| // | |
| // Copyright (c) 2002-2014 The ANGLE Project Authors. All rights reserved. | |
| // Use of this source code is governed by a BSD-style license that can be | |
| // found in the LICENSE file. | |
| // | |
| // Program.h: Defines the gl::Program class. Implements GL program objects | |
| // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. | |
| #ifndef LIBGLESV2_PROGRAM_BINARY_H_ | |
| #define LIBGLESV2_PROGRAM_BINARY_H_ | |
| #include "angle_gl.h" | |
| #include <string> | |
| #include <vector> | |
| #include "common/RefCountObject.h" | |
| #include "angletypes.h" | |
| #include "common/mathutil.h" | |
| #include "libGLESv2/Uniform.h" | |
| #include "libGLESv2/Shader.h" | |
| #include "libGLESv2/Constants.h" | |
| #include "libGLESv2/renderer/d3d/VertexDataManager.h" | |
| #include "libGLESv2/DynamicHLSL.h" | |
| namespace rx | |
| { | |
| class ShaderExecutable; | |
| class Renderer; | |
| struct TranslatedAttribute; | |
| class UniformStorage; | |
| } | |
| namespace gl | |
| { | |
| class FragmentShader; | |
| class VertexShader; | |
| class InfoLog; | |
| class AttributeBindings; | |
| class Buffer; | |
| class Framebuffer; | |
| // Struct used for correlating uniforms/elements of uniform arrays to handles | |
| struct VariableLocation | |
| { | |
| VariableLocation() | |
| { | |
| } | |
| VariableLocation(const std::string &name, unsigned int element, unsigned int index); | |
| std::string name; | |
| unsigned int element; | |
| unsigned int index; | |
| }; | |
| struct LinkedVarying | |
| { | |
| LinkedVarying(); | |
| LinkedVarying(const std::string &name, GLenum type, GLsizei size, const std::string &semanticName, | |
| unsigned int semanticIndex, unsigned int semanticIndexCount); | |
| // Original GL name | |
| std::string name; | |
| GLenum type; | |
| GLsizei size; | |
| // DirectX semantic information | |
| std::string semanticName; | |
| unsigned int semanticIndex; | |
| unsigned int semanticIndexCount; | |
| }; | |
| // This is the result of linking a program. It is the state that would be passed to ProgramBinary. | |
| class ProgramBinary : public RefCountObject | |
| { | |
| public: | |
| explicit ProgramBinary(rx::Renderer *renderer); | |
| ~ProgramBinary(); | |
| rx::ShaderExecutable *getPixelExecutableForFramebuffer(const Framebuffer *fbo); | |
| rx::ShaderExecutable *getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout); | |
| rx::ShaderExecutable *getVertexExecutableForInputLayout(const VertexFormat inputLayout[MAX_VERTEX_ATTRIBS]); | |
| rx::ShaderExecutable *getGeometryExecutable() const; | |
| GLuint getAttributeLocation(const char *name); | |
| int getSemanticIndex(int attributeIndex); | |
| GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex); | |
| TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex); | |
| GLint getUsedSamplerRange(SamplerType type); | |
| bool usesPointSize() const; | |
| bool usesPointSpriteEmulation() const; | |
| bool usesGeometryShader() const; | |
| GLint getUniformLocation(std::string name); | |
| GLuint getUniformIndex(std::string name); | |
| GLuint getUniformBlockIndex(std::string name); | |
| void setUniform1fv(GLint location, GLsizei count, const GLfloat *v); | |
| void setUniform2fv(GLint location, GLsizei count, const GLfloat *v); | |
| void setUniform3fv(GLint location, GLsizei count, const GLfloat *v); | |
| void setUniform4fv(GLint location, GLsizei count, const GLfloat *v); | |
| void setUniform1iv(GLint location, GLsizei count, const GLint *v); | |
| void setUniform2iv(GLint location, GLsizei count, const GLint *v); | |
| void setUniform3iv(GLint location, GLsizei count, const GLint *v); | |
| void setUniform4iv(GLint location, GLsizei count, const GLint *v); | |
| void setUniform1uiv(GLint location, GLsizei count, const GLuint *v); | |
| void setUniform2uiv(GLint location, GLsizei count, const GLuint *v); | |
| void setUniform3uiv(GLint location, GLsizei count, const GLuint *v); | |
| void setUniform4uiv(GLint location, GLsizei count, const GLuint *v); | |
| void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); | |
| bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params); | |
| bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params); | |
| bool getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params); | |
| void dirtyAllUniforms(); | |
| void applyUniforms(); | |
| bool applyUniformBuffers(const std::vector<Buffer*> boundBuffers); | |
| bool load(InfoLog &infoLog, const void *binary, GLsizei length); | |
| bool save(void* binary, GLsizei bufSize, GLsizei *length); | |
| GLint getLength(); | |
| bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader, | |
| const std::vector<std::string>& transformFeedbackVaryings, GLenum transformFeedbackBufferMode); | |
| void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders); | |
| void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; | |
| GLint getActiveAttributeCount() const; | |
| GLint getActiveAttributeMaxLength() const; | |
| void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; | |
| GLint getActiveUniformCount() const; | |
| GLint getActiveUniformMaxLength() const; | |
| GLint getActiveUniformi(GLuint index, GLenum pname) const; | |
| bool isValidUniformLocation(GLint location) const; | |
| LinkedUniform *getUniformByLocation(GLint location) const; | |
| void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const; | |
| void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const; | |
| GLuint getActiveUniformBlockCount() const; | |
| GLuint getActiveUniformBlockMaxLength() const; | |
| UniformBlock *getUniformBlockByIndex(GLuint blockIndex); | |
| GLint getFragDataLocation(const char *name) const; | |
| size_t getTransformFeedbackVaryingCount() const; | |
| const LinkedVarying &getTransformFeedbackVarying(size_t idx) const; | |
| GLenum getTransformFeedbackBufferMode() const; | |
| void validate(InfoLog &infoLog); | |
| bool validateSamplers(InfoLog *infoLog); | |
| bool isValidated() const; | |
| unsigned int getSerial() const; | |
| int getShaderVersion() const; | |
| void initAttributesByLayout(); | |
| void sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const; | |
| const std::vector<LinkedUniform*> &getUniforms() const { return mUniforms; } | |
| const rx::UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; } | |
| const rx::UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; } | |
| private: | |
| DISALLOW_COPY_AND_ASSIGN(ProgramBinary); | |
| void reset(); | |
| bool linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader); | |
| bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader); | |
| typedef std::vector<sh::BlockMemberInfo>::const_iterator BlockInfoItr; | |
| template <class ShaderVarType> | |
| bool linkValidateFields(InfoLog &infoLog, const std::string &varName, const ShaderVarType &vertexVar, const ShaderVarType &fragmentVar); | |
| bool linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable, const sh::ShaderVariable &fragmentVariable, bool validatePrecision); | |
| bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform); | |
| bool linkValidateVariables(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying); | |
| bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform); | |
| bool linkUniforms(InfoLog &infoLog, const std::vector<sh::Uniform> &vertexUniforms, const std::vector<sh::Uniform> &fragmentUniforms); | |
| bool defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog); | |
| bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock); | |
| bool linkUniformBlocks(InfoLog &infoLog, const std::vector<sh::InterfaceBlock> &vertexUniformBlocks, const std::vector<sh::InterfaceBlock> &fragmentUniformBlocks); | |
| bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings, | |
| const std::vector<std::string> &transformFeedbackVaryingNames, | |
| GLenum transformFeedbackBufferMode, | |
| std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings) const; | |
| void defineUniformBlockMembers(const std::vector<sh::InterfaceBlockField> &fields, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes); | |
| bool defineUniformBlock(InfoLog &infoLog, GLenum shader, const sh::InterfaceBlock &interfaceBlock); | |
| bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex); | |
| void defineOutputVariables(FragmentShader *fragmentShader); | |
| void initializeUniformStorage(); | |
| template <typename T> | |
| void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType); | |
| template <int cols, int rows> | |
| void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType); | |
| template <typename T> | |
| bool getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType); | |
| static TextureType getTextureType(GLenum samplerType, InfoLog &infoLog); | |
| class VertexExecutable | |
| { | |
| public: | |
| VertexExecutable(const VertexFormat inputLayout[MAX_VERTEX_ATTRIBS], | |
| const GLenum signature[MAX_VERTEX_ATTRIBS], | |
| rx::ShaderExecutable *shaderExecutable); | |
| ~VertexExecutable(); | |
| bool matchesSignature(const GLenum convertedLayout[MAX_VERTEX_ATTRIBS]) const; | |
| const VertexFormat *inputs() const { return mInputs; } | |
| const GLenum *signature() const { return mSignature; } | |
| rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; } | |
| private: | |
| VertexFormat mInputs[MAX_VERTEX_ATTRIBS]; | |
| GLenum mSignature[MAX_VERTEX_ATTRIBS]; | |
| rx::ShaderExecutable *mShaderExecutable; | |
| }; | |
| class PixelExecutable | |
| { | |
| public: | |
| PixelExecutable(const std::vector<GLenum> &outputSignature, rx::ShaderExecutable *shaderExecutable); | |
| ~PixelExecutable(); | |
| // FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers | |
| bool matchesSignature(const std::vector<GLenum> &signature) const { return true; /* mOutputSignature == signature; */ } | |
| const std::vector<GLenum> &outputSignature() const { return mOutputSignature; } | |
| rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; } | |
| private: | |
| std::vector<GLenum> mOutputSignature; | |
| rx::ShaderExecutable *mShaderExecutable; | |
| }; | |
| rx::Renderer *const mRenderer; | |
| DynamicHLSL *mDynamicHLSL; | |
| std::string mVertexHLSL; | |
| rx::D3DWorkaroundType mVertexWorkarounds; | |
| std::vector<VertexExecutable *> mVertexExecutables; | |
| std::string mPixelHLSL; | |
| rx::D3DWorkaroundType mPixelWorkarounds; | |
| bool mUsesFragDepth; | |
| std::vector<PixelShaderOuputVariable> mPixelShaderKey; | |
| std::vector<PixelExecutable *> mPixelExecutables; | |
| rx::ShaderExecutable *mGeometryExecutable; | |
| sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS]; | |
| sh::Attribute mShaderAttributes[MAX_VERTEX_ATTRIBS]; | |
| int mSemanticIndex[MAX_VERTEX_ATTRIBS]; | |
| int mAttributesByLayout[MAX_VERTEX_ATTRIBS]; | |
| GLenum mTransformFeedbackBufferMode; | |
| std::vector<LinkedVarying> mTransformFeedbackLinkedVaryings; | |
| struct Sampler | |
| { | |
| Sampler(); | |
| bool active; | |
| GLint logicalTextureUnit; | |
| TextureType textureType; | |
| }; | |
| Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS]; | |
| Sampler mSamplersVS[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS]; | |
| GLuint mUsedVertexSamplerRange; | |
| GLuint mUsedPixelSamplerRange; | |
| bool mUsesPointSize; | |
| int mShaderVersion; | |
| std::vector<LinkedUniform*> mUniforms; | |
| std::vector<UniformBlock*> mUniformBlocks; | |
| std::vector<VariableLocation> mUniformIndex; | |
| std::map<int, VariableLocation> mOutputVariables; | |
| rx::UniformStorage *mVertexUniformStorage; | |
| rx::UniformStorage *mFragmentUniformStorage; | |
| bool mValidated; | |
| const unsigned int mSerial; | |
| static unsigned int issueSerial(); | |
| static unsigned int mCurrentSerial; | |
| }; | |
| } | |
| #endif // LIBGLESV2_PROGRAM_BINARY_H_ |