blob: 9ffe70b6177ce4be24e65755a96ee464663388db [file] [log] [blame]
//
// Copyright (c) 2002-2012 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_
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <d3dcompiler.h>
#include <string>
#include <vector>
#include "libGLESv2/Context.h"
#include "libGLESv2/D3DConstantTable.h"
#include "libGLESv2/mathutil.h"
#include "libGLESv2/Shader.h"
namespace gl
{
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
{
RegisterInfo()
{
float4Index = -1;
samplerIndex = -1;
boolIndex = -1;
registerCount = 0;
}
void set(const D3DConstant *constant)
{
switch(constant->registerSet)
{
case D3DConstant::RS_BOOL: boolIndex = constant->registerIndex; break;
case D3DConstant::RS_FLOAT4: float4Index = constant->registerIndex; break;
case D3DConstant::RS_SAMPLER: samplerIndex = constant->registerIndex; break;
default: UNREACHABLE();
}
ASSERT(registerCount == 0 || registerCount == (int)constant->registerCount);
registerCount = constant->registerCount;
}
int float4Index;
int samplerIndex;
int boolIndex;
int registerCount;
};
RegisterInfo ps;
RegisterInfo vs;
};
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct UniformLocation
{
UniformLocation()
{
}
UniformLocation(const std::string &_name, unsigned int element, unsigned int index);
std::string name;
unsigned int element;
unsigned int index;
};
// This is the result of linking a program. It is the state that would be passed to ProgramBinary.
class ProgramBinary : public RefCountObject
{
public:
ProgramBinary();
~ProgramBinary();
IDirect3DPixelShader9 *getPixelShader();
IDirect3DVertexShader9 *getVertexShader();
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;
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, GLsizei *bufSize, GLfloat *params);
bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params);
GLint getDxDepthRangeLocation() const;
GLint getDxDepthLocation() const;
GLint getDxCoordLocation() const;
GLint getDxHalfPixelSizeLocation() const;
GLint getDxFrontCCWLocation() const;
GLint getDxPointsOrLinesLocation() const;
void dirtyAllUniforms();
void applyUniforms();
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);
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 validate(InfoLog &infoLog);
bool validateSamplers(InfoLog *infoLog);
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(ProgramBinary);
ID3D10Blob *compileToBinary(InfoLog &infoLog, const char *hlsl, const char *profile, D3DConstantTable **constantTable);
int packVaryings(InfoLog &infoLog, const Varying *packing[][4], FragmentShader *fragmentShader);
bool linkVaryings(InfoLog &infoLog, std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader);
bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
bool linkUniforms(InfoLog &infoLog, GLenum shader, D3DConstantTable *constantTable);
bool defineUniform(InfoLog &infoLog, GLenum shader, const D3DConstant *constant, std::string name = "");
bool defineUniform(GLenum shader, const D3DConstant *constant, const std::string &name);
Uniform *createUniform( const D3DConstant *constant, const 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 Vector4 *vector);
void applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
IDirect3DDevice9 *mDevice;
IDirect3DPixelShader9 *mPixelExecutable;
IDirect3DVertexShader9 *mVertexExecutable;
// These are only used during linking.
D3DConstantTable *mConstantTablePS;
D3DConstantTable *mConstantTableVS;
Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
int mSemanticIndex[MAX_VERTEX_ATTRIBS];
struct Sampler
{
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;
bool mUsesPointSize;
typedef std::vector<Uniform*> UniformArray;
UniformArray mUniforms;
typedef std::vector<UniformLocation> UniformIndex;
UniformIndex mUniformIndex;
GLint mDxDepthRangeLocation;
GLint mDxDepthLocation;
GLint mDxCoordLocation;
GLint mDxHalfPixelSizeLocation;
GLint mDxFrontCCWLocation;
GLint mDxPointsOrLinesLocation;
bool mValidated;
const unsigned int mSerial;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
}
#endif // LIBGLESV2_PROGRAM_BINARY_H_