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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.com73a5db62010-10-15 17:58:13 +000048Program::Program(ResourceManager *manager, GLuint handle) : mResourceManager(manager), mHandle(handle), mSerial(issueSerial())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000049{
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
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000065 mRefCount = 0;
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 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000074 mVertexShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000075 }
76
77 if (mFragmentShader != NULL)
78 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000079 mFragmentShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000080 }
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;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000093 mVertexShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000094 }
95 else if (shader->getType() == GL_FRAGMENT_SHADER)
96 {
97 if (mFragmentShader)
98 {
99 return false;
100 }
101
102 mFragmentShader = (FragmentShader*)shader;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000103 mFragmentShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000104 }
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
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000119 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000120 mVertexShader = NULL;
121 }
122 else if (shader->getType() == GL_FRAGMENT_SHADER)
123 {
124 if (mFragmentShader != shader)
125 {
126 return false;
127 }
128
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000129 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000130 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.coma3bbfd42010-06-07 02:06:09 +0000242GLint Program::getUniformLocation(const char *name, bool decorated)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000243{
daniel@transgaming.comce864422010-11-18 13:16:49 +0000244 std::string _name = decorated ? name : decorate(name);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000245 int subscript = 0;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000246
daniel@transgaming.comce864422010-11-18 13:16:49 +0000247 // Strip any trailing array operator and retrieve the subscript
248 size_t open = _name.find_last_of('[');
249 size_t close = _name.find_last_of(']');
250 if (open != std::string::npos && close == _name.length() - 1)
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000251 {
daniel@transgaming.comce864422010-11-18 13:16:49 +0000252 subscript = atoi(_name.substr(open + 1).c_str());
253 _name.erase(open);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000254 }
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000255
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000256 unsigned int numUniforms = mUniformIndex.size();
257 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000258 {
daniel@transgaming.comce864422010-11-18 13:16:49 +0000259 if (mUniformIndex[location].name == _name &&
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
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000592 if (targetUniform->type == GL_INT ||
593 targetUniform->type == GL_SAMPLER_2D ||
594 targetUniform->type == GL_SAMPLER_CUBE)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000595 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000596 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000597
598 if (arraySize == 1 && count > 1)
599 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
600
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000601 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000602
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000603 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
604 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000605 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000606 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000607 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000608 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000609
610 if (arraySize == 1 && count > 1)
611 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
612
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000613 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000614 GLboolean *boolParams = new GLboolean[count];
615
616 for (int i = 0; i < count; ++i)
617 {
618 if (v[i] == 0)
619 {
620 boolParams[i] = GL_FALSE;
621 }
622 else
623 {
624 boolParams[i] = GL_TRUE;
625 }
626 }
627
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000628 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
629 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000630
631 delete [] boolParams;
632 }
633 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000634 {
635 return false;
636 }
637
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000638 return true;
639}
640
641bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
642{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000643 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000644 {
645 return false;
646 }
647
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000648 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000649 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000650
651 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000652 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000653 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000654
655 if (arraySize == 1 && count > 1)
656 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
657
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000658 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000659
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000660 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
661 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000662 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000663 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000664 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000665 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000666
667 if (arraySize == 1 && count > 1)
668 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
669
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000670 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000671 GLboolean *boolParams = new GLboolean[count * 2];
672
673 for (int i = 0; i < count * 2; ++i)
674 {
675 if (v[i] == 0)
676 {
677 boolParams[i] = GL_FALSE;
678 }
679 else
680 {
681 boolParams[i] = GL_TRUE;
682 }
683 }
684
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000685 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
686 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000687
688 delete [] boolParams;
689 }
690 else
691 {
692 return false;
693 }
694
695 return true;
696}
697
698bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
699{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000700 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000701 {
702 return false;
703 }
704
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000705 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000706 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000707
708 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000709 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000710 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000711
712 if (arraySize == 1 && count > 1)
713 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
714
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000715 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000716
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000717 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
718 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000719 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000720 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000721 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000722 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000723
724 if (arraySize == 1 && count > 1)
725 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
726
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000727 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000728 GLboolean *boolParams = new GLboolean[count * 3];
729
730 for (int i = 0; i < count * 3; ++i)
731 {
732 if (v[i] == 0)
733 {
734 boolParams[i] = GL_FALSE;
735 }
736 else
737 {
738 boolParams[i] = GL_TRUE;
739 }
740 }
741
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000742 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
743 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000744
745 delete [] boolParams;
746 }
747 else
748 {
749 return false;
750 }
751
752 return true;
753}
754
755bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
756{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000757 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000758 {
759 return false;
760 }
761
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000762 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000763 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000764
765 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000766 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000767 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000768
769 if (arraySize == 1 && count > 1)
770 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
771
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000772 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000773
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000774 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
775 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000776 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000777 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000778 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000779 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000780
781 if (arraySize == 1 && count > 1)
782 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
783
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000784 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000785 GLboolean *boolParams = new GLboolean[count * 4];
786
787 for (int i = 0; i < count * 4; ++i)
788 {
789 if (v[i] == 0)
790 {
791 boolParams[i] = GL_FALSE;
792 }
793 else
794 {
795 boolParams[i] = GL_TRUE;
796 }
797 }
798
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000799 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
800 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000801
802 delete [] boolParams;
803 }
804 else
805 {
806 return false;
807 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000808
809 return true;
810}
811
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000812bool Program::getUniformfv(GLint location, GLfloat *params)
813{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000814 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000815 {
816 return false;
817 }
818
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000819 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000820
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000821 unsigned int count = UniformComponentCount(targetUniform->type);
822
823 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000824 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000825 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000826 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000827 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000828
829 for (unsigned int i = 0; i < count; ++i)
830 {
831 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
832 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000833 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000834 break;
835 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000836 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
837 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000838 break;
839 case GL_INT:
840 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000841 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000842
843 for (unsigned int i = 0; i < count; ++i)
844 {
845 params[i] = (float)intParams[i];
846 }
847 }
848 break;
849 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000850 }
851
852 return true;
853}
854
855bool Program::getUniformiv(GLint location, GLint *params)
856{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000857 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000858 {
859 return false;
860 }
861
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000862 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000863
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000864 unsigned int count = UniformComponentCount(targetUniform->type);
865
866 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000867 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000868 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000869 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000870 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000871
872 for (unsigned int i = 0; i < count; ++i)
873 {
874 params[i] = (GLint)boolParams[i];
875 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000876 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000877 break;
878 case GL_FLOAT:
879 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000880 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000881
882 for (unsigned int i = 0; i < count; ++i)
883 {
884 params[i] = (GLint)floatParams[i];
885 }
886 }
887 break;
888 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000889 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
890 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000891 break;
892 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000893 }
894
895 return true;
896}
897
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000898void Program::dirtyAllUniforms()
899{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000900 unsigned int numUniforms = mUniforms.size();
901 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000902 {
903 mUniforms[index]->dirty = true;
904 }
905}
906
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000907void Program::dirtyAllSamplers()
908{
909 for (unsigned int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; ++index)
910 {
911 mSamplers[index].dirty = true;
912 }
913}
914
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000915// Applies all the uniforms set for this program object to the Direct3D 9 device
916void Program::applyUniforms()
917{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000918 unsigned int numUniforms = mUniformIndex.size();
919 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000920 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000921 if (mUniformIndex[location].element != 0)
922 {
923 continue;
924 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000925
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000926 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
927
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000928 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000929 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000930 int arraySize = targetUniform->arraySize;
931 GLfloat *f = (GLfloat*)targetUniform->data;
932 GLint *i = (GLint*)targetUniform->data;
933 GLboolean *b = (GLboolean*)targetUniform->data;
934
935 switch (targetUniform->type)
936 {
937 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
938 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
939 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
940 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
941 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
942 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
943 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
944 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
945 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
946 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
947 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000948 case GL_SAMPLER_2D:
949 case GL_SAMPLER_CUBE:
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000950 case GL_INT: applyUniform1iv(location, arraySize, i); break;
951 case GL_INT_VEC2: applyUniform2iv(location, arraySize, i); break;
952 case GL_INT_VEC3: applyUniform3iv(location, arraySize, i); break;
953 case GL_INT_VEC4: applyUniform4iv(location, arraySize, i); break;
954 default:
955 UNREACHABLE();
956 }
957
958 targetUniform->dirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000959 }
960 }
961}
962
963// Compiles the HLSL code of the attached shaders into executable binaries
964ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
965{
966 if (!hlsl)
967 {
968 return NULL;
969 }
970
971 ID3DXBuffer *binary = NULL;
972 ID3DXBuffer *errorMessage = NULL;
973
daniel@transgaming.com0f189612010-05-07 13:03:36 +0000974 HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, NULL, "main", profile, 0, &binary, &errorMessage, constantTable);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000975
976 if (SUCCEEDED(result))
977 {
978 return binary;
979 }
980
981 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
982 {
983 return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
984 }
985
986 if (errorMessage)
987 {
988 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000989
daniel@transgaming.com0df16872010-05-12 16:51:08 +0000990 appendToInfoLog("%s\n", message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000991 TRACE("\n%s", hlsl);
992 TRACE("\n%s", message);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000993 }
994
995 return NULL;
996}
997
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000998// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
999// Returns the number of used varying registers, or -1 if unsuccesful
1000int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001001{
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001002 Context *context = getContext();
1003 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1004
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001005 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001006 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001007 int n = VariableRowCount(varying->type) * varying->size;
1008 int m = VariableColumnCount(varying->type);
1009 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001010
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001011 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001012 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001013 for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001014 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001015 bool available = true;
1016
1017 for (int y = 0; y < n && available; y++)
1018 {
1019 for (int x = 0; x < m && available; x++)
1020 {
1021 if (packing[r + y][x])
1022 {
1023 available = false;
1024 }
1025 }
1026 }
1027
1028 if (available)
1029 {
1030 varying->reg = r;
1031 varying->col = 0;
1032
1033 for (int y = 0; y < n; y++)
1034 {
1035 for (int x = 0; x < m; x++)
1036 {
1037 packing[r + y][x] = &*varying;
1038 }
1039 }
1040
1041 success = true;
1042 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001043 }
1044
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001045 if (!success && m == 2)
1046 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001047 for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001048 {
1049 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001050
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001051 for (int y = 0; y < n && available; y++)
1052 {
1053 for (int x = 2; x < 4 && available; x++)
1054 {
1055 if (packing[r + y][x])
1056 {
1057 available = false;
1058 }
1059 }
1060 }
1061
1062 if (available)
1063 {
1064 varying->reg = r;
1065 varying->col = 2;
1066
1067 for (int y = 0; y < n; y++)
1068 {
1069 for (int x = 2; x < 4; x++)
1070 {
1071 packing[r + y][x] = &*varying;
1072 }
1073 }
1074
1075 success = true;
1076 }
1077 }
1078 }
1079 }
1080 else if (m == 1)
1081 {
1082 int space[4] = {0};
1083
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001084 for (int y = 0; y < maxVaryingVectors; y++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001085 {
1086 for (int x = 0; x < 4; x++)
1087 {
1088 space[x] += packing[y][x] ? 0 : 1;
1089 }
1090 }
1091
1092 int column = 0;
1093
1094 for (int x = 0; x < 4; x++)
1095 {
1096 if (space[x] > n && space[x] < space[column])
1097 {
1098 column = x;
1099 }
1100 }
1101
1102 if (space[column] > n)
1103 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001104 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001105 {
1106 if (!packing[r][column])
1107 {
1108 varying->reg = r;
1109
1110 for (int y = r; y < r + n; y++)
1111 {
1112 packing[y][column] = &*varying;
1113 }
1114
1115 break;
1116 }
1117 }
1118
1119 varying->col = column;
1120
1121 success = true;
1122 }
1123 }
1124 else UNREACHABLE();
1125
1126 if (!success)
1127 {
1128 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1129
1130 return -1;
1131 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001132 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001133
1134 // Return the number of used registers
1135 int registers = 0;
1136
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001137 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001138 {
1139 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1140 {
1141 registers++;
1142 }
1143 }
1144
1145 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001146}
1147
1148bool Program::linkVaryings()
1149{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001150 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001151 {
1152 return false;
1153 }
1154
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001155 const Varying *packing[MAX_VARYING_VECTORS_SM3][4] = {NULL};
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001156 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001157
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001158 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001159 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001160 return false;
1161 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001162
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001163 Context *context = getContext();
1164 const bool sm3 = context->supportsShaderModel3();
1165 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1166
1167 if (registers == maxVaryingVectors && mFragmentShader->mUsesFragCoord)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001168 {
1169 appendToInfoLog("No varying registers left to support gl_FragCoord");
1170
1171 return false;
1172 }
1173
1174 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1175 {
1176 bool matched = false;
1177
1178 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1179 {
1180 if (output->name == input->name)
1181 {
1182 if (output->type != input->type || output->size != input->size)
1183 {
1184 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1185
1186 return false;
1187 }
1188
1189 output->reg = input->reg;
1190 output->col = input->col;
1191
1192 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001193 break;
1194 }
1195 }
1196
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001197 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001198 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001199 appendToInfoLog("Fragment varying varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001200
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001201 return false;
1202 }
1203 }
1204
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001205 std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
1206
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001207 mVertexHLSL += "struct VS_INPUT\n"
1208 "{\n";
1209
1210 int semanticIndex = 0;
1211 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1212 {
1213 switch (attribute->type)
1214 {
1215 case GL_FLOAT: mVertexHLSL += " float "; break;
1216 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1217 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1218 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1219 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1220 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1221 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1222 default: UNREACHABLE();
1223 }
1224
1225 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1226
1227 semanticIndex += VariableRowCount(attribute->type);
1228 }
1229
1230 mVertexHLSL += "};\n"
1231 "\n"
1232 "struct VS_OUTPUT\n"
1233 "{\n"
1234 " float4 gl_Position : POSITION;\n";
1235
1236 for (int r = 0; r < registers; r++)
1237 {
1238 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1239
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001240 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001241 }
1242
1243 if (mFragmentShader->mUsesFragCoord)
1244 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001245 mVertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
1246 }
1247
1248 if (mVertexShader->mUsesPointSize && sm3)
1249 {
1250 mVertexHLSL += " float gl_PointSize : PSIZE;\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001251 }
1252
1253 mVertexHLSL += "};\n"
1254 "\n"
1255 "VS_OUTPUT main(VS_INPUT input)\n"
1256 "{\n";
1257
1258 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1259 {
1260 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1261
1262 if (VariableRowCount(attribute->type) > 1) // Matrix
1263 {
1264 mVertexHLSL += "transpose";
1265 }
1266
1267 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1268 }
1269
1270 mVertexHLSL += "\n"
1271 " gl_main();\n"
1272 "\n"
1273 " VS_OUTPUT output;\n"
1274 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
1275 " output.gl_Position.y = -(gl_Position.y - dx_HalfPixelSize.y * gl_Position.w);\n"
1276 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1277 " output.gl_Position.w = gl_Position.w;\n";
1278
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001279 if (mVertexShader->mUsesPointSize && sm3)
1280 {
1281 mVertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
1282 }
1283
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001284 if (mFragmentShader->mUsesFragCoord)
1285 {
1286 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1287 }
1288
1289 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1290 {
1291 if (varying->reg >= 0)
1292 {
1293 for (int i = 0; i < varying->size; i++)
1294 {
1295 int rows = VariableRowCount(varying->type);
1296
1297 for (int j = 0; j < rows; j++)
1298 {
1299 int r = varying->reg + i * rows + j;
1300 mVertexHLSL += " output.v" + str(r);
1301
1302 bool sharedRegister = false; // Register used by multiple varyings
1303
1304 for (int x = 0; x < 4; x++)
1305 {
1306 if (packing[r][x] && packing[r][x] != packing[r][0])
1307 {
1308 sharedRegister = true;
1309 break;
1310 }
1311 }
1312
1313 if(sharedRegister)
1314 {
1315 mVertexHLSL += ".";
1316
1317 for (int x = 0; x < 4; x++)
1318 {
1319 if (packing[r][x] == &*varying)
1320 {
1321 switch(x)
1322 {
1323 case 0: mVertexHLSL += "x"; break;
1324 case 1: mVertexHLSL += "y"; break;
1325 case 2: mVertexHLSL += "z"; break;
1326 case 3: mVertexHLSL += "w"; break;
1327 }
1328 }
1329 }
1330 }
1331
1332 mVertexHLSL += " = " + varying->name;
1333
1334 if (varying->array)
1335 {
1336 mVertexHLSL += "[" + str(i) + "]";
1337 }
1338
1339 if (rows > 1)
1340 {
1341 mVertexHLSL += "[" + str(j) + "]";
1342 }
1343
1344 mVertexHLSL += ";\n";
1345 }
1346 }
1347 }
1348 }
1349
1350 mVertexHLSL += "\n"
1351 " return output;\n"
1352 "}\n";
1353
1354 mPixelHLSL += "struct PS_INPUT\n"
1355 "{\n";
1356
1357 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1358 {
1359 if (varying->reg >= 0)
1360 {
1361 for (int i = 0; i < varying->size; i++)
1362 {
1363 int rows = VariableRowCount(varying->type);
1364 for (int j = 0; j < rows; j++)
1365 {
1366 std::string n = str(varying->reg + i * rows + j);
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001367 mPixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001368 }
1369 }
1370 }
1371 else UNREACHABLE();
1372 }
1373
1374 if (mFragmentShader->mUsesFragCoord)
1375 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001376 mPixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001377 if (sm3) {
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001378 mPixelHLSL += " float2 dx_VPos : VPOS;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001379 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001380 }
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001381
1382 if (mFragmentShader->mUsesPointCoord && sm3)
1383 {
1384 mPixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
1385 }
1386
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001387 if (mFragmentShader->mUsesFrontFacing)
1388 {
1389 mPixelHLSL += " float vFace : VFACE;\n";
1390 }
1391
1392 mPixelHLSL += "};\n"
1393 "\n"
1394 "struct PS_OUTPUT\n"
1395 "{\n"
1396 " float4 gl_Color[1] : COLOR;\n"
1397 "};\n"
1398 "\n"
1399 "PS_OUTPUT main(PS_INPUT input)\n"
1400 "{\n";
1401
1402 if (mFragmentShader->mUsesFragCoord)
1403 {
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001404 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
1405 if (sm3) {
1406 mPixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n"
1407 " gl_FragCoord.y = input.dx_VPos.y;\n";
1408 } else {
1409 mPixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Viewport.x + dx_Viewport.z;\n"
1410 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_Viewport.y + dx_Viewport.w;\n";
1411 }
1412 mPixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001413 " gl_FragCoord.w = rhw;\n";
1414 }
1415
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001416 if (mFragmentShader->mUsesPointCoord && sm3)
1417 {
1418 mPixelHLSL += " gl_PointCoord = float2(input.gl_PointCoord.x, 1.0 - input.gl_PointCoord.y);\n";
1419 }
1420
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001421 if (mFragmentShader->mUsesFrontFacing)
1422 {
1423 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1424 }
1425
1426 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1427 {
1428 if (varying->reg >= 0)
1429 {
1430 for (int i = 0; i < varying->size; i++)
1431 {
1432 int rows = VariableRowCount(varying->type);
1433 for (int j = 0; j < rows; j++)
1434 {
1435 std::string n = str(varying->reg + i * rows + j);
1436 mPixelHLSL += " " + varying->name;
1437
1438 if (varying->array)
1439 {
1440 mPixelHLSL += "[" + str(i) + "]";
1441 }
1442
1443 if (rows > 1)
1444 {
1445 mPixelHLSL += "[" + str(j) + "]";
1446 }
1447
1448 mPixelHLSL += " = input.v" + n + ";\n";
1449 }
1450 }
1451 }
1452 else UNREACHABLE();
1453 }
1454
1455 mPixelHLSL += "\n"
1456 " gl_main();\n"
1457 "\n"
1458 " PS_OUTPUT output;\n"
1459 " output.gl_Color[0] = gl_Color[0];\n"
1460 "\n"
1461 " return output;\n"
1462 "}\n";
1463
1464 TRACE("\n%s", mPixelHLSL.c_str());
1465 TRACE("\n%s", mVertexHLSL.c_str());
1466
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001467 return true;
1468}
1469
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001470// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1471// compiling them into binaries, determining the attribute mappings, and collecting
1472// a list of uniforms
1473void Program::link()
1474{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001475 unlink();
1476
1477 if (!mFragmentShader || !mFragmentShader->isCompiled())
1478 {
1479 return;
1480 }
1481
1482 if (!mVertexShader || !mVertexShader->isCompiled())
1483 {
1484 return;
1485 }
1486
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001487 mPixelHLSL = mFragmentShader->getHLSL();
1488 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001489
1490 if (!linkVaryings())
1491 {
1492 return;
1493 }
1494
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001495 Context *context = getContext();
1496 const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
1497 const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
1498
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001499 ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1500 ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001501
1502 if (vertexBinary && pixelBinary)
1503 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001504 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001505 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1506 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1507
1508 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1509 {
1510 return error(GL_OUT_OF_MEMORY);
1511 }
1512
1513 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001514
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001515 vertexBinary->Release();
1516 pixelBinary->Release();
1517 vertexBinary = NULL;
1518 pixelBinary = NULL;
1519
1520 if (mVertexExecutable && mPixelExecutable)
1521 {
1522 if (!linkAttributes())
1523 {
1524 return;
1525 }
1526
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001527 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001528 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001529 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001530 }
1531
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001532 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001533 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001534 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001535 }
1536
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001537 // these uniforms are searched as already-decorated because gl_ and dx_
1538 // are reserved prefixes, and do not receive additional decoration
1539 mDepthRangeNearLocation = getUniformLocation("gl_DepthRange.near", true);
1540 mDepthRangeFarLocation = getUniformLocation("gl_DepthRange.far", true);
1541 mDepthRangeDiffLocation = getUniformLocation("gl_DepthRange.diff", true);
1542 mDxDepthLocation = getUniformLocation("dx_Depth", true);
daniel@transgaming.com162267d2010-07-28 19:20:48 +00001543 mDxViewportLocation = getUniformLocation("dx_Viewport", true);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001544 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize", true);
1545 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW", true);
1546 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines", true);
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001547
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001548 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001549 }
1550 }
1551}
1552
1553// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1554bool Program::linkAttributes()
1555{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001556 unsigned int usedLocations = 0;
1557
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001558 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001559 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001560 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001561 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001562
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001563 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001564 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001565 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001566 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001567 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001568 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001569
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001570 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001571
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001572 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001573
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001574 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001575 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001576 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 +00001577
1578 return false;
1579 }
1580
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001581 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001582 {
1583 usedLocations |= 1 << (location + i);
1584 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001585 }
1586 }
1587
1588 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001589 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001590 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001591 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001592
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001593 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001594 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001595 int rows = VariableRowCount(attribute->type);
1596 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001597
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001598 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001599 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001600 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001601
1602 return false; // Fail to link
1603 }
1604
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001605 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001606 }
1607 }
1608
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001609 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001610 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001611 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001612 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001613
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001614 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001615 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001616 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001617 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001618 }
1619
1620 return true;
1621}
1622
daniel@transgaming.com85423182010-04-22 13:35:27 +00001623int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001624{
1625 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1626 {
1627 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1628 {
1629 return location;
1630 }
1631 }
1632
1633 return -1;
1634}
1635
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001636bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1637{
1638 D3DXCONSTANTTABLE_DESC constantTableDescription;
1639 D3DXCONSTANT_DESC constantDescription;
1640 UINT descriptionCount = 1;
1641
1642 constantTable->GetDesc(&constantTableDescription);
1643
1644 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1645 {
1646 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
1647 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1648
1649 if (!defineUniform(constantHandle, constantDescription))
1650 {
1651 return false;
1652 }
1653 }
1654
1655 return true;
1656}
1657
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001658// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001659// Returns true if succesful (uniform not already defined)
1660bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1661{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001662 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1663 {
1664 unsigned int samplerIndex = constantDescription.RegisterIndex;
1665
1666 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
1667
1668 mSamplers[samplerIndex].active = true;
1669 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
1670 mSamplers[samplerIndex].logicalTextureUnit = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00001671 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001672 }
1673
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001674 switch(constantDescription.Class)
1675 {
1676 case D3DXPC_STRUCT:
1677 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001678 for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001679 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001680 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001681 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001682 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1683
1684 D3DXCONSTANT_DESC fieldDescription;
1685 UINT descriptionCount = 1;
1686
1687 mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1688
1689 std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
1690
1691 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
1692 {
1693 return false;
1694 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001695 }
1696 }
1697
1698 return true;
1699 }
1700 case D3DXPC_SCALAR:
1701 case D3DXPC_VECTOR:
1702 case D3DXPC_MATRIX_COLUMNS:
1703 case D3DXPC_OBJECT:
1704 return defineUniform(constantDescription, name + constantDescription.Name);
1705 default:
1706 UNREACHABLE();
1707 return false;
1708 }
1709}
1710
1711bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1712{
1713 Uniform *uniform = createUniform(constantDescription, name);
1714
1715 if(!uniform)
1716 {
1717 return false;
1718 }
1719
1720 // Check if already defined
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001721 GLint location = getUniformLocation(name.c_str(), true);
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001722 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001723
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001724 if (location >= 0)
1725 {
1726 delete uniform;
1727
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001728 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001729 {
1730 return false;
1731 }
1732 else
1733 {
1734 return true;
1735 }
1736 }
1737
1738 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001739 unsigned int uniformIndex = mUniforms.size() - 1;
1740
1741 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1742 {
1743 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1744 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001745
1746 return true;
1747}
1748
1749Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001750{
1751 if (constantDescription.Rows == 1) // Vectors and scalars
1752 {
1753 switch (constantDescription.Type)
1754 {
1755 case D3DXPT_SAMPLER2D:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001756 switch (constantDescription.Columns)
1757 {
1758 case 1: return new Uniform(GL_SAMPLER_2D, name, constantDescription.Elements);
1759 default: UNREACHABLE();
1760 }
1761 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001762 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001763 switch (constantDescription.Columns)
1764 {
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001765 case 1: return new Uniform(GL_SAMPLER_CUBE, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001766 default: UNREACHABLE();
1767 }
1768 break;
1769 case D3DXPT_BOOL:
1770 switch (constantDescription.Columns)
1771 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001772 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1773 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1774 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1775 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001776 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001777 }
1778 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001779 case D3DXPT_INT:
1780 switch (constantDescription.Columns)
1781 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001782 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1783 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1784 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1785 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001786 default: UNREACHABLE();
1787 }
1788 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001789 case D3DXPT_FLOAT:
1790 switch (constantDescription.Columns)
1791 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001792 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1793 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1794 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1795 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001796 default: UNREACHABLE();
1797 }
1798 break;
1799 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001800 UNREACHABLE();
1801 }
1802 }
1803 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1804 {
1805 switch (constantDescription.Type)
1806 {
1807 case D3DXPT_FLOAT:
1808 switch (constantDescription.Rows)
1809 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001810 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1811 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1812 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001813 default: UNREACHABLE();
1814 }
1815 break;
1816 default: UNREACHABLE();
1817 }
1818 }
1819 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001820
1821 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001822}
1823
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001824// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001825std::string Program::decorate(const std::string &string)
1826{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001827 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001828 {
1829 return "_" + string;
1830 }
1831 else
1832 {
1833 return string;
1834 }
1835}
1836
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001837std::string Program::undecorate(const std::string &string)
1838{
1839 if (string.substr(0, 1) == "_")
1840 {
1841 return string.substr(1);
1842 }
1843 else
1844 {
1845 return string;
1846 }
1847}
1848
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001849bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1850{
1851 BOOL *vector = new BOOL[count];
1852 for (int i = 0; i < count; i++)
1853 {
1854 if (v[i] == GL_FALSE)
1855 vector[i] = 0;
1856 else
1857 vector[i] = 1;
1858 }
1859
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001860 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1861
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001862 D3DXHANDLE constantPS;
1863 D3DXHANDLE constantVS;
1864 getConstantHandles(targetUniform, &constantPS, &constantVS);
1865
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001866 IDirect3DDevice9 *device = getDevice();
1867
1868 if (constantPS)
1869 {
1870 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1871 }
1872
1873 if (constantVS)
1874 {
1875 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1876 }
1877
1878 delete [] vector;
1879
1880 return true;
1881}
1882
1883bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1884{
1885 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1886
1887 for (int i = 0; i < count; i++)
1888 {
1889 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1890 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1891
1892 v += 2;
1893 }
1894
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001895 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1896
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001897 D3DXHANDLE constantPS;
1898 D3DXHANDLE constantVS;
1899 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001900 IDirect3DDevice9 *device = getDevice();
1901
1902 if (constantPS)
1903 {
1904 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1905 }
1906
1907 if (constantVS)
1908 {
1909 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1910 }
1911
1912 delete[] vector;
1913
1914 return true;
1915}
1916
1917bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1918{
1919 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1920
1921 for (int i = 0; i < count; i++)
1922 {
1923 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1924 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1925 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1926
1927 v += 3;
1928 }
1929
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001930 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1931
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001932 D3DXHANDLE constantPS;
1933 D3DXHANDLE constantVS;
1934 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001935 IDirect3DDevice9 *device = getDevice();
1936
1937 if (constantPS)
1938 {
1939 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1940 }
1941
1942 if (constantVS)
1943 {
1944 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1945 }
1946
1947 delete[] vector;
1948
1949 return true;
1950}
1951
1952bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
1953{
1954 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1955
1956 for (int i = 0; i < count; i++)
1957 {
1958 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1959 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1960 (v[2] == GL_FALSE ? 0.0f : 1.0f),
1961 (v[3] == GL_FALSE ? 0.0f : 1.0f));
1962
1963 v += 3;
1964 }
1965
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001966 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1967
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001968 D3DXHANDLE constantPS;
1969 D3DXHANDLE constantVS;
1970 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001971 IDirect3DDevice9 *device = getDevice();
1972
1973 if (constantPS)
1974 {
1975 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1976 }
1977
1978 if (constantVS)
1979 {
1980 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1981 }
1982
1983 delete [] vector;
1984
1985 return true;
1986}
1987
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001988bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
1989{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001990 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1991
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001992 D3DXHANDLE constantPS;
1993 D3DXHANDLE constantVS;
1994 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001995 IDirect3DDevice9 *device = getDevice();
1996
1997 if (constantPS)
1998 {
1999 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
2000 }
2001
2002 if (constantVS)
2003 {
2004 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
2005 }
2006
2007 return true;
2008}
2009
2010bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
2011{
2012 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2013
2014 for (int i = 0; i < count; i++)
2015 {
2016 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
2017
2018 v += 2;
2019 }
2020
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002021 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2022
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002023 D3DXHANDLE constantPS;
2024 D3DXHANDLE constantVS;
2025 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002026 IDirect3DDevice9 *device = getDevice();
2027
2028 if (constantPS)
2029 {
2030 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2031 }
2032
2033 if (constantVS)
2034 {
2035 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2036 }
2037
2038 delete[] vector;
2039
2040 return true;
2041}
2042
2043bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
2044{
2045 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2046
2047 for (int i = 0; i < count; i++)
2048 {
2049 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
2050
2051 v += 3;
2052 }
2053
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002054 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2055
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002056 D3DXHANDLE constantPS;
2057 D3DXHANDLE constantVS;
2058 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002059 IDirect3DDevice9 *device = getDevice();
2060
2061 if (constantPS)
2062 {
2063 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2064 }
2065
2066 if (constantVS)
2067 {
2068 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2069 }
2070
2071 delete[] vector;
2072
2073 return true;
2074}
2075
2076bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2077{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002078 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2079
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002080 D3DXHANDLE constantPS;
2081 D3DXHANDLE constantVS;
2082 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002083 IDirect3DDevice9 *device = getDevice();
2084
2085 if (constantPS)
2086 {
2087 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2088 }
2089
2090 if (constantVS)
2091 {
2092 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2093 }
2094
2095 return true;
2096}
2097
2098bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2099{
2100 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2101
2102 for (int i = 0; i < count; i++)
2103 {
2104 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2105 value[1], value[3], 0, 0,
2106 0, 0, 1, 0,
2107 0, 0, 0, 1);
2108
2109 value += 4;
2110 }
2111
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002112 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2113
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002114 D3DXHANDLE constantPS;
2115 D3DXHANDLE constantVS;
2116 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002117 IDirect3DDevice9 *device = getDevice();
2118
2119 if (constantPS)
2120 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002121 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002122 }
2123
2124 if (constantVS)
2125 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002126 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002127 }
2128
2129 delete[] matrix;
2130
2131 return true;
2132}
2133
2134bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2135{
2136 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2137
2138 for (int i = 0; i < count; i++)
2139 {
2140 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2141 value[1], value[4], value[7], 0,
2142 value[2], value[5], value[8], 0,
2143 0, 0, 0, 1);
2144
2145 value += 9;
2146 }
2147
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002148 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2149
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002150 D3DXHANDLE constantPS;
2151 D3DXHANDLE constantVS;
2152 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002153 IDirect3DDevice9 *device = getDevice();
2154
2155 if (constantPS)
2156 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002157 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002158 }
2159
2160 if (constantVS)
2161 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002162 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002163 }
2164
2165 delete[] matrix;
2166
2167 return true;
2168}
2169
2170bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2171{
2172 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2173
2174 for (int i = 0; i < count; i++)
2175 {
2176 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2177 value[1], value[5], value[9], value[13],
2178 value[2], value[6], value[10], value[14],
2179 value[3], value[7], value[11], value[15]);
2180
2181 value += 16;
2182 }
2183
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002184 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2185
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002186 D3DXHANDLE constantPS;
2187 D3DXHANDLE constantVS;
2188 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002189 IDirect3DDevice9 *device = getDevice();
2190
2191 if (constantPS)
2192 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002193 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002194 }
2195
2196 if (constantVS)
2197 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002198 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002199 }
2200
2201 delete[] matrix;
2202
2203 return true;
2204}
2205
2206bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2207{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002208 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2209
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002210 D3DXHANDLE constantPS;
2211 D3DXHANDLE constantVS;
2212 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002213 IDirect3DDevice9 *device = getDevice();
2214
2215 if (constantPS)
2216 {
2217 D3DXCONSTANT_DESC constantDescription;
2218 UINT descriptionCount = 1;
2219 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
2220
daniel@transgaming.com2884b782010-03-08 21:30:48 +00002221 if (FAILED(result))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002222 {
2223 return false;
2224 }
2225
2226 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2227 {
2228 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2229
2230 for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
2231 {
2232 GLint mappedSampler = v[0];
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002233
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002234 if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002235 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002236 ASSERT(mSamplers[samplerIndex].active);
2237 mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
2238 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002239 }
2240 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002241
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002242 return true;
2243 }
2244 }
2245
2246 if (constantPS)
2247 {
2248 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2249 }
2250
2251 if (constantVS)
2252 {
2253 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2254 }
2255
2256 return true;
2257}
2258
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002259bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2260{
2261 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2262
2263 for (int i = 0; i < count; i++)
2264 {
2265 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2266
2267 v += 2;
2268 }
2269
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002270 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2271
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002272 D3DXHANDLE constantPS;
2273 D3DXHANDLE constantVS;
2274 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002275 IDirect3DDevice9 *device = getDevice();
2276
2277 if (constantPS)
2278 {
2279 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2280 }
2281
2282 if (constantVS)
2283 {
2284 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2285 }
2286
2287 delete[] vector;
2288
2289 return true;
2290}
2291
2292bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2293{
2294 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2295
2296 for (int i = 0; i < count; i++)
2297 {
2298 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2299
2300 v += 3;
2301 }
2302
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002303 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2304
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002305 D3DXHANDLE constantPS;
2306 D3DXHANDLE constantVS;
2307 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002308 IDirect3DDevice9 *device = getDevice();
2309
2310 if (constantPS)
2311 {
2312 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2313 }
2314
2315 if (constantVS)
2316 {
2317 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2318 }
2319
2320 delete[] vector;
2321
2322 return true;
2323}
2324
2325bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2326{
2327 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2328
2329 for (int i = 0; i < count; i++)
2330 {
2331 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2332
2333 v += 4;
2334 }
2335
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002336 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2337
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002338 D3DXHANDLE constantPS;
2339 D3DXHANDLE constantVS;
2340 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002341 IDirect3DDevice9 *device = getDevice();
2342
2343 if (constantPS)
2344 {
2345 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2346 }
2347
2348 if (constantVS)
2349 {
2350 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2351 }
2352
2353 delete [] vector;
2354
2355 return true;
2356}
2357
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002358void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002359{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002360 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002361 {
2362 return;
2363 }
2364
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002365 char info[1024];
2366
2367 va_list vararg;
2368 va_start(vararg, format);
2369 vsnprintf(info, sizeof(info), format, vararg);
2370 va_end(vararg);
2371
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002372 size_t infoLength = strlen(info);
2373
2374 if (!mInfoLog)
2375 {
2376 mInfoLog = new char[infoLength + 1];
2377 strcpy(mInfoLog, info);
2378 }
2379 else
2380 {
2381 size_t logLength = strlen(mInfoLog);
2382 char *newLog = new char[logLength + infoLength + 1];
2383 strcpy(newLog, mInfoLog);
2384 strcpy(newLog + logLength, info);
2385
2386 delete[] mInfoLog;
2387 mInfoLog = newLog;
2388 }
2389}
2390
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002391void Program::resetInfoLog()
2392{
2393 if (mInfoLog)
2394 {
2395 delete [] mInfoLog;
daniel@transgaming.com6a20d102010-08-31 13:54:27 +00002396 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002397 }
2398}
2399
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002400// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2401void Program::unlink(bool destroy)
2402{
2403 if (destroy) // Object being destructed
2404 {
2405 if (mFragmentShader)
2406 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002407 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002408 mFragmentShader = NULL;
2409 }
2410
2411 if (mVertexShader)
2412 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002413 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002414 mVertexShader = NULL;
2415 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002416 }
2417
2418 if (mPixelExecutable)
2419 {
2420 mPixelExecutable->Release();
2421 mPixelExecutable = NULL;
2422 }
2423
2424 if (mVertexExecutable)
2425 {
2426 mVertexExecutable->Release();
2427 mVertexExecutable = NULL;
2428 }
2429
2430 if (mConstantTablePS)
2431 {
2432 mConstantTablePS->Release();
2433 mConstantTablePS = NULL;
2434 }
2435
2436 if (mConstantTableVS)
2437 {
2438 mConstantTableVS->Release();
2439 mConstantTableVS = NULL;
2440 }
2441
2442 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2443 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002444 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002445 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002446 }
2447
2448 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2449 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002450 mSamplers[index].active = false;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002451 mSamplers[index].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002452 }
2453
2454 while (!mUniforms.empty())
2455 {
2456 delete mUniforms.back();
2457 mUniforms.pop_back();
2458 }
2459
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002460 mDepthRangeDiffLocation = -1;
2461 mDepthRangeNearLocation = -1;
2462 mDepthRangeFarLocation = -1;
2463 mDxDepthLocation = -1;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002464 mDxViewportLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002465 mDxHalfPixelSizeLocation = -1;
2466 mDxFrontCCWLocation = -1;
2467 mDxPointsOrLinesLocation = -1;
2468
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002469 mUniformIndex.clear();
2470
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002471 mPixelHLSL.clear();
2472 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002473
2474 delete[] mInfoLog;
2475 mInfoLog = NULL;
2476
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002477 mLinked = false;
2478}
2479
2480bool Program::isLinked()
2481{
2482 return mLinked;
2483}
2484
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002485bool Program::isValidated() const
2486{
2487 return mValidated;
2488}
2489
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002490void Program::release()
2491{
2492 mRefCount--;
2493
2494 if (mRefCount == 0 && mDeleteStatus)
2495 {
2496 mResourceManager->deleteProgram(mHandle);
2497 }
2498}
2499
2500void Program::addRef()
2501{
2502 mRefCount++;
2503}
2504
2505unsigned int Program::getRefCount() const
2506{
2507 return mRefCount;
2508}
2509
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002510unsigned int Program::getSerial() const
2511{
2512 return mSerial;
2513}
2514
2515unsigned int Program::issueSerial()
2516{
2517 return mCurrentSerial++;
2518}
2519
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002520int Program::getInfoLogLength() const
2521{
2522 if (!mInfoLog)
2523 {
2524 return 0;
2525 }
2526 else
2527 {
2528 return strlen(mInfoLog) + 1;
2529 }
2530}
2531
2532void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2533{
2534 int index = 0;
2535
2536 if (mInfoLog)
2537 {
2538 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2539 {
2540 infoLog[index] = mInfoLog[index];
2541 index++;
2542 }
2543 }
2544
2545 if (bufSize)
2546 {
2547 infoLog[index] = '\0';
2548 }
2549
2550 if (length)
2551 {
2552 *length = index;
2553 }
2554}
2555
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002556void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2557{
2558 int total = 0;
2559
2560 if (mVertexShader)
2561 {
2562 if (total < maxCount)
2563 {
2564 shaders[total] = mVertexShader->getHandle();
2565 }
2566
2567 total++;
2568 }
2569
2570 if (mFragmentShader)
2571 {
2572 if (total < maxCount)
2573 {
2574 shaders[total] = mFragmentShader->getHandle();
2575 }
2576
2577 total++;
2578 }
2579
2580 if (count)
2581 {
2582 *count = total;
2583 }
2584}
2585
daniel@transgaming.com85423182010-04-22 13:35:27 +00002586void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2587{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002588 unsigned int attribute = 0;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002589 for (unsigned int i = 0; i < index; i++)
2590 {
2591 do
2592 {
2593 attribute++;
2594
2595 ASSERT(attribute < MAX_VERTEX_ATTRIBS); // index must be smaller than getActiveAttributeCount()
2596 }
2597 while (mLinkedAttribute[attribute].name.empty());
2598 }
2599
2600 if (bufsize > 0)
2601 {
2602 const char *string = mLinkedAttribute[attribute].name.c_str();
2603
2604 strncpy(name, string, bufsize);
2605 name[bufsize - 1] = '\0';
2606
2607 if (length)
2608 {
2609 *length = strlen(name);
2610 }
2611 }
2612
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002613 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002614
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002615 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002616}
2617
2618GLint Program::getActiveAttributeCount()
2619{
2620 int count = 0;
2621
2622 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2623 {
2624 if (!mLinkedAttribute[attributeIndex].name.empty())
2625 {
2626 count++;
2627 }
2628 }
2629
2630 return count;
2631}
2632
2633GLint Program::getActiveAttributeMaxLength()
2634{
2635 int maxLength = 0;
2636
2637 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2638 {
2639 if (!mLinkedAttribute[attributeIndex].name.empty())
2640 {
2641 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2642 }
2643 }
2644
2645 return maxLength;
2646}
2647
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002648void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2649{
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002650 // Skip over internal uniforms
2651 unsigned int activeUniform = 0;
2652 unsigned int uniform;
2653 for (uniform = 0; uniform < mUniforms.size(); uniform++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002654 {
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002655 while (mUniforms[uniform]->name.substr(0, 3) == "dx_")
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002656 {
2657 uniform++;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002658 }
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002659
2660 if (activeUniform == index)
2661 {
2662 break;
2663 }
2664
2665 activeUniform++;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002666 }
2667
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002668 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2669
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002670 if (bufsize > 0)
2671 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002672 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002673
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002674 if (mUniforms[uniform]->arraySize != 1)
2675 {
2676 string += "[0]";
2677 }
2678
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002679 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002680 name[bufsize - 1] = '\0';
2681
2682 if (length)
2683 {
2684 *length = strlen(name);
2685 }
2686 }
2687
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002688 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002689
2690 *type = mUniforms[uniform]->type;
2691}
2692
2693GLint Program::getActiveUniformCount()
2694{
2695 int count = 0;
2696
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002697 unsigned int numUniforms = mUniforms.size();
2698 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002699 {
2700 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2701 {
2702 count++;
2703 }
2704 }
2705
2706 return count;
2707}
2708
2709GLint Program::getActiveUniformMaxLength()
2710{
2711 int maxLength = 0;
2712
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002713 unsigned int numUniforms = mUniforms.size();
2714 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002715 {
2716 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2717 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002718 maxLength = std::max((int)(undecorate(mUniforms[uniformIndex]->name).length() + 1), maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002719 }
2720 }
2721
2722 return maxLength;
2723}
2724
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002725void Program::flagForDeletion()
2726{
2727 mDeleteStatus = true;
2728}
2729
2730bool Program::isFlaggedForDeletion() const
2731{
2732 return mDeleteStatus;
2733}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002734
2735void Program::validate()
2736{
2737 resetInfoLog();
2738
2739 if (!isLinked())
2740 {
2741 appendToInfoLog("Program has not been successfully linked.");
2742 mValidated = false;
2743 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002744 else
2745 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002746 applyUniforms();
2747 if (!validateSamplers())
2748 {
2749 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit.");
2750 mValidated = false;
2751 }
2752 else
2753 {
2754 mValidated = true;
2755 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002756 }
2757}
2758
2759bool Program::validateSamplers() const
2760{
2761 // if any two active samplers in a program are of different types, but refer to the same
2762 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2763 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
2764 std::map<int, SamplerType> samplerMap;
2765 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2766 {
2767 if (mSamplers[i].active)
2768 {
2769 if (samplerMap.find(mSamplers[i].logicalTextureUnit) != samplerMap.end())
2770 {
2771 if (mSamplers[i].type != samplerMap[mSamplers[i].logicalTextureUnit])
2772 return false;
2773 }
2774 else
2775 {
2776 samplerMap[mSamplers[i].logicalTextureUnit] = mSamplers[i].type;
2777 }
2778 }
2779 }
2780
2781 return true;
2782}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002783
2784void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2785{
2786 if (!targetUniform->handlesSet)
2787 {
2788 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2789 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2790 targetUniform->handlesSet = true;
2791 }
2792
2793 *constantPS = targetUniform->psHandle;
2794 *constantVS = targetUniform->vsHandle;
2795}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002796
2797GLint Program::getDepthRangeDiffLocation() const
2798{
2799 return mDepthRangeDiffLocation;
2800}
2801
2802GLint Program::getDepthRangeNearLocation() const
2803{
daniel@transgaming.come0d7d432010-05-18 18:51:52 +00002804 return mDepthRangeNearLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002805}
2806
2807GLint Program::getDepthRangeFarLocation() const
2808{
2809 return mDepthRangeFarLocation;
2810}
2811
2812GLint Program::getDxDepthLocation() const
2813{
2814 return mDxDepthLocation;
2815}
2816
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002817GLint Program::getDxViewportLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002818{
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002819 return mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002820}
2821
2822GLint Program::getDxHalfPixelSizeLocation() const
2823{
2824 return mDxHalfPixelSizeLocation;
2825}
2826
2827GLint Program::getDxFrontCCWLocation() const
2828{
2829 return mDxFrontCCWLocation;
2830}
2831
2832GLint Program::getDxPointsOrLinesLocation() const
2833{
2834 return mDxPointsOrLinesLocation;
2835}
2836
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002837}