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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +00002// Copyright (c) 2002-2011 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// 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.com87891f72011-06-01 15:28:35 +000018#include <string>
19
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +000020#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
21#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
22#endif
23
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000024namespace gl
25{
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000026unsigned int Program::mCurrentSerial = 1;
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +000027const char *fakepath = "C:\\fakepath";
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000028
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000029std::string str(int i)
30{
31 char buffer[20];
32 sprintf(buffer, "%d", i);
33 return buffer;
34}
35
daniel@transgaming.com024f1a92011-09-20 16:06:25 +000036Uniform::Uniform(GLenum type, const std::string &_name, unsigned int arraySize)
daniel@transgaming.comc72c6412011-09-20 16:09:17 +000037 : type(type), _name(_name), name(Program::undecorateUniform(_name)), arraySize(arraySize)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000038{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000039 int bytes = UniformTypeSize(type) * arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000040 data = new unsigned char[bytes];
41 memset(data, 0, bytes);
42 dirty = true;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000043 handlesSet = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000044}
45
46Uniform::~Uniform()
47{
48 delete[] data;
49}
50
daniel@transgaming.com024f1a92011-09-20 16:06:25 +000051bool Uniform::isArray()
52{
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +000053 return _name.compare(0, 3, "ar_") == 0;
daniel@transgaming.com024f1a92011-09-20 16:06:25 +000054}
55
56UniformLocation::UniformLocation(const std::string &_name, unsigned int element, unsigned int index)
daniel@transgaming.comc72c6412011-09-20 16:09:17 +000057 : name(Program::undecorateUniform(_name)), element(element), index(index)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000058{
59}
60
daniel@transgaming.com73a5db62010-10-15 17:58:13 +000061Program::Program(ResourceManager *manager, GLuint handle) : mResourceManager(manager), mHandle(handle), mSerial(issueSerial())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000062{
63 mFragmentShader = NULL;
64 mVertexShader = NULL;
65
66 mPixelExecutable = NULL;
67 mVertexExecutable = NULL;
68 mConstantTablePS = NULL;
69 mConstantTableVS = NULL;
70
daniel@transgaming.comcba50572010-03-28 19:36:09 +000071 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +000072 mValidated = false;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000073
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000074 unlink();
75
76 mDeleteStatus = false;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000077
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000078 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000079}
80
81Program::~Program()
82{
83 unlink(true);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000084
85 if (mVertexShader != NULL)
86 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000087 mVertexShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000088 }
89
90 if (mFragmentShader != NULL)
91 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000092 mFragmentShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000093 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000094}
95
96bool Program::attachShader(Shader *shader)
97{
98 if (shader->getType() == GL_VERTEX_SHADER)
99 {
100 if (mVertexShader)
101 {
102 return false;
103 }
104
105 mVertexShader = (VertexShader*)shader;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000106 mVertexShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000107 }
108 else if (shader->getType() == GL_FRAGMENT_SHADER)
109 {
110 if (mFragmentShader)
111 {
112 return false;
113 }
114
115 mFragmentShader = (FragmentShader*)shader;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000116 mFragmentShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000117 }
118 else UNREACHABLE();
119
120 return true;
121}
122
123bool Program::detachShader(Shader *shader)
124{
125 if (shader->getType() == GL_VERTEX_SHADER)
126 {
127 if (mVertexShader != shader)
128 {
129 return false;
130 }
131
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000132 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000133 mVertexShader = NULL;
134 }
135 else if (shader->getType() == GL_FRAGMENT_SHADER)
136 {
137 if (mFragmentShader != shader)
138 {
139 return false;
140 }
141
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000142 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000143 mFragmentShader = NULL;
144 }
145 else UNREACHABLE();
146
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000147 return true;
148}
149
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000150int Program::getAttachedShadersCount() const
151{
152 return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
153}
154
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000155IDirect3DPixelShader9 *Program::getPixelShader()
156{
157 return mPixelExecutable;
158}
159
160IDirect3DVertexShader9 *Program::getVertexShader()
161{
162 return mVertexExecutable;
163}
164
165void Program::bindAttributeLocation(GLuint index, const char *name)
166{
167 if (index < MAX_VERTEX_ATTRIBS)
168 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000169 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
170 {
171 mAttributeBinding[i].erase(name);
172 }
173
174 mAttributeBinding[index].insert(name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000175 }
176}
177
178GLuint Program::getAttributeLocation(const char *name)
179{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000180 if (name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000181 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000182 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000183 {
daniel@transgaming.com85423182010-04-22 13:35:27 +0000184 if (mLinkedAttribute[index].name == std::string(name))
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000185 {
186 return index;
187 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000188 }
189 }
190
191 return -1;
192}
193
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000194int Program::getSemanticIndex(int attributeIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000195{
daniel@transgaming.com733ba932011-04-14 15:03:48 +0000196 ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
197
198 return mSemanticIndex[attributeIndex];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000199}
200
daniel@transgaming.com9ba680a2011-05-11 15:37:11 +0000201// Returns the index of the texture image unit (0-19) corresponding to a Direct3D 9 sampler
202// index (0-15 for the pixel shader and 0-3 for the vertex shader).
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000203GLint Program::getSamplerMapping(SamplerType type, unsigned int samplerIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000204{
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +0000205 GLint logicalTextureUnit = -1;
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000206
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000207 switch (type)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000208 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000209 case SAMPLER_PIXEL:
210 ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
211
212 if (mSamplersPS[samplerIndex].active)
213 {
214 logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
215 }
216 break;
217 case SAMPLER_VERTEX:
218 ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
219
220 if (mSamplersVS[samplerIndex].active)
221 {
222 logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
223 }
224 break;
225 default: UNREACHABLE();
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000226 }
227
jbauman@chromium.org8b3c1af2011-10-12 01:21:41 +0000228 if (logicalTextureUnit >= 0 && logicalTextureUnit < (GLint)getContext()->getMaximumCombinedTextureImageUnits())
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000229 {
230 return logicalTextureUnit;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000231 }
232
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000233 return -1;
234}
235
daniel@transgaming.com9ba680a2011-05-11 15:37:11 +0000236// Returns the texture type for a given Direct3D 9 sampler type and
237// index (0-15 for the pixel shader and 0-3 for the vertex shader).
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000238TextureType Program::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000239{
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000240 switch (type)
241 {
242 case SAMPLER_PIXEL:
243 ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
244 ASSERT(mSamplersPS[samplerIndex].active);
245 return mSamplersPS[samplerIndex].textureType;
246 case SAMPLER_VERTEX:
247 ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
248 ASSERT(mSamplersVS[samplerIndex].active);
249 return mSamplersVS[samplerIndex].textureType;
250 default: UNREACHABLE();
251 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000252
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000253 return TEXTURE_2D;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000254}
255
daniel@transgaming.com024f1a92011-09-20 16:06:25 +0000256GLint Program::getUniformLocation(std::string name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000257{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000258 int subscript = 0;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000259
daniel@transgaming.comce864422010-11-18 13:16:49 +0000260 // Strip any trailing array operator and retrieve the subscript
daniel@transgaming.com024f1a92011-09-20 16:06:25 +0000261 size_t open = name.find_last_of('[');
262 size_t close = name.find_last_of(']');
263 if (open != std::string::npos && close == name.length() - 1)
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000264 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +0000265 subscript = atoi(name.substr(open + 1).c_str());
266 name.erase(open);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000267 }
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000268
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000269 unsigned int numUniforms = mUniformIndex.size();
270 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000271 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +0000272 if (mUniformIndex[location].name == name &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000273 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000274 {
275 return location;
276 }
277 }
278
279 return -1;
280}
281
282bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
283{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000284 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000285 {
286 return false;
287 }
288
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000289 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000290 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000291
292 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000293 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000294 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000295
296 if (arraySize == 1 && count > 1)
297 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
298
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000299 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000300
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000301 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
302 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000303 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000304 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000305 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000306 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000307
308 if (arraySize == 1 && count > 1)
309 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000310
311 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000312 GLboolean *boolParams = new GLboolean[count];
313
314 for (int i = 0; i < count; ++i)
315 {
316 if (v[i] == 0.0f)
317 {
318 boolParams[i] = GL_FALSE;
319 }
320 else
321 {
322 boolParams[i] = GL_TRUE;
323 }
324 }
325
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000326 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
327 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000328
329 delete [] boolParams;
330 }
331 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000332 {
333 return false;
334 }
335
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000336 return true;
337}
338
339bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
340{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000341 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000342 {
343 return false;
344 }
345
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000346 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000347 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000348
349 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000350 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000351 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000352
353 if (arraySize == 1 && count > 1)
354 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
355
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000356 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000357
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000358 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
359 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000360 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000361 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000362 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000363 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000364
365 if (arraySize == 1 && count > 1)
366 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
367
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000368 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
369
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000370 GLboolean *boolParams = new GLboolean[count * 2];
371
372 for (int i = 0; i < count * 2; ++i)
373 {
374 if (v[i] == 0.0f)
375 {
376 boolParams[i] = GL_FALSE;
377 }
378 else
379 {
380 boolParams[i] = GL_TRUE;
381 }
382 }
383
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000384 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
385 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000386
387 delete [] boolParams;
388 }
389 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000390 {
391 return false;
392 }
393
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000394 return true;
395}
396
397bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
398{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000399 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000400 {
401 return false;
402 }
403
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000404 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000405 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000406
407 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000408 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000409 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000410
411 if (arraySize == 1 && count > 1)
412 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
413
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000414 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000415
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000416 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
417 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000418 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000419 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000420 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000421 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000422
423 if (arraySize == 1 && count > 1)
424 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
425
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000426 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000427 GLboolean *boolParams = new GLboolean[count * 3];
428
429 for (int i = 0; i < count * 3; ++i)
430 {
431 if (v[i] == 0.0f)
432 {
433 boolParams[i] = GL_FALSE;
434 }
435 else
436 {
437 boolParams[i] = GL_TRUE;
438 }
439 }
440
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000441 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
442 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000443
444 delete [] boolParams;
445 }
446 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000447 {
448 return false;
449 }
450
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000451 return true;
452}
453
454bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
455{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000456 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000457 {
458 return false;
459 }
460
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000461 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000462 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000463
464 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000465 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000466 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000467
468 if (arraySize == 1 && count > 1)
469 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
470
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000471 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000472
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000473 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
474 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000475 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000476 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000477 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000478 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000479
480 if (arraySize == 1 && count > 1)
481 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
482
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000483 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000484 GLboolean *boolParams = new GLboolean[count * 4];
485
486 for (int i = 0; i < count * 4; ++i)
487 {
488 if (v[i] == 0.0f)
489 {
490 boolParams[i] = GL_FALSE;
491 }
492 else
493 {
494 boolParams[i] = GL_TRUE;
495 }
496 }
497
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000498 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
499 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000500
501 delete [] boolParams;
502 }
503 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000504 {
505 return false;
506 }
507
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000508 return true;
509}
510
511bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
512{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000513 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000514 {
515 return false;
516 }
517
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000518 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000519 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000520
521 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000522 {
523 return false;
524 }
525
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000526 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000527
528 if (arraySize == 1 && count > 1)
529 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
530
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000531 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000532
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000533 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
534 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000535
536 return true;
537}
538
539bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
540{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000541 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000542 {
543 return false;
544 }
545
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000546 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000547 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000548
549 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000550 {
551 return false;
552 }
553
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000554 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000555
556 if (arraySize == 1 && count > 1)
557 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
558
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000559 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000560
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000561 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
562 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000563
564 return true;
565}
566
567bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
568{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000569 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000570 {
571 return false;
572 }
573
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000574 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000575 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000576
577 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000578 {
579 return false;
580 }
581
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000582 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000583
584 if (arraySize == 1 && count > 1)
585 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
586
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000587 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000588
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000589 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
590 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000591
592 return true;
593}
594
595bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
596{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000597 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000598 {
599 return false;
600 }
601
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000602 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000603 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000604
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000605 if (targetUniform->type == GL_INT ||
606 targetUniform->type == GL_SAMPLER_2D ||
607 targetUniform->type == GL_SAMPLER_CUBE)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000608 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000609 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000610
611 if (arraySize == 1 && count > 1)
612 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
613
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000614 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000615
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000616 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
617 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000618 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000619 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000620 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000621 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000622
623 if (arraySize == 1 && count > 1)
624 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
625
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000626 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000627 GLboolean *boolParams = new GLboolean[count];
628
629 for (int i = 0; i < count; ++i)
630 {
631 if (v[i] == 0)
632 {
633 boolParams[i] = GL_FALSE;
634 }
635 else
636 {
637 boolParams[i] = GL_TRUE;
638 }
639 }
640
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000641 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
642 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000643
644 delete [] boolParams;
645 }
646 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000647 {
648 return false;
649 }
650
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000651 return true;
652}
653
654bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
655{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000656 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000657 {
658 return false;
659 }
660
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000661 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000662 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000663
664 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000665 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000666 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000667
668 if (arraySize == 1 && count > 1)
669 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
670
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000671 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000672
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000673 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
674 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000675 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000676 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000677 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000678 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000679
680 if (arraySize == 1 && count > 1)
681 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
682
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000683 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000684 GLboolean *boolParams = new GLboolean[count * 2];
685
686 for (int i = 0; i < count * 2; ++i)
687 {
688 if (v[i] == 0)
689 {
690 boolParams[i] = GL_FALSE;
691 }
692 else
693 {
694 boolParams[i] = GL_TRUE;
695 }
696 }
697
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000698 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
699 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000700
701 delete [] boolParams;
702 }
703 else
704 {
705 return false;
706 }
707
708 return true;
709}
710
711bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
712{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000713 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000714 {
715 return false;
716 }
717
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000718 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000719 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000720
721 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000722 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000723 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000724
725 if (arraySize == 1 && count > 1)
726 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
727
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000728 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000729
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000730 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
731 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000732 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000733 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000734 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000735 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000736
737 if (arraySize == 1 && count > 1)
738 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
739
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000740 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000741 GLboolean *boolParams = new GLboolean[count * 3];
742
743 for (int i = 0; i < count * 3; ++i)
744 {
745 if (v[i] == 0)
746 {
747 boolParams[i] = GL_FALSE;
748 }
749 else
750 {
751 boolParams[i] = GL_TRUE;
752 }
753 }
754
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000755 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
756 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000757
758 delete [] boolParams;
759 }
760 else
761 {
762 return false;
763 }
764
765 return true;
766}
767
768bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
769{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000770 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000771 {
772 return false;
773 }
774
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000775 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000776 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000777
778 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000779 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000780 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000781
782 if (arraySize == 1 && count > 1)
783 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
784
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000785 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000786
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000787 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
788 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000789 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000790 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000791 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000792 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000793
794 if (arraySize == 1 && count > 1)
795 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
796
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000797 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000798 GLboolean *boolParams = new GLboolean[count * 4];
799
800 for (int i = 0; i < count * 4; ++i)
801 {
802 if (v[i] == 0)
803 {
804 boolParams[i] = GL_FALSE;
805 }
806 else
807 {
808 boolParams[i] = GL_TRUE;
809 }
810 }
811
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000812 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
813 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000814
815 delete [] boolParams;
816 }
817 else
818 {
819 return false;
820 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000821
822 return true;
823}
824
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000825bool Program::getUniformfv(GLint location, GLfloat *params)
826{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000827 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000828 {
829 return false;
830 }
831
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000832 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000833
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000834 unsigned int count = UniformComponentCount(targetUniform->type);
835
836 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000837 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000838 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000839 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000840 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000841
842 for (unsigned int i = 0; i < count; ++i)
843 {
844 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
845 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000846 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000847 break;
848 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000849 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
850 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000851 break;
852 case GL_INT:
853 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000854 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000855
856 for (unsigned int i = 0; i < count; ++i)
857 {
858 params[i] = (float)intParams[i];
859 }
860 }
861 break;
862 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000863 }
864
865 return true;
866}
867
868bool Program::getUniformiv(GLint location, GLint *params)
869{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000870 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000871 {
872 return false;
873 }
874
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000875 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000876
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000877 unsigned int count = UniformComponentCount(targetUniform->type);
878
879 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000880 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000881 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000882 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000883 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000884
885 for (unsigned int i = 0; i < count; ++i)
886 {
887 params[i] = (GLint)boolParams[i];
888 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000889 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000890 break;
891 case GL_FLOAT:
892 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000893 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000894
895 for (unsigned int i = 0; i < count; ++i)
896 {
897 params[i] = (GLint)floatParams[i];
898 }
899 }
900 break;
901 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000902 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
903 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000904 break;
905 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000906 }
907
908 return true;
909}
910
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000911void Program::dirtyAllUniforms()
912{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000913 unsigned int numUniforms = mUniforms.size();
914 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000915 {
916 mUniforms[index]->dirty = true;
917 }
918}
919
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000920// Applies all the uniforms set for this program object to the Direct3D 9 device
921void Program::applyUniforms()
922{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000923 unsigned int numUniforms = mUniformIndex.size();
924 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000925 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000926 if (mUniformIndex[location].element != 0)
927 {
928 continue;
929 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000930
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000931 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
932
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000933 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000934 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000935 int arraySize = targetUniform->arraySize;
936 GLfloat *f = (GLfloat*)targetUniform->data;
937 GLint *i = (GLint*)targetUniform->data;
938 GLboolean *b = (GLboolean*)targetUniform->data;
939
940 switch (targetUniform->type)
941 {
942 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
943 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
944 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
945 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
946 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
947 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
948 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
949 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
950 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
951 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
952 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000953 case GL_SAMPLER_2D:
954 case GL_SAMPLER_CUBE:
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000955 case GL_INT: applyUniform1iv(location, arraySize, i); break;
956 case GL_INT_VEC2: applyUniform2iv(location, arraySize, i); break;
957 case GL_INT_VEC3: applyUniform3iv(location, arraySize, i); break;
958 case GL_INT_VEC4: applyUniform4iv(location, arraySize, i); break;
959 default:
960 UNREACHABLE();
961 }
962
963 targetUniform->dirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000964 }
965 }
966}
967
968// Compiles the HLSL code of the attached shaders into executable binaries
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000969ID3D10Blob *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000970{
971 if (!hlsl)
972 {
973 return NULL;
974 }
975
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000976 DWORD result;
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000977 UINT flags = 0;
978 std::string sourceText;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000979 if (perfActive())
980 {
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000981 flags |= D3DCOMPILE_DEBUG;
982#ifdef NDEBUG
983 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
984#else
985 flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000986#endif
987
988 std::string sourcePath = getTempPath();
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000989 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000990 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000991 }
992 else
993 {
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000994 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
995 sourceText = hlsl;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000996 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000997
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000998 ID3D10Blob *binary = NULL;
999 ID3D10Blob *errorMessage = NULL;
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00001000 result = D3DCompile(hlsl, strlen(hlsl), fakepath, NULL, NULL, "main", profile, flags, 0, &binary, &errorMessage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001001
1002 if (errorMessage)
1003 {
1004 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +00001005
daniel@transgaming.com87891f72011-06-01 15:28:35 +00001006 appendToInfoLogSanitized(message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +00001007 TRACE("\n%s", hlsl);
1008 TRACE("\n%s", message);
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001009
1010 errorMessage->Release();
1011 errorMessage = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001012 }
1013
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001014 if (FAILED(result))
1015 {
1016 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1017 {
1018 error(GL_OUT_OF_MEMORY);
1019 }
1020
1021 return NULL;
1022 }
1023
1024 result = D3DXGetShaderConstantTable(static_cast<const DWORD*>(binary->GetBufferPointer()), constantTable);
1025
1026 if (FAILED(result))
1027 {
1028 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1029 {
1030 error(GL_OUT_OF_MEMORY);
1031 }
1032
1033 binary->Release();
1034
1035 return NULL;
1036 }
1037
1038 return binary;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001039}
1040
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001041// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
1042// Returns the number of used varying registers, or -1 if unsuccesful
1043int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001044{
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001045 Context *context = getContext();
1046 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1047
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001048 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001049 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001050 int n = VariableRowCount(varying->type) * varying->size;
1051 int m = VariableColumnCount(varying->type);
1052 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001053
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001054 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001055 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001056 for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001057 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001058 bool available = true;
1059
1060 for (int y = 0; y < n && available; y++)
1061 {
1062 for (int x = 0; x < m && available; x++)
1063 {
1064 if (packing[r + y][x])
1065 {
1066 available = false;
1067 }
1068 }
1069 }
1070
1071 if (available)
1072 {
1073 varying->reg = r;
1074 varying->col = 0;
1075
1076 for (int y = 0; y < n; y++)
1077 {
1078 for (int x = 0; x < m; x++)
1079 {
1080 packing[r + y][x] = &*varying;
1081 }
1082 }
1083
1084 success = true;
1085 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001086 }
1087
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001088 if (!success && m == 2)
1089 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001090 for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001091 {
1092 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001093
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001094 for (int y = 0; y < n && available; y++)
1095 {
1096 for (int x = 2; x < 4 && available; x++)
1097 {
1098 if (packing[r + y][x])
1099 {
1100 available = false;
1101 }
1102 }
1103 }
1104
1105 if (available)
1106 {
1107 varying->reg = r;
1108 varying->col = 2;
1109
1110 for (int y = 0; y < n; y++)
1111 {
1112 for (int x = 2; x < 4; x++)
1113 {
1114 packing[r + y][x] = &*varying;
1115 }
1116 }
1117
1118 success = true;
1119 }
1120 }
1121 }
1122 }
1123 else if (m == 1)
1124 {
1125 int space[4] = {0};
1126
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001127 for (int y = 0; y < maxVaryingVectors; y++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001128 {
1129 for (int x = 0; x < 4; x++)
1130 {
1131 space[x] += packing[y][x] ? 0 : 1;
1132 }
1133 }
1134
1135 int column = 0;
1136
1137 for (int x = 0; x < 4; x++)
1138 {
daniel@transgaming.com11dd5dd2011-02-11 13:28:14 +00001139 if (space[x] >= n && space[x] < space[column])
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001140 {
1141 column = x;
1142 }
1143 }
1144
daniel@transgaming.com11dd5dd2011-02-11 13:28:14 +00001145 if (space[column] >= n)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001146 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001147 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001148 {
1149 if (!packing[r][column])
1150 {
1151 varying->reg = r;
1152
1153 for (int y = r; y < r + n; y++)
1154 {
1155 packing[y][column] = &*varying;
1156 }
1157
1158 break;
1159 }
1160 }
1161
1162 varying->col = column;
1163
1164 success = true;
1165 }
1166 }
1167 else UNREACHABLE();
1168
1169 if (!success)
1170 {
1171 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1172
1173 return -1;
1174 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001175 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001176
1177 // Return the number of used registers
1178 int registers = 0;
1179
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001180 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001181 {
1182 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1183 {
1184 registers++;
1185 }
1186 }
1187
1188 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001189}
1190
1191bool Program::linkVaryings()
1192{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001193 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001194 {
1195 return false;
1196 }
1197
daniel@transgaming.com97750022011-02-11 13:23:13 +00001198 // Reset the varying register assignments
1199 for (VaryingList::iterator fragVar = mFragmentShader->varyings.begin(); fragVar != mFragmentShader->varyings.end(); fragVar++)
1200 {
1201 fragVar->reg = -1;
1202 fragVar->col = -1;
1203 }
1204
1205 for (VaryingList::iterator vtxVar = mVertexShader->varyings.begin(); vtxVar != mVertexShader->varyings.end(); vtxVar++)
1206 {
1207 vtxVar->reg = -1;
1208 vtxVar->col = -1;
1209 }
1210
1211 // Map the varyings to the register file
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001212 const Varying *packing[MAX_VARYING_VECTORS_SM3][4] = {NULL};
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001213 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001214
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001215 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001216 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001217 return false;
1218 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001219
daniel@transgaming.com97750022011-02-11 13:23:13 +00001220 // Write the HLSL input/output declarations
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001221 Context *context = getContext();
1222 const bool sm3 = context->supportsShaderModel3();
1223 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1224
1225 if (registers == maxVaryingVectors && mFragmentShader->mUsesFragCoord)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001226 {
1227 appendToInfoLog("No varying registers left to support gl_FragCoord");
1228
1229 return false;
1230 }
1231
1232 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1233 {
1234 bool matched = false;
1235
1236 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1237 {
1238 if (output->name == input->name)
1239 {
1240 if (output->type != input->type || output->size != input->size)
1241 {
1242 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1243
1244 return false;
1245 }
1246
1247 output->reg = input->reg;
1248 output->col = input->col;
1249
1250 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001251 break;
1252 }
1253 }
1254
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001255 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001256 {
daniel@transgaming.com97750022011-02-11 13:23:13 +00001257 appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001258
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001259 return false;
1260 }
1261 }
1262
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001263 std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
1264
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001265 mVertexHLSL += "struct VS_INPUT\n"
1266 "{\n";
1267
1268 int semanticIndex = 0;
1269 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1270 {
1271 switch (attribute->type)
1272 {
1273 case GL_FLOAT: mVertexHLSL += " float "; break;
1274 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1275 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1276 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1277 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1278 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1279 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1280 default: UNREACHABLE();
1281 }
1282
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001283 mVertexHLSL += decorateAttribute(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001284
1285 semanticIndex += VariableRowCount(attribute->type);
1286 }
1287
1288 mVertexHLSL += "};\n"
1289 "\n"
1290 "struct VS_OUTPUT\n"
1291 "{\n"
1292 " float4 gl_Position : POSITION;\n";
1293
1294 for (int r = 0; r < registers; r++)
1295 {
1296 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1297
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001298 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001299 }
1300
1301 if (mFragmentShader->mUsesFragCoord)
1302 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001303 mVertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
1304 }
1305
1306 if (mVertexShader->mUsesPointSize && sm3)
1307 {
1308 mVertexHLSL += " float gl_PointSize : PSIZE;\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001309 }
1310
1311 mVertexHLSL += "};\n"
1312 "\n"
1313 "VS_OUTPUT main(VS_INPUT input)\n"
1314 "{\n";
1315
1316 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1317 {
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001318 mVertexHLSL += " " + decorateAttribute(attribute->name) + " = ";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001319
1320 if (VariableRowCount(attribute->type) > 1) // Matrix
1321 {
1322 mVertexHLSL += "transpose";
1323 }
1324
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001325 mVertexHLSL += "(input." + decorateAttribute(attribute->name) + ");\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001326 }
1327
1328 mVertexHLSL += "\n"
1329 " gl_main();\n"
1330 "\n"
1331 " VS_OUTPUT output;\n"
1332 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001333 " output.gl_Position.y = gl_Position.y - dx_HalfPixelSize.y * gl_Position.w;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001334 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1335 " output.gl_Position.w = gl_Position.w;\n";
1336
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001337 if (mVertexShader->mUsesPointSize && sm3)
1338 {
1339 mVertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
1340 }
1341
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001342 if (mFragmentShader->mUsesFragCoord)
1343 {
1344 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1345 }
1346
1347 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1348 {
1349 if (varying->reg >= 0)
1350 {
1351 for (int i = 0; i < varying->size; i++)
1352 {
1353 int rows = VariableRowCount(varying->type);
1354
1355 for (int j = 0; j < rows; j++)
1356 {
1357 int r = varying->reg + i * rows + j;
1358 mVertexHLSL += " output.v" + str(r);
1359
1360 bool sharedRegister = false; // Register used by multiple varyings
1361
1362 for (int x = 0; x < 4; x++)
1363 {
1364 if (packing[r][x] && packing[r][x] != packing[r][0])
1365 {
1366 sharedRegister = true;
1367 break;
1368 }
1369 }
1370
1371 if(sharedRegister)
1372 {
1373 mVertexHLSL += ".";
1374
1375 for (int x = 0; x < 4; x++)
1376 {
1377 if (packing[r][x] == &*varying)
1378 {
1379 switch(x)
1380 {
1381 case 0: mVertexHLSL += "x"; break;
1382 case 1: mVertexHLSL += "y"; break;
1383 case 2: mVertexHLSL += "z"; break;
1384 case 3: mVertexHLSL += "w"; break;
1385 }
1386 }
1387 }
1388 }
1389
1390 mVertexHLSL += " = " + varying->name;
1391
1392 if (varying->array)
1393 {
1394 mVertexHLSL += "[" + str(i) + "]";
1395 }
1396
1397 if (rows > 1)
1398 {
1399 mVertexHLSL += "[" + str(j) + "]";
1400 }
1401
1402 mVertexHLSL += ";\n";
1403 }
1404 }
1405 }
1406 }
1407
1408 mVertexHLSL += "\n"
1409 " return output;\n"
1410 "}\n";
1411
1412 mPixelHLSL += "struct PS_INPUT\n"
1413 "{\n";
1414
1415 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1416 {
1417 if (varying->reg >= 0)
1418 {
1419 for (int i = 0; i < varying->size; i++)
1420 {
1421 int rows = VariableRowCount(varying->type);
1422 for (int j = 0; j < rows; j++)
1423 {
1424 std::string n = str(varying->reg + i * rows + j);
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001425 mPixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001426 }
1427 }
1428 }
1429 else UNREACHABLE();
1430 }
1431
1432 if (mFragmentShader->mUsesFragCoord)
1433 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001434 mPixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001435 if (sm3) {
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001436 mPixelHLSL += " float2 dx_VPos : VPOS;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001437 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001438 }
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001439
1440 if (mFragmentShader->mUsesPointCoord && sm3)
1441 {
1442 mPixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
1443 }
1444
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001445 if (mFragmentShader->mUsesFrontFacing)
1446 {
1447 mPixelHLSL += " float vFace : VFACE;\n";
1448 }
1449
1450 mPixelHLSL += "};\n"
1451 "\n"
1452 "struct PS_OUTPUT\n"
1453 "{\n"
1454 " float4 gl_Color[1] : COLOR;\n"
1455 "};\n"
1456 "\n"
1457 "PS_OUTPUT main(PS_INPUT input)\n"
1458 "{\n";
1459
1460 if (mFragmentShader->mUsesFragCoord)
1461 {
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001462 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
1463 if (sm3) {
apatrick@chromium.orgb1092bf2011-05-11 19:52:39 +00001464 mPixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n"
1465 " gl_FragCoord.y = 2.0 * dx_Viewport.y - input.dx_VPos.y - 0.5;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001466 } else {
1467 mPixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Viewport.x + dx_Viewport.z;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001468 " gl_FragCoord.y = -(input.gl_FragCoord.y * rhw) * dx_Viewport.y + dx_Viewport.w;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001469 }
1470 mPixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001471 " gl_FragCoord.w = rhw;\n";
1472 }
1473
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001474 if (mFragmentShader->mUsesPointCoord && sm3)
1475 {
apatrick@chromium.orgda4d0492011-01-22 00:16:10 +00001476 mPixelHLSL += " gl_PointCoord = input.gl_PointCoord;\n";
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001477 }
1478
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001479 if (mFragmentShader->mUsesFrontFacing)
1480 {
1481 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1482 }
1483
1484 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1485 {
1486 if (varying->reg >= 0)
1487 {
1488 for (int i = 0; i < varying->size; i++)
1489 {
1490 int rows = VariableRowCount(varying->type);
1491 for (int j = 0; j < rows; j++)
1492 {
1493 std::string n = str(varying->reg + i * rows + j);
1494 mPixelHLSL += " " + varying->name;
1495
1496 if (varying->array)
1497 {
1498 mPixelHLSL += "[" + str(i) + "]";
1499 }
1500
1501 if (rows > 1)
1502 {
1503 mPixelHLSL += "[" + str(j) + "]";
1504 }
1505
1506 mPixelHLSL += " = input.v" + n + ";\n";
1507 }
1508 }
1509 }
1510 else UNREACHABLE();
1511 }
1512
1513 mPixelHLSL += "\n"
1514 " gl_main();\n"
1515 "\n"
1516 " PS_OUTPUT output;\n"
1517 " output.gl_Color[0] = gl_Color[0];\n"
1518 "\n"
1519 " return output;\n"
1520 "}\n";
1521
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001522 return true;
1523}
1524
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001525// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1526// compiling them into binaries, determining the attribute mappings, and collecting
1527// a list of uniforms
1528void Program::link()
1529{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001530 unlink();
1531
1532 if (!mFragmentShader || !mFragmentShader->isCompiled())
1533 {
1534 return;
1535 }
1536
1537 if (!mVertexShader || !mVertexShader->isCompiled())
1538 {
1539 return;
1540 }
1541
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001542 mPixelHLSL = mFragmentShader->getHLSL();
1543 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001544
1545 if (!linkVaryings())
1546 {
1547 return;
1548 }
1549
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001550 Context *context = getContext();
1551 const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
1552 const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
1553
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001554 ID3D10Blob *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1555 ID3D10Blob *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001556
1557 if (vertexBinary && pixelBinary)
1558 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001559 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001560 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1561 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1562
1563 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1564 {
1565 return error(GL_OUT_OF_MEMORY);
1566 }
1567
1568 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001569
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001570 vertexBinary->Release();
1571 pixelBinary->Release();
1572 vertexBinary = NULL;
1573 pixelBinary = NULL;
1574
1575 if (mVertexExecutable && mPixelExecutable)
1576 {
1577 if (!linkAttributes())
1578 {
1579 return;
1580 }
1581
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001582 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001583 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001584 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001585 }
1586
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001587 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001588 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001589 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001590 }
1591
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001592 // these uniforms are searched as already-decorated because gl_ and dx_
1593 // are reserved prefixes, and do not receive additional decoration
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001594 mDxDepthRangeLocation = getUniformLocation("dx_DepthRange");
1595 mDxDepthLocation = getUniformLocation("dx_Depth");
1596 mDxViewportLocation = getUniformLocation("dx_Viewport");
1597 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize");
1598 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW");
1599 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines");
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001600
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001601 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001602 }
1603 }
1604}
1605
1606// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1607bool Program::linkAttributes()
1608{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001609 unsigned int usedLocations = 0;
1610
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001611 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001612 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001613 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001614 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001615
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001616 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001617 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001618 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001619 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001620 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001621 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001622
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001623 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001624
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001625 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001626
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001627 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001628 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001629 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 +00001630
1631 return false;
1632 }
1633
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001634 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001635 {
1636 usedLocations |= 1 << (location + i);
1637 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001638 }
1639 }
1640
1641 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001642 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001643 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001644 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001645
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001646 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001647 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001648 int rows = VariableRowCount(attribute->type);
1649 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001650
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001651 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001652 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001653 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001654
1655 return false; // Fail to link
1656 }
1657
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001658 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001659 }
1660 }
1661
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001662 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001663 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001664 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001665 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001666
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001667 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001668 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001669 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001670 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001671 }
1672
1673 return true;
1674}
1675
daniel@transgaming.com85423182010-04-22 13:35:27 +00001676int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001677{
1678 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1679 {
1680 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1681 {
1682 return location;
1683 }
1684 }
1685
1686 return -1;
1687}
1688
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001689bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1690{
1691 D3DXCONSTANTTABLE_DESC constantTableDescription;
1692 D3DXCONSTANT_DESC constantDescription;
1693 UINT descriptionCount = 1;
1694
1695 constantTable->GetDesc(&constantTableDescription);
1696
1697 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1698 {
1699 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001700 HRESULT result = constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1701 ASSERT(SUCCEEDED(result));
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001702
1703 if (!defineUniform(constantHandle, constantDescription))
1704 {
1705 return false;
1706 }
1707 }
1708
1709 return true;
1710}
1711
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001712// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001713// Returns true if succesful (uniform not already defined)
1714bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1715{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001716 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1717 {
daniel@transgaming.com41b2fbd2010-12-13 18:27:12 +00001718 for (unsigned int samplerIndex = constantDescription.RegisterIndex; samplerIndex < constantDescription.RegisterIndex + constantDescription.RegisterCount; samplerIndex++)
1719 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001720 if (mConstantTablePS->GetConstantByName(NULL, constantDescription.Name) != NULL)
1721 {
daniel@transgaming.com424bb492011-05-11 15:36:59 +00001722 if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
1723 {
1724 mSamplersPS[samplerIndex].active = true;
1725 mSamplersPS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
1726 mSamplersPS[samplerIndex].logicalTextureUnit = 0;
1727 }
1728 else
1729 {
1730 appendToInfoLog("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
1731 return false;
1732 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001733 }
1734
1735 if (mConstantTableVS->GetConstantByName(NULL, constantDescription.Name) != NULL)
1736 {
daniel@transgaming.com424bb492011-05-11 15:36:59 +00001737 if (samplerIndex < getContext()->getMaximumVertexTextureImageUnits())
1738 {
1739 mSamplersVS[samplerIndex].active = true;
1740 mSamplersVS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
1741 mSamplersVS[samplerIndex].logicalTextureUnit = 0;
1742 }
1743 else
1744 {
1745 appendToInfoLog("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", getContext()->getMaximumVertexTextureImageUnits());
1746 return false;
1747 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001748 }
daniel@transgaming.com41b2fbd2010-12-13 18:27:12 +00001749 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001750 }
1751
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001752 switch(constantDescription.Class)
1753 {
1754 case D3DXPC_STRUCT:
1755 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001756 for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001757 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001758 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001759 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001760 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1761
1762 D3DXCONSTANT_DESC fieldDescription;
1763 UINT descriptionCount = 1;
1764
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001765 HRESULT result = mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1766 ASSERT(SUCCEEDED(result));
daniel@transgaming.comce864422010-11-18 13:16:49 +00001767
1768 std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
1769
1770 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
1771 {
1772 return false;
1773 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001774 }
1775 }
1776
1777 return true;
1778 }
1779 case D3DXPC_SCALAR:
1780 case D3DXPC_VECTOR:
1781 case D3DXPC_MATRIX_COLUMNS:
1782 case D3DXPC_OBJECT:
1783 return defineUniform(constantDescription, name + constantDescription.Name);
1784 default:
1785 UNREACHABLE();
1786 return false;
1787 }
1788}
1789
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001790bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &_name)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001791{
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001792 Uniform *uniform = createUniform(constantDescription, _name);
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001793
1794 if(!uniform)
1795 {
1796 return false;
1797 }
1798
1799 // Check if already defined
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001800 GLint location = getUniformLocation(uniform->name);
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001801 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001802
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001803 if (location >= 0)
1804 {
1805 delete uniform;
1806
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001807 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001808 {
1809 return false;
1810 }
1811 else
1812 {
1813 return true;
1814 }
1815 }
1816
1817 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001818 unsigned int uniformIndex = mUniforms.size() - 1;
1819
1820 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1821 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001822 mUniformIndex.push_back(UniformLocation(_name, i, uniformIndex));
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001823 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001824
1825 return true;
1826}
1827
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001828Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &_name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001829{
1830 if (constantDescription.Rows == 1) // Vectors and scalars
1831 {
1832 switch (constantDescription.Type)
1833 {
1834 case D3DXPT_SAMPLER2D:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001835 switch (constantDescription.Columns)
1836 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001837 case 1: return new Uniform(GL_SAMPLER_2D, _name, constantDescription.Elements);
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001838 default: UNREACHABLE();
1839 }
1840 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001841 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001842 switch (constantDescription.Columns)
1843 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001844 case 1: return new Uniform(GL_SAMPLER_CUBE, _name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001845 default: UNREACHABLE();
1846 }
1847 break;
1848 case D3DXPT_BOOL:
1849 switch (constantDescription.Columns)
1850 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001851 case 1: return new Uniform(GL_BOOL, _name, constantDescription.Elements);
1852 case 2: return new Uniform(GL_BOOL_VEC2, _name, constantDescription.Elements);
1853 case 3: return new Uniform(GL_BOOL_VEC3, _name, constantDescription.Elements);
1854 case 4: return new Uniform(GL_BOOL_VEC4, _name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001855 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001856 }
1857 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001858 case D3DXPT_INT:
1859 switch (constantDescription.Columns)
1860 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001861 case 1: return new Uniform(GL_INT, _name, constantDescription.Elements);
1862 case 2: return new Uniform(GL_INT_VEC2, _name, constantDescription.Elements);
1863 case 3: return new Uniform(GL_INT_VEC3, _name, constantDescription.Elements);
1864 case 4: return new Uniform(GL_INT_VEC4, _name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001865 default: UNREACHABLE();
1866 }
1867 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001868 case D3DXPT_FLOAT:
1869 switch (constantDescription.Columns)
1870 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001871 case 1: return new Uniform(GL_FLOAT, _name, constantDescription.Elements);
1872 case 2: return new Uniform(GL_FLOAT_VEC2, _name, constantDescription.Elements);
1873 case 3: return new Uniform(GL_FLOAT_VEC3, _name, constantDescription.Elements);
1874 case 4: return new Uniform(GL_FLOAT_VEC4, _name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001875 default: UNREACHABLE();
1876 }
1877 break;
1878 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001879 UNREACHABLE();
1880 }
1881 }
1882 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1883 {
1884 switch (constantDescription.Type)
1885 {
1886 case D3DXPT_FLOAT:
1887 switch (constantDescription.Rows)
1888 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001889 case 2: return new Uniform(GL_FLOAT_MAT2, _name, constantDescription.Elements);
1890 case 3: return new Uniform(GL_FLOAT_MAT3, _name, constantDescription.Elements);
1891 case 4: return new Uniform(GL_FLOAT_MAT4, _name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001892 default: UNREACHABLE();
1893 }
1894 break;
1895 default: UNREACHABLE();
1896 }
1897 }
1898 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001899
1900 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001901}
1902
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001903// This method needs to match OutputHLSL::decorate
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001904std::string Program::decorateAttribute(const std::string &name)
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001905{
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00001906 if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0)
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001907 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001908 return "_" + name;
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001909 }
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001910
1911 return name;
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001912}
1913
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001914std::string Program::undecorateUniform(const std::string &_name)
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001915{
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00001916 if (_name[0] == '_')
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001917 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001918 return _name.substr(1);
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001919 }
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00001920 else if (_name.compare(0, 3, "ar_") == 0)
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001921 {
1922 return _name.substr(3);
1923 }
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001924
1925 return _name;
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001926}
1927
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001928bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1929{
1930 BOOL *vector = new BOOL[count];
1931 for (int i = 0; i < count; i++)
1932 {
1933 if (v[i] == GL_FALSE)
1934 vector[i] = 0;
1935 else
1936 vector[i] = 1;
1937 }
1938
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001939 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1940
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001941 D3DXHANDLE constantPS;
1942 D3DXHANDLE constantVS;
1943 getConstantHandles(targetUniform, &constantPS, &constantVS);
1944
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001945 IDirect3DDevice9 *device = getDevice();
1946
1947 if (constantPS)
1948 {
1949 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1950 }
1951
1952 if (constantVS)
1953 {
1954 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1955 }
1956
1957 delete [] vector;
1958
1959 return true;
1960}
1961
1962bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1963{
1964 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1965
1966 for (int i = 0; i < count; i++)
1967 {
1968 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1969 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1970
1971 v += 2;
1972 }
1973
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001974 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1975
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001976 D3DXHANDLE constantPS;
1977 D3DXHANDLE constantVS;
1978 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001979 IDirect3DDevice9 *device = getDevice();
1980
1981 if (constantPS)
1982 {
1983 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1984 }
1985
1986 if (constantVS)
1987 {
1988 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1989 }
1990
1991 delete[] vector;
1992
1993 return true;
1994}
1995
1996bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1997{
1998 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1999
2000 for (int i = 0; i < count; i++)
2001 {
2002 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
2003 (v[1] == GL_FALSE ? 0.0f : 1.0f),
2004 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
2005
2006 v += 3;
2007 }
2008
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002009 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2010
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002011 D3DXHANDLE constantPS;
2012 D3DXHANDLE constantVS;
2013 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00002014 IDirect3DDevice9 *device = getDevice();
2015
2016 if (constantPS)
2017 {
2018 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2019 }
2020
2021 if (constantVS)
2022 {
2023 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2024 }
2025
2026 delete[] vector;
2027
2028 return true;
2029}
2030
2031bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
2032{
2033 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2034
2035 for (int i = 0; i < count; i++)
2036 {
2037 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
2038 (v[1] == GL_FALSE ? 0.0f : 1.0f),
2039 (v[2] == GL_FALSE ? 0.0f : 1.0f),
2040 (v[3] == GL_FALSE ? 0.0f : 1.0f));
2041
2042 v += 3;
2043 }
2044
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002045 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2046
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002047 D3DXHANDLE constantPS;
2048 D3DXHANDLE constantVS;
2049 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00002050 IDirect3DDevice9 *device = getDevice();
2051
2052 if (constantPS)
2053 {
2054 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2055 }
2056
2057 if (constantVS)
2058 {
2059 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2060 }
2061
2062 delete [] vector;
2063
2064 return true;
2065}
2066
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002067bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
2068{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002069 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2070
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002071 D3DXHANDLE constantPS;
2072 D3DXHANDLE constantVS;
2073 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002074 IDirect3DDevice9 *device = getDevice();
2075
2076 if (constantPS)
2077 {
2078 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
2079 }
2080
2081 if (constantVS)
2082 {
2083 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
2084 }
2085
2086 return true;
2087}
2088
2089bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
2090{
2091 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2092
2093 for (int i = 0; i < count; i++)
2094 {
2095 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
2096
2097 v += 2;
2098 }
2099
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002100 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2101
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002102 D3DXHANDLE constantPS;
2103 D3DXHANDLE constantVS;
2104 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002105 IDirect3DDevice9 *device = getDevice();
2106
2107 if (constantPS)
2108 {
2109 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2110 }
2111
2112 if (constantVS)
2113 {
2114 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2115 }
2116
2117 delete[] vector;
2118
2119 return true;
2120}
2121
2122bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
2123{
2124 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2125
2126 for (int i = 0; i < count; i++)
2127 {
2128 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
2129
2130 v += 3;
2131 }
2132
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002133 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2134
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002135 D3DXHANDLE constantPS;
2136 D3DXHANDLE constantVS;
2137 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002138 IDirect3DDevice9 *device = getDevice();
2139
2140 if (constantPS)
2141 {
2142 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2143 }
2144
2145 if (constantVS)
2146 {
2147 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2148 }
2149
2150 delete[] vector;
2151
2152 return true;
2153}
2154
2155bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2156{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002157 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2158
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002159 D3DXHANDLE constantPS;
2160 D3DXHANDLE constantVS;
2161 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002162 IDirect3DDevice9 *device = getDevice();
2163
2164 if (constantPS)
2165 {
2166 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2167 }
2168
2169 if (constantVS)
2170 {
2171 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2172 }
2173
2174 return true;
2175}
2176
2177bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2178{
2179 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2180
2181 for (int i = 0; i < count; i++)
2182 {
2183 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2184 value[1], value[3], 0, 0,
2185 0, 0, 1, 0,
2186 0, 0, 0, 1);
2187
2188 value += 4;
2189 }
2190
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002191 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2192
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002193 D3DXHANDLE constantPS;
2194 D3DXHANDLE constantVS;
2195 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002196 IDirect3DDevice9 *device = getDevice();
2197
2198 if (constantPS)
2199 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002200 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002201 }
2202
2203 if (constantVS)
2204 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002205 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002206 }
2207
2208 delete[] matrix;
2209
2210 return true;
2211}
2212
2213bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2214{
2215 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2216
2217 for (int i = 0; i < count; i++)
2218 {
2219 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2220 value[1], value[4], value[7], 0,
2221 value[2], value[5], value[8], 0,
2222 0, 0, 0, 1);
2223
2224 value += 9;
2225 }
2226
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002227 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2228
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002229 D3DXHANDLE constantPS;
2230 D3DXHANDLE constantVS;
2231 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002232 IDirect3DDevice9 *device = getDevice();
2233
2234 if (constantPS)
2235 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002236 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002237 }
2238
2239 if (constantVS)
2240 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002241 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002242 }
2243
2244 delete[] matrix;
2245
2246 return true;
2247}
2248
2249bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2250{
2251 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2252
2253 for (int i = 0; i < count; i++)
2254 {
2255 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2256 value[1], value[5], value[9], value[13],
2257 value[2], value[6], value[10], value[14],
2258 value[3], value[7], value[11], value[15]);
2259
2260 value += 16;
2261 }
2262
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002263 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2264
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002265 D3DXHANDLE constantPS;
2266 D3DXHANDLE constantVS;
2267 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002268 IDirect3DDevice9 *device = getDevice();
2269
2270 if (constantPS)
2271 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002272 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002273 }
2274
2275 if (constantVS)
2276 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002277 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002278 }
2279
2280 delete[] matrix;
2281
2282 return true;
2283}
2284
2285bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2286{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002287 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2288
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002289 D3DXHANDLE constantPS;
2290 D3DXHANDLE constantVS;
2291 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002292 IDirect3DDevice9 *device = getDevice();
2293
2294 if (constantPS)
2295 {
2296 D3DXCONSTANT_DESC constantDescription;
2297 UINT descriptionCount = 1;
2298 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002299 ASSERT(SUCCEEDED(result));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002300
2301 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2302 {
2303 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2304
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002305 for (int i = 0; i < count; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002306 {
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002307 unsigned int samplerIndex = firstIndex + i;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002308
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002309 if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002310 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002311 ASSERT(mSamplersPS[samplerIndex].active);
2312 mSamplersPS[samplerIndex].logicalTextureUnit = v[i];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002313 }
2314 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002315 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002316 else
2317 {
2318 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2319 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002320 }
2321
2322 if (constantVS)
2323 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002324 D3DXCONSTANT_DESC constantDescription;
2325 UINT descriptionCount = 1;
2326 HRESULT result = mConstantTableVS->GetConstantDesc(constantVS, &constantDescription, &descriptionCount);
2327 ASSERT(SUCCEEDED(result));
2328
2329 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2330 {
2331 unsigned int firstIndex = mConstantTableVS->GetSamplerIndex(constantVS);
2332
2333 for (int i = 0; i < count; i++)
2334 {
2335 unsigned int samplerIndex = firstIndex + i;
2336
2337 if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
2338 {
2339 ASSERT(mSamplersVS[samplerIndex].active);
2340 mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
2341 }
2342 }
2343 }
2344 else
2345 {
2346 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2347 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002348 }
2349
2350 return true;
2351}
2352
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002353bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2354{
2355 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2356
2357 for (int i = 0; i < count; i++)
2358 {
2359 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2360
2361 v += 2;
2362 }
2363
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002364 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2365
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002366 D3DXHANDLE constantPS;
2367 D3DXHANDLE constantVS;
2368 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002369 IDirect3DDevice9 *device = getDevice();
2370
2371 if (constantPS)
2372 {
2373 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2374 }
2375
2376 if (constantVS)
2377 {
2378 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2379 }
2380
2381 delete[] vector;
2382
2383 return true;
2384}
2385
2386bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2387{
2388 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2389
2390 for (int i = 0; i < count; i++)
2391 {
2392 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2393
2394 v += 3;
2395 }
2396
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002397 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2398
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002399 D3DXHANDLE constantPS;
2400 D3DXHANDLE constantVS;
2401 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002402 IDirect3DDevice9 *device = getDevice();
2403
2404 if (constantPS)
2405 {
2406 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2407 }
2408
2409 if (constantVS)
2410 {
2411 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2412 }
2413
2414 delete[] vector;
2415
2416 return true;
2417}
2418
2419bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2420{
2421 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2422
2423 for (int i = 0; i < count; i++)
2424 {
2425 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2426
2427 v += 4;
2428 }
2429
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002430 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2431
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002432 D3DXHANDLE constantPS;
2433 D3DXHANDLE constantVS;
2434 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002435 IDirect3DDevice9 *device = getDevice();
2436
2437 if (constantPS)
2438 {
2439 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2440 }
2441
2442 if (constantVS)
2443 {
2444 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2445 }
2446
2447 delete [] vector;
2448
2449 return true;
2450}
2451
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002452
2453// append a santized message to the program info log.
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00002454// The D3D compiler includes a fake file path in some of the warning or error
2455// messages, so lets remove all occurrences of this fake file path from the log.
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002456void Program::appendToInfoLogSanitized(const char *message)
2457{
2458 std::string msg(message);
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002459
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00002460 size_t found;
2461 do
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002462 {
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00002463 found = msg.find(fakepath);
2464 if (found != std::string::npos)
2465 {
2466 msg.erase(found, strlen(fakepath));
2467 }
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002468 }
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00002469 while (found != std::string::npos);
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002470
2471 appendToInfoLog("%s\n", msg.c_str());
2472}
2473
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002474void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002475{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002476 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002477 {
2478 return;
2479 }
2480
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002481 char info[1024];
2482
2483 va_list vararg;
2484 va_start(vararg, format);
2485 vsnprintf(info, sizeof(info), format, vararg);
2486 va_end(vararg);
2487
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002488 size_t infoLength = strlen(info);
2489
2490 if (!mInfoLog)
2491 {
2492 mInfoLog = new char[infoLength + 1];
2493 strcpy(mInfoLog, info);
2494 }
2495 else
2496 {
2497 size_t logLength = strlen(mInfoLog);
2498 char *newLog = new char[logLength + infoLength + 1];
2499 strcpy(newLog, mInfoLog);
2500 strcpy(newLog + logLength, info);
2501
2502 delete[] mInfoLog;
2503 mInfoLog = newLog;
2504 }
2505}
2506
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002507void Program::resetInfoLog()
2508{
2509 if (mInfoLog)
2510 {
2511 delete [] mInfoLog;
daniel@transgaming.com6a20d102010-08-31 13:54:27 +00002512 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002513 }
2514}
2515
daniel@transgaming.comaa5e59b2011-10-04 18:43:12 +00002516// Returns the program object to an unlinked state, before re-linking, or at destruction
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002517void Program::unlink(bool destroy)
2518{
2519 if (destroy) // Object being destructed
2520 {
2521 if (mFragmentShader)
2522 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002523 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002524 mFragmentShader = NULL;
2525 }
2526
2527 if (mVertexShader)
2528 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002529 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002530 mVertexShader = NULL;
2531 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002532 }
2533
2534 if (mPixelExecutable)
2535 {
2536 mPixelExecutable->Release();
2537 mPixelExecutable = NULL;
2538 }
2539
2540 if (mVertexExecutable)
2541 {
2542 mVertexExecutable->Release();
2543 mVertexExecutable = NULL;
2544 }
2545
2546 if (mConstantTablePS)
2547 {
2548 mConstantTablePS->Release();
2549 mConstantTablePS = NULL;
2550 }
2551
2552 if (mConstantTableVS)
2553 {
2554 mConstantTableVS->Release();
2555 mConstantTableVS = NULL;
2556 }
2557
2558 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2559 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002560 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002561 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002562 }
2563
2564 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2565 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002566 mSamplersPS[index].active = false;
2567 }
2568
2569 for (int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; index++)
2570 {
2571 mSamplersVS[index].active = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002572 }
2573
2574 while (!mUniforms.empty())
2575 {
2576 delete mUniforms.back();
2577 mUniforms.pop_back();
2578 }
2579
daniel@transgaming.com31754962010-11-28 02:02:52 +00002580 mDxDepthRangeLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002581 mDxDepthLocation = -1;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002582 mDxViewportLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002583 mDxHalfPixelSizeLocation = -1;
2584 mDxFrontCCWLocation = -1;
2585 mDxPointsOrLinesLocation = -1;
2586
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002587 mUniformIndex.clear();
2588
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002589 mPixelHLSL.clear();
2590 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002591
2592 delete[] mInfoLog;
2593 mInfoLog = NULL;
2594
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002595 mLinked = false;
2596}
2597
2598bool Program::isLinked()
2599{
2600 return mLinked;
2601}
2602
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002603bool Program::isValidated() const
2604{
2605 return mValidated;
2606}
2607
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002608void Program::release()
2609{
2610 mRefCount--;
2611
2612 if (mRefCount == 0 && mDeleteStatus)
2613 {
2614 mResourceManager->deleteProgram(mHandle);
2615 }
2616}
2617
2618void Program::addRef()
2619{
2620 mRefCount++;
2621}
2622
2623unsigned int Program::getRefCount() const
2624{
2625 return mRefCount;
2626}
2627
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002628unsigned int Program::getSerial() const
2629{
2630 return mSerial;
2631}
2632
2633unsigned int Program::issueSerial()
2634{
2635 return mCurrentSerial++;
2636}
2637
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002638int Program::getInfoLogLength() const
2639{
2640 if (!mInfoLog)
2641 {
2642 return 0;
2643 }
2644 else
2645 {
2646 return strlen(mInfoLog) + 1;
2647 }
2648}
2649
2650void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2651{
2652 int index = 0;
2653
2654 if (mInfoLog)
2655 {
2656 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2657 {
2658 infoLog[index] = mInfoLog[index];
2659 index++;
2660 }
2661 }
2662
2663 if (bufSize)
2664 {
2665 infoLog[index] = '\0';
2666 }
2667
2668 if (length)
2669 {
2670 *length = index;
2671 }
2672}
2673
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002674void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2675{
2676 int total = 0;
2677
2678 if (mVertexShader)
2679 {
2680 if (total < maxCount)
2681 {
2682 shaders[total] = mVertexShader->getHandle();
2683 }
2684
2685 total++;
2686 }
2687
2688 if (mFragmentShader)
2689 {
2690 if (total < maxCount)
2691 {
2692 shaders[total] = mFragmentShader->getHandle();
2693 }
2694
2695 total++;
2696 }
2697
2698 if (count)
2699 {
2700 *count = total;
2701 }
2702}
2703
daniel@transgaming.com85423182010-04-22 13:35:27 +00002704void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2705{
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002706 // Skip over inactive attributes
2707 unsigned int activeAttribute = 0;
2708 unsigned int attribute;
2709 for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
daniel@transgaming.com85423182010-04-22 13:35:27 +00002710 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002711 if (mLinkedAttribute[attribute].name.empty())
daniel@transgaming.com85423182010-04-22 13:35:27 +00002712 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002713 continue;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002714 }
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002715
2716 if (activeAttribute == index)
2717 {
2718 break;
2719 }
2720
2721 activeAttribute++;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002722 }
2723
2724 if (bufsize > 0)
2725 {
2726 const char *string = mLinkedAttribute[attribute].name.c_str();
2727
2728 strncpy(name, string, bufsize);
2729 name[bufsize - 1] = '\0';
2730
2731 if (length)
2732 {
2733 *length = strlen(name);
2734 }
2735 }
2736
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002737 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002738
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002739 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002740}
2741
2742GLint Program::getActiveAttributeCount()
2743{
2744 int count = 0;
2745
2746 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2747 {
2748 if (!mLinkedAttribute[attributeIndex].name.empty())
2749 {
2750 count++;
2751 }
2752 }
2753
2754 return count;
2755}
2756
2757GLint Program::getActiveAttributeMaxLength()
2758{
2759 int maxLength = 0;
2760
2761 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2762 {
2763 if (!mLinkedAttribute[attributeIndex].name.empty())
2764 {
2765 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2766 }
2767 }
2768
2769 return maxLength;
2770}
2771
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002772void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2773{
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002774 // Skip over internal uniforms
2775 unsigned int activeUniform = 0;
2776 unsigned int uniform;
2777 for (uniform = 0; uniform < mUniforms.size(); uniform++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002778 {
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00002779 if (mUniforms[uniform]->name.compare(0, 3, "dx_") == 0)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002780 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002781 continue;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002782 }
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002783
2784 if (activeUniform == index)
2785 {
2786 break;
2787 }
2788
2789 activeUniform++;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002790 }
2791
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002792 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2793
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002794 if (bufsize > 0)
2795 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00002796 std::string string = mUniforms[uniform]->name;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002797
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00002798 if (mUniforms[uniform]->isArray())
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002799 {
2800 string += "[0]";
2801 }
2802
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002803 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002804 name[bufsize - 1] = '\0';
2805
2806 if (length)
2807 {
2808 *length = strlen(name);
2809 }
2810 }
2811
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002812 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002813
2814 *type = mUniforms[uniform]->type;
2815}
2816
2817GLint Program::getActiveUniformCount()
2818{
2819 int count = 0;
2820
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002821 unsigned int numUniforms = mUniforms.size();
2822 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002823 {
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00002824 if (mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002825 {
2826 count++;
2827 }
2828 }
2829
2830 return count;
2831}
2832
2833GLint Program::getActiveUniformMaxLength()
2834{
2835 int maxLength = 0;
2836
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002837 unsigned int numUniforms = mUniforms.size();
2838 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002839 {
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00002840 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002841 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00002842 int length = (int)(mUniforms[uniformIndex]->name.length() + 1);
2843 if (mUniforms[uniformIndex]->isArray())
zmo@google.com53d73e02011-03-24 21:27:57 +00002844 {
2845 length += 3; // Counting in "[0]".
2846 }
2847 maxLength = std::max(length, maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002848 }
2849 }
2850
2851 return maxLength;
2852}
2853
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002854void Program::flagForDeletion()
2855{
2856 mDeleteStatus = true;
2857}
2858
2859bool Program::isFlaggedForDeletion() const
2860{
2861 return mDeleteStatus;
2862}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002863
2864void Program::validate()
2865{
2866 resetInfoLog();
2867
2868 if (!isLinked())
2869 {
2870 appendToInfoLog("Program has not been successfully linked.");
2871 mValidated = false;
2872 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002873 else
2874 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002875 applyUniforms();
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002876 if (!validateSamplers(true))
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002877 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002878 mValidated = false;
2879 }
2880 else
2881 {
2882 mValidated = true;
2883 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002884 }
2885}
2886
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002887bool Program::validateSamplers(bool logErrors)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002888{
2889 // if any two active samplers in a program are of different types, but refer to the same
2890 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2891 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002892
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002893 const unsigned int maxCombinedTextureImageUnits = getContext()->getMaximumCombinedTextureImageUnits();
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002894 TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
2895
2896 for (unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; ++i)
2897 {
2898 textureUnitType[i] = TEXTURE_UNKNOWN;
2899 }
2900
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002901 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2902 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002903 if (mSamplersPS[i].active)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002904 {
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002905 unsigned int unit = mSamplersPS[i].logicalTextureUnit;
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002906
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002907 if (unit >= maxCombinedTextureImageUnits)
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002908 {
2909 if (logErrors)
2910 {
2911 appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
2912 }
2913
2914 return false;
2915 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002916
2917 if (textureUnitType[unit] != TEXTURE_UNKNOWN)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002918 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002919 if (mSamplersPS[i].textureType != textureUnitType[unit])
2920 {
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002921 if (logErrors)
2922 {
2923 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
2924 }
2925
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002926 return false;
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002927 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002928 }
2929 else
2930 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002931 textureUnitType[unit] = mSamplersPS[i].textureType;
2932 }
2933 }
2934 }
2935
2936 for (unsigned int i = 0; i < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; ++i)
2937 {
2938 if (mSamplersVS[i].active)
2939 {
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002940 unsigned int unit = mSamplersVS[i].logicalTextureUnit;
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002941
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002942 if (unit >= maxCombinedTextureImageUnits)
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002943 {
2944 if (logErrors)
2945 {
2946 appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
2947 }
2948
2949 return false;
2950 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002951
2952 if (textureUnitType[unit] != TEXTURE_UNKNOWN)
2953 {
2954 if (mSamplersVS[i].textureType != textureUnitType[unit])
2955 {
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002956 if (logErrors)
2957 {
2958 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
2959 }
2960
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002961 return false;
2962 }
2963 }
2964 else
2965 {
2966 textureUnitType[unit] = mSamplersVS[i].textureType;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002967 }
2968 }
2969 }
2970
2971 return true;
2972}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002973
2974void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2975{
2976 if (!targetUniform->handlesSet)
2977 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00002978 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->_name.c_str());
2979 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->_name.c_str());
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002980 targetUniform->handlesSet = true;
2981 }
2982
2983 *constantPS = targetUniform->psHandle;
2984 *constantVS = targetUniform->vsHandle;
2985}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002986
daniel@transgaming.com31754962010-11-28 02:02:52 +00002987GLint Program::getDxDepthRangeLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002988{
daniel@transgaming.com31754962010-11-28 02:02:52 +00002989 return mDxDepthRangeLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002990}
2991
2992GLint Program::getDxDepthLocation() const
2993{
2994 return mDxDepthLocation;
2995}
2996
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002997GLint Program::getDxViewportLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002998{
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002999 return mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00003000}
3001
3002GLint Program::getDxHalfPixelSizeLocation() const
3003{
3004 return mDxHalfPixelSizeLocation;
3005}
3006
3007GLint Program::getDxFrontCCWLocation() const
3008{
3009 return mDxFrontCCWLocation;
3010}
3011
3012GLint Program::getDxPointsOrLinesLocation() const
3013{
3014 return mDxPointsOrLinesLocation;
3015}
3016
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003017}