blob: 0e73852cab62a94ad8696df2ea81650307f0561e [file] [log] [blame]
//
// 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 "debug.h"
namespace gl
{
Uniform::Uniform(UniformType 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;
}
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;
}
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)
{
if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
{
return mSamplerMapping[samplerIndex];
}
return 0;
}
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 != UNIFORM_1FV || 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 != UNIFORM_2FV || 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 != UNIFORM_3FV || 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 != UNIFORM_4FV || 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 != UNIFORM_MATRIX_2FV || 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 != UNIFORM_MATRIX_3FV || 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 != UNIFORM_MATRIX_4FV || 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 != UNIFORM_1IV || 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 UNIFORM_1FV: applyUniform1fv(location, bytes / sizeof(GLfloat), f); break;
case UNIFORM_2FV: applyUniform2fv(location, bytes / 2 / sizeof(GLfloat), f); break;
case UNIFORM_3FV: applyUniform3fv(location, bytes / 3 / sizeof(GLfloat), f); break;
case UNIFORM_4FV: applyUniform4fv(location, bytes / 4 / sizeof(GLfloat), f); break;
case UNIFORM_MATRIX_2FV: applyUniformMatrix2fv(location, bytes / 4 / sizeof(GLfloat), f); break;
case UNIFORM_MATRIX_3FV: applyUniformMatrix3fv(location, bytes / 9 / sizeof(GLfloat), f); break;
case UNIFORM_MATRIX_4FV: applyUniformMatrix4fv(location, bytes / 16 / sizeof(GLfloat), f); break;
case UNIFORM_1IV: 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;
HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, 0, "main", profile, D3DXSHADER_USE_LEGACY_D3DX9_31_DLL, &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(hlsl);
trace(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();
if (!mFragmentShader || !mFragmentShader->isCompiled())
{
return;
}
if (!mVertexShader || !mVertexShader->isCompiled())
{
return;
}
const char *pixelHLSL = mFragmentShader->linkHLSL();
const char *vertexHLSL = mVertexShader->linkHLSL(pixelHLSL);
ID3DXBuffer *vertexBinary = compileToBinary(vertexHLSL, "vs_2_0", &mConstantTableVS);
ID3DXBuffer *pixelBinary = compileToBinary(pixelHLSL, "ps_2_0", &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;
}
D3DXCONSTANTTABLE_DESC constantTableDescription;
D3DXCONSTANT_DESC constantDescription;
UINT descriptionCount = 1;
mConstantTablePS->GetDesc(&constantTableDescription);
for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
{
D3DXHANDLE constantHandle = mConstantTablePS->GetConstant(0, constantIndex);
mConstantTablePS->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
UniformArray::iterator uniform = mUniforms.begin();
while (uniform != mUniforms.end())
{
if ((*uniform)->name == constantDescription.Name)
{
UNREACHABLE(); // Redefinition; detect at compile
}
uniform++;
}
if (uniform == mUniforms.end())
{
defineUniform(constantDescription);
}
}
mConstantTableVS->GetDesc(&constantTableDescription);
for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
{
D3DXHANDLE constantHandle = mConstantTableVS->GetConstant(0, constantIndex);
mConstantTableVS->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
UniformArray::iterator uniform = mUniforms.begin();
while (uniform != mUniforms.end())
{
if ((*uniform)->name == constantDescription.Name)
{
UNIMPLEMENTED(); // FIXME: Verify it's the same type as the fragment uniform
if (true)
{
break;
}
else
{
return;
}
}
uniform++;
}
if (uniform == mUniforms.end())
{
defineUniform(constantDescription);
}
}
mLinked = true;
return;
}
}
}
// 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;
}
// Adds the description of a constant found in the binary shader to the list of uniforms
void Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription)
{
if (constantDescription.Rows == 1) // Vectors and scalars
{
switch (constantDescription.Type)
{
case D3DXPT_SAMPLER2D:
case D3DXPT_SAMPLERCUBE:
case D3DXPT_BOOL:
switch (constantDescription.Columns)
{
case 1:
mUniforms.push_back(new Uniform(UNIFORM_1IV, constantDescription.Name, 1 * sizeof(GLint) * constantDescription.Elements));
break;
default:
UNIMPLEMENTED(); // FIXME
UNREACHABLE();
}
break;
case D3DXPT_FLOAT:
switch (constantDescription.Columns)
{
case 1:
mUniforms.push_back(new Uniform(UNIFORM_1FV, constantDescription.Name, 1 * sizeof(GLfloat) * constantDescription.Elements));
break;
case 2:
mUniforms.push_back(new Uniform(UNIFORM_2FV, constantDescription.Name, 2 * sizeof(GLfloat) * constantDescription.Elements));
break;
case 3:
mUniforms.push_back(new Uniform(UNIFORM_3FV, constantDescription.Name, 3 * sizeof(GLfloat) * constantDescription.Elements));
break;
case 4:
mUniforms.push_back(new Uniform(UNIFORM_4FV, constantDescription.Name, 4 * sizeof(GLfloat) * constantDescription.Elements));
break;
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:
mUniforms.push_back(new Uniform(UNIFORM_MATRIX_2FV, constantDescription.Name, 2 * 2 * sizeof(GLfloat) * constantDescription.Elements));
break;
case 3:
mUniforms.push_back(new Uniform(UNIFORM_MATRIX_3FV, constantDescription.Name, 3 * 3 * sizeof(GLfloat) * constantDescription.Elements));
break;
case 4:
mUniforms.push_back(new Uniform(UNIFORM_MATRIX_4FV, constantDescription.Name, 4 * 4 * sizeof(GLfloat) * constantDescription.Elements));
break;
default: UNREACHABLE();
}
break;
default: UNREACHABLE();
}
}
else UNREACHABLE();
}
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 (SUCCEEDED(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)
{
mSamplerMapping[samplerIndex] = mappedSampler;
}
}
}
return true;
}
}
if (constantPS)
{
mConstantTablePS->SetIntArray(device, constantPS, v, count);
}
if (constantVS)
{
mConstantTableVS->SetIntArray(device, constantVS, v, count);
}
return true;
}
// 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;
}
}
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++)
{
mSamplerMapping[index] = 0;
}
while (!mUniforms.empty())
{
delete mUniforms.back();
mUniforms.pop_back();
}
mLinked = false;
}
bool Program::isLinked()
{
return mLinked;
}
void Program::flagForDeletion()
{
mDeleteStatus = true;
}
bool Program::isFlaggedForDeletion() const
{
return mDeleteStatus;
}
}