306
307 void GlState::set_current_buffer(GLenum target, unsigned id)
308 {
309         BufferState *buf = 0;
310         if(id)
311         {
312                 buf = &buffers[id];
313                 if(!buf->id)
314                         buf->id = id;
315         }
316
317         if(target==GL_ARRAY_BUFFER)
318                 array_buffer = buf;
319         else if(target==GL_ELEMENT_ARRAY_BUFFER)
320                 element_buffer = buf;
321         else if(target==GL_UNIFORM_BUFFER)
322                 uniform_buffer = buf;
323 }
324
325 ArrayState &GlState::get_attrib_array(unsigned index)
326 {
327         map<unsigned, ArrayState>::iterator i = attrib_arrays.find(index);
328         if(i!=attrib_arrays.end())
329                 return i->second;
330
331         ArrayState &array = attrib_arrays[index];
332         array.index = index;
333
334         return array;
335 }
336
337 ShaderState *GlState::get_shader(unsigned id, bool create)
338 {
339         ShaderMap::iterator i = shaders.find(id);
340         if(i==shaders.end() && create)
341         {
342                 i = shaders.insert(ShaderMap::value_type(id, ShaderState())).first;
343                 i->second.id = id;
344         }
345         return (i!=shaders.end() ? &i->second : 0);
346 }
347
348 void GlState::delete_shader(unsigned id)
349 {
350         ShaderMap::iterator i = shaders.find(id);
351         if(i==shaders.end())
352                 return;
353
354         for(ProgramMap::const_iterator j=programs.begin(); j!=programs.end(); ++j)
355         {
356                 const vector<ShaderState *> &prog_shaders = j->second.shaders;
357                 for(vector<ShaderState *>::const_iterator k=prog_shaders.begin(); k!=prog_shaders.end(); ++k)
358                         if(*k==&i->second)
359                         {
360                                 i->second.pending_delete = true;
361                                 return;
362                         }
363         }
364
365         shaders.erase(i);
366 }
367
368 void GlState::delete_program(unsigned id)
369 {
370         ProgramMap::iterator i = programs.find(id);
371         if(i==programs.end())
372                 return;
373
374         vector<ShaderState *> prog_shaders = i->second.shaders;
375         programs.erase(i);
376         for(vector<ShaderState *>::const_iterator j=prog_shaders.begin(); j!=prog_shaders.end(); ++j)
377                 if((*j)->pending_delete)
378                         delete_shader((*j)->id);
379 }
380
381 ProgramState *GlState::get_program(unsigned id, bool create)
382 {
383         ProgramMap::iterator i = programs.find(id);
384         if(i==programs.end() && create)
385         {
386                 i = programs.insert(ProgramMap::value_type(id, ProgramState())).first;
387                 i->second.id = id;
388         }
389         return (i!=programs.end() ? &i->second : 0);
390 }
391
392 // Boolean state
393
394 void GlState::glEnableClientState(void *user_data, GLenum state)
395 {
396         reinterpret_cast<GlState *>(user_data)->get_boolean_state(state) = true;
397 }
398
399 void GlState::glDisableClientState(void *user_data, GLenum state)
400 {
401         reinterpret_cast<GlState *>(user_data)->get_boolean_state(state) = false;
402 }
403
404 void GlState::glEnableVertexAttribArray(void *user_data, unsigned index)
405 {
406         reinterpret_cast<GlState *>(user_data)->attrib_arrays[index].enabled = true;
407 }
408
409 void GlState::glDisableVertexAttribArray(void *user_data, unsigned index)
410 {
411         reinterpret_cast<GlState *>(user_data)->attrib_arrays[index].enabled = false;
412 }
413
414 // Vertex attributes
415
416 void GlState::glColor3f(void *user_data, float r, float g, float b)
417 { glColor4f(user_data, r, g, b, 1.0f); }
418
419 void GlState::glColor4f(void *user_data, float r, float g, float b, float a)
420 {
421         Vector4 &color = reinterpret_cast<GlState *>(user_data)->color;
422         color.r = r;
423         color.g = g;
424         color.b = b;
425         color.a = a;
426 }
427
428 void GlState::glNormal3f(void *user_data, float x, float y, float z)
429 {
430         Vector3 &normal = reinterpret_cast<GlState *>(user_data)->normal;
431         normal.x = x;
432         normal.y = y;
433         normal.z = z;
434 }
435
436 void GlState::glTexCoord1f(void *user_data, float s)
437 { glTexCoord4f(user_data, s, 0.0f, 0.0f, 1.0f); }
438
439 void GlState::glTexCoord2f(void *user_data, float s, float t)
440 { glTexCoord4f(user_data, s, t, 0.0f, 1.0f); }
441
442 void GlState::glTexCoord3f(void *user_data, float s, float t, float p)
443 { glTexCoord4f(user_data, s, t, p, 1.0f); }
444
445 void GlState::glTexCoord4f(void *user_data, float s, float t, float p, float q)
446 {
447         unsigned index = reinterpret_cast<GlState *>(user_data)->active_tex;
448         glMultiTexCoord4f(user_data, index, s, t, p, q);
449 }
450
451 void GlState::glMultiTexCoord4f(void *user_data, unsigned index, float s, float t, float p, float q)
452 {
453         Vector4 &texcoord = reinterpret_cast<GlState *>(user_data)->texcoord[index];
454         texcoord.s = s;
455         texcoord.t = t;
456         texcoord.p = p;
457         texcoord.q = q;
458 }
459
460 // Textures
461
462 void GlState::glActiveTexture(void *user_data, unsigned index)
463 {
464         reinterpret_cast<GlState *>(user_data)->active_tex = index-GL_TEXTURE0;
465 }
466
467 void GlState::glBindTexture(void *user_data, GLenum target, unsigned id)
468 {
469         reinterpret_cast<GlState *>(user_data)->set_current_texture(target, id);
470 }
471
472 void GlState::glTexImage2D(void *user_data, GLenum target, int level, int ifmt, int width, int height, int, GLenum, GLenum, const void *)
473 {
474         if(TextureState *tex = reinterpret_cast<GlState *>(user_data)->get_current_texture(target))
475                 tex->set_image_2d(level, ifmt, width, height);
476 }
477
478 void GlState::glTexParameteri(void *user_data, GLenum target, GLenum param, int value)
479 { glTexParameteriv(user_data, target, param, &value); }
480
481 void GlState::glTexParameteriv(void *user_data, GLenum target, GLenum param, const int *values)
482 {
483         if(TextureState *tex = reinterpret_cast<GlState *>(user_data)->get_current_texture(target))
484                 tex->set_parameter(param, values);
485 }
486
487 void GlState::glDeleteTextures(void *user_data, int count, const unsigned *ids)
488 {
489         for(int i=0; i<count; ++i)
490                 reinterpret_cast<GlState *>(user_data)->textures.erase(ids[i]);
491 }
492
493 // Vertex arrays
494
495 void GlState::glVertexPointer(void *user_data, int size, GLenum type, int stride, const void *data)
496 {
497         GlState *self = reinterpret_cast<GlState *>(user_data);
498         self->vertex_array.set(size, type, false, stride, self->array_buffer, reinterpret_cast<long>(data));
499 }
500
501 void GlState::glNormalPointer(void *user_data, GLenum type, int stride, const void *data)
502 {
503         GlState *self = reinterpret_cast<GlState *>(user_data);
504         self->normal_array.set(3, type, true, stride, self->array_buffer, reinterpret_cast<long>(data));
505 }
506
507 void GlState::glColorPointer(void *user_data, int size, GLenum type, int stride, const void *data)
508 {
509         GlState *self = reinterpret_cast<GlState *>(user_data);
510         self->color_array.set(size, type, true, stride, self->array_buffer, reinterpret_cast<long>(data));
511 }
512
513 void GlState::glClientActiveTexture(void *user_data, unsigned index)
514 {
515         reinterpret_cast<GlState *>(user_data)->client_active_tex = index-GL_TEXTURE0;
516 }
517
518 void GlState::glTexCoordPointer(void *user_data, int size, GLenum type, int stride, const void *data)
519 {
520         GlState *self = reinterpret_cast<GlState *>(user_data);
521         self->texcoord_arrays[self->client_active_tex].set(size, type, false, stride, self->array_buffer, reinterpret_cast<long>(data));
522 }
523
524 void GlState::glVertexAttribPointer(void *user_data, unsigned index, int size, GLenum type, unsigned char norm, int stride, const void *data)
525 {
526         GlState *self = reinterpret_cast<GlState *>(user_data);
527         self->get_attrib_array(index).set(size, type, norm, stride, self->array_buffer, reinterpret_cast<long>(data));
528 }
529
530 // Buffer objects
531
532 void GlState::glBindBuffer(void *user_data, GLenum target, unsigned id)
533 { reinterpret_cast<GlState *>(user_data)->set_current_buffer(target, id); }
534
535 void GlState::glBindBufferBase(void *user_data, GLenum target, unsigned index, unsigned id)
536 {
537         if(BufferState *buffer = reinterpret_cast<GlState *>(user_data)->get_buffer_object(id))
538                 glBindBufferRange(user_data, target, index, id, 0, buffer->size);
539 }
540
541 void GlState::glBindBufferRange(void *user_data, GLenum target, unsigned index, unsigned id, int offset, int size)
542 {
543         GlState *self = reinterpret_cast<GlState *>(user_data);
544         if(BufferBindingState *binding = self->get_buffer_binding(target, index))
545         {
546                 binding->buffer = self->get_buffer_object(id);
547                 binding->offset = offset;
548                 binding->size = size;
549         }
550 }
551
552 void GlState::glBufferData(void *user_data, GLenum target, int size, const void *data, GLenum usage)
553 {
554         if(BufferState *buf = reinterpret_cast<GlState *>(user_data)->get_current_buffer(target))
555                 buf->set_data(size, data, usage);
556 }
557
558 void GlState::glBufferSubData(void *user_data, GLenum target, int offset, int size, const void *data)
559 {
560         if(BufferState *buf = reinterpret_cast<GlState *>(user_data)->get_current_buffer(target))
561                 buf->set_sub_data(offset, size, data);
562 }
563
564 void GlState::glDeleteBuffers(void *user_data, int count, const unsigned *ids)
565 {
566         for(int i=0; i<count; ++i)
567                 reinterpret_cast<GlState *>(user_data)->buffers.erase(ids[i]);
568 }
569
570 void GlState::glDrawElements(void *user_data, GLenum, int, GLenum type, const void *)
571 {
572         if(BufferState *buf = reinterpret_cast<GlState *>(user_data)->element_buffer)
573                 buf->content.update_elements(type);
574 }
575
576 void GlState::glDrawRangeElements(void *user_data, GLenum, unsigned, unsigned, int, GLenum type, const void *)
577 {
578         if(BufferState *buf = reinterpret_cast<GlState *>(user_data)->element_buffer)
579                 buf->content.update_elements(type);
580 }
581
582 // Shaders
583
584 void GlState::glCreateShader(void *user_data, unsigned id, GLenum type)
585 {
586         if(ShaderState *shader = reinterpret_cast<GlState *>(user_data)->get_shader(id, true))
587                 shader->type = type;
588 }
589
590 void GlState::glShaderSource(void *user_data, unsigned id, int count, const char **str, const int *length)
591 {
592         if(ShaderState *shader = reinterpret_cast<GlState *>(user_data)->get_shader(id, false))
593         {
594                 shader->source.clear();
595                 for(int i=0; i<count; ++i)
596                 {
597                         if(!length || length[i]<0)
598                                 shader->source.push_back(str[i]);
599                         else
600                                 shader->source.push_back(string(str[i], length[i]));
601                 }
602                 shader->source_changed = true;
603         }
604 }
605
606 void GlState::glCompileShader(void *user_data, unsigned id)
607 {
608         if(ShaderState *shader = reinterpret_cast<GlState *>(user_data)->get_shader(id, false))
609                 shader->source_changed = false;
610 }
611
612 void GlState::glGetShaderiv(void *user_data, unsigned id, GLenum pname, int *param)
613 {
614         if(ShaderState *shader = reinterpret_cast<GlState *>(user_data)->get_shader(id, false))
615         {
616                 if(pname==GL_COMPILE_STATUS)
617                         shader->compile_status = *param;
618         }
619 }
620
621 void GlState::glGetShaderInfoLog(void *user_data, unsigned id, int, int *, char *log)
622 {
623         if(ShaderState *shader = reinterpret_cast<GlState *>(user_data)->get_shader(id, false))
624                 shader->info_log = log;
625 }
626
627 void GlState::glDeleteShader(void *user_data, unsigned id)
628 {
629         reinterpret_cast<GlState *>(user_data)->delete_shader(id);
630 }
631
632 void GlState::glCreateProgram(void *user_data, unsigned id)
633 {
634         reinterpret_cast<GlState *>(user_data)->get_program(id, true);
635 }
636
637 void GlState::glAttachShader(void *user_data, unsigned prog_id, unsigned shader_id)
638 {
639         GlState *self = reinterpret_cast<GlState *>(user_data);
640         if(ProgramState *prog = self->get_program(prog_id, false))
641                 if(ShaderState *shader = self->get_shader(shader_id, false))
642                         prog->shaders.push_back(shader);
643 }
644
645 void GlState::glLinkProgram(void *user_data, unsigned id)
646 {
647         if(ProgramState *program = reinterpret_cast<GlState *>(user_data)->get_program(id, false))
648                 program->shaders_changed = false;
649 }
650
651 void GlState::glGetProgramiv(void *user_data, unsigned id, GLenum pname, int *param)
652 {
653         if(ProgramState *program = reinterpret_cast<GlState *>(user_data)->get_program(id, false))
654         {
655                 if(pname==GL_LINK_STATUS)
656                         program->link_status = *param;
657         }
658 }
659
660 void GlState::glGetProgramInfoLog(void *user_data, unsigned id, int, int *, char *log)
661 {
662         if(ProgramState *program = reinterpret_cast<GlState *>(user_data)->get_program(id, false))
663                 program->info_log = log;
664 }
665
666 void GlState::glDeleteProgram(void *user_data, unsigned id)
667 {
668         reinterpret_cast<GlState *>(user_data)->delete_program(id);
669 }
670
671 void GlState::glDeleteObjectARB(void *user_data, unsigned id)
672 {
673         GlState *self = reinterpret_cast<GlState *>(user_data);
674         if(self->shaders.count(id))
675                 self->delete_shader(id);
676         else if(self->programs.count(id))
677                 self->delete_program(id);
678 }
679
680 void GlState::glGetObjectParameterivARB(void *user_data, unsigned id, GLenum pname, int *param)
681 {
682         GlState *self = reinterpret_cast<GlState *>(user_data);
683         if(self->shaders.count(id))
684                 glGetShaderiv(user_data, id, pname, param);
685         else if(self->programs.count(id))
686                 glGetProgramiv(user_data, id, pname, param);
687 }
688
689 void GlState::glGetInfoLogARB(void *user_data, unsigned id, int bufsize, int *length, char *log)
690 {
691         GlState *self = reinterpret_cast<GlState *>(user_data);
692         if(self->shaders.count(id))
693                 glGetShaderInfoLog(user_data, id, bufsize, length, log);
694         else if(self->programs.count(id))
695                 glGetProgramInfoLog(user_data, id, bufsize, length, log);
696 }