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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +00002// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Shader.cpp: Implements the gl::Shader class and its derived classes
8// VertexShader and FragmentShader. Implements GL shader objects and related
9// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
10
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000011#include "libGLESv2/Shader.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000012
alokp@chromium.org91b72322010-06-02 15:50:56 +000013#include <string>
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000014
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000015#include "GLSLANG/ShaderLang.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000016#include "libGLESv2/main.h"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000017#include "libGLESv2/utilities.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000018
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000019namespace gl
20{
21void *Shader::mFragmentCompiler = NULL;
22void *Shader::mVertexCompiler = NULL;
23
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +000024Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
25 : mHandle(handle), mRenderer(renderer), mResourceManager(manager)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000026{
27 mSource = NULL;
28 mHlsl = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000029 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030
daniel@transgaming.com938009c2012-02-17 18:02:15 +000031 uncompile();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +000032 initializeCompiler();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000033
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000034 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035 mDeleteStatus = false;
36}
37
38Shader::~Shader()
39{
40 delete[] mSource;
41 delete[] mHlsl;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000042 delete[] mInfoLog;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000043}
44
daniel@transgaming.com6c785212010-03-30 03:36:17 +000045GLuint Shader::getHandle() const
46{
47 return mHandle;
48}
49
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000050void Shader::setSource(GLsizei count, const char **string, const GLint *length)
51{
52 delete[] mSource;
53 int totalLength = 0;
54
55 for (int i = 0; i < count; i++)
56 {
57 if (length && length[i] >= 0)
58 {
59 totalLength += length[i];
60 }
61 else
62 {
63 totalLength += (int)strlen(string[i]);
64 }
65 }
66
67 mSource = new char[totalLength + 1];
68 char *code = mSource;
69
70 for (int i = 0; i < count; i++)
71 {
72 int stringLength;
73
74 if (length && length[i] >= 0)
75 {
76 stringLength = length[i];
77 }
78 else
79 {
80 stringLength = (int)strlen(string[i]);
81 }
82
83 strncpy(code, string[i], stringLength);
84 code += stringLength;
85 }
86
87 mSource[totalLength] = '\0';
88}
89
daniel@transgaming.comcba50572010-03-28 19:36:09 +000090int Shader::getInfoLogLength() const
91{
92 if (!mInfoLog)
93 {
94 return 0;
95 }
96 else
97 {
98 return strlen(mInfoLog) + 1;
99 }
100}
101
102void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
103{
104 int index = 0;
105
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000106 if (bufSize > 0)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000107 {
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000108 if (mInfoLog)
109 {
110 index = std::min(bufSize - 1, (int)strlen(mInfoLog));
111 memcpy(infoLog, mInfoLog, index);
112 }
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000113
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000114 infoLog[index] = '\0';
115 }
116
117 if (length)
118 {
119 *length = index;
120 }
121}
122
123int Shader::getSourceLength() const
124{
125 if (!mSource)
126 {
127 return 0;
128 }
129 else
130 {
131 return strlen(mSource) + 1;
132 }
133}
134
zmo@google.coma574f782011-10-03 21:45:23 +0000135int Shader::getTranslatedSourceLength() const
136{
137 if (!mHlsl)
138 {
139 return 0;
140 }
141 else
142 {
143 return strlen(mHlsl) + 1;
144 }
145}
146
147void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000148{
149 int index = 0;
150
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000151 if (bufSize > 0)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000152 {
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000153 if (source)
154 {
155 index = std::min(bufSize - 1, (int)strlen(source));
156 memcpy(buffer, source, index);
157 }
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000158
zmo@google.coma574f782011-10-03 21:45:23 +0000159 buffer[index] = '\0';
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000160 }
161
162 if (length)
163 {
164 *length = index;
165 }
166}
167
zmo@google.coma574f782011-10-03 21:45:23 +0000168void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer)
169{
170 getSourceImpl(mSource, bufSize, length, buffer);
171}
172
173void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer)
174{
175 getSourceImpl(mHlsl, bufSize, length, buffer);
176}
177
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000178const sh::ActiveUniforms &Shader::getUniforms()
179{
180 return mActiveUniforms;
181}
182
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000183bool Shader::isCompiled()
184{
185 return mHlsl != NULL;
186}
187
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000188const char *Shader::getHLSL()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000189{
190 return mHlsl;
191}
192
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000193void Shader::addRef()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000194{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000195 mRefCount++;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000196}
197
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000198void Shader::release()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000199{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000200 mRefCount--;
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000201
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000202 if (mRefCount == 0 && mDeleteStatus)
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000203 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000204 mResourceManager->deleteShader(mHandle);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000205 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000206}
207
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000208unsigned int Shader::getRefCount() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000209{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000210 return mRefCount;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000211}
212
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000213bool Shader::isFlaggedForDeletion() const
214{
215 return mDeleteStatus;
216}
217
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000218void Shader::flagForDeletion()
219{
220 mDeleteStatus = true;
221}
222
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000223// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
224void Shader::initializeCompiler()
225{
226 if (!mFragmentCompiler)
227 {
228 int result = ShInitialize();
229
230 if (result)
231 {
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000232 Context *context = getContext();
233 ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
234
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000235 ShBuiltInResources resources;
236 ShInitBuiltInResources(&resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000237
238 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +0000239 resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000240 resources.MaxVaryingVectors = context->getMaximumVaryingVectors();
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000241 resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000242 resources.MaxCombinedTextureImageUnits = context->getMaximumCombinedTextureImageUnits();
243 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +0000244 resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000245 resources.MaxDrawBuffers = MAX_DRAW_BUFFERS;
daniel@transgaming.com7629bb62013-01-11 04:12:28 +0000246 resources.OES_standard_derivatives = context->supportsDerivativeInstructions() ? 1 : 0;
daniel@transgaming.com7cb796e2012-10-31 18:46:44 +0000247 // resources.OES_EGL_image_external = getDisplay()->getRenderer()->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000248
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000249 mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
250 mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000251 }
252 }
253}
254
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000255void Shader::releaseCompiler()
256{
257 ShDestruct(mFragmentCompiler);
258 ShDestruct(mVertexCompiler);
259
260 mFragmentCompiler = NULL;
261 mVertexCompiler = NULL;
alokp@chromium.org90033b92010-05-24 15:02:43 +0000262
263 ShFinalize();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000264}
265
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000266void Shader::parseVaryings()
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000267{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000268 if (mHlsl)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000269 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000270 const char *input = strstr(mHlsl, "// Varyings") + 12;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000271
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000272 while(true)
273 {
274 char varyingType[256];
275 char varyingName[256];
276
daniel@transgaming.com7ea933f2010-12-12 08:52:42 +0000277 int matches = sscanf(input, "static %255s %255s", varyingType, varyingName);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000278
279 if (matches != 2)
280 {
281 break;
282 }
283
284 char *array = strstr(varyingName, "[");
285 int size = 1;
286
287 if (array)
288 {
289 size = atoi(array + 1);
290 *array = '\0';
291 }
292
daniel@transgaming.comcde6a612012-02-17 18:01:10 +0000293 mVaryings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000294
295 input = strstr(input, ";") + 2;
296 }
297
298 mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL;
299 mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
daniel@transgaming.combe5a0862010-07-28 19:20:37 +0000300 mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL;
301 mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000302 }
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000303}
304
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000305// initialize/clean up previous state
306void Shader::uncompile()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000307{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000308 // set by compileToHLSL
309 delete[] mHlsl;
310 mHlsl = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000311 delete[] mInfoLog;
312 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000313
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000314 // set by parseVaryings
315 mVaryings.clear();
316
317 mUsesFragCoord = false;
318 mUsesFrontFacing = false;
319 mUsesPointSize = false;
320 mUsesPointCoord = false;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000321
322 mActiveUniforms.clear();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000323}
324
325void Shader::compileToHLSL(void *compiler)
326{
327 // ensure we don't pass a NULL source to the compiler
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000328 const char *source = "\0";
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000329 if (mSource)
330 {
331 source = mSource;
332 }
333
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000334 // ensure the compiler is loaded
335 initializeCompiler();
336
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000337 int compileOptions = SH_OBJECT_CODE;
338 std::string sourcePath;
339 if (perfActive())
340 {
341 sourcePath = getTempPath();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000342 writeFile(sourcePath.c_str(), source, strlen(source));
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000343 compileOptions |= SH_LINE_DIRECTIVES;
344 }
345
346 int result;
347 if (sourcePath.empty())
348 {
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000349 result = ShCompile(compiler, &source, 1, compileOptions);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000350 }
351 else
352 {
353 const char* sourceStrings[2] =
354 {
355 sourcePath.c_str(),
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000356 source
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000357 };
358
359 result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH);
360 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000361
362 if (result)
363 {
alokp@chromium.org7beea402010-09-15 21:18:34 +0000364 int objCodeLen = 0;
365 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
366 mHlsl = new char[objCodeLen];
367 ShGetObjectCode(compiler, mHlsl);
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000368
369 void *activeUniforms;
370 ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
371 mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000372 }
373 else
374 {
alokp@chromium.org7beea402010-09-15 21:18:34 +0000375 int infoLogLen = 0;
376 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
377 mInfoLog = new char[infoLogLen];
378 ShGetInfoLog(compiler, mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000379
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000380 TRACE("\n%s", mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000381 }
382}
383
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000384GLenum Shader::parseType(const std::string &type)
385{
386 if (type == "float")
387 {
388 return GL_FLOAT;
389 }
390 else if (type == "float2")
391 {
392 return GL_FLOAT_VEC2;
393 }
394 else if (type == "float3")
395 {
396 return GL_FLOAT_VEC3;
397 }
398 else if (type == "float4")
399 {
400 return GL_FLOAT_VEC4;
401 }
402 else if (type == "float2x2")
403 {
404 return GL_FLOAT_MAT2;
405 }
406 else if (type == "float3x3")
407 {
408 return GL_FLOAT_MAT3;
409 }
410 else if (type == "float4x4")
411 {
412 return GL_FLOAT_MAT4;
413 }
414 else UNREACHABLE();
415
416 return GL_NONE;
417}
418
419// true if varying x has a higher priority in packing than y
420bool Shader::compareVarying(const Varying &x, const Varying &y)
421{
422 if(x.type == y.type)
423 {
424 return x.size > y.size;
425 }
426
427 switch (x.type)
428 {
429 case GL_FLOAT_MAT4: return true;
430 case GL_FLOAT_MAT2:
431 switch(y.type)
432 {
433 case GL_FLOAT_MAT4: return false;
434 case GL_FLOAT_MAT2: return true;
435 case GL_FLOAT_VEC4: return true;
436 case GL_FLOAT_MAT3: return true;
437 case GL_FLOAT_VEC3: return true;
438 case GL_FLOAT_VEC2: return true;
439 case GL_FLOAT: return true;
440 default: UNREACHABLE();
441 }
442 break;
443 case GL_FLOAT_VEC4:
444 switch(y.type)
445 {
446 case GL_FLOAT_MAT4: return false;
447 case GL_FLOAT_MAT2: return false;
448 case GL_FLOAT_VEC4: return true;
449 case GL_FLOAT_MAT3: return true;
450 case GL_FLOAT_VEC3: return true;
451 case GL_FLOAT_VEC2: return true;
452 case GL_FLOAT: return true;
453 default: UNREACHABLE();
454 }
455 break;
456 case GL_FLOAT_MAT3:
457 switch(y.type)
458 {
459 case GL_FLOAT_MAT4: return false;
460 case GL_FLOAT_MAT2: return false;
461 case GL_FLOAT_VEC4: return false;
462 case GL_FLOAT_MAT3: return true;
463 case GL_FLOAT_VEC3: return true;
464 case GL_FLOAT_VEC2: return true;
465 case GL_FLOAT: return true;
466 default: UNREACHABLE();
467 }
468 break;
469 case GL_FLOAT_VEC3:
470 switch(y.type)
471 {
472 case GL_FLOAT_MAT4: return false;
473 case GL_FLOAT_MAT2: return false;
474 case GL_FLOAT_VEC4: return false;
475 case GL_FLOAT_MAT3: return false;
476 case GL_FLOAT_VEC3: return true;
477 case GL_FLOAT_VEC2: return true;
478 case GL_FLOAT: return true;
479 default: UNREACHABLE();
480 }
481 break;
482 case GL_FLOAT_VEC2:
483 switch(y.type)
484 {
485 case GL_FLOAT_MAT4: return false;
486 case GL_FLOAT_MAT2: return false;
487 case GL_FLOAT_VEC4: return false;
488 case GL_FLOAT_MAT3: return false;
489 case GL_FLOAT_VEC3: return false;
490 case GL_FLOAT_VEC2: return true;
491 case GL_FLOAT: return true;
492 default: UNREACHABLE();
493 }
494 break;
495 case GL_FLOAT: return false;
496 default: UNREACHABLE();
497 }
498
499 return false;
500}
501
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000502VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
503 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000504{
505}
506
507VertexShader::~VertexShader()
508{
509}
510
511GLenum VertexShader::getType()
512{
513 return GL_VERTEX_SHADER;
514}
515
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000516void VertexShader::uncompile()
517{
518 Shader::uncompile();
519
520 // set by ParseAttributes
521 mAttributes.clear();
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000522}
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000523
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000524void VertexShader::compile()
525{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000526 uncompile();
527
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000528 compileToHLSL(mVertexCompiler);
529 parseAttributes();
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000530 parseVaryings();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000531}
532
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000533int VertexShader::getSemanticIndex(const std::string &attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000534{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000535 if (!attributeName.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000536 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000537 int semanticIndex = 0;
538 for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000539 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000540 if (attribute->name == attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000541 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000542 return semanticIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000543 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000544
545 semanticIndex += VariableRowCount(attribute->type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000546 }
547 }
548
549 return -1;
550}
551
552void VertexShader::parseAttributes()
553{
daniel@transgaming.com2cdf8332012-02-17 18:00:50 +0000554 const char *hlsl = getHLSL();
555 if (hlsl)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000556 {
daniel@transgaming.com2cdf8332012-02-17 18:00:50 +0000557 const char *input = strstr(hlsl, "// Attributes") + 14;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000558
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000559 while(true)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000560 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000561 char attributeType[256];
562 char attributeName[256];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000563
daniel@transgaming.com7ea933f2010-12-12 08:52:42 +0000564 int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000565
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000566 if (matches != 2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000567 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000568 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000569 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000570
571 mAttributes.push_back(Attribute(parseType(attributeType), attributeName));
572
573 input = strstr(input, ";") + 2;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000574 }
575 }
576}
577
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000578FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
579 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000580{
581}
582
583FragmentShader::~FragmentShader()
584{
585}
586
587GLenum FragmentShader::getType()
588{
589 return GL_FRAGMENT_SHADER;
590}
591
592void FragmentShader::compile()
593{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000594 uncompile();
595
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000596 compileToHLSL(mFragmentCompiler);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000597 parseVaryings();
daniel@transgaming.comcde6a612012-02-17 18:01:10 +0000598 mVaryings.sort(compareVarying);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000599}
600}