| // |
| // 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.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 "Context.h" |
| |
| #include <d3dx9.h> |
| #include <string> |
| #include <vector> |
| |
| namespace gl |
| { |
| class FragmentShader; |
| class VertexShader; |
| |
| enum UniformType |
| { |
| UNIFORM_1FV, |
| UNIFORM_2FV, |
| UNIFORM_3FV, |
| UNIFORM_4FV, |
| UNIFORM_MATRIX_2FV, |
| UNIFORM_MATRIX_3FV, |
| UNIFORM_MATRIX_4FV, |
| UNIFORM_1IV |
| }; |
| |
| // Helper class representing a single shader uniform |
| class Uniform |
| { |
| public: |
| Uniform(UniformType type, const std::string &name, unsigned int bytes); |
| |
| ~Uniform(); |
| |
| const UniformType type; |
| const std::string name; |
| const unsigned int bytes; |
| unsigned char *data; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(Uniform); |
| }; |
| |
| class Program |
| { |
| public: |
| Program(); |
| |
| ~Program(); |
| |
| bool attachShader(Shader *shader); |
| bool detachShader(Shader *shader); |
| |
| IDirect3DPixelShader9 *getPixelShader(); |
| IDirect3DVertexShader9 *getVertexShader(); |
| |
| void bindAttributeLocation(GLuint index, const char *name); |
| GLuint getAttributeLocation(const char *name); |
| bool isActiveAttribute(int attributeIndex); |
| int getInputMapping(int attributeIndex); |
| |
| GLint getSamplerMapping(unsigned int samplerIndex); |
| |
| GLint getUniformLocation(const char *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); |
| |
| void applyUniforms(); |
| |
| void link(); |
| bool isLinked(); |
| |
| void flagForDeletion(); |
| bool isFlaggedForDeletion() const; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(Program); |
| |
| ID3DXBuffer *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable); |
| void unlink(bool destroy = false); |
| |
| bool linkAttributes(); |
| void defineUniform(const D3DXCONSTANT_DESC &constantDescription); |
| bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v); |
| bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v); |
| bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v); |
| bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v); |
| bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value); |
| bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value); |
| bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value); |
| bool applyUniform1iv(GLint location, GLsizei count, const GLint *v); |
| |
| FragmentShader *mFragmentShader; |
| VertexShader *mVertexShader; |
| |
| IDirect3DPixelShader9 *mPixelExecutable; |
| IDirect3DVertexShader9 *mVertexExecutable; |
| ID3DXConstantTable *mConstantTablePS; |
| ID3DXConstantTable *mConstantTableVS; |
| |
| char *mAttributeName[MAX_VERTEX_ATTRIBS]; |
| int mInputMapping[MAX_VERTEX_ATTRIBS]; |
| |
| GLint mSamplerMapping[MAX_TEXTURE_IMAGE_UNITS]; |
| |
| typedef std::vector<Uniform*> UniformArray; |
| UniformArray mUniforms; |
| |
| bool mLinked; |
| bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use |
| }; |
| } |
| |
| #endif // LIBGLESV2_PROGRAM_H_ |