blob: 55194b148e1d0e04518fdce8fd3873417e287043 [file] [log] [blame]
//
// 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;
}
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)
{
// Reset the program state, delete the current program if one exists
reset();
const gl::Shader *vertexShader = mData.getAttachedVertexShader();
const gl::Shader *fragmentShader = mData.getAttachedFragmentShader();
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());
// Bind attribute locations to match the GL layer.
for (const sh::Attribute &attribute : mData.getAttributes())
{
if (!attribute.staticUse)
{
continue;
}
mFunctions->bindAttribLocation(mProgramID, attribute.location, attribute.name.c_str());
}
// 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
ASSERT(mUniformRealLocationMap.empty());
const auto &uniforms = mData.getUniforms();
for (const gl::VariableLocation &entry : mData.getUniformLocations())
{
// From the spec:
// "Locations for sequential array indices are not required to be sequential."
const gl::LinkedUniform &uniform = uniforms[entry.index];
std::stringstream fullNameStr;
fullNameStr << uniform.name;
if (uniform.isArray())
{
fullNameStr << "[" << entry.element << "]";
}
const std::string &fullName = fullNameStr.str();
GLint realLocation = mFunctions->getUniformLocation(mProgramID, fullName.c_str());
mUniformRealLocationMap.push_back(realLocation);
}
mUniformIndexToSamplerIndex.resize(mData.getUniforms().size(), GL_INVALID_INDEX);
for (size_t uniformId = 0; uniformId < uniforms.size(); ++uniformId)
{
const gl::LinkedUniform &linkedUniform = uniforms[uniformId];
if (!linkedUniform.isSampler() || !linkedUniform.staticUse)
continue;
mUniformIndexToSamplerIndex[uniformId] = mSamplerBindings.size();
// If uniform is a sampler type, insert it into the mSamplerBindings array
SamplerBindingGL samplerBinding;
samplerBinding.textureType = gl::SamplerTypeToTextureType(linkedUniform.type);
samplerBinding.boundTextureUnits.resize(linkedUniform.elementCount(), 0);
mSamplerBindings.push_back(samplerBinding);
}
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::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform1fv(uniLoc(location), count, v);
}
void ProgramGL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform2fv(uniLoc(location), count, v);
}
void ProgramGL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform3fv(uniLoc(location), count, v);
}
void ProgramGL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform4fv(uniLoc(location), count, v);
}
void ProgramGL::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform1iv(uniLoc(location), count, v);
const gl::VariableLocation &locationEntry = mData.getUniformLocations()[location];
size_t samplerIndex = mUniformIndexToSamplerIndex[locationEntry.index];
if (samplerIndex != GL_INVALID_INDEX)
{
std::vector<GLuint> &boundTextureUnits = mSamplerBindings[samplerIndex].boundTextureUnits;
size_t copyCount =
std::max<size_t>(count, boundTextureUnits.size() - locationEntry.element);
std::copy(v, v + copyCount, boundTextureUnits.begin() + locationEntry.element);
}
}
void ProgramGL::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform2iv(uniLoc(location), count, v);
}
void ProgramGL::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform3iv(uniLoc(location), count, v);
}
void ProgramGL::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform4iv(uniLoc(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(uniLoc(location), count, v);
}
void ProgramGL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform3uiv(uniLoc(location), count, v);
}
void ProgramGL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform4uiv(uniLoc(location), count, v);
}
void ProgramGL::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix2fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix3fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix4fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix2x3fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix3x2fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix2x4fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix4x2fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix3x4fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix4x3fv(uniLoc(location), count, transpose, value);
}
void ProgramGL::setUniformBlockBinding(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
mFunctions->uniformBlockBinding(mProgramID, mUniformBlockRealLocationMap[uniformBlockIndex],
uniformBlockBinding);
}
void ProgramGL::reset()
{
mUniformRealLocationMap.clear();
mSamplerBindings.clear();
mUniformIndexToSamplerIndex.clear();
}
GLuint ProgramGL::getProgramID() const
{
return mProgramID;
}
const std::vector<SamplerBindingGL> &ProgramGL::getAppliedSamplerUniforms() const
{
return mSamplerBindings;
}
void ProgramGL::gatherUniformBlockInfo(std::vector<gl::UniformBlock> *uniformBlocks,
std::vector<gl::LinkedUniform> *uniforms)
{
mUniformBlockRealLocationMap.resize(uniformBlocks->size(), 0);
for (int i = 0; i < static_cast<int>(uniformBlocks->size()); i++)
{
auto &uniformBlock = uniformBlocks->at(i);
std::stringstream fullNameStr;
fullNameStr << uniformBlock.name;
if (uniformBlock.isArray)
{
fullNameStr << "[" << uniformBlock.arrayElement << "]";
}
GLuint blockIndex = mFunctions->getUniformBlockIndex(mProgramID, fullNameStr.str().c_str());
if (blockIndex != GL_INVALID_INDEX)
{
mUniformBlockRealLocationMap[i] = blockIndex;
GLint dataSize = 0;
mFunctions->getActiveUniformBlockiv(mProgramID, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE,
&dataSize);
uniformBlock.dataSize = dataSize;
}
else
{
// Remove this uniform block
uniformBlocks->erase(uniformBlocks->begin() + i);
i--;
}
}
for (int uniformIdx = 0; uniformIdx < static_cast<int>(uniforms->size()); uniformIdx++)
{
auto &uniform = uniforms->at(uniformIdx);
if (uniform.isInDefaultBlock())
{
continue;
}
const GLchar *uniformName = uniform.name.c_str();
GLuint uniformIndex = 0;
mFunctions->getUniformIndices(mProgramID, 1, &uniformName, &uniformIndex);
if (uniformIndex == -1)
{
// Uniform member has been optimized out, remove it from the list
// TODO: Clean this up by using a class to wrap around the uniforms so manual removal is
// not needed.
for (size_t uniformBlockIdx = 0; uniformBlockIdx < uniformBlocks->size();
uniformBlockIdx++)
{
auto &uniformBlock = uniformBlocks->at(uniformBlockIdx);
for (int memberIndex = 0;
memberIndex < static_cast<int>(uniformBlock.memberUniformIndexes.size());
memberIndex++)
{
if (uniformBlock.memberUniformIndexes[memberIndex] ==
static_cast<unsigned int>(uniformIdx))
{
uniformBlock.memberUniformIndexes.erase(
uniformBlock.memberUniformIndexes.begin() + memberIndex);
memberIndex--;
}
else if (uniformBlock.memberUniformIndexes[memberIndex] >
static_cast<unsigned int>(uniformIdx))
{
uniformBlock.memberUniformIndexes[memberIndex]--;
}
}
}
uniforms->erase(uniforms->begin() + uniformIdx);
uniformIdx--;
}
else
{
GLint offset = 0;
mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_OFFSET,
&offset);
uniform.blockInfo.offset = offset;
GLint arrayStride = 0;
mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_ARRAY_STRIDE,
&arrayStride);
uniform.blockInfo.arrayStride = arrayStride;
GLint matrixStride = 0;
mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_MATRIX_STRIDE,
&matrixStride);
uniform.blockInfo.matrixStride = matrixStride;
// TODO: determine this at the gl::Program level.
GLint isRowMajorMatrix = 0;
mFunctions->getActiveUniformsiv(mProgramID, 1, &uniformIndex, GL_UNIFORM_IS_ROW_MAJOR,
&isRowMajorMatrix);
uniform.blockInfo.isRowMajorMatrix = isRowMajorMatrix != GL_FALSE;
}
}
}
}