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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
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000010#include "libGLESv2/Program.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000011
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000012#include "common/debug.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000014#include "libGLESv2/main.h"
15#include "libGLESv2/Shader.h"
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000016#include "libGLESv2/utilities.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000018namespace gl
19{
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000020unsigned int Program::mCurrentSerial = 1;
21
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000022std::string str(int i)
23{
24 char buffer[20];
25 sprintf(buffer, "%d", i);
26 return buffer;
27}
28
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000029Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(name), arraySize(arraySize)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000031 int bytes = UniformTypeSize(type) * arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000032 data = new unsigned char[bytes];
33 memset(data, 0, bytes);
34 dirty = true;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000035 handlesSet = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000036}
37
38Uniform::~Uniform()
39{
40 delete[] data;
41}
42
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000043UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index)
44 : name(name), element(element), index(index)
45{
46}
47
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000048Program::Program()
49{
50 mFragmentShader = NULL;
51 mVertexShader = NULL;
52
53 mPixelExecutable = NULL;
54 mVertexExecutable = NULL;
55 mConstantTablePS = NULL;
56 mConstantTableVS = NULL;
57
daniel@transgaming.comcba50572010-03-28 19:36:09 +000058 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +000059 mValidated = false;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000060
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000061 unlink();
62
63 mDeleteStatus = false;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000064
65 mSerial = issueSerial();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000066}
67
68Program::~Program()
69{
70 unlink(true);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000071
72 if (mVertexShader != NULL)
73 {
74 mVertexShader->detach();
75 }
76
77 if (mFragmentShader != NULL)
78 {
79 mFragmentShader->detach();
80 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000081}
82
83bool Program::attachShader(Shader *shader)
84{
85 if (shader->getType() == GL_VERTEX_SHADER)
86 {
87 if (mVertexShader)
88 {
89 return false;
90 }
91
92 mVertexShader = (VertexShader*)shader;
93 mVertexShader->attach();
94 }
95 else if (shader->getType() == GL_FRAGMENT_SHADER)
96 {
97 if (mFragmentShader)
98 {
99 return false;
100 }
101
102 mFragmentShader = (FragmentShader*)shader;
103 mFragmentShader->attach();
104 }
105 else UNREACHABLE();
106
107 return true;
108}
109
110bool Program::detachShader(Shader *shader)
111{
112 if (shader->getType() == GL_VERTEX_SHADER)
113 {
114 if (mVertexShader != shader)
115 {
116 return false;
117 }
118
119 mVertexShader->detach();
120 mVertexShader = NULL;
121 }
122 else if (shader->getType() == GL_FRAGMENT_SHADER)
123 {
124 if (mFragmentShader != shader)
125 {
126 return false;
127 }
128
129 mFragmentShader->detach();
130 mFragmentShader = NULL;
131 }
132 else UNREACHABLE();
133
134 unlink();
135
136 return true;
137}
138
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000139int Program::getAttachedShadersCount() const
140{
141 return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
142}
143
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000144IDirect3DPixelShader9 *Program::getPixelShader()
145{
146 return mPixelExecutable;
147}
148
149IDirect3DVertexShader9 *Program::getVertexShader()
150{
151 return mVertexExecutable;
152}
153
154void Program::bindAttributeLocation(GLuint index, const char *name)
155{
156 if (index < MAX_VERTEX_ATTRIBS)
157 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000158 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
159 {
160 mAttributeBinding[i].erase(name);
161 }
162
163 mAttributeBinding[index].insert(name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000164 }
165}
166
167GLuint Program::getAttributeLocation(const char *name)
168{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000169 if (name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000170 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000171 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000172 {
daniel@transgaming.com85423182010-04-22 13:35:27 +0000173 if (mLinkedAttribute[index].name == std::string(name))
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000174 {
175 return index;
176 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000177 }
178 }
179
180 return -1;
181}
182
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000183int Program::getSemanticIndex(int attributeIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000184{
185 if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
186 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000187 return mSemanticIndex[attributeIndex];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000188 }
189
190 return -1;
191}
192
193// Returns the index of the texture unit corresponding to a Direct3D 9 sampler
194// index referenced in the compiled HLSL shader
195GLint Program::getSamplerMapping(unsigned int samplerIndex)
196{
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000197 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
198
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000199 GLint logicalTextureUnit = -1;
200
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000201 if (mSamplers[samplerIndex].active)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000202 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000203 logicalTextureUnit = mSamplers[samplerIndex].logicalTextureUnit;
204 }
205
206 if (logicalTextureUnit < MAX_TEXTURE_IMAGE_UNITS)
207 {
208 return logicalTextureUnit;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000209 }
210
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000211 return -1;
212}
213
214SamplerType Program::getSamplerType(unsigned int samplerIndex)
215{
216 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
217 assert(mSamplers[samplerIndex].active);
218
219 return mSamplers[samplerIndex].type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000220}
221
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000222bool Program::isSamplerDirty(unsigned int samplerIndex) const
223{
224 if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]))
225 {
226 return mSamplers[samplerIndex].dirty;
227 }
228 else UNREACHABLE();
229
230 return false;
231}
232
233void Program::setSamplerDirty(unsigned int samplerIndex, bool dirty)
234{
235 if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]))
236 {
237 mSamplers[samplerIndex].dirty = dirty;
238 }
239 else UNREACHABLE();
240}
241
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000242GLint Program::getUniformLocation(const char *name)
243{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000244 std::string nameStr(name);
245 int subscript = 0;
246 size_t beginB = nameStr.find('[');
247 size_t endB = nameStr.find(']');
248 if (beginB != std::string::npos && endB != std::string::npos)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000249 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000250 std::string subscrStr = nameStr.substr(beginB + 1, beginB - endB - 1);
251 nameStr.erase(beginB);
252 subscript = atoi(subscrStr.c_str());
253 }
254
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000255 nameStr = decorate(nameStr);
256
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000257 unsigned int numUniforms = mUniformIndex.size();
258 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000259 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000260 if (mUniformIndex[location].name == nameStr &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000261 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000262 {
263 return location;
264 }
265 }
266
267 return -1;
268}
269
270bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
271{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000272 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000273 {
274 return false;
275 }
276
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000277 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000278 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000279
280 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000281 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000282 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000283
284 if (arraySize == 1 && count > 1)
285 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
286
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000287 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000288
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000289 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
290 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000291 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000292 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000293 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000294 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000295
296 if (arraySize == 1 && count > 1)
297 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000298
299 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000300 GLboolean *boolParams = new GLboolean[count];
301
302 for (int i = 0; i < count; ++i)
303 {
304 if (v[i] == 0.0f)
305 {
306 boolParams[i] = GL_FALSE;
307 }
308 else
309 {
310 boolParams[i] = GL_TRUE;
311 }
312 }
313
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000314 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
315 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000316
317 delete [] boolParams;
318 }
319 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000320 {
321 return false;
322 }
323
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000324 return true;
325}
326
327bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
328{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000329 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000330 {
331 return false;
332 }
333
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000334 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000335 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000336
337 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000338 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000339 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000340
341 if (arraySize == 1 && count > 1)
342 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
343
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000344 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000345
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000346 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
347 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000348 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000349 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000350 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000351 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000352
353 if (arraySize == 1 && count > 1)
354 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
355
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000356 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
357
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000358 GLboolean *boolParams = new GLboolean[count * 2];
359
360 for (int i = 0; i < count * 2; ++i)
361 {
362 if (v[i] == 0.0f)
363 {
364 boolParams[i] = GL_FALSE;
365 }
366 else
367 {
368 boolParams[i] = GL_TRUE;
369 }
370 }
371
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000372 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
373 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000374
375 delete [] boolParams;
376 }
377 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000378 {
379 return false;
380 }
381
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000382 return true;
383}
384
385bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
386{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000387 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000388 {
389 return false;
390 }
391
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000392 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000393 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000394
395 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000396 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000397 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000398
399 if (arraySize == 1 && count > 1)
400 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
401
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000402 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000403
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000404 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
405 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000406 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000407 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000408 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000409 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000410
411 if (arraySize == 1 && count > 1)
412 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
413
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000414 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000415 GLboolean *boolParams = new GLboolean[count * 3];
416
417 for (int i = 0; i < count * 3; ++i)
418 {
419 if (v[i] == 0.0f)
420 {
421 boolParams[i] = GL_FALSE;
422 }
423 else
424 {
425 boolParams[i] = GL_TRUE;
426 }
427 }
428
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000429 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
430 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000431
432 delete [] boolParams;
433 }
434 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000435 {
436 return false;
437 }
438
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000439 return true;
440}
441
442bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
443{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000444 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000445 {
446 return false;
447 }
448
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000449 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000450 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000451
452 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000453 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000454 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000455
456 if (arraySize == 1 && count > 1)
457 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
458
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000459 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000460
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000461 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
462 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000463 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000464 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000465 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000466 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000467
468 if (arraySize == 1 && count > 1)
469 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
470
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000471 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000472 GLboolean *boolParams = new GLboolean[count * 4];
473
474 for (int i = 0; i < count * 4; ++i)
475 {
476 if (v[i] == 0.0f)
477 {
478 boolParams[i] = GL_FALSE;
479 }
480 else
481 {
482 boolParams[i] = GL_TRUE;
483 }
484 }
485
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000486 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
487 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000488
489 delete [] boolParams;
490 }
491 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000492 {
493 return false;
494 }
495
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000496 return true;
497}
498
499bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
500{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000501 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000502 {
503 return false;
504 }
505
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000506 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000507 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000508
509 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510 {
511 return false;
512 }
513
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000514 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000515
516 if (arraySize == 1 && count > 1)
517 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
518
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000519 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000520
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000521 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
522 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000523
524 return true;
525}
526
527bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
528{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000529 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000530 {
531 return false;
532 }
533
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000534 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000535 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000536
537 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000538 {
539 return false;
540 }
541
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000542 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000543
544 if (arraySize == 1 && count > 1)
545 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
546
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000547 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000548
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000549 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
550 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000551
552 return true;
553}
554
555bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
556{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000557 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000558 {
559 return false;
560 }
561
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000562 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000563 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000564
565 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000566 {
567 return false;
568 }
569
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000570 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000571
572 if (arraySize == 1 && count > 1)
573 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
574
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000575 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000576
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000577 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
578 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000579
580 return true;
581}
582
583bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
584{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000585 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000586 {
587 return false;
588 }
589
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000590 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000591 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000592
593 if (targetUniform->type == GL_INT)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000594 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000595 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000596
597 if (arraySize == 1 && count > 1)
598 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
599
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000600 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000601
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000602 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
603 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000604 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000605 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000606 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000607 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000608
609 if (arraySize == 1 && count > 1)
610 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
611
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000612 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000613 GLboolean *boolParams = new GLboolean[count];
614
615 for (int i = 0; i < count; ++i)
616 {
617 if (v[i] == 0)
618 {
619 boolParams[i] = GL_FALSE;
620 }
621 else
622 {
623 boolParams[i] = GL_TRUE;
624 }
625 }
626
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000627 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
628 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000629
630 delete [] boolParams;
631 }
632 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000633 {
634 return false;
635 }
636
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000637 return true;
638}
639
640bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
641{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000642 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000643 {
644 return false;
645 }
646
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000647 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000648 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000649
650 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000651 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000652 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000653
654 if (arraySize == 1 && count > 1)
655 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
656
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000657 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000658
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000659 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
660 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000661 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000662 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000663 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000664 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000665
666 if (arraySize == 1 && count > 1)
667 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
668
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000669 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000670 GLboolean *boolParams = new GLboolean[count * 2];
671
672 for (int i = 0; i < count * 2; ++i)
673 {
674 if (v[i] == 0)
675 {
676 boolParams[i] = GL_FALSE;
677 }
678 else
679 {
680 boolParams[i] = GL_TRUE;
681 }
682 }
683
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000684 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
685 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000686
687 delete [] boolParams;
688 }
689 else
690 {
691 return false;
692 }
693
694 return true;
695}
696
697bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
698{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000699 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000700 {
701 return false;
702 }
703
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000704 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000705 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000706
707 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000708 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000709 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000710
711 if (arraySize == 1 && count > 1)
712 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
713
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000714 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000715
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000716 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
717 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000718 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000719 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000720 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000721 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000722
723 if (arraySize == 1 && count > 1)
724 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
725
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000726 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000727 GLboolean *boolParams = new GLboolean[count * 3];
728
729 for (int i = 0; i < count * 3; ++i)
730 {
731 if (v[i] == 0)
732 {
733 boolParams[i] = GL_FALSE;
734 }
735 else
736 {
737 boolParams[i] = GL_TRUE;
738 }
739 }
740
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000741 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
742 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000743
744 delete [] boolParams;
745 }
746 else
747 {
748 return false;
749 }
750
751 return true;
752}
753
754bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
755{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000756 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000757 {
758 return false;
759 }
760
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000761 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000762 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000763
764 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000765 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000766 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000767
768 if (arraySize == 1 && count > 1)
769 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
770
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000771 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000772
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000773 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
774 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000775 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000776 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000777 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000778 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000779
780 if (arraySize == 1 && count > 1)
781 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
782
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000783 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000784 GLboolean *boolParams = new GLboolean[count * 4];
785
786 for (int i = 0; i < count * 4; ++i)
787 {
788 if (v[i] == 0)
789 {
790 boolParams[i] = GL_FALSE;
791 }
792 else
793 {
794 boolParams[i] = GL_TRUE;
795 }
796 }
797
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000798 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
799 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000800
801 delete [] boolParams;
802 }
803 else
804 {
805 return false;
806 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000807
808 return true;
809}
810
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000811bool Program::getUniformfv(GLint location, GLfloat *params)
812{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000813 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000814 {
815 return false;
816 }
817
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000818 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000819
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000820 unsigned int count = UniformComponentCount(targetUniform->type);
821
822 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000823 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000824 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000825 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000826 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000827
828 for (unsigned int i = 0; i < count; ++i)
829 {
830 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
831 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000832 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000833 break;
834 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000835 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
836 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000837 break;
838 case GL_INT:
839 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000840 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000841
842 for (unsigned int i = 0; i < count; ++i)
843 {
844 params[i] = (float)intParams[i];
845 }
846 }
847 break;
848 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000849 }
850
851 return true;
852}
853
854bool Program::getUniformiv(GLint location, GLint *params)
855{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000856 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000857 {
858 return false;
859 }
860
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000861 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000862
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000863 unsigned int count = UniformComponentCount(targetUniform->type);
864
865 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000866 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000867 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000868 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000869 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000870
871 for (unsigned int i = 0; i < count; ++i)
872 {
873 params[i] = (GLint)boolParams[i];
874 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000875 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000876 break;
877 case GL_FLOAT:
878 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000879 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000880
881 for (unsigned int i = 0; i < count; ++i)
882 {
883 params[i] = (GLint)floatParams[i];
884 }
885 }
886 break;
887 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000888 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
889 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000890 break;
891 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000892 }
893
894 return true;
895}
896
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000897void Program::dirtyAllUniforms()
898{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000899 unsigned int numUniforms = mUniforms.size();
900 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000901 {
902 mUniforms[index]->dirty = true;
903 }
904}
905
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000906void Program::dirtyAllSamplers()
907{
908 for (unsigned int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; ++index)
909 {
910 mSamplers[index].dirty = true;
911 }
912}
913
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000914// Applies all the uniforms set for this program object to the Direct3D 9 device
915void Program::applyUniforms()
916{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000917 unsigned int numUniforms = mUniformIndex.size();
918 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000919 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000920 if (mUniformIndex[location].element != 0)
921 {
922 continue;
923 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000924
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000925 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
926
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000927 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000928 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000929 int arraySize = targetUniform->arraySize;
930 GLfloat *f = (GLfloat*)targetUniform->data;
931 GLint *i = (GLint*)targetUniform->data;
932 GLboolean *b = (GLboolean*)targetUniform->data;
933
934 switch (targetUniform->type)
935 {
936 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
937 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
938 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
939 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
940 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
941 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
942 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
943 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
944 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
945 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
946 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
947 case GL_INT: applyUniform1iv(location, arraySize, i); break;
948 case GL_INT_VEC2: applyUniform2iv(location, arraySize, i); break;
949 case GL_INT_VEC3: applyUniform3iv(location, arraySize, i); break;
950 case GL_INT_VEC4: applyUniform4iv(location, arraySize, i); break;
951 default:
952 UNREACHABLE();
953 }
954
955 targetUniform->dirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000956 }
957 }
958}
959
960// Compiles the HLSL code of the attached shaders into executable binaries
961ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
962{
963 if (!hlsl)
964 {
965 return NULL;
966 }
967
968 ID3DXBuffer *binary = NULL;
969 ID3DXBuffer *errorMessage = NULL;
970
daniel@transgaming.com0f189612010-05-07 13:03:36 +0000971 HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, NULL, "main", profile, 0, &binary, &errorMessage, constantTable);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000972
973 if (SUCCEEDED(result))
974 {
975 return binary;
976 }
977
978 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
979 {
980 return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
981 }
982
983 if (errorMessage)
984 {
985 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000986
daniel@transgaming.com0df16872010-05-12 16:51:08 +0000987 appendToInfoLog("%s\n", message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000988 TRACE("\n%s", hlsl);
989 TRACE("\n%s", message);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000990 }
991
992 return NULL;
993}
994
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000995// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
996// Returns the number of used varying registers, or -1 if unsuccesful
997int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000998{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000999 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001000 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001001 int n = VariableRowCount(varying->type) * varying->size;
1002 int m = VariableColumnCount(varying->type);
1003 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001004
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001005 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001006 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001007 for (int r = 0; r <= MAX_VARYING_VECTORS - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001008 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001009 bool available = true;
1010
1011 for (int y = 0; y < n && available; y++)
1012 {
1013 for (int x = 0; x < m && available; x++)
1014 {
1015 if (packing[r + y][x])
1016 {
1017 available = false;
1018 }
1019 }
1020 }
1021
1022 if (available)
1023 {
1024 varying->reg = r;
1025 varying->col = 0;
1026
1027 for (int y = 0; y < n; y++)
1028 {
1029 for (int x = 0; x < m; x++)
1030 {
1031 packing[r + y][x] = &*varying;
1032 }
1033 }
1034
1035 success = true;
1036 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001037 }
1038
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001039 if (!success && m == 2)
1040 {
1041 for (int r = MAX_VARYING_VECTORS - n; r >= 0 && !success; r--)
1042 {
1043 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001044
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001045 for (int y = 0; y < n && available; y++)
1046 {
1047 for (int x = 2; x < 4 && available; x++)
1048 {
1049 if (packing[r + y][x])
1050 {
1051 available = false;
1052 }
1053 }
1054 }
1055
1056 if (available)
1057 {
1058 varying->reg = r;
1059 varying->col = 2;
1060
1061 for (int y = 0; y < n; y++)
1062 {
1063 for (int x = 2; x < 4; x++)
1064 {
1065 packing[r + y][x] = &*varying;
1066 }
1067 }
1068
1069 success = true;
1070 }
1071 }
1072 }
1073 }
1074 else if (m == 1)
1075 {
1076 int space[4] = {0};
1077
1078 for (int y = 0; y < MAX_VARYING_VECTORS; y++)
1079 {
1080 for (int x = 0; x < 4; x++)
1081 {
1082 space[x] += packing[y][x] ? 0 : 1;
1083 }
1084 }
1085
1086 int column = 0;
1087
1088 for (int x = 0; x < 4; x++)
1089 {
1090 if (space[x] > n && space[x] < space[column])
1091 {
1092 column = x;
1093 }
1094 }
1095
1096 if (space[column] > n)
1097 {
1098 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1099 {
1100 if (!packing[r][column])
1101 {
1102 varying->reg = r;
1103
1104 for (int y = r; y < r + n; y++)
1105 {
1106 packing[y][column] = &*varying;
1107 }
1108
1109 break;
1110 }
1111 }
1112
1113 varying->col = column;
1114
1115 success = true;
1116 }
1117 }
1118 else UNREACHABLE();
1119
1120 if (!success)
1121 {
1122 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1123
1124 return -1;
1125 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001126 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001127
1128 // Return the number of used registers
1129 int registers = 0;
1130
1131 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1132 {
1133 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1134 {
1135 registers++;
1136 }
1137 }
1138
1139 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001140}
1141
1142bool Program::linkVaryings()
1143{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001144 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001145 {
1146 return false;
1147 }
1148
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001149 const Varying *packing[MAX_VARYING_VECTORS][4] = {NULL};
1150 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001151
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001152 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001153 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001154 return false;
1155 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001156
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001157 if (registers == MAX_VARYING_VECTORS && mFragmentShader->mUsesFragCoord)
1158 {
1159 appendToInfoLog("No varying registers left to support gl_FragCoord");
1160
1161 return false;
1162 }
1163
1164 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1165 {
1166 bool matched = false;
1167
1168 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1169 {
1170 if (output->name == input->name)
1171 {
1172 if (output->type != input->type || output->size != input->size)
1173 {
1174 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1175
1176 return false;
1177 }
1178
1179 output->reg = input->reg;
1180 output->col = input->col;
1181
1182 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001183 break;
1184 }
1185 }
1186
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001187 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001188 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001189 appendToInfoLog("Fragment varying varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001190
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001191 return false;
1192 }
1193 }
1194
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001195 mVertexHLSL += "struct VS_INPUT\n"
1196 "{\n";
1197
1198 int semanticIndex = 0;
1199 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1200 {
1201 switch (attribute->type)
1202 {
1203 case GL_FLOAT: mVertexHLSL += " float "; break;
1204 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1205 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1206 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1207 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1208 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1209 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1210 default: UNREACHABLE();
1211 }
1212
1213 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1214
1215 semanticIndex += VariableRowCount(attribute->type);
1216 }
1217
1218 mVertexHLSL += "};\n"
1219 "\n"
1220 "struct VS_OUTPUT\n"
1221 "{\n"
1222 " float4 gl_Position : POSITION;\n";
1223
1224 for (int r = 0; r < registers; r++)
1225 {
1226 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1227
1228 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : TEXCOORD" + str(r) + ";\n";
1229 }
1230
1231 if (mFragmentShader->mUsesFragCoord)
1232 {
1233 mVertexHLSL += " float4 gl_FragCoord : TEXCOORD" + str(registers) + ";\n";
1234 }
1235
1236 mVertexHLSL += "};\n"
1237 "\n"
1238 "VS_OUTPUT main(VS_INPUT input)\n"
1239 "{\n";
1240
1241 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1242 {
1243 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1244
1245 if (VariableRowCount(attribute->type) > 1) // Matrix
1246 {
1247 mVertexHLSL += "transpose";
1248 }
1249
1250 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1251 }
1252
1253 mVertexHLSL += "\n"
1254 " gl_main();\n"
1255 "\n"
1256 " VS_OUTPUT output;\n"
1257 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
1258 " output.gl_Position.y = -(gl_Position.y - dx_HalfPixelSize.y * gl_Position.w);\n"
1259 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1260 " output.gl_Position.w = gl_Position.w;\n";
1261
1262 if (mFragmentShader->mUsesFragCoord)
1263 {
1264 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1265 }
1266
1267 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1268 {
1269 if (varying->reg >= 0)
1270 {
1271 for (int i = 0; i < varying->size; i++)
1272 {
1273 int rows = VariableRowCount(varying->type);
1274
1275 for (int j = 0; j < rows; j++)
1276 {
1277 int r = varying->reg + i * rows + j;
1278 mVertexHLSL += " output.v" + str(r);
1279
1280 bool sharedRegister = false; // Register used by multiple varyings
1281
1282 for (int x = 0; x < 4; x++)
1283 {
1284 if (packing[r][x] && packing[r][x] != packing[r][0])
1285 {
1286 sharedRegister = true;
1287 break;
1288 }
1289 }
1290
1291 if(sharedRegister)
1292 {
1293 mVertexHLSL += ".";
1294
1295 for (int x = 0; x < 4; x++)
1296 {
1297 if (packing[r][x] == &*varying)
1298 {
1299 switch(x)
1300 {
1301 case 0: mVertexHLSL += "x"; break;
1302 case 1: mVertexHLSL += "y"; break;
1303 case 2: mVertexHLSL += "z"; break;
1304 case 3: mVertexHLSL += "w"; break;
1305 }
1306 }
1307 }
1308 }
1309
1310 mVertexHLSL += " = " + varying->name;
1311
1312 if (varying->array)
1313 {
1314 mVertexHLSL += "[" + str(i) + "]";
1315 }
1316
1317 if (rows > 1)
1318 {
1319 mVertexHLSL += "[" + str(j) + "]";
1320 }
1321
1322 mVertexHLSL += ";\n";
1323 }
1324 }
1325 }
1326 }
1327
1328 mVertexHLSL += "\n"
1329 " return output;\n"
1330 "}\n";
1331
1332 mPixelHLSL += "struct PS_INPUT\n"
1333 "{\n";
1334
1335 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1336 {
1337 if (varying->reg >= 0)
1338 {
1339 for (int i = 0; i < varying->size; i++)
1340 {
1341 int rows = VariableRowCount(varying->type);
1342 for (int j = 0; j < rows; j++)
1343 {
1344 std::string n = str(varying->reg + i * rows + j);
1345 mPixelHLSL += " float4 v" + n + " : TEXCOORD" + n + ";\n";
1346 }
1347 }
1348 }
1349 else UNREACHABLE();
1350 }
1351
1352 if (mFragmentShader->mUsesFragCoord)
1353 {
1354 mPixelHLSL += " float4 gl_FragCoord : TEXCOORD" + str(registers) + ";\n";
1355 }
1356
1357 if (mFragmentShader->mUsesFrontFacing)
1358 {
1359 mPixelHLSL += " float vFace : VFACE;\n";
1360 }
1361
1362 mPixelHLSL += "};\n"
1363 "\n"
1364 "struct PS_OUTPUT\n"
1365 "{\n"
1366 " float4 gl_Color[1] : COLOR;\n"
1367 "};\n"
1368 "\n"
1369 "PS_OUTPUT main(PS_INPUT input)\n"
1370 "{\n";
1371
1372 if (mFragmentShader->mUsesFragCoord)
1373 {
1374 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"
1375 " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Window.x + dx_Window.z;\n"
1376 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_Window.y + dx_Window.w;\n"
1377 " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
1378 " gl_FragCoord.w = rhw;\n";
1379 }
1380
1381 if (mFragmentShader->mUsesFrontFacing)
1382 {
1383 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1384 }
1385
1386 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1387 {
1388 if (varying->reg >= 0)
1389 {
1390 for (int i = 0; i < varying->size; i++)
1391 {
1392 int rows = VariableRowCount(varying->type);
1393 for (int j = 0; j < rows; j++)
1394 {
1395 std::string n = str(varying->reg + i * rows + j);
1396 mPixelHLSL += " " + varying->name;
1397
1398 if (varying->array)
1399 {
1400 mPixelHLSL += "[" + str(i) + "]";
1401 }
1402
1403 if (rows > 1)
1404 {
1405 mPixelHLSL += "[" + str(j) + "]";
1406 }
1407
1408 mPixelHLSL += " = input.v" + n + ";\n";
1409 }
1410 }
1411 }
1412 else UNREACHABLE();
1413 }
1414
1415 mPixelHLSL += "\n"
1416 " gl_main();\n"
1417 "\n"
1418 " PS_OUTPUT output;\n"
1419 " output.gl_Color[0] = gl_Color[0];\n"
1420 "\n"
1421 " return output;\n"
1422 "}\n";
1423
1424 TRACE("\n%s", mPixelHLSL.c_str());
1425 TRACE("\n%s", mVertexHLSL.c_str());
1426
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001427 return true;
1428}
1429
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001430// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1431// compiling them into binaries, determining the attribute mappings, and collecting
1432// a list of uniforms
1433void Program::link()
1434{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001435 unlink();
1436
1437 if (!mFragmentShader || !mFragmentShader->isCompiled())
1438 {
1439 return;
1440 }
1441
1442 if (!mVertexShader || !mVertexShader->isCompiled())
1443 {
1444 return;
1445 }
1446
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001447 Context *context = getContext();
1448 const char *vertexProfile = context->getVertexShaderProfile();
1449 const char *pixelProfile = context->getPixelShaderProfile();
daniel@transgaming.comdebe2592010-03-24 09:44:08 +00001450
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001451 mPixelHLSL = mFragmentShader->getHLSL();
1452 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001453
1454 if (!linkVaryings())
1455 {
1456 return;
1457 }
1458
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001459 ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1460 ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001461
1462 if (vertexBinary && pixelBinary)
1463 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001464 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001465 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1466 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1467
1468 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1469 {
1470 return error(GL_OUT_OF_MEMORY);
1471 }
1472
1473 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001474
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001475 vertexBinary->Release();
1476 pixelBinary->Release();
1477 vertexBinary = NULL;
1478 pixelBinary = NULL;
1479
1480 if (mVertexExecutable && mPixelExecutable)
1481 {
1482 if (!linkAttributes())
1483 {
1484 return;
1485 }
1486
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001487 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001488 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001489 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001490 }
1491
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001492 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001493 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001494 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001495 }
1496
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001497 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001498 }
1499 }
1500}
1501
1502// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1503bool Program::linkAttributes()
1504{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001505 unsigned int usedLocations = 0;
1506
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001507 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001508 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001509 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001510 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001511
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001512 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001513 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001514 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001515 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001516 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001517 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001518
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001519 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001520
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001521 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001522
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001523 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001524 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001525 appendToInfoLog("Active attribute (%s) at location %d is too big to fit", attribute->name.c_str(), location);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001526
1527 return false;
1528 }
1529
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001530 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001531 {
1532 usedLocations |= 1 << (location + i);
1533 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001534 }
1535 }
1536
1537 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001538 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001539 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001540 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001541
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001542 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001543 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001544 int rows = VariableRowCount(attribute->type);
1545 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001546
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001547 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001548 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001549 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001550
1551 return false; // Fail to link
1552 }
1553
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001554 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001555 }
1556 }
1557
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001558 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001559 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001560 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001561 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001562
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001563 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001564 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001565 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001566 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001567 }
1568
1569 return true;
1570}
1571
daniel@transgaming.com85423182010-04-22 13:35:27 +00001572int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001573{
1574 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1575 {
1576 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1577 {
1578 return location;
1579 }
1580 }
1581
1582 return -1;
1583}
1584
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001585bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1586{
1587 D3DXCONSTANTTABLE_DESC constantTableDescription;
1588 D3DXCONSTANT_DESC constantDescription;
1589 UINT descriptionCount = 1;
1590
1591 constantTable->GetDesc(&constantTableDescription);
1592
1593 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1594 {
1595 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
1596 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1597
1598 if (!defineUniform(constantHandle, constantDescription))
1599 {
1600 return false;
1601 }
1602 }
1603
1604 return true;
1605}
1606
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001607// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001608// Returns true if succesful (uniform not already defined)
1609bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1610{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001611 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1612 {
1613 unsigned int samplerIndex = constantDescription.RegisterIndex;
1614
1615 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
1616
1617 mSamplers[samplerIndex].active = true;
1618 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
1619 mSamplers[samplerIndex].logicalTextureUnit = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00001620 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001621 }
1622
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001623 switch(constantDescription.Class)
1624 {
1625 case D3DXPC_STRUCT:
1626 {
1627 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
1628 {
1629 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1630
1631 D3DXCONSTANT_DESC fieldDescription;
1632 UINT descriptionCount = 1;
1633
1634 mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1635
1636 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + "."))
1637 {
1638 return false;
1639 }
1640 }
1641
1642 return true;
1643 }
1644 case D3DXPC_SCALAR:
1645 case D3DXPC_VECTOR:
1646 case D3DXPC_MATRIX_COLUMNS:
1647 case D3DXPC_OBJECT:
1648 return defineUniform(constantDescription, name + constantDescription.Name);
1649 default:
1650 UNREACHABLE();
1651 return false;
1652 }
1653}
1654
1655bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1656{
1657 Uniform *uniform = createUniform(constantDescription, name);
1658
1659 if(!uniform)
1660 {
1661 return false;
1662 }
1663
1664 // Check if already defined
1665 GLint location = getUniformLocation(name.c_str());
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001666 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001667
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001668 if (location >= 0)
1669 {
1670 delete uniform;
1671
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001672 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001673 {
1674 return false;
1675 }
1676 else
1677 {
1678 return true;
1679 }
1680 }
1681
1682 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001683 unsigned int uniformIndex = mUniforms.size() - 1;
1684
1685 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1686 {
1687 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1688 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001689
1690 return true;
1691}
1692
1693Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001694{
1695 if (constantDescription.Rows == 1) // Vectors and scalars
1696 {
1697 switch (constantDescription.Type)
1698 {
1699 case D3DXPT_SAMPLER2D:
1700 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001701 switch (constantDescription.Columns)
1702 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001703 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001704 default: UNREACHABLE();
1705 }
1706 break;
1707 case D3DXPT_BOOL:
1708 switch (constantDescription.Columns)
1709 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001710 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1711 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1712 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1713 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001714 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001715 }
1716 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001717 case D3DXPT_INT:
1718 switch (constantDescription.Columns)
1719 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001720 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1721 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1722 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1723 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001724 default: UNREACHABLE();
1725 }
1726 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001727 case D3DXPT_FLOAT:
1728 switch (constantDescription.Columns)
1729 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001730 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1731 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1732 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1733 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001734 default: UNREACHABLE();
1735 }
1736 break;
1737 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001738 UNREACHABLE();
1739 }
1740 }
1741 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1742 {
1743 switch (constantDescription.Type)
1744 {
1745 case D3DXPT_FLOAT:
1746 switch (constantDescription.Rows)
1747 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001748 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1749 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1750 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001751 default: UNREACHABLE();
1752 }
1753 break;
1754 default: UNREACHABLE();
1755 }
1756 }
1757 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001758
1759 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001760}
1761
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001762// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001763std::string Program::decorate(const std::string &string)
1764{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001765 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001766 {
1767 return "_" + string;
1768 }
1769 else
1770 {
1771 return string;
1772 }
1773}
1774
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001775std::string Program::undecorate(const std::string &string)
1776{
1777 if (string.substr(0, 1) == "_")
1778 {
1779 return string.substr(1);
1780 }
1781 else
1782 {
1783 return string;
1784 }
1785}
1786
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001787bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1788{
1789 BOOL *vector = new BOOL[count];
1790 for (int i = 0; i < count; i++)
1791 {
1792 if (v[i] == GL_FALSE)
1793 vector[i] = 0;
1794 else
1795 vector[i] = 1;
1796 }
1797
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001798 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1799
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001800 D3DXHANDLE constantPS;
1801 D3DXHANDLE constantVS;
1802 getConstantHandles(targetUniform, &constantPS, &constantVS);
1803
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001804 IDirect3DDevice9 *device = getDevice();
1805
1806 if (constantPS)
1807 {
1808 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1809 }
1810
1811 if (constantVS)
1812 {
1813 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1814 }
1815
1816 delete [] vector;
1817
1818 return true;
1819}
1820
1821bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1822{
1823 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1824
1825 for (int i = 0; i < count; i++)
1826 {
1827 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1828 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1829
1830 v += 2;
1831 }
1832
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001833 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1834
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001835 D3DXHANDLE constantPS;
1836 D3DXHANDLE constantVS;
1837 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001838 IDirect3DDevice9 *device = getDevice();
1839
1840 if (constantPS)
1841 {
1842 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1843 }
1844
1845 if (constantVS)
1846 {
1847 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1848 }
1849
1850 delete[] vector;
1851
1852 return true;
1853}
1854
1855bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1856{
1857 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1858
1859 for (int i = 0; i < count; i++)
1860 {
1861 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1862 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1863 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1864
1865 v += 3;
1866 }
1867
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001868 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1869
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001870 D3DXHANDLE constantPS;
1871 D3DXHANDLE constantVS;
1872 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001873 IDirect3DDevice9 *device = getDevice();
1874
1875 if (constantPS)
1876 {
1877 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1878 }
1879
1880 if (constantVS)
1881 {
1882 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1883 }
1884
1885 delete[] vector;
1886
1887 return true;
1888}
1889
1890bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
1891{
1892 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1893
1894 for (int i = 0; i < count; i++)
1895 {
1896 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1897 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1898 (v[2] == GL_FALSE ? 0.0f : 1.0f),
1899 (v[3] == GL_FALSE ? 0.0f : 1.0f));
1900
1901 v += 3;
1902 }
1903
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001904 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1905
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001906 D3DXHANDLE constantPS;
1907 D3DXHANDLE constantVS;
1908 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001909 IDirect3DDevice9 *device = getDevice();
1910
1911 if (constantPS)
1912 {
1913 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1914 }
1915
1916 if (constantVS)
1917 {
1918 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1919 }
1920
1921 delete [] vector;
1922
1923 return true;
1924}
1925
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001926bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
1927{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001928 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1929
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001930 D3DXHANDLE constantPS;
1931 D3DXHANDLE constantVS;
1932 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001933 IDirect3DDevice9 *device = getDevice();
1934
1935 if (constantPS)
1936 {
1937 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
1938 }
1939
1940 if (constantVS)
1941 {
1942 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
1943 }
1944
1945 return true;
1946}
1947
1948bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
1949{
1950 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1951
1952 for (int i = 0; i < count; i++)
1953 {
1954 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
1955
1956 v += 2;
1957 }
1958
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001959 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1960
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001961 D3DXHANDLE constantPS;
1962 D3DXHANDLE constantVS;
1963 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001964 IDirect3DDevice9 *device = getDevice();
1965
1966 if (constantPS)
1967 {
1968 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1969 }
1970
1971 if (constantVS)
1972 {
1973 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1974 }
1975
1976 delete[] vector;
1977
1978 return true;
1979}
1980
1981bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
1982{
1983 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1984
1985 for (int i = 0; i < count; i++)
1986 {
1987 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
1988
1989 v += 3;
1990 }
1991
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001992 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1993
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001994 D3DXHANDLE constantPS;
1995 D3DXHANDLE constantVS;
1996 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001997 IDirect3DDevice9 *device = getDevice();
1998
1999 if (constantPS)
2000 {
2001 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2002 }
2003
2004 if (constantVS)
2005 {
2006 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2007 }
2008
2009 delete[] vector;
2010
2011 return true;
2012}
2013
2014bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2015{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002016 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2017
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002018 D3DXHANDLE constantPS;
2019 D3DXHANDLE constantVS;
2020 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002021 IDirect3DDevice9 *device = getDevice();
2022
2023 if (constantPS)
2024 {
2025 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2026 }
2027
2028 if (constantVS)
2029 {
2030 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2031 }
2032
2033 return true;
2034}
2035
2036bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2037{
2038 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2039
2040 for (int i = 0; i < count; i++)
2041 {
2042 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2043 value[1], value[3], 0, 0,
2044 0, 0, 1, 0,
2045 0, 0, 0, 1);
2046
2047 value += 4;
2048 }
2049
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002050 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2051
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002052 D3DXHANDLE constantPS;
2053 D3DXHANDLE constantVS;
2054 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002055 IDirect3DDevice9 *device = getDevice();
2056
2057 if (constantPS)
2058 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002059 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002060 }
2061
2062 if (constantVS)
2063 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002064 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002065 }
2066
2067 delete[] matrix;
2068
2069 return true;
2070}
2071
2072bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2073{
2074 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2075
2076 for (int i = 0; i < count; i++)
2077 {
2078 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2079 value[1], value[4], value[7], 0,
2080 value[2], value[5], value[8], 0,
2081 0, 0, 0, 1);
2082
2083 value += 9;
2084 }
2085
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002086 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2087
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002088 D3DXHANDLE constantPS;
2089 D3DXHANDLE constantVS;
2090 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002091 IDirect3DDevice9 *device = getDevice();
2092
2093 if (constantPS)
2094 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002095 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002096 }
2097
2098 if (constantVS)
2099 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002100 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002101 }
2102
2103 delete[] matrix;
2104
2105 return true;
2106}
2107
2108bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2109{
2110 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2111
2112 for (int i = 0; i < count; i++)
2113 {
2114 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2115 value[1], value[5], value[9], value[13],
2116 value[2], value[6], value[10], value[14],
2117 value[3], value[7], value[11], value[15]);
2118
2119 value += 16;
2120 }
2121
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002122 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2123
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002124 D3DXHANDLE constantPS;
2125 D3DXHANDLE constantVS;
2126 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002127 IDirect3DDevice9 *device = getDevice();
2128
2129 if (constantPS)
2130 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002131 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002132 }
2133
2134 if (constantVS)
2135 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002136 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002137 }
2138
2139 delete[] matrix;
2140
2141 return true;
2142}
2143
2144bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2145{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002146 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2147
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002148 D3DXHANDLE constantPS;
2149 D3DXHANDLE constantVS;
2150 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002151 IDirect3DDevice9 *device = getDevice();
2152
2153 if (constantPS)
2154 {
2155 D3DXCONSTANT_DESC constantDescription;
2156 UINT descriptionCount = 1;
2157 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
2158
daniel@transgaming.com2884b782010-03-08 21:30:48 +00002159 if (FAILED(result))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002160 {
2161 return false;
2162 }
2163
2164 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2165 {
2166 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2167
2168 for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
2169 {
2170 GLint mappedSampler = v[0];
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002171
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002172 if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002173 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002174 ASSERT(mSamplers[samplerIndex].active);
2175 mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
2176 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002177 }
2178 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002179
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002180 return true;
2181 }
2182 }
2183
2184 if (constantPS)
2185 {
2186 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2187 }
2188
2189 if (constantVS)
2190 {
2191 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2192 }
2193
2194 return true;
2195}
2196
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002197bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2198{
2199 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2200
2201 for (int i = 0; i < count; i++)
2202 {
2203 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2204
2205 v += 2;
2206 }
2207
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002208 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2209
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002210 D3DXHANDLE constantPS;
2211 D3DXHANDLE constantVS;
2212 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002213 IDirect3DDevice9 *device = getDevice();
2214
2215 if (constantPS)
2216 {
2217 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2218 }
2219
2220 if (constantVS)
2221 {
2222 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2223 }
2224
2225 delete[] vector;
2226
2227 return true;
2228}
2229
2230bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2231{
2232 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2233
2234 for (int i = 0; i < count; i++)
2235 {
2236 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2237
2238 v += 3;
2239 }
2240
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002241 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2242
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002243 D3DXHANDLE constantPS;
2244 D3DXHANDLE constantVS;
2245 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002246 IDirect3DDevice9 *device = getDevice();
2247
2248 if (constantPS)
2249 {
2250 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2251 }
2252
2253 if (constantVS)
2254 {
2255 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2256 }
2257
2258 delete[] vector;
2259
2260 return true;
2261}
2262
2263bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2264{
2265 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2266
2267 for (int i = 0; i < count; i++)
2268 {
2269 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2270
2271 v += 4;
2272 }
2273
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002274 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2275
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002276 D3DXHANDLE constantPS;
2277 D3DXHANDLE constantVS;
2278 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002279 IDirect3DDevice9 *device = getDevice();
2280
2281 if (constantPS)
2282 {
2283 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2284 }
2285
2286 if (constantVS)
2287 {
2288 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2289 }
2290
2291 delete [] vector;
2292
2293 return true;
2294}
2295
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002296void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002297{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002298 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002299 {
2300 return;
2301 }
2302
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002303 char info[1024];
2304
2305 va_list vararg;
2306 va_start(vararg, format);
2307 vsnprintf(info, sizeof(info), format, vararg);
2308 va_end(vararg);
2309
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002310 size_t infoLength = strlen(info);
2311
2312 if (!mInfoLog)
2313 {
2314 mInfoLog = new char[infoLength + 1];
2315 strcpy(mInfoLog, info);
2316 }
2317 else
2318 {
2319 size_t logLength = strlen(mInfoLog);
2320 char *newLog = new char[logLength + infoLength + 1];
2321 strcpy(newLog, mInfoLog);
2322 strcpy(newLog + logLength, info);
2323
2324 delete[] mInfoLog;
2325 mInfoLog = newLog;
2326 }
2327}
2328
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002329void Program::resetInfoLog()
2330{
2331 if (mInfoLog)
2332 {
2333 delete [] mInfoLog;
2334 }
2335}
2336
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002337// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2338void Program::unlink(bool destroy)
2339{
2340 if (destroy) // Object being destructed
2341 {
2342 if (mFragmentShader)
2343 {
2344 mFragmentShader->detach();
2345 mFragmentShader = NULL;
2346 }
2347
2348 if (mVertexShader)
2349 {
2350 mVertexShader->detach();
2351 mVertexShader = NULL;
2352 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002353 }
2354
2355 if (mPixelExecutable)
2356 {
2357 mPixelExecutable->Release();
2358 mPixelExecutable = NULL;
2359 }
2360
2361 if (mVertexExecutable)
2362 {
2363 mVertexExecutable->Release();
2364 mVertexExecutable = NULL;
2365 }
2366
2367 if (mConstantTablePS)
2368 {
2369 mConstantTablePS->Release();
2370 mConstantTablePS = NULL;
2371 }
2372
2373 if (mConstantTableVS)
2374 {
2375 mConstantTableVS->Release();
2376 mConstantTableVS = NULL;
2377 }
2378
2379 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2380 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002381 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002382 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002383 }
2384
2385 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2386 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002387 mSamplers[index].active = false;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002388 mSamplers[index].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002389 }
2390
2391 while (!mUniforms.empty())
2392 {
2393 delete mUniforms.back();
2394 mUniforms.pop_back();
2395 }
2396
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002397 mUniformIndex.clear();
2398
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002399 mPixelHLSL.clear();
2400 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002401
2402 delete[] mInfoLog;
2403 mInfoLog = NULL;
2404
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002405 mLinked = false;
2406}
2407
2408bool Program::isLinked()
2409{
2410 return mLinked;
2411}
2412
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002413bool Program::isValidated() const
2414{
2415 return mValidated;
2416}
2417
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002418unsigned int Program::getSerial() const
2419{
2420 return mSerial;
2421}
2422
2423unsigned int Program::issueSerial()
2424{
2425 return mCurrentSerial++;
2426}
2427
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002428int Program::getInfoLogLength() const
2429{
2430 if (!mInfoLog)
2431 {
2432 return 0;
2433 }
2434 else
2435 {
2436 return strlen(mInfoLog) + 1;
2437 }
2438}
2439
2440void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2441{
2442 int index = 0;
2443
2444 if (mInfoLog)
2445 {
2446 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2447 {
2448 infoLog[index] = mInfoLog[index];
2449 index++;
2450 }
2451 }
2452
2453 if (bufSize)
2454 {
2455 infoLog[index] = '\0';
2456 }
2457
2458 if (length)
2459 {
2460 *length = index;
2461 }
2462}
2463
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002464void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2465{
2466 int total = 0;
2467
2468 if (mVertexShader)
2469 {
2470 if (total < maxCount)
2471 {
2472 shaders[total] = mVertexShader->getHandle();
2473 }
2474
2475 total++;
2476 }
2477
2478 if (mFragmentShader)
2479 {
2480 if (total < maxCount)
2481 {
2482 shaders[total] = mFragmentShader->getHandle();
2483 }
2484
2485 total++;
2486 }
2487
2488 if (count)
2489 {
2490 *count = total;
2491 }
2492}
2493
daniel@transgaming.com85423182010-04-22 13:35:27 +00002494void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2495{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002496 unsigned int attribute = 0;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002497 for (unsigned int i = 0; i < index; i++)
2498 {
2499 do
2500 {
2501 attribute++;
2502
2503 ASSERT(attribute < MAX_VERTEX_ATTRIBS); // index must be smaller than getActiveAttributeCount()
2504 }
2505 while (mLinkedAttribute[attribute].name.empty());
2506 }
2507
2508 if (bufsize > 0)
2509 {
2510 const char *string = mLinkedAttribute[attribute].name.c_str();
2511
2512 strncpy(name, string, bufsize);
2513 name[bufsize - 1] = '\0';
2514
2515 if (length)
2516 {
2517 *length = strlen(name);
2518 }
2519 }
2520
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002521 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002522
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002523 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002524}
2525
2526GLint Program::getActiveAttributeCount()
2527{
2528 int count = 0;
2529
2530 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2531 {
2532 if (!mLinkedAttribute[attributeIndex].name.empty())
2533 {
2534 count++;
2535 }
2536 }
2537
2538 return count;
2539}
2540
2541GLint Program::getActiveAttributeMaxLength()
2542{
2543 int maxLength = 0;
2544
2545 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2546 {
2547 if (!mLinkedAttribute[attributeIndex].name.empty())
2548 {
2549 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2550 }
2551 }
2552
2553 return maxLength;
2554}
2555
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002556void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2557{
2558 unsigned int uniform = 0;
2559 for (unsigned int i = 0; i < index; i++)
2560 {
2561 do
2562 {
2563 uniform++;
2564
2565 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2566 }
2567 while (mUniforms[uniform]->name.substr(0, 3) == "dx_");
2568 }
2569
2570 if (bufsize > 0)
2571 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002572 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002573
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002574 if (mUniforms[uniform]->arraySize != 1)
2575 {
2576 string += "[0]";
2577 }
2578
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002579 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002580 name[bufsize - 1] = '\0';
2581
2582 if (length)
2583 {
2584 *length = strlen(name);
2585 }
2586 }
2587
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002588 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002589
2590 *type = mUniforms[uniform]->type;
2591}
2592
2593GLint Program::getActiveUniformCount()
2594{
2595 int count = 0;
2596
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002597 unsigned int numUniforms = mUniforms.size();
2598 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002599 {
2600 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2601 {
2602 count++;
2603 }
2604 }
2605
2606 return count;
2607}
2608
2609GLint Program::getActiveUniformMaxLength()
2610{
2611 int maxLength = 0;
2612
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002613 unsigned int numUniforms = mUniforms.size();
2614 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002615 {
2616 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2617 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002618 maxLength = std::max((int)(undecorate(mUniforms[uniformIndex]->name).length() + 1), maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002619 }
2620 }
2621
2622 return maxLength;
2623}
2624
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002625void Program::flagForDeletion()
2626{
2627 mDeleteStatus = true;
2628}
2629
2630bool Program::isFlaggedForDeletion() const
2631{
2632 return mDeleteStatus;
2633}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002634
2635void Program::validate()
2636{
2637 resetInfoLog();
2638
2639 if (!isLinked())
2640 {
2641 appendToInfoLog("Program has not been successfully linked.");
2642 mValidated = false;
2643 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002644 else
2645 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002646 applyUniforms();
2647 if (!validateSamplers())
2648 {
2649 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit.");
2650 mValidated = false;
2651 }
2652 else
2653 {
2654 mValidated = true;
2655 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002656 }
2657}
2658
2659bool Program::validateSamplers() const
2660{
2661 // if any two active samplers in a program are of different types, but refer to the same
2662 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2663 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
2664 std::map<int, SamplerType> samplerMap;
2665 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2666 {
2667 if (mSamplers[i].active)
2668 {
2669 if (samplerMap.find(mSamplers[i].logicalTextureUnit) != samplerMap.end())
2670 {
2671 if (mSamplers[i].type != samplerMap[mSamplers[i].logicalTextureUnit])
2672 return false;
2673 }
2674 else
2675 {
2676 samplerMap[mSamplers[i].logicalTextureUnit] = mSamplers[i].type;
2677 }
2678 }
2679 }
2680
2681 return true;
2682}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002683
2684void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2685{
2686 if (!targetUniform->handlesSet)
2687 {
2688 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2689 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2690 targetUniform->handlesSet = true;
2691 }
2692
2693 *constantPS = targetUniform->psHandle;
2694 *constantVS = targetUniform->vsHandle;
2695}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002696}