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shannon.woods@transgaming.combdf2d802013-02-28 23:16:20 +00001#include "precompiled.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002//
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +00003// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00004// Use of this source code is governed by a BSD-style license that can be
5// found in the LICENSE file.
6//
7
8// Shader.cpp: Implements the gl::Shader class and its derived classes
9// VertexShader and FragmentShader. Implements GL shader objects and related
10// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
11
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000012#include "libGLESv2/Shader.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000014#include "GLSLANG/ShaderLang.h"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000015#include "libGLESv2/utilities.h"
shannon.woods@transgaming.com486d9e92013-02-28 23:15:41 +000016#include "libGLESv2/renderer/Renderer.h"
17#include "libGLESv2/Constants.h"
18#include "libGLESv2/ResourceManager.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000019
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000020namespace gl
21{
22void *Shader::mFragmentCompiler = NULL;
23void *Shader::mVertexCompiler = NULL;
24
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +000025Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
26 : mHandle(handle), mRenderer(renderer), mResourceManager(manager)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000027{
28 mSource = NULL;
29 mHlsl = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000030 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000031
daniel@transgaming.com938009c2012-02-17 18:02:15 +000032 uncompile();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +000033 initializeCompiler();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000035 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000036 mDeleteStatus = false;
37}
38
39Shader::~Shader()
40{
41 delete[] mSource;
42 delete[] mHlsl;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000043 delete[] mInfoLog;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000044}
45
daniel@transgaming.com6c785212010-03-30 03:36:17 +000046GLuint Shader::getHandle() const
47{
48 return mHandle;
49}
50
shannon.woods%transgaming.com@gtempaccount.com5f339332013-04-13 03:29:02 +000051void Shader::setSource(GLsizei count, const char *const *string, const GLint *length)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000052{
53 delete[] mSource;
54 int totalLength = 0;
55
56 for (int i = 0; i < count; i++)
57 {
58 if (length && length[i] >= 0)
59 {
60 totalLength += length[i];
61 }
62 else
63 {
64 totalLength += (int)strlen(string[i]);
65 }
66 }
67
68 mSource = new char[totalLength + 1];
69 char *code = mSource;
70
71 for (int i = 0; i < count; i++)
72 {
73 int stringLength;
74
75 if (length && length[i] >= 0)
76 {
77 stringLength = length[i];
78 }
79 else
80 {
81 stringLength = (int)strlen(string[i]);
82 }
83
84 strncpy(code, string[i], stringLength);
85 code += stringLength;
86 }
87
88 mSource[totalLength] = '\0';
89}
90
daniel@transgaming.comcba50572010-03-28 19:36:09 +000091int Shader::getInfoLogLength() const
92{
93 if (!mInfoLog)
94 {
95 return 0;
96 }
97 else
98 {
99 return strlen(mInfoLog) + 1;
100 }
101}
102
103void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
104{
105 int index = 0;
106
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000107 if (bufSize > 0)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000108 {
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000109 if (mInfoLog)
110 {
111 index = std::min(bufSize - 1, (int)strlen(mInfoLog));
112 memcpy(infoLog, mInfoLog, index);
113 }
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000114
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000115 infoLog[index] = '\0';
116 }
117
118 if (length)
119 {
120 *length = index;
121 }
122}
123
124int Shader::getSourceLength() const
125{
126 if (!mSource)
127 {
128 return 0;
129 }
130 else
131 {
132 return strlen(mSource) + 1;
133 }
134}
135
zmo@google.coma574f782011-10-03 21:45:23 +0000136int Shader::getTranslatedSourceLength() const
137{
138 if (!mHlsl)
139 {
140 return 0;
141 }
142 else
143 {
144 return strlen(mHlsl) + 1;
145 }
146}
147
148void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000149{
150 int index = 0;
151
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000152 if (bufSize > 0)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000153 {
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000154 if (source)
155 {
156 index = std::min(bufSize - 1, (int)strlen(source));
157 memcpy(buffer, source, index);
158 }
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000159
zmo@google.coma574f782011-10-03 21:45:23 +0000160 buffer[index] = '\0';
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000161 }
162
163 if (length)
164 {
165 *length = index;
166 }
167}
168
zmo@google.coma574f782011-10-03 21:45:23 +0000169void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer)
170{
171 getSourceImpl(mSource, bufSize, length, buffer);
172}
173
174void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer)
175{
176 getSourceImpl(mHlsl, bufSize, length, buffer);
177}
178
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000179const sh::ActiveUniforms &Shader::getUniforms()
180{
181 return mActiveUniforms;
182}
183
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000184bool Shader::isCompiled()
185{
186 return mHlsl != NULL;
187}
188
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000189const char *Shader::getHLSL()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000190{
191 return mHlsl;
192}
193
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000194void Shader::addRef()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000195{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000196 mRefCount++;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000197}
198
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000199void Shader::release()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000200{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000201 mRefCount--;
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000202
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000203 if (mRefCount == 0 && mDeleteStatus)
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000204 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000205 mResourceManager->deleteShader(mHandle);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000206 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000207}
208
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000209unsigned int Shader::getRefCount() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000210{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000211 return mRefCount;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000212}
213
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000214bool Shader::isFlaggedForDeletion() const
215{
216 return mDeleteStatus;
217}
218
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000219void Shader::flagForDeletion()
220{
221 mDeleteStatus = true;
222}
223
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000224// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
225void Shader::initializeCompiler()
226{
227 if (!mFragmentCompiler)
228 {
229 int result = ShInitialize();
230
231 if (result)
232 {
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000233 ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
234
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000235 ShBuiltInResources resources;
236 ShInitBuiltInResources(&resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000237
238 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +0000239 resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000240 resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000241 resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000242 resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000243 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +0000244 resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
shannon.woods%transgaming.com@gtempaccount.come266c832013-04-13 03:31:48 +0000245 resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000246 resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport();
shannon.woods%transgaming.com@gtempaccount.come266c832013-04-13 03:31:48 +0000247 resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1;
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000248 // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
shannon.woods%transgaming.com@gtempaccount.com331192d2013-04-13 03:27:57 +0000249 resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
shannonwoods@chromium.org74b86cf2013-05-30 00:02:58 +0000250 // GLSL ES 3.0 constants
251 resources.MaxVertexOutputVectors = mRenderer->getMaxVaryingVectors();
252 resources.MaxFragmentInputVectors = mRenderer->getMaxVaryingVectors();
253 resources.MinProgramTexelOffset = -8; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_NEGATIVE
254 resources.MaxProgramTexelOffset = 7; // D3D10_COMMONSHADER_TEXEL_OFFSET_MAX_POSITIVE
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000255
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000256 mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
257 mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000258 }
259 }
260}
261
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000262void Shader::releaseCompiler()
263{
264 ShDestruct(mFragmentCompiler);
265 ShDestruct(mVertexCompiler);
266
267 mFragmentCompiler = NULL;
268 mVertexCompiler = NULL;
alokp@chromium.org90033b92010-05-24 15:02:43 +0000269
270 ShFinalize();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000271}
272
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000273void Shader::parseVaryings()
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000274{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000275 if (mHlsl)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000276 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000277 const char *input = strstr(mHlsl, "// Varyings") + 12;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000278
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000279 while(true)
280 {
shannon.woods%transgaming.com@gtempaccount.com1886fd42013-04-13 03:41:45 +0000281 char string1[256];
282 char string2[256];
283 char string3[256];
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000284
shannon.woods%transgaming.com@gtempaccount.com1886fd42013-04-13 03:41:45 +0000285 int matches = sscanf(input, "static %255s %255s %255s", string1, string2, string3);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000286
shannon.woods%transgaming.com@gtempaccount.com1886fd42013-04-13 03:41:45 +0000287 char *interpolation = "linear"; // Default
288 char *type = string1;
289 char *name = string2;
290
291 if (matches == 0)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000292 {
293 break;
294 }
shannon.woods%transgaming.com@gtempaccount.com1886fd42013-04-13 03:41:45 +0000295 else if (matches == 3)
296 {
297 if (string3[0] != '=') // Explicit interpolation qualifier
298 {
299 type = string2;
300 name = string3;
301 }
302 }
303 else UNREACHABLE();
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000304
shannon.woods%transgaming.com@gtempaccount.com1886fd42013-04-13 03:41:45 +0000305 char *array = strstr(name, "[");
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000306 int size = 1;
307
308 if (array)
309 {
310 size = atoi(array + 1);
311 *array = '\0';
312 }
313
shannon.woods%transgaming.com@gtempaccount.com1886fd42013-04-13 03:41:45 +0000314 mVaryings.push_back(Varying(parseInterpolation(interpolation), parseType(type), name, size, array != NULL));
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000315
316 input = strstr(input, ";") + 2;
317 }
318
shannon.woods%transgaming.com@gtempaccount.comaa8b5cf2013-04-13 03:31:55 +0000319 mUsesMultipleRenderTargets = strstr(mHlsl, "GL_USES_MRT") != NULL;
320 mUsesFragColor = strstr(mHlsl, "GL_USES_FRAG_COLOR") != NULL;
321 mUsesFragData = strstr(mHlsl, "GL_USES_FRAG_DATA") != NULL;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000322 mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL;
323 mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
daniel@transgaming.combe5a0862010-07-28 19:20:37 +0000324 mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL;
325 mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL;
shannonwoods@chromium.org03299882013-05-30 00:05:26 +0000326 mUsesDepthRange = strstr(mHlsl, "GL_USES_DEPTH_RANGE") != NULL;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000327 }
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000328}
329
shannon.woods@transgaming.com5bcf7df2013-01-25 21:55:33 +0000330void Shader::resetVaryingsRegisterAssignment()
331{
332 for (VaryingList::iterator var = mVaryings.begin(); var != mVaryings.end(); var++)
333 {
334 var->reg = -1;
335 var->col = -1;
336 }
337}
338
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000339// initialize/clean up previous state
340void Shader::uncompile()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000341{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000342 // set by compileToHLSL
343 delete[] mHlsl;
344 mHlsl = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000345 delete[] mInfoLog;
346 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000347
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000348 // set by parseVaryings
349 mVaryings.clear();
350
shannon.woods%transgaming.com@gtempaccount.comaa8b5cf2013-04-13 03:31:55 +0000351 mUsesMultipleRenderTargets = false;
352 mUsesFragColor = false;
353 mUsesFragData = false;
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000354 mUsesFragCoord = false;
355 mUsesFrontFacing = false;
356 mUsesPointSize = false;
357 mUsesPointCoord = false;
shannonwoods@chromium.org03299882013-05-30 00:05:26 +0000358 mUsesDepthRange = false;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000359
360 mActiveUniforms.clear();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000361}
362
363void Shader::compileToHLSL(void *compiler)
364{
365 // ensure we don't pass a NULL source to the compiler
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000366 const char *source = "\0";
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000367 if (mSource)
368 {
369 source = mSource;
370 }
371
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000372 // ensure the compiler is loaded
373 initializeCompiler();
374
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000375 int compileOptions = SH_OBJECT_CODE;
376 std::string sourcePath;
377 if (perfActive())
378 {
379 sourcePath = getTempPath();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000380 writeFile(sourcePath.c_str(), source, strlen(source));
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000381 compileOptions |= SH_LINE_DIRECTIVES;
382 }
383
384 int result;
385 if (sourcePath.empty())
386 {
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000387 result = ShCompile(compiler, &source, 1, compileOptions);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000388 }
389 else
390 {
391 const char* sourceStrings[2] =
392 {
393 sourcePath.c_str(),
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000394 source
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000395 };
396
397 result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH);
398 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000399
shannon.woods%transgaming.com@gtempaccount.com0bbed382013-04-13 03:38:07 +0000400 size_t shaderVersion = 100;
401 ShGetInfo(compiler, SH_SHADER_VERSION, &shaderVersion);
402
403 if (shaderVersion == 300 && mRenderer->getCurrentClientVersion() < 3)
404 {
405 const char versionError[] = "GLSL ES 3.00 is not supported by OpenGL ES 2.0 contexts";
406 mInfoLog = new char[sizeof(versionError) + 1];
407 strcpy(mInfoLog, versionError);
408
409 TRACE("\n%s", mInfoLog);
410 }
411 else if (result)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000412 {
shannon.woods@transgaming.comd64b3da2013-02-28 23:19:26 +0000413 size_t objCodeLen = 0;
alokp@chromium.org7beea402010-09-15 21:18:34 +0000414 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
415 mHlsl = new char[objCodeLen];
416 ShGetObjectCode(compiler, mHlsl);
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000417
418 void *activeUniforms;
419 ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
420 mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000421 }
422 else
423 {
shannon.woods@transgaming.comd64b3da2013-02-28 23:19:26 +0000424 size_t infoLogLen = 0;
alokp@chromium.org7beea402010-09-15 21:18:34 +0000425 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
426 mInfoLog = new char[infoLogLen];
427 ShGetInfoLog(compiler, mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000428
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000429 TRACE("\n%s", mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000430 }
431}
432
shannon.woods%transgaming.com@gtempaccount.com1886fd42013-04-13 03:41:45 +0000433Interpolation Shader::parseInterpolation(const std::string &type)
434{
435 if (type == "linear")
436 {
437 return Smooth;
438 }
439 else if (type == "centroid")
440 {
441 return Centroid;
442 }
443 else if (type == "nointerpolation")
444 {
445 return Flat;
446 }
447 else UNREACHABLE();
448
449 return Smooth;
450}
451
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000452GLenum Shader::parseType(const std::string &type)
453{
454 if (type == "float")
455 {
456 return GL_FLOAT;
457 }
458 else if (type == "float2")
459 {
460 return GL_FLOAT_VEC2;
461 }
462 else if (type == "float3")
463 {
464 return GL_FLOAT_VEC3;
465 }
466 else if (type == "float4")
467 {
468 return GL_FLOAT_VEC4;
469 }
470 else if (type == "float2x2")
471 {
472 return GL_FLOAT_MAT2;
473 }
474 else if (type == "float3x3")
475 {
476 return GL_FLOAT_MAT3;
477 }
478 else if (type == "float4x4")
479 {
480 return GL_FLOAT_MAT4;
481 }
482 else UNREACHABLE();
483
484 return GL_NONE;
485}
486
487// true if varying x has a higher priority in packing than y
488bool Shader::compareVarying(const Varying &x, const Varying &y)
489{
490 if(x.type == y.type)
491 {
492 return x.size > y.size;
493 }
494
495 switch (x.type)
496 {
497 case GL_FLOAT_MAT4: return true;
498 case GL_FLOAT_MAT2:
499 switch(y.type)
500 {
501 case GL_FLOAT_MAT4: return false;
502 case GL_FLOAT_MAT2: return true;
503 case GL_FLOAT_VEC4: return true;
504 case GL_FLOAT_MAT3: return true;
505 case GL_FLOAT_VEC3: return true;
506 case GL_FLOAT_VEC2: return true;
507 case GL_FLOAT: return true;
508 default: UNREACHABLE();
509 }
510 break;
511 case GL_FLOAT_VEC4:
512 switch(y.type)
513 {
514 case GL_FLOAT_MAT4: return false;
515 case GL_FLOAT_MAT2: return false;
516 case GL_FLOAT_VEC4: return true;
517 case GL_FLOAT_MAT3: return true;
518 case GL_FLOAT_VEC3: return true;
519 case GL_FLOAT_VEC2: return true;
520 case GL_FLOAT: return true;
521 default: UNREACHABLE();
522 }
523 break;
524 case GL_FLOAT_MAT3:
525 switch(y.type)
526 {
527 case GL_FLOAT_MAT4: return false;
528 case GL_FLOAT_MAT2: return false;
529 case GL_FLOAT_VEC4: return false;
530 case GL_FLOAT_MAT3: return true;
531 case GL_FLOAT_VEC3: return true;
532 case GL_FLOAT_VEC2: return true;
533 case GL_FLOAT: return true;
534 default: UNREACHABLE();
535 }
536 break;
537 case GL_FLOAT_VEC3:
538 switch(y.type)
539 {
540 case GL_FLOAT_MAT4: return false;
541 case GL_FLOAT_MAT2: return false;
542 case GL_FLOAT_VEC4: return false;
543 case GL_FLOAT_MAT3: return false;
544 case GL_FLOAT_VEC3: return true;
545 case GL_FLOAT_VEC2: return true;
546 case GL_FLOAT: return true;
547 default: UNREACHABLE();
548 }
549 break;
550 case GL_FLOAT_VEC2:
551 switch(y.type)
552 {
553 case GL_FLOAT_MAT4: return false;
554 case GL_FLOAT_MAT2: return false;
555 case GL_FLOAT_VEC4: return false;
556 case GL_FLOAT_MAT3: return false;
557 case GL_FLOAT_VEC3: return false;
558 case GL_FLOAT_VEC2: return true;
559 case GL_FLOAT: return true;
560 default: UNREACHABLE();
561 }
562 break;
563 case GL_FLOAT: return false;
564 default: UNREACHABLE();
565 }
566
567 return false;
568}
569
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000570VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
571 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000572{
573}
574
575VertexShader::~VertexShader()
576{
577}
578
579GLenum VertexShader::getType()
580{
581 return GL_VERTEX_SHADER;
582}
583
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000584void VertexShader::uncompile()
585{
586 Shader::uncompile();
587
588 // set by ParseAttributes
589 mAttributes.clear();
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000590}
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000591
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000592void VertexShader::compile()
593{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000594 uncompile();
595
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000596 compileToHLSL(mVertexCompiler);
597 parseAttributes();
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000598 parseVaryings();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000599}
600
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000601int VertexShader::getSemanticIndex(const std::string &attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000602{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000603 if (!attributeName.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000604 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000605 int semanticIndex = 0;
606 for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000607 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000608 if (attribute->name == attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000609 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000610 return semanticIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000611 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000612
613 semanticIndex += VariableRowCount(attribute->type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000614 }
615 }
616
617 return -1;
618}
619
620void VertexShader::parseAttributes()
621{
daniel@transgaming.com2cdf8332012-02-17 18:00:50 +0000622 const char *hlsl = getHLSL();
623 if (hlsl)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000624 {
daniel@transgaming.com2cdf8332012-02-17 18:00:50 +0000625 const char *input = strstr(hlsl, "// Attributes") + 14;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000626
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000627 while(true)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000628 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000629 char attributeType[256];
630 char attributeName[256];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000631
daniel@transgaming.com7ea933f2010-12-12 08:52:42 +0000632 int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000633
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000634 if (matches != 2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000635 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000636 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000637 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000638
639 mAttributes.push_back(Attribute(parseType(attributeType), attributeName));
640
641 input = strstr(input, ";") + 2;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000642 }
643 }
644}
645
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000646FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
647 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000648{
649}
650
651FragmentShader::~FragmentShader()
652{
653}
654
655GLenum FragmentShader::getType()
656{
657 return GL_FRAGMENT_SHADER;
658}
659
660void FragmentShader::compile()
661{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000662 uncompile();
663
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000664 compileToHLSL(mFragmentCompiler);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000665 parseVaryings();
daniel@transgaming.comcde6a612012-02-17 18:01:10 +0000666 mVaryings.sort(compareVarying);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000667}
668}