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//
// Copyright (c) 2002-2011 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_H_
#define LIBGLESV2_PROGRAM_H_
#include <d3dx9.h>
#include <d3dcompiler.h>
#include <string>
#include <vector>
#include <set>
#include "libGLESv2/Shader.h"
#include "libGLESv2/Context.h"
namespace gl
{
class ResourceManager;
class FragmentShader;
class VertexShader;
// Helper struct representing a single shader uniform
struct Uniform
{
Uniform(GLenum type, const std::string &_name, unsigned int arraySize);
~Uniform();
bool isArray();
const GLenum type;
const std::string _name; // Decorated name
const std::string name; // Undecorated name
const unsigned int arraySize;
unsigned char *data;
bool dirty;
struct RegisterInfo
{
int registerSet;
int registerIndex;
int registerCount;
};
RegisterInfo ps;
RegisterInfo vs;
};
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct UniformLocation
{
UniformLocation(const std::string &_name, unsigned int element, unsigned int index);
std::string name;
unsigned int element;
unsigned int index;
};
class Program
{
public:
Program(ResourceManager *manager, GLuint handle);
~Program();
bool attachShader(Shader *shader);
bool detachShader(Shader *shader);
int getAttachedShadersCount() const;
IDirect3DPixelShader9 *getPixelShader();
IDirect3DVertexShader9 *getVertexShader();
void bindAttributeLocation(GLuint index, const char *name);
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);
GLint getUniformLocation(std::string name);
bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
bool getUniformfv(GLint location, GLfloat *params);
bool getUniformiv(GLint location, GLint *params);
GLint getDxDepthRangeLocation() const;
GLint getDxDepthLocation() const;
GLint getDxViewportLocation() const;
GLint getDxHalfPixelSizeLocation() const;
GLint getDxFrontCCWLocation() const;
GLint getDxPointsOrLinesLocation() const;
void dirtyAllUniforms();
void applyUniforms();
void link();
bool isLinked();
int getInfoLogLength() const;
void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
GLint getActiveAttributeCount();
GLint getActiveAttributeMaxLength();
void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
GLint getActiveUniformCount();
GLint getActiveUniformMaxLength();
void addRef();
void release();
unsigned int getRefCount() const;
void flagForDeletion();
bool isFlaggedForDeletion() const;
void validate();
bool validateSamplers(bool logErrors);
bool isValidated() const;
unsigned int getSerial() const;
static std::string decorateAttribute(const std::string &name); // Prepend an underscore
static std::string undecorateUniform(const std::string &_name); // Remove leading underscore
private:
DISALLOW_COPY_AND_ASSIGN(Program);
ID3D10Blob *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
void unlink(bool destroy = false);
int packVaryings(const Varying *packing[][4]);
bool linkVaryings();
bool linkAttributes();
int getAttributeBinding(const std::string &name);
bool linkUniforms(ID3DXConstantTable *constantTable);
bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
bool applyUniformnfv(Uniform *targetUniform, const GLfloat *v);
bool applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v);
bool applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v);
bool applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v);
bool applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v);
void applyUniformniv(Uniform *targetUniform, GLsizei count, const D3DXVECTOR4 *vector);
void applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
void initializeConstantHandles(Uniform *targetUniform, Uniform::RegisterInfo *rs, ID3DXConstantTable *constantTable);
void appendToInfoLogSanitized(const char *message);
void appendToInfoLog(const char *info, ...);
void resetInfoLog();
static unsigned int issueSerial();
FragmentShader *mFragmentShader;
VertexShader *mVertexShader;
std::string mPixelHLSL;
std::string mVertexHLSL;
IDirect3DPixelShader9 *mPixelExecutable;
IDirect3DVertexShader9 *mVertexExecutable;
ID3DXConstantTable *mConstantTablePS;
ID3DXConstantTable *mConstantTableVS;
std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS];
Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
int mSemanticIndex[MAX_VERTEX_ATTRIBS];
struct Sampler
{
bool active;
GLint logicalTextureUnit;
TextureType textureType;
};
Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
Sampler mSamplersVS[MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
GLuint mUsedVertexSamplerRange;
GLuint mUsedPixelSamplerRange;
typedef std::vector<Uniform*> UniformArray;
UniformArray mUniforms;
typedef std::vector<UniformLocation> UniformIndex;
UniformIndex mUniformIndex;
GLint mDxDepthRangeLocation;
GLint mDxDepthLocation;
GLint mDxViewportLocation;
GLint mDxHalfPixelSizeLocation;
GLint mDxFrontCCWLocation;
GLint mDxPointsOrLinesLocation;
bool mLinked;
bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
char *mInfoLog;
bool mValidated;
unsigned int mRefCount;
const unsigned int mSerial;
static unsigned int mCurrentSerial;
ResourceManager *mResourceManager;
const GLuint mHandle;
};
}
#endif // LIBGLESV2_PROGRAM_H_