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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.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.com4f39fd92010-03-08 20:26:45 +000018namespace gl
19{
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000020unsigned int Program::mCurrentSerial = 1;
21
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000022std::string str(int i)
23{
24 char buffer[20];
25 sprintf(buffer, "%d", i);
26 return buffer;
27}
28
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000029Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(name), arraySize(arraySize)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000031 int bytes = UniformTypeSize(type) * arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000032 data = new unsigned char[bytes];
33 memset(data, 0, bytes);
34 dirty = true;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000035 handlesSet = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000036}
37
38Uniform::~Uniform()
39{
40 delete[] data;
41}
42
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000043UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index)
44 : name(name), element(element), index(index)
45{
46}
47
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000048Program::Program()
49{
50 mFragmentShader = NULL;
51 mVertexShader = NULL;
52
53 mPixelExecutable = NULL;
54 mVertexExecutable = NULL;
55 mConstantTablePS = NULL;
56 mConstantTableVS = NULL;
57
daniel@transgaming.comcba50572010-03-28 19:36:09 +000058 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +000059 mValidated = false;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000060
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000061 unlink();
62
63 mDeleteStatus = false;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000064
65 mSerial = issueSerial();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000066}
67
68Program::~Program()
69{
70 unlink(true);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000071
72 if (mVertexShader != NULL)
73 {
74 mVertexShader->detach();
75 }
76
77 if (mFragmentShader != NULL)
78 {
79 mFragmentShader->detach();
80 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000081}
82
83bool Program::attachShader(Shader *shader)
84{
85 if (shader->getType() == GL_VERTEX_SHADER)
86 {
87 if (mVertexShader)
88 {
89 return false;
90 }
91
92 mVertexShader = (VertexShader*)shader;
93 mVertexShader->attach();
94 }
95 else if (shader->getType() == GL_FRAGMENT_SHADER)
96 {
97 if (mFragmentShader)
98 {
99 return false;
100 }
101
102 mFragmentShader = (FragmentShader*)shader;
103 mFragmentShader->attach();
104 }
105 else UNREACHABLE();
106
107 return true;
108}
109
110bool Program::detachShader(Shader *shader)
111{
112 if (shader->getType() == GL_VERTEX_SHADER)
113 {
114 if (mVertexShader != shader)
115 {
116 return false;
117 }
118
119 mVertexShader->detach();
120 mVertexShader = NULL;
121 }
122 else if (shader->getType() == GL_FRAGMENT_SHADER)
123 {
124 if (mFragmentShader != shader)
125 {
126 return false;
127 }
128
129 mFragmentShader->detach();
130 mFragmentShader = NULL;
131 }
132 else UNREACHABLE();
133
134 unlink();
135
136 return true;
137}
138
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000139int Program::getAttachedShadersCount() const
140{
141 return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
142}
143
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000144IDirect3DPixelShader9 *Program::getPixelShader()
145{
146 return mPixelExecutable;
147}
148
149IDirect3DVertexShader9 *Program::getVertexShader()
150{
151 return mVertexExecutable;
152}
153
154void Program::bindAttributeLocation(GLuint index, const char *name)
155{
156 if (index < MAX_VERTEX_ATTRIBS)
157 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000158 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
159 {
160 mAttributeBinding[i].erase(name);
161 }
162
163 mAttributeBinding[index].insert(name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000164 }
165}
166
167GLuint Program::getAttributeLocation(const char *name)
168{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000169 if (name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000170 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000171 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000172 {
daniel@transgaming.com85423182010-04-22 13:35:27 +0000173 if (mLinkedAttribute[index].name == std::string(name))
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000174 {
175 return index;
176 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000177 }
178 }
179
180 return -1;
181}
182
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000183int Program::getSemanticIndex(int attributeIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000184{
185 if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
186 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000187 return mSemanticIndex[attributeIndex];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000188 }
189
190 return -1;
191}
192
193// Returns the index of the texture unit corresponding to a Direct3D 9 sampler
194// index referenced in the compiled HLSL shader
195GLint Program::getSamplerMapping(unsigned int samplerIndex)
196{
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000197 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
198
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000199 GLint logicalTextureUnit = -1;
200
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000201 if (mSamplers[samplerIndex].active)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000202 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000203 logicalTextureUnit = mSamplers[samplerIndex].logicalTextureUnit;
204 }
205
206 if (logicalTextureUnit < MAX_TEXTURE_IMAGE_UNITS)
207 {
208 return logicalTextureUnit;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000209 }
210
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000211 return -1;
212}
213
214SamplerType Program::getSamplerType(unsigned int samplerIndex)
215{
216 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
217 assert(mSamplers[samplerIndex].active);
218
219 return mSamplers[samplerIndex].type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000220}
221
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000222bool Program::isSamplerDirty(unsigned int samplerIndex) const
223{
224 if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]))
225 {
226 return mSamplers[samplerIndex].dirty;
227 }
228 else UNREACHABLE();
229
230 return false;
231}
232
233void Program::setSamplerDirty(unsigned int samplerIndex, bool dirty)
234{
235 if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]))
236 {
237 mSamplers[samplerIndex].dirty = dirty;
238 }
239 else UNREACHABLE();
240}
241
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000242GLint Program::getUniformLocation(const char *name, bool decorated)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000243{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000244 std::string nameStr(name);
245 int subscript = 0;
246 size_t beginB = nameStr.find('[');
247 size_t endB = nameStr.find(']');
248 if (beginB != std::string::npos && endB != std::string::npos)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000249 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000250 std::string subscrStr = nameStr.substr(beginB + 1, beginB - endB - 1);
251 nameStr.erase(beginB);
252 subscript = atoi(subscrStr.c_str());
253 }
254
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000255 if (!decorated)
256 {
257 nameStr = decorate(nameStr);
258 }
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000259
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000260 unsigned int numUniforms = mUniformIndex.size();
261 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000262 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000263 if (mUniformIndex[location].name == nameStr &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000264 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000265 {
266 return location;
267 }
268 }
269
270 return -1;
271}
272
273bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
274{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000275 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000276 {
277 return false;
278 }
279
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000280 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000281 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000282
283 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000284 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000285 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000286
287 if (arraySize == 1 && count > 1)
288 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
289
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000290 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000291
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000292 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
293 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000294 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000295 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000296 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000297 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000298
299 if (arraySize == 1 && count > 1)
300 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000301
302 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000303 GLboolean *boolParams = new GLboolean[count];
304
305 for (int i = 0; i < count; ++i)
306 {
307 if (v[i] == 0.0f)
308 {
309 boolParams[i] = GL_FALSE;
310 }
311 else
312 {
313 boolParams[i] = GL_TRUE;
314 }
315 }
316
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000317 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
318 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000319
320 delete [] boolParams;
321 }
322 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000323 {
324 return false;
325 }
326
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000327 return true;
328}
329
330bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
331{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000332 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000333 {
334 return false;
335 }
336
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000337 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000338 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000339
340 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000341 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000342 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000343
344 if (arraySize == 1 && count > 1)
345 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
346
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000347 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000348
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000349 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
350 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000351 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000352 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000353 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000354 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000355
356 if (arraySize == 1 && count > 1)
357 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
358
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000359 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
360
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000361 GLboolean *boolParams = new GLboolean[count * 2];
362
363 for (int i = 0; i < count * 2; ++i)
364 {
365 if (v[i] == 0.0f)
366 {
367 boolParams[i] = GL_FALSE;
368 }
369 else
370 {
371 boolParams[i] = GL_TRUE;
372 }
373 }
374
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000375 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
376 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000377
378 delete [] boolParams;
379 }
380 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000381 {
382 return false;
383 }
384
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000385 return true;
386}
387
388bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
389{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000390 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000391 {
392 return false;
393 }
394
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000395 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000396 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000397
398 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000399 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000400 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000401
402 if (arraySize == 1 && count > 1)
403 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
404
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000405 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000406
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000407 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
408 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000409 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000410 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000411 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000412 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000413
414 if (arraySize == 1 && count > 1)
415 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
416
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000417 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000418 GLboolean *boolParams = new GLboolean[count * 3];
419
420 for (int i = 0; i < count * 3; ++i)
421 {
422 if (v[i] == 0.0f)
423 {
424 boolParams[i] = GL_FALSE;
425 }
426 else
427 {
428 boolParams[i] = GL_TRUE;
429 }
430 }
431
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000432 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
433 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000434
435 delete [] boolParams;
436 }
437 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000438 {
439 return false;
440 }
441
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000442 return true;
443}
444
445bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
446{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000447 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000448 {
449 return false;
450 }
451
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000452 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000453 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000454
455 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000456 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000457 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000458
459 if (arraySize == 1 && count > 1)
460 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
461
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000462 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000463
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000464 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
465 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000466 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000467 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000468 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000469 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000470
471 if (arraySize == 1 && count > 1)
472 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
473
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000474 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000475 GLboolean *boolParams = new GLboolean[count * 4];
476
477 for (int i = 0; i < count * 4; ++i)
478 {
479 if (v[i] == 0.0f)
480 {
481 boolParams[i] = GL_FALSE;
482 }
483 else
484 {
485 boolParams[i] = GL_TRUE;
486 }
487 }
488
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000489 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
490 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000491
492 delete [] boolParams;
493 }
494 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000495 {
496 return false;
497 }
498
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000499 return true;
500}
501
502bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
503{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000504 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000505 {
506 return false;
507 }
508
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000509 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000510 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000511
512 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000513 {
514 return false;
515 }
516
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000517 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000518
519 if (arraySize == 1 && count > 1)
520 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
521
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000522 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000523
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000524 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
525 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000526
527 return true;
528}
529
530bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
531{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000532 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000533 {
534 return false;
535 }
536
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000537 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000538 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000539
540 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000541 {
542 return false;
543 }
544
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000545 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000546
547 if (arraySize == 1 && count > 1)
548 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
549
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000550 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000551
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000552 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
553 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000554
555 return true;
556}
557
558bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
559{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000560 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000561 {
562 return false;
563 }
564
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000565 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000566 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000567
568 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000569 {
570 return false;
571 }
572
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000573 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000574
575 if (arraySize == 1 && count > 1)
576 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
577
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000578 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000579
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000580 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
581 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000582
583 return true;
584}
585
586bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
587{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000588 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000589 {
590 return false;
591 }
592
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000593 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000594 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000595
596 if (targetUniform->type == GL_INT)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000597 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000598 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000599
600 if (arraySize == 1 && count > 1)
601 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
602
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000603 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000604
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000605 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
606 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000607 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000608 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000609 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000610 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000611
612 if (arraySize == 1 && count > 1)
613 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
614
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000615 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000616 GLboolean *boolParams = new GLboolean[count];
617
618 for (int i = 0; i < count; ++i)
619 {
620 if (v[i] == 0)
621 {
622 boolParams[i] = GL_FALSE;
623 }
624 else
625 {
626 boolParams[i] = GL_TRUE;
627 }
628 }
629
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000630 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
631 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000632
633 delete [] boolParams;
634 }
635 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000636 {
637 return false;
638 }
639
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000640 return true;
641}
642
643bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
644{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000645 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000646 {
647 return false;
648 }
649
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000650 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000651 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000652
653 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000654 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000655 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000656
657 if (arraySize == 1 && count > 1)
658 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
659
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000660 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000661
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000662 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
663 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000664 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000665 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000666 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000667 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000668
669 if (arraySize == 1 && count > 1)
670 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
671
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000672 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000673 GLboolean *boolParams = new GLboolean[count * 2];
674
675 for (int i = 0; i < count * 2; ++i)
676 {
677 if (v[i] == 0)
678 {
679 boolParams[i] = GL_FALSE;
680 }
681 else
682 {
683 boolParams[i] = GL_TRUE;
684 }
685 }
686
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000687 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
688 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000689
690 delete [] boolParams;
691 }
692 else
693 {
694 return false;
695 }
696
697 return true;
698}
699
700bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
701{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000702 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000703 {
704 return false;
705 }
706
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000707 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000708 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000709
710 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000711 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000712 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000713
714 if (arraySize == 1 && count > 1)
715 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
716
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000717 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000718
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000719 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
720 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000721 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000722 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000723 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000724 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000725
726 if (arraySize == 1 && count > 1)
727 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
728
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000729 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000730 GLboolean *boolParams = new GLboolean[count * 3];
731
732 for (int i = 0; i < count * 3; ++i)
733 {
734 if (v[i] == 0)
735 {
736 boolParams[i] = GL_FALSE;
737 }
738 else
739 {
740 boolParams[i] = GL_TRUE;
741 }
742 }
743
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000744 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
745 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000746
747 delete [] boolParams;
748 }
749 else
750 {
751 return false;
752 }
753
754 return true;
755}
756
757bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
758{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000759 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000760 {
761 return false;
762 }
763
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000764 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000765 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000766
767 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000768 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000769 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000770
771 if (arraySize == 1 && count > 1)
772 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
773
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000774 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000775
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000776 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
777 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000778 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000779 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000780 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000781 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000782
783 if (arraySize == 1 && count > 1)
784 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
785
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000786 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000787 GLboolean *boolParams = new GLboolean[count * 4];
788
789 for (int i = 0; i < count * 4; ++i)
790 {
791 if (v[i] == 0)
792 {
793 boolParams[i] = GL_FALSE;
794 }
795 else
796 {
797 boolParams[i] = GL_TRUE;
798 }
799 }
800
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000801 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
802 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000803
804 delete [] boolParams;
805 }
806 else
807 {
808 return false;
809 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000810
811 return true;
812}
813
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000814bool Program::getUniformfv(GLint location, GLfloat *params)
815{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000816 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000817 {
818 return false;
819 }
820
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000821 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000822
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000823 unsigned int count = UniformComponentCount(targetUniform->type);
824
825 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000826 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000827 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000828 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000829 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000830
831 for (unsigned int i = 0; i < count; ++i)
832 {
833 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
834 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000835 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000836 break;
837 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000838 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
839 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000840 break;
841 case GL_INT:
842 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000843 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000844
845 for (unsigned int i = 0; i < count; ++i)
846 {
847 params[i] = (float)intParams[i];
848 }
849 }
850 break;
851 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000852 }
853
854 return true;
855}
856
857bool Program::getUniformiv(GLint location, GLint *params)
858{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000859 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000860 {
861 return false;
862 }
863
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000864 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000865
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000866 unsigned int count = UniformComponentCount(targetUniform->type);
867
868 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000869 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000870 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000871 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000872 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000873
874 for (unsigned int i = 0; i < count; ++i)
875 {
876 params[i] = (GLint)boolParams[i];
877 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000878 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000879 break;
880 case GL_FLOAT:
881 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000882 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000883
884 for (unsigned int i = 0; i < count; ++i)
885 {
886 params[i] = (GLint)floatParams[i];
887 }
888 }
889 break;
890 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000891 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
892 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000893 break;
894 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000895 }
896
897 return true;
898}
899
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000900void Program::dirtyAllUniforms()
901{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000902 unsigned int numUniforms = mUniforms.size();
903 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000904 {
905 mUniforms[index]->dirty = true;
906 }
907}
908
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000909void Program::dirtyAllSamplers()
910{
911 for (unsigned int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; ++index)
912 {
913 mSamplers[index].dirty = true;
914 }
915}
916
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000917// Applies all the uniforms set for this program object to the Direct3D 9 device
918void Program::applyUniforms()
919{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000920 unsigned int numUniforms = mUniformIndex.size();
921 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000922 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000923 if (mUniformIndex[location].element != 0)
924 {
925 continue;
926 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000927
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000928 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
929
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000930 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000931 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000932 int arraySize = targetUniform->arraySize;
933 GLfloat *f = (GLfloat*)targetUniform->data;
934 GLint *i = (GLint*)targetUniform->data;
935 GLboolean *b = (GLboolean*)targetUniform->data;
936
937 switch (targetUniform->type)
938 {
939 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
940 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
941 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
942 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
943 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
944 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
945 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
946 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
947 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
948 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
949 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
950 case GL_INT: applyUniform1iv(location, arraySize, i); break;
951 case GL_INT_VEC2: applyUniform2iv(location, arraySize, i); break;
952 case GL_INT_VEC3: applyUniform3iv(location, arraySize, i); break;
953 case GL_INT_VEC4: applyUniform4iv(location, arraySize, i); break;
954 default:
955 UNREACHABLE();
956 }
957
958 targetUniform->dirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000959 }
960 }
961}
962
963// Compiles the HLSL code of the attached shaders into executable binaries
964ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
965{
966 if (!hlsl)
967 {
968 return NULL;
969 }
970
971 ID3DXBuffer *binary = NULL;
972 ID3DXBuffer *errorMessage = NULL;
973
daniel@transgaming.com0f189612010-05-07 13:03:36 +0000974 HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, NULL, "main", profile, 0, &binary, &errorMessage, constantTable);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000975
976 if (SUCCEEDED(result))
977 {
978 return binary;
979 }
980
981 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
982 {
983 return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
984 }
985
986 if (errorMessage)
987 {
988 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000989
daniel@transgaming.com0df16872010-05-12 16:51:08 +0000990 appendToInfoLog("%s\n", message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000991 TRACE("\n%s", hlsl);
992 TRACE("\n%s", message);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000993 }
994
995 return NULL;
996}
997
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000998// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
999// Returns the number of used varying registers, or -1 if unsuccesful
1000int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001001{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001002 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001003 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001004 int n = VariableRowCount(varying->type) * varying->size;
1005 int m = VariableColumnCount(varying->type);
1006 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001007
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001008 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001009 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001010 for (int r = 0; r <= MAX_VARYING_VECTORS - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001011 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001012 bool available = true;
1013
1014 for (int y = 0; y < n && available; y++)
1015 {
1016 for (int x = 0; x < m && available; x++)
1017 {
1018 if (packing[r + y][x])
1019 {
1020 available = false;
1021 }
1022 }
1023 }
1024
1025 if (available)
1026 {
1027 varying->reg = r;
1028 varying->col = 0;
1029
1030 for (int y = 0; y < n; y++)
1031 {
1032 for (int x = 0; x < m; x++)
1033 {
1034 packing[r + y][x] = &*varying;
1035 }
1036 }
1037
1038 success = true;
1039 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001040 }
1041
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001042 if (!success && m == 2)
1043 {
1044 for (int r = MAX_VARYING_VECTORS - n; r >= 0 && !success; r--)
1045 {
1046 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001047
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001048 for (int y = 0; y < n && available; y++)
1049 {
1050 for (int x = 2; x < 4 && available; x++)
1051 {
1052 if (packing[r + y][x])
1053 {
1054 available = false;
1055 }
1056 }
1057 }
1058
1059 if (available)
1060 {
1061 varying->reg = r;
1062 varying->col = 2;
1063
1064 for (int y = 0; y < n; y++)
1065 {
1066 for (int x = 2; x < 4; x++)
1067 {
1068 packing[r + y][x] = &*varying;
1069 }
1070 }
1071
1072 success = true;
1073 }
1074 }
1075 }
1076 }
1077 else if (m == 1)
1078 {
1079 int space[4] = {0};
1080
1081 for (int y = 0; y < MAX_VARYING_VECTORS; y++)
1082 {
1083 for (int x = 0; x < 4; x++)
1084 {
1085 space[x] += packing[y][x] ? 0 : 1;
1086 }
1087 }
1088
1089 int column = 0;
1090
1091 for (int x = 0; x < 4; x++)
1092 {
1093 if (space[x] > n && space[x] < space[column])
1094 {
1095 column = x;
1096 }
1097 }
1098
1099 if (space[column] > n)
1100 {
1101 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1102 {
1103 if (!packing[r][column])
1104 {
1105 varying->reg = r;
1106
1107 for (int y = r; y < r + n; y++)
1108 {
1109 packing[y][column] = &*varying;
1110 }
1111
1112 break;
1113 }
1114 }
1115
1116 varying->col = column;
1117
1118 success = true;
1119 }
1120 }
1121 else UNREACHABLE();
1122
1123 if (!success)
1124 {
1125 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1126
1127 return -1;
1128 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001129 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001130
1131 // Return the number of used registers
1132 int registers = 0;
1133
1134 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1135 {
1136 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1137 {
1138 registers++;
1139 }
1140 }
1141
1142 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001143}
1144
1145bool Program::linkVaryings()
1146{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001147 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001148 {
1149 return false;
1150 }
1151
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001152 const Varying *packing[MAX_VARYING_VECTORS][4] = {NULL};
1153 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001154
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001155 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001156 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001157 return false;
1158 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001159
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001160 if (registers == MAX_VARYING_VECTORS && mFragmentShader->mUsesFragCoord)
1161 {
1162 appendToInfoLog("No varying registers left to support gl_FragCoord");
1163
1164 return false;
1165 }
1166
1167 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1168 {
1169 bool matched = false;
1170
1171 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1172 {
1173 if (output->name == input->name)
1174 {
1175 if (output->type != input->type || output->size != input->size)
1176 {
1177 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1178
1179 return false;
1180 }
1181
1182 output->reg = input->reg;
1183 output->col = input->col;
1184
1185 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001186 break;
1187 }
1188 }
1189
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001190 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001191 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001192 appendToInfoLog("Fragment varying varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001193
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001194 return false;
1195 }
1196 }
1197
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001198 mVertexHLSL += "struct VS_INPUT\n"
1199 "{\n";
1200
1201 int semanticIndex = 0;
1202 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1203 {
1204 switch (attribute->type)
1205 {
1206 case GL_FLOAT: mVertexHLSL += " float "; break;
1207 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1208 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1209 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1210 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1211 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1212 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1213 default: UNREACHABLE();
1214 }
1215
1216 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1217
1218 semanticIndex += VariableRowCount(attribute->type);
1219 }
1220
1221 mVertexHLSL += "};\n"
1222 "\n"
1223 "struct VS_OUTPUT\n"
1224 "{\n"
1225 " float4 gl_Position : POSITION;\n";
1226
1227 for (int r = 0; r < registers; r++)
1228 {
1229 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1230
1231 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : TEXCOORD" + str(r) + ";\n";
1232 }
1233
1234 if (mFragmentShader->mUsesFragCoord)
1235 {
1236 mVertexHLSL += " float4 gl_FragCoord : TEXCOORD" + str(registers) + ";\n";
1237 }
1238
1239 mVertexHLSL += "};\n"
1240 "\n"
1241 "VS_OUTPUT main(VS_INPUT input)\n"
1242 "{\n";
1243
1244 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1245 {
1246 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1247
1248 if (VariableRowCount(attribute->type) > 1) // Matrix
1249 {
1250 mVertexHLSL += "transpose";
1251 }
1252
1253 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1254 }
1255
1256 mVertexHLSL += "\n"
1257 " gl_main();\n"
1258 "\n"
1259 " VS_OUTPUT output;\n"
1260 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
1261 " output.gl_Position.y = -(gl_Position.y - dx_HalfPixelSize.y * gl_Position.w);\n"
1262 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1263 " output.gl_Position.w = gl_Position.w;\n";
1264
1265 if (mFragmentShader->mUsesFragCoord)
1266 {
1267 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1268 }
1269
1270 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1271 {
1272 if (varying->reg >= 0)
1273 {
1274 for (int i = 0; i < varying->size; i++)
1275 {
1276 int rows = VariableRowCount(varying->type);
1277
1278 for (int j = 0; j < rows; j++)
1279 {
1280 int r = varying->reg + i * rows + j;
1281 mVertexHLSL += " output.v" + str(r);
1282
1283 bool sharedRegister = false; // Register used by multiple varyings
1284
1285 for (int x = 0; x < 4; x++)
1286 {
1287 if (packing[r][x] && packing[r][x] != packing[r][0])
1288 {
1289 sharedRegister = true;
1290 break;
1291 }
1292 }
1293
1294 if(sharedRegister)
1295 {
1296 mVertexHLSL += ".";
1297
1298 for (int x = 0; x < 4; x++)
1299 {
1300 if (packing[r][x] == &*varying)
1301 {
1302 switch(x)
1303 {
1304 case 0: mVertexHLSL += "x"; break;
1305 case 1: mVertexHLSL += "y"; break;
1306 case 2: mVertexHLSL += "z"; break;
1307 case 3: mVertexHLSL += "w"; break;
1308 }
1309 }
1310 }
1311 }
1312
1313 mVertexHLSL += " = " + varying->name;
1314
1315 if (varying->array)
1316 {
1317 mVertexHLSL += "[" + str(i) + "]";
1318 }
1319
1320 if (rows > 1)
1321 {
1322 mVertexHLSL += "[" + str(j) + "]";
1323 }
1324
1325 mVertexHLSL += ";\n";
1326 }
1327 }
1328 }
1329 }
1330
1331 mVertexHLSL += "\n"
1332 " return output;\n"
1333 "}\n";
1334
1335 mPixelHLSL += "struct PS_INPUT\n"
1336 "{\n";
1337
1338 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1339 {
1340 if (varying->reg >= 0)
1341 {
1342 for (int i = 0; i < varying->size; i++)
1343 {
1344 int rows = VariableRowCount(varying->type);
1345 for (int j = 0; j < rows; j++)
1346 {
1347 std::string n = str(varying->reg + i * rows + j);
1348 mPixelHLSL += " float4 v" + n + " : TEXCOORD" + n + ";\n";
1349 }
1350 }
1351 }
1352 else UNREACHABLE();
1353 }
1354
1355 if (mFragmentShader->mUsesFragCoord)
1356 {
1357 mPixelHLSL += " float4 gl_FragCoord : TEXCOORD" + str(registers) + ";\n";
1358 }
1359
1360 if (mFragmentShader->mUsesFrontFacing)
1361 {
1362 mPixelHLSL += " float vFace : VFACE;\n";
1363 }
1364
1365 mPixelHLSL += "};\n"
1366 "\n"
1367 "struct PS_OUTPUT\n"
1368 "{\n"
1369 " float4 gl_Color[1] : COLOR;\n"
1370 "};\n"
1371 "\n"
1372 "PS_OUTPUT main(PS_INPUT input)\n"
1373 "{\n";
1374
1375 if (mFragmentShader->mUsesFragCoord)
1376 {
1377 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"
1378 " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Window.x + dx_Window.z;\n"
1379 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_Window.y + dx_Window.w;\n"
1380 " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
1381 " gl_FragCoord.w = rhw;\n";
1382 }
1383
1384 if (mFragmentShader->mUsesFrontFacing)
1385 {
1386 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1387 }
1388
1389 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1390 {
1391 if (varying->reg >= 0)
1392 {
1393 for (int i = 0; i < varying->size; i++)
1394 {
1395 int rows = VariableRowCount(varying->type);
1396 for (int j = 0; j < rows; j++)
1397 {
1398 std::string n = str(varying->reg + i * rows + j);
1399 mPixelHLSL += " " + varying->name;
1400
1401 if (varying->array)
1402 {
1403 mPixelHLSL += "[" + str(i) + "]";
1404 }
1405
1406 if (rows > 1)
1407 {
1408 mPixelHLSL += "[" + str(j) + "]";
1409 }
1410
1411 mPixelHLSL += " = input.v" + n + ";\n";
1412 }
1413 }
1414 }
1415 else UNREACHABLE();
1416 }
1417
1418 mPixelHLSL += "\n"
1419 " gl_main();\n"
1420 "\n"
1421 " PS_OUTPUT output;\n"
1422 " output.gl_Color[0] = gl_Color[0];\n"
1423 "\n"
1424 " return output;\n"
1425 "}\n";
1426
1427 TRACE("\n%s", mPixelHLSL.c_str());
1428 TRACE("\n%s", mVertexHLSL.c_str());
1429
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001430 return true;
1431}
1432
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001433// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1434// compiling them into binaries, determining the attribute mappings, and collecting
1435// a list of uniforms
1436void Program::link()
1437{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001438 unlink();
1439
1440 if (!mFragmentShader || !mFragmentShader->isCompiled())
1441 {
1442 return;
1443 }
1444
1445 if (!mVertexShader || !mVertexShader->isCompiled())
1446 {
1447 return;
1448 }
1449
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001450 Context *context = getContext();
1451 const char *vertexProfile = context->getVertexShaderProfile();
1452 const char *pixelProfile = context->getPixelShaderProfile();
daniel@transgaming.comdebe2592010-03-24 09:44:08 +00001453
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001454 mPixelHLSL = mFragmentShader->getHLSL();
1455 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001456
1457 if (!linkVaryings())
1458 {
1459 return;
1460 }
1461
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001462 ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1463 ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001464
1465 if (vertexBinary && pixelBinary)
1466 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001467 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001468 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1469 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1470
1471 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1472 {
1473 return error(GL_OUT_OF_MEMORY);
1474 }
1475
1476 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001477
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001478 vertexBinary->Release();
1479 pixelBinary->Release();
1480 vertexBinary = NULL;
1481 pixelBinary = NULL;
1482
1483 if (mVertexExecutable && mPixelExecutable)
1484 {
1485 if (!linkAttributes())
1486 {
1487 return;
1488 }
1489
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001490 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001491 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001492 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001493 }
1494
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001495 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001496 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001497 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001498 }
1499
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001500 // these uniforms are searched as already-decorated because gl_ and dx_
1501 // are reserved prefixes, and do not receive additional decoration
1502 mDepthRangeNearLocation = getUniformLocation("gl_DepthRange.near", true);
1503 mDepthRangeFarLocation = getUniformLocation("gl_DepthRange.far", true);
1504 mDepthRangeDiffLocation = getUniformLocation("gl_DepthRange.diff", true);
1505 mDxDepthLocation = getUniformLocation("dx_Depth", true);
1506 mDxWindowLocation = getUniformLocation("dx_Window", true);
1507 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize", true);
1508 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW", true);
1509 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines", true);
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001510
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001511 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001512 }
1513 }
1514}
1515
1516// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1517bool Program::linkAttributes()
1518{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001519 unsigned int usedLocations = 0;
1520
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001521 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001522 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001523 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001524 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001525
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001526 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001527 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001528 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001529 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001530 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001531 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001532
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001533 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001534
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001535 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001536
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001537 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001538 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001539 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 +00001540
1541 return false;
1542 }
1543
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001544 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001545 {
1546 usedLocations |= 1 << (location + i);
1547 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001548 }
1549 }
1550
1551 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001552 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001553 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001554 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001555
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001556 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001557 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001558 int rows = VariableRowCount(attribute->type);
1559 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001560
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001561 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001562 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001563 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001564
1565 return false; // Fail to link
1566 }
1567
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001568 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001569 }
1570 }
1571
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001572 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001573 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001574 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001575 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001576
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001577 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001578 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001579 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001580 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001581 }
1582
1583 return true;
1584}
1585
daniel@transgaming.com85423182010-04-22 13:35:27 +00001586int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001587{
1588 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1589 {
1590 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1591 {
1592 return location;
1593 }
1594 }
1595
1596 return -1;
1597}
1598
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001599bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1600{
1601 D3DXCONSTANTTABLE_DESC constantTableDescription;
1602 D3DXCONSTANT_DESC constantDescription;
1603 UINT descriptionCount = 1;
1604
1605 constantTable->GetDesc(&constantTableDescription);
1606
1607 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1608 {
1609 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
1610 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1611
1612 if (!defineUniform(constantHandle, constantDescription))
1613 {
1614 return false;
1615 }
1616 }
1617
1618 return true;
1619}
1620
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001621// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001622// Returns true if succesful (uniform not already defined)
1623bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1624{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001625 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1626 {
1627 unsigned int samplerIndex = constantDescription.RegisterIndex;
1628
1629 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
1630
1631 mSamplers[samplerIndex].active = true;
1632 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
1633 mSamplers[samplerIndex].logicalTextureUnit = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00001634 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001635 }
1636
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001637 switch(constantDescription.Class)
1638 {
1639 case D3DXPC_STRUCT:
1640 {
1641 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
1642 {
1643 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1644
1645 D3DXCONSTANT_DESC fieldDescription;
1646 UINT descriptionCount = 1;
1647
1648 mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1649
1650 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + "."))
1651 {
1652 return false;
1653 }
1654 }
1655
1656 return true;
1657 }
1658 case D3DXPC_SCALAR:
1659 case D3DXPC_VECTOR:
1660 case D3DXPC_MATRIX_COLUMNS:
1661 case D3DXPC_OBJECT:
1662 return defineUniform(constantDescription, name + constantDescription.Name);
1663 default:
1664 UNREACHABLE();
1665 return false;
1666 }
1667}
1668
1669bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1670{
1671 Uniform *uniform = createUniform(constantDescription, name);
1672
1673 if(!uniform)
1674 {
1675 return false;
1676 }
1677
1678 // Check if already defined
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001679 GLint location = getUniformLocation(name.c_str(), true);
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001680 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001681
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001682 if (location >= 0)
1683 {
1684 delete uniform;
1685
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001686 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001687 {
1688 return false;
1689 }
1690 else
1691 {
1692 return true;
1693 }
1694 }
1695
1696 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001697 unsigned int uniformIndex = mUniforms.size() - 1;
1698
1699 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1700 {
1701 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1702 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001703
1704 return true;
1705}
1706
1707Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001708{
1709 if (constantDescription.Rows == 1) // Vectors and scalars
1710 {
1711 switch (constantDescription.Type)
1712 {
1713 case D3DXPT_SAMPLER2D:
1714 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001715 switch (constantDescription.Columns)
1716 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001717 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001718 default: UNREACHABLE();
1719 }
1720 break;
1721 case D3DXPT_BOOL:
1722 switch (constantDescription.Columns)
1723 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001724 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1725 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1726 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1727 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001728 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001729 }
1730 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001731 case D3DXPT_INT:
1732 switch (constantDescription.Columns)
1733 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001734 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1735 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1736 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1737 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001738 default: UNREACHABLE();
1739 }
1740 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001741 case D3DXPT_FLOAT:
1742 switch (constantDescription.Columns)
1743 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001744 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1745 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1746 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1747 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001748 default: UNREACHABLE();
1749 }
1750 break;
1751 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001752 UNREACHABLE();
1753 }
1754 }
1755 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1756 {
1757 switch (constantDescription.Type)
1758 {
1759 case D3DXPT_FLOAT:
1760 switch (constantDescription.Rows)
1761 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001762 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1763 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1764 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001765 default: UNREACHABLE();
1766 }
1767 break;
1768 default: UNREACHABLE();
1769 }
1770 }
1771 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001772
1773 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001774}
1775
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001776// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001777std::string Program::decorate(const std::string &string)
1778{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001779 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001780 {
1781 return "_" + string;
1782 }
1783 else
1784 {
1785 return string;
1786 }
1787}
1788
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001789std::string Program::undecorate(const std::string &string)
1790{
1791 if (string.substr(0, 1) == "_")
1792 {
1793 return string.substr(1);
1794 }
1795 else
1796 {
1797 return string;
1798 }
1799}
1800
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001801bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1802{
1803 BOOL *vector = new BOOL[count];
1804 for (int i = 0; i < count; i++)
1805 {
1806 if (v[i] == GL_FALSE)
1807 vector[i] = 0;
1808 else
1809 vector[i] = 1;
1810 }
1811
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001812 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1813
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001814 D3DXHANDLE constantPS;
1815 D3DXHANDLE constantVS;
1816 getConstantHandles(targetUniform, &constantPS, &constantVS);
1817
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001818 IDirect3DDevice9 *device = getDevice();
1819
1820 if (constantPS)
1821 {
1822 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1823 }
1824
1825 if (constantVS)
1826 {
1827 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1828 }
1829
1830 delete [] vector;
1831
1832 return true;
1833}
1834
1835bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1836{
1837 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1838
1839 for (int i = 0; i < count; i++)
1840 {
1841 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1842 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1843
1844 v += 2;
1845 }
1846
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001847 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1848
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001849 D3DXHANDLE constantPS;
1850 D3DXHANDLE constantVS;
1851 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001852 IDirect3DDevice9 *device = getDevice();
1853
1854 if (constantPS)
1855 {
1856 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1857 }
1858
1859 if (constantVS)
1860 {
1861 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1862 }
1863
1864 delete[] vector;
1865
1866 return true;
1867}
1868
1869bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1870{
1871 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1872
1873 for (int i = 0; i < count; i++)
1874 {
1875 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1876 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1877 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1878
1879 v += 3;
1880 }
1881
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001882 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1883
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001884 D3DXHANDLE constantPS;
1885 D3DXHANDLE constantVS;
1886 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001887 IDirect3DDevice9 *device = getDevice();
1888
1889 if (constantPS)
1890 {
1891 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1892 }
1893
1894 if (constantVS)
1895 {
1896 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1897 }
1898
1899 delete[] vector;
1900
1901 return true;
1902}
1903
1904bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
1905{
1906 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1907
1908 for (int i = 0; i < count; i++)
1909 {
1910 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1911 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1912 (v[2] == GL_FALSE ? 0.0f : 1.0f),
1913 (v[3] == GL_FALSE ? 0.0f : 1.0f));
1914
1915 v += 3;
1916 }
1917
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001918 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1919
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001920 D3DXHANDLE constantPS;
1921 D3DXHANDLE constantVS;
1922 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001923 IDirect3DDevice9 *device = getDevice();
1924
1925 if (constantPS)
1926 {
1927 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1928 }
1929
1930 if (constantVS)
1931 {
1932 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1933 }
1934
1935 delete [] vector;
1936
1937 return true;
1938}
1939
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001940bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
1941{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001942 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1943
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001944 D3DXHANDLE constantPS;
1945 D3DXHANDLE constantVS;
1946 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001947 IDirect3DDevice9 *device = getDevice();
1948
1949 if (constantPS)
1950 {
1951 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
1952 }
1953
1954 if (constantVS)
1955 {
1956 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
1957 }
1958
1959 return true;
1960}
1961
1962bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
1963{
1964 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1965
1966 for (int i = 0; i < count; i++)
1967 {
1968 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
1969
1970 v += 2;
1971 }
1972
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001973 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1974
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001975 D3DXHANDLE constantPS;
1976 D3DXHANDLE constantVS;
1977 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001978 IDirect3DDevice9 *device = getDevice();
1979
1980 if (constantPS)
1981 {
1982 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1983 }
1984
1985 if (constantVS)
1986 {
1987 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1988 }
1989
1990 delete[] vector;
1991
1992 return true;
1993}
1994
1995bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
1996{
1997 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1998
1999 for (int i = 0; i < count; i++)
2000 {
2001 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
2002
2003 v += 3;
2004 }
2005
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002006 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2007
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002008 D3DXHANDLE constantPS;
2009 D3DXHANDLE constantVS;
2010 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002011 IDirect3DDevice9 *device = getDevice();
2012
2013 if (constantPS)
2014 {
2015 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2016 }
2017
2018 if (constantVS)
2019 {
2020 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2021 }
2022
2023 delete[] vector;
2024
2025 return true;
2026}
2027
2028bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2029{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002030 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2031
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002032 D3DXHANDLE constantPS;
2033 D3DXHANDLE constantVS;
2034 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002035 IDirect3DDevice9 *device = getDevice();
2036
2037 if (constantPS)
2038 {
2039 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2040 }
2041
2042 if (constantVS)
2043 {
2044 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2045 }
2046
2047 return true;
2048}
2049
2050bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2051{
2052 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2053
2054 for (int i = 0; i < count; i++)
2055 {
2056 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2057 value[1], value[3], 0, 0,
2058 0, 0, 1, 0,
2059 0, 0, 0, 1);
2060
2061 value += 4;
2062 }
2063
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002064 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2065
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002066 D3DXHANDLE constantPS;
2067 D3DXHANDLE constantVS;
2068 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002069 IDirect3DDevice9 *device = getDevice();
2070
2071 if (constantPS)
2072 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002073 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002074 }
2075
2076 if (constantVS)
2077 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002078 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002079 }
2080
2081 delete[] matrix;
2082
2083 return true;
2084}
2085
2086bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2087{
2088 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2089
2090 for (int i = 0; i < count; i++)
2091 {
2092 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2093 value[1], value[4], value[7], 0,
2094 value[2], value[5], value[8], 0,
2095 0, 0, 0, 1);
2096
2097 value += 9;
2098 }
2099
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002100 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2101
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002102 D3DXHANDLE constantPS;
2103 D3DXHANDLE constantVS;
2104 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002105 IDirect3DDevice9 *device = getDevice();
2106
2107 if (constantPS)
2108 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002109 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002110 }
2111
2112 if (constantVS)
2113 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002114 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002115 }
2116
2117 delete[] matrix;
2118
2119 return true;
2120}
2121
2122bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2123{
2124 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2125
2126 for (int i = 0; i < count; i++)
2127 {
2128 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2129 value[1], value[5], value[9], value[13],
2130 value[2], value[6], value[10], value[14],
2131 value[3], value[7], value[11], value[15]);
2132
2133 value += 16;
2134 }
2135
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002136 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2137
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002138 D3DXHANDLE constantPS;
2139 D3DXHANDLE constantVS;
2140 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002141 IDirect3DDevice9 *device = getDevice();
2142
2143 if (constantPS)
2144 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002145 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002146 }
2147
2148 if (constantVS)
2149 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002150 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002151 }
2152
2153 delete[] matrix;
2154
2155 return true;
2156}
2157
2158bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2159{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002160 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2161
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002162 D3DXHANDLE constantPS;
2163 D3DXHANDLE constantVS;
2164 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002165 IDirect3DDevice9 *device = getDevice();
2166
2167 if (constantPS)
2168 {
2169 D3DXCONSTANT_DESC constantDescription;
2170 UINT descriptionCount = 1;
2171 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
2172
daniel@transgaming.com2884b782010-03-08 21:30:48 +00002173 if (FAILED(result))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002174 {
2175 return false;
2176 }
2177
2178 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2179 {
2180 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2181
2182 for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
2183 {
2184 GLint mappedSampler = v[0];
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002185
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002186 if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002187 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002188 ASSERT(mSamplers[samplerIndex].active);
2189 mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
2190 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002191 }
2192 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002193
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002194 return true;
2195 }
2196 }
2197
2198 if (constantPS)
2199 {
2200 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2201 }
2202
2203 if (constantVS)
2204 {
2205 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2206 }
2207
2208 return true;
2209}
2210
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002211bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2212{
2213 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2214
2215 for (int i = 0; i < count; i++)
2216 {
2217 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2218
2219 v += 2;
2220 }
2221
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002222 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2223
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002224 D3DXHANDLE constantPS;
2225 D3DXHANDLE constantVS;
2226 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002227 IDirect3DDevice9 *device = getDevice();
2228
2229 if (constantPS)
2230 {
2231 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2232 }
2233
2234 if (constantVS)
2235 {
2236 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2237 }
2238
2239 delete[] vector;
2240
2241 return true;
2242}
2243
2244bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2245{
2246 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2247
2248 for (int i = 0; i < count; i++)
2249 {
2250 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2251
2252 v += 3;
2253 }
2254
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002255 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2256
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002257 D3DXHANDLE constantPS;
2258 D3DXHANDLE constantVS;
2259 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002260 IDirect3DDevice9 *device = getDevice();
2261
2262 if (constantPS)
2263 {
2264 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2265 }
2266
2267 if (constantVS)
2268 {
2269 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2270 }
2271
2272 delete[] vector;
2273
2274 return true;
2275}
2276
2277bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2278{
2279 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2280
2281 for (int i = 0; i < count; i++)
2282 {
2283 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2284
2285 v += 4;
2286 }
2287
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002288 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2289
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002290 D3DXHANDLE constantPS;
2291 D3DXHANDLE constantVS;
2292 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002293 IDirect3DDevice9 *device = getDevice();
2294
2295 if (constantPS)
2296 {
2297 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2298 }
2299
2300 if (constantVS)
2301 {
2302 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2303 }
2304
2305 delete [] vector;
2306
2307 return true;
2308}
2309
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002310void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002311{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002312 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002313 {
2314 return;
2315 }
2316
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002317 char info[1024];
2318
2319 va_list vararg;
2320 va_start(vararg, format);
2321 vsnprintf(info, sizeof(info), format, vararg);
2322 va_end(vararg);
2323
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002324 size_t infoLength = strlen(info);
2325
2326 if (!mInfoLog)
2327 {
2328 mInfoLog = new char[infoLength + 1];
2329 strcpy(mInfoLog, info);
2330 }
2331 else
2332 {
2333 size_t logLength = strlen(mInfoLog);
2334 char *newLog = new char[logLength + infoLength + 1];
2335 strcpy(newLog, mInfoLog);
2336 strcpy(newLog + logLength, info);
2337
2338 delete[] mInfoLog;
2339 mInfoLog = newLog;
2340 }
2341}
2342
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002343void Program::resetInfoLog()
2344{
2345 if (mInfoLog)
2346 {
2347 delete [] mInfoLog;
2348 }
2349}
2350
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002351// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2352void Program::unlink(bool destroy)
2353{
2354 if (destroy) // Object being destructed
2355 {
2356 if (mFragmentShader)
2357 {
2358 mFragmentShader->detach();
2359 mFragmentShader = NULL;
2360 }
2361
2362 if (mVertexShader)
2363 {
2364 mVertexShader->detach();
2365 mVertexShader = NULL;
2366 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002367 }
2368
2369 if (mPixelExecutable)
2370 {
2371 mPixelExecutable->Release();
2372 mPixelExecutable = NULL;
2373 }
2374
2375 if (mVertexExecutable)
2376 {
2377 mVertexExecutable->Release();
2378 mVertexExecutable = NULL;
2379 }
2380
2381 if (mConstantTablePS)
2382 {
2383 mConstantTablePS->Release();
2384 mConstantTablePS = NULL;
2385 }
2386
2387 if (mConstantTableVS)
2388 {
2389 mConstantTableVS->Release();
2390 mConstantTableVS = NULL;
2391 }
2392
2393 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2394 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002395 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002396 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002397 }
2398
2399 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2400 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002401 mSamplers[index].active = false;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002402 mSamplers[index].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002403 }
2404
2405 while (!mUniforms.empty())
2406 {
2407 delete mUniforms.back();
2408 mUniforms.pop_back();
2409 }
2410
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002411 mDepthRangeDiffLocation = -1;
2412 mDepthRangeNearLocation = -1;
2413 mDepthRangeFarLocation = -1;
2414 mDxDepthLocation = -1;
2415 mDxWindowLocation = -1;
2416 mDxHalfPixelSizeLocation = -1;
2417 mDxFrontCCWLocation = -1;
2418 mDxPointsOrLinesLocation = -1;
2419
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002420 mUniformIndex.clear();
2421
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002422 mPixelHLSL.clear();
2423 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002424
2425 delete[] mInfoLog;
2426 mInfoLog = NULL;
2427
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002428 mLinked = false;
2429}
2430
2431bool Program::isLinked()
2432{
2433 return mLinked;
2434}
2435
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002436bool Program::isValidated() const
2437{
2438 return mValidated;
2439}
2440
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002441unsigned int Program::getSerial() const
2442{
2443 return mSerial;
2444}
2445
2446unsigned int Program::issueSerial()
2447{
2448 return mCurrentSerial++;
2449}
2450
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002451int Program::getInfoLogLength() const
2452{
2453 if (!mInfoLog)
2454 {
2455 return 0;
2456 }
2457 else
2458 {
2459 return strlen(mInfoLog) + 1;
2460 }
2461}
2462
2463void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2464{
2465 int index = 0;
2466
2467 if (mInfoLog)
2468 {
2469 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2470 {
2471 infoLog[index] = mInfoLog[index];
2472 index++;
2473 }
2474 }
2475
2476 if (bufSize)
2477 {
2478 infoLog[index] = '\0';
2479 }
2480
2481 if (length)
2482 {
2483 *length = index;
2484 }
2485}
2486
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002487void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2488{
2489 int total = 0;
2490
2491 if (mVertexShader)
2492 {
2493 if (total < maxCount)
2494 {
2495 shaders[total] = mVertexShader->getHandle();
2496 }
2497
2498 total++;
2499 }
2500
2501 if (mFragmentShader)
2502 {
2503 if (total < maxCount)
2504 {
2505 shaders[total] = mFragmentShader->getHandle();
2506 }
2507
2508 total++;
2509 }
2510
2511 if (count)
2512 {
2513 *count = total;
2514 }
2515}
2516
daniel@transgaming.com85423182010-04-22 13:35:27 +00002517void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2518{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002519 unsigned int attribute = 0;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002520 for (unsigned int i = 0; i < index; i++)
2521 {
2522 do
2523 {
2524 attribute++;
2525
2526 ASSERT(attribute < MAX_VERTEX_ATTRIBS); // index must be smaller than getActiveAttributeCount()
2527 }
2528 while (mLinkedAttribute[attribute].name.empty());
2529 }
2530
2531 if (bufsize > 0)
2532 {
2533 const char *string = mLinkedAttribute[attribute].name.c_str();
2534
2535 strncpy(name, string, bufsize);
2536 name[bufsize - 1] = '\0';
2537
2538 if (length)
2539 {
2540 *length = strlen(name);
2541 }
2542 }
2543
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002544 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002545
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002546 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002547}
2548
2549GLint Program::getActiveAttributeCount()
2550{
2551 int count = 0;
2552
2553 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2554 {
2555 if (!mLinkedAttribute[attributeIndex].name.empty())
2556 {
2557 count++;
2558 }
2559 }
2560
2561 return count;
2562}
2563
2564GLint Program::getActiveAttributeMaxLength()
2565{
2566 int maxLength = 0;
2567
2568 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2569 {
2570 if (!mLinkedAttribute[attributeIndex].name.empty())
2571 {
2572 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2573 }
2574 }
2575
2576 return maxLength;
2577}
2578
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002579void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2580{
2581 unsigned int uniform = 0;
2582 for (unsigned int i = 0; i < index; i++)
2583 {
2584 do
2585 {
2586 uniform++;
2587
2588 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2589 }
2590 while (mUniforms[uniform]->name.substr(0, 3) == "dx_");
2591 }
2592
2593 if (bufsize > 0)
2594 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002595 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002596
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002597 if (mUniforms[uniform]->arraySize != 1)
2598 {
2599 string += "[0]";
2600 }
2601
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002602 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002603 name[bufsize - 1] = '\0';
2604
2605 if (length)
2606 {
2607 *length = strlen(name);
2608 }
2609 }
2610
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002611 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002612
2613 *type = mUniforms[uniform]->type;
2614}
2615
2616GLint Program::getActiveUniformCount()
2617{
2618 int count = 0;
2619
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002620 unsigned int numUniforms = mUniforms.size();
2621 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002622 {
2623 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2624 {
2625 count++;
2626 }
2627 }
2628
2629 return count;
2630}
2631
2632GLint Program::getActiveUniformMaxLength()
2633{
2634 int maxLength = 0;
2635
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002636 unsigned int numUniforms = mUniforms.size();
2637 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002638 {
2639 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2640 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002641 maxLength = std::max((int)(undecorate(mUniforms[uniformIndex]->name).length() + 1), maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002642 }
2643 }
2644
2645 return maxLength;
2646}
2647
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002648void Program::flagForDeletion()
2649{
2650 mDeleteStatus = true;
2651}
2652
2653bool Program::isFlaggedForDeletion() const
2654{
2655 return mDeleteStatus;
2656}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002657
2658void Program::validate()
2659{
2660 resetInfoLog();
2661
2662 if (!isLinked())
2663 {
2664 appendToInfoLog("Program has not been successfully linked.");
2665 mValidated = false;
2666 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002667 else
2668 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002669 applyUniforms();
2670 if (!validateSamplers())
2671 {
2672 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit.");
2673 mValidated = false;
2674 }
2675 else
2676 {
2677 mValidated = true;
2678 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002679 }
2680}
2681
2682bool Program::validateSamplers() const
2683{
2684 // if any two active samplers in a program are of different types, but refer to the same
2685 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2686 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
2687 std::map<int, SamplerType> samplerMap;
2688 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2689 {
2690 if (mSamplers[i].active)
2691 {
2692 if (samplerMap.find(mSamplers[i].logicalTextureUnit) != samplerMap.end())
2693 {
2694 if (mSamplers[i].type != samplerMap[mSamplers[i].logicalTextureUnit])
2695 return false;
2696 }
2697 else
2698 {
2699 samplerMap[mSamplers[i].logicalTextureUnit] = mSamplers[i].type;
2700 }
2701 }
2702 }
2703
2704 return true;
2705}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002706
2707void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2708{
2709 if (!targetUniform->handlesSet)
2710 {
2711 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2712 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2713 targetUniform->handlesSet = true;
2714 }
2715
2716 *constantPS = targetUniform->psHandle;
2717 *constantVS = targetUniform->vsHandle;
2718}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002719
2720GLint Program::getDepthRangeDiffLocation() const
2721{
2722 return mDepthRangeDiffLocation;
2723}
2724
2725GLint Program::getDepthRangeNearLocation() const
2726{
daniel@transgaming.come0d7d432010-05-18 18:51:52 +00002727 return mDepthRangeNearLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002728}
2729
2730GLint Program::getDepthRangeFarLocation() const
2731{
2732 return mDepthRangeFarLocation;
2733}
2734
2735GLint Program::getDxDepthLocation() const
2736{
2737 return mDxDepthLocation;
2738}
2739
2740GLint Program::getDxWindowLocation() const
2741{
2742 return mDxWindowLocation;
2743}
2744
2745GLint Program::getDxHalfPixelSizeLocation() const
2746{
2747 return mDxHalfPixelSizeLocation;
2748}
2749
2750GLint Program::getDxFrontCCWLocation() const
2751{
2752 return mDxFrontCCWLocation;
2753}
2754
2755GLint Program::getDxPointsOrLinesLocation() const
2756{
2757 return mDxPointsOrLinesLocation;
2758}
2759
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002760}