| // |
| // Copyright (c) 2002-2010 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.cpp: Implements the gl::Program class. Implements GL program objects |
| // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. |
| |
| #include "libGLESv2/Program.h" |
| |
| #include "common/debug.h" |
| |
| #include "libGLESv2/main.h" |
| #include "libGLESv2/Shader.h" |
| #include "libGLESv2/utilities.h" |
| |
| namespace gl |
| { |
| unsigned int Program::mCurrentSerial = 1; |
| |
| Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(name), arraySize(arraySize) |
| { |
| int bytes = UniformTypeSize(type) * arraySize; |
| data = new unsigned char[bytes]; |
| memset(data, 0, bytes); |
| dirty = true; |
| } |
| |
| Uniform::~Uniform() |
| { |
| delete[] data; |
| } |
| |
| UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index) |
| : name(name), element(element), index(index) |
| { |
| } |
| |
| Program::Program() |
| { |
| mFragmentShader = NULL; |
| mVertexShader = NULL; |
| |
| mPixelExecutable = NULL; |
| mVertexExecutable = NULL; |
| mConstantTablePS = NULL; |
| mConstantTableVS = NULL; |
| |
| mPixelHLSL = NULL; |
| mVertexHLSL = NULL; |
| mInfoLog = NULL; |
| mValidated = false; |
| |
| unlink(); |
| |
| mDeleteStatus = false; |
| |
| mSerial = issueSerial(); |
| } |
| |
| Program::~Program() |
| { |
| unlink(true); |
| |
| if (mVertexShader != NULL) |
| { |
| mVertexShader->detach(); |
| } |
| |
| if (mFragmentShader != NULL) |
| { |
| mFragmentShader->detach(); |
| } |
| } |
| |
| bool Program::attachShader(Shader *shader) |
| { |
| if (shader->getType() == GL_VERTEX_SHADER) |
| { |
| if (mVertexShader) |
| { |
| return false; |
| } |
| |
| mVertexShader = (VertexShader*)shader; |
| mVertexShader->attach(); |
| } |
| else if (shader->getType() == GL_FRAGMENT_SHADER) |
| { |
| if (mFragmentShader) |
| { |
| return false; |
| } |
| |
| mFragmentShader = (FragmentShader*)shader; |
| mFragmentShader->attach(); |
| } |
| else UNREACHABLE(); |
| |
| return true; |
| } |
| |
| bool Program::detachShader(Shader *shader) |
| { |
| if (shader->getType() == GL_VERTEX_SHADER) |
| { |
| if (mVertexShader != shader) |
| { |
| return false; |
| } |
| |
| mVertexShader->detach(); |
| mVertexShader = NULL; |
| } |
| else if (shader->getType() == GL_FRAGMENT_SHADER) |
| { |
| if (mFragmentShader != shader) |
| { |
| return false; |
| } |
| |
| mFragmentShader->detach(); |
| mFragmentShader = NULL; |
| } |
| else UNREACHABLE(); |
| |
| unlink(); |
| |
| return true; |
| } |
| |
| int Program::getAttachedShadersCount() const |
| { |
| return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0); |
| } |
| |
| IDirect3DPixelShader9 *Program::getPixelShader() |
| { |
| return mPixelExecutable; |
| } |
| |
| IDirect3DVertexShader9 *Program::getVertexShader() |
| { |
| return mVertexExecutable; |
| } |
| |
| void Program::bindAttributeLocation(GLuint index, const char *name) |
| { |
| if (index < MAX_VERTEX_ATTRIBS) |
| { |
| for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) |
| { |
| mAttributeBinding[i].erase(name); |
| } |
| |
| mAttributeBinding[index].insert(name); |
| } |
| } |
| |
| GLuint Program::getAttributeLocation(const char *name) |
| { |
| if (name) |
| { |
| for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| { |
| if (mLinkedAttribute[index].name == std::string(name)) |
| { |
| return index; |
| } |
| } |
| } |
| |
| return -1; |
| } |
| |
| int Program::getSemanticIndex(int attributeIndex) |
| { |
| if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS) |
| { |
| return mSemanticIndex[attributeIndex]; |
| } |
| |
| return -1; |
| } |
| |
| // Returns the index of the texture unit corresponding to a Direct3D 9 sampler |
| // index referenced in the compiled HLSL shader |
| GLint Program::getSamplerMapping(unsigned int samplerIndex) |
| { |
| assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])); |
| |
| GLint logicalTextureUnit = -1; |
| |
| if (mSamplers[samplerIndex].active) |
| { |
| logicalTextureUnit = mSamplers[samplerIndex].logicalTextureUnit; |
| } |
| |
| if (logicalTextureUnit < MAX_TEXTURE_IMAGE_UNITS) |
| { |
| return logicalTextureUnit; |
| } |
| |
| return -1; |
| } |
| |
| SamplerType Program::getSamplerType(unsigned int samplerIndex) |
| { |
| assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])); |
| assert(mSamplers[samplerIndex].active); |
| |
| return mSamplers[samplerIndex].type; |
| } |
| |
| bool Program::isSamplerDirty(unsigned int samplerIndex) const |
| { |
| if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])) |
| { |
| return mSamplers[samplerIndex].dirty; |
| } |
| else UNREACHABLE(); |
| |
| return false; |
| } |
| |
| void Program::setSamplerDirty(unsigned int samplerIndex, bool dirty) |
| { |
| if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])) |
| { |
| mSamplers[samplerIndex].dirty = dirty; |
| } |
| else UNREACHABLE(); |
| } |
| |
| GLint Program::getUniformLocation(const char *name) |
| { |
| std::string nameStr(name); |
| int subscript = 0; |
| size_t beginB = nameStr.find('['); |
| size_t endB = nameStr.find(']'); |
| if (beginB != std::string::npos && endB != std::string::npos) |
| { |
| std::string subscrStr = nameStr.substr(beginB + 1, beginB - endB - 1); |
| nameStr.erase(beginB); |
| subscript = atoi(subscrStr.c_str()); |
| } |
| |
| nameStr = decorate(nameStr); |
| |
| for (unsigned int location = 0; location < mUniformIndex.size(); location++) |
| { |
| if (mUniformIndex[location].name == nameStr && |
| mUniformIndex[location].element == subscript) |
| { |
| return location; |
| } |
| } |
| |
| return -1; |
| } |
| |
| bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type == GL_FLOAT) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat), |
| v, sizeof(GLfloat) * count); |
| } |
| else if (targetUniform->type == GL_BOOL) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| GLboolean *boolParams = new GLboolean[count]; |
| |
| for (int i = 0; i < count; ++i) |
| { |
| if (v[i] == 0.0f) |
| { |
| boolParams[i] = GL_FALSE; |
| } |
| else |
| { |
| boolParams[i] = GL_TRUE; |
| } |
| } |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean), |
| boolParams, sizeof(GLboolean) * count); |
| |
| delete [] boolParams; |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type == GL_FLOAT_VEC2) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2, |
| v, 2 * sizeof(GLfloat) * count); |
| } |
| else if (targetUniform->type == GL_BOOL_VEC2) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| GLboolean *boolParams = new GLboolean[count * 2]; |
| |
| for (int i = 0; i < count * 2; ++i) |
| { |
| if (v[i] == 0.0f) |
| { |
| boolParams[i] = GL_FALSE; |
| } |
| else |
| { |
| boolParams[i] = GL_TRUE; |
| } |
| } |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2, |
| boolParams, 2 * sizeof(GLboolean) * count); |
| |
| delete [] boolParams; |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type == GL_FLOAT_VEC3) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3, |
| v, 3 * sizeof(GLfloat) * count); |
| } |
| else if (targetUniform->type == GL_BOOL_VEC3) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| GLboolean *boolParams = new GLboolean[count * 3]; |
| |
| for (int i = 0; i < count * 3; ++i) |
| { |
| if (v[i] == 0.0f) |
| { |
| boolParams[i] = GL_FALSE; |
| } |
| else |
| { |
| boolParams[i] = GL_TRUE; |
| } |
| } |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3, |
| boolParams, 3 * sizeof(GLboolean) * count); |
| |
| delete [] boolParams; |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type == GL_FLOAT_VEC4) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4, |
| v, 4 * sizeof(GLfloat) * count); |
| } |
| else if (targetUniform->type == GL_BOOL_VEC4) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| GLboolean *boolParams = new GLboolean[count * 4]; |
| |
| for (int i = 0; i < count * 4; ++i) |
| { |
| if (v[i] == 0.0f) |
| { |
| boolParams[i] = GL_FALSE; |
| } |
| else |
| { |
| boolParams[i] = GL_TRUE; |
| } |
| } |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4, |
| boolParams, 4 * sizeof(GLboolean) * count); |
| |
| delete [] boolParams; |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type != GL_FLOAT_MAT2) |
| { |
| return false; |
| } |
| |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4, |
| value, 4 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type != GL_FLOAT_MAT3) |
| { |
| return false; |
| } |
| |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9, |
| value, 9 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type != GL_FLOAT_MAT4) |
| { |
| return false; |
| } |
| |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16, |
| value, 16 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type == GL_INT) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint), |
| v, sizeof(GLint) * count); |
| } |
| else if (targetUniform->type == GL_BOOL) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| GLboolean *boolParams = new GLboolean[count]; |
| |
| for (int i = 0; i < count; ++i) |
| { |
| if (v[i] == 0) |
| { |
| boolParams[i] = GL_FALSE; |
| } |
| else |
| { |
| boolParams[i] = GL_TRUE; |
| } |
| } |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean), |
| boolParams, sizeof(GLboolean) * count); |
| |
| delete [] boolParams; |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type == GL_INT_VEC2) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2, |
| v, 2 * sizeof(GLint) * count); |
| } |
| else if (targetUniform->type == GL_BOOL_VEC2) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| GLboolean *boolParams = new GLboolean[count * 2]; |
| |
| for (int i = 0; i < count * 2; ++i) |
| { |
| if (v[i] == 0) |
| { |
| boolParams[i] = GL_FALSE; |
| } |
| else |
| { |
| boolParams[i] = GL_TRUE; |
| } |
| } |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2, |
| boolParams, 2 * sizeof(GLboolean) * count); |
| |
| delete [] boolParams; |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type == GL_INT_VEC3) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3, |
| v, 3 * sizeof(GLint) * count); |
| } |
| else if (targetUniform->type == GL_BOOL_VEC3) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| GLboolean *boolParams = new GLboolean[count * 3]; |
| |
| for (int i = 0; i < count * 3; ++i) |
| { |
| if (v[i] == 0) |
| { |
| boolParams[i] = GL_FALSE; |
| } |
| else |
| { |
| boolParams[i] = GL_TRUE; |
| } |
| } |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3, |
| boolParams, 3 * sizeof(GLboolean) * count); |
| |
| delete [] boolParams; |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| targetUniform->dirty = true; |
| |
| if (targetUniform->type == GL_INT_VEC4) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4, |
| v, 4 * sizeof(GLint) * count); |
| } |
| else if (targetUniform->type == GL_BOOL_VEC4) |
| { |
| int arraySize = targetUniform->arraySize; |
| |
| if (arraySize == 1 && count > 1) |
| return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION |
| |
| count = std::min(arraySize - (int)mUniformIndex[location].element, count); |
| GLboolean *boolParams = new GLboolean[count * 4]; |
| |
| for (int i = 0; i < count * 4; ++i) |
| { |
| if (v[i] == 0) |
| { |
| boolParams[i] = GL_FALSE; |
| } |
| else |
| { |
| boolParams[i] = GL_TRUE; |
| } |
| } |
| |
| memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4, |
| boolParams, 4 * sizeof(GLboolean) * count); |
| |
| delete [] boolParams; |
| } |
| else |
| { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| bool Program::getUniformfv(GLint location, GLfloat *params) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| unsigned int count = UniformComponentCount(targetUniform->type); |
| |
| switch (UniformComponentType(targetUniform->type)) |
| { |
| case GL_BOOL: |
| { |
| GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count; |
| |
| for (unsigned int i = 0; i < count; ++i) |
| { |
| params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f; |
| } |
| } |
| break; |
| case GL_FLOAT: |
| memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat), |
| count * sizeof(GLfloat)); |
| break; |
| case GL_INT: |
| { |
| GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count; |
| |
| for (unsigned int i = 0; i < count; ++i) |
| { |
| params[i] = (float)intParams[i]; |
| } |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| return true; |
| } |
| |
| bool Program::getUniformiv(GLint location, GLint *params) |
| { |
| if (location < 0 || location >= (int)mUniformIndex.size()) |
| { |
| return false; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| unsigned int count = UniformComponentCount(targetUniform->type); |
| |
| switch (UniformComponentType(targetUniform->type)) |
| { |
| case GL_BOOL: |
| { |
| GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count; |
| |
| for (unsigned int i = 0; i < count; ++i) |
| { |
| params[i] = (GLint)boolParams[i]; |
| } |
| } |
| break; |
| case GL_FLOAT: |
| { |
| GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count; |
| |
| for (unsigned int i = 0; i < count; ++i) |
| { |
| params[i] = (GLint)floatParams[i]; |
| } |
| } |
| break; |
| case GL_INT: |
| memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint), |
| count * sizeof(GLint)); |
| break; |
| default: UNREACHABLE(); |
| } |
| |
| return true; |
| } |
| |
| void Program::dirtyAllUniforms() |
| { |
| for (unsigned int index = 0; index < mUniforms.size(); index++) |
| { |
| mUniforms[index]->dirty = true; |
| } |
| } |
| |
| void Program::dirtyAllSamplers() |
| { |
| for (unsigned int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; ++index) |
| { |
| mSamplers[index].dirty = true; |
| } |
| } |
| |
| // Applies all the uniforms set for this program object to the Direct3D 9 device |
| void Program::applyUniforms() |
| { |
| for (unsigned int location = 0; location < mUniformIndex.size(); location++) |
| { |
| if (mUniformIndex[location].element != 0) |
| { |
| continue; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| if (targetUniform->dirty) |
| { |
| int arraySize = targetUniform->arraySize; |
| GLfloat *f = (GLfloat*)targetUniform->data; |
| GLint *i = (GLint*)targetUniform->data; |
| GLboolean *b = (GLboolean*)targetUniform->data; |
| |
| switch (targetUniform->type) |
| { |
| case GL_BOOL: applyUniform1bv(location, arraySize, b); break; |
| case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break; |
| case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break; |
| case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break; |
| case GL_FLOAT: applyUniform1fv(location, arraySize, f); break; |
| case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break; |
| case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break; |
| case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break; |
| case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break; |
| case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break; |
| case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break; |
| case GL_INT: applyUniform1iv(location, arraySize, i); break; |
| case GL_INT_VEC2: applyUniform2iv(location, arraySize, i); break; |
| case GL_INT_VEC3: applyUniform3iv(location, arraySize, i); break; |
| case GL_INT_VEC4: applyUniform4iv(location, arraySize, i); break; |
| default: |
| UNREACHABLE(); |
| } |
| |
| targetUniform->dirty = false; |
| } |
| } |
| } |
| |
| // Compiles the HLSL code of the attached shaders into executable binaries |
| ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable) |
| { |
| if (!hlsl) |
| { |
| return NULL; |
| } |
| |
| ID3DXBuffer *binary = NULL; |
| ID3DXBuffer *errorMessage = NULL; |
| |
| HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, NULL, "main", profile, 0, &binary, &errorMessage, constantTable); |
| |
| if (SUCCEEDED(result)) |
| { |
| return binary; |
| } |
| |
| if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) |
| { |
| return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL); |
| } |
| |
| if (errorMessage) |
| { |
| const char *message = (const char*)errorMessage->GetBufferPointer(); |
| |
| appendToInfoLog("%s\n", message); |
| TRACE("\n%s", hlsl); |
| TRACE("\n%s", message); |
| } |
| |
| return NULL; |
| } |
| |
| void Program::parseVaryings(const char *structure, char *hlsl, VaryingArray &varyings) |
| { |
| char *input = strstr(hlsl, structure); |
| input += strlen(structure); |
| |
| while (input && *input != '}') |
| { |
| char varyingType[256]; |
| char varyingName[256]; |
| unsigned int semanticIndex; |
| |
| int matches = sscanf(input, " %s %s : TEXCOORD%d;", varyingType, varyingName, &semanticIndex); |
| |
| if (matches == 3) |
| { |
| ASSERT(semanticIndex <= 9); // Single character |
| |
| char *array = strstr(varyingName, "["); |
| |
| if (array) |
| { |
| *array = '\0'; |
| } |
| |
| varyings.push_back(Varying(varyingName, input)); |
| } |
| |
| input = strstr(input, ";"); |
| input += 2; |
| } |
| } |
| |
| bool Program::linkVaryings() |
| { |
| if (!mPixelHLSL || !mVertexHLSL) |
| { |
| return false; |
| } |
| |
| VaryingArray vertexVaryings; |
| VaryingArray pixelVaryings; |
| |
| parseVaryings("struct VS_OUTPUT\n{\n", mVertexHLSL, vertexVaryings); |
| parseVaryings("struct PS_INPUT\n{\n", mPixelHLSL, pixelVaryings); |
| |
| for (unsigned int out = 0; out < vertexVaryings.size(); out++) |
| { |
| unsigned int in; |
| for (in = 0; in < pixelVaryings.size(); in++) |
| { |
| if (vertexVaryings[out].name == pixelVaryings[in].name) |
| { |
| pixelVaryings[in].link = out; |
| vertexVaryings[out].link = in; |
| |
| break; |
| } |
| } |
| |
| if (in != pixelVaryings.size()) |
| { |
| // FIXME: Verify matching type and qualifiers |
| |
| char *outputSemantic = strstr(vertexVaryings[out].declaration, " : TEXCOORD"); |
| char *inputSemantic = strstr(pixelVaryings[in].declaration, " : TEXCOORD"); |
| outputSemantic[11] = inputSemantic[11]; |
| } |
| else |
| { |
| // Comment out the declaration and output assignment |
| vertexVaryings[out].declaration[0] = '/'; |
| vertexVaryings[out].declaration[1] = '/'; |
| |
| char outputString[256]; |
| sprintf(outputString, " output.%s = ", vertexVaryings[out].name.c_str()); |
| char *varyingOutput = strstr(mVertexHLSL, outputString); |
| |
| varyingOutput[0] = '/'; |
| varyingOutput[1] = '/'; |
| } |
| } |
| |
| // Verify that each pixel varying has been linked to a vertex varying |
| for (unsigned int in = 0; in < pixelVaryings.size(); in++) |
| { |
| if (pixelVaryings[in].link < 0) |
| { |
| appendToInfoLog("Fragment varying (%s) does not match any vertex varying", pixelVaryings[in].name.c_str()); |
| |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| // Links the HLSL code of the vertex and pixel shader by matching up their varyings, |
| // compiling them into binaries, determining the attribute mappings, and collecting |
| // a list of uniforms |
| void Program::link() |
| { |
| unlink(); |
| |
| if (!mFragmentShader || !mFragmentShader->isCompiled()) |
| { |
| return; |
| } |
| |
| if (!mVertexShader || !mVertexShader->isCompiled()) |
| { |
| return; |
| } |
| |
| Context *context = getContext(); |
| const char *vertexProfile = context->getVertexShaderProfile(); |
| const char *pixelProfile = context->getPixelShaderProfile(); |
| |
| const char *ps = mFragmentShader->getHLSL(); |
| const char *vs = mVertexShader->getHLSL(); |
| |
| mPixelHLSL = new char[strlen(ps) + 1]; |
| strcpy(mPixelHLSL, ps); |
| mVertexHLSL = new char[strlen(vs) + 1]; |
| strcpy(mVertexHLSL, vs); |
| |
| if (!linkVaryings()) |
| { |
| return; |
| } |
| |
| ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL, vertexProfile, &mConstantTableVS); |
| ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL, pixelProfile, &mConstantTablePS); |
| |
| if (vertexBinary && pixelBinary) |
| { |
| IDirect3DDevice9 *device = getDevice(); |
| HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable); |
| HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable); |
| |
| if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY) |
| { |
| return error(GL_OUT_OF_MEMORY); |
| } |
| |
| ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult)); |
| |
| vertexBinary->Release(); |
| pixelBinary->Release(); |
| vertexBinary = NULL; |
| pixelBinary = NULL; |
| |
| if (mVertexExecutable && mPixelExecutable) |
| { |
| if (!linkAttributes()) |
| { |
| return; |
| } |
| |
| if (!linkUniforms(mConstantTablePS)) |
| { |
| return; |
| } |
| |
| if (!linkUniforms(mConstantTableVS)) |
| { |
| return; |
| } |
| |
| mLinked = true; // Success |
| } |
| } |
| } |
| |
| // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices |
| bool Program::linkAttributes() |
| { |
| unsigned int usedLocations = 0; |
| |
| // Link attributes that have a binding location |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| const Attribute &attribute = mVertexShader->getAttribute(attributeIndex); |
| int location = getAttributeBinding(attribute.name); |
| |
| if (location != -1) // Set by glBindAttribLocation |
| { |
| if (!mLinkedAttribute[location].name.empty()) |
| { |
| // Multiple active attributes bound to the same location; not an error |
| } |
| |
| mLinkedAttribute[location] = attribute; |
| |
| int size = AttributeVectorCount(attribute.type); |
| |
| if (size + location > MAX_VERTEX_ATTRIBS) |
| { |
| appendToInfoLog("Active attribute (%s) at location %d is too big to fit", attribute.name.c_str(), location); |
| |
| return false; |
| } |
| |
| for (int i = 0; i < size; i++) |
| { |
| usedLocations |= 1 << (location + i); |
| } |
| } |
| } |
| |
| // Link attributes that don't have a binding location |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS + 1; attributeIndex++) |
| { |
| const Attribute &attribute = mVertexShader->getAttribute(attributeIndex); |
| int location = getAttributeBinding(attribute.name); |
| |
| if (!attribute.name.empty() && location == -1) // Not set by glBindAttribLocation |
| { |
| int size = AttributeVectorCount(attribute.type); |
| int availableIndex = AllocateFirstFreeBits(&usedLocations, size, MAX_VERTEX_ATTRIBS); |
| |
| if (availableIndex == -1 || availableIndex + size > MAX_VERTEX_ATTRIBS) |
| { |
| appendToInfoLog("Too many active attributes (%s)", attribute.name.c_str()); |
| |
| return false; // Fail to link |
| } |
| |
| mLinkedAttribute[availableIndex] = attribute; |
| } |
| } |
| |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; ) |
| { |
| int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name); |
| |
| if (index == -1) |
| { |
| mSemanticIndex[attributeIndex++] = -1; |
| } |
| else |
| { |
| int size = AttributeVectorCount(mVertexShader->getAttribute(index).type); |
| |
| for (int i = 0; i < size; i++) |
| { |
| mSemanticIndex[attributeIndex++] = index++; |
| } |
| } |
| } |
| |
| return true; |
| } |
| |
| int Program::getAttributeBinding(const std::string &name) |
| { |
| for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++) |
| { |
| if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end()) |
| { |
| return location; |
| } |
| } |
| |
| return -1; |
| } |
| |
| bool Program::linkUniforms(ID3DXConstantTable *constantTable) |
| { |
| D3DXCONSTANTTABLE_DESC constantTableDescription; |
| D3DXCONSTANT_DESC constantDescription; |
| UINT descriptionCount = 1; |
| |
| constantTable->GetDesc(&constantTableDescription); |
| |
| for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++) |
| { |
| D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex); |
| constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount); |
| |
| if (!defineUniform(constantHandle, constantDescription)) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| // Adds the description of a constant found in the binary shader to the list of uniforms |
| // Returns true if succesful (uniform not already defined) |
| bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name) |
| { |
| if (constantDescription.RegisterSet == D3DXRS_SAMPLER) |
| { |
| unsigned int samplerIndex = constantDescription.RegisterIndex; |
| |
| assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])); |
| |
| mSamplers[samplerIndex].active = true; |
| mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D; |
| mSamplers[samplerIndex].logicalTextureUnit = 0; |
| mSamplers[samplerIndex].dirty = true; |
| } |
| |
| switch(constantDescription.Class) |
| { |
| case D3DXPC_STRUCT: |
| { |
| for (unsigned int field = 0; field < constantDescription.StructMembers; field++) |
| { |
| D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field); |
| |
| D3DXCONSTANT_DESC fieldDescription; |
| UINT descriptionCount = 1; |
| |
| mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount); |
| |
| if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + ".")) |
| { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| case D3DXPC_SCALAR: |
| case D3DXPC_VECTOR: |
| case D3DXPC_MATRIX_COLUMNS: |
| case D3DXPC_OBJECT: |
| return defineUniform(constantDescription, name + constantDescription.Name); |
| default: |
| UNREACHABLE(); |
| return false; |
| } |
| } |
| |
| bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name) |
| { |
| Uniform *uniform = createUniform(constantDescription, name); |
| |
| if(!uniform) |
| { |
| return false; |
| } |
| |
| // Check if already defined |
| GLint location = getUniformLocation(name.c_str()); |
| GLenum type = uniform->type; |
| |
| if (location >= 0) |
| { |
| delete uniform; |
| |
| if (mUniforms[mUniformIndex[location].index]->type != type) |
| { |
| return false; |
| } |
| else |
| { |
| return true; |
| } |
| } |
| |
| mUniforms.push_back(uniform); |
| unsigned int uniformIndex = mUniforms.size() - 1; |
| |
| for (unsigned int i = 0; i < uniform->arraySize; ++i) |
| { |
| mUniformIndex.push_back(UniformLocation(name, i, uniformIndex)); |
| } |
| |
| return true; |
| } |
| |
| Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name) |
| { |
| if (constantDescription.Rows == 1) // Vectors and scalars |
| { |
| switch (constantDescription.Type) |
| { |
| case D3DXPT_SAMPLER2D: |
| case D3DXPT_SAMPLERCUBE: |
| switch (constantDescription.Columns) |
| { |
| case 1: return new Uniform(GL_INT, name, constantDescription.Elements); |
| default: UNREACHABLE(); |
| } |
| break; |
| case D3DXPT_BOOL: |
| switch (constantDescription.Columns) |
| { |
| case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements); |
| case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements); |
| case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements); |
| case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements); |
| default: UNREACHABLE(); |
| } |
| break; |
| case D3DXPT_INT: |
| switch (constantDescription.Columns) |
| { |
| case 1: return new Uniform(GL_INT, name, constantDescription.Elements); |
| case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements); |
| case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements); |
| case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements); |
| default: UNREACHABLE(); |
| } |
| break; |
| case D3DXPT_FLOAT: |
| switch (constantDescription.Columns) |
| { |
| case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements); |
| case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements); |
| case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements); |
| case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements); |
| default: UNREACHABLE(); |
| } |
| break; |
| default: |
| UNREACHABLE(); |
| } |
| } |
| else if (constantDescription.Rows == constantDescription.Columns) // Square matrices |
| { |
| switch (constantDescription.Type) |
| { |
| case D3DXPT_FLOAT: |
| switch (constantDescription.Rows) |
| { |
| case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements); |
| case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements); |
| case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements); |
| default: UNREACHABLE(); |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| } |
| else UNREACHABLE(); |
| |
| return 0; |
| } |
| |
| // This method needs to match OutputHLSL::decorate |
| std::string Program::decorate(const std::string &string) |
| { |
| if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_") |
| { |
| return "_" + string; |
| } |
| else |
| { |
| return string; |
| } |
| } |
| |
| std::string Program::undecorate(const std::string &string) |
| { |
| if (string.substr(0, 1) == "_") |
| { |
| return string.substr(1); |
| } |
| else |
| { |
| return string; |
| } |
| } |
| |
| bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v) |
| { |
| BOOL *vector = new BOOL[count]; |
| for (int i = 0; i < count; i++) |
| { |
| if (v[i] == GL_FALSE) |
| vector[i] = 0; |
| else |
| vector[i] = 1; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetBoolArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetBoolArray(device, constantVS, vector, count); |
| } |
| |
| delete [] vector; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v) |
| { |
| D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f), |
| (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0); |
| |
| v += 2; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| } |
| |
| delete[] vector; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v) |
| { |
| D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f), |
| (v[1] == GL_FALSE ? 0.0f : 1.0f), |
| (v[2] == GL_FALSE ? 0.0f : 1.0f), 0); |
| |
| v += 3; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| } |
| |
| delete[] vector; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v) |
| { |
| D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f), |
| (v[1] == GL_FALSE ? 0.0f : 1.0f), |
| (v[2] == GL_FALSE ? 0.0f : 1.0f), |
| (v[3] == GL_FALSE ? 0.0f : 1.0f)); |
| |
| v += 3; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| } |
| |
| delete [] vector; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetFloatArray(device, constantPS, v, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetFloatArray(device, constantVS, v, count); |
| } |
| |
| return true; |
| } |
| |
| bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0); |
| |
| v += 2; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| } |
| |
| delete[] vector; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0); |
| |
| v += 3; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| } |
| |
| delete[] vector; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count); |
| } |
| |
| return true; |
| } |
| |
| bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| D3DXMATRIX *matrix = new D3DXMATRIX[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0, |
| value[1], value[3], 0, 0, |
| 0, 0, 1, 0, |
| 0, 0, 0, 1); |
| |
| value += 4; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count); |
| } |
| |
| delete[] matrix; |
| |
| return true; |
| } |
| |
| bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| D3DXMATRIX *matrix = new D3DXMATRIX[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0, |
| value[1], value[4], value[7], 0, |
| value[2], value[5], value[8], 0, |
| 0, 0, 0, 1); |
| |
| value += 9; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count); |
| } |
| |
| delete[] matrix; |
| |
| return true; |
| } |
| |
| bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| D3DXMATRIX *matrix = new D3DXMATRIX[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12], |
| value[1], value[5], value[9], value[13], |
| value[2], value[6], value[10], value[14], |
| value[3], value[7], value[11], value[15]); |
| |
| value += 16; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count); |
| } |
| |
| delete[] matrix; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| D3DXCONSTANT_DESC constantDescription; |
| UINT descriptionCount = 1; |
| HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount); |
| |
| if (FAILED(result)) |
| { |
| return false; |
| } |
| |
| if (constantDescription.RegisterSet == D3DXRS_SAMPLER) |
| { |
| unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS); |
| |
| for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++) |
| { |
| GLint mappedSampler = v[0]; |
| |
| if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS) |
| { |
| ASSERT(mSamplers[samplerIndex].active); |
| mSamplers[samplerIndex].logicalTextureUnit = mappedSampler; |
| mSamplers[samplerIndex].dirty = true; |
| } |
| } |
| |
| return true; |
| } |
| } |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetIntArray(device, constantPS, v, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetIntArray(device, constantVS, v, count); |
| } |
| |
| return true; |
| } |
| |
| bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v) |
| { |
| D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0); |
| |
| v += 2; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| } |
| |
| delete[] vector; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v) |
| { |
| D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0); |
| |
| v += 3; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| } |
| |
| delete[] vector; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v) |
| { |
| D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| |
| for (int i = 0; i < count; i++) |
| { |
| vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]); |
| |
| v += 4; |
| } |
| |
| Uniform *targetUniform = mUniforms[mUniformIndex[location].index]; |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| } |
| |
| delete [] vector; |
| |
| return true; |
| } |
| |
| void Program::appendToInfoLog(const char *format, ...) |
| { |
| if (!format) |
| { |
| return; |
| } |
| |
| char info[1024]; |
| |
| va_list vararg; |
| va_start(vararg, format); |
| vsnprintf(info, sizeof(info), format, vararg); |
| va_end(vararg); |
| |
| size_t infoLength = strlen(info); |
| |
| if (!mInfoLog) |
| { |
| mInfoLog = new char[infoLength + 1]; |
| strcpy(mInfoLog, info); |
| } |
| else |
| { |
| size_t logLength = strlen(mInfoLog); |
| char *newLog = new char[logLength + infoLength + 1]; |
| strcpy(newLog, mInfoLog); |
| strcpy(newLog + logLength, info); |
| |
| delete[] mInfoLog; |
| mInfoLog = newLog; |
| } |
| } |
| |
| void Program::resetInfoLog() |
| { |
| if (mInfoLog) |
| { |
| delete [] mInfoLog; |
| } |
| } |
| |
| // Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction |
| void Program::unlink(bool destroy) |
| { |
| if (destroy) // Object being destructed |
| { |
| if (mFragmentShader) |
| { |
| mFragmentShader->detach(); |
| mFragmentShader = NULL; |
| } |
| |
| if (mVertexShader) |
| { |
| mVertexShader->detach(); |
| mVertexShader = NULL; |
| } |
| } |
| |
| if (mPixelExecutable) |
| { |
| mPixelExecutable->Release(); |
| mPixelExecutable = NULL; |
| } |
| |
| if (mVertexExecutable) |
| { |
| mVertexExecutable->Release(); |
| mVertexExecutable = NULL; |
| } |
| |
| if (mConstantTablePS) |
| { |
| mConstantTablePS->Release(); |
| mConstantTablePS = NULL; |
| } |
| |
| if (mConstantTableVS) |
| { |
| mConstantTableVS->Release(); |
| mConstantTableVS = NULL; |
| } |
| |
| for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| { |
| mLinkedAttribute[index].name.clear(); |
| mSemanticIndex[index] = -1; |
| } |
| |
| for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++) |
| { |
| mSamplers[index].active = false; |
| mSamplers[index].dirty = true; |
| } |
| |
| while (!mUniforms.empty()) |
| { |
| delete mUniforms.back(); |
| mUniforms.pop_back(); |
| } |
| |
| mUniformIndex.clear(); |
| |
| delete[] mPixelHLSL; |
| mPixelHLSL = NULL; |
| |
| delete[] mVertexHLSL; |
| mVertexHLSL = NULL; |
| |
| delete[] mInfoLog; |
| mInfoLog = NULL; |
| |
| mLinked = false; |
| } |
| |
| bool Program::isLinked() |
| { |
| return mLinked; |
| } |
| |
| bool Program::isValidated() const |
| { |
| return mValidated; |
| } |
| |
| unsigned int Program::getSerial() const |
| { |
| return mSerial; |
| } |
| |
| unsigned int Program::issueSerial() |
| { |
| return mCurrentSerial++; |
| } |
| |
| int Program::getInfoLogLength() const |
| { |
| if (!mInfoLog) |
| { |
| return 0; |
| } |
| else |
| { |
| return strlen(mInfoLog) + 1; |
| } |
| } |
| |
| void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) |
| { |
| int index = 0; |
| |
| if (mInfoLog) |
| { |
| while (index < bufSize - 1 && index < (int)strlen(mInfoLog)) |
| { |
| infoLog[index] = mInfoLog[index]; |
| index++; |
| } |
| } |
| |
| if (bufSize) |
| { |
| infoLog[index] = '\0'; |
| } |
| |
| if (length) |
| { |
| *length = index; |
| } |
| } |
| |
| void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) |
| { |
| int total = 0; |
| |
| if (mVertexShader) |
| { |
| if (total < maxCount) |
| { |
| shaders[total] = mVertexShader->getHandle(); |
| } |
| |
| total++; |
| } |
| |
| if (mFragmentShader) |
| { |
| if (total < maxCount) |
| { |
| shaders[total] = mFragmentShader->getHandle(); |
| } |
| |
| total++; |
| } |
| |
| if (count) |
| { |
| *count = total; |
| } |
| } |
| |
| void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) |
| { |
| unsigned int attribute = 0; |
| for (unsigned int i = 0; i < index; i++) |
| { |
| do |
| { |
| attribute++; |
| |
| ASSERT(attribute < MAX_VERTEX_ATTRIBS); // index must be smaller than getActiveAttributeCount() |
| } |
| while (mLinkedAttribute[attribute].name.empty()); |
| } |
| |
| if (bufsize > 0) |
| { |
| const char *string = mLinkedAttribute[attribute].name.c_str(); |
| |
| strncpy(name, string, bufsize); |
| name[bufsize - 1] = '\0'; |
| |
| if (length) |
| { |
| *length = strlen(name); |
| } |
| } |
| |
| *size = 1; // Always a single 'type' instance |
| |
| *type = mLinkedAttribute[attribute].type; |
| } |
| |
| GLint Program::getActiveAttributeCount() |
| { |
| int count = 0; |
| |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| if (!mLinkedAttribute[attributeIndex].name.empty()) |
| { |
| count++; |
| } |
| } |
| |
| return count; |
| } |
| |
| GLint Program::getActiveAttributeMaxLength() |
| { |
| int maxLength = 0; |
| |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| if (!mLinkedAttribute[attributeIndex].name.empty()) |
| { |
| maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength); |
| } |
| } |
| |
| return maxLength; |
| } |
| |
| void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) |
| { |
| unsigned int uniform = 0; |
| for (unsigned int i = 0; i < index; i++) |
| { |
| do |
| { |
| uniform++; |
| |
| ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount() |
| } |
| while (mUniforms[uniform]->name.substr(0, 3) == "dx_"); |
| } |
| |
| if (bufsize > 0) |
| { |
| std::string string = undecorate(mUniforms[uniform]->name); |
| |
| if (mUniforms[uniform]->arraySize != 1) |
| { |
| string += "[0]"; |
| } |
| |
| strncpy(name, string.c_str(), bufsize); |
| name[bufsize - 1] = '\0'; |
| |
| if (length) |
| { |
| *length = strlen(name); |
| } |
| } |
| |
| *size = mUniforms[uniform]->arraySize; |
| |
| *type = mUniforms[uniform]->type; |
| } |
| |
| GLint Program::getActiveUniformCount() |
| { |
| int count = 0; |
| |
| for (unsigned int uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) |
| { |
| if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_") |
| { |
| count++; |
| } |
| } |
| |
| return count; |
| } |
| |
| GLint Program::getActiveUniformMaxLength() |
| { |
| int maxLength = 0; |
| |
| for (unsigned int uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++) |
| { |
| if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_") |
| { |
| maxLength = std::max((int)(undecorate(mUniforms[uniformIndex]->name).length() + 1), maxLength); |
| } |
| } |
| |
| return maxLength; |
| } |
| |
| void Program::flagForDeletion() |
| { |
| mDeleteStatus = true; |
| } |
| |
| bool Program::isFlaggedForDeletion() const |
| { |
| return mDeleteStatus; |
| } |
| |
| void Program::validate() |
| { |
| resetInfoLog(); |
| |
| if (!isLinked()) |
| { |
| appendToInfoLog("Program has not been successfully linked."); |
| mValidated = false; |
| } |
| else |
| { |
| applyUniforms(); |
| if (!validateSamplers()) |
| { |
| appendToInfoLog("Samplers of conflicting types refer to the same texture image unit."); |
| mValidated = false; |
| } |
| else |
| { |
| mValidated = true; |
| } |
| } |
| } |
| |
| bool Program::validateSamplers() const |
| { |
| // if any two active samplers in a program are of different types, but refer to the same |
| // texture image unit, and this is the current program, then ValidateProgram will fail, and |
| // DrawArrays and DrawElements will issue the INVALID_OPERATION error. |
| std::map<int, SamplerType> samplerMap; |
| for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i) |
| { |
| if (mSamplers[i].active) |
| { |
| if (samplerMap.find(mSamplers[i].logicalTextureUnit) != samplerMap.end()) |
| { |
| if (mSamplers[i].type != samplerMap[mSamplers[i].logicalTextureUnit]) |
| return false; |
| } |
| else |
| { |
| samplerMap[mSamplers[i].logicalTextureUnit] = mSamplers[i].type; |
| } |
| } |
| } |
| |
| return true; |
| } |
| } |