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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.cpp: Implements 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#include "Program.h"
11
12#include "main.h"
13#include "Shader.h"
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000014#include "common/debug.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000015
16namespace gl
17{
daniel@transgaming.com0361b922010-03-28 19:36:15 +000018Uniform::Uniform(GLenum type, const std::string &name, unsigned int bytes) : type(type), name(name), bytes(bytes)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000019{
20 this->data = new unsigned char[bytes];
21 memset(this->data, 0, bytes);
22}
23
24Uniform::~Uniform()
25{
26 delete[] data;
27}
28
29Program::Program()
30{
31 mFragmentShader = NULL;
32 mVertexShader = NULL;
33
34 mPixelExecutable = NULL;
35 mVertexExecutable = NULL;
36 mConstantTablePS = NULL;
37 mConstantTableVS = NULL;
38
39 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
40 {
41 mAttributeName[index] = NULL;
42 }
43
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +000044 mPixelHLSL = NULL;
45 mVertexHLSL = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000046 mInfoLog = NULL;
47
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000048 unlink();
49
50 mDeleteStatus = false;
51}
52
53Program::~Program()
54{
55 unlink(true);
56}
57
58bool Program::attachShader(Shader *shader)
59{
60 if (shader->getType() == GL_VERTEX_SHADER)
61 {
62 if (mVertexShader)
63 {
64 return false;
65 }
66
67 mVertexShader = (VertexShader*)shader;
68 mVertexShader->attach();
69 }
70 else if (shader->getType() == GL_FRAGMENT_SHADER)
71 {
72 if (mFragmentShader)
73 {
74 return false;
75 }
76
77 mFragmentShader = (FragmentShader*)shader;
78 mFragmentShader->attach();
79 }
80 else UNREACHABLE();
81
82 return true;
83}
84
85bool Program::detachShader(Shader *shader)
86{
87 if (shader->getType() == GL_VERTEX_SHADER)
88 {
89 if (mVertexShader != shader)
90 {
91 return false;
92 }
93
94 mVertexShader->detach();
95 mVertexShader = NULL;
96 }
97 else if (shader->getType() == GL_FRAGMENT_SHADER)
98 {
99 if (mFragmentShader != shader)
100 {
101 return false;
102 }
103
104 mFragmentShader->detach();
105 mFragmentShader = NULL;
106 }
107 else UNREACHABLE();
108
109 unlink();
110
111 return true;
112}
113
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000114int Program::getAttachedShadersCount() const
115{
116 return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
117}
118
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000119IDirect3DPixelShader9 *Program::getPixelShader()
120{
121 return mPixelExecutable;
122}
123
124IDirect3DVertexShader9 *Program::getVertexShader()
125{
126 return mVertexExecutable;
127}
128
129void Program::bindAttributeLocation(GLuint index, const char *name)
130{
131 if (index < MAX_VERTEX_ATTRIBS)
132 {
133 delete[] mAttributeName[index];
134 mAttributeName[index] = new char[strlen(name) + 1];
135 strcpy(mAttributeName[index], name);
136 }
137}
138
139GLuint Program::getAttributeLocation(const char *name)
140{
141 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
142 {
143 if (mAttributeName[index] && strcmp(mAttributeName[index], name) == 0)
144 {
145 return index;
146 }
147 }
148
149 return -1;
150}
151
152bool Program::isActiveAttribute(int attributeIndex)
153{
154 if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
155 {
156 return mInputMapping[attributeIndex] != -1;
157 }
158
159 return false;
160}
161
162int Program::getInputMapping(int attributeIndex)
163{
164 if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
165 {
166 return mInputMapping[attributeIndex];
167 }
168
169 return -1;
170}
171
172// Returns the index of the texture unit corresponding to a Direct3D 9 sampler
173// index referenced in the compiled HLSL shader
174GLint Program::getSamplerMapping(unsigned int samplerIndex)
175{
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000176 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
177
178 if (mSamplers[samplerIndex].active)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000179 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000180 return mSamplers[samplerIndex].logicalTextureUnit;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000181 }
182
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000183 return -1;
184}
185
186SamplerType Program::getSamplerType(unsigned int samplerIndex)
187{
188 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
189 assert(mSamplers[samplerIndex].active);
190
191 return mSamplers[samplerIndex].type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000192}
193
194GLint Program::getUniformLocation(const char *name)
195{
196 for (unsigned int location = 0; location < mUniforms.size(); location++)
197 {
198 if (mUniforms[location]->name == name)
199 {
200 return location;
201 }
202 }
203
204 return -1;
205}
206
207bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
208{
209 if (location < 0 || location >= (int)mUniforms.size())
210 {
211 return false;
212 }
213
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000214 if (mUniforms[location]->type != GL_FLOAT || mUniforms[location]->bytes < sizeof(GLfloat) * count)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000215 {
216 return false;
217 }
218
219 memcpy(mUniforms[location]->data, v, sizeof(GLfloat) * count);
220
221 return true;
222}
223
224bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
225{
226 if (location < 0 || location >= (int)mUniforms.size())
227 {
228 return false;
229 }
230
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000231 if (mUniforms[location]->type != GL_FLOAT_VEC2 || mUniforms[location]->bytes < 2 * sizeof(GLfloat) * count)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000232 {
233 return false;
234 }
235
236 memcpy(mUniforms[location]->data, v, 2 * sizeof(GLfloat) * count);
237
238 return true;
239}
240
241bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
242{
243 if (location < 0 || location >= (int)mUniforms.size())
244 {
245 return false;
246 }
247
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000248 if (mUniforms[location]->type != GL_FLOAT_VEC3 || mUniforms[location]->bytes < 3 * sizeof(GLfloat) * count)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000249 {
250 return false;
251 }
252
253 memcpy(mUniforms[location]->data, v, 3 * sizeof(GLfloat) * count);
254
255 return true;
256}
257
258bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
259{
260 if (location < 0 || location >= (int)mUniforms.size())
261 {
262 return false;
263 }
264
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000265 if (mUniforms[location]->type != GL_FLOAT_VEC4 || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000266 {
267 return false;
268 }
269
270 memcpy(mUniforms[location]->data, v, 4 * sizeof(GLfloat) * count);
271
272 return true;
273}
274
275bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
276{
277 if (location < 0 || location >= (int)mUniforms.size())
278 {
279 return false;
280 }
281
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000282 if (mUniforms[location]->type != GL_FLOAT_MAT2 || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000283 {
284 return false;
285 }
286
287 memcpy(mUniforms[location]->data, value, 4 * sizeof(GLfloat) * count);
288
289 return true;
290}
291
292bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
293{
294 if (location < 0 || location >= (int)mUniforms.size())
295 {
296 return false;
297 }
298
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000299 if (mUniforms[location]->type != GL_FLOAT_MAT3 || mUniforms[location]->bytes < 9 * sizeof(GLfloat) * count)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000300 {
301 return false;
302 }
303
304 memcpy(mUniforms[location]->data, value, 9 * sizeof(GLfloat) * count);
305
306 return true;
307}
308
309bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
310{
311 if (location < 0 || location >= (int)mUniforms.size())
312 {
313 return false;
314 }
315
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000316 if (mUniforms[location]->type != GL_FLOAT_MAT4 || mUniforms[location]->bytes < 16 * sizeof(GLfloat) * count)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000317 {
318 return false;
319 }
320
321 memcpy(mUniforms[location]->data, value, 16 * sizeof(GLfloat) * count);
322
323 return true;
324}
325
326bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
327{
328 if (location < 0 || location >= (int)mUniforms.size())
329 {
330 return false;
331 }
332
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000333 if (mUniforms[location]->type != GL_INT || mUniforms[location]->bytes < sizeof(GLint) * count)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000334 {
335 return false;
336 }
337
338 memcpy(mUniforms[location]->data, v, sizeof(GLint) * count);
339
340 return true;
341}
342
343// Applies all the uniforms set for this program object to the Direct3D 9 device
344void Program::applyUniforms()
345{
346 for (unsigned int location = 0; location < mUniforms.size(); location++)
347 {
348 int bytes = mUniforms[location]->bytes;
349 GLfloat *f = (GLfloat*)mUniforms[location]->data;
350 GLint *i = (GLint*)mUniforms[location]->data;
351
352 switch (mUniforms[location]->type)
353 {
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000354 case GL_FLOAT: applyUniform1fv(location, bytes / sizeof(GLfloat), f); break;
355 case GL_FLOAT_VEC2: applyUniform2fv(location, bytes / 2 / sizeof(GLfloat), f); break;
356 case GL_FLOAT_VEC3: applyUniform3fv(location, bytes / 3 / sizeof(GLfloat), f); break;
357 case GL_FLOAT_VEC4: applyUniform4fv(location, bytes / 4 / sizeof(GLfloat), f); break;
358 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, bytes / 4 / sizeof(GLfloat), f); break;
359 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, bytes / 9 / sizeof(GLfloat), f); break;
360 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, bytes / 16 / sizeof(GLfloat), f); break;
361 case GL_INT: applyUniform1iv(location, bytes / sizeof(GLint), i); break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000362 default:
363 UNIMPLEMENTED(); // FIXME
364 UNREACHABLE();
365 }
366 }
367}
368
369// Compiles the HLSL code of the attached shaders into executable binaries
370ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
371{
372 if (!hlsl)
373 {
374 return NULL;
375 }
376
377 ID3DXBuffer *binary = NULL;
378 ID3DXBuffer *errorMessage = NULL;
379
daniel@transgaming.comcbbca002010-04-01 13:39:32 +0000380 HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, 0, "main", profile, 0, &binary, &errorMessage, constantTable);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000381
382 if (SUCCEEDED(result))
383 {
384 return binary;
385 }
386
387 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
388 {
389 return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
390 }
391
392 if (errorMessage)
393 {
394 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000395
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000396 TRACE("\n%s", hlsl);
397 TRACE("\n%s", message);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000398 }
399
400 return NULL;
401}
402
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000403void Program::parseVaryings(const char *structure, char *hlsl, VaryingArray &varyings)
404{
405 char *input = strstr(hlsl, structure);
406 input += strlen(structure);
407
408 while (input && *input != '}')
409 {
410 char varyingType[256];
411 char varyingName[256];
412 unsigned int semanticIndex;
413 int matches = sscanf(input, " %s %s : TEXCOORD%d;", varyingType, varyingName, &semanticIndex);
414
415 if (matches == 3)
416 {
417 ASSERT(semanticIndex <= 9); // Single character
418
419 varyings.push_back(Varying(varyingName, input));
420 }
421
422 input = strstr(input, ";");
423 input += 2;
424 }
425}
426
427bool Program::linkVaryings()
428{
429 if (!mPixelHLSL || !mVertexHLSL)
430 {
431 return false;
432 }
433
434 VaryingArray vertexVaryings;
435 VaryingArray pixelVaryings;
436
437 parseVaryings("struct VS_OUTPUT\n{\n", mVertexHLSL, vertexVaryings);
438 parseVaryings("struct PS_INPUT\n{\n", mPixelHLSL, pixelVaryings);
439
440 for (unsigned int out = 0; out < vertexVaryings.size(); out++)
441 {
442 unsigned int in;
443 for (in = 0; in < pixelVaryings.size(); in++)
444 {
445 if (vertexVaryings[out].name == pixelVaryings[in].name)
446 {
447 pixelVaryings[in].link = out;
448 vertexVaryings[out].link = in;
449
450 break;
451 }
452 }
453
454 if (in != pixelVaryings.size())
455 {
456 // FIXME: Verify matching type and qualifiers
457
458 char *outputSemantic = strstr(vertexVaryings[out].declaration, " : TEXCOORD");
459 char *inputSemantic = strstr(pixelVaryings[in].declaration, " : TEXCOORD");
460 outputSemantic[11] = inputSemantic[11];
461 }
462 else
463 {
464 // Comment out the declaration and output assignment
465 vertexVaryings[out].declaration[0] = '/';
466 vertexVaryings[out].declaration[1] = '/';
467
468 char outputString[256];
469 sprintf(outputString, " output.%s = ", vertexVaryings[out].name.c_str());
470 char *varyingOutput = strstr(mVertexHLSL, outputString);
471
472 varyingOutput[0] = '/';
473 varyingOutput[1] = '/';
474 }
475 }
476
477 // Verify that each pixel varying has been linked to a vertex varying
478 for (unsigned int in = 0; in < pixelVaryings.size(); in++)
479 {
480 if (pixelVaryings[in].link < 0)
481 {
482 return false;
483 }
484 }
485
486 return true;
487}
488
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000489// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
490// compiling them into binaries, determining the attribute mappings, and collecting
491// a list of uniforms
492void Program::link()
493{
494 if (mLinked)
495 {
496 return;
497 }
498
499 unlink();
500
501 if (!mFragmentShader || !mFragmentShader->isCompiled())
502 {
503 return;
504 }
505
506 if (!mVertexShader || !mVertexShader->isCompiled())
507 {
508 return;
509 }
510
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +0000511 Context *context = getContext();
512 const char *vertexProfile = context->getVertexShaderProfile();
513 const char *pixelProfile = context->getPixelShaderProfile();
daniel@transgaming.comdebe2592010-03-24 09:44:08 +0000514
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000515 const char *ps = mFragmentShader->getHLSL();
516 const char *vs = mVertexShader->getHLSL();
517
518 mPixelHLSL = new char[strlen(ps) + 1];
519 strcpy(mPixelHLSL, ps);
520 mVertexHLSL = new char[strlen(vs) + 1];
521 strcpy(mVertexHLSL, vs);
522
523 if (!linkVaryings())
524 {
525 return;
526 }
527
528 ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL, vertexProfile, &mConstantTableVS);
529 ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL, pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000530
531 if (vertexBinary && pixelBinary)
532 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +0000533 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000534 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
535 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
536
537 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
538 {
539 return error(GL_OUT_OF_MEMORY);
540 }
541
542 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000543
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000544 vertexBinary->Release();
545 pixelBinary->Release();
546 vertexBinary = NULL;
547 pixelBinary = NULL;
548
549 if (mVertexExecutable && mPixelExecutable)
550 {
551 if (!linkAttributes())
552 {
553 return;
554 }
555
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000556 for (int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++)
557 {
558 mSamplers[i].active = false;
559 }
560
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000561 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000562 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000563 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000564 }
565
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000566 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000567 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000568 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000569 }
570
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000571 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000572 }
573 }
574}
575
576// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
577bool Program::linkAttributes()
578{
579 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
580 {
581 const char *name = mVertexShader->getAttributeName(attributeIndex);
582
583 if (name)
584 {
585 GLuint location = getAttributeLocation(name);
586
587 if (location == -1) // Not set by glBindAttribLocation
588 {
589 int availableIndex = 0;
590
591 while (availableIndex < MAX_VERTEX_ATTRIBS && mAttributeName[availableIndex] && mVertexShader->isActiveAttribute(mAttributeName[availableIndex]))
592 {
593 availableIndex++;
594 }
595
596 if (availableIndex == MAX_VERTEX_ATTRIBS)
597 {
598 return false; // Fail to link
599 }
600
601 delete[] mAttributeName[availableIndex];
602 mAttributeName[availableIndex] = new char[strlen(name) + 1]; // FIXME: Check allocation
603 strcpy(mAttributeName[availableIndex], name);
604 }
605 }
606 }
607
608 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
609 {
610 mInputMapping[attributeIndex] = mVertexShader->getInputMapping(mAttributeName[attributeIndex]);
611 }
612
613 return true;
614}
615
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000616bool Program::linkUniforms(ID3DXConstantTable *constantTable)
617{
618 D3DXCONSTANTTABLE_DESC constantTableDescription;
619 D3DXCONSTANT_DESC constantDescription;
620 UINT descriptionCount = 1;
621
622 constantTable->GetDesc(&constantTableDescription);
623
624 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
625 {
626 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
627 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
628
629 if (!defineUniform(constantHandle, constantDescription))
630 {
631 return false;
632 }
633 }
634
635 return true;
636}
637
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000638// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000639// Returns true if succesful (uniform not already defined)
640bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
641{
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000642 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
643 {
644 unsigned int samplerIndex = constantDescription.RegisterIndex;
645
646 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
647
648 mSamplers[samplerIndex].active = true;
649 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
650 mSamplers[samplerIndex].logicalTextureUnit = 0;
651 }
652
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000653 switch(constantDescription.Class)
654 {
655 case D3DXPC_STRUCT:
656 {
657 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
658 {
659 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
660
661 D3DXCONSTANT_DESC fieldDescription;
662 UINT descriptionCount = 1;
663
664 mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
665
666 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + "."))
667 {
668 return false;
669 }
670 }
671
672 return true;
673 }
674 case D3DXPC_SCALAR:
675 case D3DXPC_VECTOR:
676 case D3DXPC_MATRIX_COLUMNS:
677 case D3DXPC_OBJECT:
678 return defineUniform(constantDescription, name + constantDescription.Name);
679 default:
680 UNREACHABLE();
681 return false;
682 }
683}
684
685bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
686{
687 Uniform *uniform = createUniform(constantDescription, name);
688
689 if(!uniform)
690 {
691 return false;
692 }
693
694 // Check if already defined
695 GLint location = getUniformLocation(name.c_str());
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000696 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +0000697
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000698 if (location >= 0)
699 {
700 delete uniform;
701
702 if (mUniforms[location]->type != type)
703 {
704 return false;
705 }
706 else
707 {
708 return true;
709 }
710 }
711
712 mUniforms.push_back(uniform);
713
714 return true;
715}
716
717Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000718{
719 if (constantDescription.Rows == 1) // Vectors and scalars
720 {
721 switch (constantDescription.Type)
722 {
723 case D3DXPT_SAMPLER2D:
724 case D3DXPT_SAMPLERCUBE:
725 case D3DXPT_BOOL:
726 switch (constantDescription.Columns)
727 {
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000728 case 1: return new Uniform(GL_INT, name, 1 * sizeof(GLint) * constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000729 default:
730 UNIMPLEMENTED(); // FIXME
731 UNREACHABLE();
732 }
733 break;
734 case D3DXPT_FLOAT:
735 switch (constantDescription.Columns)
736 {
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000737 case 1: return new Uniform(GL_FLOAT, name, 1 * sizeof(GLfloat) * constantDescription.Elements);
738 case 2: return new Uniform(GL_FLOAT_VEC2, name, 2 * sizeof(GLfloat) * constantDescription.Elements);
739 case 3: return new Uniform(GL_FLOAT_VEC3, name, 3 * sizeof(GLfloat) * constantDescription.Elements);
740 case 4: return new Uniform(GL_FLOAT_VEC4, name, 4 * sizeof(GLfloat) * constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000741 default: UNREACHABLE();
742 }
743 break;
744 default:
745 UNIMPLEMENTED(); // FIXME
746 UNREACHABLE();
747 }
748 }
749 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
750 {
751 switch (constantDescription.Type)
752 {
753 case D3DXPT_FLOAT:
754 switch (constantDescription.Rows)
755 {
daniel@transgaming.com0361b922010-03-28 19:36:15 +0000756 case 2: return new Uniform(GL_FLOAT_MAT2, name, 2 * 2 * sizeof(GLfloat) * constantDescription.Elements);
757 case 3: return new Uniform(GL_FLOAT_MAT3, name, 3 * 3 * sizeof(GLfloat) * constantDescription.Elements);
758 case 4: return new Uniform(GL_FLOAT_MAT4, name, 4 * 4 * sizeof(GLfloat) * constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000759 default: UNREACHABLE();
760 }
761 break;
762 default: UNREACHABLE();
763 }
764 }
765 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000766
767 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000768}
769
770bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
771{
772 D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
773 D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
774 IDirect3DDevice9 *device = getDevice();
775
776 if (constantPS)
777 {
778 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
779 }
780
781 if (constantVS)
782 {
783 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
784 }
785
786 return true;
787}
788
789bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
790{
791 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
792
793 for (int i = 0; i < count; i++)
794 {
795 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
796
797 v += 2;
798 }
799
800 D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
801 D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
802 IDirect3DDevice9 *device = getDevice();
803
804 if (constantPS)
805 {
806 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
807 }
808
809 if (constantVS)
810 {
811 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
812 }
813
814 delete[] vector;
815
816 return true;
817}
818
819bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
820{
821 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
822
823 for (int i = 0; i < count; i++)
824 {
825 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
826
827 v += 3;
828 }
829
830 D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
831 D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
832 IDirect3DDevice9 *device = getDevice();
833
834 if (constantPS)
835 {
836 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
837 }
838
839 if (constantVS)
840 {
841 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
842 }
843
844 delete[] vector;
845
846 return true;
847}
848
849bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
850{
851 D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
852 D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
853 IDirect3DDevice9 *device = getDevice();
854
855 if (constantPS)
856 {
857 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
858 }
859
860 if (constantVS)
861 {
862 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
863 }
864
865 return true;
866}
867
868bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
869{
870 D3DXMATRIX *matrix = new D3DXMATRIX[count];
871
872 for (int i = 0; i < count; i++)
873 {
874 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
875 value[1], value[3], 0, 0,
876 0, 0, 1, 0,
877 0, 0, 0, 1);
878
879 value += 4;
880 }
881
882 D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
883 D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
884 IDirect3DDevice9 *device = getDevice();
885
886 if (constantPS)
887 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +0000888 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000889 }
890
891 if (constantVS)
892 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +0000893 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000894 }
895
896 delete[] matrix;
897
898 return true;
899}
900
901bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
902{
903 D3DXMATRIX *matrix = new D3DXMATRIX[count];
904
905 for (int i = 0; i < count; i++)
906 {
907 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
908 value[1], value[4], value[7], 0,
909 value[2], value[5], value[8], 0,
910 0, 0, 0, 1);
911
912 value += 9;
913 }
914
915 D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
916 D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
917 IDirect3DDevice9 *device = getDevice();
918
919 if (constantPS)
920 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +0000921 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000922 }
923
924 if (constantVS)
925 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +0000926 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000927 }
928
929 delete[] matrix;
930
931 return true;
932}
933
934bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
935{
936 D3DXMATRIX *matrix = new D3DXMATRIX[count];
937
938 for (int i = 0; i < count; i++)
939 {
940 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
941 value[1], value[5], value[9], value[13],
942 value[2], value[6], value[10], value[14],
943 value[3], value[7], value[11], value[15]);
944
945 value += 16;
946 }
947
948 D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
949 D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
950 IDirect3DDevice9 *device = getDevice();
951
952 if (constantPS)
953 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +0000954 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000955 }
956
957 if (constantVS)
958 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +0000959 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000960 }
961
962 delete[] matrix;
963
964 return true;
965}
966
967bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
968{
969 D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str());
970 D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str());
971 IDirect3DDevice9 *device = getDevice();
972
973 if (constantPS)
974 {
975 D3DXCONSTANT_DESC constantDescription;
976 UINT descriptionCount = 1;
977 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
978
daniel@transgaming.com2884b782010-03-08 21:30:48 +0000979 if (FAILED(result))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000980 {
981 return false;
982 }
983
984 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
985 {
986 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
987
988 for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
989 {
990 GLint mappedSampler = v[0];
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000991
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000992 if (mappedSampler >= 0 && mappedSampler < MAX_TEXTURE_IMAGE_UNITS)
993 {
994 if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
995 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000996 ASSERT(mSamplers[samplerIndex].active);
997 mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000998 }
999 }
1000 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001001
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001002 return true;
1003 }
1004 }
1005
1006 if (constantPS)
1007 {
1008 mConstantTablePS->SetIntArray(device, constantPS, v, count);
1009 }
1010
1011 if (constantVS)
1012 {
1013 mConstantTableVS->SetIntArray(device, constantVS, v, count);
1014 }
1015
1016 return true;
1017}
1018
daniel@transgaming.comcba50572010-03-28 19:36:09 +00001019void Program::appendToInfoLog(const char *info)
1020{
1021 if (!info)
1022 {
1023 return;
1024 }
1025
1026 size_t infoLength = strlen(info);
1027
1028 if (!mInfoLog)
1029 {
1030 mInfoLog = new char[infoLength + 1];
1031 strcpy(mInfoLog, info);
1032 }
1033 else
1034 {
1035 size_t logLength = strlen(mInfoLog);
1036 char *newLog = new char[logLength + infoLength + 1];
1037 strcpy(newLog, mInfoLog);
1038 strcpy(newLog + logLength, info);
1039
1040 delete[] mInfoLog;
1041 mInfoLog = newLog;
1042 }
1043}
1044
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001045// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
1046void Program::unlink(bool destroy)
1047{
1048 if (destroy) // Object being destructed
1049 {
1050 if (mFragmentShader)
1051 {
1052 mFragmentShader->detach();
1053 mFragmentShader = NULL;
1054 }
1055
1056 if (mVertexShader)
1057 {
1058 mVertexShader->detach();
1059 mVertexShader = NULL;
1060 }
1061
1062 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
1063 {
1064 delete[] mAttributeName[index];
1065 mAttributeName[index] = NULL;
1066 }
1067 }
1068
1069 if (mPixelExecutable)
1070 {
1071 mPixelExecutable->Release();
1072 mPixelExecutable = NULL;
1073 }
1074
1075 if (mVertexExecutable)
1076 {
1077 mVertexExecutable->Release();
1078 mVertexExecutable = NULL;
1079 }
1080
1081 if (mConstantTablePS)
1082 {
1083 mConstantTablePS->Release();
1084 mConstantTablePS = NULL;
1085 }
1086
1087 if (mConstantTableVS)
1088 {
1089 mConstantTableVS->Release();
1090 mConstantTableVS = NULL;
1091 }
1092
1093 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
1094 {
1095 mInputMapping[index] = 0;
1096 }
1097
1098 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
1099 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001100 mSamplers[index].active = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001101 }
1102
1103 while (!mUniforms.empty())
1104 {
1105 delete mUniforms.back();
1106 mUniforms.pop_back();
1107 }
1108
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001109 delete[] mPixelHLSL;
1110 mPixelHLSL = NULL;
1111
1112 delete[] mVertexHLSL;
1113 mVertexHLSL = NULL;
1114
1115 delete[] mInfoLog;
1116 mInfoLog = NULL;
1117
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001118 mLinked = false;
1119}
1120
1121bool Program::isLinked()
1122{
1123 return mLinked;
1124}
1125
daniel@transgaming.comcba50572010-03-28 19:36:09 +00001126int Program::getInfoLogLength() const
1127{
1128 if (!mInfoLog)
1129 {
1130 return 0;
1131 }
1132 else
1133 {
1134 return strlen(mInfoLog) + 1;
1135 }
1136}
1137
1138void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
1139{
1140 int index = 0;
1141
1142 if (mInfoLog)
1143 {
1144 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
1145 {
1146 infoLog[index] = mInfoLog[index];
1147 index++;
1148 }
1149 }
1150
1151 if (bufSize)
1152 {
1153 infoLog[index] = '\0';
1154 }
1155
1156 if (length)
1157 {
1158 *length = index;
1159 }
1160}
1161
daniel@transgaming.com6c785212010-03-30 03:36:17 +00001162void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
1163{
1164 int total = 0;
1165
1166 if (mVertexShader)
1167 {
1168 if (total < maxCount)
1169 {
1170 shaders[total] = mVertexShader->getHandle();
1171 }
1172
1173 total++;
1174 }
1175
1176 if (mFragmentShader)
1177 {
1178 if (total < maxCount)
1179 {
1180 shaders[total] = mFragmentShader->getHandle();
1181 }
1182
1183 total++;
1184 }
1185
1186 if (count)
1187 {
1188 *count = total;
1189 }
1190}
1191
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001192void Program::flagForDeletion()
1193{
1194 mDeleteStatus = true;
1195}
1196
1197bool Program::isFlaggedForDeletion() const
1198{
1199 return mDeleteStatus;
1200}
1201}