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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.cpp: Implements the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000010#include "libGLESv2/Program.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000011
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000012#include "common/debug.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000014#include "libGLESv2/main.h"
15#include "libGLESv2/Shader.h"
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000016#include "libGLESv2/utilities.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000018namespace gl
19{
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000020unsigned int Program::mCurrentSerial = 1;
21
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000022std::string str(int i)
23{
24 char buffer[20];
25 sprintf(buffer, "%d", i);
26 return buffer;
27}
28
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000029Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(name), arraySize(arraySize)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000031 int bytes = UniformTypeSize(type) * arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000032 data = new unsigned char[bytes];
33 memset(data, 0, bytes);
34 dirty = true;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000035 handlesSet = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000036}
37
38Uniform::~Uniform()
39{
40 delete[] data;
41}
42
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000043UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index)
44 : name(name), element(element), index(index)
45{
46}
47
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000048Program::Program()
49{
50 mFragmentShader = NULL;
51 mVertexShader = NULL;
52
53 mPixelExecutable = NULL;
54 mVertexExecutable = NULL;
55 mConstantTablePS = NULL;
56 mConstantTableVS = NULL;
57
daniel@transgaming.comcba50572010-03-28 19:36:09 +000058 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +000059 mValidated = false;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000060
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000061 unlink();
62
63 mDeleteStatus = false;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000064
65 mSerial = issueSerial();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000066}
67
68Program::~Program()
69{
70 unlink(true);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000071
72 if (mVertexShader != NULL)
73 {
74 mVertexShader->detach();
75 }
76
77 if (mFragmentShader != NULL)
78 {
79 mFragmentShader->detach();
80 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000081}
82
83bool Program::attachShader(Shader *shader)
84{
85 if (shader->getType() == GL_VERTEX_SHADER)
86 {
87 if (mVertexShader)
88 {
89 return false;
90 }
91
92 mVertexShader = (VertexShader*)shader;
93 mVertexShader->attach();
94 }
95 else if (shader->getType() == GL_FRAGMENT_SHADER)
96 {
97 if (mFragmentShader)
98 {
99 return false;
100 }
101
102 mFragmentShader = (FragmentShader*)shader;
103 mFragmentShader->attach();
104 }
105 else UNREACHABLE();
106
107 return true;
108}
109
110bool Program::detachShader(Shader *shader)
111{
112 if (shader->getType() == GL_VERTEX_SHADER)
113 {
114 if (mVertexShader != shader)
115 {
116 return false;
117 }
118
119 mVertexShader->detach();
120 mVertexShader = NULL;
121 }
122 else if (shader->getType() == GL_FRAGMENT_SHADER)
123 {
124 if (mFragmentShader != shader)
125 {
126 return false;
127 }
128
129 mFragmentShader->detach();
130 mFragmentShader = NULL;
131 }
132 else UNREACHABLE();
133
134 unlink();
135
136 return true;
137}
138
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000139int Program::getAttachedShadersCount() const
140{
141 return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
142}
143
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000144IDirect3DPixelShader9 *Program::getPixelShader()
145{
146 return mPixelExecutable;
147}
148
149IDirect3DVertexShader9 *Program::getVertexShader()
150{
151 return mVertexExecutable;
152}
153
154void Program::bindAttributeLocation(GLuint index, const char *name)
155{
156 if (index < MAX_VERTEX_ATTRIBS)
157 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000158 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
159 {
160 mAttributeBinding[i].erase(name);
161 }
162
163 mAttributeBinding[index].insert(name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000164 }
165}
166
167GLuint Program::getAttributeLocation(const char *name)
168{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000169 if (name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000170 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000171 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000172 {
daniel@transgaming.com85423182010-04-22 13:35:27 +0000173 if (mLinkedAttribute[index].name == std::string(name))
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000174 {
175 return index;
176 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000177 }
178 }
179
180 return -1;
181}
182
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000183int Program::getSemanticIndex(int attributeIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000184{
185 if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
186 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000187 return mSemanticIndex[attributeIndex];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000188 }
189
190 return -1;
191}
192
193// Returns the index of the texture unit corresponding to a Direct3D 9 sampler
194// index referenced in the compiled HLSL shader
195GLint Program::getSamplerMapping(unsigned int samplerIndex)
196{
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000197 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
198
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000199 GLint logicalTextureUnit = -1;
200
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000201 if (mSamplers[samplerIndex].active)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000202 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000203 logicalTextureUnit = mSamplers[samplerIndex].logicalTextureUnit;
204 }
205
206 if (logicalTextureUnit < MAX_TEXTURE_IMAGE_UNITS)
207 {
208 return logicalTextureUnit;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000209 }
210
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000211 return -1;
212}
213
214SamplerType Program::getSamplerType(unsigned int samplerIndex)
215{
216 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
217 assert(mSamplers[samplerIndex].active);
218
219 return mSamplers[samplerIndex].type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000220}
221
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000222bool Program::isSamplerDirty(unsigned int samplerIndex) const
223{
224 if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]))
225 {
226 return mSamplers[samplerIndex].dirty;
227 }
228 else UNREACHABLE();
229
230 return false;
231}
232
233void Program::setSamplerDirty(unsigned int samplerIndex, bool dirty)
234{
235 if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]))
236 {
237 mSamplers[samplerIndex].dirty = dirty;
238 }
239 else UNREACHABLE();
240}
241
daniel@transgaming.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.com916ffaa2010-04-23 18:34:52 +0000244 std::string nameStr(name);
245 int subscript = 0;
246 size_t beginB = nameStr.find('[');
247 size_t endB = nameStr.find(']');
248 if (beginB != std::string::npos && endB != std::string::npos)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000249 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000250 std::string subscrStr = nameStr.substr(beginB + 1, beginB - endB - 1);
251 nameStr.erase(beginB);
252 subscript = atoi(subscrStr.c_str());
253 }
254
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000255 if (!decorated)
256 {
257 nameStr = decorate(nameStr);
258 }
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000259
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000260 unsigned int numUniforms = mUniformIndex.size();
261 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000262 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000263 if (mUniformIndex[location].name == nameStr &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000264 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000265 {
266 return location;
267 }
268 }
269
270 return -1;
271}
272
273bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
274{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000275 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000276 {
277 return false;
278 }
279
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000280 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000281 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000282
283 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000284 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000285 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000286
287 if (arraySize == 1 && count > 1)
288 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
289
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000290 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000291
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000292 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
293 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000294 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000295 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000296 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000297 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000298
299 if (arraySize == 1 && count > 1)
300 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000301
302 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000303 GLboolean *boolParams = new GLboolean[count];
304
305 for (int i = 0; i < count; ++i)
306 {
307 if (v[i] == 0.0f)
308 {
309 boolParams[i] = GL_FALSE;
310 }
311 else
312 {
313 boolParams[i] = GL_TRUE;
314 }
315 }
316
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000317 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
318 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000319
320 delete [] boolParams;
321 }
322 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000323 {
324 return false;
325 }
326
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000327 return true;
328}
329
330bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
331{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000332 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000333 {
334 return false;
335 }
336
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000337 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000338 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000339
340 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000341 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000342 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000343
344 if (arraySize == 1 && count > 1)
345 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
346
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000347 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000348
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000349 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
350 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000351 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000352 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000353 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000354 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000355
356 if (arraySize == 1 && count > 1)
357 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
358
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000359 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
360
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000361 GLboolean *boolParams = new GLboolean[count * 2];
362
363 for (int i = 0; i < count * 2; ++i)
364 {
365 if (v[i] == 0.0f)
366 {
367 boolParams[i] = GL_FALSE;
368 }
369 else
370 {
371 boolParams[i] = GL_TRUE;
372 }
373 }
374
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000375 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
376 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000377
378 delete [] boolParams;
379 }
380 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000381 {
382 return false;
383 }
384
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000385 return true;
386}
387
388bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
389{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000390 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000391 {
392 return false;
393 }
394
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000395 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000396 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000397
398 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000399 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000400 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000401
402 if (arraySize == 1 && count > 1)
403 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
404
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000405 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000406
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000407 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
408 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000409 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000410 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000411 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000412 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000413
414 if (arraySize == 1 && count > 1)
415 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
416
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000417 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000418 GLboolean *boolParams = new GLboolean[count * 3];
419
420 for (int i = 0; i < count * 3; ++i)
421 {
422 if (v[i] == 0.0f)
423 {
424 boolParams[i] = GL_FALSE;
425 }
426 else
427 {
428 boolParams[i] = GL_TRUE;
429 }
430 }
431
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000432 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
433 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000434
435 delete [] boolParams;
436 }
437 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000438 {
439 return false;
440 }
441
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000442 return true;
443}
444
445bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
446{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000447 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000448 {
449 return false;
450 }
451
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000452 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000453 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000454
455 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000456 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000457 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000458
459 if (arraySize == 1 && count > 1)
460 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
461
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000462 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000463
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000464 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
465 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000466 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000467 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000468 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000469 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000470
471 if (arraySize == 1 && count > 1)
472 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
473
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000474 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000475 GLboolean *boolParams = new GLboolean[count * 4];
476
477 for (int i = 0; i < count * 4; ++i)
478 {
479 if (v[i] == 0.0f)
480 {
481 boolParams[i] = GL_FALSE;
482 }
483 else
484 {
485 boolParams[i] = GL_TRUE;
486 }
487 }
488
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000489 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
490 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000491
492 delete [] boolParams;
493 }
494 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000495 {
496 return false;
497 }
498
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000499 return true;
500}
501
502bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
503{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000504 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000505 {
506 return false;
507 }
508
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000509 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000510 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000511
512 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000513 {
514 return false;
515 }
516
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000517 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000518
519 if (arraySize == 1 && count > 1)
520 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
521
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000522 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000523
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000524 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
525 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000526
527 return true;
528}
529
530bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
531{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000532 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000533 {
534 return false;
535 }
536
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000537 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000538 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000539
540 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000541 {
542 return false;
543 }
544
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000545 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000546
547 if (arraySize == 1 && count > 1)
548 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
549
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000550 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000551
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000552 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
553 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000554
555 return true;
556}
557
558bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
559{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000560 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000561 {
562 return false;
563 }
564
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000565 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000566 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000567
568 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000569 {
570 return false;
571 }
572
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000573 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000574
575 if (arraySize == 1 && count > 1)
576 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
577
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000578 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000579
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000580 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
581 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000582
583 return true;
584}
585
586bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
587{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000588 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000589 {
590 return false;
591 }
592
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000593 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000594 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000595
596 if (targetUniform->type == GL_INT)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000597 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000598 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000599
600 if (arraySize == 1 && count > 1)
601 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
602
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000603 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000604
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000605 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
606 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000607 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000608 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000609 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000610 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000611
612 if (arraySize == 1 && count > 1)
613 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
614
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000615 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000616 GLboolean *boolParams = new GLboolean[count];
617
618 for (int i = 0; i < count; ++i)
619 {
620 if (v[i] == 0)
621 {
622 boolParams[i] = GL_FALSE;
623 }
624 else
625 {
626 boolParams[i] = GL_TRUE;
627 }
628 }
629
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000630 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
631 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000632
633 delete [] boolParams;
634 }
635 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000636 {
637 return false;
638 }
639
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000640 return true;
641}
642
643bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
644{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000645 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000646 {
647 return false;
648 }
649
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000650 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000651 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000652
653 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000654 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000655 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000656
657 if (arraySize == 1 && count > 1)
658 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
659
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000660 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000661
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000662 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
663 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000664 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000665 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000666 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000667 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000668
669 if (arraySize == 1 && count > 1)
670 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
671
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000672 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000673 GLboolean *boolParams = new GLboolean[count * 2];
674
675 for (int i = 0; i < count * 2; ++i)
676 {
677 if (v[i] == 0)
678 {
679 boolParams[i] = GL_FALSE;
680 }
681 else
682 {
683 boolParams[i] = GL_TRUE;
684 }
685 }
686
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000687 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
688 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000689
690 delete [] boolParams;
691 }
692 else
693 {
694 return false;
695 }
696
697 return true;
698}
699
700bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
701{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000702 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000703 {
704 return false;
705 }
706
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000707 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000708 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000709
710 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000711 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000712 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000713
714 if (arraySize == 1 && count > 1)
715 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
716
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000717 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000718
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000719 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
720 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000721 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000722 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000723 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000724 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000725
726 if (arraySize == 1 && count > 1)
727 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
728
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000729 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000730 GLboolean *boolParams = new GLboolean[count * 3];
731
732 for (int i = 0; i < count * 3; ++i)
733 {
734 if (v[i] == 0)
735 {
736 boolParams[i] = GL_FALSE;
737 }
738 else
739 {
740 boolParams[i] = GL_TRUE;
741 }
742 }
743
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000744 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
745 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000746
747 delete [] boolParams;
748 }
749 else
750 {
751 return false;
752 }
753
754 return true;
755}
756
757bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
758{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000759 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000760 {
761 return false;
762 }
763
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000764 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000765 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000766
767 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000768 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000769 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000770
771 if (arraySize == 1 && count > 1)
772 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
773
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000774 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000775
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000776 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
777 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000778 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000779 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000780 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000781 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000782
783 if (arraySize == 1 && count > 1)
784 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
785
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000786 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000787 GLboolean *boolParams = new GLboolean[count * 4];
788
789 for (int i = 0; i < count * 4; ++i)
790 {
791 if (v[i] == 0)
792 {
793 boolParams[i] = GL_FALSE;
794 }
795 else
796 {
797 boolParams[i] = GL_TRUE;
798 }
799 }
800
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000801 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
802 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000803
804 delete [] boolParams;
805 }
806 else
807 {
808 return false;
809 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000810
811 return true;
812}
813
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000814bool Program::getUniformfv(GLint location, GLfloat *params)
815{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000816 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000817 {
818 return false;
819 }
820
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000821 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000822
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000823 unsigned int count = UniformComponentCount(targetUniform->type);
824
825 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000826 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000827 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000828 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000829 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000830
831 for (unsigned int i = 0; i < count; ++i)
832 {
833 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
834 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000835 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000836 break;
837 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000838 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
839 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000840 break;
841 case GL_INT:
842 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000843 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000844
845 for (unsigned int i = 0; i < count; ++i)
846 {
847 params[i] = (float)intParams[i];
848 }
849 }
850 break;
851 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000852 }
853
854 return true;
855}
856
857bool Program::getUniformiv(GLint location, GLint *params)
858{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000859 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000860 {
861 return false;
862 }
863
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000864 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000865
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000866 unsigned int count = UniformComponentCount(targetUniform->type);
867
868 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000869 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000870 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000871 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000872 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000873
874 for (unsigned int i = 0; i < count; ++i)
875 {
876 params[i] = (GLint)boolParams[i];
877 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000878 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000879 break;
880 case GL_FLOAT:
881 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000882 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000883
884 for (unsigned int i = 0; i < count; ++i)
885 {
886 params[i] = (GLint)floatParams[i];
887 }
888 }
889 break;
890 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000891 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
892 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000893 break;
894 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000895 }
896
897 return true;
898}
899
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000900void Program::dirtyAllUniforms()
901{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000902 unsigned int numUniforms = mUniforms.size();
903 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000904 {
905 mUniforms[index]->dirty = true;
906 }
907}
908
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000909void Program::dirtyAllSamplers()
910{
911 for (unsigned int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; ++index)
912 {
913 mSamplers[index].dirty = true;
914 }
915}
916
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000917// Applies all the uniforms set for this program object to the Direct3D 9 device
918void Program::applyUniforms()
919{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000920 unsigned int numUniforms = mUniformIndex.size();
921 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000922 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000923 if (mUniformIndex[location].element != 0)
924 {
925 continue;
926 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000927
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000928 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
929
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000930 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000931 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000932 int arraySize = targetUniform->arraySize;
933 GLfloat *f = (GLfloat*)targetUniform->data;
934 GLint *i = (GLint*)targetUniform->data;
935 GLboolean *b = (GLboolean*)targetUniform->data;
936
937 switch (targetUniform->type)
938 {
939 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
940 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
941 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
942 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
943 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
944 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
945 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
946 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
947 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
948 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
949 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
950 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.com4af7acc2010-05-14 17:30:53 +00001002 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001003 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001004 int n = VariableRowCount(varying->type) * varying->size;
1005 int m = VariableColumnCount(varying->type);
1006 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001007
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001008 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001009 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001010 for (int r = 0; r <= MAX_VARYING_VECTORS - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001011 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001012 bool available = true;
1013
1014 for (int y = 0; y < n && available; y++)
1015 {
1016 for (int x = 0; x < m && available; x++)
1017 {
1018 if (packing[r + y][x])
1019 {
1020 available = false;
1021 }
1022 }
1023 }
1024
1025 if (available)
1026 {
1027 varying->reg = r;
1028 varying->col = 0;
1029
1030 for (int y = 0; y < n; y++)
1031 {
1032 for (int x = 0; x < m; x++)
1033 {
1034 packing[r + y][x] = &*varying;
1035 }
1036 }
1037
1038 success = true;
1039 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001040 }
1041
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001042 if (!success && m == 2)
1043 {
1044 for (int r = MAX_VARYING_VECTORS - n; r >= 0 && !success; r--)
1045 {
1046 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001047
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001048 for (int y = 0; y < n && available; y++)
1049 {
1050 for (int x = 2; x < 4 && available; x++)
1051 {
1052 if (packing[r + y][x])
1053 {
1054 available = false;
1055 }
1056 }
1057 }
1058
1059 if (available)
1060 {
1061 varying->reg = r;
1062 varying->col = 2;
1063
1064 for (int y = 0; y < n; y++)
1065 {
1066 for (int x = 2; x < 4; x++)
1067 {
1068 packing[r + y][x] = &*varying;
1069 }
1070 }
1071
1072 success = true;
1073 }
1074 }
1075 }
1076 }
1077 else if (m == 1)
1078 {
1079 int space[4] = {0};
1080
1081 for (int y = 0; y < MAX_VARYING_VECTORS; y++)
1082 {
1083 for (int x = 0; x < 4; x++)
1084 {
1085 space[x] += packing[y][x] ? 0 : 1;
1086 }
1087 }
1088
1089 int column = 0;
1090
1091 for (int x = 0; x < 4; x++)
1092 {
1093 if (space[x] > n && space[x] < space[column])
1094 {
1095 column = x;
1096 }
1097 }
1098
1099 if (space[column] > n)
1100 {
1101 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1102 {
1103 if (!packing[r][column])
1104 {
1105 varying->reg = r;
1106
1107 for (int y = r; y < r + n; y++)
1108 {
1109 packing[y][column] = &*varying;
1110 }
1111
1112 break;
1113 }
1114 }
1115
1116 varying->col = column;
1117
1118 success = true;
1119 }
1120 }
1121 else UNREACHABLE();
1122
1123 if (!success)
1124 {
1125 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1126
1127 return -1;
1128 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001129 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001130
1131 // Return the number of used registers
1132 int registers = 0;
1133
1134 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1135 {
1136 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1137 {
1138 registers++;
1139 }
1140 }
1141
1142 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001143}
1144
1145bool Program::linkVaryings()
1146{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001147 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001148 {
1149 return false;
1150 }
1151
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001152 const Varying *packing[MAX_VARYING_VECTORS][4] = {NULL};
1153 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001154
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001155 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001156 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001157 return false;
1158 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001159
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001160 if (registers == MAX_VARYING_VECTORS && mFragmentShader->mUsesFragCoord)
1161 {
1162 appendToInfoLog("No varying registers left to support gl_FragCoord");
1163
1164 return false;
1165 }
1166
1167 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1168 {
1169 bool matched = false;
1170
1171 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1172 {
1173 if (output->name == input->name)
1174 {
1175 if (output->type != input->type || output->size != input->size)
1176 {
1177 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1178
1179 return false;
1180 }
1181
1182 output->reg = input->reg;
1183 output->col = input->col;
1184
1185 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001186 break;
1187 }
1188 }
1189
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001190 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001191 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001192 appendToInfoLog("Fragment varying varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001193
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001194 return false;
1195 }
1196 }
1197
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001198 Context *context = getContext();
1199 bool sm3 = context->supportsShaderModel3();
1200 std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
1201
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001202 mVertexHLSL += "struct VS_INPUT\n"
1203 "{\n";
1204
1205 int semanticIndex = 0;
1206 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1207 {
1208 switch (attribute->type)
1209 {
1210 case GL_FLOAT: mVertexHLSL += " float "; break;
1211 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1212 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1213 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1214 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1215 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1216 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1217 default: UNREACHABLE();
1218 }
1219
1220 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1221
1222 semanticIndex += VariableRowCount(attribute->type);
1223 }
1224
1225 mVertexHLSL += "};\n"
1226 "\n"
1227 "struct VS_OUTPUT\n"
1228 "{\n"
1229 " float4 gl_Position : POSITION;\n";
1230
1231 for (int r = 0; r < registers; r++)
1232 {
1233 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1234
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001235 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001236 }
1237
1238 if (mFragmentShader->mUsesFragCoord)
1239 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001240 mVertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
1241 }
1242
1243 if (mVertexShader->mUsesPointSize && sm3)
1244 {
1245 mVertexHLSL += " float gl_PointSize : PSIZE;\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001246 }
1247
1248 mVertexHLSL += "};\n"
1249 "\n"
1250 "VS_OUTPUT main(VS_INPUT input)\n"
1251 "{\n";
1252
1253 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1254 {
1255 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1256
1257 if (VariableRowCount(attribute->type) > 1) // Matrix
1258 {
1259 mVertexHLSL += "transpose";
1260 }
1261
1262 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1263 }
1264
1265 mVertexHLSL += "\n"
1266 " gl_main();\n"
1267 "\n"
1268 " VS_OUTPUT output;\n"
1269 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
1270 " output.gl_Position.y = -(gl_Position.y - dx_HalfPixelSize.y * gl_Position.w);\n"
1271 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1272 " output.gl_Position.w = gl_Position.w;\n";
1273
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001274 if (mVertexShader->mUsesPointSize && sm3)
1275 {
1276 mVertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
1277 }
1278
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001279 if (mFragmentShader->mUsesFragCoord)
1280 {
1281 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1282 }
1283
1284 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1285 {
1286 if (varying->reg >= 0)
1287 {
1288 for (int i = 0; i < varying->size; i++)
1289 {
1290 int rows = VariableRowCount(varying->type);
1291
1292 for (int j = 0; j < rows; j++)
1293 {
1294 int r = varying->reg + i * rows + j;
1295 mVertexHLSL += " output.v" + str(r);
1296
1297 bool sharedRegister = false; // Register used by multiple varyings
1298
1299 for (int x = 0; x < 4; x++)
1300 {
1301 if (packing[r][x] && packing[r][x] != packing[r][0])
1302 {
1303 sharedRegister = true;
1304 break;
1305 }
1306 }
1307
1308 if(sharedRegister)
1309 {
1310 mVertexHLSL += ".";
1311
1312 for (int x = 0; x < 4; x++)
1313 {
1314 if (packing[r][x] == &*varying)
1315 {
1316 switch(x)
1317 {
1318 case 0: mVertexHLSL += "x"; break;
1319 case 1: mVertexHLSL += "y"; break;
1320 case 2: mVertexHLSL += "z"; break;
1321 case 3: mVertexHLSL += "w"; break;
1322 }
1323 }
1324 }
1325 }
1326
1327 mVertexHLSL += " = " + varying->name;
1328
1329 if (varying->array)
1330 {
1331 mVertexHLSL += "[" + str(i) + "]";
1332 }
1333
1334 if (rows > 1)
1335 {
1336 mVertexHLSL += "[" + str(j) + "]";
1337 }
1338
1339 mVertexHLSL += ";\n";
1340 }
1341 }
1342 }
1343 }
1344
1345 mVertexHLSL += "\n"
1346 " return output;\n"
1347 "}\n";
1348
1349 mPixelHLSL += "struct PS_INPUT\n"
1350 "{\n";
1351
1352 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1353 {
1354 if (varying->reg >= 0)
1355 {
1356 for (int i = 0; i < varying->size; i++)
1357 {
1358 int rows = VariableRowCount(varying->type);
1359 for (int j = 0; j < rows; j++)
1360 {
1361 std::string n = str(varying->reg + i * rows + j);
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001362 mPixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001363 }
1364 }
1365 }
1366 else UNREACHABLE();
1367 }
1368
1369 if (mFragmentShader->mUsesFragCoord)
1370 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001371 mPixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001372 }
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001373
1374 if (mFragmentShader->mUsesPointCoord && sm3)
1375 {
1376 mPixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
1377 }
1378
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001379 if (mFragmentShader->mUsesFrontFacing)
1380 {
1381 mPixelHLSL += " float vFace : VFACE;\n";
1382 }
1383
1384 mPixelHLSL += "};\n"
1385 "\n"
1386 "struct PS_OUTPUT\n"
1387 "{\n"
1388 " float4 gl_Color[1] : COLOR;\n"
1389 "};\n"
1390 "\n"
1391 "PS_OUTPUT main(PS_INPUT input)\n"
1392 "{\n";
1393
1394 if (mFragmentShader->mUsesFragCoord)
1395 {
1396 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00001397 " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Viewport.x + dx_Viewport.z;\n"
1398 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_Viewport.y + dx_Viewport.w;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001399 " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
1400 " gl_FragCoord.w = rhw;\n";
1401 }
1402
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001403 if (mFragmentShader->mUsesPointCoord && sm3)
1404 {
1405 mPixelHLSL += " gl_PointCoord = float2(input.gl_PointCoord.x, 1.0 - input.gl_PointCoord.y);\n";
1406 }
1407
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001408 if (mFragmentShader->mUsesFrontFacing)
1409 {
1410 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1411 }
1412
1413 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1414 {
1415 if (varying->reg >= 0)
1416 {
1417 for (int i = 0; i < varying->size; i++)
1418 {
1419 int rows = VariableRowCount(varying->type);
1420 for (int j = 0; j < rows; j++)
1421 {
1422 std::string n = str(varying->reg + i * rows + j);
1423 mPixelHLSL += " " + varying->name;
1424
1425 if (varying->array)
1426 {
1427 mPixelHLSL += "[" + str(i) + "]";
1428 }
1429
1430 if (rows > 1)
1431 {
1432 mPixelHLSL += "[" + str(j) + "]";
1433 }
1434
1435 mPixelHLSL += " = input.v" + n + ";\n";
1436 }
1437 }
1438 }
1439 else UNREACHABLE();
1440 }
1441
1442 mPixelHLSL += "\n"
1443 " gl_main();\n"
1444 "\n"
1445 " PS_OUTPUT output;\n"
1446 " output.gl_Color[0] = gl_Color[0];\n"
1447 "\n"
1448 " return output;\n"
1449 "}\n";
1450
1451 TRACE("\n%s", mPixelHLSL.c_str());
1452 TRACE("\n%s", mVertexHLSL.c_str());
1453
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001454 return true;
1455}
1456
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001457// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1458// compiling them into binaries, determining the attribute mappings, and collecting
1459// a list of uniforms
1460void Program::link()
1461{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001462 unlink();
1463
1464 if (!mFragmentShader || !mFragmentShader->isCompiled())
1465 {
1466 return;
1467 }
1468
1469 if (!mVertexShader || !mVertexShader->isCompiled())
1470 {
1471 return;
1472 }
1473
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001474 mPixelHLSL = mFragmentShader->getHLSL();
1475 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001476
1477 if (!linkVaryings())
1478 {
1479 return;
1480 }
1481
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001482 Context *context = getContext();
1483 const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
1484 const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
1485
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001486 ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1487 ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001488
1489 if (vertexBinary && pixelBinary)
1490 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001491 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001492 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1493 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1494
1495 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1496 {
1497 return error(GL_OUT_OF_MEMORY);
1498 }
1499
1500 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001501
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001502 vertexBinary->Release();
1503 pixelBinary->Release();
1504 vertexBinary = NULL;
1505 pixelBinary = NULL;
1506
1507 if (mVertexExecutable && mPixelExecutable)
1508 {
1509 if (!linkAttributes())
1510 {
1511 return;
1512 }
1513
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001514 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001515 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001516 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001517 }
1518
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001519 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001520 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001521 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001522 }
1523
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001524 // these uniforms are searched as already-decorated because gl_ and dx_
1525 // are reserved prefixes, and do not receive additional decoration
1526 mDepthRangeNearLocation = getUniformLocation("gl_DepthRange.near", true);
1527 mDepthRangeFarLocation = getUniformLocation("gl_DepthRange.far", true);
1528 mDepthRangeDiffLocation = getUniformLocation("gl_DepthRange.diff", true);
1529 mDxDepthLocation = getUniformLocation("dx_Depth", true);
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00001530 mDxViewportLocation= getUniformLocation("dx_Viewport", true);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001531 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize", true);
1532 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW", true);
1533 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines", true);
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001534
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001535 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001536 }
1537 }
1538}
1539
1540// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1541bool Program::linkAttributes()
1542{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001543 unsigned int usedLocations = 0;
1544
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001545 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001546 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001547 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001548 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001549
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001550 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001551 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001552 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001553 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001554 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001555 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001556
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001557 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001558
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001559 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001560
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001561 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001562 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001563 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 +00001564
1565 return false;
1566 }
1567
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001568 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001569 {
1570 usedLocations |= 1 << (location + i);
1571 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001572 }
1573 }
1574
1575 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001576 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001577 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001578 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001579
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001580 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001581 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001582 int rows = VariableRowCount(attribute->type);
1583 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001584
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001585 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001586 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001587 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001588
1589 return false; // Fail to link
1590 }
1591
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001592 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001593 }
1594 }
1595
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001596 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001597 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001598 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001599 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001600
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001601 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001602 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001603 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001604 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001605 }
1606
1607 return true;
1608}
1609
daniel@transgaming.com85423182010-04-22 13:35:27 +00001610int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001611{
1612 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1613 {
1614 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1615 {
1616 return location;
1617 }
1618 }
1619
1620 return -1;
1621}
1622
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001623bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1624{
1625 D3DXCONSTANTTABLE_DESC constantTableDescription;
1626 D3DXCONSTANT_DESC constantDescription;
1627 UINT descriptionCount = 1;
1628
1629 constantTable->GetDesc(&constantTableDescription);
1630
1631 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1632 {
1633 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
1634 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1635
1636 if (!defineUniform(constantHandle, constantDescription))
1637 {
1638 return false;
1639 }
1640 }
1641
1642 return true;
1643}
1644
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001645// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001646// Returns true if succesful (uniform not already defined)
1647bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1648{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001649 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1650 {
1651 unsigned int samplerIndex = constantDescription.RegisterIndex;
1652
1653 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
1654
1655 mSamplers[samplerIndex].active = true;
1656 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
1657 mSamplers[samplerIndex].logicalTextureUnit = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00001658 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001659 }
1660
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001661 switch(constantDescription.Class)
1662 {
1663 case D3DXPC_STRUCT:
1664 {
1665 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
1666 {
1667 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1668
1669 D3DXCONSTANT_DESC fieldDescription;
1670 UINT descriptionCount = 1;
1671
1672 mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1673
1674 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + "."))
1675 {
1676 return false;
1677 }
1678 }
1679
1680 return true;
1681 }
1682 case D3DXPC_SCALAR:
1683 case D3DXPC_VECTOR:
1684 case D3DXPC_MATRIX_COLUMNS:
1685 case D3DXPC_OBJECT:
1686 return defineUniform(constantDescription, name + constantDescription.Name);
1687 default:
1688 UNREACHABLE();
1689 return false;
1690 }
1691}
1692
1693bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1694{
1695 Uniform *uniform = createUniform(constantDescription, name);
1696
1697 if(!uniform)
1698 {
1699 return false;
1700 }
1701
1702 // Check if already defined
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001703 GLint location = getUniformLocation(name.c_str(), true);
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001704 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001705
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001706 if (location >= 0)
1707 {
1708 delete uniform;
1709
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001710 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001711 {
1712 return false;
1713 }
1714 else
1715 {
1716 return true;
1717 }
1718 }
1719
1720 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001721 unsigned int uniformIndex = mUniforms.size() - 1;
1722
1723 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1724 {
1725 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1726 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001727
1728 return true;
1729}
1730
1731Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001732{
1733 if (constantDescription.Rows == 1) // Vectors and scalars
1734 {
1735 switch (constantDescription.Type)
1736 {
1737 case D3DXPT_SAMPLER2D:
1738 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001739 switch (constantDescription.Columns)
1740 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001741 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001742 default: UNREACHABLE();
1743 }
1744 break;
1745 case D3DXPT_BOOL:
1746 switch (constantDescription.Columns)
1747 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001748 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1749 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1750 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1751 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001752 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001753 }
1754 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001755 case D3DXPT_INT:
1756 switch (constantDescription.Columns)
1757 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001758 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1759 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1760 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1761 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001762 default: UNREACHABLE();
1763 }
1764 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001765 case D3DXPT_FLOAT:
1766 switch (constantDescription.Columns)
1767 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001768 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1769 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1770 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1771 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001772 default: UNREACHABLE();
1773 }
1774 break;
1775 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001776 UNREACHABLE();
1777 }
1778 }
1779 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1780 {
1781 switch (constantDescription.Type)
1782 {
1783 case D3DXPT_FLOAT:
1784 switch (constantDescription.Rows)
1785 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001786 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1787 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1788 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001789 default: UNREACHABLE();
1790 }
1791 break;
1792 default: UNREACHABLE();
1793 }
1794 }
1795 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001796
1797 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001798}
1799
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001800// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001801std::string Program::decorate(const std::string &string)
1802{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001803 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001804 {
1805 return "_" + string;
1806 }
1807 else
1808 {
1809 return string;
1810 }
1811}
1812
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001813std::string Program::undecorate(const std::string &string)
1814{
1815 if (string.substr(0, 1) == "_")
1816 {
1817 return string.substr(1);
1818 }
1819 else
1820 {
1821 return string;
1822 }
1823}
1824
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001825bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1826{
1827 BOOL *vector = new BOOL[count];
1828 for (int i = 0; i < count; i++)
1829 {
1830 if (v[i] == GL_FALSE)
1831 vector[i] = 0;
1832 else
1833 vector[i] = 1;
1834 }
1835
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001836 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1837
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001838 D3DXHANDLE constantPS;
1839 D3DXHANDLE constantVS;
1840 getConstantHandles(targetUniform, &constantPS, &constantVS);
1841
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001842 IDirect3DDevice9 *device = getDevice();
1843
1844 if (constantPS)
1845 {
1846 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1847 }
1848
1849 if (constantVS)
1850 {
1851 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1852 }
1853
1854 delete [] vector;
1855
1856 return true;
1857}
1858
1859bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1860{
1861 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1862
1863 for (int i = 0; i < count; i++)
1864 {
1865 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1866 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1867
1868 v += 2;
1869 }
1870
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001871 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1872
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001873 D3DXHANDLE constantPS;
1874 D3DXHANDLE constantVS;
1875 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001876 IDirect3DDevice9 *device = getDevice();
1877
1878 if (constantPS)
1879 {
1880 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1881 }
1882
1883 if (constantVS)
1884 {
1885 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1886 }
1887
1888 delete[] vector;
1889
1890 return true;
1891}
1892
1893bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1894{
1895 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1896
1897 for (int i = 0; i < count; i++)
1898 {
1899 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1900 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1901 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1902
1903 v += 3;
1904 }
1905
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001906 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1907
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001908 D3DXHANDLE constantPS;
1909 D3DXHANDLE constantVS;
1910 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001911 IDirect3DDevice9 *device = getDevice();
1912
1913 if (constantPS)
1914 {
1915 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1916 }
1917
1918 if (constantVS)
1919 {
1920 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1921 }
1922
1923 delete[] vector;
1924
1925 return true;
1926}
1927
1928bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
1929{
1930 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1931
1932 for (int i = 0; i < count; i++)
1933 {
1934 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1935 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1936 (v[2] == GL_FALSE ? 0.0f : 1.0f),
1937 (v[3] == GL_FALSE ? 0.0f : 1.0f));
1938
1939 v += 3;
1940 }
1941
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001942 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1943
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001944 D3DXHANDLE constantPS;
1945 D3DXHANDLE constantVS;
1946 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001947 IDirect3DDevice9 *device = getDevice();
1948
1949 if (constantPS)
1950 {
1951 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1952 }
1953
1954 if (constantVS)
1955 {
1956 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1957 }
1958
1959 delete [] vector;
1960
1961 return true;
1962}
1963
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001964bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
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.com4f39fd92010-03-08 20:26:45 +00001971 IDirect3DDevice9 *device = getDevice();
1972
1973 if (constantPS)
1974 {
1975 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
1976 }
1977
1978 if (constantVS)
1979 {
1980 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
1981 }
1982
1983 return true;
1984}
1985
1986bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
1987{
1988 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1989
1990 for (int i = 0; i < count; i++)
1991 {
1992 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
1993
1994 v += 2;
1995 }
1996
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001997 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1998
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001999 D3DXHANDLE constantPS;
2000 D3DXHANDLE constantVS;
2001 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002002 IDirect3DDevice9 *device = getDevice();
2003
2004 if (constantPS)
2005 {
2006 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2007 }
2008
2009 if (constantVS)
2010 {
2011 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2012 }
2013
2014 delete[] vector;
2015
2016 return true;
2017}
2018
2019bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
2020{
2021 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2022
2023 for (int i = 0; i < count; i++)
2024 {
2025 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
2026
2027 v += 3;
2028 }
2029
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002030 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2031
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002032 D3DXHANDLE constantPS;
2033 D3DXHANDLE constantVS;
2034 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002035 IDirect3DDevice9 *device = getDevice();
2036
2037 if (constantPS)
2038 {
2039 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2040 }
2041
2042 if (constantVS)
2043 {
2044 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2045 }
2046
2047 delete[] vector;
2048
2049 return true;
2050}
2051
2052bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
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, (D3DXVECTOR4*)v, count);
2064 }
2065
2066 if (constantVS)
2067 {
2068 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2069 }
2070
2071 return true;
2072}
2073
2074bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2075{
2076 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2077
2078 for (int i = 0; i < count; i++)
2079 {
2080 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2081 value[1], value[3], 0, 0,
2082 0, 0, 1, 0,
2083 0, 0, 0, 1);
2084
2085 value += 4;
2086 }
2087
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002088 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2089
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002090 D3DXHANDLE constantPS;
2091 D3DXHANDLE constantVS;
2092 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002093 IDirect3DDevice9 *device = getDevice();
2094
2095 if (constantPS)
2096 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002097 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002098 }
2099
2100 if (constantVS)
2101 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002102 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002103 }
2104
2105 delete[] matrix;
2106
2107 return true;
2108}
2109
2110bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2111{
2112 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2113
2114 for (int i = 0; i < count; i++)
2115 {
2116 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2117 value[1], value[4], value[7], 0,
2118 value[2], value[5], value[8], 0,
2119 0, 0, 0, 1);
2120
2121 value += 9;
2122 }
2123
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002124 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2125
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002126 D3DXHANDLE constantPS;
2127 D3DXHANDLE constantVS;
2128 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002129 IDirect3DDevice9 *device = getDevice();
2130
2131 if (constantPS)
2132 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002133 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002134 }
2135
2136 if (constantVS)
2137 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002138 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002139 }
2140
2141 delete[] matrix;
2142
2143 return true;
2144}
2145
2146bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2147{
2148 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2149
2150 for (int i = 0; i < count; i++)
2151 {
2152 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2153 value[1], value[5], value[9], value[13],
2154 value[2], value[6], value[10], value[14],
2155 value[3], value[7], value[11], value[15]);
2156
2157 value += 16;
2158 }
2159
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002160 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2161
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002162 D3DXHANDLE constantPS;
2163 D3DXHANDLE constantVS;
2164 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002165 IDirect3DDevice9 *device = getDevice();
2166
2167 if (constantPS)
2168 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002169 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002170 }
2171
2172 if (constantVS)
2173 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002174 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002175 }
2176
2177 delete[] matrix;
2178
2179 return true;
2180}
2181
2182bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
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 {
2193 D3DXCONSTANT_DESC constantDescription;
2194 UINT descriptionCount = 1;
2195 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
2196
daniel@transgaming.com2884b782010-03-08 21:30:48 +00002197 if (FAILED(result))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002198 {
2199 return false;
2200 }
2201
2202 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2203 {
2204 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2205
2206 for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
2207 {
2208 GLint mappedSampler = v[0];
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002209
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002210 if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002211 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002212 ASSERT(mSamplers[samplerIndex].active);
2213 mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
2214 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002215 }
2216 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002217
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002218 return true;
2219 }
2220 }
2221
2222 if (constantPS)
2223 {
2224 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2225 }
2226
2227 if (constantVS)
2228 {
2229 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2230 }
2231
2232 return true;
2233}
2234
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002235bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2236{
2237 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2238
2239 for (int i = 0; i < count; i++)
2240 {
2241 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2242
2243 v += 2;
2244 }
2245
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002246 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2247
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002248 D3DXHANDLE constantPS;
2249 D3DXHANDLE constantVS;
2250 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002251 IDirect3DDevice9 *device = getDevice();
2252
2253 if (constantPS)
2254 {
2255 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2256 }
2257
2258 if (constantVS)
2259 {
2260 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2261 }
2262
2263 delete[] vector;
2264
2265 return true;
2266}
2267
2268bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2269{
2270 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2271
2272 for (int i = 0; i < count; i++)
2273 {
2274 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2275
2276 v += 3;
2277 }
2278
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002279 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2280
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002281 D3DXHANDLE constantPS;
2282 D3DXHANDLE constantVS;
2283 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002284 IDirect3DDevice9 *device = getDevice();
2285
2286 if (constantPS)
2287 {
2288 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2289 }
2290
2291 if (constantVS)
2292 {
2293 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2294 }
2295
2296 delete[] vector;
2297
2298 return true;
2299}
2300
2301bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2302{
2303 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2304
2305 for (int i = 0; i < count; i++)
2306 {
2307 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2308
2309 v += 4;
2310 }
2311
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002312 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2313
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002314 D3DXHANDLE constantPS;
2315 D3DXHANDLE constantVS;
2316 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002317 IDirect3DDevice9 *device = getDevice();
2318
2319 if (constantPS)
2320 {
2321 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2322 }
2323
2324 if (constantVS)
2325 {
2326 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2327 }
2328
2329 delete [] vector;
2330
2331 return true;
2332}
2333
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002334void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002335{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002336 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002337 {
2338 return;
2339 }
2340
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002341 char info[1024];
2342
2343 va_list vararg;
2344 va_start(vararg, format);
2345 vsnprintf(info, sizeof(info), format, vararg);
2346 va_end(vararg);
2347
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002348 size_t infoLength = strlen(info);
2349
2350 if (!mInfoLog)
2351 {
2352 mInfoLog = new char[infoLength + 1];
2353 strcpy(mInfoLog, info);
2354 }
2355 else
2356 {
2357 size_t logLength = strlen(mInfoLog);
2358 char *newLog = new char[logLength + infoLength + 1];
2359 strcpy(newLog, mInfoLog);
2360 strcpy(newLog + logLength, info);
2361
2362 delete[] mInfoLog;
2363 mInfoLog = newLog;
2364 }
2365}
2366
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002367void Program::resetInfoLog()
2368{
2369 if (mInfoLog)
2370 {
2371 delete [] mInfoLog;
2372 }
2373}
2374
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002375// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2376void Program::unlink(bool destroy)
2377{
2378 if (destroy) // Object being destructed
2379 {
2380 if (mFragmentShader)
2381 {
2382 mFragmentShader->detach();
2383 mFragmentShader = NULL;
2384 }
2385
2386 if (mVertexShader)
2387 {
2388 mVertexShader->detach();
2389 mVertexShader = NULL;
2390 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002391 }
2392
2393 if (mPixelExecutable)
2394 {
2395 mPixelExecutable->Release();
2396 mPixelExecutable = NULL;
2397 }
2398
2399 if (mVertexExecutable)
2400 {
2401 mVertexExecutable->Release();
2402 mVertexExecutable = NULL;
2403 }
2404
2405 if (mConstantTablePS)
2406 {
2407 mConstantTablePS->Release();
2408 mConstantTablePS = NULL;
2409 }
2410
2411 if (mConstantTableVS)
2412 {
2413 mConstantTableVS->Release();
2414 mConstantTableVS = NULL;
2415 }
2416
2417 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2418 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002419 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002420 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002421 }
2422
2423 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2424 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002425 mSamplers[index].active = false;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002426 mSamplers[index].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002427 }
2428
2429 while (!mUniforms.empty())
2430 {
2431 delete mUniforms.back();
2432 mUniforms.pop_back();
2433 }
2434
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002435 mDepthRangeDiffLocation = -1;
2436 mDepthRangeNearLocation = -1;
2437 mDepthRangeFarLocation = -1;
2438 mDxDepthLocation = -1;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002439 mDxViewportLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002440 mDxHalfPixelSizeLocation = -1;
2441 mDxFrontCCWLocation = -1;
2442 mDxPointsOrLinesLocation = -1;
2443
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002444 mUniformIndex.clear();
2445
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002446 mPixelHLSL.clear();
2447 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002448
2449 delete[] mInfoLog;
2450 mInfoLog = NULL;
2451
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002452 mLinked = false;
2453}
2454
2455bool Program::isLinked()
2456{
2457 return mLinked;
2458}
2459
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002460bool Program::isValidated() const
2461{
2462 return mValidated;
2463}
2464
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002465unsigned int Program::getSerial() const
2466{
2467 return mSerial;
2468}
2469
2470unsigned int Program::issueSerial()
2471{
2472 return mCurrentSerial++;
2473}
2474
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002475int Program::getInfoLogLength() const
2476{
2477 if (!mInfoLog)
2478 {
2479 return 0;
2480 }
2481 else
2482 {
2483 return strlen(mInfoLog) + 1;
2484 }
2485}
2486
2487void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2488{
2489 int index = 0;
2490
2491 if (mInfoLog)
2492 {
2493 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2494 {
2495 infoLog[index] = mInfoLog[index];
2496 index++;
2497 }
2498 }
2499
2500 if (bufSize)
2501 {
2502 infoLog[index] = '\0';
2503 }
2504
2505 if (length)
2506 {
2507 *length = index;
2508 }
2509}
2510
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002511void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2512{
2513 int total = 0;
2514
2515 if (mVertexShader)
2516 {
2517 if (total < maxCount)
2518 {
2519 shaders[total] = mVertexShader->getHandle();
2520 }
2521
2522 total++;
2523 }
2524
2525 if (mFragmentShader)
2526 {
2527 if (total < maxCount)
2528 {
2529 shaders[total] = mFragmentShader->getHandle();
2530 }
2531
2532 total++;
2533 }
2534
2535 if (count)
2536 {
2537 *count = total;
2538 }
2539}
2540
daniel@transgaming.com85423182010-04-22 13:35:27 +00002541void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2542{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002543 unsigned int attribute = 0;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002544 for (unsigned int i = 0; i < index; i++)
2545 {
2546 do
2547 {
2548 attribute++;
2549
2550 ASSERT(attribute < MAX_VERTEX_ATTRIBS); // index must be smaller than getActiveAttributeCount()
2551 }
2552 while (mLinkedAttribute[attribute].name.empty());
2553 }
2554
2555 if (bufsize > 0)
2556 {
2557 const char *string = mLinkedAttribute[attribute].name.c_str();
2558
2559 strncpy(name, string, bufsize);
2560 name[bufsize - 1] = '\0';
2561
2562 if (length)
2563 {
2564 *length = strlen(name);
2565 }
2566 }
2567
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002568 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002569
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002570 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002571}
2572
2573GLint Program::getActiveAttributeCount()
2574{
2575 int count = 0;
2576
2577 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2578 {
2579 if (!mLinkedAttribute[attributeIndex].name.empty())
2580 {
2581 count++;
2582 }
2583 }
2584
2585 return count;
2586}
2587
2588GLint Program::getActiveAttributeMaxLength()
2589{
2590 int maxLength = 0;
2591
2592 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2593 {
2594 if (!mLinkedAttribute[attributeIndex].name.empty())
2595 {
2596 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2597 }
2598 }
2599
2600 return maxLength;
2601}
2602
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002603void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2604{
2605 unsigned int uniform = 0;
2606 for (unsigned int i = 0; i < index; i++)
2607 {
2608 do
2609 {
2610 uniform++;
2611
2612 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2613 }
2614 while (mUniforms[uniform]->name.substr(0, 3) == "dx_");
2615 }
2616
2617 if (bufsize > 0)
2618 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002619 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002620
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002621 if (mUniforms[uniform]->arraySize != 1)
2622 {
2623 string += "[0]";
2624 }
2625
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002626 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002627 name[bufsize - 1] = '\0';
2628
2629 if (length)
2630 {
2631 *length = strlen(name);
2632 }
2633 }
2634
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002635 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002636
2637 *type = mUniforms[uniform]->type;
2638}
2639
2640GLint Program::getActiveUniformCount()
2641{
2642 int count = 0;
2643
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002644 unsigned int numUniforms = mUniforms.size();
2645 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002646 {
2647 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2648 {
2649 count++;
2650 }
2651 }
2652
2653 return count;
2654}
2655
2656GLint Program::getActiveUniformMaxLength()
2657{
2658 int maxLength = 0;
2659
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002660 unsigned int numUniforms = mUniforms.size();
2661 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002662 {
2663 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2664 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002665 maxLength = std::max((int)(undecorate(mUniforms[uniformIndex]->name).length() + 1), maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002666 }
2667 }
2668
2669 return maxLength;
2670}
2671
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002672void Program::flagForDeletion()
2673{
2674 mDeleteStatus = true;
2675}
2676
2677bool Program::isFlaggedForDeletion() const
2678{
2679 return mDeleteStatus;
2680}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002681
2682void Program::validate()
2683{
2684 resetInfoLog();
2685
2686 if (!isLinked())
2687 {
2688 appendToInfoLog("Program has not been successfully linked.");
2689 mValidated = false;
2690 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002691 else
2692 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002693 applyUniforms();
2694 if (!validateSamplers())
2695 {
2696 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit.");
2697 mValidated = false;
2698 }
2699 else
2700 {
2701 mValidated = true;
2702 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002703 }
2704}
2705
2706bool Program::validateSamplers() const
2707{
2708 // if any two active samplers in a program are of different types, but refer to the same
2709 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2710 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
2711 std::map<int, SamplerType> samplerMap;
2712 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2713 {
2714 if (mSamplers[i].active)
2715 {
2716 if (samplerMap.find(mSamplers[i].logicalTextureUnit) != samplerMap.end())
2717 {
2718 if (mSamplers[i].type != samplerMap[mSamplers[i].logicalTextureUnit])
2719 return false;
2720 }
2721 else
2722 {
2723 samplerMap[mSamplers[i].logicalTextureUnit] = mSamplers[i].type;
2724 }
2725 }
2726 }
2727
2728 return true;
2729}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002730
2731void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2732{
2733 if (!targetUniform->handlesSet)
2734 {
2735 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2736 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2737 targetUniform->handlesSet = true;
2738 }
2739
2740 *constantPS = targetUniform->psHandle;
2741 *constantVS = targetUniform->vsHandle;
2742}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002743
2744GLint Program::getDepthRangeDiffLocation() const
2745{
2746 return mDepthRangeDiffLocation;
2747}
2748
2749GLint Program::getDepthRangeNearLocation() const
2750{
daniel@transgaming.come0d7d432010-05-18 18:51:52 +00002751 return mDepthRangeNearLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002752}
2753
2754GLint Program::getDepthRangeFarLocation() const
2755{
2756 return mDepthRangeFarLocation;
2757}
2758
2759GLint Program::getDxDepthLocation() const
2760{
2761 return mDxDepthLocation;
2762}
2763
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002764GLint Program::getDxViewportLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002765{
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002766 return mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002767}
2768
2769GLint Program::getDxHalfPixelSizeLocation() const
2770{
2771 return mDxHalfPixelSizeLocation;
2772}
2773
2774GLint Program::getDxFrontCCWLocation() const
2775{
2776 return mDxFrontCCWLocation;
2777}
2778
2779GLint Program::getDxPointsOrLinesLocation() const
2780{
2781 return mDxPointsOrLinesLocation;
2782}
2783
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002784}