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path: root/es_2_0/Shader.c
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/* 
 * Copyright (C) 2010 - 2011 Samsung Electronics Co., Ltd. All rights reserved.
 * 
 * Contact:
 * DongKyun Yun <dk77.yun@samsung.com>
 * SangJin Kim <sangjin3.kim@samsung.com>
 * HyunGoo Kang <hyungoo1.kang@samsung.com>
 *
 * 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 THE
 * AUTHORS OR COPYRIGHT HOLDERS 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.
 * 
 * Contributors:
 * - S-Core Co., Ltd
 *
 */

#include "es2front.h"
#include <stdarg.h>


void GL_APIENTRY ES2INTER(ShaderObjectInit)(struct ShaderObjectUnit* pUnit) {
	pUnit->eShaderType = 0; 
	pUnit->bDeleteStatus = GL_FALSE;
	pUnit->bCompileStatus = GL_FALSE;
	pUnit->nAttached = 0;
	pUnit->aStrSource = NULL;
	pUnit->nSourceAlloc = 0;
	pUnit->nSourceUsed = 0;
	pUnit->nSourceLength = 0;
	pUnit->strInfoLog = NULL;
	pUnit->nInfoLogAlloc = 0;
	pUnit->strPreped = NULL;
	pUnit->nPrepedAlloc = 0;
	pUnit->symbolLevel = -1; 
}

void GL_APIENTRY ES2INTER(ShaderObjectRelease)(struct ShaderObjectUnit* pUnit) {
	register int i;
	assert(pUnit->bDeleteStatus == GL_TRUE && pUnit->nAttached == 0);
	for (i = 0; pUnit->aStrSource != NULL && i < pUnit->nSourceAlloc; i++) {
		if (pUnit->aStrSource[i] != NULL) {
			free(pUnit->aStrSource[i]);
		}
	}
	if (pUnit->aStrSource != NULL) {
		free(pUnit->aStrSource);
	}
	if (pUnit->strInfoLog != NULL) {
		free(pUnit->strInfoLog);
	}
	if (pUnit->strPreped != NULL) {
		free(pUnit->strPreped);
	}
	pUnit->eShaderType = 0; 
	pUnit->bDeleteStatus = GL_FALSE;
	pUnit->bCompileStatus = GL_FALSE;
	pUnit->nAttached = 0;
	pUnit->aStrSource = NULL;
	pUnit->nSourceAlloc = 0;
	pUnit->nSourceUsed = 0;
	pUnit->nSourceLength = 0;
	pUnit->strInfoLog = NULL;
	pUnit->nInfoLogAlloc = 0;
	pUnit->strPreped = NULL;
	pUnit->nPrepedAlloc = 0;
	ES2INTER(SymbolRelease)(pUnit);
}

void GL_APIENTRY ES2INTER(ShaderObjectInfoLogReset)(struct ShaderObjectUnit* pUnit) {
	if (pUnit->strInfoLog == NULL) {
		assert(pUnit->nInfoLogAlloc == 0);
		pUnit->nInfoLogAlloc = 1024;
		pUnit->strInfoLog = realloc(pUnit->strInfoLog, pUnit->nInfoLogAlloc * sizeof(GLchar));
		assert(pUnit->strInfoLog != NULL);
	}
	pUnit->strInfoLog[0] = '\0';
}

void GL_APIENTRY ES2INTER(ShaderObjectInfoLogAppend)(struct ShaderObjectUnit* pUnit,
        const char* format, ...) {
	static char cBuf[1024];
	int nLenBuf;
	int nLenLog;
	va_list ap;
	va_start(ap, format);
	vsnprintf(cBuf, 1024, format, ap);
	if (pUnit->bDeleteStatus != GL_TRUE) {
		if (pUnit->strInfoLog == NULL) {
			assert(pUnit->nInfoLogAlloc == 0);
			pUnit->nInfoLogAlloc = 1024;
			pUnit->strInfoLog = realloc(pUnit->strInfoLog, pUnit->nInfoLogAlloc * sizeof(GLchar));
			assert(pUnit->strInfoLog != NULL);
			pUnit->strInfoLog[0] = '\0';
		}
		nLenBuf = strlen(cBuf) + 1;
		nLenLog = strlen(pUnit->strInfoLog);
		if (nLenBuf + nLenLog >= pUnit->nInfoLogAlloc) {
			while (nLenBuf + nLenLog >= pUnit->nInfoLogAlloc) {
				pUnit->nInfoLogAlloc *= 2;
			}
			pUnit->strInfoLog = realloc(pUnit->strInfoLog, pUnit->nInfoLogAlloc * sizeof(GLchar));
			assert(pUnit->strInfoLog != NULL);
		}
		strcat(pUnit->strInfoLog, cBuf);
	} else {
		ES2INTER(SetError)(GL_NO_ERROR);
	}
	va_end(ap);
}

void GL_APIENTRY ES2INTER(ShaderObjectPrepedReset)(struct ShaderObjectUnit* pUnit) {
	if (pUnit->strPreped == NULL) {
		assert(pUnit->nPrepedAlloc == 0);
		pUnit->nPrepedAlloc = 1024;
		pUnit->strPreped = realloc(pUnit->strPreped, pUnit->nPrepedAlloc * sizeof(GLchar));
		assert(pUnit->strPreped != NULL);
	}
	pUnit->strPreped[0] = '\0';
}

void GL_APIENTRY ES2INTER(ShaderObjectPrepedAppend)(struct ShaderObjectUnit* pUnit,
        const char* strBuf, int nLenBuf) {
	int nLenPreped;
	if (pUnit->strPreped == NULL) {
		assert(pUnit->nPrepedAlloc == 0);
		pUnit->nPrepedAlloc = 1024;
		pUnit->strPreped = realloc(pUnit->strPreped, pUnit->nPrepedAlloc * sizeof(GLchar));
		assert(pUnit->strPreped != NULL);
		pUnit->strPreped[0] = '\0';
	}
	nLenPreped = strlen(pUnit->strPreped);
	if (nLenBuf + nLenPreped >= pUnit->nPrepedAlloc) {
		while (nLenBuf + nLenPreped >= pUnit->nPrepedAlloc) {
			pUnit->nPrepedAlloc *= 2;
		}
		pUnit->strPreped = realloc(pUnit->strPreped, pUnit->nPrepedAlloc * sizeof(GLchar));
		assert(pUnit->strPreped != NULL);
	}
	strncat(pUnit->strPreped, strBuf, nLenBuf);
}

GLuint GL_APIENTRY ES2ENTRY(CreateShader)(GLenum type) {
	register GLuint uResult;
	register GLint nAllocated;
	register int i;
	switch (type) {
	default:
		ES2INTER(SetError)(GL_INVALID_ENUM);
		return 0;
	case GL_VERTEX_SHADER:
	case GL_FRAGMENT_SHADER:
		uResult = FNPTR(CreateShader)(type);
		nAllocated = CCV(nShaderObjectAllocated);
		while (nAllocated <= uResult) {
			nAllocated *= 2;
		}
		if (CCV(nShaderObjectAllocated) < nAllocated) { 
			register struct ShaderObjectUnit* pUnit = realloc(CCV(pShaderObject),
						        nAllocated * sizeof(struct ShaderObjectUnit));
			assert(pUnit != NULL);
			for (i = CCV(nShaderObjectAllocated); i < nAllocated; i++) {
				ES2INTER(ShaderObjectInit)(&(pUnit[i]));
			}
			CCV(pShaderObject) = pUnit;
			CCV(nShaderObjectAllocated) = nAllocated;
		}
		CCV(pShaderObject)[uResult].eShaderType = type;
		return uResult;
	}
}

void GL_APIENTRY ES2ENTRY(DeleteShader)(GLuint shader) {
	if (shader == 0) {
		return; 
	} else if (FNPTR(IsShader)(shader) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	}
	FNPTR(DeleteShader)(shader);
	if (shader < CCV(nShaderObjectAllocated)) {
		struct ShaderObjectUnit* pUnit = &CCV(pShaderObject[shader]);
		pUnit->bDeleteStatus = GL_TRUE;
		if (pUnit->nAttached == 0) {
			ES2INTER(ShaderObjectRelease)(pUnit);
		}
	}
}

GLboolean GL_APIENTRY ES2ENTRY(IsShader)(GLuint shader) {
	register GLboolean bResult;
	bResult = FNPTR(IsShader)(shader);
	return bResult;
}

void GL_APIENTRY ES2ENTRY(ShaderSource)(GLuint shader,
        GLsizei count, const char** string, const GLint* length) {
	register struct ShaderObjectUnit* pUnit;
	register int i;
	if (CCV(bShaderCompiler) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	if ((GLint)(shader) <= 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	} else if (FNPTR(IsShader)(shader) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	if (count < 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	}
	assert(shader < CCV(nShaderObjectAllocated));
	pUnit = &CCV(pShaderObject[shader]);
	pUnit->bCompileStatus = GL_FALSE;
	pUnit->nSourceUsed = count;
	if (pUnit->nSourceAlloc < count) {
		pUnit->aStrSource = (GLchar**)realloc(pUnit->aStrSource, count * sizeof(GLchar*));
		assert(pUnit->aStrSource != NULL);
		for (i = pUnit->nSourceAlloc; i < count; i++) {
			pUnit->aStrSource[i] = NULL;
		}
		pUnit->nSourceAlloc = count;
	}
	pUnit->nSourceLength = 0;
	for (i = 0; i < count; i++) {
		register int len = (length == NULL) ? strlen(string[i]) : length[i];
		pUnit->aStrSource[i] = (GLchar*)realloc(pUnit->aStrSource[i], (len + 2) * sizeof(GLchar));
		if (pUnit->aStrSource[i] == NULL) {
			ES2INTER(SetError)(GL_OUT_OF_MEMORY);
		}
		strncpy(pUnit->aStrSource[i], string[i], len);
		pUnit->aStrSource[i][len] = (pUnit->aStrSource[i][len - 1] != '\n') ? '\n' : '\0';
		pUnit->aStrSource[i][len + 1] = '\0';
		pUnit->nSourceLength += (pUnit->aStrSource[i][len - 1] != '\n') ? (len + 1) : len;
	}
	if (pUnit->nSourceLength > 0) pUnit->nSourceLength++; 
	ES2INTER(ShaderObjectInfoLogReset)(pUnit);
	ES2INTER(ShaderObjectPrepedReset)(pUnit);
	FNPTR(ShaderSource)(shader, pUnit->nSourceUsed, (const GLchar**)pUnit->aStrSource, NULL);
}

void GL_APIENTRY ES2ENTRY(GetShaderSource)(GLuint shader,
        GLsizei bufsize, GLsizei* length, char* source) {
	register struct ShaderObjectUnit* pUnit;
	register char* pDst;
	register char* pSrc;
	register int i;
	register int len;
	if ((GLint)(shader) <= 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	} else if (FNPTR(IsShader)(shader) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	if (bufsize < 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	} else if (bufsize == 0) {
		return;
	} else if (bufsize == 1) {
		*source = '\0';
		if (length != NULL) *length = 0;
		return;
	}
	pUnit = &CCV(pShaderObject[shader]);
	pDst = source;
	for (i = 0; bufsize > 1 && i < pUnit->nSourceUsed; i++) {
		pSrc = pUnit->aStrSource[i];
		while (bufsize-- > 1) {
			*pDst++ = *pSrc++;
		}
	}
	*pDst = '\0';
	len = (int)(pDst - source);
	if (length != NULL) {
		*length = len;
	}
}

void GL_APIENTRY ES2ENTRY(ShaderBinary)(GLsizei n, const GLuint* shaders,
        GLenum binaryformat, const void* binary, GLsizei length) {
	register int i;
	if (n < 0 || length < 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	}
	for (i = 0; i < n; i++) {
		if (shaders[i] == 0) {
			ES2INTER(SetError)(GL_INVALID_VALUE);
			return;
		} else if (FNPTR(IsShader)(shaders[i]) == GL_FALSE) {
			ES2INTER(SetError)(GL_INVALID_OPERATION);
			return;
		}
	}
	
	ES2INTER(SetError)(GL_INVALID_OPERATION);
}

/* hooking for PrepLex analyzer */
extern void hazelPrepPrepare(struct ShaderObjectUnit* pShaderObject);
extern int hazelPrepGetError(void);
extern int hazelPreplex(void);
extern void hazelPrepTerminate(void);

extern void hazelParsePrepare(struct ShaderObjectUnit* ptr, const char* src, char* dst);
extern int hazelParseparse(void);
extern int hazelParseGetError(void);
extern void hazelParseTerminate(void);

int hazelEnableTexture3D = GL_FALSE;

void GL_APIENTRY ES2ENTRY(CompileShader)(GLuint shader) {
	register struct ShaderObjectUnit* pUnit;
	char* pExpanded;
	static char* pParsed = NULL;
	GLint nResult;
	GLint nSemError;
	if (CCV(bShaderCompiler) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	if ((GLint)(shader) <= 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	} else if (FNPTR(IsShader)(shader) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	assert(shader < CCV(nShaderObjectAllocated));
	pUnit = &CCV(pShaderObject[shader]);
	ES2INTER(ShaderObjectInfoLogReset)(pUnit);
	ES2INTER(ShaderObjectPrepedReset)(pUnit);
	if (pUnit->nSourceUsed <= 0) {
		ES2INTER(ShaderObjectInfoLogAppend)(pUnit, "ERROR: no source code available\n");
		pUnit->bCompileStatus = GL_FALSE;
		return;
	}
	ES2INTER(MacroInit)();
	hazelPrepPrepare(pUnit);
	hazelPreplex();
	nResult = hazelPrepGetError();
	hazelPrepTerminate();
	if (nResult != 0) {
		ES2INTER(ShaderObjectInfoLogAppend)(pUnit, "ERROR: stopped during preprocessing\n");
		pUnit->bCompileStatus = GL_FALSE;
		ES2INTER(MacroRelease)();
		return;
	}
	ES2INTER(MacroUndef)("__LINE__");
	ES2INTER(MacroUndef)("__FILE__");
	pExpanded = ES2INTER(MacroExpand)(pUnit->strPreped, 0); 
	if (pExpanded == NULL) {
		ES2INTER(ShaderObjectInfoLogAppend)(pUnit, "ERROR: stopped during source expansion\n");
		pUnit->bCompileStatus = GL_FALSE;
		ES2INTER(MacroRelease)();
		return;
	}
	ES2INTER(MacroRelease)();
	if (strncmp (pExpanded, "#version", 8) != 0) {
		/* here pParsed has removed all the useless characters like comments. 
		 * If the first strig is not version, set the version number to be 120.
		 */
		const char *versionStr = "#version 120\n";
		pParsed = realloc(pParsed, 2 * strlen(pExpanded) + strlen(versionStr));
		memset(pParsed, 0, 2 * strlen(pExpanded) + strlen(versionStr));

		strncpy(pParsed, versionStr, strlen(versionStr));
		hazelParsePrepare(pUnit, pExpanded, &pParsed[strlen(versionStr)]);
	} else {
		pParsed = realloc(pParsed, 2 * strlen(pExpanded));
		memset(pParsed, 0, 2 * strlen(pExpanded));
		hazelParsePrepare(pUnit, pExpanded, pParsed);
	}

	nResult = hazelParseparse();
	nSemError = hazelParseGetError();
	hazelParseTerminate();
	if (nResult != 0 || nSemError != 0) {
		ES2INTER(ShaderObjectInfoLogAppend)(pUnit, "ERROR: stopped during parsing\n");
		pUnit->bCompileStatus = GL_FALSE;
		return;
	}
	FNPTR(ShaderSource)(shader, 1, (const GLchar**)&(pParsed), NULL);
	FNPTR(CompileShader)(shader);
	FNPTR(GetShaderiv)(shader, GL_COMPILE_STATUS, &nResult);
	pUnit->bCompileStatus = (nResult == 0) ? GL_FALSE : GL_TRUE;
	FNPTR(GetShaderiv)(shader, GL_INFO_LOG_LENGTH, &nResult);
	if (nResult > 1) {
		GLchar* str = malloc((nResult + 1) * sizeof(GLchar));
		FNPTR(GetShaderInfoLog)(shader, nResult + 1, NULL, str);
		ES2INTER(ShaderObjectInfoLogAppend)(pUnit, "%s", str);
		free(str);
	}
}

void GL_APIENTRY ES2ENTRY(ReleaseShaderCompiler)(void) {
	if (CCV(bShaderCompiler) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	
}

void GL_APIENTRY ES2ENTRY(GetShaderiv)(GLuint shader, GLenum pname, GLint* params) {
	register struct ShaderObjectUnit* pUnit;
	int nLenInfoLog;
	if (pname == GL_COMPILE_STATUS
	        || pname == GL_INFO_LOG_LENGTH
	        || pname == GL_SHADER_SOURCE_LENGTH) {
		if (CCV(bShaderCompiler) == GL_FALSE) {
			ES2INTER(SetError)(GL_INVALID_OPERATION);
			return;
		}
	}
	if ((GLint)(shader) <= 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	} else if (FNPTR(IsShader)(shader) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	pUnit = &CCV(pShaderObject[shader]);
	switch (pname) {
	default:
		ES2INTER(SetError)(GL_INVALID_ENUM);
		return;
	case GL_SHADER_TYPE:
		if (params != NULL) {
			*params = pUnit->eShaderType;
		}
		break;
	case GL_DELETE_STATUS:
		if (params != NULL) {
			*params = pUnit->bDeleteStatus;
		}
		break;
	case GL_COMPILE_STATUS:
		if (params != NULL) {
			*params = pUnit->bCompileStatus;
		}
		break;
	case GL_INFO_LOG_LENGTH:
		if (pUnit->strInfoLog != NULL
		        && (nLenInfoLog = strlen(pUnit->strInfoLog)) > 0) {
			if (params != NULL) {
				*params = nLenInfoLog + 1;
			}
		} else {
			FNPTR(GetShaderiv)(shader, pname, params);
		}
		break;
	case GL_SHADER_SOURCE_LENGTH:
		if (params != NULL) {
			params[0] = pUnit->nSourceLength;
		}
	}
}

void GL_APIENTRY ES2ENTRY(GetShaderInfoLog)(GLuint shader,
        GLsizei bufsize, GLsizei* length, char* infolog) {
	register struct ShaderObjectUnit* pUnit;
	int len;
	GLboolean done;
	if ((GLint)(shader) <= 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	} else if (FNPTR(IsShader)(shader) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	if (bufsize < 0) {
		ES2INTER(SetError)(GL_INVALID_VALUE);
		return;
	}
	done = GL_FALSE;
	if (shader < CCV(nShaderObjectAllocated)) {
		pUnit = &CCV(pShaderObject[shader]);
		if (pUnit->strInfoLog != NULL) {
			len = strlen(pUnit->strInfoLog);
			if (len + 1 <= bufsize) { 
				strcpy(infolog, pUnit->strInfoLog);
				if (length != NULL) *length = len;
				done = GL_TRUE;
			} else if (bufsize > 0) {
				strncpy(infolog, pUnit->strInfoLog, bufsize - 1);
				infolog[bufsize - 1] = '\0';
				if (length != NULL) *length = bufsize - 1;
				done = GL_TRUE;
			}
		}
	}
	if (done == GL_FALSE) {
		FNPTR(GetShaderInfoLog)(shader, bufsize, length, infolog);
	}
}

void GL_APIENTRY ES2ENTRY(GetShaderPrecisionFormat)(GLenum shadertype,
        GLenum precisiontype, GLint* range, GLint* precision) {
	if (CCV(bShaderCompiler) == GL_FALSE) {
		ES2INTER(SetError)(GL_INVALID_OPERATION);
		return;
	}
	switch (shadertype) {
	default:
		ES2INTER(SetError)(GL_INVALID_ENUM);
		return;
	case GL_VERTEX_SHADER:
	case GL_FRAGMENT_SHADER:
		switch (precisiontype) {
		default:
			ES2INTER(SetError)(GL_INVALID_ENUM);
			return;
		case GL_LOW_FLOAT:
		case GL_MEDIUM_FLOAT:
		case GL_HIGH_FLOAT:
			range[0] = -10;
			range[1] = 10;
			precision[0] = 1;
			break;
		case GL_LOW_INT:
		case GL_MEDIUM_INT:
		case GL_HIGH_INT:
			range[0] = -10;
			range[1] = 10;
			precision[0] = 0;
			break;
		}
		break;
	}
}