Move ProgramBinary into new file.
Review URL: https://codereview.appspot.com/6299058
git-svn-id: https://angleproject.googlecode.com/svn/trunk@1144 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/build_angle.gyp b/src/build_angle.gyp
index 651aade..4743cc1 100644
--- a/src/build_angle.gyp
+++ b/src/build_angle.gyp
@@ -247,6 +247,8 @@
'libGLESv2/mathutil.h',
'libGLESv2/Program.cpp',
'libGLESv2/Program.h',
+ 'libGLESv2/ProgramBinary.cpp',
+ 'libGLESv2/ProgramBinary.h',
'libGLESv2/Query.h',
'libGLESv2/Query.cpp',
'libGLESv2/Renderbuffer.cpp',
diff --git a/src/libGLESv2/Context.cpp b/src/libGLESv2/Context.cpp
index 4d5f8a7..a816b0c 100644
--- a/src/libGLESv2/Context.cpp
+++ b/src/libGLESv2/Context.cpp
@@ -22,6 +22,7 @@
#include "libGLESv2/Fence.h"
#include "libGLESv2/FrameBuffer.h"
#include "libGLESv2/Program.h"
+#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Query.h"
#include "libGLESv2/RenderBuffer.h"
#include "libGLESv2/Shader.h"
diff --git a/src/libGLESv2/Program.cpp b/src/libGLESv2/Program.cpp
index 3a84497..2602234 100644
--- a/src/libGLESv2/Program.cpp
+++ b/src/libGLESv2/Program.cpp
@@ -8,6 +8,7 @@
// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
#include "libGLESv2/Program.h"
+#include "libGLESv2/ProgramBinary.h"
#include "common/debug.h"
@@ -17,21 +18,9 @@
#include <string>
-#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
-#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
-#endif
-
namespace gl
{
unsigned int Program::mCurrentSerial = 1;
-const char *fakepath = "C:\\fakepath";
-
-std::string str(int i)
-{
- char buffer[20];
- snprintf(buffer, sizeof(buffer), "%d", i);
- return buffer;
-}
AttributeBindings::AttributeBindings()
{
@@ -41,68 +30,6 @@
{
}
-Uniform::Uniform(GLenum type, const std::string &_name, unsigned int arraySize)
- : type(type), _name(_name), name(ProgramBinary::undecorateUniform(_name)), arraySize(arraySize)
-{
- int bytes = UniformInternalSize(type) * arraySize;
- data = new unsigned char[bytes];
- memset(data, 0, bytes);
- dirty = true;
-}
-
-Uniform::~Uniform()
-{
- delete[] data;
-}
-
-bool Uniform::isArray()
-{
- return _name.compare(0, 3, "ar_") == 0;
-}
-
-UniformLocation::UniformLocation(const std::string &_name, unsigned int element, unsigned int index)
- : name(ProgramBinary::undecorateUniform(_name)), element(element), index(index)
-{
-}
-
-ProgramBinary::ProgramBinary()
-{
- mDevice = getDevice();
-
- mPixelExecutable = NULL;
- mVertexExecutable = NULL;
- mConstantTablePS = NULL;
- mConstantTableVS = NULL;
-
- mInfoLog = NULL;
- mValidated = false;
-
- for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
- {
- mSemanticIndex[index] = -1;
- }
-
- for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
- {
- mSamplersPS[index].active = false;
- }
-
- for (int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; index++)
- {
- mSamplersVS[index].active = false;
- }
-
- mUsedVertexSamplerRange = 0;
- mUsedPixelSamplerRange = 0;
-
- mDxDepthRangeLocation = -1;
- mDxDepthLocation = -1;
- mDxCoordLocation = -1;
- mDxHalfPixelSizeLocation = -1;
- mDxFrontCCWLocation = -1;
- mDxPointsOrLinesLocation = -1;
-}
-
Program::Program(ResourceManager *manager, GLuint handle) : mResourceManager(manager), mHandle(handle), mSerial(issueSerial())
{
mFragmentShader = NULL;
@@ -127,37 +54,6 @@
}
}
-ProgramBinary::~ProgramBinary()
-{
- if (mPixelExecutable)
- {
- mPixelExecutable->Release();
- }
-
- if (mVertexExecutable)
- {
- mVertexExecutable->Release();
- }
-
- if (mConstantTablePS)
- {
- mConstantTablePS->Release();
- }
-
- if (mConstantTableVS)
- {
- mConstantTableVS->Release();
- }
-
- while (!mUniforms.empty())
- {
- delete mUniforms.back();
- mUniforms.pop_back();
- }
-
- delete[] mInfoLog;
-}
-
bool Program::attachShader(Shader *shader)
{
if (shader->getType() == GL_VERTEX_SHADER)
@@ -217,16 +113,6 @@
return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
}
-IDirect3DPixelShader9 *ProgramBinary::getPixelShader()
-{
- return mPixelExecutable;
-}
-
-IDirect3DVertexShader9 *ProgramBinary::getVertexShader()
-{
- return mVertexExecutable;
-}
-
void AttributeBindings::bindAttributeLocation(GLuint index, const char *name)
{
if (index < MAX_VERTEX_ATTRIBS)
@@ -245,1460 +131,6 @@
mAttributeBindings.bindAttributeLocation(index, name);
}
-GLuint ProgramBinary::getAttributeLocation(const char *name)
-{
- if (name)
- {
- for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
- {
- if (mLinkedAttribute[index].name == std::string(name))
- {
- return index;
- }
- }
- }
-
- return -1;
-}
-
-int ProgramBinary::getSemanticIndex(int attributeIndex)
-{
- ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
-
- return mSemanticIndex[attributeIndex];
-}
-
-// Returns one more than the highest sampler index used.
-GLint ProgramBinary::getUsedSamplerRange(SamplerType type)
-{
- switch (type)
- {
- case SAMPLER_PIXEL:
- return mUsedPixelSamplerRange;
- case SAMPLER_VERTEX:
- return mUsedVertexSamplerRange;
- default:
- UNREACHABLE();
- return 0;
- }
-}
-
-// Returns the index of the texture image unit (0-19) corresponding to a Direct3D 9 sampler
-// index (0-15 for the pixel shader and 0-3 for the vertex shader).
-GLint ProgramBinary::getSamplerMapping(SamplerType type, unsigned int samplerIndex)
-{
- GLint logicalTextureUnit = -1;
-
- switch (type)
- {
- case SAMPLER_PIXEL:
- ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
-
- if (mSamplersPS[samplerIndex].active)
- {
- logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
- }
- break;
- case SAMPLER_VERTEX:
- ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
-
- if (mSamplersVS[samplerIndex].active)
- {
- logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
- }
- break;
- default: UNREACHABLE();
- }
-
- if (logicalTextureUnit >= 0 && logicalTextureUnit < (GLint)getContext()->getMaximumCombinedTextureImageUnits())
- {
- return logicalTextureUnit;
- }
-
- return -1;
-}
-
-// Returns the texture type for a given Direct3D 9 sampler type and
-// index (0-15 for the pixel shader and 0-3 for the vertex shader).
-TextureType ProgramBinary::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
-{
- switch (type)
- {
- case SAMPLER_PIXEL:
- ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
- ASSERT(mSamplersPS[samplerIndex].active);
- return mSamplersPS[samplerIndex].textureType;
- case SAMPLER_VERTEX:
- ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
- ASSERT(mSamplersVS[samplerIndex].active);
- return mSamplersVS[samplerIndex].textureType;
- default: UNREACHABLE();
- }
-
- return TEXTURE_2D;
-}
-
-GLint ProgramBinary::getUniformLocation(std::string name)
-{
- unsigned int subscript = 0;
-
- // Strip any trailing array operator and retrieve the subscript
- size_t open = name.find_last_of('[');
- size_t close = name.find_last_of(']');
- if (open != std::string::npos && close == name.length() - 1)
- {
- subscript = atoi(name.substr(open + 1).c_str());
- name.erase(open);
- }
-
- unsigned int numUniforms = mUniformIndex.size();
- for (unsigned int location = 0; location < numUniforms; location++)
- {
- if (mUniformIndex[location].name == name &&
- mUniformIndex[location].element == subscript)
- {
- return location;
- }
- }
-
- return -1;
-}
-
-bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type == GL_FLOAT)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = 0;
- target[2] = 0;
- target[3] = 0;
- target += 4;
- v += 1;
- }
- }
- else if (targetUniform->type == GL_BOOL)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element;
-
- for (int i = 0; i < count; ++i)
- {
- if (v[i] == 0.0f)
- {
- boolParams[i] = GL_FALSE;
- }
- else
- {
- boolParams[i] = GL_TRUE;
- }
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type == GL_FLOAT_VEC2)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = v[1];
- target[2] = 0;
- target[3] = 0;
- target += 4;
- v += 2;
- }
- }
- else if (targetUniform->type == GL_BOOL_VEC2)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 2;
-
- for (int i = 0; i < count * 2; ++i)
- {
- if (v[i] == 0.0f)
- {
- boolParams[i] = GL_FALSE;
- }
- else
- {
- boolParams[i] = GL_TRUE;
- }
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type == GL_FLOAT_VEC3)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count; i++)
- {
- target[0] = v[0];
- target[1] = v[1];
- target[2] = v[2];
- target[3] = 0;
- target += 4;
- v += 3;
- }
- }
- else if (targetUniform->type == GL_BOOL_VEC3)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 3;
-
- for (int i = 0; i < count * 3; ++i)
- {
- if (v[i] == 0.0f)
- {
- boolParams[i] = GL_FALSE;
- }
- else
- {
- boolParams[i] = GL_TRUE;
- }
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type == GL_FLOAT_VEC4)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
- v, 4 * sizeof(GLfloat) * count);
- }
- else if (targetUniform->type == GL_BOOL_VEC4)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count * 4; ++i)
- {
- if (v[i] == 0.0f)
- {
- boolParams[i] = GL_FALSE;
- }
- else
- {
- boolParams[i] = GL_TRUE;
- }
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-template<typename T, int targetWidth, int targetHeight, int srcWidth, int srcHeight>
-void transposeMatrix(T *target, const GLfloat *value)
-{
- int copyWidth = std::min(targetWidth, srcWidth);
- int copyHeight = std::min(targetHeight, srcHeight);
-
- for (int x = 0; x < copyWidth; x++)
- {
- for (int y = 0; y < copyHeight; y++)
- {
- target[x * targetWidth + y] = (T)value[y * srcWidth + x];
- }
- }
- // clear unfilled right side
- for (int y = 0; y < copyHeight; y++)
- {
- for (int x = srcWidth; x < targetWidth; x++)
- {
- target[y * targetWidth + x] = (T)0;
- }
- }
- // clear unfilled bottom.
- for (int y = srcHeight; y < targetHeight; y++)
- {
- for (int x = 0; x < targetWidth; x++)
- {
- target[y * targetWidth + x] = (T)0;
- }
- }
-}
-
-bool ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type != GL_FLOAT_MAT2)
- {
- return false;
- }
-
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8;
- for (int i = 0; i < count; i++)
- {
- transposeMatrix<GLfloat,4,2,2,2>(target, value);
- target += 8;
- value += 4;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type != GL_FLOAT_MAT3)
- {
- return false;
- }
-
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12;
- for (int i = 0; i < count; i++)
- {
- transposeMatrix<GLfloat,4,3,3,3>(target, value);
- target += 12;
- value += 9;
- }
-
- return true;
-}
-
-
-bool ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type != GL_FLOAT_MAT4)
- {
- return false;
- }
-
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16);
- for (int i = 0; i < count; i++)
- {
- transposeMatrix<GLfloat,4,4,4,4>(target, value);
- target += 16;
- value += 16;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type == GL_INT ||
- targetUniform->type == GL_SAMPLER_2D ||
- targetUniform->type == GL_SAMPLER_CUBE)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
- v, sizeof(GLint) * count);
- }
- else if (targetUniform->type == GL_BOOL)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element;
-
- for (int i = 0; i < count; ++i)
- {
- if (v[i] == 0)
- {
- boolParams[i] = GL_FALSE;
- }
- else
- {
- boolParams[i] = GL_TRUE;
- }
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type == GL_INT_VEC2)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
- v, 2 * sizeof(GLint) * count);
- }
- else if (targetUniform->type == GL_BOOL_VEC2)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 2;
-
- for (int i = 0; i < count * 2; ++i)
- {
- if (v[i] == 0)
- {
- boolParams[i] = GL_FALSE;
- }
- else
- {
- boolParams[i] = GL_TRUE;
- }
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type == GL_INT_VEC3)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
- v, 3 * sizeof(GLint) * count);
- }
- else if (targetUniform->type == GL_BOOL_VEC3)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 3;
-
- for (int i = 0; i < count * 3; ++i)
- {
- if (v[i] == 0)
- {
- boolParams[i] = GL_FALSE;
- }
- else
- {
- boolParams[i] = GL_TRUE;
- }
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
- targetUniform->dirty = true;
-
- if (targetUniform->type == GL_INT_VEC4)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
-
- memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
- v, 4 * sizeof(GLint) * count);
- }
- else if (targetUniform->type == GL_BOOL_VEC4)
- {
- int arraySize = targetUniform->arraySize;
-
- if (arraySize == 1 && count > 1)
- return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
-
- count = std::min(arraySize - (int)mUniformIndex[location].element, count);
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 4;
-
- for (int i = 0; i < count * 4; ++i)
- {
- if (v[i] == 0)
- {
- boolParams[i] = GL_FALSE;
- }
- else
- {
- boolParams[i] = GL_TRUE;
- }
- }
- }
- else
- {
- return false;
- }
-
- return true;
-}
-
-bool ProgramBinary::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
-
- // sized queries -- ensure the provided buffer is large enough
- if (bufSize)
- {
- int requiredBytes = UniformExternalSize(targetUniform->type);
- if (*bufSize < requiredBytes)
- {
- return false;
- }
- }
-
- switch (targetUniform->type)
- {
- case GL_FLOAT_MAT2:
- transposeMatrix<GLfloat,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8);
- break;
- case GL_FLOAT_MAT3:
- transposeMatrix<GLfloat,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12);
- break;
- case GL_FLOAT_MAT4:
- transposeMatrix<GLfloat,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16);
- break;
- default:
- {
- unsigned int count = UniformExternalComponentCount(targetUniform->type);
- unsigned int internalCount = UniformInternalComponentCount(targetUniform->type);
-
- switch (UniformComponentType(targetUniform->type))
- {
- case GL_BOOL:
- {
- GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * internalCount;
-
- for (unsigned int i = 0; i < count; ++i)
- {
- params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
- }
- }
- break;
- case GL_FLOAT:
- memcpy(params, targetUniform->data + mUniformIndex[location].element * internalCount * sizeof(GLfloat),
- count * sizeof(GLfloat));
- break;
- case GL_INT:
- {
- GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * internalCount;
-
- for (unsigned int i = 0; i < count; ++i)
- {
- params[i] = (float)intParams[i];
- }
- }
- break;
- default: UNREACHABLE();
- }
- }
- }
-
- return true;
-}
-
-bool ProgramBinary::getUniformiv(GLint location, GLsizei *bufSize, GLint *params)
-{
- if (location < 0 || location >= (int)mUniformIndex.size())
- {
- return false;
- }
-
- Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
-
- // sized queries -- ensure the provided buffer is large enough
- if (bufSize)
- {
- int requiredBytes = UniformExternalSize(targetUniform->type);
- if (*bufSize < requiredBytes)
- {
- return false;
- }
- }
-
- switch (targetUniform->type)
- {
- case GL_FLOAT_MAT2:
- {
- transposeMatrix<GLint,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8);
- }
- break;
- case GL_FLOAT_MAT3:
- {
- transposeMatrix<GLint,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12);
- }
- break;
- case GL_FLOAT_MAT4:
- {
- transposeMatrix<GLint,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16);
- }
- break;
- default:
- {
- unsigned int count = UniformExternalComponentCount(targetUniform->type);
- unsigned int internalCount = UniformInternalComponentCount(targetUniform->type);
-
- switch (UniformComponentType(targetUniform->type))
- {
- case GL_BOOL:
- {
- GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * internalCount;
-
- for (unsigned int i = 0; i < count; ++i)
- {
- params[i] = (GLint)boolParams[i];
- }
- }
- break;
- case GL_FLOAT:
- {
- GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * internalCount;
-
- for (unsigned int i = 0; i < count; ++i)
- {
- params[i] = (GLint)floatParams[i];
- }
- }
- break;
- case GL_INT:
- memcpy(params, targetUniform->data + mUniformIndex[location].element * internalCount * sizeof(GLint),
- count * sizeof(GLint));
- break;
- default: UNREACHABLE();
- }
- }
- }
-
- return true;
-}
-
-void ProgramBinary::dirtyAllUniforms()
-{
- unsigned int numUniforms = mUniforms.size();
- for (unsigned int index = 0; index < numUniforms; index++)
- {
- mUniforms[index]->dirty = true;
- }
-}
-
-// Applies all the uniforms set for this program object to the Direct3D 9 device
-void ProgramBinary::applyUniforms()
-{
- for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub) {
- Uniform *targetUniform = *ub;
-
- if (targetUniform->dirty)
- {
- int arraySize = targetUniform->arraySize;
- GLfloat *f = (GLfloat*)targetUniform->data;
- GLint *i = (GLint*)targetUniform->data;
- GLboolean *b = (GLboolean*)targetUniform->data;
-
- switch (targetUniform->type)
- {
- case GL_BOOL: applyUniformnbv(targetUniform, arraySize, 1, b); break;
- case GL_BOOL_VEC2: applyUniformnbv(targetUniform, arraySize, 2, b); break;
- case GL_BOOL_VEC3: applyUniformnbv(targetUniform, arraySize, 3, b); break;
- case GL_BOOL_VEC4: applyUniformnbv(targetUniform, arraySize, 4, b); break;
- case GL_FLOAT:
- case GL_FLOAT_VEC2:
- case GL_FLOAT_VEC3:
- case GL_FLOAT_VEC4:
- case GL_FLOAT_MAT2:
- case GL_FLOAT_MAT3:
- case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
- case GL_SAMPLER_2D:
- case GL_SAMPLER_CUBE:
- case GL_INT: applyUniform1iv(targetUniform, arraySize, i); break;
- case GL_INT_VEC2: applyUniform2iv(targetUniform, arraySize, i); break;
- case GL_INT_VEC3: applyUniform3iv(targetUniform, arraySize, i); break;
- case GL_INT_VEC4: applyUniform4iv(targetUniform, arraySize, i); break;
- default:
- UNREACHABLE();
- }
-
- targetUniform->dirty = false;
- }
- }
-}
-
-// Compiles the HLSL code of the attached shaders into executable binaries
-ID3D10Blob *ProgramBinary::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
-{
- if (!hlsl)
- {
- return NULL;
- }
-
- DWORD result;
- UINT flags = 0;
- std::string sourceText;
- if (perfActive())
- {
- flags |= D3DCOMPILE_DEBUG;
-#ifdef NDEBUG
- flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
-#else
- flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
-#endif
-
- std::string sourcePath = getTempPath();
- sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
- writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
- }
- else
- {
- flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
- sourceText = hlsl;
- }
-
- ID3D10Blob *binary = NULL;
- ID3D10Blob *errorMessage = NULL;
- result = D3DCompile(hlsl, strlen(hlsl), fakepath, NULL, NULL, "main", profile, flags, 0, &binary, &errorMessage);
-
- if (errorMessage)
- {
- const char *message = (const char*)errorMessage->GetBufferPointer();
-
- appendToInfoLogSanitized(message);
- TRACE("\n%s", hlsl);
- TRACE("\n%s", message);
-
- errorMessage->Release();
- errorMessage = NULL;
- }
-
- if (FAILED(result))
- {
- if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
- {
- error(GL_OUT_OF_MEMORY);
- }
-
- return NULL;
- }
-
- result = D3DXGetShaderConstantTable(static_cast<const DWORD*>(binary->GetBufferPointer()), constantTable);
-
- if (FAILED(result))
- {
- if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
- {
- error(GL_OUT_OF_MEMORY);
- }
-
- binary->Release();
-
- return NULL;
- }
-
- return binary;
-}
-
-// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
-// Returns the number of used varying registers, or -1 if unsuccesful
-int ProgramBinary::packVaryings(const Varying *packing[][4], FragmentShader *fragmentShader)
-{
- Context *context = getContext();
- const int maxVaryingVectors = context->getMaximumVaryingVectors();
-
- for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
- {
- int n = VariableRowCount(varying->type) * varying->size;
- int m = VariableColumnCount(varying->type);
- bool success = false;
-
- if (m == 2 || m == 3 || m == 4)
- {
- for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
- {
- bool available = true;
-
- for (int y = 0; y < n && available; y++)
- {
- for (int x = 0; x < m && available; x++)
- {
- if (packing[r + y][x])
- {
- available = false;
- }
- }
- }
-
- if (available)
- {
- varying->reg = r;
- varying->col = 0;
-
- for (int y = 0; y < n; y++)
- {
- for (int x = 0; x < m; x++)
- {
- packing[r + y][x] = &*varying;
- }
- }
-
- success = true;
- }
- }
-
- if (!success && m == 2)
- {
- for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
- {
- bool available = true;
-
- for (int y = 0; y < n && available; y++)
- {
- for (int x = 2; x < 4 && available; x++)
- {
- if (packing[r + y][x])
- {
- available = false;
- }
- }
- }
-
- if (available)
- {
- varying->reg = r;
- varying->col = 2;
-
- for (int y = 0; y < n; y++)
- {
- for (int x = 2; x < 4; x++)
- {
- packing[r + y][x] = &*varying;
- }
- }
-
- success = true;
- }
- }
- }
- }
- else if (m == 1)
- {
- int space[4] = {0};
-
- for (int y = 0; y < maxVaryingVectors; y++)
- {
- for (int x = 0; x < 4; x++)
- {
- space[x] += packing[y][x] ? 0 : 1;
- }
- }
-
- int column = 0;
-
- for (int x = 0; x < 4; x++)
- {
- if (space[x] >= n && space[x] < space[column])
- {
- column = x;
- }
- }
-
- if (space[column] >= n)
- {
- for (int r = 0; r < maxVaryingVectors; r++)
- {
- if (!packing[r][column])
- {
- varying->reg = r;
-
- for (int y = r; y < r + n; y++)
- {
- packing[y][column] = &*varying;
- }
-
- break;
- }
- }
-
- varying->col = column;
-
- success = true;
- }
- }
- else UNREACHABLE();
-
- if (!success)
- {
- appendToInfoLog("Could not pack varying %s", varying->name.c_str());
-
- return -1;
- }
- }
-
- // Return the number of used registers
- int registers = 0;
-
- for (int r = 0; r < maxVaryingVectors; r++)
- {
- if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
- {
- registers++;
- }
- }
-
- return registers;
-}
-
-bool ProgramBinary::linkVaryings(std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader)
-{
- if (pixelHLSL.empty() || vertexHLSL.empty())
- {
- return false;
- }
-
- // Reset the varying register assignments
- for (VaryingList::iterator fragVar = fragmentShader->mVaryings.begin(); fragVar != fragmentShader->mVaryings.end(); fragVar++)
- {
- fragVar->reg = -1;
- fragVar->col = -1;
- }
-
- for (VaryingList::iterator vtxVar = vertexShader->mVaryings.begin(); vtxVar != vertexShader->mVaryings.end(); vtxVar++)
- {
- vtxVar->reg = -1;
- vtxVar->col = -1;
- }
-
- // Map the varyings to the register file
- const Varying *packing[MAX_VARYING_VECTORS_SM3][4] = {NULL};
- int registers = packVaryings(packing, fragmentShader);
-
- if (registers < 0)
- {
- return false;
- }
-
- // Write the HLSL input/output declarations
- Context *context = getContext();
- const bool sm3 = context->supportsShaderModel3();
- const int maxVaryingVectors = context->getMaximumVaryingVectors();
-
- if (registers == maxVaryingVectors && fragmentShader->mUsesFragCoord)
- {
- appendToInfoLog("No varying registers left to support gl_FragCoord");
-
- return false;
- }
-
- for (VaryingList::iterator input = fragmentShader->mVaryings.begin(); input != fragmentShader->mVaryings.end(); input++)
- {
- bool matched = false;
-
- for (VaryingList::iterator output = vertexShader->mVaryings.begin(); output != vertexShader->mVaryings.end(); output++)
- {
- if (output->name == input->name)
- {
- if (output->type != input->type || output->size != input->size)
- {
- appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
-
- return false;
- }
-
- output->reg = input->reg;
- output->col = input->col;
-
- matched = true;
- break;
- }
- }
-
- if (!matched)
- {
- appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str());
-
- return false;
- }
- }
-
- std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
-
- vertexHLSL += "struct VS_INPUT\n"
- "{\n";
-
- int semanticIndex = 0;
- for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
- {
- switch (attribute->type)
- {
- case GL_FLOAT: vertexHLSL += " float "; break;
- case GL_FLOAT_VEC2: vertexHLSL += " float2 "; break;
- case GL_FLOAT_VEC3: vertexHLSL += " float3 "; break;
- case GL_FLOAT_VEC4: vertexHLSL += " float4 "; break;
- case GL_FLOAT_MAT2: vertexHLSL += " float2x2 "; break;
- case GL_FLOAT_MAT3: vertexHLSL += " float3x3 "; break;
- case GL_FLOAT_MAT4: vertexHLSL += " float4x4 "; break;
- default: UNREACHABLE();
- }
-
- vertexHLSL += decorateAttribute(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
-
- semanticIndex += VariableRowCount(attribute->type);
- }
-
- vertexHLSL += "};\n"
- "\n"
- "struct VS_OUTPUT\n"
- "{\n"
- " float4 gl_Position : POSITION;\n";
-
- for (int r = 0; r < registers; r++)
- {
- int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
-
- vertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
- }
-
- if (fragmentShader->mUsesFragCoord)
- {
- vertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
- }
-
- if (vertexShader->mUsesPointSize && sm3)
- {
- vertexHLSL += " float gl_PointSize : PSIZE;\n";
- }
-
- vertexHLSL += "};\n"
- "\n"
- "VS_OUTPUT main(VS_INPUT input)\n"
- "{\n";
-
- for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
- {
- vertexHLSL += " " + decorateAttribute(attribute->name) + " = ";
-
- if (VariableRowCount(attribute->type) > 1) // Matrix
- {
- vertexHLSL += "transpose";
- }
-
- vertexHLSL += "(input." + decorateAttribute(attribute->name) + ");\n";
- }
-
- vertexHLSL += "\n"
- " gl_main();\n"
- "\n"
- " VS_OUTPUT output;\n"
- " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
- " output.gl_Position.y = gl_Position.y - dx_HalfPixelSize.y * gl_Position.w;\n"
- " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
- " output.gl_Position.w = gl_Position.w;\n";
-
- if (vertexShader->mUsesPointSize && sm3)
- {
- vertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
- }
-
- if (fragmentShader->mUsesFragCoord)
- {
- vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
- }
-
- for (VaryingList::iterator varying = vertexShader->mVaryings.begin(); varying != vertexShader->mVaryings.end(); varying++)
- {
- if (varying->reg >= 0)
- {
- for (int i = 0; i < varying->size; i++)
- {
- int rows = VariableRowCount(varying->type);
-
- for (int j = 0; j < rows; j++)
- {
- int r = varying->reg + i * rows + j;
- vertexHLSL += " output.v" + str(r);
-
- bool sharedRegister = false; // Register used by multiple varyings
-
- for (int x = 0; x < 4; x++)
- {
- if (packing[r][x] && packing[r][x] != packing[r][0])
- {
- sharedRegister = true;
- break;
- }
- }
-
- if(sharedRegister)
- {
- vertexHLSL += ".";
-
- for (int x = 0; x < 4; x++)
- {
- if (packing[r][x] == &*varying)
- {
- switch(x)
- {
- case 0: vertexHLSL += "x"; break;
- case 1: vertexHLSL += "y"; break;
- case 2: vertexHLSL += "z"; break;
- case 3: vertexHLSL += "w"; break;
- }
- }
- }
- }
-
- vertexHLSL += " = " + varying->name;
-
- if (varying->array)
- {
- vertexHLSL += "[" + str(i) + "]";
- }
-
- if (rows > 1)
- {
- vertexHLSL += "[" + str(j) + "]";
- }
-
- vertexHLSL += ";\n";
- }
- }
- }
- }
-
- vertexHLSL += "\n"
- " return output;\n"
- "}\n";
-
- pixelHLSL += "struct PS_INPUT\n"
- "{\n";
-
- for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
- {
- if (varying->reg >= 0)
- {
- for (int i = 0; i < varying->size; i++)
- {
- int rows = VariableRowCount(varying->type);
- for (int j = 0; j < rows; j++)
- {
- std::string n = str(varying->reg + i * rows + j);
- pixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
- }
- }
- }
- else UNREACHABLE();
- }
-
- if (fragmentShader->mUsesFragCoord)
- {
- pixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
- if (sm3) {
- pixelHLSL += " float2 dx_VPos : VPOS;\n";
- }
- }
-
- if (fragmentShader->mUsesPointCoord && sm3)
- {
- pixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
- }
-
- if (fragmentShader->mUsesFrontFacing)
- {
- pixelHLSL += " float vFace : VFACE;\n";
- }
-
- pixelHLSL += "};\n"
- "\n"
- "struct PS_OUTPUT\n"
- "{\n"
- " float4 gl_Color[1] : COLOR;\n"
- "};\n"
- "\n"
- "PS_OUTPUT main(PS_INPUT input)\n"
- "{\n";
-
- if (fragmentShader->mUsesFragCoord)
- {
- pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
-
- if (sm3)
- {
- // dx_Coord.y contains the render target height. See Context::applyRenderTarget()
- pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n"
- " gl_FragCoord.y = dx_Coord.y - input.dx_VPos.y - 0.5;\n";
- }
- else
- {
- // dx_Coord contains the viewport width/2, height/2, center.x and center.y. See Context::applyRenderTarget()
- pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Coord.x + dx_Coord.z;\n"
- " gl_FragCoord.y = -(input.gl_FragCoord.y * rhw) * dx_Coord.y + dx_Coord.w;\n";
- }
-
- pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
- " gl_FragCoord.w = rhw;\n";
- }
-
- if (fragmentShader->mUsesPointCoord && sm3)
- {
- pixelHLSL += " gl_PointCoord = input.gl_PointCoord;\n";
- }
-
- if (fragmentShader->mUsesFrontFacing)
- {
- pixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
- }
-
- for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
- {
- if (varying->reg >= 0)
- {
- for (int i = 0; i < varying->size; i++)
- {
- int rows = VariableRowCount(varying->type);
- for (int j = 0; j < rows; j++)
- {
- std::string n = str(varying->reg + i * rows + j);
- pixelHLSL += " " + varying->name;
-
- if (varying->array)
- {
- pixelHLSL += "[" + str(i) + "]";
- }
-
- if (rows > 1)
- {
- pixelHLSL += "[" + str(j) + "]";
- }
-
- pixelHLSL += " = input.v" + n + ";\n";
- }
- }
- }
- else UNREACHABLE();
- }
-
- pixelHLSL += "\n"
- " gl_main();\n"
- "\n"
- " PS_OUTPUT output;\n"
- " output.gl_Color[0] = gl_Color[0];\n"
- "\n"
- " return output;\n"
- "}\n";
-
- return true;
-}
-
// 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
@@ -1713,155 +145,6 @@
}
}
-bool ProgramBinary::link(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
-{
- if (!fragmentShader || !fragmentShader->isCompiled())
- {
- return false;
- }
-
- if (!vertexShader || !vertexShader->isCompiled())
- {
- return false;
- }
-
- std::string pixelHLSL = fragmentShader->getHLSL();
- std::string vertexHLSL = vertexShader->getHLSL();
-
- if (!linkVaryings(pixelHLSL, vertexHLSL, fragmentShader, vertexShader))
- {
- return false;
- }
-
- Context *context = getContext();
- const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
- const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
-
- ID3D10Blob *vertexBinary = compileToBinary(vertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
- ID3D10Blob *pixelBinary = compileToBinary(pixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
-
- if (vertexBinary && pixelBinary)
- {
- HRESULT vertexResult = mDevice->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
- HRESULT pixelResult = mDevice->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
-
- if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
- {
- return error(GL_OUT_OF_MEMORY, false);
- }
-
- ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
-
- vertexBinary->Release();
- pixelBinary->Release();
- vertexBinary = NULL;
- pixelBinary = NULL;
-
- if (mVertexExecutable && mPixelExecutable)
- {
- if (!linkAttributes(attributeBindings, fragmentShader, vertexShader))
- {
- return false;
- }
-
- if (!linkUniforms(GL_FRAGMENT_SHADER, mConstantTablePS))
- {
- return false;
- }
-
- if (!linkUniforms(GL_VERTEX_SHADER, mConstantTableVS))
- {
- return false;
- }
-
- // these uniforms are searched as already-decorated because gl_ and dx_
- // are reserved prefixes, and do not receive additional decoration
- mDxDepthRangeLocation = getUniformLocation("dx_DepthRange");
- mDxDepthLocation = getUniformLocation("dx_Depth");
- mDxCoordLocation = getUniformLocation("dx_Coord");
- mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize");
- mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW");
- mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines");
-
- context->markDxUniformsDirty();
-
- return true;
- }
- }
-
- return false;
-}
-
-// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
-bool ProgramBinary::linkAttributes(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
-{
- unsigned int usedLocations = 0;
-
- // Link attributes that have a binding location
- for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
- {
- int location = attributeBindings.getAttributeBinding(attribute->name);
-
- if (location != -1) // Set by glBindAttribLocation
- {
- if (!mLinkedAttribute[location].name.empty())
- {
- // Multiple active attributes bound to the same location; not an error
- }
-
- mLinkedAttribute[location] = *attribute;
-
- int rows = VariableRowCount(attribute->type);
-
- if (rows + location > MAX_VERTEX_ATTRIBS)
- {
- appendToInfoLog("Active attribute (%s) at location %d is too big to fit", attribute->name.c_str(), location);
-
- return false;
- }
-
- for (int i = 0; i < rows; i++)
- {
- usedLocations |= 1 << (location + i);
- }
- }
- }
-
- // Link attributes that don't have a binding location
- for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
- {
- int location = attributeBindings.getAttributeBinding(attribute->name);
-
- if (location == -1) // Not set by glBindAttribLocation
- {
- int rows = VariableRowCount(attribute->type);
- int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
-
- if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
- {
- appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
-
- return false; // Fail to link
- }
-
- mLinkedAttribute[availableIndex] = *attribute;
- }
- }
-
- for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
- {
- int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
- int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
-
- for (int r = 0; r < rows; r++)
- {
- mSemanticIndex[attributeIndex++] = index++;
- }
- }
-
- return true;
-}
-
int AttributeBindings::getAttributeBinding(const std::string &name) const
{
for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
@@ -1875,527 +158,6 @@
return -1;
}
-bool ProgramBinary::linkUniforms(GLenum shader, ID3DXConstantTable *constantTable)
-{
- D3DXCONSTANTTABLE_DESC constantTableDescription;
-
- constantTable->GetDesc(&constantTableDescription);
-
- for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
- {
- D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
-
- D3DXCONSTANT_DESC constantDescription;
- UINT descriptionCount = 1;
- HRESULT result = constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
- ASSERT(SUCCEEDED(result));
-
- if (!defineUniform(shader, 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 ProgramBinary::defineUniform(GLenum shader, const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
-{
- if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
- {
- for (unsigned int i = 0; i < constantDescription.RegisterCount; i++)
- {
- D3DXHANDLE psConstant = mConstantTablePS->GetConstantByName(NULL, constantDescription.Name);
- D3DXHANDLE vsConstant = mConstantTableVS->GetConstantByName(NULL, constantDescription.Name);
-
- if (psConstant)
- {
- unsigned int samplerIndex = mConstantTablePS->GetSamplerIndex(psConstant) + i;
-
- if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
- {
- mSamplersPS[samplerIndex].active = true;
- mSamplersPS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
- mSamplersPS[samplerIndex].logicalTextureUnit = 0;
- mUsedPixelSamplerRange = std::max(samplerIndex + 1, mUsedPixelSamplerRange);
- }
- else
- {
- appendToInfoLog("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
- return false;
- }
- }
-
- if (vsConstant)
- {
- unsigned int samplerIndex = mConstantTableVS->GetSamplerIndex(vsConstant) + i;
-
- if (samplerIndex < getContext()->getMaximumVertexTextureImageUnits())
- {
- mSamplersVS[samplerIndex].active = true;
- mSamplersVS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
- mSamplersVS[samplerIndex].logicalTextureUnit = 0;
- mUsedVertexSamplerRange = std::max(samplerIndex + 1, mUsedVertexSamplerRange);
- }
- else
- {
- appendToInfoLog("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", getContext()->getMaximumVertexTextureImageUnits());
- return false;
- }
- }
- }
- }
-
- switch(constantDescription.Class)
- {
- case D3DXPC_STRUCT:
- {
- for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
- {
- for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
- {
- D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
-
- D3DXCONSTANT_DESC fieldDescription;
- UINT descriptionCount = 1;
-
- HRESULT result = mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
- ASSERT(SUCCEEDED(result));
-
- std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
-
- if (!defineUniform(shader, fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
- {
- return false;
- }
- }
- }
-
- return true;
- }
- case D3DXPC_SCALAR:
- case D3DXPC_VECTOR:
- case D3DXPC_MATRIX_COLUMNS:
- case D3DXPC_OBJECT:
- return defineUniform(shader, constantDescription, name + constantDescription.Name);
- default:
- UNREACHABLE();
- return false;
- }
-}
-
-bool ProgramBinary::defineUniform(GLenum shader, const D3DXCONSTANT_DESC &constantDescription, const std::string &_name)
-{
- Uniform *uniform = createUniform(constantDescription, _name);
-
- if(!uniform)
- {
- return false;
- }
-
- // Check if already defined
- GLint location = getUniformLocation(uniform->name);
- GLenum type = uniform->type;
-
- if (location >= 0)
- {
- delete uniform;
- uniform = mUniforms[mUniformIndex[location].index];
- }
-
- if (shader == GL_FRAGMENT_SHADER) uniform->ps.set(constantDescription);
- if (shader == GL_VERTEX_SHADER) uniform->vs.set(constantDescription);
-
- if (location >= 0)
- {
- return uniform->type == type;
- }
-
- mUniforms.push_back(uniform);
- unsigned int uniformIndex = mUniforms.size() - 1;
-
- for (unsigned int i = 0; i < uniform->arraySize; ++i)
- {
- mUniformIndex.push_back(UniformLocation(_name, i, uniformIndex));
- }
-
- return true;
-}
-
-Uniform *ProgramBinary::createUniform(const D3DXCONSTANT_DESC &constantDescription, const std::string &_name)
-{
- if (constantDescription.Rows == 1) // Vectors and scalars
- {
- switch (constantDescription.Type)
- {
- case D3DXPT_SAMPLER2D:
- switch (constantDescription.Columns)
- {
- case 1: return new Uniform(GL_SAMPLER_2D, _name, constantDescription.Elements);
- default: UNREACHABLE();
- }
- break;
- case D3DXPT_SAMPLERCUBE:
- switch (constantDescription.Columns)
- {
- case 1: return new Uniform(GL_SAMPLER_CUBE, _name, constantDescription.Elements);
- default: UNREACHABLE();
- }
- break;
- case D3DXPT_BOOL:
- switch (constantDescription.Columns)
- {
- case 1: return new Uniform(GL_BOOL, _name, constantDescription.Elements);
- case 2: return new Uniform(GL_BOOL_VEC2, _name, constantDescription.Elements);
- case 3: return new Uniform(GL_BOOL_VEC3, _name, constantDescription.Elements);
- case 4: return new Uniform(GL_BOOL_VEC4, _name, constantDescription.Elements);
- default: UNREACHABLE();
- }
- break;
- case D3DXPT_INT:
- switch (constantDescription.Columns)
- {
- case 1: return new Uniform(GL_INT, _name, constantDescription.Elements);
- case 2: return new Uniform(GL_INT_VEC2, _name, constantDescription.Elements);
- case 3: return new Uniform(GL_INT_VEC3, _name, constantDescription.Elements);
- case 4: return new Uniform(GL_INT_VEC4, _name, constantDescription.Elements);
- default: UNREACHABLE();
- }
- break;
- case D3DXPT_FLOAT:
- switch (constantDescription.Columns)
- {
- case 1: return new Uniform(GL_FLOAT, _name, constantDescription.Elements);
- case 2: return new Uniform(GL_FLOAT_VEC2, _name, constantDescription.Elements);
- case 3: return new Uniform(GL_FLOAT_VEC3, _name, constantDescription.Elements);
- case 4: return new Uniform(GL_FLOAT_VEC4, _name, constantDescription.Elements);
- default: UNREACHABLE();
- }
- break;
- default:
- 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, constantDescription.Elements);
- case 3: return new Uniform(GL_FLOAT_MAT3, _name, constantDescription.Elements);
- case 4: return new Uniform(GL_FLOAT_MAT4, _name, constantDescription.Elements);
- default: UNREACHABLE();
- }
- break;
- default: UNREACHABLE();
- }
- }
- else UNREACHABLE();
-
- return 0;
-}
-
-// This method needs to match OutputHLSL::decorate
-std::string ProgramBinary::decorateAttribute(const std::string &name)
-{
- if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0)
- {
- return "_" + name;
- }
-
- return name;
-}
-
-std::string ProgramBinary::undecorateUniform(const std::string &_name)
-{
- std::string name = _name;
-
- // Remove any structure field decoration
- size_t pos = 0;
- while ((pos = name.find("._", pos)) != std::string::npos)
- {
- name.replace(pos, 2, ".");
- }
-
- // Remove the leading decoration
- if (name[0] == '_')
- {
- return name.substr(1);
- }
- else if (name.compare(0, 3, "ar_") == 0)
- {
- return name.substr(3);
- }
-
- return name;
-}
-
-void ProgramBinary::applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
-{
- float vector[D3D9_MAX_FLOAT_CONSTANTS * 4];
- BOOL boolVector[D3D9_MAX_BOOL_CONSTANTS];
-
- if (targetUniform->ps.float4Index >= 0 || targetUniform->vs.float4Index >= 0)
- {
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- for (int i = 0; i < count; i++)
- {
- for (int j = 0; j < 4; j++)
- {
- if (j < width)
- {
- vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
- }
- else
- {
- vector[i * 4 + j] = 0.0f;
- }
- }
- }
- }
-
- if (targetUniform->ps.boolIndex >= 0 || targetUniform->vs.boolIndex >= 0)
- {
- int psCount = targetUniform->ps.boolIndex >= 0 ? targetUniform->ps.registerCount : 0;
- int vsCount = targetUniform->vs.boolIndex >= 0 ? targetUniform->vs.registerCount : 0;
- int copyCount = std::min(count * width, std::max(psCount, vsCount));
- ASSERT(copyCount <= D3D9_MAX_BOOL_CONSTANTS);
- for (int i = 0; i < copyCount; i++)
- {
- boolVector[i] = v[i] != GL_FALSE;
- }
- }
-
- if (targetUniform->ps.float4Index >= 0)
- {
- mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, vector, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->ps.boolIndex >= 0)
- {
- mDevice->SetPixelShaderConstantB(targetUniform->ps.boolIndex, boolVector, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->vs.float4Index >= 0)
- {
- mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, vector, targetUniform->vs.registerCount);
- }
-
- if (targetUniform->vs.boolIndex >= 0)
- {
- mDevice->SetVertexShaderConstantB(targetUniform->vs.boolIndex, boolVector, targetUniform->vs.registerCount);
- }
-}
-
-bool ProgramBinary::applyUniformnfv(Uniform *targetUniform, const GLfloat *v)
-{
- if (targetUniform->ps.registerCount)
- {
- mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, v, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->vs.registerCount)
- {
- mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, v, targetUniform->vs.registerCount);
- }
-
- return true;
-}
-
-bool ProgramBinary::applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v)
-{
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
-
- for (int i = 0; i < count; i++)
- {
- vector[i] = D3DXVECTOR4((float)v[i], 0, 0, 0);
- }
-
- if (targetUniform->ps.registerCount)
- {
- if (targetUniform->ps.samplerIndex >= 0)
- {
- unsigned int firstIndex = targetUniform->ps.samplerIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
- {
- ASSERT(mSamplersPS[samplerIndex].active);
- mSamplersPS[samplerIndex].logicalTextureUnit = v[i];
- }
- }
- }
- else
- {
- ASSERT(targetUniform->ps.float4Index >= 0);
- mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, (const float*)vector, targetUniform->ps.registerCount);
- }
- }
-
- if (targetUniform->vs.registerCount)
- {
- if (targetUniform->vs.samplerIndex >= 0)
- {
- unsigned int firstIndex = targetUniform->vs.samplerIndex;
-
- for (int i = 0; i < count; i++)
- {
- unsigned int samplerIndex = firstIndex + i;
-
- if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
- {
- ASSERT(mSamplersVS[samplerIndex].active);
- mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
- }
- }
- }
- else
- {
- ASSERT(targetUniform->vs.float4Index >= 0);
- mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, (const float *)vector, targetUniform->vs.registerCount);
- }
- }
-
- return true;
-}
-
-bool ProgramBinary::applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v)
-{
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
-
- for (int i = 0; i < count; i++)
- {
- vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
-
- v += 2;
- }
-
- applyUniformniv(targetUniform, count, vector);
-
- return true;
-}
-
-bool ProgramBinary::applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v)
-{
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
-
- for (int i = 0; i < count; i++)
- {
- vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
-
- v += 3;
- }
-
- applyUniformniv(targetUniform, count, vector);
-
- return true;
-}
-
-bool ProgramBinary::applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v)
-{
- ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
- D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
-
- for (int i = 0; i < count; i++)
- {
- vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
-
- v += 4;
- }
-
- applyUniformniv(targetUniform, count, vector);
-
- return true;
-}
-
-void ProgramBinary::applyUniformniv(Uniform *targetUniform, GLsizei count, const D3DXVECTOR4 *vector)
-{
- if (targetUniform->ps.registerCount)
- {
- ASSERT(targetUniform->ps.float4Index >= 0);
- mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, (const float *)vector, targetUniform->ps.registerCount);
- }
-
- if (targetUniform->vs.registerCount)
- {
- ASSERT(targetUniform->vs.float4Index >= 0);
- mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, (const float *)vector, targetUniform->vs.registerCount);
- }
-}
-
-// append a santized message to the program info log.
-// The D3D compiler includes a fake file path in some of the warning or error
-// messages, so lets remove all occurrences of this fake file path from the log.
-void ProgramBinary::appendToInfoLogSanitized(const char *message)
-{
- std::string msg(message);
-
- size_t found;
- do
- {
- found = msg.find(fakepath);
- if (found != std::string::npos)
- {
- msg.erase(found, strlen(fakepath));
- }
- }
- while (found != std::string::npos);
-
- appendToInfoLog("%s\n", msg.c_str());
-}
-
-void ProgramBinary::appendToInfoLog(const char *format, ...)
-{
- if (!format)
- {
- return;
- }
-
- char info[1024];
-
- va_list vararg;
- va_start(vararg, format);
- vsnprintf(info, sizeof(info), format, vararg);
- va_end(vararg);
-
- 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;
- }
-}
-
-void ProgramBinary::resetInfoLog()
-{
- if (mInfoLog)
- {
- delete [] mInfoLog;
- mInfoLog = NULL;
- }
-}
-
// Returns the program object to an unlinked state, before re-linking, or at destruction
void Program::unlink(bool destroy)
{
@@ -2426,11 +188,6 @@
return mProgramBinary;
}
-bool ProgramBinary::isValidated() const
-{
- return mValidated;
-}
-
void Program::release()
{
mRefCount--;
@@ -2461,18 +218,6 @@
return mCurrentSerial++;
}
-int ProgramBinary::getInfoLogLength() const
-{
- if (!mInfoLog)
- {
- return 0;
- }
- else
- {
- return strlen(mInfoLog) + 1;
- }
-}
-
int Program::getInfoLogLength() const
{
if (mProgramBinary)
@@ -2485,27 +230,6 @@
}
}
-void ProgramBinary::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
-{
- int index = 0;
-
- if (bufSize > 0)
- {
- if (mInfoLog)
- {
- index = std::min(bufSize - 1, (int)strlen(mInfoLog));
- memcpy(infoLog, mInfoLog, index);
- }
-
- infoLog[index] = '\0';
- }
-
- if (length)
- {
- *length = index;
- }
-}
-
void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
{
if (mProgramBinary)
@@ -2556,44 +280,6 @@
}
}
-void ProgramBinary::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
-{
- // Skip over inactive attributes
- unsigned int activeAttribute = 0;
- unsigned int attribute;
- for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
- {
- if (mLinkedAttribute[attribute].name.empty())
- {
- continue;
- }
-
- if (activeAttribute == index)
- {
- break;
- }
-
- activeAttribute++;
- }
-
- if (bufsize > 0)
- {
- const char *string = mLinkedAttribute[attribute].name.c_str();
-
- strncpy(name, string, bufsize);
- name[bufsize - 1] = '\0';
-
- if (length)
- {
- *length = strlen(name);
- }
- }
-
- *size = 1; // Always a single 'type' instance
-
- *type = mLinkedAttribute[attribute].type;
-}
-
void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
if (mProgramBinary)
@@ -2617,21 +303,6 @@
}
}
-GLint ProgramBinary::getActiveAttributeCount()
-{
- int count = 0;
-
- for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
- {
- if (!mLinkedAttribute[attributeIndex].name.empty())
- {
- count++;
- }
- }
-
- return count;
-}
-
GLint Program::getActiveAttributeCount()
{
if (mProgramBinary)
@@ -2644,21 +315,6 @@
}
}
-GLint ProgramBinary::getActiveAttributeMaxLength()
-{
- int maxLength = 0;
-
- for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
- {
- if (!mLinkedAttribute[attributeIndex].name.empty())
- {
- maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
- }
- }
-
- return maxLength;
-}
-
GLint Program::getActiveAttributeMaxLength()
{
if (mProgramBinary)
@@ -2671,51 +327,6 @@
}
}
-void ProgramBinary::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
-{
- // Skip over internal uniforms
- unsigned int activeUniform = 0;
- unsigned int uniform;
- for (uniform = 0; uniform < mUniforms.size(); uniform++)
- {
- if (mUniforms[uniform]->name.compare(0, 3, "dx_") == 0)
- {
- continue;
- }
-
- if (activeUniform == index)
- {
- break;
- }
-
- activeUniform++;
- }
-
- ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
-
- if (bufsize > 0)
- {
- std::string string = mUniforms[uniform]->name;
-
- if (mUniforms[uniform]->isArray())
- {
- string += "[0]";
- }
-
- strncpy(name, string.c_str(), bufsize);
- name[bufsize - 1] = '\0';
-
- if (length)
- {
- *length = strlen(name);
- }
- }
-
- *size = mUniforms[uniform]->arraySize;
-
- *type = mUniforms[uniform]->type;
-}
-
void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
{
if (mProgramBinary)
@@ -2739,22 +350,6 @@
}
}
-GLint ProgramBinary::getActiveUniformCount()
-{
- int count = 0;
-
- unsigned int numUniforms = mUniforms.size();
- for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
- {
- if (mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
- {
- count++;
- }
- }
-
- return count;
-}
-
GLint Program::getActiveUniformCount()
{
if (mProgramBinary)
@@ -2767,27 +362,6 @@
}
}
-GLint ProgramBinary::getActiveUniformMaxLength()
-{
- int maxLength = 0;
-
- unsigned int numUniforms = mUniforms.size();
- for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
- {
- if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
- {
- int length = (int)(mUniforms[uniformIndex]->name.length() + 1);
- if (mUniforms[uniformIndex]->isArray())
- {
- length += 3; // Counting in "[0]".
- }
- maxLength = std::max(length, maxLength);
- }
- }
-
- return maxLength;
-}
-
GLint Program::getActiveUniformMaxLength()
{
if (mProgramBinary)
@@ -2822,136 +396,4 @@
}
}
-void ProgramBinary::validate()
-{
- resetInfoLog();
-
- applyUniforms();
- if (!validateSamplers(true))
- {
- mValidated = false;
- }
- else
- {
- mValidated = true;
- }
-}
-
-bool ProgramBinary::validateSamplers(bool logErrors)
-{
- // if any two active samplers in a program are of different types, but refer to the same
- // texture image unit, and this is the current program, then ValidateProgram will fail, and
- // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
-
- const unsigned int maxCombinedTextureImageUnits = getContext()->getMaximumCombinedTextureImageUnits();
- TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
-
- for (unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; ++i)
- {
- textureUnitType[i] = TEXTURE_UNKNOWN;
- }
-
- for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
- {
- if (mSamplersPS[i].active)
- {
- unsigned int unit = mSamplersPS[i].logicalTextureUnit;
-
- if (unit >= maxCombinedTextureImageUnits)
- {
- if (logErrors)
- {
- appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
- }
-
- return false;
- }
-
- if (textureUnitType[unit] != TEXTURE_UNKNOWN)
- {
- if (mSamplersPS[i].textureType != textureUnitType[unit])
- {
- if (logErrors)
- {
- appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
- }
-
- return false;
- }
- }
- else
- {
- textureUnitType[unit] = mSamplersPS[i].textureType;
- }
- }
- }
-
- for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
- {
- if (mSamplersVS[i].active)
- {
- unsigned int unit = mSamplersVS[i].logicalTextureUnit;
-
- if (unit >= maxCombinedTextureImageUnits)
- {
- if (logErrors)
- {
- appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
- }
-
- return false;
- }
-
- if (textureUnitType[unit] != TEXTURE_UNKNOWN)
- {
- if (mSamplersVS[i].textureType != textureUnitType[unit])
- {
- if (logErrors)
- {
- appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
- }
-
- return false;
- }
- }
- else
- {
- textureUnitType[unit] = mSamplersVS[i].textureType;
- }
- }
- }
-
- return true;
-}
-
-GLint ProgramBinary::getDxDepthRangeLocation() const
-{
- return mDxDepthRangeLocation;
-}
-
-GLint ProgramBinary::getDxDepthLocation() const
-{
- return mDxDepthLocation;
-}
-
-GLint ProgramBinary::getDxCoordLocation() const
-{
- return mDxCoordLocation;
-}
-
-GLint ProgramBinary::getDxHalfPixelSizeLocation() const
-{
- return mDxHalfPixelSizeLocation;
-}
-
-GLint ProgramBinary::getDxFrontCCWLocation() const
-{
- return mDxFrontCCWLocation;
-}
-
-GLint ProgramBinary::getDxPointsOrLinesLocation() const
-{
- return mDxPointsOrLinesLocation;
-}
-
}
diff --git a/src/libGLESv2/Program.h b/src/libGLESv2/Program.h
index b97fd97..1b92896 100644
--- a/src/libGLESv2/Program.h
+++ b/src/libGLESv2/Program.h
@@ -11,9 +11,7 @@
#define LIBGLESV2_PROGRAM_H_
#include <d3dx9.h>
-#include <d3dcompiler.h>
#include <string>
-#include <vector>
#include <set>
#include "libGLESv2/Shader.h"
@@ -38,199 +36,6 @@
std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS];
};
-// 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 D3DXCONSTANT_DESC &constantDescription)
- {
- switch(constantDescription.RegisterSet)
- {
- case D3DXRS_BOOL: boolIndex = constantDescription.RegisterIndex; break;
- case D3DXRS_FLOAT4: float4Index = constantDescription.RegisterIndex; break;
- case D3DXRS_SAMPLER: samplerIndex = constantDescription.RegisterIndex; break;
- default: UNREACHABLE();
- }
-
- ASSERT(registerCount == 0 || registerCount == (int)constantDescription.RegisterCount);
- registerCount = constantDescription.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(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:
- 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);
-
- 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 link(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
- int getInfoLogLength() const;
- void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
- 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();
- bool validateSamplers(bool logErrors);
- bool isValidated() 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(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
-
- int packVaryings(const Varying *packing[][4], FragmentShader *fragmentShader);
- bool linkVaryings(std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader);
-
- bool linkAttributes(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
-
- bool linkUniforms(GLenum shader, ID3DXConstantTable *constantTable);
- bool defineUniform(GLenum shader, const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
- bool defineUniform(GLenum shader, const D3DXCONSTANT_DESC &constantDescription, const std::string &name);
- Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, 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 D3DXVECTOR4 *vector);
- void applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
-
- void appendToInfoLogSanitized(const char *message);
- void appendToInfoLog(const char *info, ...);
- void resetInfoLog();
-
- static unsigned int issueSerial();
-
- IDirect3DDevice9 *mDevice;
-
- IDirect3DPixelShader9 *mPixelExecutable;
- IDirect3DVertexShader9 *mVertexExecutable;
-
- // These are only used during linking.
- ID3DXConstantTable *mConstantTablePS;
- ID3DXConstantTable *mConstantTableVS;
-
- Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
- int mSemanticIndex[MAX_VERTEX_ATTRIBS];
-
- struct 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;
-
- 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;
-
- char *mInfoLog;
- bool mValidated;
-};
-
class Program
{
public:
diff --git a/src/libGLESv2/ProgramBinary.cpp b/src/libGLESv2/ProgramBinary.cpp
new file mode 100644
index 0000000..081f7be
--- /dev/null
+++ b/src/libGLESv2/ProgramBinary.cpp
@@ -0,0 +1,2583 @@
+//
+// 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.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 "libGLESv2/Program.h"
+#include "libGLESv2/ProgramBinary.h"
+
+#include "common/debug.h"
+
+#include "libGLESv2/main.h"
+#include "libGLESv2/Shader.h"
+#include "libGLESv2/utilities.h"
+
+#include <string>
+
+#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
+#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
+#endif
+
+namespace gl
+{
+const char *fakepath = "C:\\fakepath";
+
+std::string str(int i)
+{
+ char buffer[20];
+ snprintf(buffer, sizeof(buffer), "%d", i);
+ return buffer;
+}
+
+Uniform::Uniform(GLenum type, const std::string &_name, unsigned int arraySize)
+ : type(type), _name(_name), name(ProgramBinary::undecorateUniform(_name)), arraySize(arraySize)
+{
+ int bytes = UniformInternalSize(type) * arraySize;
+ data = new unsigned char[bytes];
+ memset(data, 0, bytes);
+ dirty = true;
+}
+
+Uniform::~Uniform()
+{
+ delete[] data;
+}
+
+bool Uniform::isArray()
+{
+ return _name.compare(0, 3, "ar_") == 0;
+}
+
+UniformLocation::UniformLocation(const std::string &_name, unsigned int element, unsigned int index)
+ : name(ProgramBinary::undecorateUniform(_name)), element(element), index(index)
+{
+}
+
+ProgramBinary::ProgramBinary()
+{
+ mDevice = getDevice();
+
+ mPixelExecutable = NULL;
+ mVertexExecutable = NULL;
+ mConstantTablePS = NULL;
+ mConstantTableVS = NULL;
+
+ mInfoLog = NULL;
+ mValidated = false;
+
+ for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
+ {
+ mSemanticIndex[index] = -1;
+ }
+
+ for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
+ {
+ mSamplersPS[index].active = false;
+ }
+
+ for (int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; index++)
+ {
+ mSamplersVS[index].active = false;
+ }
+
+ mUsedVertexSamplerRange = 0;
+ mUsedPixelSamplerRange = 0;
+
+ mDxDepthRangeLocation = -1;
+ mDxDepthLocation = -1;
+ mDxCoordLocation = -1;
+ mDxHalfPixelSizeLocation = -1;
+ mDxFrontCCWLocation = -1;
+ mDxPointsOrLinesLocation = -1;
+}
+
+ProgramBinary::~ProgramBinary()
+{
+ if (mPixelExecutable)
+ {
+ mPixelExecutable->Release();
+ }
+
+ if (mVertexExecutable)
+ {
+ mVertexExecutable->Release();
+ }
+
+ if (mConstantTablePS)
+ {
+ mConstantTablePS->Release();
+ }
+
+ if (mConstantTableVS)
+ {
+ mConstantTableVS->Release();
+ }
+
+ while (!mUniforms.empty())
+ {
+ delete mUniforms.back();
+ mUniforms.pop_back();
+ }
+
+ delete[] mInfoLog;
+}
+
+IDirect3DPixelShader9 *ProgramBinary::getPixelShader()
+{
+ return mPixelExecutable;
+}
+
+IDirect3DVertexShader9 *ProgramBinary::getVertexShader()
+{
+ return mVertexExecutable;
+}
+
+GLuint ProgramBinary::getAttributeLocation(const char *name)
+{
+ if (name)
+ {
+ for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
+ {
+ if (mLinkedAttribute[index].name == std::string(name))
+ {
+ return index;
+ }
+ }
+ }
+
+ return -1;
+}
+
+int ProgramBinary::getSemanticIndex(int attributeIndex)
+{
+ ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
+
+ return mSemanticIndex[attributeIndex];
+}
+
+// Returns one more than the highest sampler index used.
+GLint ProgramBinary::getUsedSamplerRange(SamplerType type)
+{
+ switch (type)
+ {
+ case SAMPLER_PIXEL:
+ return mUsedPixelSamplerRange;
+ case SAMPLER_VERTEX:
+ return mUsedVertexSamplerRange;
+ default:
+ UNREACHABLE();
+ return 0;
+ }
+}
+
+// Returns the index of the texture image unit (0-19) corresponding to a Direct3D 9 sampler
+// index (0-15 for the pixel shader and 0-3 for the vertex shader).
+GLint ProgramBinary::getSamplerMapping(SamplerType type, unsigned int samplerIndex)
+{
+ GLint logicalTextureUnit = -1;
+
+ switch (type)
+ {
+ case SAMPLER_PIXEL:
+ ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
+
+ if (mSamplersPS[samplerIndex].active)
+ {
+ logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
+ }
+ break;
+ case SAMPLER_VERTEX:
+ ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
+
+ if (mSamplersVS[samplerIndex].active)
+ {
+ logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
+ }
+ break;
+ default: UNREACHABLE();
+ }
+
+ if (logicalTextureUnit >= 0 && logicalTextureUnit < (GLint)getContext()->getMaximumCombinedTextureImageUnits())
+ {
+ return logicalTextureUnit;
+ }
+
+ return -1;
+}
+
+// Returns the texture type for a given Direct3D 9 sampler type and
+// index (0-15 for the pixel shader and 0-3 for the vertex shader).
+TextureType ProgramBinary::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
+{
+ switch (type)
+ {
+ case SAMPLER_PIXEL:
+ ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
+ ASSERT(mSamplersPS[samplerIndex].active);
+ return mSamplersPS[samplerIndex].textureType;
+ case SAMPLER_VERTEX:
+ ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
+ ASSERT(mSamplersVS[samplerIndex].active);
+ return mSamplersVS[samplerIndex].textureType;
+ default: UNREACHABLE();
+ }
+
+ return TEXTURE_2D;
+}
+
+GLint ProgramBinary::getUniformLocation(std::string name)
+{
+ unsigned int subscript = 0;
+
+ // Strip any trailing array operator and retrieve the subscript
+ size_t open = name.find_last_of('[');
+ size_t close = name.find_last_of(']');
+ if (open != std::string::npos && close == name.length() - 1)
+ {
+ subscript = atoi(name.substr(open + 1).c_str());
+ name.erase(open);
+ }
+
+ unsigned int numUniforms = mUniformIndex.size();
+ for (unsigned int location = 0; location < numUniforms; location++)
+ {
+ if (mUniformIndex[location].name == name &&
+ mUniformIndex[location].element == subscript)
+ {
+ return location;
+ }
+ }
+
+ return -1;
+}
+
+bool ProgramBinary::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type == GL_FLOAT)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (int i = 0; i < count; i++)
+ {
+ target[0] = v[0];
+ target[1] = 0;
+ target[2] = 0;
+ target[3] = 0;
+ target += 4;
+ v += 1;
+ }
+ }
+ else if (targetUniform->type == GL_BOOL)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element;
+
+ for (int i = 0; i < count; ++i)
+ {
+ if (v[i] == 0.0f)
+ {
+ boolParams[i] = GL_FALSE;
+ }
+ else
+ {
+ boolParams[i] = GL_TRUE;
+ }
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type == GL_FLOAT_VEC2)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (int i = 0; i < count; i++)
+ {
+ target[0] = v[0];
+ target[1] = v[1];
+ target[2] = 0;
+ target[3] = 0;
+ target += 4;
+ v += 2;
+ }
+ }
+ else if (targetUniform->type == GL_BOOL_VEC2)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 2;
+
+ for (int i = 0; i < count * 2; ++i)
+ {
+ if (v[i] == 0.0f)
+ {
+ boolParams[i] = GL_FALSE;
+ }
+ else
+ {
+ boolParams[i] = GL_TRUE;
+ }
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type == GL_FLOAT_VEC3)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (int i = 0; i < count; i++)
+ {
+ target[0] = v[0];
+ target[1] = v[1];
+ target[2] = v[2];
+ target[3] = 0;
+ target += 4;
+ v += 3;
+ }
+ }
+ else if (targetUniform->type == GL_BOOL_VEC3)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 3;
+
+ for (int i = 0; i < count * 3; ++i)
+ {
+ if (v[i] == 0.0f)
+ {
+ boolParams[i] = GL_FALSE;
+ }
+ else
+ {
+ boolParams[i] = GL_TRUE;
+ }
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type == GL_FLOAT_VEC4)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
+ v, 4 * sizeof(GLfloat) * count);
+ }
+ else if (targetUniform->type == GL_BOOL_VEC4)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (int i = 0; i < count * 4; ++i)
+ {
+ if (v[i] == 0.0f)
+ {
+ boolParams[i] = GL_FALSE;
+ }
+ else
+ {
+ boolParams[i] = GL_TRUE;
+ }
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+}
+
+template<typename T, int targetWidth, int targetHeight, int srcWidth, int srcHeight>
+void transposeMatrix(T *target, const GLfloat *value)
+{
+ int copyWidth = std::min(targetWidth, srcWidth);
+ int copyHeight = std::min(targetHeight, srcHeight);
+
+ for (int x = 0; x < copyWidth; x++)
+ {
+ for (int y = 0; y < copyHeight; y++)
+ {
+ target[x * targetWidth + y] = (T)value[y * srcWidth + x];
+ }
+ }
+ // clear unfilled right side
+ for (int y = 0; y < copyHeight; y++)
+ {
+ for (int x = srcWidth; x < targetWidth; x++)
+ {
+ target[y * targetWidth + x] = (T)0;
+ }
+ }
+ // clear unfilled bottom.
+ for (int y = srcHeight; y < targetHeight; y++)
+ {
+ for (int x = 0; x < targetWidth; x++)
+ {
+ target[y * targetWidth + x] = (T)0;
+ }
+ }
+}
+
+bool ProgramBinary::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type != GL_FLOAT_MAT2)
+ {
+ return false;
+ }
+
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8;
+ for (int i = 0; i < count; i++)
+ {
+ transposeMatrix<GLfloat,4,2,2,2>(target, value);
+ target += 8;
+ value += 4;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type != GL_FLOAT_MAT3)
+ {
+ return false;
+ }
+
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ GLfloat *target = (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12;
+ for (int i = 0; i < count; i++)
+ {
+ transposeMatrix<GLfloat,4,3,3,3>(target, value);
+ target += 12;
+ value += 9;
+ }
+
+ return true;
+}
+
+
+bool ProgramBinary::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type != GL_FLOAT_MAT4)
+ {
+ return false;
+ }
+
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ GLfloat *target = (GLfloat*)(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16);
+ for (int i = 0; i < count; i++)
+ {
+ transposeMatrix<GLfloat,4,4,4,4>(target, value);
+ target += 16;
+ value += 16;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::setUniform1iv(GLint location, GLsizei count, const GLint *v)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type == GL_INT ||
+ targetUniform->type == GL_SAMPLER_2D ||
+ targetUniform->type == GL_SAMPLER_CUBE)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
+ v, sizeof(GLint) * count);
+ }
+ else if (targetUniform->type == GL_BOOL)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element;
+
+ for (int i = 0; i < count; ++i)
+ {
+ if (v[i] == 0)
+ {
+ boolParams[i] = GL_FALSE;
+ }
+ else
+ {
+ boolParams[i] = GL_TRUE;
+ }
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::setUniform2iv(GLint location, GLsizei count, const GLint *v)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type == GL_INT_VEC2)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
+ v, 2 * sizeof(GLint) * count);
+ }
+ else if (targetUniform->type == GL_BOOL_VEC2)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 2;
+
+ for (int i = 0; i < count * 2; ++i)
+ {
+ if (v[i] == 0)
+ {
+ boolParams[i] = GL_FALSE;
+ }
+ else
+ {
+ boolParams[i] = GL_TRUE;
+ }
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::setUniform3iv(GLint location, GLsizei count, const GLint *v)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type == GL_INT_VEC3)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
+ v, 3 * sizeof(GLint) * count);
+ }
+ else if (targetUniform->type == GL_BOOL_VEC3)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 3;
+
+ for (int i = 0; i < count * 3; ++i)
+ {
+ if (v[i] == 0)
+ {
+ boolParams[i] = GL_FALSE;
+ }
+ else
+ {
+ boolParams[i] = GL_TRUE;
+ }
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::setUniform4iv(GLint location, GLsizei count, const GLint *v)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+ targetUniform->dirty = true;
+
+ if (targetUniform->type == GL_INT_VEC4)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+
+ memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
+ v, 4 * sizeof(GLint) * count);
+ }
+ else if (targetUniform->type == GL_BOOL_VEC4)
+ {
+ int arraySize = targetUniform->arraySize;
+
+ if (arraySize == 1 && count > 1)
+ return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
+
+ count = std::min(arraySize - (int)mUniformIndex[location].element, count);
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * 4;
+
+ for (int i = 0; i < count * 4; ++i)
+ {
+ if (v[i] == 0)
+ {
+ boolParams[i] = GL_FALSE;
+ }
+ else
+ {
+ boolParams[i] = GL_TRUE;
+ }
+ }
+ }
+ else
+ {
+ return false;
+ }
+
+ return true;
+}
+
+bool ProgramBinary::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+
+ // sized queries -- ensure the provided buffer is large enough
+ if (bufSize)
+ {
+ int requiredBytes = UniformExternalSize(targetUniform->type);
+ if (*bufSize < requiredBytes)
+ {
+ return false;
+ }
+ }
+
+ switch (targetUniform->type)
+ {
+ case GL_FLOAT_MAT2:
+ transposeMatrix<GLfloat,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8);
+ break;
+ case GL_FLOAT_MAT3:
+ transposeMatrix<GLfloat,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12);
+ break;
+ case GL_FLOAT_MAT4:
+ transposeMatrix<GLfloat,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16);
+ break;
+ default:
+ {
+ unsigned int count = UniformExternalComponentCount(targetUniform->type);
+ unsigned int internalCount = UniformInternalComponentCount(targetUniform->type);
+
+ switch (UniformComponentType(targetUniform->type))
+ {
+ case GL_BOOL:
+ {
+ GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * internalCount;
+
+ for (unsigned int i = 0; i < count; ++i)
+ {
+ params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
+ }
+ }
+ break;
+ case GL_FLOAT:
+ memcpy(params, targetUniform->data + mUniformIndex[location].element * internalCount * sizeof(GLfloat),
+ count * sizeof(GLfloat));
+ break;
+ case GL_INT:
+ {
+ GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * internalCount;
+
+ for (unsigned int i = 0; i < count; ++i)
+ {
+ params[i] = (float)intParams[i];
+ }
+ }
+ break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+
+ return true;
+}
+
+bool ProgramBinary::getUniformiv(GLint location, GLsizei *bufSize, GLint *params)
+{
+ if (location < 0 || location >= (int)mUniformIndex.size())
+ {
+ return false;
+ }
+
+ Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
+
+ // sized queries -- ensure the provided buffer is large enough
+ if (bufSize)
+ {
+ int requiredBytes = UniformExternalSize(targetUniform->type);
+ if (*bufSize < requiredBytes)
+ {
+ return false;
+ }
+ }
+
+ switch (targetUniform->type)
+ {
+ case GL_FLOAT_MAT2:
+ {
+ transposeMatrix<GLint,2,2,4,2>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 8);
+ }
+ break;
+ case GL_FLOAT_MAT3:
+ {
+ transposeMatrix<GLint,3,3,4,3>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 12);
+ }
+ break;
+ case GL_FLOAT_MAT4:
+ {
+ transposeMatrix<GLint,4,4,4,4>(params, (GLfloat*)targetUniform->data + mUniformIndex[location].element * 16);
+ }
+ break;
+ default:
+ {
+ unsigned int count = UniformExternalComponentCount(targetUniform->type);
+ unsigned int internalCount = UniformInternalComponentCount(targetUniform->type);
+
+ switch (UniformComponentType(targetUniform->type))
+ {
+ case GL_BOOL:
+ {
+ GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * internalCount;
+
+ for (unsigned int i = 0; i < count; ++i)
+ {
+ params[i] = (GLint)boolParams[i];
+ }
+ }
+ break;
+ case GL_FLOAT:
+ {
+ GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * internalCount;
+
+ for (unsigned int i = 0; i < count; ++i)
+ {
+ params[i] = (GLint)floatParams[i];
+ }
+ }
+ break;
+ case GL_INT:
+ memcpy(params, targetUniform->data + mUniformIndex[location].element * internalCount * sizeof(GLint),
+ count * sizeof(GLint));
+ break;
+ default: UNREACHABLE();
+ }
+ }
+ }
+
+ return true;
+}
+
+void ProgramBinary::dirtyAllUniforms()
+{
+ unsigned int numUniforms = mUniforms.size();
+ for (unsigned int index = 0; index < numUniforms; index++)
+ {
+ mUniforms[index]->dirty = true;
+ }
+}
+
+// Applies all the uniforms set for this program object to the Direct3D 9 device
+void ProgramBinary::applyUniforms()
+{
+ for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub) {
+ Uniform *targetUniform = *ub;
+
+ if (targetUniform->dirty)
+ {
+ int arraySize = targetUniform->arraySize;
+ GLfloat *f = (GLfloat*)targetUniform->data;
+ GLint *i = (GLint*)targetUniform->data;
+ GLboolean *b = (GLboolean*)targetUniform->data;
+
+ switch (targetUniform->type)
+ {
+ case GL_BOOL: applyUniformnbv(targetUniform, arraySize, 1, b); break;
+ case GL_BOOL_VEC2: applyUniformnbv(targetUniform, arraySize, 2, b); break;
+ case GL_BOOL_VEC3: applyUniformnbv(targetUniform, arraySize, 3, b); break;
+ case GL_BOOL_VEC4: applyUniformnbv(targetUniform, arraySize, 4, b); break;
+ case GL_FLOAT:
+ case GL_FLOAT_VEC2:
+ case GL_FLOAT_VEC3:
+ case GL_FLOAT_VEC4:
+ case GL_FLOAT_MAT2:
+ case GL_FLOAT_MAT3:
+ case GL_FLOAT_MAT4: applyUniformnfv(targetUniform, f); break;
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ case GL_INT: applyUniform1iv(targetUniform, arraySize, i); break;
+ case GL_INT_VEC2: applyUniform2iv(targetUniform, arraySize, i); break;
+ case GL_INT_VEC3: applyUniform3iv(targetUniform, arraySize, i); break;
+ case GL_INT_VEC4: applyUniform4iv(targetUniform, arraySize, i); break;
+ default:
+ UNREACHABLE();
+ }
+
+ targetUniform->dirty = false;
+ }
+ }
+}
+
+// Compiles the HLSL code of the attached shaders into executable binaries
+ID3D10Blob *ProgramBinary::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
+{
+ if (!hlsl)
+ {
+ return NULL;
+ }
+
+ DWORD result;
+ UINT flags = 0;
+ std::string sourceText;
+ if (perfActive())
+ {
+ flags |= D3DCOMPILE_DEBUG;
+#ifdef NDEBUG
+ flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+#else
+ flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
+#endif
+
+ std::string sourcePath = getTempPath();
+ sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
+ writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
+ }
+ else
+ {
+ flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
+ sourceText = hlsl;
+ }
+
+ ID3D10Blob *binary = NULL;
+ ID3D10Blob *errorMessage = NULL;
+ result = D3DCompile(hlsl, strlen(hlsl), fakepath, NULL, NULL, "main", profile, flags, 0, &binary, &errorMessage);
+
+ if (errorMessage)
+ {
+ const char *message = (const char*)errorMessage->GetBufferPointer();
+
+ appendToInfoLogSanitized(message);
+ TRACE("\n%s", hlsl);
+ TRACE("\n%s", message);
+
+ errorMessage->Release();
+ errorMessage = NULL;
+ }
+
+ if (FAILED(result))
+ {
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ error(GL_OUT_OF_MEMORY);
+ }
+
+ return NULL;
+ }
+
+ result = D3DXGetShaderConstantTable(static_cast<const DWORD*>(binary->GetBufferPointer()), constantTable);
+
+ if (FAILED(result))
+ {
+ if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
+ {
+ error(GL_OUT_OF_MEMORY);
+ }
+
+ binary->Release();
+
+ return NULL;
+ }
+
+ return binary;
+}
+
+// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
+// Returns the number of used varying registers, or -1 if unsuccesful
+int ProgramBinary::packVaryings(const Varying *packing[][4], FragmentShader *fragmentShader)
+{
+ Context *context = getContext();
+ const int maxVaryingVectors = context->getMaximumVaryingVectors();
+
+ for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
+ {
+ int n = VariableRowCount(varying->type) * varying->size;
+ int m = VariableColumnCount(varying->type);
+ bool success = false;
+
+ if (m == 2 || m == 3 || m == 4)
+ {
+ for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
+ {
+ bool available = true;
+
+ for (int y = 0; y < n && available; y++)
+ {
+ for (int x = 0; x < m && available; x++)
+ {
+ if (packing[r + y][x])
+ {
+ available = false;
+ }
+ }
+ }
+
+ if (available)
+ {
+ varying->reg = r;
+ varying->col = 0;
+
+ for (int y = 0; y < n; y++)
+ {
+ for (int x = 0; x < m; x++)
+ {
+ packing[r + y][x] = &*varying;
+ }
+ }
+
+ success = true;
+ }
+ }
+
+ if (!success && m == 2)
+ {
+ for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
+ {
+ bool available = true;
+
+ for (int y = 0; y < n && available; y++)
+ {
+ for (int x = 2; x < 4 && available; x++)
+ {
+ if (packing[r + y][x])
+ {
+ available = false;
+ }
+ }
+ }
+
+ if (available)
+ {
+ varying->reg = r;
+ varying->col = 2;
+
+ for (int y = 0; y < n; y++)
+ {
+ for (int x = 2; x < 4; x++)
+ {
+ packing[r + y][x] = &*varying;
+ }
+ }
+
+ success = true;
+ }
+ }
+ }
+ }
+ else if (m == 1)
+ {
+ int space[4] = {0};
+
+ for (int y = 0; y < maxVaryingVectors; y++)
+ {
+ for (int x = 0; x < 4; x++)
+ {
+ space[x] += packing[y][x] ? 0 : 1;
+ }
+ }
+
+ int column = 0;
+
+ for (int x = 0; x < 4; x++)
+ {
+ if (space[x] >= n && space[x] < space[column])
+ {
+ column = x;
+ }
+ }
+
+ if (space[column] >= n)
+ {
+ for (int r = 0; r < maxVaryingVectors; r++)
+ {
+ if (!packing[r][column])
+ {
+ varying->reg = r;
+
+ for (int y = r; y < r + n; y++)
+ {
+ packing[y][column] = &*varying;
+ }
+
+ break;
+ }
+ }
+
+ varying->col = column;
+
+ success = true;
+ }
+ }
+ else UNREACHABLE();
+
+ if (!success)
+ {
+ appendToInfoLog("Could not pack varying %s", varying->name.c_str());
+
+ return -1;
+ }
+ }
+
+ // Return the number of used registers
+ int registers = 0;
+
+ for (int r = 0; r < maxVaryingVectors; r++)
+ {
+ if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
+ {
+ registers++;
+ }
+ }
+
+ return registers;
+}
+
+bool ProgramBinary::linkVaryings(std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader)
+{
+ if (pixelHLSL.empty() || vertexHLSL.empty())
+ {
+ return false;
+ }
+
+ // Reset the varying register assignments
+ for (VaryingList::iterator fragVar = fragmentShader->mVaryings.begin(); fragVar != fragmentShader->mVaryings.end(); fragVar++)
+ {
+ fragVar->reg = -1;
+ fragVar->col = -1;
+ }
+
+ for (VaryingList::iterator vtxVar = vertexShader->mVaryings.begin(); vtxVar != vertexShader->mVaryings.end(); vtxVar++)
+ {
+ vtxVar->reg = -1;
+ vtxVar->col = -1;
+ }
+
+ // Map the varyings to the register file
+ const Varying *packing[MAX_VARYING_VECTORS_SM3][4] = {NULL};
+ int registers = packVaryings(packing, fragmentShader);
+
+ if (registers < 0)
+ {
+ return false;
+ }
+
+ // Write the HLSL input/output declarations
+ Context *context = getContext();
+ const bool sm3 = context->supportsShaderModel3();
+ const int maxVaryingVectors = context->getMaximumVaryingVectors();
+
+ if (registers == maxVaryingVectors && fragmentShader->mUsesFragCoord)
+ {
+ appendToInfoLog("No varying registers left to support gl_FragCoord");
+
+ return false;
+ }
+
+ for (VaryingList::iterator input = fragmentShader->mVaryings.begin(); input != fragmentShader->mVaryings.end(); input++)
+ {
+ bool matched = false;
+
+ for (VaryingList::iterator output = vertexShader->mVaryings.begin(); output != vertexShader->mVaryings.end(); output++)
+ {
+ if (output->name == input->name)
+ {
+ if (output->type != input->type || output->size != input->size)
+ {
+ appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
+
+ return false;
+ }
+
+ output->reg = input->reg;
+ output->col = input->col;
+
+ matched = true;
+ break;
+ }
+ }
+
+ if (!matched)
+ {
+ appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str());
+
+ return false;
+ }
+ }
+
+ std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
+
+ vertexHLSL += "struct VS_INPUT\n"
+ "{\n";
+
+ int semanticIndex = 0;
+ for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
+ {
+ switch (attribute->type)
+ {
+ case GL_FLOAT: vertexHLSL += " float "; break;
+ case GL_FLOAT_VEC2: vertexHLSL += " float2 "; break;
+ case GL_FLOAT_VEC3: vertexHLSL += " float3 "; break;
+ case GL_FLOAT_VEC4: vertexHLSL += " float4 "; break;
+ case GL_FLOAT_MAT2: vertexHLSL += " float2x2 "; break;
+ case GL_FLOAT_MAT3: vertexHLSL += " float3x3 "; break;
+ case GL_FLOAT_MAT4: vertexHLSL += " float4x4 "; break;
+ default: UNREACHABLE();
+ }
+
+ vertexHLSL += decorateAttribute(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
+
+ semanticIndex += VariableRowCount(attribute->type);
+ }
+
+ vertexHLSL += "};\n"
+ "\n"
+ "struct VS_OUTPUT\n"
+ "{\n"
+ " float4 gl_Position : POSITION;\n";
+
+ for (int r = 0; r < registers; r++)
+ {
+ int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
+
+ vertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
+ }
+
+ if (fragmentShader->mUsesFragCoord)
+ {
+ vertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
+ }
+
+ if (vertexShader->mUsesPointSize && sm3)
+ {
+ vertexHLSL += " float gl_PointSize : PSIZE;\n";
+ }
+
+ vertexHLSL += "};\n"
+ "\n"
+ "VS_OUTPUT main(VS_INPUT input)\n"
+ "{\n";
+
+ for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
+ {
+ vertexHLSL += " " + decorateAttribute(attribute->name) + " = ";
+
+ if (VariableRowCount(attribute->type) > 1) // Matrix
+ {
+ vertexHLSL += "transpose";
+ }
+
+ vertexHLSL += "(input." + decorateAttribute(attribute->name) + ");\n";
+ }
+
+ vertexHLSL += "\n"
+ " gl_main();\n"
+ "\n"
+ " VS_OUTPUT output;\n"
+ " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
+ " output.gl_Position.y = gl_Position.y - dx_HalfPixelSize.y * gl_Position.w;\n"
+ " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
+ " output.gl_Position.w = gl_Position.w;\n";
+
+ if (vertexShader->mUsesPointSize && sm3)
+ {
+ vertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
+ }
+
+ if (fragmentShader->mUsesFragCoord)
+ {
+ vertexHLSL += " output.gl_FragCoord = gl_Position;\n";
+ }
+
+ for (VaryingList::iterator varying = vertexShader->mVaryings.begin(); varying != vertexShader->mVaryings.end(); varying++)
+ {
+ if (varying->reg >= 0)
+ {
+ for (int i = 0; i < varying->size; i++)
+ {
+ int rows = VariableRowCount(varying->type);
+
+ for (int j = 0; j < rows; j++)
+ {
+ int r = varying->reg + i * rows + j;
+ vertexHLSL += " output.v" + str(r);
+
+ bool sharedRegister = false; // Register used by multiple varyings
+
+ for (int x = 0; x < 4; x++)
+ {
+ if (packing[r][x] && packing[r][x] != packing[r][0])
+ {
+ sharedRegister = true;
+ break;
+ }
+ }
+
+ if(sharedRegister)
+ {
+ vertexHLSL += ".";
+
+ for (int x = 0; x < 4; x++)
+ {
+ if (packing[r][x] == &*varying)
+ {
+ switch(x)
+ {
+ case 0: vertexHLSL += "x"; break;
+ case 1: vertexHLSL += "y"; break;
+ case 2: vertexHLSL += "z"; break;
+ case 3: vertexHLSL += "w"; break;
+ }
+ }
+ }
+ }
+
+ vertexHLSL += " = " + varying->name;
+
+ if (varying->array)
+ {
+ vertexHLSL += "[" + str(i) + "]";
+ }
+
+ if (rows > 1)
+ {
+ vertexHLSL += "[" + str(j) + "]";
+ }
+
+ vertexHLSL += ";\n";
+ }
+ }
+ }
+ }
+
+ vertexHLSL += "\n"
+ " return output;\n"
+ "}\n";
+
+ pixelHLSL += "struct PS_INPUT\n"
+ "{\n";
+
+ for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
+ {
+ if (varying->reg >= 0)
+ {
+ for (int i = 0; i < varying->size; i++)
+ {
+ int rows = VariableRowCount(varying->type);
+ for (int j = 0; j < rows; j++)
+ {
+ std::string n = str(varying->reg + i * rows + j);
+ pixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
+ }
+ }
+ }
+ else UNREACHABLE();
+ }
+
+ if (fragmentShader->mUsesFragCoord)
+ {
+ pixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
+ if (sm3) {
+ pixelHLSL += " float2 dx_VPos : VPOS;\n";
+ }
+ }
+
+ if (fragmentShader->mUsesPointCoord && sm3)
+ {
+ pixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
+ }
+
+ if (fragmentShader->mUsesFrontFacing)
+ {
+ pixelHLSL += " float vFace : VFACE;\n";
+ }
+
+ pixelHLSL += "};\n"
+ "\n"
+ "struct PS_OUTPUT\n"
+ "{\n"
+ " float4 gl_Color[1] : COLOR;\n"
+ "};\n"
+ "\n"
+ "PS_OUTPUT main(PS_INPUT input)\n"
+ "{\n";
+
+ if (fragmentShader->mUsesFragCoord)
+ {
+ pixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
+
+ if (sm3)
+ {
+ // dx_Coord.y contains the render target height. See Context::applyRenderTarget()
+ pixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n"
+ " gl_FragCoord.y = dx_Coord.y - input.dx_VPos.y - 0.5;\n";
+ }
+ else
+ {
+ // dx_Coord contains the viewport width/2, height/2, center.x and center.y. See Context::applyRenderTarget()
+ pixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Coord.x + dx_Coord.z;\n"
+ " gl_FragCoord.y = -(input.gl_FragCoord.y * rhw) * dx_Coord.y + dx_Coord.w;\n";
+ }
+
+ pixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
+ " gl_FragCoord.w = rhw;\n";
+ }
+
+ if (fragmentShader->mUsesPointCoord && sm3)
+ {
+ pixelHLSL += " gl_PointCoord = input.gl_PointCoord;\n";
+ }
+
+ if (fragmentShader->mUsesFrontFacing)
+ {
+ pixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
+ }
+
+ for (VaryingList::iterator varying = fragmentShader->mVaryings.begin(); varying != fragmentShader->mVaryings.end(); varying++)
+ {
+ if (varying->reg >= 0)
+ {
+ for (int i = 0; i < varying->size; i++)
+ {
+ int rows = VariableRowCount(varying->type);
+ for (int j = 0; j < rows; j++)
+ {
+ std::string n = str(varying->reg + i * rows + j);
+ pixelHLSL += " " + varying->name;
+
+ if (varying->array)
+ {
+ pixelHLSL += "[" + str(i) + "]";
+ }
+
+ if (rows > 1)
+ {
+ pixelHLSL += "[" + str(j) + "]";
+ }
+
+ pixelHLSL += " = input.v" + n + ";\n";
+ }
+ }
+ }
+ else UNREACHABLE();
+ }
+
+ pixelHLSL += "\n"
+ " gl_main();\n"
+ "\n"
+ " PS_OUTPUT output;\n"
+ " output.gl_Color[0] = gl_Color[0];\n"
+ "\n"
+ " return output;\n"
+ "}\n";
+
+ return true;
+}
+
+bool ProgramBinary::link(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
+{
+ if (!fragmentShader || !fragmentShader->isCompiled())
+ {
+ return false;
+ }
+
+ if (!vertexShader || !vertexShader->isCompiled())
+ {
+ return false;
+ }
+
+ std::string pixelHLSL = fragmentShader->getHLSL();
+ std::string vertexHLSL = vertexShader->getHLSL();
+
+ if (!linkVaryings(pixelHLSL, vertexHLSL, fragmentShader, vertexShader))
+ {
+ return false;
+ }
+
+ Context *context = getContext();
+ const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
+ const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
+
+ ID3D10Blob *vertexBinary = compileToBinary(vertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
+ ID3D10Blob *pixelBinary = compileToBinary(pixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
+
+ if (vertexBinary && pixelBinary)
+ {
+ HRESULT vertexResult = mDevice->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
+ HRESULT pixelResult = mDevice->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
+
+ if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
+ {
+ return error(GL_OUT_OF_MEMORY, false);
+ }
+
+ ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
+
+ vertexBinary->Release();
+ pixelBinary->Release();
+ vertexBinary = NULL;
+ pixelBinary = NULL;
+
+ if (mVertexExecutable && mPixelExecutable)
+ {
+ if (!linkAttributes(attributeBindings, fragmentShader, vertexShader))
+ {
+ return false;
+ }
+
+ if (!linkUniforms(GL_FRAGMENT_SHADER, mConstantTablePS))
+ {
+ return false;
+ }
+
+ if (!linkUniforms(GL_VERTEX_SHADER, mConstantTableVS))
+ {
+ return false;
+ }
+
+ // these uniforms are searched as already-decorated because gl_ and dx_
+ // are reserved prefixes, and do not receive additional decoration
+ mDxDepthRangeLocation = getUniformLocation("dx_DepthRange");
+ mDxDepthLocation = getUniformLocation("dx_Depth");
+ mDxCoordLocation = getUniformLocation("dx_Coord");
+ mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize");
+ mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW");
+ mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines");
+
+ context->markDxUniformsDirty();
+
+ return true;
+ }
+ }
+
+ return false;
+}
+
+// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
+bool ProgramBinary::linkAttributes(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader)
+{
+ unsigned int usedLocations = 0;
+
+ // Link attributes that have a binding location
+ for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
+ {
+ int location = attributeBindings.getAttributeBinding(attribute->name);
+
+ if (location != -1) // Set by glBindAttribLocation
+ {
+ if (!mLinkedAttribute[location].name.empty())
+ {
+ // Multiple active attributes bound to the same location; not an error
+ }
+
+ mLinkedAttribute[location] = *attribute;
+
+ int rows = VariableRowCount(attribute->type);
+
+ if (rows + location > MAX_VERTEX_ATTRIBS)
+ {
+ appendToInfoLog("Active attribute (%s) at location %d is too big to fit", attribute->name.c_str(), location);
+
+ return false;
+ }
+
+ for (int i = 0; i < rows; i++)
+ {
+ usedLocations |= 1 << (location + i);
+ }
+ }
+ }
+
+ // Link attributes that don't have a binding location
+ for (AttributeArray::iterator attribute = vertexShader->mAttributes.begin(); attribute != vertexShader->mAttributes.end(); attribute++)
+ {
+ int location = attributeBindings.getAttributeBinding(attribute->name);
+
+ if (location == -1) // Not set by glBindAttribLocation
+ {
+ int rows = VariableRowCount(attribute->type);
+ int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
+
+ if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
+ {
+ appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
+
+ return false; // Fail to link
+ }
+
+ mLinkedAttribute[availableIndex] = *attribute;
+ }
+ }
+
+ for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
+ {
+ int index = vertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
+ int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
+
+ for (int r = 0; r < rows; r++)
+ {
+ mSemanticIndex[attributeIndex++] = index++;
+ }
+ }
+
+ return true;
+}
+
+bool ProgramBinary::linkUniforms(GLenum shader, ID3DXConstantTable *constantTable)
+{
+ D3DXCONSTANTTABLE_DESC constantTableDescription;
+
+ constantTable->GetDesc(&constantTableDescription);
+
+ for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
+ {
+ D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
+
+ D3DXCONSTANT_DESC constantDescription;
+ UINT descriptionCount = 1;
+ HRESULT result = constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
+ ASSERT(SUCCEEDED(result));
+
+ if (!defineUniform(shader, 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 ProgramBinary::defineUniform(GLenum shader, const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
+{
+ if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
+ {
+ for (unsigned int i = 0; i < constantDescription.RegisterCount; i++)
+ {
+ D3DXHANDLE psConstant = mConstantTablePS->GetConstantByName(NULL, constantDescription.Name);
+ D3DXHANDLE vsConstant = mConstantTableVS->GetConstantByName(NULL, constantDescription.Name);
+
+ if (psConstant)
+ {
+ unsigned int samplerIndex = mConstantTablePS->GetSamplerIndex(psConstant) + i;
+
+ if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
+ {
+ mSamplersPS[samplerIndex].active = true;
+ mSamplersPS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
+ mSamplersPS[samplerIndex].logicalTextureUnit = 0;
+ mUsedPixelSamplerRange = std::max(samplerIndex + 1, mUsedPixelSamplerRange);
+ }
+ else
+ {
+ appendToInfoLog("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
+ return false;
+ }
+ }
+
+ if (vsConstant)
+ {
+ unsigned int samplerIndex = mConstantTableVS->GetSamplerIndex(vsConstant) + i;
+
+ if (samplerIndex < getContext()->getMaximumVertexTextureImageUnits())
+ {
+ mSamplersVS[samplerIndex].active = true;
+ mSamplersVS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
+ mSamplersVS[samplerIndex].logicalTextureUnit = 0;
+ mUsedVertexSamplerRange = std::max(samplerIndex + 1, mUsedVertexSamplerRange);
+ }
+ else
+ {
+ appendToInfoLog("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", getContext()->getMaximumVertexTextureImageUnits());
+ return false;
+ }
+ }
+ }
+ }
+
+ switch(constantDescription.Class)
+ {
+ case D3DXPC_STRUCT:
+ {
+ for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
+ {
+ for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
+ {
+ D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
+
+ D3DXCONSTANT_DESC fieldDescription;
+ UINT descriptionCount = 1;
+
+ HRESULT result = mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
+ ASSERT(SUCCEEDED(result));
+
+ std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
+
+ if (!defineUniform(shader, fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
+ {
+ return false;
+ }
+ }
+ }
+
+ return true;
+ }
+ case D3DXPC_SCALAR:
+ case D3DXPC_VECTOR:
+ case D3DXPC_MATRIX_COLUMNS:
+ case D3DXPC_OBJECT:
+ return defineUniform(shader, constantDescription, name + constantDescription.Name);
+ default:
+ UNREACHABLE();
+ return false;
+ }
+}
+
+bool ProgramBinary::defineUniform(GLenum shader, const D3DXCONSTANT_DESC &constantDescription, const std::string &_name)
+{
+ Uniform *uniform = createUniform(constantDescription, _name);
+
+ if(!uniform)
+ {
+ return false;
+ }
+
+ // Check if already defined
+ GLint location = getUniformLocation(uniform->name);
+ GLenum type = uniform->type;
+
+ if (location >= 0)
+ {
+ delete uniform;
+ uniform = mUniforms[mUniformIndex[location].index];
+ }
+
+ if (shader == GL_FRAGMENT_SHADER) uniform->ps.set(constantDescription);
+ if (shader == GL_VERTEX_SHADER) uniform->vs.set(constantDescription);
+
+ if (location >= 0)
+ {
+ return uniform->type == type;
+ }
+
+ mUniforms.push_back(uniform);
+ unsigned int uniformIndex = mUniforms.size() - 1;
+
+ for (unsigned int i = 0; i < uniform->arraySize; ++i)
+ {
+ mUniformIndex.push_back(UniformLocation(_name, i, uniformIndex));
+ }
+
+ return true;
+}
+
+Uniform *ProgramBinary::createUniform(const D3DXCONSTANT_DESC &constantDescription, const std::string &_name)
+{
+ if (constantDescription.Rows == 1) // Vectors and scalars
+ {
+ switch (constantDescription.Type)
+ {
+ case D3DXPT_SAMPLER2D:
+ switch (constantDescription.Columns)
+ {
+ case 1: return new Uniform(GL_SAMPLER_2D, _name, constantDescription.Elements);
+ default: UNREACHABLE();
+ }
+ break;
+ case D3DXPT_SAMPLERCUBE:
+ switch (constantDescription.Columns)
+ {
+ case 1: return new Uniform(GL_SAMPLER_CUBE, _name, constantDescription.Elements);
+ default: UNREACHABLE();
+ }
+ break;
+ case D3DXPT_BOOL:
+ switch (constantDescription.Columns)
+ {
+ case 1: return new Uniform(GL_BOOL, _name, constantDescription.Elements);
+ case 2: return new Uniform(GL_BOOL_VEC2, _name, constantDescription.Elements);
+ case 3: return new Uniform(GL_BOOL_VEC3, _name, constantDescription.Elements);
+ case 4: return new Uniform(GL_BOOL_VEC4, _name, constantDescription.Elements);
+ default: UNREACHABLE();
+ }
+ break;
+ case D3DXPT_INT:
+ switch (constantDescription.Columns)
+ {
+ case 1: return new Uniform(GL_INT, _name, constantDescription.Elements);
+ case 2: return new Uniform(GL_INT_VEC2, _name, constantDescription.Elements);
+ case 3: return new Uniform(GL_INT_VEC3, _name, constantDescription.Elements);
+ case 4: return new Uniform(GL_INT_VEC4, _name, constantDescription.Elements);
+ default: UNREACHABLE();
+ }
+ break;
+ case D3DXPT_FLOAT:
+ switch (constantDescription.Columns)
+ {
+ case 1: return new Uniform(GL_FLOAT, _name, constantDescription.Elements);
+ case 2: return new Uniform(GL_FLOAT_VEC2, _name, constantDescription.Elements);
+ case 3: return new Uniform(GL_FLOAT_VEC3, _name, constantDescription.Elements);
+ case 4: return new Uniform(GL_FLOAT_VEC4, _name, constantDescription.Elements);
+ default: UNREACHABLE();
+ }
+ break;
+ default:
+ 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, constantDescription.Elements);
+ case 3: return new Uniform(GL_FLOAT_MAT3, _name, constantDescription.Elements);
+ case 4: return new Uniform(GL_FLOAT_MAT4, _name, constantDescription.Elements);
+ default: UNREACHABLE();
+ }
+ break;
+ default: UNREACHABLE();
+ }
+ }
+ else UNREACHABLE();
+
+ return 0;
+}
+
+// This method needs to match OutputHLSL::decorate
+std::string ProgramBinary::decorateAttribute(const std::string &name)
+{
+ if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0)
+ {
+ return "_" + name;
+ }
+
+ return name;
+}
+
+std::string ProgramBinary::undecorateUniform(const std::string &_name)
+{
+ std::string name = _name;
+
+ // Remove any structure field decoration
+ size_t pos = 0;
+ while ((pos = name.find("._", pos)) != std::string::npos)
+ {
+ name.replace(pos, 2, ".");
+ }
+
+ // Remove the leading decoration
+ if (name[0] == '_')
+ {
+ return name.substr(1);
+ }
+ else if (name.compare(0, 3, "ar_") == 0)
+ {
+ return name.substr(3);
+ }
+
+ return name;
+}
+
+void ProgramBinary::applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v)
+{
+ float vector[D3D9_MAX_FLOAT_CONSTANTS * 4];
+ BOOL boolVector[D3D9_MAX_BOOL_CONSTANTS];
+
+ if (targetUniform->ps.float4Index >= 0 || targetUniform->vs.float4Index >= 0)
+ {
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ for (int i = 0; i < count; i++)
+ {
+ for (int j = 0; j < 4; j++)
+ {
+ if (j < width)
+ {
+ vector[i * 4 + j] = (v[i * width + j] == GL_FALSE) ? 0.0f : 1.0f;
+ }
+ else
+ {
+ vector[i * 4 + j] = 0.0f;
+ }
+ }
+ }
+ }
+
+ if (targetUniform->ps.boolIndex >= 0 || targetUniform->vs.boolIndex >= 0)
+ {
+ int psCount = targetUniform->ps.boolIndex >= 0 ? targetUniform->ps.registerCount : 0;
+ int vsCount = targetUniform->vs.boolIndex >= 0 ? targetUniform->vs.registerCount : 0;
+ int copyCount = std::min(count * width, std::max(psCount, vsCount));
+ ASSERT(copyCount <= D3D9_MAX_BOOL_CONSTANTS);
+ for (int i = 0; i < copyCount; i++)
+ {
+ boolVector[i] = v[i] != GL_FALSE;
+ }
+ }
+
+ if (targetUniform->ps.float4Index >= 0)
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, vector, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->ps.boolIndex >= 0)
+ {
+ mDevice->SetPixelShaderConstantB(targetUniform->ps.boolIndex, boolVector, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->vs.float4Index >= 0)
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, vector, targetUniform->vs.registerCount);
+ }
+
+ if (targetUniform->vs.boolIndex >= 0)
+ {
+ mDevice->SetVertexShaderConstantB(targetUniform->vs.boolIndex, boolVector, targetUniform->vs.registerCount);
+ }
+}
+
+bool ProgramBinary::applyUniformnfv(Uniform *targetUniform, const GLfloat *v)
+{
+ if (targetUniform->ps.registerCount)
+ {
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, v, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->vs.registerCount)
+ {
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, v, targetUniform->vs.registerCount);
+ }
+
+ return true;
+}
+
+bool ProgramBinary::applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v)
+{
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
+
+ for (int i = 0; i < count; i++)
+ {
+ vector[i] = D3DXVECTOR4((float)v[i], 0, 0, 0);
+ }
+
+ if (targetUniform->ps.registerCount)
+ {
+ if (targetUniform->ps.samplerIndex >= 0)
+ {
+ unsigned int firstIndex = targetUniform->ps.samplerIndex;
+
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int samplerIndex = firstIndex + i;
+
+ if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
+ {
+ ASSERT(mSamplersPS[samplerIndex].active);
+ mSamplersPS[samplerIndex].logicalTextureUnit = v[i];
+ }
+ }
+ }
+ else
+ {
+ ASSERT(targetUniform->ps.float4Index >= 0);
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, (const float*)vector, targetUniform->ps.registerCount);
+ }
+ }
+
+ if (targetUniform->vs.registerCount)
+ {
+ if (targetUniform->vs.samplerIndex >= 0)
+ {
+ unsigned int firstIndex = targetUniform->vs.samplerIndex;
+
+ for (int i = 0; i < count; i++)
+ {
+ unsigned int samplerIndex = firstIndex + i;
+
+ if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
+ {
+ ASSERT(mSamplersVS[samplerIndex].active);
+ mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
+ }
+ }
+ }
+ else
+ {
+ ASSERT(targetUniform->vs.float4Index >= 0);
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, (const float *)vector, targetUniform->vs.registerCount);
+ }
+ }
+
+ return true;
+}
+
+bool ProgramBinary::applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v)
+{
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
+
+ for (int i = 0; i < count; i++)
+ {
+ vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
+
+ v += 2;
+ }
+
+ applyUniformniv(targetUniform, count, vector);
+
+ return true;
+}
+
+bool ProgramBinary::applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v)
+{
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
+
+ for (int i = 0; i < count; i++)
+ {
+ vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
+
+ v += 3;
+ }
+
+ applyUniformniv(targetUniform, count, vector);
+
+ return true;
+}
+
+bool ProgramBinary::applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v)
+{
+ ASSERT(count <= D3D9_MAX_FLOAT_CONSTANTS);
+ D3DXVECTOR4 vector[D3D9_MAX_FLOAT_CONSTANTS];
+
+ for (int i = 0; i < count; i++)
+ {
+ vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
+
+ v += 4;
+ }
+
+ applyUniformniv(targetUniform, count, vector);
+
+ return true;
+}
+
+void ProgramBinary::applyUniformniv(Uniform *targetUniform, GLsizei count, const D3DXVECTOR4 *vector)
+{
+ if (targetUniform->ps.registerCount)
+ {
+ ASSERT(targetUniform->ps.float4Index >= 0);
+ mDevice->SetPixelShaderConstantF(targetUniform->ps.float4Index, (const float *)vector, targetUniform->ps.registerCount);
+ }
+
+ if (targetUniform->vs.registerCount)
+ {
+ ASSERT(targetUniform->vs.float4Index >= 0);
+ mDevice->SetVertexShaderConstantF(targetUniform->vs.float4Index, (const float *)vector, targetUniform->vs.registerCount);
+ }
+}
+
+// append a santized message to the program info log.
+// The D3D compiler includes a fake file path in some of the warning or error
+// messages, so lets remove all occurrences of this fake file path from the log.
+void ProgramBinary::appendToInfoLogSanitized(const char *message)
+{
+ std::string msg(message);
+
+ size_t found;
+ do
+ {
+ found = msg.find(fakepath);
+ if (found != std::string::npos)
+ {
+ msg.erase(found, strlen(fakepath));
+ }
+ }
+ while (found != std::string::npos);
+
+ appendToInfoLog("%s\n", msg.c_str());
+}
+
+void ProgramBinary::appendToInfoLog(const char *format, ...)
+{
+ if (!format)
+ {
+ return;
+ }
+
+ char info[1024];
+
+ va_list vararg;
+ va_start(vararg, format);
+ vsnprintf(info, sizeof(info), format, vararg);
+ va_end(vararg);
+
+ 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;
+ }
+}
+
+void ProgramBinary::resetInfoLog()
+{
+ if (mInfoLog)
+ {
+ delete [] mInfoLog;
+ mInfoLog = NULL;
+ }
+}
+
+bool ProgramBinary::isValidated() const
+{
+ return mValidated;
+}
+
+int ProgramBinary::getInfoLogLength() const
+{
+ if (!mInfoLog)
+ {
+ return 0;
+ }
+ else
+ {
+ return strlen(mInfoLog) + 1;
+ }
+}
+
+void ProgramBinary::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
+{
+ int index = 0;
+
+ if (bufSize > 0)
+ {
+ if (mInfoLog)
+ {
+ index = std::min(bufSize - 1, (int)strlen(mInfoLog));
+ memcpy(infoLog, mInfoLog, index);
+ }
+
+ infoLog[index] = '\0';
+ }
+
+ if (length)
+ {
+ *length = index;
+ }
+}
+
+void ProgramBinary::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
+{
+ // Skip over inactive attributes
+ unsigned int activeAttribute = 0;
+ unsigned int attribute;
+ for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
+ {
+ if (mLinkedAttribute[attribute].name.empty())
+ {
+ continue;
+ }
+
+ if (activeAttribute == index)
+ {
+ break;
+ }
+
+ activeAttribute++;
+ }
+
+ if (bufsize > 0)
+ {
+ const char *string = mLinkedAttribute[attribute].name.c_str();
+
+ strncpy(name, string, bufsize);
+ name[bufsize - 1] = '\0';
+
+ if (length)
+ {
+ *length = strlen(name);
+ }
+ }
+
+ *size = 1; // Always a single 'type' instance
+
+ *type = mLinkedAttribute[attribute].type;
+}
+
+GLint ProgramBinary::getActiveAttributeCount()
+{
+ int count = 0;
+
+ for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ if (!mLinkedAttribute[attributeIndex].name.empty())
+ {
+ count++;
+ }
+ }
+
+ return count;
+}
+
+GLint ProgramBinary::getActiveAttributeMaxLength()
+{
+ int maxLength = 0;
+
+ for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ if (!mLinkedAttribute[attributeIndex].name.empty())
+ {
+ maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
+ }
+ }
+
+ return maxLength;
+}
+
+void ProgramBinary::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
+{
+ // Skip over internal uniforms
+ unsigned int activeUniform = 0;
+ unsigned int uniform;
+ for (uniform = 0; uniform < mUniforms.size(); uniform++)
+ {
+ if (mUniforms[uniform]->name.compare(0, 3, "dx_") == 0)
+ {
+ continue;
+ }
+
+ if (activeUniform == index)
+ {
+ break;
+ }
+
+ activeUniform++;
+ }
+
+ ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
+
+ if (bufsize > 0)
+ {
+ std::string string = mUniforms[uniform]->name;
+
+ if (mUniforms[uniform]->isArray())
+ {
+ string += "[0]";
+ }
+
+ strncpy(name, string.c_str(), bufsize);
+ name[bufsize - 1] = '\0';
+
+ if (length)
+ {
+ *length = strlen(name);
+ }
+ }
+
+ *size = mUniforms[uniform]->arraySize;
+
+ *type = mUniforms[uniform]->type;
+}
+
+GLint ProgramBinary::getActiveUniformCount()
+{
+ int count = 0;
+
+ unsigned int numUniforms = mUniforms.size();
+ for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
+ {
+ if (mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
+ {
+ count++;
+ }
+ }
+
+ return count;
+}
+
+GLint ProgramBinary::getActiveUniformMaxLength()
+{
+ int maxLength = 0;
+
+ unsigned int numUniforms = mUniforms.size();
+ for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
+ {
+ if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
+ {
+ int length = (int)(mUniforms[uniformIndex]->name.length() + 1);
+ if (mUniforms[uniformIndex]->isArray())
+ {
+ length += 3; // Counting in "[0]".
+ }
+ maxLength = std::max(length, maxLength);
+ }
+ }
+
+ return maxLength;
+}
+
+void ProgramBinary::validate()
+{
+ resetInfoLog();
+
+ applyUniforms();
+ if (!validateSamplers(true))
+ {
+ mValidated = false;
+ }
+ else
+ {
+ mValidated = true;
+ }
+}
+
+bool ProgramBinary::validateSamplers(bool logErrors)
+{
+ // if any two active samplers in a program are of different types, but refer to the same
+ // texture image unit, and this is the current program, then ValidateProgram will fail, and
+ // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
+
+ const unsigned int maxCombinedTextureImageUnits = getContext()->getMaximumCombinedTextureImageUnits();
+ TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
+
+ for (unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; ++i)
+ {
+ textureUnitType[i] = TEXTURE_UNKNOWN;
+ }
+
+ for (unsigned int i = 0; i < mUsedPixelSamplerRange; ++i)
+ {
+ if (mSamplersPS[i].active)
+ {
+ unsigned int unit = mSamplersPS[i].logicalTextureUnit;
+
+ if (unit >= maxCombinedTextureImageUnits)
+ {
+ if (logErrors)
+ {
+ appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
+ }
+
+ return false;
+ }
+
+ if (textureUnitType[unit] != TEXTURE_UNKNOWN)
+ {
+ if (mSamplersPS[i].textureType != textureUnitType[unit])
+ {
+ if (logErrors)
+ {
+ appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
+ }
+
+ return false;
+ }
+ }
+ else
+ {
+ textureUnitType[unit] = mSamplersPS[i].textureType;
+ }
+ }
+ }
+
+ for (unsigned int i = 0; i < mUsedVertexSamplerRange; ++i)
+ {
+ if (mSamplersVS[i].active)
+ {
+ unsigned int unit = mSamplersVS[i].logicalTextureUnit;
+
+ if (unit >= maxCombinedTextureImageUnits)
+ {
+ if (logErrors)
+ {
+ appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
+ }
+
+ return false;
+ }
+
+ if (textureUnitType[unit] != TEXTURE_UNKNOWN)
+ {
+ if (mSamplersVS[i].textureType != textureUnitType[unit])
+ {
+ if (logErrors)
+ {
+ appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
+ }
+
+ return false;
+ }
+ }
+ else
+ {
+ textureUnitType[unit] = mSamplersVS[i].textureType;
+ }
+ }
+ }
+
+ return true;
+}
+
+GLint ProgramBinary::getDxDepthRangeLocation() const
+{
+ return mDxDepthRangeLocation;
+}
+
+GLint ProgramBinary::getDxDepthLocation() const
+{
+ return mDxDepthLocation;
+}
+
+GLint ProgramBinary::getDxCoordLocation() const
+{
+ return mDxCoordLocation;
+}
+
+GLint ProgramBinary::getDxHalfPixelSizeLocation() const
+{
+ return mDxHalfPixelSizeLocation;
+}
+
+GLint ProgramBinary::getDxFrontCCWLocation() const
+{
+ return mDxFrontCCWLocation;
+}
+
+GLint ProgramBinary::getDxPointsOrLinesLocation() const
+{
+ return mDxPointsOrLinesLocation;
+}
+
+}
diff --git a/src/libGLESv2/ProgramBinary.h b/src/libGLESv2/ProgramBinary.h
new file mode 100644
index 0000000..cdc7172
--- /dev/null
+++ b/src/libGLESv2/ProgramBinary.h
@@ -0,0 +1,220 @@
+//
+// 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_
+
+#include <d3dx9.h>
+#include <d3dcompiler.h>
+#include <string>
+#include <vector>
+
+#include "libGLESv2/Shader.h"
+#include "libGLESv2/Context.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 D3DXCONSTANT_DESC &constantDescription)
+ {
+ switch(constantDescription.RegisterSet)
+ {
+ case D3DXRS_BOOL: boolIndex = constantDescription.RegisterIndex; break;
+ case D3DXRS_FLOAT4: float4Index = constantDescription.RegisterIndex; break;
+ case D3DXRS_SAMPLER: samplerIndex = constantDescription.RegisterIndex; break;
+ default: UNREACHABLE();
+ }
+
+ ASSERT(registerCount == 0 || registerCount == (int)constantDescription.RegisterCount);
+ registerCount = constantDescription.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(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:
+ 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);
+
+ 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 link(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
+ int getInfoLogLength() const;
+ void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
+ 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();
+ bool validateSamplers(bool logErrors);
+ bool isValidated() 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(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
+
+ int packVaryings(const Varying *packing[][4], FragmentShader *fragmentShader);
+ bool linkVaryings(std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader);
+
+ bool linkAttributes(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
+
+ bool linkUniforms(GLenum shader, ID3DXConstantTable *constantTable);
+ bool defineUniform(GLenum shader, const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
+ bool defineUniform(GLenum shader, const D3DXCONSTANT_DESC &constantDescription, const std::string &name);
+ Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, 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 D3DXVECTOR4 *vector);
+ void applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
+
+ void appendToInfoLogSanitized(const char *message);
+ void appendToInfoLog(const char *info, ...);
+ void resetInfoLog();
+
+ static unsigned int issueSerial();
+
+ IDirect3DDevice9 *mDevice;
+
+ IDirect3DPixelShader9 *mPixelExecutable;
+ IDirect3DVertexShader9 *mVertexExecutable;
+
+ // These are only used during linking.
+ ID3DXConstantTable *mConstantTablePS;
+ ID3DXConstantTable *mConstantTableVS;
+
+ Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
+ int mSemanticIndex[MAX_VERTEX_ATTRIBS];
+
+ struct 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;
+
+ 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;
+
+ char *mInfoLog;
+ bool mValidated;
+};
+}
+
+#endif // LIBGLESV2_PROGRAM_BINARY_H_
diff --git a/src/libGLESv2/VertexDataManager.cpp b/src/libGLESv2/VertexDataManager.cpp
index 566d1e6..70f475f 100644
--- a/src/libGLESv2/VertexDataManager.cpp
+++ b/src/libGLESv2/VertexDataManager.cpp
@@ -13,6 +13,7 @@
#include "libGLESv2/Buffer.h"
#include "libGLESv2/Program.h"
+#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/main.h"
#include "libGLESv2/vertexconversion.h"
diff --git a/src/libGLESv2/libGLESv2.cpp b/src/libGLESv2/libGLESv2.cpp
index fba16d4..294c686 100644
--- a/src/libGLESv2/libGLESv2.cpp
+++ b/src/libGLESv2/libGLESv2.cpp
@@ -24,6 +24,7 @@
#include "libGLESv2/Fence.h"
#include "libGLESv2/Framebuffer.h"
#include "libGLESv2/Program.h"
+#include "libGLESv2/ProgramBinary.h"
#include "libGLESv2/Renderbuffer.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Texture.h"
diff --git a/src/libGLESv2/libGLESv2.vcproj b/src/libGLESv2/libGLESv2.vcproj
index 7d2b649..3bc8363 100644
--- a/src/libGLESv2/libGLESv2.vcproj
+++ b/src/libGLESv2/libGLESv2.vcproj
@@ -401,6 +401,10 @@
>
</File>
<File
+ RelativePath=".\ProgramBinary.cpp"
+ >
+ </File>
+ <File
RelativePath=".\Query.cpp"
>
</File>
@@ -491,6 +495,10 @@
>
</File>
<File
+ RelativePath=".\ProgramBinary.h"
+ >
+ </File>
+ <File
RelativePath=".\Query.h"
>
</File>