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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.h: Defines the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
10#ifndef LIBGLESV2_PROGRAM_H_
11#define LIBGLESV2_PROGRAM_H_
12
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013#include <d3dx9.h>
14#include <string>
15#include <vector>
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000016#include <set>
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000017
daniel@transgaming.com85423182010-04-22 13:35:27 +000018#include "libGLESv2/Shader.h"
daniel@transgaming.come6842292010-04-20 18:52:50 +000019#include "libGLESv2/Context.h"
20
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000021namespace gl
22{
23class FragmentShader;
24class VertexShader;
25
daniel@transgaming.com86487c22010-03-11 19:41:43 +000026// Helper struct representing a single shader uniform
27struct Uniform
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000029 Uniform(GLenum type, const std::string &name, unsigned int arraySize);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030
31 ~Uniform();
32
daniel@transgaming.com0361b922010-03-28 19:36:15 +000033 const GLenum type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034 const std::string name;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000035 const unsigned int arraySize;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000036 unsigned char *data;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000037};
38
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000039// Struct used for correlating uniforms/elements of uniform arrays to handles
40struct UniformLocation
41{
42 UniformLocation(const std::string &name, unsigned int element, unsigned int index);
43
44 std::string name;
45 unsigned int element;
46 unsigned int index;
47};
48
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000049class Program
50{
51 public:
52 Program();
53
54 ~Program();
55
56 bool attachShader(Shader *shader);
57 bool detachShader(Shader *shader);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000058 int getAttachedShadersCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000059
60 IDirect3DPixelShader9 *getPixelShader();
61 IDirect3DVertexShader9 *getVertexShader();
62
63 void bindAttributeLocation(GLuint index, const char *name);
64 GLuint getAttributeLocation(const char *name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +000065 int getSemanticIndex(int attributeIndex);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000066
67 GLint getSamplerMapping(unsigned int samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +000068 SamplerType getSamplerType(unsigned int samplerIndex);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000069
70 GLint getUniformLocation(const char *name);
71 bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
72 bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
73 bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
74 bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
75 bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
76 bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
77 bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
78 bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +000079 bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
80 bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
81 bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000082
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +000083 bool getUniformfv(GLint location, GLfloat *params);
84 bool getUniformiv(GLint location, GLint *params);
85
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000086 void applyUniforms();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000087
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000088 void link();
89 bool isLinked();
daniel@transgaming.comcba50572010-03-28 19:36:09 +000090 int getInfoLogLength() const;
91 void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
daniel@transgaming.com6c785212010-03-30 03:36:17 +000092 void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000093
daniel@transgaming.com85423182010-04-22 13:35:27 +000094 void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
95 GLint getActiveAttributeCount();
96 GLint getActiveAttributeMaxLength();
97
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +000098 void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
99 GLint getActiveUniformCount();
100 GLint getActiveUniformMaxLength();
101
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000102 void flagForDeletion();
103 bool isFlaggedForDeletion() const;
104
105 private:
106 DISALLOW_COPY_AND_ASSIGN(Program);
107
108 ID3DXBuffer *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
109 void unlink(bool destroy = false);
110
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000111 struct Varying
112 {
113 Varying(const std::string &name, char *declaration) : name(name), declaration(declaration)
114 {
115 link = -1;
116 }
117
118 int link;
119 std::string name;
120 char *declaration;
121 };
122
123 typedef std::vector<Varying> VaryingArray;
124
125 void parseVaryings(const char *structure, char *hlsl, VaryingArray &varyings);
126 bool linkVaryings();
127
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000128 bool linkAttributes();
daniel@transgaming.com85423182010-04-22 13:35:27 +0000129 int getAttributeBinding(const std::string &name);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000130
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000131 bool linkUniforms(ID3DXConstantTable *constantTable);
132 bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
133 bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
134 Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
daniel@transgaming.com72d0b522010-04-13 19:53:44 +0000135 static std::string decorate(const std::string &string); // Prepend an underscore
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000136 bool applyUniform1bv(GLint location, GLsizei count, const GLboolean *v);
137 bool applyUniform2bv(GLint location, GLsizei count, const GLboolean *v);
138 bool applyUniform3bv(GLint location, GLsizei count, const GLboolean *v);
139 bool applyUniform4bv(GLint location, GLsizei count, const GLboolean *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000140 bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
141 bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
142 bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
143 bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
144 bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
145 bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
146 bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
147 bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000148 bool applyUniform2iv(GLint location, GLsizei count, const GLint *v);
149 bool applyUniform3iv(GLint location, GLsizei count, const GLint *v);
150 bool applyUniform4iv(GLint location, GLsizei count, const GLint *v);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000151
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000152 void appendToInfoLog(const char *info, ...);
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000153
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000154 FragmentShader *mFragmentShader;
155 VertexShader *mVertexShader;
156
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000157 char *mPixelHLSL;
158 char *mVertexHLSL;
159
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000160 IDirect3DPixelShader9 *mPixelExecutable;
161 IDirect3DVertexShader9 *mVertexExecutable;
162 ID3DXConstantTable *mConstantTablePS;
163 ID3DXConstantTable *mConstantTableVS;
164
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000165 std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com85423182010-04-22 13:35:27 +0000166 Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000167 int mSemanticIndex[MAX_VERTEX_ATTRIBS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000168
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000169 struct Sampler
170 {
171 bool active;
172 GLint logicalTextureUnit;
173 SamplerType type;
174 };
175
176 Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000177
178 typedef std::vector<Uniform*> UniformArray;
179 UniformArray mUniforms;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000180 typedef std::vector<UniformLocation> UniformIndex;
181 UniformIndex mUniformIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000182
183 bool mLinked;
184 bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000185 char *mInfoLog;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000186};
187}
188
189#endif // LIBGLESV2_PROGRAM_H_