blob: 56b58c6999bc0b0c586bca440aaf9fe378802156 [file] [log] [blame]
//
// Copyright (c) 2002-2014 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_BINARY_H_
#define LIBGLESV2_PROGRAM_BINARY_H_
#include "angle_gl.h"
#include <string>
#include <vector>
#include "common/RefCountObject.h"
#include "angletypes.h"
#include "common/mathutil.h"
#include "libGLESv2/Uniform.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
#include "libGLESv2/DynamicHLSL.h"
namespace rx
{
class ShaderExecutable;
class Renderer;
struct TranslatedAttribute;
class UniformStorage;
}
namespace gl
{
class FragmentShader;
class VertexShader;
class InfoLog;
class AttributeBindings;
class Buffer;
class Framebuffer;
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct VariableLocation
{
VariableLocation()
{
}
VariableLocation(const std::string &name, unsigned int element, unsigned int index);
std::string name;
unsigned int element;
unsigned int index;
};
struct LinkedVarying
{
LinkedVarying();
LinkedVarying(const std::string &name, GLenum type, GLsizei size, const std::string &semanticName,
unsigned int semanticIndex, unsigned int semanticIndexCount);
// Original GL name
std::string name;
GLenum type;
GLsizei size;
// DirectX semantic information
std::string semanticName;
unsigned int semanticIndex;
unsigned int semanticIndexCount;
};
// This is the result of linking a program. It is the state that would be passed to ProgramBinary.
class ProgramBinary : public RefCountObject
{
public:
explicit ProgramBinary(rx::Renderer *renderer);
~ProgramBinary();
rx::ShaderExecutable *getPixelExecutableForFramebuffer(const Framebuffer *fbo);
rx::ShaderExecutable *getPixelExecutableForOutputLayout(const std::vector<GLenum> &outputLayout);
rx::ShaderExecutable *getVertexExecutableForInputLayout(const VertexFormat inputLayout[MAX_VERTEX_ATTRIBS]);
rx::ShaderExecutable *getGeometryExecutable() const;
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);
bool usesPointSize() const;
bool usesPointSpriteEmulation() const;
bool usesGeometryShader() const;
GLint getUniformLocation(std::string name);
GLuint getUniformIndex(std::string name);
GLuint getUniformBlockIndex(std::string name);
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform1iv(GLint location, GLsizei count, const GLint *v);
void setUniform2iv(GLint location, GLsizei count, const GLint *v);
void setUniform3iv(GLint location, GLsizei count, const GLint *v);
void setUniform4iv(GLint location, GLsizei count, const GLint *v);
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params);
bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params);
bool getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params);
void dirtyAllUniforms();
void applyUniforms();
bool applyUniformBuffers(const std::vector<Buffer*> boundBuffers);
bool load(InfoLog &infoLog, const void *binary, GLsizei length);
bool save(void* binary, GLsizei bufSize, GLsizei *length);
GLint getLength();
bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader,
const std::vector<std::string>& transformFeedbackVaryings, GLenum transformFeedbackBufferMode);
void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
GLint getActiveAttributeCount() const;
GLint getActiveAttributeMaxLength() const;
void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
GLint getActiveUniformCount() const;
GLint getActiveUniformMaxLength() const;
GLint getActiveUniformi(GLuint index, GLenum pname) const;
bool isValidUniformLocation(GLint location) const;
LinkedUniform *getUniformByLocation(GLint location) const;
LinkedUniform *getUniformByName(const std::string &name) const;
void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
GLuint getActiveUniformBlockCount() const;
GLuint getActiveUniformBlockMaxLength() const;
UniformBlock *getUniformBlockByIndex(GLuint blockIndex);
GLint getFragDataLocation(const char *name) const;
size_t getTransformFeedbackVaryingCount() const;
const LinkedVarying &getTransformFeedbackVarying(size_t idx) const;
GLenum getTransformFeedbackBufferMode() const;
void validate(InfoLog &infoLog);
bool validateSamplers(InfoLog *infoLog);
bool isValidated() const;
void updateSamplerMapping();
unsigned int getSerial() const;
int getShaderVersion() const;
void initAttributesByLayout();
void sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;
const std::vector<LinkedUniform*> &getUniforms() const { return mUniforms; }
const rx::UniformStorage &getVertexUniformStorage() const { return *mVertexUniformStorage; }
const rx::UniformStorage &getFragmentUniformStorage() const { return *mFragmentUniformStorage; }
private:
DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
struct Sampler
{
Sampler();
bool active;
GLint logicalTextureUnit;
TextureType textureType;
};
void reset();
bool linkVaryings(InfoLog &infoLog, FragmentShader *fragmentShader, VertexShader *vertexShader);
bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
typedef std::vector<sh::BlockMemberInfo>::const_iterator BlockInfoItr;
template <class ShaderVarType>
bool linkValidateFields(InfoLog &infoLog, const std::string &varName, const ShaderVarType &vertexVar, const ShaderVarType &fragmentVar);
bool linkValidateVariablesBase(InfoLog &infoLog, const std::string &variableName, const sh::ShaderVariable &vertexVariable, const sh::ShaderVariable &fragmentVariable, bool validatePrecision);
bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
bool linkValidateVariables(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
bool linkValidateVariables(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
bool linkUniforms(InfoLog &infoLog, const std::vector<sh::Uniform> &vertexUniforms, const std::vector<sh::Uniform> &fragmentUniforms);
void defineUniform(GLenum shader, const sh::Uniform &constant);
bool indexSamplerUniform(const LinkedUniform &uniform, InfoLog &infoLog);
bool indexUniforms(InfoLog &infoLog);
static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
Sampler *outArray, GLuint *usedRange, unsigned int limit);
bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
bool linkUniformBlocks(InfoLog &infoLog, const VertexShader &vertexShader, const FragmentShader &fragmentShader);
bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
const std::vector<std::string> &transformFeedbackVaryingNames,
GLenum transformFeedbackBufferMode,
std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings) const;
void defineUniformBlockMembers(const std::vector<sh::InterfaceBlockField> &fields, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes);
bool defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock);
bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex);
void defineOutputVariables(FragmentShader *fragmentShader);
void initializeUniformStorage();
template <typename T>
void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
template <int cols, int rows>
void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
template <typename T>
bool getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType);
class VertexExecutable
{
public:
VertexExecutable(const VertexFormat inputLayout[MAX_VERTEX_ATTRIBS],
const GLenum signature[MAX_VERTEX_ATTRIBS],
rx::ShaderExecutable *shaderExecutable);
~VertexExecutable();
bool matchesSignature(const GLenum convertedLayout[MAX_VERTEX_ATTRIBS]) const;
const VertexFormat *inputs() const { return mInputs; }
const GLenum *signature() const { return mSignature; }
rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
private:
VertexFormat mInputs[MAX_VERTEX_ATTRIBS];
GLenum mSignature[MAX_VERTEX_ATTRIBS];
rx::ShaderExecutable *mShaderExecutable;
};
class PixelExecutable
{
public:
PixelExecutable(const std::vector<GLenum> &outputSignature, rx::ShaderExecutable *shaderExecutable);
~PixelExecutable();
// FIXME(geofflang): Work around NVIDIA driver bug by repacking buffers
bool matchesSignature(const std::vector<GLenum> &signature) const { return true; /* mOutputSignature == signature; */ }
const std::vector<GLenum> &outputSignature() const { return mOutputSignature; }
rx::ShaderExecutable *shaderExecutable() const { return mShaderExecutable; }
private:
std::vector<GLenum> mOutputSignature;
rx::ShaderExecutable *mShaderExecutable;
};
rx::Renderer *const mRenderer;
DynamicHLSL *mDynamicHLSL;
std::string mVertexHLSL;
rx::D3DWorkaroundType mVertexWorkarounds;
std::vector<VertexExecutable *> mVertexExecutables;
std::string mPixelHLSL;
rx::D3DWorkaroundType mPixelWorkarounds;
bool mUsesFragDepth;
std::vector<PixelShaderOuputVariable> mPixelShaderKey;
std::vector<PixelExecutable *> mPixelExecutables;
rx::ShaderExecutable *mGeometryExecutable;
sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
sh::Attribute mShaderAttributes[MAX_VERTEX_ATTRIBS];
int mSemanticIndex[MAX_VERTEX_ATTRIBS];
int mAttributesByLayout[MAX_VERTEX_ATTRIBS];
GLenum mTransformFeedbackBufferMode;
std::vector<LinkedVarying> mTransformFeedbackLinkedVaryings;
Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
Sampler mSamplersVS[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
GLuint mUsedVertexSamplerRange;
GLuint mUsedPixelSamplerRange;
bool mUsesPointSize;
int mShaderVersion;
bool mDirtySamplerMapping;
std::vector<LinkedUniform*> mUniforms;
std::vector<UniformBlock*> mUniformBlocks;
std::vector<VariableLocation> mUniformIndex;
std::map<int, VariableLocation> mOutputVariables;
rx::UniformStorage *mVertexUniformStorage;
rx::UniformStorage *mFragmentUniformStorage;
bool mValidated;
const unsigned int mSerial;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
}
#endif // LIBGLESV2_PROGRAM_BINARY_H_