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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{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000023class ResourceManager;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000024class FragmentShader;
25class VertexShader;
26
daniel@transgaming.com86487c22010-03-11 19:41:43 +000027// Helper struct representing a single shader uniform
28struct Uniform
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000029{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000030 Uniform(GLenum type, const std::string &name, unsigned int arraySize);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000031
32 ~Uniform();
33
daniel@transgaming.com0361b922010-03-28 19:36:15 +000034 const GLenum type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035 const std::string name;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000036 const unsigned int arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000037
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000038 unsigned char *data;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000039 bool dirty;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000040
41 D3DXHANDLE vsHandle;
42 D3DXHANDLE psHandle;
43 bool handlesSet;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000044};
45
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000046// Struct used for correlating uniforms/elements of uniform arrays to handles
47struct UniformLocation
48{
49 UniformLocation(const std::string &name, unsigned int element, unsigned int index);
50
51 std::string name;
52 unsigned int element;
53 unsigned int index;
54};
55
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000056class Program
57{
58 public:
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000059 Program(ResourceManager *manager, GLuint handle);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000060
61 ~Program();
62
63 bool attachShader(Shader *shader);
64 bool detachShader(Shader *shader);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000065 int getAttachedShadersCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000066
67 IDirect3DPixelShader9 *getPixelShader();
68 IDirect3DVertexShader9 *getVertexShader();
69
70 void bindAttributeLocation(GLuint index, const char *name);
71 GLuint getAttributeLocation(const char *name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000072 int getSemanticIndex(int attributeIndex);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000073
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +000074 void dirtyAllSamplers();
75
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000076 GLint getSamplerMapping(unsigned int samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +000077 SamplerType getSamplerType(unsigned int samplerIndex);
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +000078 bool isSamplerDirty(unsigned int samplerIndex) const;
79 void setSamplerDirty(unsigned int samplerIndex, bool dirty);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000080
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +000081 GLint getUniformLocation(const char *name, bool decorated);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000082 bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
83 bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
84 bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
85 bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
86 bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
87 bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
88 bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
89 bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +000090 bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
91 bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
92 bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000093
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +000094 bool getUniformfv(GLint location, GLfloat *params);
95 bool getUniformiv(GLint location, GLint *params);
96
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +000097 GLint getDepthRangeDiffLocation() const;
98 GLint getDepthRangeNearLocation() const;
99 GLint getDepthRangeFarLocation() const;
100 GLint getDxDepthLocation() const;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +0000101 GLint getDxViewportLocation() const;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000102 GLint getDxHalfPixelSizeLocation() const;
103 GLint getDxFrontCCWLocation() const;
104 GLint getDxPointsOrLinesLocation() const;
105
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000106 void dirtyAllUniforms();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000107 void applyUniforms();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +0000108
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000109 void link();
110 bool isLinked();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000111 int getInfoLogLength() const;
112 void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
daniel@transgaming.com6c785212010-03-30 03:36:17 +0000113 void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000114
daniel@transgaming.com85423182010-04-22 13:35:27 +0000115 void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
116 GLint getActiveAttributeCount();
117 GLint getActiveAttributeMaxLength();
118
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000119 void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
120 GLint getActiveUniformCount();
121 GLint getActiveUniformMaxLength();
122
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000123 void addRef();
124 void release();
125 unsigned int getRefCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000126 void flagForDeletion();
127 bool isFlaggedForDeletion() const;
128
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000129 void validate();
130 bool validateSamplers() const;
131 bool isValidated() const;
132
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000133 unsigned int getSerial() const;
134
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000135 private:
136 DISALLOW_COPY_AND_ASSIGN(Program);
137
138 ID3DXBuffer *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
139 void unlink(bool destroy = false);
140
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000141 int packVaryings(const Varying *packing[][4]);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000142 bool linkVaryings();
143
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000144 bool linkAttributes();
daniel@transgaming.com85423182010-04-22 13:35:27 +0000145 int getAttributeBinding(const std::string &name);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000146
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000147 bool linkUniforms(ID3DXConstantTable *constantTable);
148 bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
149 bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
150 Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000151 bool applyUniform1bv(GLint location, GLsizei count, const GLboolean *v);
152 bool applyUniform2bv(GLint location, GLsizei count, const GLboolean *v);
153 bool applyUniform3bv(GLint location, GLsizei count, const GLboolean *v);
154 bool applyUniform4bv(GLint location, GLsizei count, const GLboolean *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000155 bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
156 bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
157 bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
158 bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
159 bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
160 bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
161 bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
162 bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000163 bool applyUniform2iv(GLint location, GLsizei count, const GLint *v);
164 bool applyUniform3iv(GLint location, GLsizei count, const GLint *v);
165 bool applyUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000166
daniel@transgaming.com2d84df02010-05-14 17:31:13 +0000167 void getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS);
168
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000169 void appendToInfoLog(const char *info, ...);
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000170 void resetInfoLog();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000171
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +0000172 static std::string decorate(const std::string &string); // Prepend an underscore
173 static std::string undecorate(const std::string &string); // Remove leading underscore
174
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000175 static unsigned int issueSerial();
176
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000177 FragmentShader *mFragmentShader;
178 VertexShader *mVertexShader;
179
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000180 std::string mPixelHLSL;
181 std::string mVertexHLSL;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000182
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000183 IDirect3DPixelShader9 *mPixelExecutable;
184 IDirect3DVertexShader9 *mVertexExecutable;
185 ID3DXConstantTable *mConstantTablePS;
186 ID3DXConstantTable *mConstantTableVS;
187
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000188 std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com85423182010-04-22 13:35:27 +0000189 Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000190 int mSemanticIndex[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000191
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000192 struct Sampler
193 {
194 bool active;
195 GLint logicalTextureUnit;
196 SamplerType type;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000197 bool dirty;
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000198 };
199
200 Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000201
202 typedef std::vector<Uniform*> UniformArray;
203 UniformArray mUniforms;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000204 typedef std::vector<UniformLocation> UniformIndex;
205 UniformIndex mUniformIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000206
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000207 GLint mDepthRangeDiffLocation;
208 GLint mDepthRangeNearLocation;
209 GLint mDepthRangeFarLocation;
210 GLint mDxDepthLocation;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +0000211 GLint mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +0000212 GLint mDxHalfPixelSizeLocation;
213 GLint mDxFrontCCWLocation;
214 GLint mDxPointsOrLinesLocation;
215
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000216 bool mLinked;
217 bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000218 char *mInfoLog;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +0000219 bool mValidated;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000220
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000221 unsigned int mRefCount;
222
daniel@transgaming.com73a5db62010-10-15 17:58:13 +0000223 const unsigned int mSerial;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000224
225 static unsigned int mCurrentSerial;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000226
227 ResourceManager *mResourceManager;
228 const GLuint mHandle;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000229};
230}
231
232#endif // LIBGLESV2_PROGRAM_H_