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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.h: Defines the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
10#ifndef LIBGLESV2_PROGRAM_H_
11#define LIBGLESV2_PROGRAM_H_
12
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013#include <d3dx9.h>
14#include <string>
15#include <vector>
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000016#include <set>
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000017
daniel@transgaming.com85423182010-04-22 13:35:27 +000018#include "libGLESv2/Shader.h"
daniel@transgaming.come6842292010-04-20 18:52:50 +000019#include "libGLESv2/Context.h"
20
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000021namespace gl
22{
23class FragmentShader;
24class VertexShader;
25
daniel@transgaming.com86487c22010-03-11 19:41:43 +000026// Helper struct representing a single shader uniform
27struct Uniform
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000029 Uniform(GLenum type, const std::string &name, unsigned int arraySize);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030
31 ~Uniform();
32
daniel@transgaming.com0361b922010-03-28 19:36:15 +000033 const GLenum type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034 const std::string name;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000035 const unsigned int arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000036
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000037 unsigned char *data;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000038 bool dirty;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000039};
40
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000041// Struct used for correlating uniforms/elements of uniform arrays to handles
42struct UniformLocation
43{
44 UniformLocation(const std::string &name, unsigned int element, unsigned int index);
45
46 std::string name;
47 unsigned int element;
48 unsigned int index;
49};
50
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000051class Program
52{
53 public:
54 Program();
55
56 ~Program();
57
58 bool attachShader(Shader *shader);
59 bool detachShader(Shader *shader);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000060 int getAttachedShadersCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000061
62 IDirect3DPixelShader9 *getPixelShader();
63 IDirect3DVertexShader9 *getVertexShader();
64
65 void bindAttributeLocation(GLuint index, const char *name);
66 GLuint getAttributeLocation(const char *name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000067 int getSemanticIndex(int attributeIndex);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000068
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +000069 void dirtyAllSamplers();
70
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000071 GLint getSamplerMapping(unsigned int samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +000072 SamplerType getSamplerType(unsigned int samplerIndex);
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +000073 bool isSamplerDirty(unsigned int samplerIndex) const;
74 void setSamplerDirty(unsigned int samplerIndex, bool dirty);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000075
76 GLint getUniformLocation(const char *name);
77 bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
78 bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
79 bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
80 bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
81 bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
82 bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
83 bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
84 bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +000085 bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
86 bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
87 bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000088
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +000089 bool getUniformfv(GLint location, GLfloat *params);
90 bool getUniformiv(GLint location, GLint *params);
91
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000092 void dirtyAllUniforms();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000093 void applyUniforms();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000094
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000095 void link();
96 bool isLinked();
daniel@transgaming.comcba50572010-03-28 19:36:09 +000097 int getInfoLogLength() const;
98 void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
daniel@transgaming.com6c785212010-03-30 03:36:17 +000099 void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000100
daniel@transgaming.com85423182010-04-22 13:35:27 +0000101 void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
102 GLint getActiveAttributeCount();
103 GLint getActiveAttributeMaxLength();
104
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000105 void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
106 GLint getActiveUniformCount();
107 GLint getActiveUniformMaxLength();
108
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000109 void flagForDeletion();
110 bool isFlaggedForDeletion() const;
111
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000112 void validate();
113 bool validateSamplers() const;
114 bool isValidated() const;
115
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000116 unsigned int getSerial() const;
117
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000118 private:
119 DISALLOW_COPY_AND_ASSIGN(Program);
120
121 ID3DXBuffer *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
122 void unlink(bool destroy = false);
123
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000124 struct Varying
125 {
126 Varying(const std::string &name, char *declaration) : name(name), declaration(declaration)
127 {
128 link = -1;
129 }
130
131 int link;
132 std::string name;
133 char *declaration;
134 };
135
136 typedef std::vector<Varying> VaryingArray;
137
138 void parseVaryings(const char *structure, char *hlsl, VaryingArray &varyings);
139 bool linkVaryings();
140
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000141 bool linkAttributes();
daniel@transgaming.com85423182010-04-22 13:35:27 +0000142 int getAttributeBinding(const std::string &name);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000143
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000144 bool linkUniforms(ID3DXConstantTable *constantTable);
145 bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
146 bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
147 Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000148 bool applyUniform1bv(GLint location, GLsizei count, const GLboolean *v);
149 bool applyUniform2bv(GLint location, GLsizei count, const GLboolean *v);
150 bool applyUniform3bv(GLint location, GLsizei count, const GLboolean *v);
151 bool applyUniform4bv(GLint location, GLsizei count, const GLboolean *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000152 bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
153 bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
154 bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
155 bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
156 bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
157 bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
158 bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
159 bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000160 bool applyUniform2iv(GLint location, GLsizei count, const GLint *v);
161 bool applyUniform3iv(GLint location, GLsizei count, const GLint *v);
162 bool applyUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000163
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000164 void appendToInfoLog(const char *info, ...);
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000165 void resetInfoLog();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000166
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +0000167 static std::string decorate(const std::string &string); // Prepend an underscore
168 static std::string undecorate(const std::string &string); // Remove leading underscore
169
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000170 static unsigned int issueSerial();
171
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000172 FragmentShader *mFragmentShader;
173 VertexShader *mVertexShader;
174
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000175 char *mPixelHLSL;
176 char *mVertexHLSL;
177
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000178 IDirect3DPixelShader9 *mPixelExecutable;
179 IDirect3DVertexShader9 *mVertexExecutable;
180 ID3DXConstantTable *mConstantTablePS;
181 ID3DXConstantTable *mConstantTableVS;
182
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000183 std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com85423182010-04-22 13:35:27 +0000184 Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000185 int mSemanticIndex[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000186
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000187 struct Sampler
188 {
189 bool active;
190 GLint logicalTextureUnit;
191 SamplerType type;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000192 bool dirty;
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000193 };
194
195 Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000196
197 typedef std::vector<Uniform*> UniformArray;
198 UniformArray mUniforms;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000199 typedef std::vector<UniformLocation> UniformIndex;
200 UniformIndex mUniformIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000201
202 bool mLinked;
203 bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000204 char *mInfoLog;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000205 bool mValidated;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000206
207 unsigned int mSerial;
208
209 static unsigned int mCurrentSerial;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000210};
211}
212
213#endif // LIBGLESV2_PROGRAM_H_