| // |
| // 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 "Program.h" |
| |
| #include "main.h" |
| #include "Shader.h" |
| #include "common/debug.h" |
| |
| namespace gl |
| { |
| Uniform::Uniform(GLenum type, const std::string &name, unsigned int bytes) : type(type), name(name), bytes(bytes) |
| { |
| this->data = new unsigned char[bytes]; |
| memset(this->data, 0, bytes); |
| } |
| |
| Uniform::~Uniform() |
| { |
| delete[] data; |
| } |
| |
| Program::Program() |
| { |
| mFragmentShader = NULL; |
| mVertexShader = NULL; |
| |
| mPixelExecutable = NULL; |
| mVertexExecutable = NULL; |
| mConstantTablePS = NULL; |
| mConstantTableVS = NULL; |
| |
| for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| { |
| mAttributeName[index] = NULL; |
| } |
| |
| mInfoLog = NULL; |
| |
| unlink(); |
| |
| mDeleteStatus = false; |
| } |
| |
| Program::~Program() |
| { |
| unlink(true); |
| } |
| |
| 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) |
| { |
| delete[] mAttributeName[index]; |
| mAttributeName[index] = new char[strlen(name) + 1]; |
| strcpy(mAttributeName[index], name); |
| } |
| } |
| |
| GLuint Program::getAttributeLocation(const char *name) |
| { |
| for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| { |
| if (mAttributeName[index] && strcmp(mAttributeName[index], name) == 0) |
| { |
| return index; |
| } |
| } |
| |
| return -1; |
| } |
| |
| bool Program::isActiveAttribute(int attributeIndex) |
| { |
| if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS) |
| { |
| return mInputMapping[attributeIndex] != -1; |
| } |
| |
| return false; |
| } |
| |
| int Program::getInputMapping(int attributeIndex) |
| { |
| if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS) |
| { |
| return mInputMapping[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])); |
| |
| if (mSamplers[samplerIndex].active) |
| { |
| return mSamplers[samplerIndex].logicalTextureUnit; |
| } |
| |
| return -1; |
| } |
| |
| SamplerType Program::getSamplerType(unsigned int samplerIndex) |
| { |
| assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])); |
| assert(mSamplers[samplerIndex].active); |
| |
| return mSamplers[samplerIndex].type; |
| } |
| |
| GLint Program::getUniformLocation(const char *name) |
| { |
| for (unsigned int location = 0; location < mUniforms.size(); location++) |
| { |
| if (mUniforms[location]->name == name) |
| { |
| return location; |
| } |
| } |
| |
| return -1; |
| } |
| |
| bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v) |
| { |
| if (location < 0 || location >= (int)mUniforms.size()) |
| { |
| return false; |
| } |
| |
| if (mUniforms[location]->type != GL_FLOAT || mUniforms[location]->bytes < sizeof(GLfloat) * count) |
| { |
| return false; |
| } |
| |
| memcpy(mUniforms[location]->data, v, sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| if (location < 0 || location >= (int)mUniforms.size()) |
| { |
| return false; |
| } |
| |
| if (mUniforms[location]->type != GL_FLOAT_VEC2 || mUniforms[location]->bytes < 2 * sizeof(GLfloat) * count) |
| { |
| return false; |
| } |
| |
| memcpy(mUniforms[location]->data, v, 2 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| if (location < 0 || location >= (int)mUniforms.size()) |
| { |
| return false; |
| } |
| |
| if (mUniforms[location]->type != GL_FLOAT_VEC3 || mUniforms[location]->bytes < 3 * sizeof(GLfloat) * count) |
| { |
| return false; |
| } |
| |
| memcpy(mUniforms[location]->data, v, 3 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| if (location < 0 || location >= (int)mUniforms.size()) |
| { |
| return false; |
| } |
| |
| if (mUniforms[location]->type != GL_FLOAT_VEC4 || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count) |
| { |
| return false; |
| } |
| |
| memcpy(mUniforms[location]->data, v, 4 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| if (location < 0 || location >= (int)mUniforms.size()) |
| { |
| return false; |
| } |
| |
| if (mUniforms[location]->type != GL_FLOAT_MAT2 || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count) |
| { |
| return false; |
| } |
| |
| memcpy(mUniforms[location]->data, value, 4 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| if (location < 0 || location >= (int)mUniforms.size()) |
| { |
| return false; |
| } |
| |
| if (mUniforms[location]->type != GL_FLOAT_MAT3 || mUniforms[location]->bytes < 9 * sizeof(GLfloat) * count) |
| { |
| return false; |
| } |
| |
| memcpy(mUniforms[location]->data, value, 9 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) |
| { |
| if (location < 0 || location >= (int)mUniforms.size()) |
| { |
| return false; |
| } |
| |
| if (mUniforms[location]->type != GL_FLOAT_MAT4 || mUniforms[location]->bytes < 16 * sizeof(GLfloat) * count) |
| { |
| return false; |
| } |
| |
| memcpy(mUniforms[location]->data, value, 16 * sizeof(GLfloat) * count); |
| |
| return true; |
| } |
| |
| bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| if (location < 0 || location >= (int)mUniforms.size()) |
| { |
| return false; |
| } |
| |
| if (mUniforms[location]->type != GL_INT || mUniforms[location]->bytes < sizeof(GLint) * count) |
| { |
| return false; |
| } |
| |
| memcpy(mUniforms[location]->data, v, sizeof(GLint) * count); |
| |
| return true; |
| } |
| |
| // Applies all the uniforms set for this program object to the Direct3D 9 device |
| void Program::applyUniforms() |
| { |
| for (unsigned int location = 0; location < mUniforms.size(); location++) |
| { |
| int bytes = mUniforms[location]->bytes; |
| GLfloat *f = (GLfloat*)mUniforms[location]->data; |
| GLint *i = (GLint*)mUniforms[location]->data; |
| |
| switch (mUniforms[location]->type) |
| { |
| case GL_FLOAT: applyUniform1fv(location, bytes / sizeof(GLfloat), f); break; |
| case GL_FLOAT_VEC2: applyUniform2fv(location, bytes / 2 / sizeof(GLfloat), f); break; |
| case GL_FLOAT_VEC3: applyUniform3fv(location, bytes / 3 / sizeof(GLfloat), f); break; |
| case GL_FLOAT_VEC4: applyUniform4fv(location, bytes / 4 / sizeof(GLfloat), f); break; |
| case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, bytes / 4 / sizeof(GLfloat), f); break; |
| case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, bytes / 9 / sizeof(GLfloat), f); break; |
| case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, bytes / 16 / sizeof(GLfloat), f); break; |
| case GL_INT: applyUniform1iv(location, bytes / sizeof(GLint), i); break; |
| default: |
| UNIMPLEMENTED(); // FIXME |
| UNREACHABLE(); |
| } |
| } |
| } |
| |
| // 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; |
| DWORD flags = D3DXSHADER_USE_LEGACY_D3DX9_31_DLL | |
| D3DXSHADER_PREFER_FLOW_CONTROL; |
| |
| HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, 0, "main", profile, flags, &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(); |
| |
| TRACE("\n%s", hlsl); |
| TRACE("\n%s", message); |
| } |
| |
| return NULL; |
| } |
| |
| // 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() |
| { |
| if (mLinked) |
| { |
| return; |
| } |
| |
| unlink(); |
| |
| delete[] mInfoLog; |
| mInfoLog = NULL; |
| |
| if (!mFragmentShader || !mFragmentShader->isCompiled()) |
| { |
| return; |
| } |
| |
| if (!mVertexShader || !mVertexShader->isCompiled()) |
| { |
| return; |
| } |
| |
| IDirect3DDevice9 *device = getDevice(); |
| const char *vertexProfile = D3DXGetVertexShaderProfile(device); |
| const char *pixelProfile = D3DXGetPixelShaderProfile(device); |
| |
| const char *pixelHLSL = mFragmentShader->linkHLSL(); |
| const char *vertexHLSL = mVertexShader->linkHLSL(pixelHLSL); |
| ID3DXBuffer *vertexBinary = compileToBinary(vertexHLSL, vertexProfile, &mConstantTableVS); |
| ID3DXBuffer *pixelBinary = compileToBinary(pixelHLSL, pixelProfile, &mConstantTablePS); |
| |
| if (vertexBinary && pixelBinary) |
| { |
| 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; |
| } |
| |
| for (int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) |
| { |
| mSamplers[i].active = false; |
| } |
| |
| 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() |
| { |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| const char *name = mVertexShader->getAttributeName(attributeIndex); |
| |
| if (name) |
| { |
| GLuint location = getAttributeLocation(name); |
| |
| if (location == -1) // Not set by glBindAttribLocation |
| { |
| int availableIndex = 0; |
| |
| while (availableIndex < MAX_VERTEX_ATTRIBS && mAttributeName[availableIndex] && mVertexShader->isActiveAttribute(mAttributeName[availableIndex])) |
| { |
| availableIndex++; |
| } |
| |
| if (availableIndex == MAX_VERTEX_ATTRIBS) |
| { |
| return false; // Fail to link |
| } |
| |
| delete[] mAttributeName[availableIndex]; |
| mAttributeName[availableIndex] = new char[strlen(name) + 1]; // FIXME: Check allocation |
| strcpy(mAttributeName[availableIndex], name); |
| } |
| } |
| } |
| |
| for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| { |
| mInputMapping[attributeIndex] = mVertexShader->getInputMapping(mAttributeName[attributeIndex]); |
| } |
| |
| return true; |
| } |
| |
| 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; |
| } |
| |
| 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[location]->type != type) |
| { |
| return false; |
| } |
| else |
| { |
| return true; |
| } |
| } |
| |
| mUniforms.push_back(uniform); |
| |
| 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: |
| case D3DXPT_BOOL: |
| switch (constantDescription.Columns) |
| { |
| case 1: return new Uniform(GL_INT, name, 1 * sizeof(GLint) * constantDescription.Elements); |
| default: |
| UNIMPLEMENTED(); // FIXME |
| UNREACHABLE(); |
| } |
| break; |
| case D3DXPT_FLOAT: |
| switch (constantDescription.Columns) |
| { |
| case 1: return new Uniform(GL_FLOAT, name, 1 * sizeof(GLfloat) * constantDescription.Elements); |
| case 2: return new Uniform(GL_FLOAT_VEC2, name, 2 * sizeof(GLfloat) * constantDescription.Elements); |
| case 3: return new Uniform(GL_FLOAT_VEC3, name, 3 * sizeof(GLfloat) * constantDescription.Elements); |
| case 4: return new Uniform(GL_FLOAT_VEC4, name, 4 * sizeof(GLfloat) * constantDescription.Elements); |
| default: UNREACHABLE(); |
| } |
| break; |
| default: |
| UNIMPLEMENTED(); // FIXME |
| 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, 2 * 2 * sizeof(GLfloat) * constantDescription.Elements); |
| case 3: return new Uniform(GL_FLOAT_MAT3, name, 3 * 3 * sizeof(GLfloat) * constantDescription.Elements); |
| case 4: return new Uniform(GL_FLOAT_MAT4, name, 4 * 4 * sizeof(GLfloat) * constantDescription.Elements); |
| default: UNREACHABLE(); |
| } |
| break; |
| default: UNREACHABLE(); |
| } |
| } |
| else UNREACHABLE(); |
| |
| return 0; |
| } |
| |
| bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->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; |
| } |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->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; |
| } |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->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) |
| { |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->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; |
| } |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetMatrixArray(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; |
| } |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetMatrixArray(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; |
| } |
| |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| IDirect3DDevice9 *device = getDevice(); |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count); |
| } |
| |
| delete[] matrix; |
| |
| return true; |
| } |
| |
| bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->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 (mappedSampler >= 0 && mappedSampler < MAX_TEXTURE_IMAGE_UNITS) |
| { |
| if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS) |
| { |
| ASSERT(mSamplers[samplerIndex].active); |
| mSamplers[samplerIndex].logicalTextureUnit = mappedSampler; |
| } |
| } |
| } |
| |
| return true; |
| } |
| } |
| |
| if (constantPS) |
| { |
| mConstantTablePS->SetIntArray(device, constantPS, v, count); |
| } |
| |
| if (constantVS) |
| { |
| mConstantTableVS->SetIntArray(device, constantVS, v, count); |
| } |
| |
| return true; |
| } |
| |
| void Program::appendToInfoLog(const char *info) |
| { |
| if (!info) |
| { |
| return; |
| } |
| |
| 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; |
| } |
| } |
| |
| // 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; |
| } |
| |
| for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| { |
| delete[] mAttributeName[index]; |
| mAttributeName[index] = NULL; |
| } |
| |
| delete[] mInfoLog; |
| mInfoLog = 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++) |
| { |
| mInputMapping[index] = 0; |
| } |
| |
| for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++) |
| { |
| mSamplers[index].active = false; |
| } |
| |
| while (!mUniforms.empty()) |
| { |
| delete mUniforms.back(); |
| mUniforms.pop_back(); |
| } |
| |
| mLinked = false; |
| } |
| |
| bool Program::isLinked() |
| { |
| return mLinked; |
| } |
| |
| 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::flagForDeletion() |
| { |
| mDeleteStatus = true; |
| } |
| |
| bool Program::isFlaggedForDeletion() const |
| { |
| return mDeleteStatus; |
| } |
| } |