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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +00002// Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Shader.cpp: Implements the gl::Shader class and its derived classes
8// VertexShader and FragmentShader. Implements GL shader objects and related
9// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
10
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000011#include "libGLESv2/Shader.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000012
alokp@chromium.org91b72322010-06-02 15:50:56 +000013#include <string>
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000014
daniel@transgaming.com29ab9522012-08-27 16:25:37 +000015#include "GLSLANG/ShaderLang.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000016#include "libGLESv2/main.h"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000017#include "libGLESv2/utilities.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000018
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000019namespace gl
20{
21void *Shader::mFragmentCompiler = NULL;
22void *Shader::mVertexCompiler = NULL;
23
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +000024Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
25 : mHandle(handle), mRenderer(renderer), mResourceManager(manager)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000026{
27 mSource = NULL;
28 mHlsl = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000029 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030
daniel@transgaming.com938009c2012-02-17 18:02:15 +000031 uncompile();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +000032 initializeCompiler();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000033
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000034 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035 mDeleteStatus = false;
36}
37
38Shader::~Shader()
39{
40 delete[] mSource;
41 delete[] mHlsl;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000042 delete[] mInfoLog;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000043}
44
daniel@transgaming.com6c785212010-03-30 03:36:17 +000045GLuint Shader::getHandle() const
46{
47 return mHandle;
48}
49
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000050void Shader::setSource(GLsizei count, const char **string, const GLint *length)
51{
52 delete[] mSource;
53 int totalLength = 0;
54
55 for (int i = 0; i < count; i++)
56 {
57 if (length && length[i] >= 0)
58 {
59 totalLength += length[i];
60 }
61 else
62 {
63 totalLength += (int)strlen(string[i]);
64 }
65 }
66
67 mSource = new char[totalLength + 1];
68 char *code = mSource;
69
70 for (int i = 0; i < count; i++)
71 {
72 int stringLength;
73
74 if (length && length[i] >= 0)
75 {
76 stringLength = length[i];
77 }
78 else
79 {
80 stringLength = (int)strlen(string[i]);
81 }
82
83 strncpy(code, string[i], stringLength);
84 code += stringLength;
85 }
86
87 mSource[totalLength] = '\0';
88}
89
daniel@transgaming.comcba50572010-03-28 19:36:09 +000090int Shader::getInfoLogLength() const
91{
92 if (!mInfoLog)
93 {
94 return 0;
95 }
96 else
97 {
98 return strlen(mInfoLog) + 1;
99 }
100}
101
102void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
103{
104 int index = 0;
105
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000106 if (bufSize > 0)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000107 {
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000108 if (mInfoLog)
109 {
110 index = std::min(bufSize - 1, (int)strlen(mInfoLog));
111 memcpy(infoLog, mInfoLog, index);
112 }
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000113
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000114 infoLog[index] = '\0';
115 }
116
117 if (length)
118 {
119 *length = index;
120 }
121}
122
123int Shader::getSourceLength() const
124{
125 if (!mSource)
126 {
127 return 0;
128 }
129 else
130 {
131 return strlen(mSource) + 1;
132 }
133}
134
zmo@google.coma574f782011-10-03 21:45:23 +0000135int Shader::getTranslatedSourceLength() const
136{
137 if (!mHlsl)
138 {
139 return 0;
140 }
141 else
142 {
143 return strlen(mHlsl) + 1;
144 }
145}
146
147void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000148{
149 int index = 0;
150
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000151 if (bufSize > 0)
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000152 {
daniel@transgaming.com807d8c32012-04-04 15:06:04 +0000153 if (source)
154 {
155 index = std::min(bufSize - 1, (int)strlen(source));
156 memcpy(buffer, source, index);
157 }
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000158
zmo@google.coma574f782011-10-03 21:45:23 +0000159 buffer[index] = '\0';
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000160 }
161
162 if (length)
163 {
164 *length = index;
165 }
166}
167
zmo@google.coma574f782011-10-03 21:45:23 +0000168void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer)
169{
170 getSourceImpl(mSource, bufSize, length, buffer);
171}
172
173void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer)
174{
175 getSourceImpl(mHlsl, bufSize, length, buffer);
176}
177
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000178const sh::ActiveUniforms &Shader::getUniforms()
179{
180 return mActiveUniforms;
181}
182
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000183bool Shader::isCompiled()
184{
185 return mHlsl != NULL;
186}
187
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000188const char *Shader::getHLSL()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000189{
190 return mHlsl;
191}
192
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000193void Shader::addRef()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000194{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000195 mRefCount++;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000196}
197
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000198void Shader::release()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000199{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000200 mRefCount--;
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000201
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000202 if (mRefCount == 0 && mDeleteStatus)
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000203 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000204 mResourceManager->deleteShader(mHandle);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000205 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000206}
207
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000208unsigned int Shader::getRefCount() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000209{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000210 return mRefCount;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000211}
212
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000213bool Shader::isFlaggedForDeletion() const
214{
215 return mDeleteStatus;
216}
217
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000218void Shader::flagForDeletion()
219{
220 mDeleteStatus = true;
221}
222
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000223// Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
224void Shader::initializeCompiler()
225{
226 if (!mFragmentCompiler)
227 {
228 int result = ShInitialize();
229
230 if (result)
231 {
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000232 ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT;
233
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000234 ShBuiltInResources resources;
235 ShInitBuiltInResources(&resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000236
237 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
shannon.woods@transgaming.com4e482042013-01-25 21:54:18 +0000238 resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000239 resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors();
shannon.woods@transgaming.com233fe952013-01-25 21:51:57 +0000240 resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits();
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000241 resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000242 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
shannon.woods@transgaming.com254317d2013-01-25 21:54:09 +0000243 resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors();
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000244 resources.MaxDrawBuffers = MAX_DRAW_BUFFERS;
shannon.woods@transgaming.com76cd88c2013-01-25 21:54:36 +0000245 resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport();
246 // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000247
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000248 mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
249 mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources);
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000250 }
251 }
252}
253
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000254void Shader::releaseCompiler()
255{
256 ShDestruct(mFragmentCompiler);
257 ShDestruct(mVertexCompiler);
258
259 mFragmentCompiler = NULL;
260 mVertexCompiler = NULL;
alokp@chromium.org90033b92010-05-24 15:02:43 +0000261
262 ShFinalize();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000263}
264
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000265void Shader::parseVaryings()
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000266{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000267 if (mHlsl)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000268 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000269 const char *input = strstr(mHlsl, "// Varyings") + 12;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000270
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000271 while(true)
272 {
273 char varyingType[256];
274 char varyingName[256];
275
daniel@transgaming.com7ea933f2010-12-12 08:52:42 +0000276 int matches = sscanf(input, "static %255s %255s", varyingType, varyingName);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000277
278 if (matches != 2)
279 {
280 break;
281 }
282
283 char *array = strstr(varyingName, "[");
284 int size = 1;
285
286 if (array)
287 {
288 size = atoi(array + 1);
289 *array = '\0';
290 }
291
daniel@transgaming.comcde6a612012-02-17 18:01:10 +0000292 mVaryings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000293
294 input = strstr(input, ";") + 2;
295 }
296
297 mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL;
298 mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
daniel@transgaming.combe5a0862010-07-28 19:20:37 +0000299 mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL;
300 mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000301 }
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000302}
303
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000304// initialize/clean up previous state
305void Shader::uncompile()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000306{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000307 // set by compileToHLSL
308 delete[] mHlsl;
309 mHlsl = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000310 delete[] mInfoLog;
311 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000312
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000313 // set by parseVaryings
314 mVaryings.clear();
315
316 mUsesFragCoord = false;
317 mUsesFrontFacing = false;
318 mUsesPointSize = false;
319 mUsesPointCoord = false;
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000320
321 mActiveUniforms.clear();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000322}
323
324void Shader::compileToHLSL(void *compiler)
325{
326 // ensure we don't pass a NULL source to the compiler
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000327 const char *source = "\0";
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000328 if (mSource)
329 {
330 source = mSource;
331 }
332
daniel@transgaming.com0725e7d2012-02-17 18:02:20 +0000333 // ensure the compiler is loaded
334 initializeCompiler();
335
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000336 int compileOptions = SH_OBJECT_CODE;
337 std::string sourcePath;
338 if (perfActive())
339 {
340 sourcePath = getTempPath();
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000341 writeFile(sourcePath.c_str(), source, strlen(source));
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000342 compileOptions |= SH_LINE_DIRECTIVES;
343 }
344
345 int result;
346 if (sourcePath.empty())
347 {
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000348 result = ShCompile(compiler, &source, 1, compileOptions);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000349 }
350 else
351 {
352 const char* sourceStrings[2] =
353 {
354 sourcePath.c_str(),
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000355 source
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000356 };
357
358 result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH);
359 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000360
361 if (result)
362 {
alokp@chromium.org7beea402010-09-15 21:18:34 +0000363 int objCodeLen = 0;
364 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen);
365 mHlsl = new char[objCodeLen];
366 ShGetObjectCode(compiler, mHlsl);
daniel@transgaming.comc5c9e3c2012-12-20 21:12:32 +0000367
368 void *activeUniforms;
369 ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms);
370 mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000371 }
372 else
373 {
alokp@chromium.org7beea402010-09-15 21:18:34 +0000374 int infoLogLen = 0;
375 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen);
376 mInfoLog = new char[infoLogLen];
377 ShGetInfoLog(compiler, mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000378
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000379 TRACE("\n%s", mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000380 }
381}
382
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000383GLenum Shader::parseType(const std::string &type)
384{
385 if (type == "float")
386 {
387 return GL_FLOAT;
388 }
389 else if (type == "float2")
390 {
391 return GL_FLOAT_VEC2;
392 }
393 else if (type == "float3")
394 {
395 return GL_FLOAT_VEC3;
396 }
397 else if (type == "float4")
398 {
399 return GL_FLOAT_VEC4;
400 }
401 else if (type == "float2x2")
402 {
403 return GL_FLOAT_MAT2;
404 }
405 else if (type == "float3x3")
406 {
407 return GL_FLOAT_MAT3;
408 }
409 else if (type == "float4x4")
410 {
411 return GL_FLOAT_MAT4;
412 }
413 else UNREACHABLE();
414
415 return GL_NONE;
416}
417
418// true if varying x has a higher priority in packing than y
419bool Shader::compareVarying(const Varying &x, const Varying &y)
420{
421 if(x.type == y.type)
422 {
423 return x.size > y.size;
424 }
425
426 switch (x.type)
427 {
428 case GL_FLOAT_MAT4: return true;
429 case GL_FLOAT_MAT2:
430 switch(y.type)
431 {
432 case GL_FLOAT_MAT4: return false;
433 case GL_FLOAT_MAT2: return true;
434 case GL_FLOAT_VEC4: return true;
435 case GL_FLOAT_MAT3: return true;
436 case GL_FLOAT_VEC3: return true;
437 case GL_FLOAT_VEC2: return true;
438 case GL_FLOAT: return true;
439 default: UNREACHABLE();
440 }
441 break;
442 case GL_FLOAT_VEC4:
443 switch(y.type)
444 {
445 case GL_FLOAT_MAT4: return false;
446 case GL_FLOAT_MAT2: return false;
447 case GL_FLOAT_VEC4: return true;
448 case GL_FLOAT_MAT3: return true;
449 case GL_FLOAT_VEC3: return true;
450 case GL_FLOAT_VEC2: return true;
451 case GL_FLOAT: return true;
452 default: UNREACHABLE();
453 }
454 break;
455 case GL_FLOAT_MAT3:
456 switch(y.type)
457 {
458 case GL_FLOAT_MAT4: return false;
459 case GL_FLOAT_MAT2: return false;
460 case GL_FLOAT_VEC4: return false;
461 case GL_FLOAT_MAT3: return true;
462 case GL_FLOAT_VEC3: return true;
463 case GL_FLOAT_VEC2: return true;
464 case GL_FLOAT: return true;
465 default: UNREACHABLE();
466 }
467 break;
468 case GL_FLOAT_VEC3:
469 switch(y.type)
470 {
471 case GL_FLOAT_MAT4: return false;
472 case GL_FLOAT_MAT2: return false;
473 case GL_FLOAT_VEC4: return false;
474 case GL_FLOAT_MAT3: return false;
475 case GL_FLOAT_VEC3: return true;
476 case GL_FLOAT_VEC2: return true;
477 case GL_FLOAT: return true;
478 default: UNREACHABLE();
479 }
480 break;
481 case GL_FLOAT_VEC2:
482 switch(y.type)
483 {
484 case GL_FLOAT_MAT4: return false;
485 case GL_FLOAT_MAT2: return false;
486 case GL_FLOAT_VEC4: return false;
487 case GL_FLOAT_MAT3: return false;
488 case GL_FLOAT_VEC3: return false;
489 case GL_FLOAT_VEC2: return true;
490 case GL_FLOAT: return true;
491 default: UNREACHABLE();
492 }
493 break;
494 case GL_FLOAT: return false;
495 default: UNREACHABLE();
496 }
497
498 return false;
499}
500
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000501VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
502 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000503{
504}
505
506VertexShader::~VertexShader()
507{
508}
509
510GLenum VertexShader::getType()
511{
512 return GL_VERTEX_SHADER;
513}
514
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000515void VertexShader::uncompile()
516{
517 Shader::uncompile();
518
519 // set by ParseAttributes
520 mAttributes.clear();
daniel@transgaming.come3e826d2012-11-28 19:42:35 +0000521}
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000522
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000523void VertexShader::compile()
524{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000525 uncompile();
526
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000527 compileToHLSL(mVertexCompiler);
528 parseAttributes();
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000529 parseVaryings();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000530}
531
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000532int VertexShader::getSemanticIndex(const std::string &attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000533{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000534 if (!attributeName.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000535 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000536 int semanticIndex = 0;
537 for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000538 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000539 if (attribute->name == attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000540 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000541 return semanticIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000542 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000543
544 semanticIndex += VariableRowCount(attribute->type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000545 }
546 }
547
548 return -1;
549}
550
551void VertexShader::parseAttributes()
552{
daniel@transgaming.com2cdf8332012-02-17 18:00:50 +0000553 const char *hlsl = getHLSL();
554 if (hlsl)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000555 {
daniel@transgaming.com2cdf8332012-02-17 18:00:50 +0000556 const char *input = strstr(hlsl, "// Attributes") + 14;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000557
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000558 while(true)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000559 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000560 char attributeType[256];
561 char attributeName[256];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000562
daniel@transgaming.com7ea933f2010-12-12 08:52:42 +0000563 int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000564
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000565 if (matches != 2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000566 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000567 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000568 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000569
570 mAttributes.push_back(Attribute(parseType(attributeType), attributeName));
571
572 input = strstr(input, ";") + 2;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000573 }
574 }
575}
576
shannon.woods@transgaming.comb73964e2013-01-25 21:49:14 +0000577FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle)
578 : Shader(manager, renderer, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000579{
580}
581
582FragmentShader::~FragmentShader()
583{
584}
585
586GLenum FragmentShader::getType()
587{
588 return GL_FRAGMENT_SHADER;
589}
590
591void FragmentShader::compile()
592{
daniel@transgaming.com938009c2012-02-17 18:02:15 +0000593 uncompile();
594
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000595 compileToHLSL(mFragmentCompiler);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000596 parseVaryings();
daniel@transgaming.comcde6a612012-02-17 18:01:10 +0000597 mVaryings.sort(compareVarying);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000598}
599}