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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.h: Defines the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
10#ifndef LIBGLESV2_PROGRAM_H_
11#define LIBGLESV2_PROGRAM_H_
12
13#include "Context.h"
14
15#include <d3dx9.h>
16#include <string>
17#include <vector>
18
19namespace gl
20{
21class FragmentShader;
22class VertexShader;
23
daniel@transgaming.com86487c22010-03-11 19:41:43 +000024// Helper struct representing a single shader uniform
25struct Uniform
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000026{
daniel@transgaming.com0361b922010-03-28 19:36:15 +000027 Uniform(GLenum type, const std::string &name, unsigned int bytes);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028
29 ~Uniform();
30
daniel@transgaming.com0361b922010-03-28 19:36:15 +000031 const GLenum type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000032 const std::string name;
33 const unsigned int bytes;
34 unsigned char *data;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035};
36
37class Program
38{
39 public:
40 Program();
41
42 ~Program();
43
44 bool attachShader(Shader *shader);
45 bool detachShader(Shader *shader);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000046 int getAttachedShadersCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000047
48 IDirect3DPixelShader9 *getPixelShader();
49 IDirect3DVertexShader9 *getVertexShader();
50
51 void bindAttributeLocation(GLuint index, const char *name);
52 GLuint getAttributeLocation(const char *name);
53 bool isActiveAttribute(int attributeIndex);
54 int getInputMapping(int attributeIndex);
55
56 GLint getSamplerMapping(unsigned int samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +000057 SamplerType getSamplerType(unsigned int samplerIndex);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000058
59 GLint getUniformLocation(const char *name);
60 bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
61 bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
62 bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
63 bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
64 bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
65 bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
66 bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
67 bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
68
69 void applyUniforms();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000070
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000071 void link();
72 bool isLinked();
daniel@transgaming.comcba50572010-03-28 19:36:09 +000073 int getInfoLogLength() const;
74 void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
daniel@transgaming.com6c785212010-03-30 03:36:17 +000075 void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000076
77 void flagForDeletion();
78 bool isFlaggedForDeletion() const;
79
80 private:
81 DISALLOW_COPY_AND_ASSIGN(Program);
82
83 ID3DXBuffer *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
84 void unlink(bool destroy = false);
85
86 bool linkAttributes();
daniel@transgaming.com86487c22010-03-11 19:41:43 +000087 bool linkUniforms(ID3DXConstantTable *constantTable);
88 bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
89 bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
90 Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000091 bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
92 bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
93 bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
94 bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
95 bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
96 bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
97 bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
98 bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
99
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000100 void appendToInfoLog(const char *info);
101
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000102 FragmentShader *mFragmentShader;
103 VertexShader *mVertexShader;
104
105 IDirect3DPixelShader9 *mPixelExecutable;
106 IDirect3DVertexShader9 *mVertexExecutable;
107 ID3DXConstantTable *mConstantTablePS;
108 ID3DXConstantTable *mConstantTableVS;
109
110 char *mAttributeName[MAX_VERTEX_ATTRIBS];
111 int mInputMapping[MAX_VERTEX_ATTRIBS];
112
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000113 struct Sampler
114 {
115 bool active;
116 GLint logicalTextureUnit;
117 SamplerType type;
118 };
119
120 Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000121
122 typedef std::vector<Uniform*> UniformArray;
123 UniformArray mUniforms;
124
125 bool mLinked;
126 bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000127 char *mInfoLog;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000128};
129}
130
131#endif // LIBGLESV2_PROGRAM_H_