| // |
| // Copyright 2015 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. |
| // |
| |
| // ProgramGL.cpp: Implements the class methods for ProgramGL. |
| |
| #include "libANGLE/renderer/gl/ProgramGL.h" |
| |
| #include "common/debug.h" |
| #include "common/utilities.h" |
| #include "libANGLE/renderer/gl/FunctionsGL.h" |
| #include "libANGLE/renderer/gl/ShaderGL.h" |
| #include "libANGLE/renderer/gl/StateManagerGL.h" |
| |
| namespace rx |
| { |
| |
| ProgramGL::ProgramGL(const gl::Program::Data &data, |
| const FunctionsGL *functions, |
| StateManagerGL *stateManager) |
| : ProgramImpl(data), mFunctions(functions), mStateManager(stateManager), mProgramID(0) |
| { |
| ASSERT(mFunctions); |
| ASSERT(mStateManager); |
| |
| mProgramID = mFunctions->createProgram(); |
| } |
| |
| ProgramGL::~ProgramGL() |
| { |
| mFunctions->deleteProgram(mProgramID); |
| mProgramID = 0; |
| } |
| |
| int ProgramGL::getShaderVersion() const |
| { |
| UNIMPLEMENTED(); |
| return int(); |
| } |
| |
| GLenum ProgramGL::getBinaryFormat() |
| { |
| UNIMPLEMENTED(); |
| return GLenum(); |
| } |
| |
| LinkResult ProgramGL::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) |
| { |
| UNIMPLEMENTED(); |
| return LinkResult(false, gl::Error(GL_INVALID_OPERATION)); |
| } |
| |
| gl::Error ProgramGL::save(gl::BinaryOutputStream *stream) |
| { |
| UNIMPLEMENTED(); |
| return gl::Error(GL_INVALID_OPERATION); |
| } |
| |
| LinkResult ProgramGL::link(const gl::Data &data, |
| gl::InfoLog &infoLog, |
| gl::Shader *fragmentShader, |
| gl::Shader *vertexShader, |
| std::map<int, gl::VariableLocation> *outputVariables) |
| { |
| // Reset the program state, delete the current program if one exists |
| reset(); |
| |
| const ShaderGL *vertexShaderGL = GetImplAs<ShaderGL>(vertexShader); |
| const ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(fragmentShader); |
| |
| // Attach the shaders |
| mFunctions->attachShader(mProgramID, vertexShaderGL->getShaderID()); |
| mFunctions->attachShader(mProgramID, fragmentShaderGL->getShaderID()); |
| |
| // Link and verify |
| mFunctions->linkProgram(mProgramID); |
| |
| // Detach the shaders |
| mFunctions->detachShader(mProgramID, vertexShaderGL->getShaderID()); |
| mFunctions->detachShader(mProgramID, fragmentShaderGL->getShaderID()); |
| |
| // Verify the link |
| GLint linkStatus = GL_FALSE; |
| mFunctions->getProgramiv(mProgramID, GL_LINK_STATUS, &linkStatus); |
| ASSERT(linkStatus == GL_TRUE); |
| if (linkStatus == GL_FALSE) |
| { |
| // Linking failed, put the error into the info log |
| GLint infoLogLength = 0; |
| mFunctions->getProgramiv(mProgramID, GL_INFO_LOG_LENGTH, &infoLogLength); |
| |
| std::vector<char> buf(infoLogLength); |
| mFunctions->getProgramInfoLog(mProgramID, infoLogLength, nullptr, &buf[0]); |
| |
| mFunctions->deleteProgram(mProgramID); |
| mProgramID = 0; |
| |
| infoLog << &buf[0]; |
| TRACE("\n%s", &buf[0]); |
| |
| // TODO, return GL_OUT_OF_MEMORY or just fail the link? This is an unexpected case |
| return LinkResult(false, gl::Error(GL_NO_ERROR)); |
| } |
| |
| // Query the uniform information |
| // TODO: A lot of this logic should be done at the gl::Program level |
| GLint activeUniformMaxLength = 0; |
| mFunctions->getProgramiv(mProgramID, GL_ACTIVE_UNIFORM_MAX_LENGTH, &activeUniformMaxLength); |
| |
| std::vector<GLchar> uniformNameBuffer(activeUniformMaxLength); |
| |
| GLint uniformCount = 0; |
| mFunctions->getProgramiv(mProgramID, GL_ACTIVE_UNIFORMS, &uniformCount); |
| for (GLint i = 0; i < uniformCount; i++) |
| { |
| GLsizei uniformNameLength = 0; |
| GLint uniformSize = 0; |
| GLenum uniformType = GL_NONE; |
| mFunctions->getActiveUniform(mProgramID, i, static_cast<GLsizei>(uniformNameBuffer.size()), |
| &uniformNameLength, &uniformSize, &uniformType, |
| &uniformNameBuffer[0]); |
| |
| size_t subscript = 0; |
| std::string uniformName = gl::ParseUniformName(std::string(&uniformNameBuffer[0], uniformNameLength), &subscript); |
| |
| bool isArray = uniformSize > 1 || subscript != GL_INVALID_INDEX; |
| |
| for (size_t arrayIndex = 0; arrayIndex < static_cast<size_t>(uniformSize); arrayIndex++) |
| { |
| std::string locationName = uniformName; |
| if (isArray) |
| { |
| locationName += "[" + Str(static_cast<int>(arrayIndex)) + "]"; |
| } |
| |
| GLint location = mFunctions->getUniformLocation(mProgramID, locationName.c_str()); |
| if (location >= 0) |
| { |
| mUniformIndex[location] = |
| gl::VariableLocation(uniformName, static_cast<unsigned int>(arrayIndex), |
| static_cast<unsigned int>(mUniforms.size())); |
| |
| // If the uniform is a sampler, track it in the sampler bindings array |
| if (gl::IsSamplerType(uniformType)) |
| { |
| SamplerLocation samplerLoc; |
| samplerLoc.samplerIndex = mSamplerBindings.size(); |
| samplerLoc.arrayIndex = arrayIndex; |
| mSamplerUniformMap[location] = samplerLoc; |
| } |
| } |
| } |
| |
| // ANGLE uses 0 to identify an non-array uniform. |
| unsigned int arraySize = isArray ? static_cast<unsigned int>(uniformSize) : 0; |
| |
| // TODO: determine uniform precision |
| mUniforms.push_back(new gl::LinkedUniform(uniformType, GL_NONE, uniformName, arraySize, -1, sh::BlockMemberInfo::getDefaultBlockInfo())); |
| |
| // If uniform is a sampler type, insert it into the mSamplerBindings array |
| if (gl::IsSamplerType(uniformType)) |
| { |
| SamplerBindingGL samplerBinding; |
| samplerBinding.textureType = gl::SamplerTypeToTextureType(uniformType); |
| samplerBinding.boundTextureUnits.resize(uniformSize, 0); |
| mSamplerBindings.push_back(samplerBinding); |
| } |
| } |
| |
| for (const sh::Attribute &attribute : mData.getAttributes()) |
| { |
| if (!attribute.staticUse) |
| continue; |
| |
| GLint realLocation = mFunctions->getAttribLocation(mProgramID, attribute.name.c_str()); |
| |
| // Some drivers optimize attributes more aggressively. |
| if (realLocation == -1) |
| { |
| continue; |
| } |
| |
| // TODO(jmadill): Fix this |
| ASSERT(attribute.location == realLocation); |
| |
| int registerCount = gl::VariableRegisterCount(attribute.type); |
| |
| if (mAttributeRealLocations.size() < attribute.location + registerCount + 1) |
| { |
| mAttributeRealLocations.resize(attribute.location + registerCount + 1, -1); |
| } |
| |
| for (int offset = 0; offset < registerCount; ++offset) |
| { |
| mActiveAttributesMask.set(attribute.location + offset); |
| mAttributeRealLocations[attribute.location + offset] = realLocation + offset; |
| } |
| } |
| |
| return LinkResult(true, gl::Error(GL_NO_ERROR)); |
| } |
| |
| GLboolean ProgramGL::validate(const gl::Caps & /*caps*/, gl::InfoLog * /*infoLog*/) |
| { |
| // TODO(jmadill): implement validate |
| return true; |
| } |
| |
| void ProgramGL::bindAttributeLocation(GLuint index, const std::string &name) |
| { |
| mFunctions->bindAttribLocation(mProgramID, index, name.c_str()); |
| } |
| |
| void ProgramGL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform1fv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform2fv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform3fv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform4fv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform1iv(location, count, v); |
| |
| auto iter = mSamplerUniformMap.find(location); |
| if (iter != mSamplerUniformMap.end()) |
| { |
| const SamplerLocation &samplerLoc = iter->second; |
| std::vector<GLuint> &boundTextureUnits = mSamplerBindings[samplerLoc.samplerIndex].boundTextureUnits; |
| |
| size_t copyCount = std::max<size_t>(count, boundTextureUnits.size() - samplerLoc.arrayIndex); |
| std::copy(v, v + copyCount, boundTextureUnits.begin() + samplerLoc.arrayIndex); |
| } |
| } |
| |
| void ProgramGL::setUniform2iv(GLint location, GLsizei count, const GLint *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform2iv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform3iv(GLint location, GLsizei count, const GLint *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform3iv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform4iv(GLint location, GLsizei count, const GLint *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform4iv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform1uiv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform2uiv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform3uiv(location, count, v); |
| } |
| |
| void ProgramGL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniform4uiv(location, count, v); |
| } |
| |
| void ProgramGL::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix2fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix3fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix4fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix2x3fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix3x2fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix2x4fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix4x2fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix3x4fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) |
| { |
| mStateManager->useProgram(mProgramID); |
| mFunctions->uniformMatrix4x3fv(location, count, transpose, value); |
| } |
| |
| void ProgramGL::getUniformfv(GLint location, GLfloat *params) |
| { |
| mFunctions->getUniformfv(mProgramID, location, params); |
| } |
| |
| void ProgramGL::getUniformiv(GLint location, GLint *params) |
| { |
| mFunctions->getUniformiv(mProgramID, location, params); |
| } |
| |
| void ProgramGL::getUniformuiv(GLint location, GLuint *params) |
| { |
| mFunctions->getUniformuiv(mProgramID, location, params); |
| } |
| |
| bool ProgramGL::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) |
| { |
| //UNIMPLEMENTED(); |
| return true; |
| } |
| |
| void ProgramGL::reset() |
| { |
| ProgramImpl::reset(); |
| |
| mSamplerUniformMap.clear(); |
| mSamplerBindings.clear(); |
| mActiveAttributesMask.reset(); |
| mAttributeRealLocations.clear(); |
| } |
| |
| GLuint ProgramGL::getProgramID() const |
| { |
| return mProgramID; |
| } |
| |
| const std::vector<SamplerBindingGL> &ProgramGL::getAppliedSamplerUniforms() const |
| { |
| return mSamplerBindings; |
| } |
| |
| const gl::AttributesMask &ProgramGL::getActiveAttributesMask() const |
| { |
| return mActiveAttributesMask; |
| } |
| |
| } |