| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 1 | // |
| 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 | |
| 10 | #include "Program.h" |
| 11 | |
| 12 | #include "main.h" |
| 13 | #include "Shader.h" |
| alokp@chromium.org | ea0e1af | 2010-03-22 19:33:14 +0000 | [diff] [blame] | 14 | #include "common/debug.h" |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 15 | |
| 16 | namespace gl |
| 17 | { |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 18 | Uniform::Uniform(GLenum type, const std::string &name, unsigned int bytes) : type(type), name(name), bytes(bytes) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 19 | { |
| 20 | this->data = new unsigned char[bytes]; |
| 21 | memset(this->data, 0, bytes); |
| 22 | } |
| 23 | |
| 24 | Uniform::~Uniform() |
| 25 | { |
| 26 | delete[] data; |
| 27 | } |
| 28 | |
| 29 | Program::Program() |
| 30 | { |
| 31 | mFragmentShader = NULL; |
| 32 | mVertexShader = NULL; |
| 33 | |
| 34 | mPixelExecutable = NULL; |
| 35 | mVertexExecutable = NULL; |
| 36 | mConstantTablePS = NULL; |
| 37 | mConstantTableVS = NULL; |
| 38 | |
| 39 | for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| 40 | { |
| 41 | mAttributeName[index] = NULL; |
| 42 | } |
| 43 | |
| daniel@transgaming.com | cba5057 | 2010-03-28 19:36:09 +0000 | [diff] [blame] | 44 | mInfoLog = NULL; |
| 45 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 46 | unlink(); |
| 47 | |
| 48 | mDeleteStatus = false; |
| 49 | } |
| 50 | |
| 51 | Program::~Program() |
| 52 | { |
| 53 | unlink(true); |
| 54 | } |
| 55 | |
| 56 | bool Program::attachShader(Shader *shader) |
| 57 | { |
| 58 | if (shader->getType() == GL_VERTEX_SHADER) |
| 59 | { |
| 60 | if (mVertexShader) |
| 61 | { |
| 62 | return false; |
| 63 | } |
| 64 | |
| 65 | mVertexShader = (VertexShader*)shader; |
| 66 | mVertexShader->attach(); |
| 67 | } |
| 68 | else if (shader->getType() == GL_FRAGMENT_SHADER) |
| 69 | { |
| 70 | if (mFragmentShader) |
| 71 | { |
| 72 | return false; |
| 73 | } |
| 74 | |
| 75 | mFragmentShader = (FragmentShader*)shader; |
| 76 | mFragmentShader->attach(); |
| 77 | } |
| 78 | else UNREACHABLE(); |
| 79 | |
| 80 | return true; |
| 81 | } |
| 82 | |
| 83 | bool Program::detachShader(Shader *shader) |
| 84 | { |
| 85 | if (shader->getType() == GL_VERTEX_SHADER) |
| 86 | { |
| 87 | if (mVertexShader != shader) |
| 88 | { |
| 89 | return false; |
| 90 | } |
| 91 | |
| 92 | mVertexShader->detach(); |
| 93 | mVertexShader = NULL; |
| 94 | } |
| 95 | else if (shader->getType() == GL_FRAGMENT_SHADER) |
| 96 | { |
| 97 | if (mFragmentShader != shader) |
| 98 | { |
| 99 | return false; |
| 100 | } |
| 101 | |
| 102 | mFragmentShader->detach(); |
| 103 | mFragmentShader = NULL; |
| 104 | } |
| 105 | else UNREACHABLE(); |
| 106 | |
| 107 | unlink(); |
| 108 | |
| 109 | return true; |
| 110 | } |
| 111 | |
| daniel@transgaming.com | cba5057 | 2010-03-28 19:36:09 +0000 | [diff] [blame] | 112 | int Program::getAttachedShadersCount() const |
| 113 | { |
| 114 | return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0); |
| 115 | } |
| 116 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 117 | IDirect3DPixelShader9 *Program::getPixelShader() |
| 118 | { |
| 119 | return mPixelExecutable; |
| 120 | } |
| 121 | |
| 122 | IDirect3DVertexShader9 *Program::getVertexShader() |
| 123 | { |
| 124 | return mVertexExecutable; |
| 125 | } |
| 126 | |
| 127 | void Program::bindAttributeLocation(GLuint index, const char *name) |
| 128 | { |
| 129 | if (index < MAX_VERTEX_ATTRIBS) |
| 130 | { |
| 131 | delete[] mAttributeName[index]; |
| 132 | mAttributeName[index] = new char[strlen(name) + 1]; |
| 133 | strcpy(mAttributeName[index], name); |
| 134 | } |
| 135 | } |
| 136 | |
| 137 | GLuint Program::getAttributeLocation(const char *name) |
| 138 | { |
| 139 | for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| 140 | { |
| 141 | if (mAttributeName[index] && strcmp(mAttributeName[index], name) == 0) |
| 142 | { |
| 143 | return index; |
| 144 | } |
| 145 | } |
| 146 | |
| 147 | return -1; |
| 148 | } |
| 149 | |
| 150 | bool Program::isActiveAttribute(int attributeIndex) |
| 151 | { |
| 152 | if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS) |
| 153 | { |
| 154 | return mInputMapping[attributeIndex] != -1; |
| 155 | } |
| 156 | |
| 157 | return false; |
| 158 | } |
| 159 | |
| 160 | int Program::getInputMapping(int attributeIndex) |
| 161 | { |
| 162 | if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS) |
| 163 | { |
| 164 | return mInputMapping[attributeIndex]; |
| 165 | } |
| 166 | |
| 167 | return -1; |
| 168 | } |
| 169 | |
| 170 | // Returns the index of the texture unit corresponding to a Direct3D 9 sampler |
| 171 | // index referenced in the compiled HLSL shader |
| 172 | GLint Program::getSamplerMapping(unsigned int samplerIndex) |
| 173 | { |
| daniel@transgaming.com | 416485f | 2010-03-16 06:23:23 +0000 | [diff] [blame] | 174 | assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])); |
| 175 | |
| 176 | if (mSamplers[samplerIndex].active) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 177 | { |
| daniel@transgaming.com | 416485f | 2010-03-16 06:23:23 +0000 | [diff] [blame] | 178 | return mSamplers[samplerIndex].logicalTextureUnit; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 179 | } |
| 180 | |
| daniel@transgaming.com | 416485f | 2010-03-16 06:23:23 +0000 | [diff] [blame] | 181 | return -1; |
| 182 | } |
| 183 | |
| 184 | SamplerType Program::getSamplerType(unsigned int samplerIndex) |
| 185 | { |
| 186 | assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])); |
| 187 | assert(mSamplers[samplerIndex].active); |
| 188 | |
| 189 | return mSamplers[samplerIndex].type; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 190 | } |
| 191 | |
| 192 | GLint Program::getUniformLocation(const char *name) |
| 193 | { |
| 194 | for (unsigned int location = 0; location < mUniforms.size(); location++) |
| 195 | { |
| 196 | if (mUniforms[location]->name == name) |
| 197 | { |
| 198 | return location; |
| 199 | } |
| 200 | } |
| 201 | |
| 202 | return -1; |
| 203 | } |
| 204 | |
| 205 | bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v) |
| 206 | { |
| 207 | if (location < 0 || location >= (int)mUniforms.size()) |
| 208 | { |
| 209 | return false; |
| 210 | } |
| 211 | |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 212 | if (mUniforms[location]->type != GL_FLOAT || mUniforms[location]->bytes < sizeof(GLfloat) * count) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 213 | { |
| 214 | return false; |
| 215 | } |
| 216 | |
| 217 | memcpy(mUniforms[location]->data, v, sizeof(GLfloat) * count); |
| 218 | |
| 219 | return true; |
| 220 | } |
| 221 | |
| 222 | bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| 223 | { |
| 224 | if (location < 0 || location >= (int)mUniforms.size()) |
| 225 | { |
| 226 | return false; |
| 227 | } |
| 228 | |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 229 | if (mUniforms[location]->type != GL_FLOAT_VEC2 || mUniforms[location]->bytes < 2 * sizeof(GLfloat) * count) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 230 | { |
| 231 | return false; |
| 232 | } |
| 233 | |
| 234 | memcpy(mUniforms[location]->data, v, 2 * sizeof(GLfloat) * count); |
| 235 | |
| 236 | return true; |
| 237 | } |
| 238 | |
| 239 | bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| 240 | { |
| 241 | if (location < 0 || location >= (int)mUniforms.size()) |
| 242 | { |
| 243 | return false; |
| 244 | } |
| 245 | |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 246 | if (mUniforms[location]->type != GL_FLOAT_VEC3 || mUniforms[location]->bytes < 3 * sizeof(GLfloat) * count) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 247 | { |
| 248 | return false; |
| 249 | } |
| 250 | |
| 251 | memcpy(mUniforms[location]->data, v, 3 * sizeof(GLfloat) * count); |
| 252 | |
| 253 | return true; |
| 254 | } |
| 255 | |
| 256 | bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| 257 | { |
| 258 | if (location < 0 || location >= (int)mUniforms.size()) |
| 259 | { |
| 260 | return false; |
| 261 | } |
| 262 | |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 263 | if (mUniforms[location]->type != GL_FLOAT_VEC4 || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 264 | { |
| 265 | return false; |
| 266 | } |
| 267 | |
| 268 | memcpy(mUniforms[location]->data, v, 4 * sizeof(GLfloat) * count); |
| 269 | |
| 270 | return true; |
| 271 | } |
| 272 | |
| 273 | bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value) |
| 274 | { |
| 275 | if (location < 0 || location >= (int)mUniforms.size()) |
| 276 | { |
| 277 | return false; |
| 278 | } |
| 279 | |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 280 | if (mUniforms[location]->type != GL_FLOAT_MAT2 || mUniforms[location]->bytes < 4 * sizeof(GLfloat) * count) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 281 | { |
| 282 | return false; |
| 283 | } |
| 284 | |
| 285 | memcpy(mUniforms[location]->data, value, 4 * sizeof(GLfloat) * count); |
| 286 | |
| 287 | return true; |
| 288 | } |
| 289 | |
| 290 | bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value) |
| 291 | { |
| 292 | if (location < 0 || location >= (int)mUniforms.size()) |
| 293 | { |
| 294 | return false; |
| 295 | } |
| 296 | |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 297 | if (mUniforms[location]->type != GL_FLOAT_MAT3 || mUniforms[location]->bytes < 9 * sizeof(GLfloat) * count) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 298 | { |
| 299 | return false; |
| 300 | } |
| 301 | |
| 302 | memcpy(mUniforms[location]->data, value, 9 * sizeof(GLfloat) * count); |
| 303 | |
| 304 | return true; |
| 305 | } |
| 306 | |
| 307 | bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) |
| 308 | { |
| 309 | if (location < 0 || location >= (int)mUniforms.size()) |
| 310 | { |
| 311 | return false; |
| 312 | } |
| 313 | |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 314 | if (mUniforms[location]->type != GL_FLOAT_MAT4 || mUniforms[location]->bytes < 16 * sizeof(GLfloat) * count) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 315 | { |
| 316 | return false; |
| 317 | } |
| 318 | |
| 319 | memcpy(mUniforms[location]->data, value, 16 * sizeof(GLfloat) * count); |
| 320 | |
| 321 | return true; |
| 322 | } |
| 323 | |
| 324 | bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v) |
| 325 | { |
| 326 | if (location < 0 || location >= (int)mUniforms.size()) |
| 327 | { |
| 328 | return false; |
| 329 | } |
| 330 | |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 331 | if (mUniforms[location]->type != GL_INT || mUniforms[location]->bytes < sizeof(GLint) * count) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 332 | { |
| 333 | return false; |
| 334 | } |
| 335 | |
| 336 | memcpy(mUniforms[location]->data, v, sizeof(GLint) * count); |
| 337 | |
| 338 | return true; |
| 339 | } |
| 340 | |
| 341 | // Applies all the uniforms set for this program object to the Direct3D 9 device |
| 342 | void Program::applyUniforms() |
| 343 | { |
| 344 | for (unsigned int location = 0; location < mUniforms.size(); location++) |
| 345 | { |
| 346 | int bytes = mUniforms[location]->bytes; |
| 347 | GLfloat *f = (GLfloat*)mUniforms[location]->data; |
| 348 | GLint *i = (GLint*)mUniforms[location]->data; |
| 349 | |
| 350 | switch (mUniforms[location]->type) |
| 351 | { |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 352 | case GL_FLOAT: applyUniform1fv(location, bytes / sizeof(GLfloat), f); break; |
| 353 | case GL_FLOAT_VEC2: applyUniform2fv(location, bytes / 2 / sizeof(GLfloat), f); break; |
| 354 | case GL_FLOAT_VEC3: applyUniform3fv(location, bytes / 3 / sizeof(GLfloat), f); break; |
| 355 | case GL_FLOAT_VEC4: applyUniform4fv(location, bytes / 4 / sizeof(GLfloat), f); break; |
| 356 | case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, bytes / 4 / sizeof(GLfloat), f); break; |
| 357 | case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, bytes / 9 / sizeof(GLfloat), f); break; |
| 358 | case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, bytes / 16 / sizeof(GLfloat), f); break; |
| 359 | case GL_INT: applyUniform1iv(location, bytes / sizeof(GLint), i); break; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 360 | default: |
| 361 | UNIMPLEMENTED(); // FIXME |
| 362 | UNREACHABLE(); |
| 363 | } |
| 364 | } |
| 365 | } |
| 366 | |
| 367 | // Compiles the HLSL code of the attached shaders into executable binaries |
| 368 | ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable) |
| 369 | { |
| 370 | if (!hlsl) |
| 371 | { |
| 372 | return NULL; |
| 373 | } |
| 374 | |
| 375 | ID3DXBuffer *binary = NULL; |
| 376 | ID3DXBuffer *errorMessage = NULL; |
| 377 | |
| daniel@transgaming.com | cbbca00 | 2010-04-01 13:39:32 +0000 | [diff] [blame^] | 378 | HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, 0, "main", profile, 0, &binary, &errorMessage, constantTable); |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 379 | |
| 380 | if (SUCCEEDED(result)) |
| 381 | { |
| 382 | return binary; |
| 383 | } |
| 384 | |
| 385 | if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY) |
| 386 | { |
| 387 | return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL); |
| 388 | } |
| 389 | |
| 390 | if (errorMessage) |
| 391 | { |
| 392 | const char *message = (const char*)errorMessage->GetBufferPointer(); |
| daniel@transgaming.com | cba5057 | 2010-03-28 19:36:09 +0000 | [diff] [blame] | 393 | |
| daniel@transgaming.com | 0599dc6 | 2010-03-21 04:31:36 +0000 | [diff] [blame] | 394 | TRACE("\n%s", hlsl); |
| 395 | TRACE("\n%s", message); |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 396 | } |
| 397 | |
| 398 | return NULL; |
| 399 | } |
| 400 | |
| 401 | // Links the HLSL code of the vertex and pixel shader by matching up their varyings, |
| 402 | // compiling them into binaries, determining the attribute mappings, and collecting |
| 403 | // a list of uniforms |
| 404 | void Program::link() |
| 405 | { |
| 406 | if (mLinked) |
| 407 | { |
| 408 | return; |
| 409 | } |
| 410 | |
| 411 | unlink(); |
| 412 | |
| daniel@transgaming.com | cba5057 | 2010-03-28 19:36:09 +0000 | [diff] [blame] | 413 | delete[] mInfoLog; |
| 414 | mInfoLog = NULL; |
| 415 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 416 | if (!mFragmentShader || !mFragmentShader->isCompiled()) |
| 417 | { |
| 418 | return; |
| 419 | } |
| 420 | |
| 421 | if (!mVertexShader || !mVertexShader->isCompiled()) |
| 422 | { |
| 423 | return; |
| 424 | } |
| 425 | |
| daniel@transgaming.com | debe259 | 2010-03-24 09:44:08 +0000 | [diff] [blame] | 426 | IDirect3DDevice9 *device = getDevice(); |
| 427 | const char *vertexProfile = D3DXGetVertexShaderProfile(device); |
| 428 | const char *pixelProfile = D3DXGetPixelShaderProfile(device); |
| 429 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 430 | const char *pixelHLSL = mFragmentShader->linkHLSL(); |
| 431 | const char *vertexHLSL = mVertexShader->linkHLSL(pixelHLSL); |
| daniel@transgaming.com | debe259 | 2010-03-24 09:44:08 +0000 | [diff] [blame] | 432 | ID3DXBuffer *vertexBinary = compileToBinary(vertexHLSL, vertexProfile, &mConstantTableVS); |
| 433 | ID3DXBuffer *pixelBinary = compileToBinary(pixelHLSL, pixelProfile, &mConstantTablePS); |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 434 | |
| 435 | if (vertexBinary && pixelBinary) |
| 436 | { |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 437 | HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable); |
| 438 | HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable); |
| 439 | |
| 440 | if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY) |
| 441 | { |
| 442 | return error(GL_OUT_OF_MEMORY); |
| 443 | } |
| 444 | |
| 445 | ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult)); |
| daniel@transgaming.com | fab5a1a | 2010-03-11 19:22:30 +0000 | [diff] [blame] | 446 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 447 | vertexBinary->Release(); |
| 448 | pixelBinary->Release(); |
| 449 | vertexBinary = NULL; |
| 450 | pixelBinary = NULL; |
| 451 | |
| 452 | if (mVertexExecutable && mPixelExecutable) |
| 453 | { |
| 454 | if (!linkAttributes()) |
| 455 | { |
| 456 | return; |
| 457 | } |
| 458 | |
| daniel@transgaming.com | 416485f | 2010-03-16 06:23:23 +0000 | [diff] [blame] | 459 | for (int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) |
| 460 | { |
| 461 | mSamplers[i].active = false; |
| 462 | } |
| 463 | |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 464 | if (!linkUniforms(mConstantTablePS)) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 465 | { |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 466 | return; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 467 | } |
| 468 | |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 469 | if (!linkUniforms(mConstantTableVS)) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 470 | { |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 471 | return; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 472 | } |
| 473 | |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 474 | mLinked = true; // Success |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 475 | } |
| 476 | } |
| 477 | } |
| 478 | |
| 479 | // Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices |
| 480 | bool Program::linkAttributes() |
| 481 | { |
| 482 | for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| 483 | { |
| 484 | const char *name = mVertexShader->getAttributeName(attributeIndex); |
| 485 | |
| 486 | if (name) |
| 487 | { |
| 488 | GLuint location = getAttributeLocation(name); |
| 489 | |
| 490 | if (location == -1) // Not set by glBindAttribLocation |
| 491 | { |
| 492 | int availableIndex = 0; |
| 493 | |
| 494 | while (availableIndex < MAX_VERTEX_ATTRIBS && mAttributeName[availableIndex] && mVertexShader->isActiveAttribute(mAttributeName[availableIndex])) |
| 495 | { |
| 496 | availableIndex++; |
| 497 | } |
| 498 | |
| 499 | if (availableIndex == MAX_VERTEX_ATTRIBS) |
| 500 | { |
| 501 | return false; // Fail to link |
| 502 | } |
| 503 | |
| 504 | delete[] mAttributeName[availableIndex]; |
| 505 | mAttributeName[availableIndex] = new char[strlen(name) + 1]; // FIXME: Check allocation |
| 506 | strcpy(mAttributeName[availableIndex], name); |
| 507 | } |
| 508 | } |
| 509 | } |
| 510 | |
| 511 | for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) |
| 512 | { |
| 513 | mInputMapping[attributeIndex] = mVertexShader->getInputMapping(mAttributeName[attributeIndex]); |
| 514 | } |
| 515 | |
| 516 | return true; |
| 517 | } |
| 518 | |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 519 | bool Program::linkUniforms(ID3DXConstantTable *constantTable) |
| 520 | { |
| 521 | D3DXCONSTANTTABLE_DESC constantTableDescription; |
| 522 | D3DXCONSTANT_DESC constantDescription; |
| 523 | UINT descriptionCount = 1; |
| 524 | |
| 525 | constantTable->GetDesc(&constantTableDescription); |
| 526 | |
| 527 | for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++) |
| 528 | { |
| 529 | D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex); |
| 530 | constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount); |
| 531 | |
| 532 | if (!defineUniform(constantHandle, constantDescription)) |
| 533 | { |
| 534 | return false; |
| 535 | } |
| 536 | } |
| 537 | |
| 538 | return true; |
| 539 | } |
| 540 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 541 | // Adds the description of a constant found in the binary shader to the list of uniforms |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 542 | // Returns true if succesful (uniform not already defined) |
| 543 | bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name) |
| 544 | { |
| daniel@transgaming.com | 416485f | 2010-03-16 06:23:23 +0000 | [diff] [blame] | 545 | if (constantDescription.RegisterSet == D3DXRS_SAMPLER) |
| 546 | { |
| 547 | unsigned int samplerIndex = constantDescription.RegisterIndex; |
| 548 | |
| 549 | assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0])); |
| 550 | |
| 551 | mSamplers[samplerIndex].active = true; |
| 552 | mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D; |
| 553 | mSamplers[samplerIndex].logicalTextureUnit = 0; |
| 554 | } |
| 555 | |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 556 | switch(constantDescription.Class) |
| 557 | { |
| 558 | case D3DXPC_STRUCT: |
| 559 | { |
| 560 | for (unsigned int field = 0; field < constantDescription.StructMembers; field++) |
| 561 | { |
| 562 | D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field); |
| 563 | |
| 564 | D3DXCONSTANT_DESC fieldDescription; |
| 565 | UINT descriptionCount = 1; |
| 566 | |
| 567 | mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount); |
| 568 | |
| 569 | if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + ".")) |
| 570 | { |
| 571 | return false; |
| 572 | } |
| 573 | } |
| 574 | |
| 575 | return true; |
| 576 | } |
| 577 | case D3DXPC_SCALAR: |
| 578 | case D3DXPC_VECTOR: |
| 579 | case D3DXPC_MATRIX_COLUMNS: |
| 580 | case D3DXPC_OBJECT: |
| 581 | return defineUniform(constantDescription, name + constantDescription.Name); |
| 582 | default: |
| 583 | UNREACHABLE(); |
| 584 | return false; |
| 585 | } |
| 586 | } |
| 587 | |
| 588 | bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name) |
| 589 | { |
| 590 | Uniform *uniform = createUniform(constantDescription, name); |
| 591 | |
| 592 | if(!uniform) |
| 593 | { |
| 594 | return false; |
| 595 | } |
| 596 | |
| 597 | // Check if already defined |
| 598 | GLint location = getUniformLocation(name.c_str()); |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 599 | GLenum type = uniform->type; |
| daniel@transgaming.com | c7d8a93 | 2010-03-16 06:16:45 +0000 | [diff] [blame] | 600 | |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 601 | if (location >= 0) |
| 602 | { |
| 603 | delete uniform; |
| 604 | |
| 605 | if (mUniforms[location]->type != type) |
| 606 | { |
| 607 | return false; |
| 608 | } |
| 609 | else |
| 610 | { |
| 611 | return true; |
| 612 | } |
| 613 | } |
| 614 | |
| 615 | mUniforms.push_back(uniform); |
| 616 | |
| 617 | return true; |
| 618 | } |
| 619 | |
| 620 | Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 621 | { |
| 622 | if (constantDescription.Rows == 1) // Vectors and scalars |
| 623 | { |
| 624 | switch (constantDescription.Type) |
| 625 | { |
| 626 | case D3DXPT_SAMPLER2D: |
| 627 | case D3DXPT_SAMPLERCUBE: |
| 628 | case D3DXPT_BOOL: |
| 629 | switch (constantDescription.Columns) |
| 630 | { |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 631 | case 1: return new Uniform(GL_INT, name, 1 * sizeof(GLint) * constantDescription.Elements); |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 632 | default: |
| 633 | UNIMPLEMENTED(); // FIXME |
| 634 | UNREACHABLE(); |
| 635 | } |
| 636 | break; |
| 637 | case D3DXPT_FLOAT: |
| 638 | switch (constantDescription.Columns) |
| 639 | { |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 640 | case 1: return new Uniform(GL_FLOAT, name, 1 * sizeof(GLfloat) * constantDescription.Elements); |
| 641 | case 2: return new Uniform(GL_FLOAT_VEC2, name, 2 * sizeof(GLfloat) * constantDescription.Elements); |
| 642 | case 3: return new Uniform(GL_FLOAT_VEC3, name, 3 * sizeof(GLfloat) * constantDescription.Elements); |
| 643 | case 4: return new Uniform(GL_FLOAT_VEC4, name, 4 * sizeof(GLfloat) * constantDescription.Elements); |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 644 | default: UNREACHABLE(); |
| 645 | } |
| 646 | break; |
| 647 | default: |
| 648 | UNIMPLEMENTED(); // FIXME |
| 649 | UNREACHABLE(); |
| 650 | } |
| 651 | } |
| 652 | else if (constantDescription.Rows == constantDescription.Columns) // Square matrices |
| 653 | { |
| 654 | switch (constantDescription.Type) |
| 655 | { |
| 656 | case D3DXPT_FLOAT: |
| 657 | switch (constantDescription.Rows) |
| 658 | { |
| daniel@transgaming.com | 0361b92 | 2010-03-28 19:36:15 +0000 | [diff] [blame] | 659 | case 2: return new Uniform(GL_FLOAT_MAT2, name, 2 * 2 * sizeof(GLfloat) * constantDescription.Elements); |
| 660 | case 3: return new Uniform(GL_FLOAT_MAT3, name, 3 * 3 * sizeof(GLfloat) * constantDescription.Elements); |
| 661 | case 4: return new Uniform(GL_FLOAT_MAT4, name, 4 * 4 * sizeof(GLfloat) * constantDescription.Elements); |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 662 | default: UNREACHABLE(); |
| 663 | } |
| 664 | break; |
| 665 | default: UNREACHABLE(); |
| 666 | } |
| 667 | } |
| 668 | else UNREACHABLE(); |
| daniel@transgaming.com | 86487c2 | 2010-03-11 19:41:43 +0000 | [diff] [blame] | 669 | |
| 670 | return 0; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 671 | } |
| 672 | |
| 673 | bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v) |
| 674 | { |
| 675 | D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 676 | D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 677 | IDirect3DDevice9 *device = getDevice(); |
| 678 | |
| 679 | if (constantPS) |
| 680 | { |
| 681 | mConstantTablePS->SetFloatArray(device, constantPS, v, count); |
| 682 | } |
| 683 | |
| 684 | if (constantVS) |
| 685 | { |
| 686 | mConstantTableVS->SetFloatArray(device, constantVS, v, count); |
| 687 | } |
| 688 | |
| 689 | return true; |
| 690 | } |
| 691 | |
| 692 | bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v) |
| 693 | { |
| 694 | D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| 695 | |
| 696 | for (int i = 0; i < count; i++) |
| 697 | { |
| 698 | vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0); |
| 699 | |
| 700 | v += 2; |
| 701 | } |
| 702 | |
| 703 | D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 704 | D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 705 | IDirect3DDevice9 *device = getDevice(); |
| 706 | |
| 707 | if (constantPS) |
| 708 | { |
| 709 | mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| 710 | } |
| 711 | |
| 712 | if (constantVS) |
| 713 | { |
| 714 | mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| 715 | } |
| 716 | |
| 717 | delete[] vector; |
| 718 | |
| 719 | return true; |
| 720 | } |
| 721 | |
| 722 | bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v) |
| 723 | { |
| 724 | D3DXVECTOR4 *vector = new D3DXVECTOR4[count]; |
| 725 | |
| 726 | for (int i = 0; i < count; i++) |
| 727 | { |
| 728 | vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0); |
| 729 | |
| 730 | v += 3; |
| 731 | } |
| 732 | |
| 733 | D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 734 | D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 735 | IDirect3DDevice9 *device = getDevice(); |
| 736 | |
| 737 | if (constantPS) |
| 738 | { |
| 739 | mConstantTablePS->SetVectorArray(device, constantPS, vector, count); |
| 740 | } |
| 741 | |
| 742 | if (constantVS) |
| 743 | { |
| 744 | mConstantTableVS->SetVectorArray(device, constantVS, vector, count); |
| 745 | } |
| 746 | |
| 747 | delete[] vector; |
| 748 | |
| 749 | return true; |
| 750 | } |
| 751 | |
| 752 | bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v) |
| 753 | { |
| 754 | D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 755 | D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 756 | IDirect3DDevice9 *device = getDevice(); |
| 757 | |
| 758 | if (constantPS) |
| 759 | { |
| 760 | mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count); |
| 761 | } |
| 762 | |
| 763 | if (constantVS) |
| 764 | { |
| 765 | mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count); |
| 766 | } |
| 767 | |
| 768 | return true; |
| 769 | } |
| 770 | |
| 771 | bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value) |
| 772 | { |
| 773 | D3DXMATRIX *matrix = new D3DXMATRIX[count]; |
| 774 | |
| 775 | for (int i = 0; i < count; i++) |
| 776 | { |
| 777 | matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0, |
| 778 | value[1], value[3], 0, 0, |
| 779 | 0, 0, 1, 0, |
| 780 | 0, 0, 0, 1); |
| 781 | |
| 782 | value += 4; |
| 783 | } |
| 784 | |
| 785 | D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 786 | D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 787 | IDirect3DDevice9 *device = getDevice(); |
| 788 | |
| 789 | if (constantPS) |
| 790 | { |
| 791 | mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count); |
| 792 | } |
| 793 | |
| 794 | if (constantVS) |
| 795 | { |
| 796 | mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count); |
| 797 | } |
| 798 | |
| 799 | delete[] matrix; |
| 800 | |
| 801 | return true; |
| 802 | } |
| 803 | |
| 804 | bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value) |
| 805 | { |
| 806 | D3DXMATRIX *matrix = new D3DXMATRIX[count]; |
| 807 | |
| 808 | for (int i = 0; i < count; i++) |
| 809 | { |
| 810 | matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0, |
| 811 | value[1], value[4], value[7], 0, |
| 812 | value[2], value[5], value[8], 0, |
| 813 | 0, 0, 0, 1); |
| 814 | |
| 815 | value += 9; |
| 816 | } |
| 817 | |
| 818 | D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 819 | D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 820 | IDirect3DDevice9 *device = getDevice(); |
| 821 | |
| 822 | if (constantPS) |
| 823 | { |
| 824 | mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count); |
| 825 | } |
| 826 | |
| 827 | if (constantVS) |
| 828 | { |
| 829 | mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count); |
| 830 | } |
| 831 | |
| 832 | delete[] matrix; |
| 833 | |
| 834 | return true; |
| 835 | } |
| 836 | |
| 837 | bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) |
| 838 | { |
| 839 | D3DXMATRIX *matrix = new D3DXMATRIX[count]; |
| 840 | |
| 841 | for (int i = 0; i < count; i++) |
| 842 | { |
| 843 | matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12], |
| 844 | value[1], value[5], value[9], value[13], |
| 845 | value[2], value[6], value[10], value[14], |
| 846 | value[3], value[7], value[11], value[15]); |
| 847 | |
| 848 | value += 16; |
| 849 | } |
| 850 | |
| 851 | D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 852 | D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 853 | IDirect3DDevice9 *device = getDevice(); |
| 854 | |
| 855 | if (constantPS) |
| 856 | { |
| 857 | mConstantTablePS->SetMatrixArray(device, constantPS, matrix, count); |
| 858 | } |
| 859 | |
| 860 | if (constantVS) |
| 861 | { |
| 862 | mConstantTableVS->SetMatrixArray(device, constantVS, matrix, count); |
| 863 | } |
| 864 | |
| 865 | delete[] matrix; |
| 866 | |
| 867 | return true; |
| 868 | } |
| 869 | |
| 870 | bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v) |
| 871 | { |
| 872 | D3DXHANDLE constantPS = mConstantTablePS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 873 | D3DXHANDLE constantVS = mConstantTableVS->GetConstantByName(0, mUniforms[location]->name.c_str()); |
| 874 | IDirect3DDevice9 *device = getDevice(); |
| 875 | |
| 876 | if (constantPS) |
| 877 | { |
| 878 | D3DXCONSTANT_DESC constantDescription; |
| 879 | UINT descriptionCount = 1; |
| 880 | HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount); |
| 881 | |
| daniel@transgaming.com | 2884b78 | 2010-03-08 21:30:48 +0000 | [diff] [blame] | 882 | if (FAILED(result)) |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 883 | { |
| 884 | return false; |
| 885 | } |
| 886 | |
| 887 | if (constantDescription.RegisterSet == D3DXRS_SAMPLER) |
| 888 | { |
| 889 | unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS); |
| 890 | |
| 891 | for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++) |
| 892 | { |
| 893 | GLint mappedSampler = v[0]; |
| daniel@transgaming.com | fab5a1a | 2010-03-11 19:22:30 +0000 | [diff] [blame] | 894 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 895 | if (mappedSampler >= 0 && mappedSampler < MAX_TEXTURE_IMAGE_UNITS) |
| 896 | { |
| 897 | if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS) |
| 898 | { |
| daniel@transgaming.com | 416485f | 2010-03-16 06:23:23 +0000 | [diff] [blame] | 899 | ASSERT(mSamplers[samplerIndex].active); |
| 900 | mSamplers[samplerIndex].logicalTextureUnit = mappedSampler; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 901 | } |
| 902 | } |
| 903 | } |
| daniel@transgaming.com | fab5a1a | 2010-03-11 19:22:30 +0000 | [diff] [blame] | 904 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 905 | return true; |
| 906 | } |
| 907 | } |
| 908 | |
| 909 | if (constantPS) |
| 910 | { |
| 911 | mConstantTablePS->SetIntArray(device, constantPS, v, count); |
| 912 | } |
| 913 | |
| 914 | if (constantVS) |
| 915 | { |
| 916 | mConstantTableVS->SetIntArray(device, constantVS, v, count); |
| 917 | } |
| 918 | |
| 919 | return true; |
| 920 | } |
| 921 | |
| daniel@transgaming.com | cba5057 | 2010-03-28 19:36:09 +0000 | [diff] [blame] | 922 | void Program::appendToInfoLog(const char *info) |
| 923 | { |
| 924 | if (!info) |
| 925 | { |
| 926 | return; |
| 927 | } |
| 928 | |
| 929 | size_t infoLength = strlen(info); |
| 930 | |
| 931 | if (!mInfoLog) |
| 932 | { |
| 933 | mInfoLog = new char[infoLength + 1]; |
| 934 | strcpy(mInfoLog, info); |
| 935 | } |
| 936 | else |
| 937 | { |
| 938 | size_t logLength = strlen(mInfoLog); |
| 939 | char *newLog = new char[logLength + infoLength + 1]; |
| 940 | strcpy(newLog, mInfoLog); |
| 941 | strcpy(newLog + logLength, info); |
| 942 | |
| 943 | delete[] mInfoLog; |
| 944 | mInfoLog = newLog; |
| 945 | } |
| 946 | } |
| 947 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 948 | // Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction |
| 949 | void Program::unlink(bool destroy) |
| 950 | { |
| 951 | if (destroy) // Object being destructed |
| 952 | { |
| 953 | if (mFragmentShader) |
| 954 | { |
| 955 | mFragmentShader->detach(); |
| 956 | mFragmentShader = NULL; |
| 957 | } |
| 958 | |
| 959 | if (mVertexShader) |
| 960 | { |
| 961 | mVertexShader->detach(); |
| 962 | mVertexShader = NULL; |
| 963 | } |
| 964 | |
| 965 | for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| 966 | { |
| 967 | delete[] mAttributeName[index]; |
| 968 | mAttributeName[index] = NULL; |
| 969 | } |
| daniel@transgaming.com | cba5057 | 2010-03-28 19:36:09 +0000 | [diff] [blame] | 970 | |
| 971 | delete[] mInfoLog; |
| 972 | mInfoLog = NULL; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 973 | } |
| 974 | |
| 975 | if (mPixelExecutable) |
| 976 | { |
| 977 | mPixelExecutable->Release(); |
| 978 | mPixelExecutable = NULL; |
| 979 | } |
| 980 | |
| 981 | if (mVertexExecutable) |
| 982 | { |
| 983 | mVertexExecutable->Release(); |
| 984 | mVertexExecutable = NULL; |
| 985 | } |
| 986 | |
| 987 | if (mConstantTablePS) |
| 988 | { |
| 989 | mConstantTablePS->Release(); |
| 990 | mConstantTablePS = NULL; |
| 991 | } |
| 992 | |
| 993 | if (mConstantTableVS) |
| 994 | { |
| 995 | mConstantTableVS->Release(); |
| 996 | mConstantTableVS = NULL; |
| 997 | } |
| 998 | |
| 999 | for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++) |
| 1000 | { |
| 1001 | mInputMapping[index] = 0; |
| 1002 | } |
| 1003 | |
| 1004 | for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++) |
| 1005 | { |
| daniel@transgaming.com | 416485f | 2010-03-16 06:23:23 +0000 | [diff] [blame] | 1006 | mSamplers[index].active = false; |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 1007 | } |
| 1008 | |
| 1009 | while (!mUniforms.empty()) |
| 1010 | { |
| 1011 | delete mUniforms.back(); |
| 1012 | mUniforms.pop_back(); |
| 1013 | } |
| 1014 | |
| 1015 | mLinked = false; |
| 1016 | } |
| 1017 | |
| 1018 | bool Program::isLinked() |
| 1019 | { |
| 1020 | return mLinked; |
| 1021 | } |
| 1022 | |
| daniel@transgaming.com | cba5057 | 2010-03-28 19:36:09 +0000 | [diff] [blame] | 1023 | int Program::getInfoLogLength() const |
| 1024 | { |
| 1025 | if (!mInfoLog) |
| 1026 | { |
| 1027 | return 0; |
| 1028 | } |
| 1029 | else |
| 1030 | { |
| 1031 | return strlen(mInfoLog) + 1; |
| 1032 | } |
| 1033 | } |
| 1034 | |
| 1035 | void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) |
| 1036 | { |
| 1037 | int index = 0; |
| 1038 | |
| 1039 | if (mInfoLog) |
| 1040 | { |
| 1041 | while (index < bufSize - 1 && index < (int)strlen(mInfoLog)) |
| 1042 | { |
| 1043 | infoLog[index] = mInfoLog[index]; |
| 1044 | index++; |
| 1045 | } |
| 1046 | } |
| 1047 | |
| 1048 | if (bufSize) |
| 1049 | { |
| 1050 | infoLog[index] = '\0'; |
| 1051 | } |
| 1052 | |
| 1053 | if (length) |
| 1054 | { |
| 1055 | *length = index; |
| 1056 | } |
| 1057 | } |
| 1058 | |
| daniel@transgaming.com | 6c78521 | 2010-03-30 03:36:17 +0000 | [diff] [blame] | 1059 | void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) |
| 1060 | { |
| 1061 | int total = 0; |
| 1062 | |
| 1063 | if (mVertexShader) |
| 1064 | { |
| 1065 | if (total < maxCount) |
| 1066 | { |
| 1067 | shaders[total] = mVertexShader->getHandle(); |
| 1068 | } |
| 1069 | |
| 1070 | total++; |
| 1071 | } |
| 1072 | |
| 1073 | if (mFragmentShader) |
| 1074 | { |
| 1075 | if (total < maxCount) |
| 1076 | { |
| 1077 | shaders[total] = mFragmentShader->getHandle(); |
| 1078 | } |
| 1079 | |
| 1080 | total++; |
| 1081 | } |
| 1082 | |
| 1083 | if (count) |
| 1084 | { |
| 1085 | *count = total; |
| 1086 | } |
| 1087 | } |
| 1088 | |
| daniel@transgaming.com | 4f39fd9 | 2010-03-08 20:26:45 +0000 | [diff] [blame] | 1089 | void Program::flagForDeletion() |
| 1090 | { |
| 1091 | mDeleteStatus = true; |
| 1092 | } |
| 1093 | |
| 1094 | bool Program::isFlaggedForDeletion() const |
| 1095 | { |
| 1096 | return mDeleteStatus; |
| 1097 | } |
| 1098 | } |