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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{
jbauman@chromium.orga28233e2011-10-12 16:51:33 +0000923 for (std::vector<Uniform*>::iterator ub = mUniforms.begin(), ue = mUniforms.end(); ub != ue; ++ub) {
924 Uniform *targetUniform = *ub;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000925
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000926 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000927 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000928 int arraySize = targetUniform->arraySize;
929 GLfloat *f = (GLfloat*)targetUniform->data;
930 GLint *i = (GLint*)targetUniform->data;
931 GLboolean *b = (GLboolean*)targetUniform->data;
932
933 switch (targetUniform->type)
934 {
jbauman@chromium.orga28233e2011-10-12 16:51:33 +0000935 case GL_BOOL: applyUniform1bv(targetUniform, arraySize, b); break;
936 case GL_BOOL_VEC2: applyUniform2bv(targetUniform, arraySize, b); break;
937 case GL_BOOL_VEC3: applyUniform3bv(targetUniform, arraySize, b); break;
938 case GL_BOOL_VEC4: applyUniform4bv(targetUniform, arraySize, b); break;
939 case GL_FLOAT: applyUniform1fv(targetUniform, arraySize, f); break;
940 case GL_FLOAT_VEC2: applyUniform2fv(targetUniform, arraySize, f); break;
941 case GL_FLOAT_VEC3: applyUniform3fv(targetUniform, arraySize, f); break;
942 case GL_FLOAT_VEC4: applyUniform4fv(targetUniform, arraySize, f); break;
943 case GL_FLOAT_MAT2: applyUniformMatrix2fv(targetUniform, arraySize, f); break;
944 case GL_FLOAT_MAT3: applyUniformMatrix3fv(targetUniform, arraySize, f); break;
945 case GL_FLOAT_MAT4: applyUniformMatrix4fv(targetUniform, arraySize, f); break;
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000946 case GL_SAMPLER_2D:
947 case GL_SAMPLER_CUBE:
jbauman@chromium.orga28233e2011-10-12 16:51:33 +0000948 case GL_INT: applyUniform1iv(targetUniform, arraySize, i); break;
949 case GL_INT_VEC2: applyUniform2iv(targetUniform, arraySize, i); break;
950 case GL_INT_VEC3: applyUniform3iv(targetUniform, arraySize, i); break;
951 case GL_INT_VEC4: applyUniform4iv(targetUniform, arraySize, i); break;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000952 default:
953 UNREACHABLE();
954 }
955
956 targetUniform->dirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000957 }
958 }
959}
960
961// Compiles the HLSL code of the attached shaders into executable binaries
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000962ID3D10Blob *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000963{
964 if (!hlsl)
965 {
966 return NULL;
967 }
968
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000969 DWORD result;
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000970 UINT flags = 0;
971 std::string sourceText;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000972 if (perfActive())
973 {
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000974 flags |= D3DCOMPILE_DEBUG;
975#ifdef NDEBUG
976 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
977#else
978 flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000979#endif
980
981 std::string sourcePath = getTempPath();
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000982 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000983 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000984 }
985 else
986 {
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000987 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
988 sourceText = hlsl;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000989 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000990
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000991 ID3D10Blob *binary = NULL;
992 ID3D10Blob *errorMessage = NULL;
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +0000993 result = D3DCompile(hlsl, strlen(hlsl), fakepath, NULL, NULL, "main", profile, flags, 0, &binary, &errorMessage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000994
995 if (errorMessage)
996 {
997 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000998
daniel@transgaming.com87891f72011-06-01 15:28:35 +0000999 appendToInfoLogSanitized(message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +00001000 TRACE("\n%s", hlsl);
1001 TRACE("\n%s", message);
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001002
1003 errorMessage->Release();
1004 errorMessage = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001005 }
1006
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001007 if (FAILED(result))
1008 {
1009 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1010 {
1011 error(GL_OUT_OF_MEMORY);
1012 }
1013
1014 return NULL;
1015 }
1016
1017 result = D3DXGetShaderConstantTable(static_cast<const DWORD*>(binary->GetBufferPointer()), constantTable);
1018
1019 if (FAILED(result))
1020 {
1021 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1022 {
1023 error(GL_OUT_OF_MEMORY);
1024 }
1025
1026 binary->Release();
1027
1028 return NULL;
1029 }
1030
1031 return binary;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001032}
1033
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001034// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
1035// Returns the number of used varying registers, or -1 if unsuccesful
1036int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001037{
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001038 Context *context = getContext();
1039 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1040
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001041 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001042 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001043 int n = VariableRowCount(varying->type) * varying->size;
1044 int m = VariableColumnCount(varying->type);
1045 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001046
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001047 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001048 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001049 for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001050 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001051 bool available = true;
1052
1053 for (int y = 0; y < n && available; y++)
1054 {
1055 for (int x = 0; x < m && available; x++)
1056 {
1057 if (packing[r + y][x])
1058 {
1059 available = false;
1060 }
1061 }
1062 }
1063
1064 if (available)
1065 {
1066 varying->reg = r;
1067 varying->col = 0;
1068
1069 for (int y = 0; y < n; y++)
1070 {
1071 for (int x = 0; x < m; x++)
1072 {
1073 packing[r + y][x] = &*varying;
1074 }
1075 }
1076
1077 success = true;
1078 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001079 }
1080
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001081 if (!success && m == 2)
1082 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001083 for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001084 {
1085 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001086
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001087 for (int y = 0; y < n && available; y++)
1088 {
1089 for (int x = 2; x < 4 && available; x++)
1090 {
1091 if (packing[r + y][x])
1092 {
1093 available = false;
1094 }
1095 }
1096 }
1097
1098 if (available)
1099 {
1100 varying->reg = r;
1101 varying->col = 2;
1102
1103 for (int y = 0; y < n; y++)
1104 {
1105 for (int x = 2; x < 4; x++)
1106 {
1107 packing[r + y][x] = &*varying;
1108 }
1109 }
1110
1111 success = true;
1112 }
1113 }
1114 }
1115 }
1116 else if (m == 1)
1117 {
1118 int space[4] = {0};
1119
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001120 for (int y = 0; y < maxVaryingVectors; y++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001121 {
1122 for (int x = 0; x < 4; x++)
1123 {
1124 space[x] += packing[y][x] ? 0 : 1;
1125 }
1126 }
1127
1128 int column = 0;
1129
1130 for (int x = 0; x < 4; x++)
1131 {
daniel@transgaming.com11dd5dd2011-02-11 13:28:14 +00001132 if (space[x] >= n && space[x] < space[column])
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001133 {
1134 column = x;
1135 }
1136 }
1137
daniel@transgaming.com11dd5dd2011-02-11 13:28:14 +00001138 if (space[column] >= n)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001139 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001140 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001141 {
1142 if (!packing[r][column])
1143 {
1144 varying->reg = r;
1145
1146 for (int y = r; y < r + n; y++)
1147 {
1148 packing[y][column] = &*varying;
1149 }
1150
1151 break;
1152 }
1153 }
1154
1155 varying->col = column;
1156
1157 success = true;
1158 }
1159 }
1160 else UNREACHABLE();
1161
1162 if (!success)
1163 {
1164 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1165
1166 return -1;
1167 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001168 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001169
1170 // Return the number of used registers
1171 int registers = 0;
1172
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001173 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001174 {
1175 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1176 {
1177 registers++;
1178 }
1179 }
1180
1181 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001182}
1183
1184bool Program::linkVaryings()
1185{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001186 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001187 {
1188 return false;
1189 }
1190
daniel@transgaming.com97750022011-02-11 13:23:13 +00001191 // Reset the varying register assignments
1192 for (VaryingList::iterator fragVar = mFragmentShader->varyings.begin(); fragVar != mFragmentShader->varyings.end(); fragVar++)
1193 {
1194 fragVar->reg = -1;
1195 fragVar->col = -1;
1196 }
1197
1198 for (VaryingList::iterator vtxVar = mVertexShader->varyings.begin(); vtxVar != mVertexShader->varyings.end(); vtxVar++)
1199 {
1200 vtxVar->reg = -1;
1201 vtxVar->col = -1;
1202 }
1203
1204 // Map the varyings to the register file
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001205 const Varying *packing[MAX_VARYING_VECTORS_SM3][4] = {NULL};
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001206 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001207
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001208 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001209 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001210 return false;
1211 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001212
daniel@transgaming.com97750022011-02-11 13:23:13 +00001213 // Write the HLSL input/output declarations
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001214 Context *context = getContext();
1215 const bool sm3 = context->supportsShaderModel3();
1216 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1217
1218 if (registers == maxVaryingVectors && mFragmentShader->mUsesFragCoord)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001219 {
1220 appendToInfoLog("No varying registers left to support gl_FragCoord");
1221
1222 return false;
1223 }
1224
1225 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1226 {
1227 bool matched = false;
1228
1229 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1230 {
1231 if (output->name == input->name)
1232 {
1233 if (output->type != input->type || output->size != input->size)
1234 {
1235 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1236
1237 return false;
1238 }
1239
1240 output->reg = input->reg;
1241 output->col = input->col;
1242
1243 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001244 break;
1245 }
1246 }
1247
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001248 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001249 {
daniel@transgaming.com97750022011-02-11 13:23:13 +00001250 appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001251
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001252 return false;
1253 }
1254 }
1255
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001256 std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
1257
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001258 mVertexHLSL += "struct VS_INPUT\n"
1259 "{\n";
1260
1261 int semanticIndex = 0;
1262 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1263 {
1264 switch (attribute->type)
1265 {
1266 case GL_FLOAT: mVertexHLSL += " float "; break;
1267 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1268 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1269 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1270 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1271 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1272 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1273 default: UNREACHABLE();
1274 }
1275
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001276 mVertexHLSL += decorateAttribute(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001277
1278 semanticIndex += VariableRowCount(attribute->type);
1279 }
1280
1281 mVertexHLSL += "};\n"
1282 "\n"
1283 "struct VS_OUTPUT\n"
1284 "{\n"
1285 " float4 gl_Position : POSITION;\n";
1286
1287 for (int r = 0; r < registers; r++)
1288 {
1289 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1290
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001291 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001292 }
1293
1294 if (mFragmentShader->mUsesFragCoord)
1295 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001296 mVertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
1297 }
1298
1299 if (mVertexShader->mUsesPointSize && sm3)
1300 {
1301 mVertexHLSL += " float gl_PointSize : PSIZE;\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001302 }
1303
1304 mVertexHLSL += "};\n"
1305 "\n"
1306 "VS_OUTPUT main(VS_INPUT input)\n"
1307 "{\n";
1308
1309 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1310 {
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001311 mVertexHLSL += " " + decorateAttribute(attribute->name) + " = ";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001312
1313 if (VariableRowCount(attribute->type) > 1) // Matrix
1314 {
1315 mVertexHLSL += "transpose";
1316 }
1317
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001318 mVertexHLSL += "(input." + decorateAttribute(attribute->name) + ");\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001319 }
1320
1321 mVertexHLSL += "\n"
1322 " gl_main();\n"
1323 "\n"
1324 " VS_OUTPUT output;\n"
1325 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001326 " output.gl_Position.y = gl_Position.y - dx_HalfPixelSize.y * gl_Position.w;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001327 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1328 " output.gl_Position.w = gl_Position.w;\n";
1329
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001330 if (mVertexShader->mUsesPointSize && sm3)
1331 {
1332 mVertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
1333 }
1334
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001335 if (mFragmentShader->mUsesFragCoord)
1336 {
1337 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1338 }
1339
1340 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1341 {
1342 if (varying->reg >= 0)
1343 {
1344 for (int i = 0; i < varying->size; i++)
1345 {
1346 int rows = VariableRowCount(varying->type);
1347
1348 for (int j = 0; j < rows; j++)
1349 {
1350 int r = varying->reg + i * rows + j;
1351 mVertexHLSL += " output.v" + str(r);
1352
1353 bool sharedRegister = false; // Register used by multiple varyings
1354
1355 for (int x = 0; x < 4; x++)
1356 {
1357 if (packing[r][x] && packing[r][x] != packing[r][0])
1358 {
1359 sharedRegister = true;
1360 break;
1361 }
1362 }
1363
1364 if(sharedRegister)
1365 {
1366 mVertexHLSL += ".";
1367
1368 for (int x = 0; x < 4; x++)
1369 {
1370 if (packing[r][x] == &*varying)
1371 {
1372 switch(x)
1373 {
1374 case 0: mVertexHLSL += "x"; break;
1375 case 1: mVertexHLSL += "y"; break;
1376 case 2: mVertexHLSL += "z"; break;
1377 case 3: mVertexHLSL += "w"; break;
1378 }
1379 }
1380 }
1381 }
1382
1383 mVertexHLSL += " = " + varying->name;
1384
1385 if (varying->array)
1386 {
1387 mVertexHLSL += "[" + str(i) + "]";
1388 }
1389
1390 if (rows > 1)
1391 {
1392 mVertexHLSL += "[" + str(j) + "]";
1393 }
1394
1395 mVertexHLSL += ";\n";
1396 }
1397 }
1398 }
1399 }
1400
1401 mVertexHLSL += "\n"
1402 " return output;\n"
1403 "}\n";
1404
1405 mPixelHLSL += "struct PS_INPUT\n"
1406 "{\n";
1407
1408 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1409 {
1410 if (varying->reg >= 0)
1411 {
1412 for (int i = 0; i < varying->size; i++)
1413 {
1414 int rows = VariableRowCount(varying->type);
1415 for (int j = 0; j < rows; j++)
1416 {
1417 std::string n = str(varying->reg + i * rows + j);
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001418 mPixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001419 }
1420 }
1421 }
1422 else UNREACHABLE();
1423 }
1424
1425 if (mFragmentShader->mUsesFragCoord)
1426 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001427 mPixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001428 if (sm3) {
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001429 mPixelHLSL += " float2 dx_VPos : VPOS;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001430 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001431 }
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001432
1433 if (mFragmentShader->mUsesPointCoord && sm3)
1434 {
1435 mPixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
1436 }
1437
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001438 if (mFragmentShader->mUsesFrontFacing)
1439 {
1440 mPixelHLSL += " float vFace : VFACE;\n";
1441 }
1442
1443 mPixelHLSL += "};\n"
1444 "\n"
1445 "struct PS_OUTPUT\n"
1446 "{\n"
1447 " float4 gl_Color[1] : COLOR;\n"
1448 "};\n"
1449 "\n"
1450 "PS_OUTPUT main(PS_INPUT input)\n"
1451 "{\n";
1452
1453 if (mFragmentShader->mUsesFragCoord)
1454 {
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001455 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
1456 if (sm3) {
apatrick@chromium.orgb1092bf2011-05-11 19:52:39 +00001457 mPixelHLSL += " gl_FragCoord.x = input.dx_VPos.x + 0.5;\n"
1458 " gl_FragCoord.y = 2.0 * dx_Viewport.y - input.dx_VPos.y - 0.5;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001459 } else {
1460 mPixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Viewport.x + dx_Viewport.z;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001461 " gl_FragCoord.y = -(input.gl_FragCoord.y * rhw) * dx_Viewport.y + dx_Viewport.w;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001462 }
1463 mPixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001464 " gl_FragCoord.w = rhw;\n";
1465 }
1466
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001467 if (mFragmentShader->mUsesPointCoord && sm3)
1468 {
apatrick@chromium.orgda4d0492011-01-22 00:16:10 +00001469 mPixelHLSL += " gl_PointCoord = input.gl_PointCoord;\n";
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001470 }
1471
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001472 if (mFragmentShader->mUsesFrontFacing)
1473 {
1474 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1475 }
1476
1477 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1478 {
1479 if (varying->reg >= 0)
1480 {
1481 for (int i = 0; i < varying->size; i++)
1482 {
1483 int rows = VariableRowCount(varying->type);
1484 for (int j = 0; j < rows; j++)
1485 {
1486 std::string n = str(varying->reg + i * rows + j);
1487 mPixelHLSL += " " + varying->name;
1488
1489 if (varying->array)
1490 {
1491 mPixelHLSL += "[" + str(i) + "]";
1492 }
1493
1494 if (rows > 1)
1495 {
1496 mPixelHLSL += "[" + str(j) + "]";
1497 }
1498
1499 mPixelHLSL += " = input.v" + n + ";\n";
1500 }
1501 }
1502 }
1503 else UNREACHABLE();
1504 }
1505
1506 mPixelHLSL += "\n"
1507 " gl_main();\n"
1508 "\n"
1509 " PS_OUTPUT output;\n"
1510 " output.gl_Color[0] = gl_Color[0];\n"
1511 "\n"
1512 " return output;\n"
1513 "}\n";
1514
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001515 return true;
1516}
1517
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001518// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1519// compiling them into binaries, determining the attribute mappings, and collecting
1520// a list of uniforms
1521void Program::link()
1522{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001523 unlink();
1524
1525 if (!mFragmentShader || !mFragmentShader->isCompiled())
1526 {
1527 return;
1528 }
1529
1530 if (!mVertexShader || !mVertexShader->isCompiled())
1531 {
1532 return;
1533 }
1534
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001535 mPixelHLSL = mFragmentShader->getHLSL();
1536 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001537
1538 if (!linkVaryings())
1539 {
1540 return;
1541 }
1542
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001543 Context *context = getContext();
1544 const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
1545 const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
1546
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001547 ID3D10Blob *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1548 ID3D10Blob *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001549
1550 if (vertexBinary && pixelBinary)
1551 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001552 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001553 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1554 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1555
1556 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1557 {
1558 return error(GL_OUT_OF_MEMORY);
1559 }
1560
1561 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001562
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001563 vertexBinary->Release();
1564 pixelBinary->Release();
1565 vertexBinary = NULL;
1566 pixelBinary = NULL;
1567
1568 if (mVertexExecutable && mPixelExecutable)
1569 {
1570 if (!linkAttributes())
1571 {
1572 return;
1573 }
1574
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001575 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001576 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001577 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001578 }
1579
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001580 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001581 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001582 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001583 }
1584
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001585 // these uniforms are searched as already-decorated because gl_ and dx_
1586 // are reserved prefixes, and do not receive additional decoration
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001587 mDxDepthRangeLocation = getUniformLocation("dx_DepthRange");
1588 mDxDepthLocation = getUniformLocation("dx_Depth");
1589 mDxViewportLocation = getUniformLocation("dx_Viewport");
1590 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize");
1591 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW");
1592 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines");
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001593
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001594 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001595 }
1596 }
1597}
1598
1599// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1600bool Program::linkAttributes()
1601{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001602 unsigned int usedLocations = 0;
1603
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001604 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001605 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001606 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001607 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001608
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001609 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001610 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001611 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001612 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001613 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001614 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001615
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001616 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001617
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001618 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001619
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001620 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001621 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001622 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 +00001623
1624 return false;
1625 }
1626
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001627 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001628 {
1629 usedLocations |= 1 << (location + i);
1630 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001631 }
1632 }
1633
1634 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001635 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001636 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001637 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001638
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001639 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001640 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001641 int rows = VariableRowCount(attribute->type);
1642 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001643
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001644 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001645 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001646 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001647
1648 return false; // Fail to link
1649 }
1650
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001651 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001652 }
1653 }
1654
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001655 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001656 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001657 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001658 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001659
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001660 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001661 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001662 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001663 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001664 }
1665
1666 return true;
1667}
1668
daniel@transgaming.com85423182010-04-22 13:35:27 +00001669int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001670{
1671 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1672 {
1673 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1674 {
1675 return location;
1676 }
1677 }
1678
1679 return -1;
1680}
1681
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001682bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1683{
1684 D3DXCONSTANTTABLE_DESC constantTableDescription;
1685 D3DXCONSTANT_DESC constantDescription;
1686 UINT descriptionCount = 1;
1687
1688 constantTable->GetDesc(&constantTableDescription);
1689
1690 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1691 {
1692 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001693 HRESULT result = constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1694 ASSERT(SUCCEEDED(result));
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001695
1696 if (!defineUniform(constantHandle, constantDescription))
1697 {
1698 return false;
1699 }
1700 }
1701
1702 return true;
1703}
1704
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001705// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001706// Returns true if succesful (uniform not already defined)
1707bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1708{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001709 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1710 {
daniel@transgaming.com41b2fbd2010-12-13 18:27:12 +00001711 for (unsigned int samplerIndex = constantDescription.RegisterIndex; samplerIndex < constantDescription.RegisterIndex + constantDescription.RegisterCount; samplerIndex++)
1712 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001713 if (mConstantTablePS->GetConstantByName(NULL, constantDescription.Name) != NULL)
1714 {
daniel@transgaming.com424bb492011-05-11 15:36:59 +00001715 if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
1716 {
1717 mSamplersPS[samplerIndex].active = true;
1718 mSamplersPS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
1719 mSamplersPS[samplerIndex].logicalTextureUnit = 0;
1720 }
1721 else
1722 {
1723 appendToInfoLog("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
1724 return false;
1725 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001726 }
1727
1728 if (mConstantTableVS->GetConstantByName(NULL, constantDescription.Name) != NULL)
1729 {
daniel@transgaming.com424bb492011-05-11 15:36:59 +00001730 if (samplerIndex < getContext()->getMaximumVertexTextureImageUnits())
1731 {
1732 mSamplersVS[samplerIndex].active = true;
1733 mSamplersVS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
1734 mSamplersVS[samplerIndex].logicalTextureUnit = 0;
1735 }
1736 else
1737 {
1738 appendToInfoLog("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", getContext()->getMaximumVertexTextureImageUnits());
1739 return false;
1740 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001741 }
daniel@transgaming.com41b2fbd2010-12-13 18:27:12 +00001742 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001743 }
1744
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001745 switch(constantDescription.Class)
1746 {
1747 case D3DXPC_STRUCT:
1748 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001749 for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001750 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001751 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001752 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001753 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1754
1755 D3DXCONSTANT_DESC fieldDescription;
1756 UINT descriptionCount = 1;
1757
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001758 HRESULT result = mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1759 ASSERT(SUCCEEDED(result));
daniel@transgaming.comce864422010-11-18 13:16:49 +00001760
1761 std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
1762
1763 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
1764 {
1765 return false;
1766 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001767 }
1768 }
1769
1770 return true;
1771 }
1772 case D3DXPC_SCALAR:
1773 case D3DXPC_VECTOR:
1774 case D3DXPC_MATRIX_COLUMNS:
1775 case D3DXPC_OBJECT:
1776 return defineUniform(constantDescription, name + constantDescription.Name);
1777 default:
1778 UNREACHABLE();
1779 return false;
1780 }
1781}
1782
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001783bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &_name)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001784{
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001785 Uniform *uniform = createUniform(constantDescription, _name);
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001786
1787 if(!uniform)
1788 {
1789 return false;
1790 }
1791
1792 // Check if already defined
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001793 GLint location = getUniformLocation(uniform->name);
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001794 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001795
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001796 if (location >= 0)
1797 {
1798 delete uniform;
1799
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001800 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001801 {
1802 return false;
1803 }
1804 else
1805 {
1806 return true;
1807 }
1808 }
1809
1810 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001811 unsigned int uniformIndex = mUniforms.size() - 1;
1812
1813 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1814 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001815 mUniformIndex.push_back(UniformLocation(_name, i, uniformIndex));
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001816 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001817
1818 return true;
1819}
1820
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001821Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &_name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001822{
1823 if (constantDescription.Rows == 1) // Vectors and scalars
1824 {
1825 switch (constantDescription.Type)
1826 {
1827 case D3DXPT_SAMPLER2D:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001828 switch (constantDescription.Columns)
1829 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001830 case 1: return new Uniform(GL_SAMPLER_2D, _name, constantDescription.Elements);
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001831 default: UNREACHABLE();
1832 }
1833 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001834 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001835 switch (constantDescription.Columns)
1836 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001837 case 1: return new Uniform(GL_SAMPLER_CUBE, _name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001838 default: UNREACHABLE();
1839 }
1840 break;
1841 case D3DXPT_BOOL:
1842 switch (constantDescription.Columns)
1843 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001844 case 1: return new Uniform(GL_BOOL, _name, constantDescription.Elements);
1845 case 2: return new Uniform(GL_BOOL_VEC2, _name, constantDescription.Elements);
1846 case 3: return new Uniform(GL_BOOL_VEC3, _name, constantDescription.Elements);
1847 case 4: return new Uniform(GL_BOOL_VEC4, _name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001848 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001849 }
1850 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001851 case D3DXPT_INT:
1852 switch (constantDescription.Columns)
1853 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001854 case 1: return new Uniform(GL_INT, _name, constantDescription.Elements);
1855 case 2: return new Uniform(GL_INT_VEC2, _name, constantDescription.Elements);
1856 case 3: return new Uniform(GL_INT_VEC3, _name, constantDescription.Elements);
1857 case 4: return new Uniform(GL_INT_VEC4, _name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001858 default: UNREACHABLE();
1859 }
1860 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001861 case D3DXPT_FLOAT:
1862 switch (constantDescription.Columns)
1863 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001864 case 1: return new Uniform(GL_FLOAT, _name, constantDescription.Elements);
1865 case 2: return new Uniform(GL_FLOAT_VEC2, _name, constantDescription.Elements);
1866 case 3: return new Uniform(GL_FLOAT_VEC3, _name, constantDescription.Elements);
1867 case 4: return new Uniform(GL_FLOAT_VEC4, _name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001868 default: UNREACHABLE();
1869 }
1870 break;
1871 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001872 UNREACHABLE();
1873 }
1874 }
1875 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1876 {
1877 switch (constantDescription.Type)
1878 {
1879 case D3DXPT_FLOAT:
1880 switch (constantDescription.Rows)
1881 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001882 case 2: return new Uniform(GL_FLOAT_MAT2, _name, constantDescription.Elements);
1883 case 3: return new Uniform(GL_FLOAT_MAT3, _name, constantDescription.Elements);
1884 case 4: return new Uniform(GL_FLOAT_MAT4, _name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001885 default: UNREACHABLE();
1886 }
1887 break;
1888 default: UNREACHABLE();
1889 }
1890 }
1891 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001892
1893 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001894}
1895
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001896// This method needs to match OutputHLSL::decorate
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001897std::string Program::decorateAttribute(const std::string &name)
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001898{
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00001899 if (name.compare(0, 3, "gl_") != 0 && name.compare(0, 3, "dx_") != 0)
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001900 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001901 return "_" + name;
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001902 }
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001903
1904 return name;
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001905}
1906
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001907std::string Program::undecorateUniform(const std::string &_name)
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001908{
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00001909 if (_name[0] == '_')
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001910 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001911 return _name.substr(1);
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001912 }
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00001913 else if (_name.compare(0, 3, "ar_") == 0)
daniel@transgaming.comc72c6412011-09-20 16:09:17 +00001914 {
1915 return _name.substr(3);
1916 }
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00001917
1918 return _name;
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001919}
1920
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00001921bool Program::applyUniform1bv(Uniform *targetUniform, GLsizei count, const GLboolean *v)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001922{
1923 BOOL *vector = new BOOL[count];
1924 for (int i = 0; i < count; i++)
1925 {
1926 if (v[i] == GL_FALSE)
1927 vector[i] = 0;
1928 else
1929 vector[i] = 1;
1930 }
1931
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001932 D3DXHANDLE constantPS;
1933 D3DXHANDLE constantVS;
1934 getConstantHandles(targetUniform, &constantPS, &constantVS);
1935
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001936 IDirect3DDevice9 *device = getDevice();
1937
1938 if (constantPS)
1939 {
1940 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1941 }
1942
1943 if (constantVS)
1944 {
1945 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1946 }
1947
1948 delete [] vector;
1949
1950 return true;
1951}
1952
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00001953bool Program::applyUniform2bv(Uniform *targetUniform, GLsizei count, const GLboolean *v)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001954{
1955 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1956
1957 for (int i = 0; i < count; i++)
1958 {
1959 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1960 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1961
1962 v += 2;
1963 }
1964
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001965 D3DXHANDLE constantPS;
1966 D3DXHANDLE constantVS;
1967 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001968 IDirect3DDevice9 *device = getDevice();
1969
1970 if (constantPS)
1971 {
1972 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1973 }
1974
1975 if (constantVS)
1976 {
1977 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1978 }
1979
1980 delete[] vector;
1981
1982 return true;
1983}
1984
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00001985bool Program::applyUniform3bv(Uniform *targetUniform, GLsizei count, const GLboolean *v)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001986{
1987 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1988
1989 for (int i = 0; i < count; i++)
1990 {
1991 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1992 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1993 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1994
1995 v += 3;
1996 }
1997
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001998 D3DXHANDLE constantPS;
1999 D3DXHANDLE constantVS;
2000 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00002001 IDirect3DDevice9 *device = getDevice();
2002
2003 if (constantPS)
2004 {
2005 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2006 }
2007
2008 if (constantVS)
2009 {
2010 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2011 }
2012
2013 delete[] vector;
2014
2015 return true;
2016}
2017
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002018bool Program::applyUniform4bv(Uniform *targetUniform, GLsizei count, const GLboolean *v)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00002019{
2020 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2021
2022 for (int i = 0; i < count; i++)
2023 {
2024 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
2025 (v[1] == GL_FALSE ? 0.0f : 1.0f),
2026 (v[2] == GL_FALSE ? 0.0f : 1.0f),
2027 (v[3] == GL_FALSE ? 0.0f : 1.0f));
2028
2029 v += 3;
2030 }
2031
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002032 D3DXHANDLE constantPS;
2033 D3DXHANDLE constantVS;
2034 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00002035 IDirect3DDevice9 *device = getDevice();
2036
2037 if (constantPS)
2038 {
2039 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2040 }
2041
2042 if (constantVS)
2043 {
2044 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2045 }
2046
2047 delete [] vector;
2048
2049 return true;
2050}
2051
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002052bool Program::applyUniform1fv(Uniform *targetUniform, GLsizei count, const GLfloat *v)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002053{
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002054 D3DXHANDLE constantPS;
2055 D3DXHANDLE constantVS;
2056 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002057 IDirect3DDevice9 *device = getDevice();
2058
2059 if (constantPS)
2060 {
2061 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
2062 }
2063
2064 if (constantVS)
2065 {
2066 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
2067 }
2068
2069 return true;
2070}
2071
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002072bool Program::applyUniform2fv(Uniform *targetUniform, GLsizei count, const GLfloat *v)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002073{
2074 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2075
2076 for (int i = 0; i < count; i++)
2077 {
2078 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
2079
2080 v += 2;
2081 }
2082
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002083 D3DXHANDLE constantPS;
2084 D3DXHANDLE constantVS;
2085 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002086 IDirect3DDevice9 *device = getDevice();
2087
2088 if (constantPS)
2089 {
2090 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2091 }
2092
2093 if (constantVS)
2094 {
2095 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2096 }
2097
2098 delete[] vector;
2099
2100 return true;
2101}
2102
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002103bool Program::applyUniform3fv(Uniform *targetUniform, GLsizei count, const GLfloat *v)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002104{
2105 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2106
2107 for (int i = 0; i < count; i++)
2108 {
2109 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
2110
2111 v += 3;
2112 }
2113
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002114 D3DXHANDLE constantPS;
2115 D3DXHANDLE constantVS;
2116 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002117 IDirect3DDevice9 *device = getDevice();
2118
2119 if (constantPS)
2120 {
2121 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2122 }
2123
2124 if (constantVS)
2125 {
2126 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2127 }
2128
2129 delete[] vector;
2130
2131 return true;
2132}
2133
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002134bool Program::applyUniform4fv(Uniform *targetUniform, GLsizei count, const GLfloat *v)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002135{
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002136 D3DXHANDLE constantPS;
2137 D3DXHANDLE constantVS;
2138 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002139 IDirect3DDevice9 *device = getDevice();
2140
2141 if (constantPS)
2142 {
2143 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2144 }
2145
2146 if (constantVS)
2147 {
2148 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2149 }
2150
2151 return true;
2152}
2153
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002154bool Program::applyUniformMatrix2fv(Uniform *targetUniform, GLsizei count, const GLfloat *value)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002155{
2156 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2157
2158 for (int i = 0; i < count; i++)
2159 {
2160 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2161 value[1], value[3], 0, 0,
2162 0, 0, 1, 0,
2163 0, 0, 0, 1);
2164
2165 value += 4;
2166 }
2167
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002168 D3DXHANDLE constantPS;
2169 D3DXHANDLE constantVS;
2170 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002171 IDirect3DDevice9 *device = getDevice();
2172
2173 if (constantPS)
2174 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002175 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002176 }
2177
2178 if (constantVS)
2179 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002180 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002181 }
2182
2183 delete[] matrix;
2184
2185 return true;
2186}
2187
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002188bool Program::applyUniformMatrix3fv(Uniform *targetUniform, GLsizei count, const GLfloat *value)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002189{
2190 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2191
2192 for (int i = 0; i < count; i++)
2193 {
2194 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2195 value[1], value[4], value[7], 0,
2196 value[2], value[5], value[8], 0,
2197 0, 0, 0, 1);
2198
2199 value += 9;
2200 }
2201
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002202 D3DXHANDLE constantPS;
2203 D3DXHANDLE constantVS;
2204 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002205 IDirect3DDevice9 *device = getDevice();
2206
2207 if (constantPS)
2208 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002209 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002210 }
2211
2212 if (constantVS)
2213 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002214 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002215 }
2216
2217 delete[] matrix;
2218
2219 return true;
2220}
2221
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002222bool Program::applyUniformMatrix4fv(Uniform *targetUniform, GLsizei count, const GLfloat *value)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002223{
2224 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2225
2226 for (int i = 0; i < count; i++)
2227 {
2228 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2229 value[1], value[5], value[9], value[13],
2230 value[2], value[6], value[10], value[14],
2231 value[3], value[7], value[11], value[15]);
2232
2233 value += 16;
2234 }
2235
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002236 D3DXHANDLE constantPS;
2237 D3DXHANDLE constantVS;
2238 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002239 IDirect3DDevice9 *device = getDevice();
2240
2241 if (constantPS)
2242 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002243 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002244 }
2245
2246 if (constantVS)
2247 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002248 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002249 }
2250
2251 delete[] matrix;
2252
2253 return true;
2254}
2255
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002256bool Program::applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002257{
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002258 D3DXHANDLE constantPS;
2259 D3DXHANDLE constantVS;
2260 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002261 IDirect3DDevice9 *device = getDevice();
2262
2263 if (constantPS)
2264 {
2265 D3DXCONSTANT_DESC constantDescription;
2266 UINT descriptionCount = 1;
2267 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002268 ASSERT(SUCCEEDED(result));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002269
2270 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2271 {
2272 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2273
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002274 for (int i = 0; i < count; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002275 {
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002276 unsigned int samplerIndex = firstIndex + i;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002277
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002278 if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002279 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002280 ASSERT(mSamplersPS[samplerIndex].active);
2281 mSamplersPS[samplerIndex].logicalTextureUnit = v[i];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002282 }
2283 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002284 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002285 else
2286 {
2287 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2288 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002289 }
2290
2291 if (constantVS)
2292 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002293 D3DXCONSTANT_DESC constantDescription;
2294 UINT descriptionCount = 1;
2295 HRESULT result = mConstantTableVS->GetConstantDesc(constantVS, &constantDescription, &descriptionCount);
2296 ASSERT(SUCCEEDED(result));
2297
2298 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2299 {
2300 unsigned int firstIndex = mConstantTableVS->GetSamplerIndex(constantVS);
2301
2302 for (int i = 0; i < count; i++)
2303 {
2304 unsigned int samplerIndex = firstIndex + i;
2305
2306 if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
2307 {
2308 ASSERT(mSamplersVS[samplerIndex].active);
2309 mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
2310 }
2311 }
2312 }
2313 else
2314 {
2315 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2316 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002317 }
2318
2319 return true;
2320}
2321
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002322bool Program::applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002323{
2324 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2325
2326 for (int i = 0; i < count; i++)
2327 {
2328 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2329
2330 v += 2;
2331 }
2332
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002333 D3DXHANDLE constantPS;
2334 D3DXHANDLE constantVS;
2335 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002336 IDirect3DDevice9 *device = getDevice();
2337
2338 if (constantPS)
2339 {
2340 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2341 }
2342
2343 if (constantVS)
2344 {
2345 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2346 }
2347
2348 delete[] vector;
2349
2350 return true;
2351}
2352
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002353bool Program::applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002354{
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], (float)v[2], 0);
2360
2361 v += 3;
2362 }
2363
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002364 D3DXHANDLE constantPS;
2365 D3DXHANDLE constantVS;
2366 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002367 IDirect3DDevice9 *device = getDevice();
2368
2369 if (constantPS)
2370 {
2371 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2372 }
2373
2374 if (constantVS)
2375 {
2376 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2377 }
2378
2379 delete[] vector;
2380
2381 return true;
2382}
2383
jbauman@chromium.orga28233e2011-10-12 16:51:33 +00002384bool Program::applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002385{
2386 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2387
2388 for (int i = 0; i < count; i++)
2389 {
2390 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2391
2392 v += 4;
2393 }
2394
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002395 D3DXHANDLE constantPS;
2396 D3DXHANDLE constantVS;
2397 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002398 IDirect3DDevice9 *device = getDevice();
2399
2400 if (constantPS)
2401 {
2402 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2403 }
2404
2405 if (constantVS)
2406 {
2407 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2408 }
2409
2410 delete [] vector;
2411
2412 return true;
2413}
2414
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002415
2416// append a santized message to the program info log.
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00002417// The D3D compiler includes a fake file path in some of the warning or error
2418// messages, so lets remove all occurrences of this fake file path from the log.
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002419void Program::appendToInfoLogSanitized(const char *message)
2420{
2421 std::string msg(message);
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002422
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00002423 size_t found;
2424 do
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002425 {
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00002426 found = msg.find(fakepath);
2427 if (found != std::string::npos)
2428 {
2429 msg.erase(found, strlen(fakepath));
2430 }
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002431 }
daniel@transgaming.com8a4dad62011-09-13 00:54:40 +00002432 while (found != std::string::npos);
daniel@transgaming.com87891f72011-06-01 15:28:35 +00002433
2434 appendToInfoLog("%s\n", msg.c_str());
2435}
2436
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002437void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002438{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002439 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002440 {
2441 return;
2442 }
2443
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002444 char info[1024];
2445
2446 va_list vararg;
2447 va_start(vararg, format);
2448 vsnprintf(info, sizeof(info), format, vararg);
2449 va_end(vararg);
2450
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002451 size_t infoLength = strlen(info);
2452
2453 if (!mInfoLog)
2454 {
2455 mInfoLog = new char[infoLength + 1];
2456 strcpy(mInfoLog, info);
2457 }
2458 else
2459 {
2460 size_t logLength = strlen(mInfoLog);
2461 char *newLog = new char[logLength + infoLength + 1];
2462 strcpy(newLog, mInfoLog);
2463 strcpy(newLog + logLength, info);
2464
2465 delete[] mInfoLog;
2466 mInfoLog = newLog;
2467 }
2468}
2469
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002470void Program::resetInfoLog()
2471{
2472 if (mInfoLog)
2473 {
2474 delete [] mInfoLog;
daniel@transgaming.com6a20d102010-08-31 13:54:27 +00002475 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002476 }
2477}
2478
daniel@transgaming.comaa5e59b2011-10-04 18:43:12 +00002479// Returns the program object to an unlinked state, before re-linking, or at destruction
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002480void Program::unlink(bool destroy)
2481{
2482 if (destroy) // Object being destructed
2483 {
2484 if (mFragmentShader)
2485 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002486 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002487 mFragmentShader = NULL;
2488 }
2489
2490 if (mVertexShader)
2491 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002492 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002493 mVertexShader = NULL;
2494 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002495 }
2496
2497 if (mPixelExecutable)
2498 {
2499 mPixelExecutable->Release();
2500 mPixelExecutable = NULL;
2501 }
2502
2503 if (mVertexExecutable)
2504 {
2505 mVertexExecutable->Release();
2506 mVertexExecutable = NULL;
2507 }
2508
2509 if (mConstantTablePS)
2510 {
2511 mConstantTablePS->Release();
2512 mConstantTablePS = NULL;
2513 }
2514
2515 if (mConstantTableVS)
2516 {
2517 mConstantTableVS->Release();
2518 mConstantTableVS = NULL;
2519 }
2520
2521 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2522 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002523 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002524 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002525 }
2526
2527 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2528 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002529 mSamplersPS[index].active = false;
2530 }
2531
2532 for (int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; index++)
2533 {
2534 mSamplersVS[index].active = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002535 }
2536
2537 while (!mUniforms.empty())
2538 {
2539 delete mUniforms.back();
2540 mUniforms.pop_back();
2541 }
2542
daniel@transgaming.com31754962010-11-28 02:02:52 +00002543 mDxDepthRangeLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002544 mDxDepthLocation = -1;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002545 mDxViewportLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002546 mDxHalfPixelSizeLocation = -1;
2547 mDxFrontCCWLocation = -1;
2548 mDxPointsOrLinesLocation = -1;
2549
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002550 mUniformIndex.clear();
2551
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002552 mPixelHLSL.clear();
2553 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002554
2555 delete[] mInfoLog;
2556 mInfoLog = NULL;
2557
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002558 mLinked = false;
2559}
2560
2561bool Program::isLinked()
2562{
2563 return mLinked;
2564}
2565
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002566bool Program::isValidated() const
2567{
2568 return mValidated;
2569}
2570
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002571void Program::release()
2572{
2573 mRefCount--;
2574
2575 if (mRefCount == 0 && mDeleteStatus)
2576 {
2577 mResourceManager->deleteProgram(mHandle);
2578 }
2579}
2580
2581void Program::addRef()
2582{
2583 mRefCount++;
2584}
2585
2586unsigned int Program::getRefCount() const
2587{
2588 return mRefCount;
2589}
2590
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002591unsigned int Program::getSerial() const
2592{
2593 return mSerial;
2594}
2595
2596unsigned int Program::issueSerial()
2597{
2598 return mCurrentSerial++;
2599}
2600
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002601int Program::getInfoLogLength() const
2602{
2603 if (!mInfoLog)
2604 {
2605 return 0;
2606 }
2607 else
2608 {
2609 return strlen(mInfoLog) + 1;
2610 }
2611}
2612
2613void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2614{
2615 int index = 0;
2616
2617 if (mInfoLog)
2618 {
2619 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2620 {
2621 infoLog[index] = mInfoLog[index];
2622 index++;
2623 }
2624 }
2625
2626 if (bufSize)
2627 {
2628 infoLog[index] = '\0';
2629 }
2630
2631 if (length)
2632 {
2633 *length = index;
2634 }
2635}
2636
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002637void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2638{
2639 int total = 0;
2640
2641 if (mVertexShader)
2642 {
2643 if (total < maxCount)
2644 {
2645 shaders[total] = mVertexShader->getHandle();
2646 }
2647
2648 total++;
2649 }
2650
2651 if (mFragmentShader)
2652 {
2653 if (total < maxCount)
2654 {
2655 shaders[total] = mFragmentShader->getHandle();
2656 }
2657
2658 total++;
2659 }
2660
2661 if (count)
2662 {
2663 *count = total;
2664 }
2665}
2666
daniel@transgaming.com85423182010-04-22 13:35:27 +00002667void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2668{
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002669 // Skip over inactive attributes
2670 unsigned int activeAttribute = 0;
2671 unsigned int attribute;
2672 for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
daniel@transgaming.com85423182010-04-22 13:35:27 +00002673 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002674 if (mLinkedAttribute[attribute].name.empty())
daniel@transgaming.com85423182010-04-22 13:35:27 +00002675 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002676 continue;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002677 }
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002678
2679 if (activeAttribute == index)
2680 {
2681 break;
2682 }
2683
2684 activeAttribute++;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002685 }
2686
2687 if (bufsize > 0)
2688 {
2689 const char *string = mLinkedAttribute[attribute].name.c_str();
2690
2691 strncpy(name, string, bufsize);
2692 name[bufsize - 1] = '\0';
2693
2694 if (length)
2695 {
2696 *length = strlen(name);
2697 }
2698 }
2699
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002700 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002701
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002702 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002703}
2704
2705GLint Program::getActiveAttributeCount()
2706{
2707 int count = 0;
2708
2709 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2710 {
2711 if (!mLinkedAttribute[attributeIndex].name.empty())
2712 {
2713 count++;
2714 }
2715 }
2716
2717 return count;
2718}
2719
2720GLint Program::getActiveAttributeMaxLength()
2721{
2722 int maxLength = 0;
2723
2724 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2725 {
2726 if (!mLinkedAttribute[attributeIndex].name.empty())
2727 {
2728 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2729 }
2730 }
2731
2732 return maxLength;
2733}
2734
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002735void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2736{
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002737 // Skip over internal uniforms
2738 unsigned int activeUniform = 0;
2739 unsigned int uniform;
2740 for (uniform = 0; uniform < mUniforms.size(); uniform++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002741 {
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00002742 if (mUniforms[uniform]->name.compare(0, 3, "dx_") == 0)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002743 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002744 continue;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002745 }
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002746
2747 if (activeUniform == index)
2748 {
2749 break;
2750 }
2751
2752 activeUniform++;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002753 }
2754
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002755 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2756
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002757 if (bufsize > 0)
2758 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00002759 std::string string = mUniforms[uniform]->name;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002760
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00002761 if (mUniforms[uniform]->isArray())
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002762 {
2763 string += "[0]";
2764 }
2765
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002766 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002767 name[bufsize - 1] = '\0';
2768
2769 if (length)
2770 {
2771 *length = strlen(name);
2772 }
2773 }
2774
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002775 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002776
2777 *type = mUniforms[uniform]->type;
2778}
2779
2780GLint Program::getActiveUniformCount()
2781{
2782 int count = 0;
2783
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002784 unsigned int numUniforms = mUniforms.size();
2785 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002786 {
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00002787 if (mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002788 {
2789 count++;
2790 }
2791 }
2792
2793 return count;
2794}
2795
2796GLint Program::getActiveUniformMaxLength()
2797{
2798 int maxLength = 0;
2799
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002800 unsigned int numUniforms = mUniforms.size();
2801 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002802 {
daniel@transgaming.com51db7fb2011-09-20 16:11:06 +00002803 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.compare(0, 3, "dx_") != 0)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002804 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00002805 int length = (int)(mUniforms[uniformIndex]->name.length() + 1);
2806 if (mUniforms[uniformIndex]->isArray())
zmo@google.com53d73e02011-03-24 21:27:57 +00002807 {
2808 length += 3; // Counting in "[0]".
2809 }
2810 maxLength = std::max(length, maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002811 }
2812 }
2813
2814 return maxLength;
2815}
2816
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002817void Program::flagForDeletion()
2818{
2819 mDeleteStatus = true;
2820}
2821
2822bool Program::isFlaggedForDeletion() const
2823{
2824 return mDeleteStatus;
2825}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002826
2827void Program::validate()
2828{
2829 resetInfoLog();
2830
2831 if (!isLinked())
2832 {
2833 appendToInfoLog("Program has not been successfully linked.");
2834 mValidated = false;
2835 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002836 else
2837 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002838 applyUniforms();
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002839 if (!validateSamplers(true))
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002840 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002841 mValidated = false;
2842 }
2843 else
2844 {
2845 mValidated = true;
2846 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002847 }
2848}
2849
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002850bool Program::validateSamplers(bool logErrors)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002851{
2852 // if any two active samplers in a program are of different types, but refer to the same
2853 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2854 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002855
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002856 const unsigned int maxCombinedTextureImageUnits = getContext()->getMaximumCombinedTextureImageUnits();
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002857 TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
2858
2859 for (unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; ++i)
2860 {
2861 textureUnitType[i] = TEXTURE_UNKNOWN;
2862 }
2863
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002864 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2865 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002866 if (mSamplersPS[i].active)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002867 {
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002868 unsigned int unit = mSamplersPS[i].logicalTextureUnit;
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002869
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002870 if (unit >= maxCombinedTextureImageUnits)
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002871 {
2872 if (logErrors)
2873 {
2874 appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
2875 }
2876
2877 return false;
2878 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002879
2880 if (textureUnitType[unit] != TEXTURE_UNKNOWN)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002881 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002882 if (mSamplersPS[i].textureType != textureUnitType[unit])
2883 {
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002884 if (logErrors)
2885 {
2886 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
2887 }
2888
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002889 return false;
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002890 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002891 }
2892 else
2893 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002894 textureUnitType[unit] = mSamplersPS[i].textureType;
2895 }
2896 }
2897 }
2898
2899 for (unsigned int i = 0; i < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; ++i)
2900 {
2901 if (mSamplersVS[i].active)
2902 {
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002903 unsigned int unit = mSamplersVS[i].logicalTextureUnit;
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002904
daniel@transgaming.comdfd57022011-05-11 15:37:25 +00002905 if (unit >= maxCombinedTextureImageUnits)
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002906 {
2907 if (logErrors)
2908 {
2909 appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
2910 }
2911
2912 return false;
2913 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002914
2915 if (textureUnitType[unit] != TEXTURE_UNKNOWN)
2916 {
2917 if (mSamplersVS[i].textureType != textureUnitType[unit])
2918 {
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002919 if (logErrors)
2920 {
2921 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
2922 }
2923
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002924 return false;
2925 }
2926 }
2927 else
2928 {
2929 textureUnitType[unit] = mSamplersVS[i].textureType;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002930 }
2931 }
2932 }
2933
2934 return true;
2935}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002936
2937void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2938{
2939 if (!targetUniform->handlesSet)
2940 {
daniel@transgaming.com024f1a92011-09-20 16:06:25 +00002941 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->_name.c_str());
2942 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->_name.c_str());
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002943 targetUniform->handlesSet = true;
2944 }
2945
2946 *constantPS = targetUniform->psHandle;
2947 *constantVS = targetUniform->vsHandle;
2948}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002949
daniel@transgaming.com31754962010-11-28 02:02:52 +00002950GLint Program::getDxDepthRangeLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002951{
daniel@transgaming.com31754962010-11-28 02:02:52 +00002952 return mDxDepthRangeLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002953}
2954
2955GLint Program::getDxDepthLocation() const
2956{
2957 return mDxDepthLocation;
2958}
2959
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002960GLint Program::getDxViewportLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002961{
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002962 return mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002963}
2964
2965GLint Program::getDxHalfPixelSizeLocation() const
2966{
2967 return mDxHalfPixelSizeLocation;
2968}
2969
2970GLint Program::getDxFrontCCWLocation() const
2971{
2972 return mDxFrontCCWLocation;
2973}
2974
2975GLint Program::getDxPointsOrLinesLocation() const
2976{
2977 return mDxPointsOrLinesLocation;
2978}
2979
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002980}