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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.h: Defines the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
10#ifndef LIBGLESV2_PROGRAM_H_
11#define LIBGLESV2_PROGRAM_H_
12
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013#include <d3dx9.h>
14#include <string>
15#include <vector>
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000016#include <set>
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000017
daniel@transgaming.com85423182010-04-22 13:35:27 +000018#include "libGLESv2/Shader.h"
daniel@transgaming.come6842292010-04-20 18:52:50 +000019#include "libGLESv2/Context.h"
20
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000021namespace gl
22{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000023class ResourceManager;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000024class FragmentShader;
25class VertexShader;
26
daniel@transgaming.com86487c22010-03-11 19:41:43 +000027// Helper struct representing a single shader uniform
28struct Uniform
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000029{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000030 Uniform(GLenum type, const std::string &name, unsigned int arraySize);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000031
32 ~Uniform();
33
daniel@transgaming.com0361b922010-03-28 19:36:15 +000034 const GLenum type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035 const std::string name;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000036 const unsigned int arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000037
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000038 unsigned char *data;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000039 bool dirty;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000040
41 D3DXHANDLE vsHandle;
42 D3DXHANDLE psHandle;
43 bool handlesSet;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000044};
45
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000046// Struct used for correlating uniforms/elements of uniform arrays to handles
47struct UniformLocation
48{
49 UniformLocation(const std::string &name, unsigned int element, unsigned int index);
50
51 std::string name;
52 unsigned int element;
53 unsigned int index;
54};
55
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000056class Program
57{
58 public:
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000059 Program(ResourceManager *manager, GLuint handle);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000060
61 ~Program();
62
63 bool attachShader(Shader *shader);
64 bool detachShader(Shader *shader);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000065 int getAttachedShadersCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000066
67 IDirect3DPixelShader9 *getPixelShader();
68 IDirect3DVertexShader9 *getVertexShader();
69
70 void bindAttributeLocation(GLuint index, const char *name);
71 GLuint getAttributeLocation(const char *name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000072 int getSemanticIndex(int attributeIndex);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000073
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +000074 void dirtyAllSamplers();
75
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000076 GLint getSamplerMapping(unsigned int samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +000077 SamplerType getSamplerType(unsigned int samplerIndex);
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +000078 bool isSamplerDirty(unsigned int samplerIndex) const;
79 void setSamplerDirty(unsigned int samplerIndex, bool dirty);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000080
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +000081 GLint getUniformLocation(const char *name, bool decorated);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000082 bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
83 bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
84 bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
85 bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
86 bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
87 bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
88 bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
89 bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +000090 bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
91 bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
92 bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000093
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +000094 bool getUniformfv(GLint location, GLfloat *params);
95 bool getUniformiv(GLint location, GLint *params);
96
daniel@transgaming.com31754962010-11-28 02:02:52 +000097 GLint getDxDepthRangeLocation() const;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +000098 GLint getDxDepthLocation() const;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +000099 GLint getDxViewportLocation() const;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000100 GLint getDxHalfPixelSizeLocation() const;
101 GLint getDxFrontCCWLocation() const;
102 GLint getDxPointsOrLinesLocation() const;
103
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000104 void dirtyAllUniforms();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000105 void applyUniforms();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000106
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000107 void link();
108 bool isLinked();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000109 int getInfoLogLength() const;
110 void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
daniel@transgaming.com6c785212010-03-30 03:36:17 +0000111 void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000112
daniel@transgaming.com85423182010-04-22 13:35:27 +0000113 void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
114 GLint getActiveAttributeCount();
115 GLint getActiveAttributeMaxLength();
116
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000117 void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
118 GLint getActiveUniformCount();
119 GLint getActiveUniformMaxLength();
120
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000121 void addRef();
122 void release();
123 unsigned int getRefCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000124 void flagForDeletion();
125 bool isFlaggedForDeletion() const;
126
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000127 void validate();
128 bool validateSamplers() const;
129 bool isValidated() const;
130
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000131 unsigned int getSerial() const;
132
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000133 private:
134 DISALLOW_COPY_AND_ASSIGN(Program);
135
136 ID3DXBuffer *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
137 void unlink(bool destroy = false);
138
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000139 int packVaryings(const Varying *packing[][4]);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000140 bool linkVaryings();
141
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000142 bool linkAttributes();
daniel@transgaming.com85423182010-04-22 13:35:27 +0000143 int getAttributeBinding(const std::string &name);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000144
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000145 bool linkUniforms(ID3DXConstantTable *constantTable);
146 bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
147 bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
148 Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000149 bool applyUniform1bv(GLint location, GLsizei count, const GLboolean *v);
150 bool applyUniform2bv(GLint location, GLsizei count, const GLboolean *v);
151 bool applyUniform3bv(GLint location, GLsizei count, const GLboolean *v);
152 bool applyUniform4bv(GLint location, GLsizei count, const GLboolean *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000153 bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
154 bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
155 bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
156 bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
157 bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
158 bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
159 bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
160 bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000161 bool applyUniform2iv(GLint location, GLsizei count, const GLint *v);
162 bool applyUniform3iv(GLint location, GLsizei count, const GLint *v);
163 bool applyUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000164
daniel@transgaming.com2d84df02010-05-14 17:31:13 +0000165 void getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS);
166
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000167 void appendToInfoLog(const char *info, ...);
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000168 void resetInfoLog();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000169
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +0000170 static std::string decorate(const std::string &string); // Prepend an underscore
171 static std::string undecorate(const std::string &string); // Remove leading underscore
172
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000173 static unsigned int issueSerial();
174
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000175 FragmentShader *mFragmentShader;
176 VertexShader *mVertexShader;
177
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000178 std::string mPixelHLSL;
179 std::string mVertexHLSL;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000180
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000181 IDirect3DPixelShader9 *mPixelExecutable;
182 IDirect3DVertexShader9 *mVertexExecutable;
183 ID3DXConstantTable *mConstantTablePS;
184 ID3DXConstantTable *mConstantTableVS;
185
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000186 std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com85423182010-04-22 13:35:27 +0000187 Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000188 int mSemanticIndex[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000189
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000190 struct Sampler
191 {
192 bool active;
193 GLint logicalTextureUnit;
194 SamplerType type;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000195 bool dirty;
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000196 };
197
198 Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000199
200 typedef std::vector<Uniform*> UniformArray;
201 UniformArray mUniforms;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000202 typedef std::vector<UniformLocation> UniformIndex;
203 UniformIndex mUniformIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000204
daniel@transgaming.com31754962010-11-28 02:02:52 +0000205 GLint mDxDepthRangeLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000206 GLint mDxDepthLocation;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +0000207 GLint mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000208 GLint mDxHalfPixelSizeLocation;
209 GLint mDxFrontCCWLocation;
210 GLint mDxPointsOrLinesLocation;
211
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000212 bool mLinked;
213 bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000214 char *mInfoLog;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000215 bool mValidated;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000216
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000217 unsigned int mRefCount;
218
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000219 const unsigned int mSerial;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000220
221 static unsigned int mCurrentSerial;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000222
223 ResourceManager *mResourceManager;
224 const GLuint mHandle;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000225};
226}
227
228#endif // LIBGLESV2_PROGRAM_H_