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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.h: Defines the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
10#ifndef LIBGLESV2_PROGRAM_H_
11#define LIBGLESV2_PROGRAM_H_
12
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013#include <d3dx9.h>
14#include <string>
15#include <vector>
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000016#include <set>
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000017
daniel@transgaming.com85423182010-04-22 13:35:27 +000018#include "libGLESv2/Shader.h"
daniel@transgaming.come6842292010-04-20 18:52:50 +000019#include "libGLESv2/Context.h"
20
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000021namespace gl
22{
23class FragmentShader;
24class VertexShader;
25
daniel@transgaming.com86487c22010-03-11 19:41:43 +000026// Helper struct representing a single shader uniform
27struct Uniform
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000029 Uniform(GLenum type, const std::string &name, unsigned int arraySize);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030
31 ~Uniform();
32
daniel@transgaming.com0361b922010-03-28 19:36:15 +000033 const GLenum type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034 const std::string name;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000035 const unsigned int arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000036
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000037 unsigned char *data;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000038 bool dirty;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000039
40 D3DXHANDLE vsHandle;
41 D3DXHANDLE psHandle;
42 bool handlesSet;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000043};
44
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000045// Struct used for correlating uniforms/elements of uniform arrays to handles
46struct UniformLocation
47{
48 UniformLocation(const std::string &name, unsigned int element, unsigned int index);
49
50 std::string name;
51 unsigned int element;
52 unsigned int index;
53};
54
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000055class Program
56{
57 public:
58 Program();
59
60 ~Program();
61
62 bool attachShader(Shader *shader);
63 bool detachShader(Shader *shader);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000064 int getAttachedShadersCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000065
66 IDirect3DPixelShader9 *getPixelShader();
67 IDirect3DVertexShader9 *getVertexShader();
68
69 void bindAttributeLocation(GLuint index, const char *name);
70 GLuint getAttributeLocation(const char *name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000071 int getSemanticIndex(int attributeIndex);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000072
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +000073 void dirtyAllSamplers();
74
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000075 GLint getSamplerMapping(unsigned int samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +000076 SamplerType getSamplerType(unsigned int samplerIndex);
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +000077 bool isSamplerDirty(unsigned int samplerIndex) const;
78 void setSamplerDirty(unsigned int samplerIndex, bool dirty);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000079
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +000080 GLint getUniformLocation(const char *name, bool decorated);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000081 bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
82 bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
83 bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
84 bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
85 bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
86 bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
87 bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
88 bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +000089 bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
90 bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
91 bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000092
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +000093 bool getUniformfv(GLint location, GLfloat *params);
94 bool getUniformiv(GLint location, GLint *params);
95
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +000096 GLint getDepthRangeDiffLocation() const;
97 GLint getDepthRangeNearLocation() const;
98 GLint getDepthRangeFarLocation() const;
99 GLint getDxDepthLocation() const;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +0000100 GLint getDxViewportLocation() const;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000101 GLint getDxHalfPixelSizeLocation() const;
102 GLint getDxFrontCCWLocation() const;
103 GLint getDxPointsOrLinesLocation() const;
104
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000105 void dirtyAllUniforms();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000106 void applyUniforms();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000107
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000108 void link();
109 bool isLinked();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000110 int getInfoLogLength() const;
111 void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
daniel@transgaming.com6c785212010-03-30 03:36:17 +0000112 void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000113
daniel@transgaming.com85423182010-04-22 13:35:27 +0000114 void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
115 GLint getActiveAttributeCount();
116 GLint getActiveAttributeMaxLength();
117
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000118 void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
119 GLint getActiveUniformCount();
120 GLint getActiveUniformMaxLength();
121
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000122 void flagForDeletion();
123 bool isFlaggedForDeletion() const;
124
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000125 void validate();
126 bool validateSamplers() const;
127 bool isValidated() const;
128
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000129 unsigned int getSerial() const;
130
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000131 private:
132 DISALLOW_COPY_AND_ASSIGN(Program);
133
134 ID3DXBuffer *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
135 void unlink(bool destroy = false);
136
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000137 int packVaryings(const Varying *packing[][4]);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000138 bool linkVaryings();
139
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000140 bool linkAttributes();
daniel@transgaming.com85423182010-04-22 13:35:27 +0000141 int getAttributeBinding(const std::string &name);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000142
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000143 bool linkUniforms(ID3DXConstantTable *constantTable);
144 bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
145 bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
146 Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000147 bool applyUniform1bv(GLint location, GLsizei count, const GLboolean *v);
148 bool applyUniform2bv(GLint location, GLsizei count, const GLboolean *v);
149 bool applyUniform3bv(GLint location, GLsizei count, const GLboolean *v);
150 bool applyUniform4bv(GLint location, GLsizei count, const GLboolean *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000151 bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
152 bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
153 bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
154 bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
155 bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
156 bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
157 bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
158 bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000159 bool applyUniform2iv(GLint location, GLsizei count, const GLint *v);
160 bool applyUniform3iv(GLint location, GLsizei count, const GLint *v);
161 bool applyUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000162
daniel@transgaming.com2d84df02010-05-14 17:31:13 +0000163 void getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS);
164
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000165 void appendToInfoLog(const char *info, ...);
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000166 void resetInfoLog();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000167
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +0000168 static std::string decorate(const std::string &string); // Prepend an underscore
169 static std::string undecorate(const std::string &string); // Remove leading underscore
170
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000171 static unsigned int issueSerial();
172
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000173 FragmentShader *mFragmentShader;
174 VertexShader *mVertexShader;
175
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000176 std::string mPixelHLSL;
177 std::string mVertexHLSL;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000178
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000179 IDirect3DPixelShader9 *mPixelExecutable;
180 IDirect3DVertexShader9 *mVertexExecutable;
181 ID3DXConstantTable *mConstantTablePS;
182 ID3DXConstantTable *mConstantTableVS;
183
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000184 std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com85423182010-04-22 13:35:27 +0000185 Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000186 int mSemanticIndex[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000187
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000188 struct Sampler
189 {
190 bool active;
191 GLint logicalTextureUnit;
192 SamplerType type;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000193 bool dirty;
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000194 };
195
196 Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000197
198 typedef std::vector<Uniform*> UniformArray;
199 UniformArray mUniforms;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000200 typedef std::vector<UniformLocation> UniformIndex;
201 UniformIndex mUniformIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000202
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000203 GLint mDepthRangeDiffLocation;
204 GLint mDepthRangeNearLocation;
205 GLint mDepthRangeFarLocation;
206 GLint mDxDepthLocation;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +0000207 GLint mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000208 GLint mDxHalfPixelSizeLocation;
209 GLint mDxFrontCCWLocation;
210 GLint mDxPointsOrLinesLocation;
211
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000212 bool mLinked;
213 bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000214 char *mInfoLog;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000215 bool mValidated;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000216
217 unsigned int mSerial;
218
219 static unsigned int mCurrentSerial;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000220};
221}
222
223#endif // LIBGLESV2_PROGRAM_H_