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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.com916ffaa2010-04-23 18:34:52 +0000257 for (unsigned int location = 0; location < mUniformIndex.size(); location++)
258 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000259 if (mUniformIndex[location].name == nameStr &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000260 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000261 {
262 return location;
263 }
264 }
265
266 return -1;
267}
268
269bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
270{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000271 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000272 {
273 return false;
274 }
275
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000276 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000277 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000278
279 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000280 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000281 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000282
283 if (arraySize == 1 && count > 1)
284 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
285
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000286 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000287
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000288 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
289 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000290 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000291 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000292 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000293 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000294
295 if (arraySize == 1 && count > 1)
296 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000297
298 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000299 GLboolean *boolParams = new GLboolean[count];
300
301 for (int i = 0; i < count; ++i)
302 {
303 if (v[i] == 0.0f)
304 {
305 boolParams[i] = GL_FALSE;
306 }
307 else
308 {
309 boolParams[i] = GL_TRUE;
310 }
311 }
312
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000313 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
314 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000315
316 delete [] boolParams;
317 }
318 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000319 {
320 return false;
321 }
322
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000323 return true;
324}
325
326bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
327{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000328 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000329 {
330 return false;
331 }
332
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000333 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000334 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000335
336 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000337 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000338 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000339
340 if (arraySize == 1 && count > 1)
341 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
342
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000343 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000344
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000345 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
346 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000347 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000348 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000349 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000350 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000351
352 if (arraySize == 1 && count > 1)
353 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
354
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000355 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
356
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000357 GLboolean *boolParams = new GLboolean[count * 2];
358
359 for (int i = 0; i < count * 2; ++i)
360 {
361 if (v[i] == 0.0f)
362 {
363 boolParams[i] = GL_FALSE;
364 }
365 else
366 {
367 boolParams[i] = GL_TRUE;
368 }
369 }
370
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000371 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
372 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000373
374 delete [] boolParams;
375 }
376 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000377 {
378 return false;
379 }
380
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000381 return true;
382}
383
384bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
385{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000386 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000387 {
388 return false;
389 }
390
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000391 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000392 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000393
394 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000395 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000396 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000397
398 if (arraySize == 1 && count > 1)
399 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
400
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000401 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000402
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000403 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
404 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000405 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000406 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000407 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000408 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000409
410 if (arraySize == 1 && count > 1)
411 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
412
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000413 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000414 GLboolean *boolParams = new GLboolean[count * 3];
415
416 for (int i = 0; i < count * 3; ++i)
417 {
418 if (v[i] == 0.0f)
419 {
420 boolParams[i] = GL_FALSE;
421 }
422 else
423 {
424 boolParams[i] = GL_TRUE;
425 }
426 }
427
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000428 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
429 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000430
431 delete [] boolParams;
432 }
433 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000434 {
435 return false;
436 }
437
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000438 return true;
439}
440
441bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
442{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000443 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000444 {
445 return false;
446 }
447
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000448 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000449 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000450
451 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000452 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000453 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000454
455 if (arraySize == 1 && count > 1)
456 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
457
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000458 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000459
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000460 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
461 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000462 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000463 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000464 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000465 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000466
467 if (arraySize == 1 && count > 1)
468 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
469
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000470 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000471 GLboolean *boolParams = new GLboolean[count * 4];
472
473 for (int i = 0; i < count * 4; ++i)
474 {
475 if (v[i] == 0.0f)
476 {
477 boolParams[i] = GL_FALSE;
478 }
479 else
480 {
481 boolParams[i] = GL_TRUE;
482 }
483 }
484
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000485 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
486 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000487
488 delete [] boolParams;
489 }
490 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000491 {
492 return false;
493 }
494
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000495 return true;
496}
497
498bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
499{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000500 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000501 {
502 return false;
503 }
504
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000505 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000506 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000507
508 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509 {
510 return false;
511 }
512
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000513 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000514
515 if (arraySize == 1 && count > 1)
516 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
517
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000518 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000519
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000520 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
521 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000522
523 return true;
524}
525
526bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
527{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000528 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000529 {
530 return false;
531 }
532
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000533 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000534 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000535
536 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000537 {
538 return false;
539 }
540
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000541 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000542
543 if (arraySize == 1 && count > 1)
544 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
545
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000546 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000547
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000548 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
549 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000550
551 return true;
552}
553
554bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
555{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000556 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000557 {
558 return false;
559 }
560
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000561 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000562 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000563
564 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000565 {
566 return false;
567 }
568
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000569 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000570
571 if (arraySize == 1 && count > 1)
572 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
573
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000574 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000575
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000576 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
577 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000578
579 return true;
580}
581
582bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
583{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000584 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000585 {
586 return false;
587 }
588
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000589 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000590 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000591
592 if (targetUniform->type == GL_INT)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000593 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000594 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000595
596 if (arraySize == 1 && count > 1)
597 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
598
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000599 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000600
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000601 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
602 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000603 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000604 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000605 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000606 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000607
608 if (arraySize == 1 && count > 1)
609 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
610
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000611 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000612 GLboolean *boolParams = new GLboolean[count];
613
614 for (int i = 0; i < count; ++i)
615 {
616 if (v[i] == 0)
617 {
618 boolParams[i] = GL_FALSE;
619 }
620 else
621 {
622 boolParams[i] = GL_TRUE;
623 }
624 }
625
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000626 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
627 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000628
629 delete [] boolParams;
630 }
631 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000632 {
633 return false;
634 }
635
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000636 return true;
637}
638
639bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
640{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000641 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000642 {
643 return false;
644 }
645
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000646 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000647 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000648
649 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000650 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000651 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000652
653 if (arraySize == 1 && count > 1)
654 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
655
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000656 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000657
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000658 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
659 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000660 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000661 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000662 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000663 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000664
665 if (arraySize == 1 && count > 1)
666 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
667
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000668 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000669 GLboolean *boolParams = new GLboolean[count * 2];
670
671 for (int i = 0; i < count * 2; ++i)
672 {
673 if (v[i] == 0)
674 {
675 boolParams[i] = GL_FALSE;
676 }
677 else
678 {
679 boolParams[i] = GL_TRUE;
680 }
681 }
682
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000683 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
684 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000685
686 delete [] boolParams;
687 }
688 else
689 {
690 return false;
691 }
692
693 return true;
694}
695
696bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
697{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000698 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000699 {
700 return false;
701 }
702
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000703 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000704 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000705
706 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000707 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000708 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000709
710 if (arraySize == 1 && count > 1)
711 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
712
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000713 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000714
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000715 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
716 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000717 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000718 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000719 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000720 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000721
722 if (arraySize == 1 && count > 1)
723 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
724
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000725 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000726 GLboolean *boolParams = new GLboolean[count * 3];
727
728 for (int i = 0; i < count * 3; ++i)
729 {
730 if (v[i] == 0)
731 {
732 boolParams[i] = GL_FALSE;
733 }
734 else
735 {
736 boolParams[i] = GL_TRUE;
737 }
738 }
739
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000740 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
741 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000742
743 delete [] boolParams;
744 }
745 else
746 {
747 return false;
748 }
749
750 return true;
751}
752
753bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
754{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000755 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000756 {
757 return false;
758 }
759
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000760 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000761 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000762
763 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000764 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000765 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000766
767 if (arraySize == 1 && count > 1)
768 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
769
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000770 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000771
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000772 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
773 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000774 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000775 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000776 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000777 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000778
779 if (arraySize == 1 && count > 1)
780 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
781
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000782 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000783 GLboolean *boolParams = new GLboolean[count * 4];
784
785 for (int i = 0; i < count * 4; ++i)
786 {
787 if (v[i] == 0)
788 {
789 boolParams[i] = GL_FALSE;
790 }
791 else
792 {
793 boolParams[i] = GL_TRUE;
794 }
795 }
796
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000797 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
798 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000799
800 delete [] boolParams;
801 }
802 else
803 {
804 return false;
805 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000806
807 return true;
808}
809
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000810bool Program::getUniformfv(GLint location, GLfloat *params)
811{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000812 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000813 {
814 return false;
815 }
816
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000817 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000818
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000819 unsigned int count = UniformComponentCount(targetUniform->type);
820
821 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000822 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000823 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000824 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000825 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000826
827 for (unsigned int i = 0; i < count; ++i)
828 {
829 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
830 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000831 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000832 break;
833 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000834 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
835 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000836 break;
837 case GL_INT:
838 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000839 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000840
841 for (unsigned int i = 0; i < count; ++i)
842 {
843 params[i] = (float)intParams[i];
844 }
845 }
846 break;
847 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000848 }
849
850 return true;
851}
852
853bool Program::getUniformiv(GLint location, GLint *params)
854{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000855 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000856 {
857 return false;
858 }
859
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000860 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000861
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000862 unsigned int count = UniformComponentCount(targetUniform->type);
863
864 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000865 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000866 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000867 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000868 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000869
870 for (unsigned int i = 0; i < count; ++i)
871 {
872 params[i] = (GLint)boolParams[i];
873 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000874 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000875 break;
876 case GL_FLOAT:
877 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000878 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000879
880 for (unsigned int i = 0; i < count; ++i)
881 {
882 params[i] = (GLint)floatParams[i];
883 }
884 }
885 break;
886 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000887 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
888 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000889 break;
890 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000891 }
892
893 return true;
894}
895
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000896void Program::dirtyAllUniforms()
897{
898 for (unsigned int index = 0; index < mUniforms.size(); index++)
899 {
900 mUniforms[index]->dirty = true;
901 }
902}
903
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000904void Program::dirtyAllSamplers()
905{
906 for (unsigned int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; ++index)
907 {
908 mSamplers[index].dirty = true;
909 }
910}
911
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000912// Applies all the uniforms set for this program object to the Direct3D 9 device
913void Program::applyUniforms()
914{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000915 for (unsigned int location = 0; location < mUniformIndex.size(); location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000916 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000917 if (mUniformIndex[location].element != 0)
918 {
919 continue;
920 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000921
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000922 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
923
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000924 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000925 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000926 int arraySize = targetUniform->arraySize;
927 GLfloat *f = (GLfloat*)targetUniform->data;
928 GLint *i = (GLint*)targetUniform->data;
929 GLboolean *b = (GLboolean*)targetUniform->data;
930
931 switch (targetUniform->type)
932 {
933 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
934 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
935 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
936 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
937 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
938 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
939 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
940 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
941 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
942 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
943 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
944 case GL_INT: applyUniform1iv(location, arraySize, i); break;
945 case GL_INT_VEC2: applyUniform2iv(location, arraySize, i); break;
946 case GL_INT_VEC3: applyUniform3iv(location, arraySize, i); break;
947 case GL_INT_VEC4: applyUniform4iv(location, arraySize, i); break;
948 default:
949 UNREACHABLE();
950 }
951
952 targetUniform->dirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000953 }
954 }
955}
956
957// Compiles the HLSL code of the attached shaders into executable binaries
958ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
959{
960 if (!hlsl)
961 {
962 return NULL;
963 }
964
965 ID3DXBuffer *binary = NULL;
966 ID3DXBuffer *errorMessage = NULL;
967
daniel@transgaming.com0f189612010-05-07 13:03:36 +0000968 HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, NULL, "main", profile, 0, &binary, &errorMessage, constantTable);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000969
970 if (SUCCEEDED(result))
971 {
972 return binary;
973 }
974
975 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
976 {
977 return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
978 }
979
980 if (errorMessage)
981 {
982 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000983
daniel@transgaming.com0df16872010-05-12 16:51:08 +0000984 appendToInfoLog("%s\n", message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000985 TRACE("\n%s", hlsl);
986 TRACE("\n%s", message);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000987 }
988
989 return NULL;
990}
991
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000992// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
993// Returns the number of used varying registers, or -1 if unsuccesful
994int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000995{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000996 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000997 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000998 int n = VariableRowCount(varying->type) * varying->size;
999 int m = VariableColumnCount(varying->type);
1000 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001001
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001002 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001003 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001004 for (int r = 0; r <= MAX_VARYING_VECTORS - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001005 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001006 bool available = true;
1007
1008 for (int y = 0; y < n && available; y++)
1009 {
1010 for (int x = 0; x < m && available; x++)
1011 {
1012 if (packing[r + y][x])
1013 {
1014 available = false;
1015 }
1016 }
1017 }
1018
1019 if (available)
1020 {
1021 varying->reg = r;
1022 varying->col = 0;
1023
1024 for (int y = 0; y < n; y++)
1025 {
1026 for (int x = 0; x < m; x++)
1027 {
1028 packing[r + y][x] = &*varying;
1029 }
1030 }
1031
1032 success = true;
1033 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001034 }
1035
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001036 if (!success && m == 2)
1037 {
1038 for (int r = MAX_VARYING_VECTORS - n; r >= 0 && !success; r--)
1039 {
1040 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001041
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001042 for (int y = 0; y < n && available; y++)
1043 {
1044 for (int x = 2; x < 4 && available; x++)
1045 {
1046 if (packing[r + y][x])
1047 {
1048 available = false;
1049 }
1050 }
1051 }
1052
1053 if (available)
1054 {
1055 varying->reg = r;
1056 varying->col = 2;
1057
1058 for (int y = 0; y < n; y++)
1059 {
1060 for (int x = 2; x < 4; x++)
1061 {
1062 packing[r + y][x] = &*varying;
1063 }
1064 }
1065
1066 success = true;
1067 }
1068 }
1069 }
1070 }
1071 else if (m == 1)
1072 {
1073 int space[4] = {0};
1074
1075 for (int y = 0; y < MAX_VARYING_VECTORS; y++)
1076 {
1077 for (int x = 0; x < 4; x++)
1078 {
1079 space[x] += packing[y][x] ? 0 : 1;
1080 }
1081 }
1082
1083 int column = 0;
1084
1085 for (int x = 0; x < 4; x++)
1086 {
1087 if (space[x] > n && space[x] < space[column])
1088 {
1089 column = x;
1090 }
1091 }
1092
1093 if (space[column] > n)
1094 {
1095 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1096 {
1097 if (!packing[r][column])
1098 {
1099 varying->reg = r;
1100
1101 for (int y = r; y < r + n; y++)
1102 {
1103 packing[y][column] = &*varying;
1104 }
1105
1106 break;
1107 }
1108 }
1109
1110 varying->col = column;
1111
1112 success = true;
1113 }
1114 }
1115 else UNREACHABLE();
1116
1117 if (!success)
1118 {
1119 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1120
1121 return -1;
1122 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001123 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001124
1125 // Return the number of used registers
1126 int registers = 0;
1127
1128 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1129 {
1130 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1131 {
1132 registers++;
1133 }
1134 }
1135
1136 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001137}
1138
1139bool Program::linkVaryings()
1140{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001141 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001142 {
1143 return false;
1144 }
1145
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001146 const Varying *packing[MAX_VARYING_VECTORS][4] = {NULL};
1147 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001148
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001149 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001150 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001151 return false;
1152 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001153
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001154 if (registers == MAX_VARYING_VECTORS && mFragmentShader->mUsesFragCoord)
1155 {
1156 appendToInfoLog("No varying registers left to support gl_FragCoord");
1157
1158 return false;
1159 }
1160
1161 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1162 {
1163 bool matched = false;
1164
1165 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1166 {
1167 if (output->name == input->name)
1168 {
1169 if (output->type != input->type || output->size != input->size)
1170 {
1171 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1172
1173 return false;
1174 }
1175
1176 output->reg = input->reg;
1177 output->col = input->col;
1178
1179 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001180 break;
1181 }
1182 }
1183
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001184 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001185 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001186 appendToInfoLog("Fragment varying varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001187
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001188 return false;
1189 }
1190 }
1191
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001192 mVertexHLSL += "struct VS_INPUT\n"
1193 "{\n";
1194
1195 int semanticIndex = 0;
1196 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1197 {
1198 switch (attribute->type)
1199 {
1200 case GL_FLOAT: mVertexHLSL += " float "; break;
1201 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1202 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1203 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1204 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1205 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1206 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1207 default: UNREACHABLE();
1208 }
1209
1210 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1211
1212 semanticIndex += VariableRowCount(attribute->type);
1213 }
1214
1215 mVertexHLSL += "};\n"
1216 "\n"
1217 "struct VS_OUTPUT\n"
1218 "{\n"
1219 " float4 gl_Position : POSITION;\n";
1220
1221 for (int r = 0; r < registers; r++)
1222 {
1223 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1224
1225 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : TEXCOORD" + str(r) + ";\n";
1226 }
1227
1228 if (mFragmentShader->mUsesFragCoord)
1229 {
1230 mVertexHLSL += " float4 gl_FragCoord : TEXCOORD" + str(registers) + ";\n";
1231 }
1232
1233 mVertexHLSL += "};\n"
1234 "\n"
1235 "VS_OUTPUT main(VS_INPUT input)\n"
1236 "{\n";
1237
1238 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1239 {
1240 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1241
1242 if (VariableRowCount(attribute->type) > 1) // Matrix
1243 {
1244 mVertexHLSL += "transpose";
1245 }
1246
1247 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1248 }
1249
1250 mVertexHLSL += "\n"
1251 " gl_main();\n"
1252 "\n"
1253 " VS_OUTPUT output;\n"
1254 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
1255 " output.gl_Position.y = -(gl_Position.y - dx_HalfPixelSize.y * gl_Position.w);\n"
1256 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1257 " output.gl_Position.w = gl_Position.w;\n";
1258
1259 if (mFragmentShader->mUsesFragCoord)
1260 {
1261 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1262 }
1263
1264 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1265 {
1266 if (varying->reg >= 0)
1267 {
1268 for (int i = 0; i < varying->size; i++)
1269 {
1270 int rows = VariableRowCount(varying->type);
1271
1272 for (int j = 0; j < rows; j++)
1273 {
1274 int r = varying->reg + i * rows + j;
1275 mVertexHLSL += " output.v" + str(r);
1276
1277 bool sharedRegister = false; // Register used by multiple varyings
1278
1279 for (int x = 0; x < 4; x++)
1280 {
1281 if (packing[r][x] && packing[r][x] != packing[r][0])
1282 {
1283 sharedRegister = true;
1284 break;
1285 }
1286 }
1287
1288 if(sharedRegister)
1289 {
1290 mVertexHLSL += ".";
1291
1292 for (int x = 0; x < 4; x++)
1293 {
1294 if (packing[r][x] == &*varying)
1295 {
1296 switch(x)
1297 {
1298 case 0: mVertexHLSL += "x"; break;
1299 case 1: mVertexHLSL += "y"; break;
1300 case 2: mVertexHLSL += "z"; break;
1301 case 3: mVertexHLSL += "w"; break;
1302 }
1303 }
1304 }
1305 }
1306
1307 mVertexHLSL += " = " + varying->name;
1308
1309 if (varying->array)
1310 {
1311 mVertexHLSL += "[" + str(i) + "]";
1312 }
1313
1314 if (rows > 1)
1315 {
1316 mVertexHLSL += "[" + str(j) + "]";
1317 }
1318
1319 mVertexHLSL += ";\n";
1320 }
1321 }
1322 }
1323 }
1324
1325 mVertexHLSL += "\n"
1326 " return output;\n"
1327 "}\n";
1328
1329 mPixelHLSL += "struct PS_INPUT\n"
1330 "{\n";
1331
1332 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1333 {
1334 if (varying->reg >= 0)
1335 {
1336 for (int i = 0; i < varying->size; i++)
1337 {
1338 int rows = VariableRowCount(varying->type);
1339 for (int j = 0; j < rows; j++)
1340 {
1341 std::string n = str(varying->reg + i * rows + j);
1342 mPixelHLSL += " float4 v" + n + " : TEXCOORD" + n + ";\n";
1343 }
1344 }
1345 }
1346 else UNREACHABLE();
1347 }
1348
1349 if (mFragmentShader->mUsesFragCoord)
1350 {
1351 mPixelHLSL += " float4 gl_FragCoord : TEXCOORD" + str(registers) + ";\n";
1352 }
1353
1354 if (mFragmentShader->mUsesFrontFacing)
1355 {
1356 mPixelHLSL += " float vFace : VFACE;\n";
1357 }
1358
1359 mPixelHLSL += "};\n"
1360 "\n"
1361 "struct PS_OUTPUT\n"
1362 "{\n"
1363 " float4 gl_Color[1] : COLOR;\n"
1364 "};\n"
1365 "\n"
1366 "PS_OUTPUT main(PS_INPUT input)\n"
1367 "{\n";
1368
1369 if (mFragmentShader->mUsesFragCoord)
1370 {
1371 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"
1372 " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Window.x + dx_Window.z;\n"
1373 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_Window.y + dx_Window.w;\n"
1374 " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
1375 " gl_FragCoord.w = rhw;\n";
1376 }
1377
1378 if (mFragmentShader->mUsesFrontFacing)
1379 {
1380 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1381 }
1382
1383 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1384 {
1385 if (varying->reg >= 0)
1386 {
1387 for (int i = 0; i < varying->size; i++)
1388 {
1389 int rows = VariableRowCount(varying->type);
1390 for (int j = 0; j < rows; j++)
1391 {
1392 std::string n = str(varying->reg + i * rows + j);
1393 mPixelHLSL += " " + varying->name;
1394
1395 if (varying->array)
1396 {
1397 mPixelHLSL += "[" + str(i) + "]";
1398 }
1399
1400 if (rows > 1)
1401 {
1402 mPixelHLSL += "[" + str(j) + "]";
1403 }
1404
1405 mPixelHLSL += " = input.v" + n + ";\n";
1406 }
1407 }
1408 }
1409 else UNREACHABLE();
1410 }
1411
1412 mPixelHLSL += "\n"
1413 " gl_main();\n"
1414 "\n"
1415 " PS_OUTPUT output;\n"
1416 " output.gl_Color[0] = gl_Color[0];\n"
1417 "\n"
1418 " return output;\n"
1419 "}\n";
1420
1421 TRACE("\n%s", mPixelHLSL.c_str());
1422 TRACE("\n%s", mVertexHLSL.c_str());
1423
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001424 return true;
1425}
1426
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001427// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1428// compiling them into binaries, determining the attribute mappings, and collecting
1429// a list of uniforms
1430void Program::link()
1431{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001432 unlink();
1433
1434 if (!mFragmentShader || !mFragmentShader->isCompiled())
1435 {
1436 return;
1437 }
1438
1439 if (!mVertexShader || !mVertexShader->isCompiled())
1440 {
1441 return;
1442 }
1443
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001444 Context *context = getContext();
1445 const char *vertexProfile = context->getVertexShaderProfile();
1446 const char *pixelProfile = context->getPixelShaderProfile();
daniel@transgaming.comdebe2592010-03-24 09:44:08 +00001447
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001448 mPixelHLSL = mFragmentShader->getHLSL();
1449 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001450
1451 if (!linkVaryings())
1452 {
1453 return;
1454 }
1455
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001456 ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1457 ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001458
1459 if (vertexBinary && pixelBinary)
1460 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001461 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001462 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1463 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1464
1465 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1466 {
1467 return error(GL_OUT_OF_MEMORY);
1468 }
1469
1470 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001471
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001472 vertexBinary->Release();
1473 pixelBinary->Release();
1474 vertexBinary = NULL;
1475 pixelBinary = NULL;
1476
1477 if (mVertexExecutable && mPixelExecutable)
1478 {
1479 if (!linkAttributes())
1480 {
1481 return;
1482 }
1483
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001484 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001485 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001486 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001487 }
1488
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001489 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001490 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001491 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001492 }
1493
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001494 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001495 }
1496 }
1497}
1498
1499// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1500bool Program::linkAttributes()
1501{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001502 unsigned int usedLocations = 0;
1503
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001504 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001505 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001506 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001507 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001508
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001509 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001510 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001511 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001512 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001513 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001514 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001515
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001516 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001517
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001518 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001519
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001520 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001521 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001522 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 +00001523
1524 return false;
1525 }
1526
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001527 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001528 {
1529 usedLocations |= 1 << (location + i);
1530 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001531 }
1532 }
1533
1534 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001535 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001536 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001537 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001538
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001539 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001540 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001541 int rows = VariableRowCount(attribute->type);
1542 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001543
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001544 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001545 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001546 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001547
1548 return false; // Fail to link
1549 }
1550
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001551 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001552 }
1553 }
1554
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001555 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001556 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001557 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001558 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001559
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001560 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001561 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001562 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001563 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001564 }
1565
1566 return true;
1567}
1568
daniel@transgaming.com85423182010-04-22 13:35:27 +00001569int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001570{
1571 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1572 {
1573 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1574 {
1575 return location;
1576 }
1577 }
1578
1579 return -1;
1580}
1581
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001582bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1583{
1584 D3DXCONSTANTTABLE_DESC constantTableDescription;
1585 D3DXCONSTANT_DESC constantDescription;
1586 UINT descriptionCount = 1;
1587
1588 constantTable->GetDesc(&constantTableDescription);
1589
1590 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1591 {
1592 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
1593 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1594
1595 if (!defineUniform(constantHandle, constantDescription))
1596 {
1597 return false;
1598 }
1599 }
1600
1601 return true;
1602}
1603
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001604// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001605// Returns true if succesful (uniform not already defined)
1606bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1607{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001608 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1609 {
1610 unsigned int samplerIndex = constantDescription.RegisterIndex;
1611
1612 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
1613
1614 mSamplers[samplerIndex].active = true;
1615 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
1616 mSamplers[samplerIndex].logicalTextureUnit = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00001617 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001618 }
1619
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001620 switch(constantDescription.Class)
1621 {
1622 case D3DXPC_STRUCT:
1623 {
1624 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
1625 {
1626 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1627
1628 D3DXCONSTANT_DESC fieldDescription;
1629 UINT descriptionCount = 1;
1630
1631 mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1632
1633 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + "."))
1634 {
1635 return false;
1636 }
1637 }
1638
1639 return true;
1640 }
1641 case D3DXPC_SCALAR:
1642 case D3DXPC_VECTOR:
1643 case D3DXPC_MATRIX_COLUMNS:
1644 case D3DXPC_OBJECT:
1645 return defineUniform(constantDescription, name + constantDescription.Name);
1646 default:
1647 UNREACHABLE();
1648 return false;
1649 }
1650}
1651
1652bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1653{
1654 Uniform *uniform = createUniform(constantDescription, name);
1655
1656 if(!uniform)
1657 {
1658 return false;
1659 }
1660
1661 // Check if already defined
1662 GLint location = getUniformLocation(name.c_str());
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001663 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001664
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001665 if (location >= 0)
1666 {
1667 delete uniform;
1668
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001669 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001670 {
1671 return false;
1672 }
1673 else
1674 {
1675 return true;
1676 }
1677 }
1678
1679 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001680 unsigned int uniformIndex = mUniforms.size() - 1;
1681
1682 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1683 {
1684 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1685 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001686
1687 return true;
1688}
1689
1690Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001691{
1692 if (constantDescription.Rows == 1) // Vectors and scalars
1693 {
1694 switch (constantDescription.Type)
1695 {
1696 case D3DXPT_SAMPLER2D:
1697 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001698 switch (constantDescription.Columns)
1699 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001700 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001701 default: UNREACHABLE();
1702 }
1703 break;
1704 case D3DXPT_BOOL:
1705 switch (constantDescription.Columns)
1706 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001707 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1708 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1709 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1710 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001711 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001712 }
1713 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001714 case D3DXPT_INT:
1715 switch (constantDescription.Columns)
1716 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001717 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1718 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1719 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1720 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001721 default: UNREACHABLE();
1722 }
1723 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001724 case D3DXPT_FLOAT:
1725 switch (constantDescription.Columns)
1726 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001727 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1728 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1729 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1730 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001731 default: UNREACHABLE();
1732 }
1733 break;
1734 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001735 UNREACHABLE();
1736 }
1737 }
1738 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1739 {
1740 switch (constantDescription.Type)
1741 {
1742 case D3DXPT_FLOAT:
1743 switch (constantDescription.Rows)
1744 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001745 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1746 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1747 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001748 default: UNREACHABLE();
1749 }
1750 break;
1751 default: UNREACHABLE();
1752 }
1753 }
1754 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001755
1756 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001757}
1758
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001759// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001760std::string Program::decorate(const std::string &string)
1761{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001762 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001763 {
1764 return "_" + string;
1765 }
1766 else
1767 {
1768 return string;
1769 }
1770}
1771
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001772std::string Program::undecorate(const std::string &string)
1773{
1774 if (string.substr(0, 1) == "_")
1775 {
1776 return string.substr(1);
1777 }
1778 else
1779 {
1780 return string;
1781 }
1782}
1783
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001784bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1785{
1786 BOOL *vector = new BOOL[count];
1787 for (int i = 0; i < count; i++)
1788 {
1789 if (v[i] == GL_FALSE)
1790 vector[i] = 0;
1791 else
1792 vector[i] = 1;
1793 }
1794
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001795 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1796
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001797 D3DXHANDLE constantPS;
1798 D3DXHANDLE constantVS;
1799 getConstantHandles(targetUniform, &constantPS, &constantVS);
1800
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001801 IDirect3DDevice9 *device = getDevice();
1802
1803 if (constantPS)
1804 {
1805 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1806 }
1807
1808 if (constantVS)
1809 {
1810 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1811 }
1812
1813 delete [] vector;
1814
1815 return true;
1816}
1817
1818bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1819{
1820 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1821
1822 for (int i = 0; i < count; i++)
1823 {
1824 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1825 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1826
1827 v += 2;
1828 }
1829
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001830 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1831
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001832 D3DXHANDLE constantPS;
1833 D3DXHANDLE constantVS;
1834 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001835 IDirect3DDevice9 *device = getDevice();
1836
1837 if (constantPS)
1838 {
1839 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1840 }
1841
1842 if (constantVS)
1843 {
1844 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1845 }
1846
1847 delete[] vector;
1848
1849 return true;
1850}
1851
1852bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1853{
1854 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1855
1856 for (int i = 0; i < count; i++)
1857 {
1858 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1859 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1860 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1861
1862 v += 3;
1863 }
1864
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001865 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1866
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001867 D3DXHANDLE constantPS;
1868 D3DXHANDLE constantVS;
1869 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001870 IDirect3DDevice9 *device = getDevice();
1871
1872 if (constantPS)
1873 {
1874 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1875 }
1876
1877 if (constantVS)
1878 {
1879 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1880 }
1881
1882 delete[] vector;
1883
1884 return true;
1885}
1886
1887bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
1888{
1889 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1890
1891 for (int i = 0; i < count; i++)
1892 {
1893 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1894 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1895 (v[2] == GL_FALSE ? 0.0f : 1.0f),
1896 (v[3] == GL_FALSE ? 0.0f : 1.0f));
1897
1898 v += 3;
1899 }
1900
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001901 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1902
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001903 D3DXHANDLE constantPS;
1904 D3DXHANDLE constantVS;
1905 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001906 IDirect3DDevice9 *device = getDevice();
1907
1908 if (constantPS)
1909 {
1910 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1911 }
1912
1913 if (constantVS)
1914 {
1915 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1916 }
1917
1918 delete [] vector;
1919
1920 return true;
1921}
1922
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001923bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
1924{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001925 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1926
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001927 D3DXHANDLE constantPS;
1928 D3DXHANDLE constantVS;
1929 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001930 IDirect3DDevice9 *device = getDevice();
1931
1932 if (constantPS)
1933 {
1934 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
1935 }
1936
1937 if (constantVS)
1938 {
1939 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
1940 }
1941
1942 return true;
1943}
1944
1945bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
1946{
1947 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1948
1949 for (int i = 0; i < count; i++)
1950 {
1951 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
1952
1953 v += 2;
1954 }
1955
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001956 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1957
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001958 D3DXHANDLE constantPS;
1959 D3DXHANDLE constantVS;
1960 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001961 IDirect3DDevice9 *device = getDevice();
1962
1963 if (constantPS)
1964 {
1965 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1966 }
1967
1968 if (constantVS)
1969 {
1970 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1971 }
1972
1973 delete[] vector;
1974
1975 return true;
1976}
1977
1978bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
1979{
1980 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1981
1982 for (int i = 0; i < count; i++)
1983 {
1984 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
1985
1986 v += 3;
1987 }
1988
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001989 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1990
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001991 D3DXHANDLE constantPS;
1992 D3DXHANDLE constantVS;
1993 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001994 IDirect3DDevice9 *device = getDevice();
1995
1996 if (constantPS)
1997 {
1998 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1999 }
2000
2001 if (constantVS)
2002 {
2003 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2004 }
2005
2006 delete[] vector;
2007
2008 return true;
2009}
2010
2011bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2012{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002013 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2014
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002015 D3DXHANDLE constantPS;
2016 D3DXHANDLE constantVS;
2017 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002018 IDirect3DDevice9 *device = getDevice();
2019
2020 if (constantPS)
2021 {
2022 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2023 }
2024
2025 if (constantVS)
2026 {
2027 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2028 }
2029
2030 return true;
2031}
2032
2033bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2034{
2035 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2036
2037 for (int i = 0; i < count; i++)
2038 {
2039 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2040 value[1], value[3], 0, 0,
2041 0, 0, 1, 0,
2042 0, 0, 0, 1);
2043
2044 value += 4;
2045 }
2046
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002047 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2048
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002049 D3DXHANDLE constantPS;
2050 D3DXHANDLE constantVS;
2051 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002052 IDirect3DDevice9 *device = getDevice();
2053
2054 if (constantPS)
2055 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002056 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002057 }
2058
2059 if (constantVS)
2060 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002061 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002062 }
2063
2064 delete[] matrix;
2065
2066 return true;
2067}
2068
2069bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2070{
2071 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2072
2073 for (int i = 0; i < count; i++)
2074 {
2075 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2076 value[1], value[4], value[7], 0,
2077 value[2], value[5], value[8], 0,
2078 0, 0, 0, 1);
2079
2080 value += 9;
2081 }
2082
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002083 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2084
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002085 D3DXHANDLE constantPS;
2086 D3DXHANDLE constantVS;
2087 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002088 IDirect3DDevice9 *device = getDevice();
2089
2090 if (constantPS)
2091 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002092 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002093 }
2094
2095 if (constantVS)
2096 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002097 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002098 }
2099
2100 delete[] matrix;
2101
2102 return true;
2103}
2104
2105bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2106{
2107 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2108
2109 for (int i = 0; i < count; i++)
2110 {
2111 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2112 value[1], value[5], value[9], value[13],
2113 value[2], value[6], value[10], value[14],
2114 value[3], value[7], value[11], value[15]);
2115
2116 value += 16;
2117 }
2118
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002119 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2120
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002121 D3DXHANDLE constantPS;
2122 D3DXHANDLE constantVS;
2123 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002124 IDirect3DDevice9 *device = getDevice();
2125
2126 if (constantPS)
2127 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002128 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002129 }
2130
2131 if (constantVS)
2132 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002133 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002134 }
2135
2136 delete[] matrix;
2137
2138 return true;
2139}
2140
2141bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2142{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002143 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2144
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002145 D3DXHANDLE constantPS;
2146 D3DXHANDLE constantVS;
2147 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002148 IDirect3DDevice9 *device = getDevice();
2149
2150 if (constantPS)
2151 {
2152 D3DXCONSTANT_DESC constantDescription;
2153 UINT descriptionCount = 1;
2154 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
2155
daniel@transgaming.com2884b782010-03-08 21:30:48 +00002156 if (FAILED(result))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002157 {
2158 return false;
2159 }
2160
2161 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2162 {
2163 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2164
2165 for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
2166 {
2167 GLint mappedSampler = v[0];
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002168
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002169 if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002170 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002171 ASSERT(mSamplers[samplerIndex].active);
2172 mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
2173 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002174 }
2175 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002176
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002177 return true;
2178 }
2179 }
2180
2181 if (constantPS)
2182 {
2183 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2184 }
2185
2186 if (constantVS)
2187 {
2188 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2189 }
2190
2191 return true;
2192}
2193
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002194bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2195{
2196 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2197
2198 for (int i = 0; i < count; i++)
2199 {
2200 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2201
2202 v += 2;
2203 }
2204
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002205 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2206
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002207 D3DXHANDLE constantPS;
2208 D3DXHANDLE constantVS;
2209 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002210 IDirect3DDevice9 *device = getDevice();
2211
2212 if (constantPS)
2213 {
2214 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2215 }
2216
2217 if (constantVS)
2218 {
2219 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2220 }
2221
2222 delete[] vector;
2223
2224 return true;
2225}
2226
2227bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2228{
2229 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2230
2231 for (int i = 0; i < count; i++)
2232 {
2233 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2234
2235 v += 3;
2236 }
2237
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002238 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2239
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002240 D3DXHANDLE constantPS;
2241 D3DXHANDLE constantVS;
2242 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002243 IDirect3DDevice9 *device = getDevice();
2244
2245 if (constantPS)
2246 {
2247 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2248 }
2249
2250 if (constantVS)
2251 {
2252 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2253 }
2254
2255 delete[] vector;
2256
2257 return true;
2258}
2259
2260bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2261{
2262 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2263
2264 for (int i = 0; i < count; i++)
2265 {
2266 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2267
2268 v += 4;
2269 }
2270
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002271 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2272
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002273 D3DXHANDLE constantPS;
2274 D3DXHANDLE constantVS;
2275 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002276 IDirect3DDevice9 *device = getDevice();
2277
2278 if (constantPS)
2279 {
2280 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2281 }
2282
2283 if (constantVS)
2284 {
2285 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2286 }
2287
2288 delete [] vector;
2289
2290 return true;
2291}
2292
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002293void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002294{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002295 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002296 {
2297 return;
2298 }
2299
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002300 char info[1024];
2301
2302 va_list vararg;
2303 va_start(vararg, format);
2304 vsnprintf(info, sizeof(info), format, vararg);
2305 va_end(vararg);
2306
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002307 size_t infoLength = strlen(info);
2308
2309 if (!mInfoLog)
2310 {
2311 mInfoLog = new char[infoLength + 1];
2312 strcpy(mInfoLog, info);
2313 }
2314 else
2315 {
2316 size_t logLength = strlen(mInfoLog);
2317 char *newLog = new char[logLength + infoLength + 1];
2318 strcpy(newLog, mInfoLog);
2319 strcpy(newLog + logLength, info);
2320
2321 delete[] mInfoLog;
2322 mInfoLog = newLog;
2323 }
2324}
2325
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002326void Program::resetInfoLog()
2327{
2328 if (mInfoLog)
2329 {
2330 delete [] mInfoLog;
2331 }
2332}
2333
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002334// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2335void Program::unlink(bool destroy)
2336{
2337 if (destroy) // Object being destructed
2338 {
2339 if (mFragmentShader)
2340 {
2341 mFragmentShader->detach();
2342 mFragmentShader = NULL;
2343 }
2344
2345 if (mVertexShader)
2346 {
2347 mVertexShader->detach();
2348 mVertexShader = NULL;
2349 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002350 }
2351
2352 if (mPixelExecutable)
2353 {
2354 mPixelExecutable->Release();
2355 mPixelExecutable = NULL;
2356 }
2357
2358 if (mVertexExecutable)
2359 {
2360 mVertexExecutable->Release();
2361 mVertexExecutable = NULL;
2362 }
2363
2364 if (mConstantTablePS)
2365 {
2366 mConstantTablePS->Release();
2367 mConstantTablePS = NULL;
2368 }
2369
2370 if (mConstantTableVS)
2371 {
2372 mConstantTableVS->Release();
2373 mConstantTableVS = NULL;
2374 }
2375
2376 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2377 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002378 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002379 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002380 }
2381
2382 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2383 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002384 mSamplers[index].active = false;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002385 mSamplers[index].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002386 }
2387
2388 while (!mUniforms.empty())
2389 {
2390 delete mUniforms.back();
2391 mUniforms.pop_back();
2392 }
2393
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002394 mUniformIndex.clear();
2395
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002396 mPixelHLSL.clear();
2397 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002398
2399 delete[] mInfoLog;
2400 mInfoLog = NULL;
2401
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002402 mLinked = false;
2403}
2404
2405bool Program::isLinked()
2406{
2407 return mLinked;
2408}
2409
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002410bool Program::isValidated() const
2411{
2412 return mValidated;
2413}
2414
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002415unsigned int Program::getSerial() const
2416{
2417 return mSerial;
2418}
2419
2420unsigned int Program::issueSerial()
2421{
2422 return mCurrentSerial++;
2423}
2424
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002425int Program::getInfoLogLength() const
2426{
2427 if (!mInfoLog)
2428 {
2429 return 0;
2430 }
2431 else
2432 {
2433 return strlen(mInfoLog) + 1;
2434 }
2435}
2436
2437void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2438{
2439 int index = 0;
2440
2441 if (mInfoLog)
2442 {
2443 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2444 {
2445 infoLog[index] = mInfoLog[index];
2446 index++;
2447 }
2448 }
2449
2450 if (bufSize)
2451 {
2452 infoLog[index] = '\0';
2453 }
2454
2455 if (length)
2456 {
2457 *length = index;
2458 }
2459}
2460
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002461void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2462{
2463 int total = 0;
2464
2465 if (mVertexShader)
2466 {
2467 if (total < maxCount)
2468 {
2469 shaders[total] = mVertexShader->getHandle();
2470 }
2471
2472 total++;
2473 }
2474
2475 if (mFragmentShader)
2476 {
2477 if (total < maxCount)
2478 {
2479 shaders[total] = mFragmentShader->getHandle();
2480 }
2481
2482 total++;
2483 }
2484
2485 if (count)
2486 {
2487 *count = total;
2488 }
2489}
2490
daniel@transgaming.com85423182010-04-22 13:35:27 +00002491void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2492{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002493 unsigned int attribute = 0;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002494 for (unsigned int i = 0; i < index; i++)
2495 {
2496 do
2497 {
2498 attribute++;
2499
2500 ASSERT(attribute < MAX_VERTEX_ATTRIBS); // index must be smaller than getActiveAttributeCount()
2501 }
2502 while (mLinkedAttribute[attribute].name.empty());
2503 }
2504
2505 if (bufsize > 0)
2506 {
2507 const char *string = mLinkedAttribute[attribute].name.c_str();
2508
2509 strncpy(name, string, bufsize);
2510 name[bufsize - 1] = '\0';
2511
2512 if (length)
2513 {
2514 *length = strlen(name);
2515 }
2516 }
2517
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002518 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002519
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002520 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002521}
2522
2523GLint Program::getActiveAttributeCount()
2524{
2525 int count = 0;
2526
2527 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2528 {
2529 if (!mLinkedAttribute[attributeIndex].name.empty())
2530 {
2531 count++;
2532 }
2533 }
2534
2535 return count;
2536}
2537
2538GLint Program::getActiveAttributeMaxLength()
2539{
2540 int maxLength = 0;
2541
2542 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2543 {
2544 if (!mLinkedAttribute[attributeIndex].name.empty())
2545 {
2546 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2547 }
2548 }
2549
2550 return maxLength;
2551}
2552
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002553void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2554{
2555 unsigned int uniform = 0;
2556 for (unsigned int i = 0; i < index; i++)
2557 {
2558 do
2559 {
2560 uniform++;
2561
2562 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2563 }
2564 while (mUniforms[uniform]->name.substr(0, 3) == "dx_");
2565 }
2566
2567 if (bufsize > 0)
2568 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002569 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002570
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002571 if (mUniforms[uniform]->arraySize != 1)
2572 {
2573 string += "[0]";
2574 }
2575
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002576 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002577 name[bufsize - 1] = '\0';
2578
2579 if (length)
2580 {
2581 *length = strlen(name);
2582 }
2583 }
2584
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002585 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002586
2587 *type = mUniforms[uniform]->type;
2588}
2589
2590GLint Program::getActiveUniformCount()
2591{
2592 int count = 0;
2593
2594 for (unsigned int uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
2595 {
2596 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2597 {
2598 count++;
2599 }
2600 }
2601
2602 return count;
2603}
2604
2605GLint Program::getActiveUniformMaxLength()
2606{
2607 int maxLength = 0;
2608
2609 for (unsigned int uniformIndex = 0; uniformIndex < mUniforms.size(); uniformIndex++)
2610 {
2611 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2612 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002613 maxLength = std::max((int)(undecorate(mUniforms[uniformIndex]->name).length() + 1), maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002614 }
2615 }
2616
2617 return maxLength;
2618}
2619
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002620void Program::flagForDeletion()
2621{
2622 mDeleteStatus = true;
2623}
2624
2625bool Program::isFlaggedForDeletion() const
2626{
2627 return mDeleteStatus;
2628}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002629
2630void Program::validate()
2631{
2632 resetInfoLog();
2633
2634 if (!isLinked())
2635 {
2636 appendToInfoLog("Program has not been successfully linked.");
2637 mValidated = false;
2638 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002639 else
2640 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002641 applyUniforms();
2642 if (!validateSamplers())
2643 {
2644 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit.");
2645 mValidated = false;
2646 }
2647 else
2648 {
2649 mValidated = true;
2650 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002651 }
2652}
2653
2654bool Program::validateSamplers() const
2655{
2656 // if any two active samplers in a program are of different types, but refer to the same
2657 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2658 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
2659 std::map<int, SamplerType> samplerMap;
2660 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2661 {
2662 if (mSamplers[i].active)
2663 {
2664 if (samplerMap.find(mSamplers[i].logicalTextureUnit) != samplerMap.end())
2665 {
2666 if (mSamplers[i].type != samplerMap[mSamplers[i].logicalTextureUnit])
2667 return false;
2668 }
2669 else
2670 {
2671 samplerMap[mSamplers[i].logicalTextureUnit] = mSamplers[i].type;
2672 }
2673 }
2674 }
2675
2676 return true;
2677}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002678
2679void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2680{
2681 if (!targetUniform->handlesSet)
2682 {
2683 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2684 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2685 targetUniform->handlesSet = true;
2686 }
2687
2688 *constantPS = targetUniform->psHandle;
2689 *constantVS = targetUniform->vsHandle;
2690}
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002691}