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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.com73a5db62010-10-15 17:58:13 +000048Program::Program(ResourceManager *manager, GLuint handle) : mResourceManager(manager), mHandle(handle), mSerial(issueSerial())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000049{
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
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000065 mRefCount = 0;
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 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000074 mVertexShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000075 }
76
77 if (mFragmentShader != NULL)
78 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000079 mFragmentShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000080 }
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;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000093 mVertexShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000094 }
95 else if (shader->getType() == GL_FRAGMENT_SHADER)
96 {
97 if (mFragmentShader)
98 {
99 return false;
100 }
101
102 mFragmentShader = (FragmentShader*)shader;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000103 mFragmentShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000104 }
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
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000119 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000120 mVertexShader = NULL;
121 }
122 else if (shader->getType() == GL_FRAGMENT_SHADER)
123 {
124 if (mFragmentShader != shader)
125 {
126 return false;
127 }
128
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000129 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000130 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.comce864422010-11-18 13:16:49 +0000244 std::string _name = decorated ? name : decorate(name);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000245 int subscript = 0;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000246
daniel@transgaming.comce864422010-11-18 13:16:49 +0000247 // Strip any trailing array operator and retrieve the subscript
248 size_t open = _name.find_last_of('[');
249 size_t close = _name.find_last_of(']');
250 if (open != std::string::npos && close == _name.length() - 1)
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000251 {
daniel@transgaming.comce864422010-11-18 13:16:49 +0000252 subscript = atoi(_name.substr(open + 1).c_str());
253 _name.erase(open);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000254 }
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000255
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000256 unsigned int numUniforms = mUniformIndex.size();
257 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000258 {
daniel@transgaming.comce864422010-11-18 13:16:49 +0000259 if (mUniformIndex[location].name == _name &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000260 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000261 {
262 return location;
263 }
264 }
265
266 return -1;
267}
268
269bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
270{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000271 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000272 {
273 return false;
274 }
275
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000276 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000277 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000278
279 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000280 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000281 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000282
283 if (arraySize == 1 && count > 1)
284 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
285
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000286 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000287
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000288 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
289 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000290 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000291 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000292 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000293 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000294
295 if (arraySize == 1 && count > 1)
296 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000297
298 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000299 GLboolean *boolParams = new GLboolean[count];
300
301 for (int i = 0; i < count; ++i)
302 {
303 if (v[i] == 0.0f)
304 {
305 boolParams[i] = GL_FALSE;
306 }
307 else
308 {
309 boolParams[i] = GL_TRUE;
310 }
311 }
312
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000313 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
314 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000315
316 delete [] boolParams;
317 }
318 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000319 {
320 return false;
321 }
322
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000323 return true;
324}
325
326bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
327{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000328 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000329 {
330 return false;
331 }
332
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000333 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000334 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000335
336 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000337 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000338 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000339
340 if (arraySize == 1 && count > 1)
341 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
342
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000343 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000344
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000345 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
346 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000347 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000348 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000349 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000350 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000351
352 if (arraySize == 1 && count > 1)
353 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
354
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000355 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
356
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000357 GLboolean *boolParams = new GLboolean[count * 2];
358
359 for (int i = 0; i < count * 2; ++i)
360 {
361 if (v[i] == 0.0f)
362 {
363 boolParams[i] = GL_FALSE;
364 }
365 else
366 {
367 boolParams[i] = GL_TRUE;
368 }
369 }
370
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000371 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
372 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000373
374 delete [] boolParams;
375 }
376 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000377 {
378 return false;
379 }
380
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000381 return true;
382}
383
384bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
385{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000386 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000387 {
388 return false;
389 }
390
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000391 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000392 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000393
394 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000395 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000396 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000397
398 if (arraySize == 1 && count > 1)
399 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
400
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000401 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000402
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000403 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
404 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000405 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000406 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000407 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000408 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000409
410 if (arraySize == 1 && count > 1)
411 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
412
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000413 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000414 GLboolean *boolParams = new GLboolean[count * 3];
415
416 for (int i = 0; i < count * 3; ++i)
417 {
418 if (v[i] == 0.0f)
419 {
420 boolParams[i] = GL_FALSE;
421 }
422 else
423 {
424 boolParams[i] = GL_TRUE;
425 }
426 }
427
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000428 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
429 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000430
431 delete [] boolParams;
432 }
433 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000434 {
435 return false;
436 }
437
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000438 return true;
439}
440
441bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
442{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000443 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000444 {
445 return false;
446 }
447
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000448 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000449 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000450
451 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000452 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000453 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000454
455 if (arraySize == 1 && count > 1)
456 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
457
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000458 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000459
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000460 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
461 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000462 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000463 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000464 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000465 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000466
467 if (arraySize == 1 && count > 1)
468 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
469
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000470 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000471 GLboolean *boolParams = new GLboolean[count * 4];
472
473 for (int i = 0; i < count * 4; ++i)
474 {
475 if (v[i] == 0.0f)
476 {
477 boolParams[i] = GL_FALSE;
478 }
479 else
480 {
481 boolParams[i] = GL_TRUE;
482 }
483 }
484
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000485 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
486 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000487
488 delete [] boolParams;
489 }
490 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000491 {
492 return false;
493 }
494
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000495 return true;
496}
497
498bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
499{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000500 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000501 {
502 return false;
503 }
504
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000505 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000506 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000507
508 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000509 {
510 return false;
511 }
512
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000513 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000514
515 if (arraySize == 1 && count > 1)
516 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
517
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000518 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000519
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000520 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
521 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000522
523 return true;
524}
525
526bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
527{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000528 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000529 {
530 return false;
531 }
532
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000533 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000534 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000535
536 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000537 {
538 return false;
539 }
540
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000541 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000542
543 if (arraySize == 1 && count > 1)
544 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
545
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000546 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000547
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000548 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
549 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000550
551 return true;
552}
553
554bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
555{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000556 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000557 {
558 return false;
559 }
560
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000561 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000562 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000563
564 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000565 {
566 return false;
567 }
568
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000569 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000570
571 if (arraySize == 1 && count > 1)
572 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
573
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000574 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000575
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000576 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
577 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000578
579 return true;
580}
581
582bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
583{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000584 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000585 {
586 return false;
587 }
588
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000589 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000590 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000591
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000592 if (targetUniform->type == GL_INT ||
593 targetUniform->type == GL_SAMPLER_2D ||
594 targetUniform->type == GL_SAMPLER_CUBE)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000595 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000596 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000597
598 if (arraySize == 1 && count > 1)
599 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
600
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000601 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000602
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000603 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
604 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000605 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000606 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000607 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000608 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000609
610 if (arraySize == 1 && count > 1)
611 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
612
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000613 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000614 GLboolean *boolParams = new GLboolean[count];
615
616 for (int i = 0; i < count; ++i)
617 {
618 if (v[i] == 0)
619 {
620 boolParams[i] = GL_FALSE;
621 }
622 else
623 {
624 boolParams[i] = GL_TRUE;
625 }
626 }
627
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000628 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
629 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000630
631 delete [] boolParams;
632 }
633 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000634 {
635 return false;
636 }
637
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000638 return true;
639}
640
641bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
642{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000643 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000644 {
645 return false;
646 }
647
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000648 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000649 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000650
651 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000652 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000653 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000654
655 if (arraySize == 1 && count > 1)
656 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
657
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000658 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000659
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000660 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
661 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000662 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000663 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000664 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000665 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000666
667 if (arraySize == 1 && count > 1)
668 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
669
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000670 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000671 GLboolean *boolParams = new GLboolean[count * 2];
672
673 for (int i = 0; i < count * 2; ++i)
674 {
675 if (v[i] == 0)
676 {
677 boolParams[i] = GL_FALSE;
678 }
679 else
680 {
681 boolParams[i] = GL_TRUE;
682 }
683 }
684
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000685 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
686 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000687
688 delete [] boolParams;
689 }
690 else
691 {
692 return false;
693 }
694
695 return true;
696}
697
698bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
699{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000700 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000701 {
702 return false;
703 }
704
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000705 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000706 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000707
708 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000709 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000710 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000711
712 if (arraySize == 1 && count > 1)
713 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
714
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000715 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000716
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000717 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
718 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000719 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000720 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000721 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000722 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000723
724 if (arraySize == 1 && count > 1)
725 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
726
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000727 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000728 GLboolean *boolParams = new GLboolean[count * 3];
729
730 for (int i = 0; i < count * 3; ++i)
731 {
732 if (v[i] == 0)
733 {
734 boolParams[i] = GL_FALSE;
735 }
736 else
737 {
738 boolParams[i] = GL_TRUE;
739 }
740 }
741
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000742 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
743 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000744
745 delete [] boolParams;
746 }
747 else
748 {
749 return false;
750 }
751
752 return true;
753}
754
755bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
756{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000757 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000758 {
759 return false;
760 }
761
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000762 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000763 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000764
765 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000766 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000767 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000768
769 if (arraySize == 1 && count > 1)
770 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
771
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000772 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000773
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000774 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
775 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000776 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000777 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000778 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000779 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000780
781 if (arraySize == 1 && count > 1)
782 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
783
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000784 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000785 GLboolean *boolParams = new GLboolean[count * 4];
786
787 for (int i = 0; i < count * 4; ++i)
788 {
789 if (v[i] == 0)
790 {
791 boolParams[i] = GL_FALSE;
792 }
793 else
794 {
795 boolParams[i] = GL_TRUE;
796 }
797 }
798
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000799 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
800 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000801
802 delete [] boolParams;
803 }
804 else
805 {
806 return false;
807 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000808
809 return true;
810}
811
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000812bool Program::getUniformfv(GLint location, GLfloat *params)
813{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000814 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000815 {
816 return false;
817 }
818
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000819 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000820
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000821 unsigned int count = UniformComponentCount(targetUniform->type);
822
823 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000824 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000825 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000826 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000827 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000828
829 for (unsigned int i = 0; i < count; ++i)
830 {
831 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
832 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000833 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000834 break;
835 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000836 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
837 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000838 break;
839 case GL_INT:
840 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000841 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000842
843 for (unsigned int i = 0; i < count; ++i)
844 {
845 params[i] = (float)intParams[i];
846 }
847 }
848 break;
849 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000850 }
851
852 return true;
853}
854
855bool Program::getUniformiv(GLint location, GLint *params)
856{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000857 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000858 {
859 return false;
860 }
861
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000862 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000863
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000864 unsigned int count = UniformComponentCount(targetUniform->type);
865
866 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000867 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000868 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000869 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000870 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000871
872 for (unsigned int i = 0; i < count; ++i)
873 {
874 params[i] = (GLint)boolParams[i];
875 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000876 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000877 break;
878 case GL_FLOAT:
879 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000880 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000881
882 for (unsigned int i = 0; i < count; ++i)
883 {
884 params[i] = (GLint)floatParams[i];
885 }
886 }
887 break;
888 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000889 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
890 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000891 break;
892 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000893 }
894
895 return true;
896}
897
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000898void Program::dirtyAllUniforms()
899{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000900 unsigned int numUniforms = mUniforms.size();
901 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000902 {
903 mUniforms[index]->dirty = true;
904 }
905}
906
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000907void Program::dirtyAllSamplers()
908{
909 for (unsigned int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; ++index)
910 {
911 mSamplers[index].dirty = true;
912 }
913}
914
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000915// Applies all the uniforms set for this program object to the Direct3D 9 device
916void Program::applyUniforms()
917{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000918 unsigned int numUniforms = mUniformIndex.size();
919 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000920 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000921 if (mUniformIndex[location].element != 0)
922 {
923 continue;
924 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000925
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000926 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
927
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000928 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000929 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000930 int arraySize = targetUniform->arraySize;
931 GLfloat *f = (GLfloat*)targetUniform->data;
932 GLint *i = (GLint*)targetUniform->data;
933 GLboolean *b = (GLboolean*)targetUniform->data;
934
935 switch (targetUniform->type)
936 {
937 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
938 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
939 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
940 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
941 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
942 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
943 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
944 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
945 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
946 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
947 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000948 case GL_SAMPLER_2D:
949 case GL_SAMPLER_CUBE:
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000950 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.combe5a0862010-07-28 19:20:37 +00001198 Context *context = getContext();
1199 bool sm3 = context->supportsShaderModel3();
1200 std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
1201
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001202 mVertexHLSL += "struct VS_INPUT\n"
1203 "{\n";
1204
1205 int semanticIndex = 0;
1206 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1207 {
1208 switch (attribute->type)
1209 {
1210 case GL_FLOAT: mVertexHLSL += " float "; break;
1211 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1212 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1213 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1214 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1215 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1216 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1217 default: UNREACHABLE();
1218 }
1219
1220 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1221
1222 semanticIndex += VariableRowCount(attribute->type);
1223 }
1224
1225 mVertexHLSL += "};\n"
1226 "\n"
1227 "struct VS_OUTPUT\n"
1228 "{\n"
1229 " float4 gl_Position : POSITION;\n";
1230
1231 for (int r = 0; r < registers; r++)
1232 {
1233 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1234
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001235 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001236 }
1237
1238 if (mFragmentShader->mUsesFragCoord)
1239 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001240 mVertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
1241 }
1242
1243 if (mVertexShader->mUsesPointSize && sm3)
1244 {
1245 mVertexHLSL += " float gl_PointSize : PSIZE;\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001246 }
1247
1248 mVertexHLSL += "};\n"
1249 "\n"
1250 "VS_OUTPUT main(VS_INPUT input)\n"
1251 "{\n";
1252
1253 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1254 {
1255 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1256
1257 if (VariableRowCount(attribute->type) > 1) // Matrix
1258 {
1259 mVertexHLSL += "transpose";
1260 }
1261
1262 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1263 }
1264
1265 mVertexHLSL += "\n"
1266 " gl_main();\n"
1267 "\n"
1268 " VS_OUTPUT output;\n"
1269 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
1270 " output.gl_Position.y = -(gl_Position.y - dx_HalfPixelSize.y * gl_Position.w);\n"
1271 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1272 " output.gl_Position.w = gl_Position.w;\n";
1273
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001274 if (mVertexShader->mUsesPointSize && sm3)
1275 {
1276 mVertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
1277 }
1278
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001279 if (mFragmentShader->mUsesFragCoord)
1280 {
1281 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1282 }
1283
1284 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1285 {
1286 if (varying->reg >= 0)
1287 {
1288 for (int i = 0; i < varying->size; i++)
1289 {
1290 int rows = VariableRowCount(varying->type);
1291
1292 for (int j = 0; j < rows; j++)
1293 {
1294 int r = varying->reg + i * rows + j;
1295 mVertexHLSL += " output.v" + str(r);
1296
1297 bool sharedRegister = false; // Register used by multiple varyings
1298
1299 for (int x = 0; x < 4; x++)
1300 {
1301 if (packing[r][x] && packing[r][x] != packing[r][0])
1302 {
1303 sharedRegister = true;
1304 break;
1305 }
1306 }
1307
1308 if(sharedRegister)
1309 {
1310 mVertexHLSL += ".";
1311
1312 for (int x = 0; x < 4; x++)
1313 {
1314 if (packing[r][x] == &*varying)
1315 {
1316 switch(x)
1317 {
1318 case 0: mVertexHLSL += "x"; break;
1319 case 1: mVertexHLSL += "y"; break;
1320 case 2: mVertexHLSL += "z"; break;
1321 case 3: mVertexHLSL += "w"; break;
1322 }
1323 }
1324 }
1325 }
1326
1327 mVertexHLSL += " = " + varying->name;
1328
1329 if (varying->array)
1330 {
1331 mVertexHLSL += "[" + str(i) + "]";
1332 }
1333
1334 if (rows > 1)
1335 {
1336 mVertexHLSL += "[" + str(j) + "]";
1337 }
1338
1339 mVertexHLSL += ";\n";
1340 }
1341 }
1342 }
1343 }
1344
1345 mVertexHLSL += "\n"
1346 " return output;\n"
1347 "}\n";
1348
1349 mPixelHLSL += "struct PS_INPUT\n"
1350 "{\n";
1351
1352 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1353 {
1354 if (varying->reg >= 0)
1355 {
1356 for (int i = 0; i < varying->size; i++)
1357 {
1358 int rows = VariableRowCount(varying->type);
1359 for (int j = 0; j < rows; j++)
1360 {
1361 std::string n = str(varying->reg + i * rows + j);
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001362 mPixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001363 }
1364 }
1365 }
1366 else UNREACHABLE();
1367 }
1368
1369 if (mFragmentShader->mUsesFragCoord)
1370 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001371 mPixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001372 if (sm3) {
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001373 mPixelHLSL += " float2 dx_VPos : VPOS;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001374 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001375 }
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001376
1377 if (mFragmentShader->mUsesPointCoord && sm3)
1378 {
1379 mPixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
1380 }
1381
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001382 if (mFragmentShader->mUsesFrontFacing)
1383 {
1384 mPixelHLSL += " float vFace : VFACE;\n";
1385 }
1386
1387 mPixelHLSL += "};\n"
1388 "\n"
1389 "struct PS_OUTPUT\n"
1390 "{\n"
1391 " float4 gl_Color[1] : COLOR;\n"
1392 "};\n"
1393 "\n"
1394 "PS_OUTPUT main(PS_INPUT input)\n"
1395 "{\n";
1396
1397 if (mFragmentShader->mUsesFragCoord)
1398 {
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001399 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
1400 if (sm3) {
1401 mPixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n"
1402 " gl_FragCoord.y = input.dx_VPos.y;\n";
1403 } else {
1404 mPixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Viewport.x + dx_Viewport.z;\n"
1405 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_Viewport.y + dx_Viewport.w;\n";
1406 }
1407 mPixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001408 " gl_FragCoord.w = rhw;\n";
1409 }
1410
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001411 if (mFragmentShader->mUsesPointCoord && sm3)
1412 {
1413 mPixelHLSL += " gl_PointCoord = float2(input.gl_PointCoord.x, 1.0 - input.gl_PointCoord.y);\n";
1414 }
1415
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001416 if (mFragmentShader->mUsesFrontFacing)
1417 {
1418 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1419 }
1420
1421 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1422 {
1423 if (varying->reg >= 0)
1424 {
1425 for (int i = 0; i < varying->size; i++)
1426 {
1427 int rows = VariableRowCount(varying->type);
1428 for (int j = 0; j < rows; j++)
1429 {
1430 std::string n = str(varying->reg + i * rows + j);
1431 mPixelHLSL += " " + varying->name;
1432
1433 if (varying->array)
1434 {
1435 mPixelHLSL += "[" + str(i) + "]";
1436 }
1437
1438 if (rows > 1)
1439 {
1440 mPixelHLSL += "[" + str(j) + "]";
1441 }
1442
1443 mPixelHLSL += " = input.v" + n + ";\n";
1444 }
1445 }
1446 }
1447 else UNREACHABLE();
1448 }
1449
1450 mPixelHLSL += "\n"
1451 " gl_main();\n"
1452 "\n"
1453 " PS_OUTPUT output;\n"
1454 " output.gl_Color[0] = gl_Color[0];\n"
1455 "\n"
1456 " return output;\n"
1457 "}\n";
1458
1459 TRACE("\n%s", mPixelHLSL.c_str());
1460 TRACE("\n%s", mVertexHLSL.c_str());
1461
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001462 return true;
1463}
1464
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001465// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1466// compiling them into binaries, determining the attribute mappings, and collecting
1467// a list of uniforms
1468void Program::link()
1469{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001470 unlink();
1471
1472 if (!mFragmentShader || !mFragmentShader->isCompiled())
1473 {
1474 return;
1475 }
1476
1477 if (!mVertexShader || !mVertexShader->isCompiled())
1478 {
1479 return;
1480 }
1481
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001482 mPixelHLSL = mFragmentShader->getHLSL();
1483 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001484
1485 if (!linkVaryings())
1486 {
1487 return;
1488 }
1489
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001490 Context *context = getContext();
1491 const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
1492 const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
1493
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001494 ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1495 ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001496
1497 if (vertexBinary && pixelBinary)
1498 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001499 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001500 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1501 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1502
1503 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1504 {
1505 return error(GL_OUT_OF_MEMORY);
1506 }
1507
1508 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001509
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001510 vertexBinary->Release();
1511 pixelBinary->Release();
1512 vertexBinary = NULL;
1513 pixelBinary = NULL;
1514
1515 if (mVertexExecutable && mPixelExecutable)
1516 {
1517 if (!linkAttributes())
1518 {
1519 return;
1520 }
1521
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001522 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001523 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001524 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001525 }
1526
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001527 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001528 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001529 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001530 }
1531
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001532 // these uniforms are searched as already-decorated because gl_ and dx_
1533 // are reserved prefixes, and do not receive additional decoration
1534 mDepthRangeNearLocation = getUniformLocation("gl_DepthRange.near", true);
1535 mDepthRangeFarLocation = getUniformLocation("gl_DepthRange.far", true);
1536 mDepthRangeDiffLocation = getUniformLocation("gl_DepthRange.diff", true);
1537 mDxDepthLocation = getUniformLocation("dx_Depth", true);
daniel@transgaming.com162267d2010-07-28 19:20:48 +00001538 mDxViewportLocation = getUniformLocation("dx_Viewport", true);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001539 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize", true);
1540 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW", true);
1541 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines", true);
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001542
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001543 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001544 }
1545 }
1546}
1547
1548// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1549bool Program::linkAttributes()
1550{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001551 unsigned int usedLocations = 0;
1552
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001553 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001554 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001555 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001556 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001557
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001558 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001559 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001560 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001561 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001562 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001563 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001564
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001565 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001566
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001567 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001568
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001569 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001570 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001571 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 +00001572
1573 return false;
1574 }
1575
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001576 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001577 {
1578 usedLocations |= 1 << (location + i);
1579 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001580 }
1581 }
1582
1583 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001584 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001585 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001586 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001587
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001588 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001589 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001590 int rows = VariableRowCount(attribute->type);
1591 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001592
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001593 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001594 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001595 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001596
1597 return false; // Fail to link
1598 }
1599
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001600 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001601 }
1602 }
1603
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001604 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001605 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001606 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001607 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001608
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001609 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001610 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001611 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001612 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001613 }
1614
1615 return true;
1616}
1617
daniel@transgaming.com85423182010-04-22 13:35:27 +00001618int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001619{
1620 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1621 {
1622 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1623 {
1624 return location;
1625 }
1626 }
1627
1628 return -1;
1629}
1630
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001631bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1632{
1633 D3DXCONSTANTTABLE_DESC constantTableDescription;
1634 D3DXCONSTANT_DESC constantDescription;
1635 UINT descriptionCount = 1;
1636
1637 constantTable->GetDesc(&constantTableDescription);
1638
1639 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1640 {
1641 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
1642 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1643
1644 if (!defineUniform(constantHandle, constantDescription))
1645 {
1646 return false;
1647 }
1648 }
1649
1650 return true;
1651}
1652
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001653// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001654// Returns true if succesful (uniform not already defined)
1655bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1656{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001657 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1658 {
1659 unsigned int samplerIndex = constantDescription.RegisterIndex;
1660
1661 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
1662
1663 mSamplers[samplerIndex].active = true;
1664 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
1665 mSamplers[samplerIndex].logicalTextureUnit = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00001666 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001667 }
1668
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001669 switch(constantDescription.Class)
1670 {
1671 case D3DXPC_STRUCT:
1672 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001673 for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001674 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001675 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001676 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001677 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1678
1679 D3DXCONSTANT_DESC fieldDescription;
1680 UINT descriptionCount = 1;
1681
1682 mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1683
1684 std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
1685
1686 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
1687 {
1688 return false;
1689 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001690 }
1691 }
1692
1693 return true;
1694 }
1695 case D3DXPC_SCALAR:
1696 case D3DXPC_VECTOR:
1697 case D3DXPC_MATRIX_COLUMNS:
1698 case D3DXPC_OBJECT:
1699 return defineUniform(constantDescription, name + constantDescription.Name);
1700 default:
1701 UNREACHABLE();
1702 return false;
1703 }
1704}
1705
1706bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1707{
1708 Uniform *uniform = createUniform(constantDescription, name);
1709
1710 if(!uniform)
1711 {
1712 return false;
1713 }
1714
1715 // Check if already defined
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001716 GLint location = getUniformLocation(name.c_str(), true);
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001717 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001718
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001719 if (location >= 0)
1720 {
1721 delete uniform;
1722
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001723 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001724 {
1725 return false;
1726 }
1727 else
1728 {
1729 return true;
1730 }
1731 }
1732
1733 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001734 unsigned int uniformIndex = mUniforms.size() - 1;
1735
1736 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1737 {
1738 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1739 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001740
1741 return true;
1742}
1743
1744Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001745{
1746 if (constantDescription.Rows == 1) // Vectors and scalars
1747 {
1748 switch (constantDescription.Type)
1749 {
1750 case D3DXPT_SAMPLER2D:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001751 switch (constantDescription.Columns)
1752 {
1753 case 1: return new Uniform(GL_SAMPLER_2D, name, constantDescription.Elements);
1754 default: UNREACHABLE();
1755 }
1756 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001757 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001758 switch (constantDescription.Columns)
1759 {
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001760 case 1: return new Uniform(GL_SAMPLER_CUBE, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001761 default: UNREACHABLE();
1762 }
1763 break;
1764 case D3DXPT_BOOL:
1765 switch (constantDescription.Columns)
1766 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001767 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1768 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1769 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1770 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001771 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001772 }
1773 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001774 case D3DXPT_INT:
1775 switch (constantDescription.Columns)
1776 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001777 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1778 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1779 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1780 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001781 default: UNREACHABLE();
1782 }
1783 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001784 case D3DXPT_FLOAT:
1785 switch (constantDescription.Columns)
1786 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001787 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1788 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1789 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1790 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001791 default: UNREACHABLE();
1792 }
1793 break;
1794 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001795 UNREACHABLE();
1796 }
1797 }
1798 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1799 {
1800 switch (constantDescription.Type)
1801 {
1802 case D3DXPT_FLOAT:
1803 switch (constantDescription.Rows)
1804 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001805 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1806 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1807 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001808 default: UNREACHABLE();
1809 }
1810 break;
1811 default: UNREACHABLE();
1812 }
1813 }
1814 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001815
1816 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001817}
1818
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001819// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001820std::string Program::decorate(const std::string &string)
1821{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001822 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001823 {
1824 return "_" + string;
1825 }
1826 else
1827 {
1828 return string;
1829 }
1830}
1831
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001832std::string Program::undecorate(const std::string &string)
1833{
1834 if (string.substr(0, 1) == "_")
1835 {
1836 return string.substr(1);
1837 }
1838 else
1839 {
1840 return string;
1841 }
1842}
1843
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001844bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1845{
1846 BOOL *vector = new BOOL[count];
1847 for (int i = 0; i < count; i++)
1848 {
1849 if (v[i] == GL_FALSE)
1850 vector[i] = 0;
1851 else
1852 vector[i] = 1;
1853 }
1854
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001855 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1856
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001857 D3DXHANDLE constantPS;
1858 D3DXHANDLE constantVS;
1859 getConstantHandles(targetUniform, &constantPS, &constantVS);
1860
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001861 IDirect3DDevice9 *device = getDevice();
1862
1863 if (constantPS)
1864 {
1865 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1866 }
1867
1868 if (constantVS)
1869 {
1870 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1871 }
1872
1873 delete [] vector;
1874
1875 return true;
1876}
1877
1878bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1879{
1880 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1881
1882 for (int i = 0; i < count; i++)
1883 {
1884 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1885 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1886
1887 v += 2;
1888 }
1889
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001890 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1891
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001892 D3DXHANDLE constantPS;
1893 D3DXHANDLE constantVS;
1894 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001895 IDirect3DDevice9 *device = getDevice();
1896
1897 if (constantPS)
1898 {
1899 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1900 }
1901
1902 if (constantVS)
1903 {
1904 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1905 }
1906
1907 delete[] vector;
1908
1909 return true;
1910}
1911
1912bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1913{
1914 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1915
1916 for (int i = 0; i < count; i++)
1917 {
1918 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1919 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1920 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1921
1922 v += 3;
1923 }
1924
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001925 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1926
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001927 D3DXHANDLE constantPS;
1928 D3DXHANDLE constantVS;
1929 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001930 IDirect3DDevice9 *device = getDevice();
1931
1932 if (constantPS)
1933 {
1934 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1935 }
1936
1937 if (constantVS)
1938 {
1939 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1940 }
1941
1942 delete[] vector;
1943
1944 return true;
1945}
1946
1947bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
1948{
1949 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1950
1951 for (int i = 0; i < count; i++)
1952 {
1953 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1954 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1955 (v[2] == GL_FALSE ? 0.0f : 1.0f),
1956 (v[3] == GL_FALSE ? 0.0f : 1.0f));
1957
1958 v += 3;
1959 }
1960
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001961 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1962
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001963 D3DXHANDLE constantPS;
1964 D3DXHANDLE constantVS;
1965 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001966 IDirect3DDevice9 *device = getDevice();
1967
1968 if (constantPS)
1969 {
1970 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1971 }
1972
1973 if (constantVS)
1974 {
1975 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1976 }
1977
1978 delete [] vector;
1979
1980 return true;
1981}
1982
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001983bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
1984{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001985 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1986
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001987 D3DXHANDLE constantPS;
1988 D3DXHANDLE constantVS;
1989 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001990 IDirect3DDevice9 *device = getDevice();
1991
1992 if (constantPS)
1993 {
1994 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
1995 }
1996
1997 if (constantVS)
1998 {
1999 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
2000 }
2001
2002 return true;
2003}
2004
2005bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
2006{
2007 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2008
2009 for (int i = 0; i < count; i++)
2010 {
2011 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
2012
2013 v += 2;
2014 }
2015
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002016 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2017
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002018 D3DXHANDLE constantPS;
2019 D3DXHANDLE constantVS;
2020 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002021 IDirect3DDevice9 *device = getDevice();
2022
2023 if (constantPS)
2024 {
2025 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2026 }
2027
2028 if (constantVS)
2029 {
2030 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2031 }
2032
2033 delete[] vector;
2034
2035 return true;
2036}
2037
2038bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
2039{
2040 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2041
2042 for (int i = 0; i < count; i++)
2043 {
2044 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
2045
2046 v += 3;
2047 }
2048
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002049 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2050
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002051 D3DXHANDLE constantPS;
2052 D3DXHANDLE constantVS;
2053 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002054 IDirect3DDevice9 *device = getDevice();
2055
2056 if (constantPS)
2057 {
2058 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2059 }
2060
2061 if (constantVS)
2062 {
2063 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2064 }
2065
2066 delete[] vector;
2067
2068 return true;
2069}
2070
2071bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2072{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002073 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2074
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002075 D3DXHANDLE constantPS;
2076 D3DXHANDLE constantVS;
2077 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002078 IDirect3DDevice9 *device = getDevice();
2079
2080 if (constantPS)
2081 {
2082 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2083 }
2084
2085 if (constantVS)
2086 {
2087 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2088 }
2089
2090 return true;
2091}
2092
2093bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2094{
2095 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2096
2097 for (int i = 0; i < count; i++)
2098 {
2099 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2100 value[1], value[3], 0, 0,
2101 0, 0, 1, 0,
2102 0, 0, 0, 1);
2103
2104 value += 4;
2105 }
2106
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002107 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2108
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002109 D3DXHANDLE constantPS;
2110 D3DXHANDLE constantVS;
2111 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002112 IDirect3DDevice9 *device = getDevice();
2113
2114 if (constantPS)
2115 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002116 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002117 }
2118
2119 if (constantVS)
2120 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002121 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002122 }
2123
2124 delete[] matrix;
2125
2126 return true;
2127}
2128
2129bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2130{
2131 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2132
2133 for (int i = 0; i < count; i++)
2134 {
2135 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2136 value[1], value[4], value[7], 0,
2137 value[2], value[5], value[8], 0,
2138 0, 0, 0, 1);
2139
2140 value += 9;
2141 }
2142
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002143 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2144
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002145 D3DXHANDLE constantPS;
2146 D3DXHANDLE constantVS;
2147 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002148 IDirect3DDevice9 *device = getDevice();
2149
2150 if (constantPS)
2151 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002152 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002153 }
2154
2155 if (constantVS)
2156 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002157 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002158 }
2159
2160 delete[] matrix;
2161
2162 return true;
2163}
2164
2165bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2166{
2167 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2168
2169 for (int i = 0; i < count; i++)
2170 {
2171 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2172 value[1], value[5], value[9], value[13],
2173 value[2], value[6], value[10], value[14],
2174 value[3], value[7], value[11], value[15]);
2175
2176 value += 16;
2177 }
2178
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002179 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2180
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002181 D3DXHANDLE constantPS;
2182 D3DXHANDLE constantVS;
2183 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002184 IDirect3DDevice9 *device = getDevice();
2185
2186 if (constantPS)
2187 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002188 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002189 }
2190
2191 if (constantVS)
2192 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002193 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002194 }
2195
2196 delete[] matrix;
2197
2198 return true;
2199}
2200
2201bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2202{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002203 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2204
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002205 D3DXHANDLE constantPS;
2206 D3DXHANDLE constantVS;
2207 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002208 IDirect3DDevice9 *device = getDevice();
2209
2210 if (constantPS)
2211 {
2212 D3DXCONSTANT_DESC constantDescription;
2213 UINT descriptionCount = 1;
2214 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
2215
daniel@transgaming.com2884b782010-03-08 21:30:48 +00002216 if (FAILED(result))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002217 {
2218 return false;
2219 }
2220
2221 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2222 {
2223 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2224
2225 for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
2226 {
2227 GLint mappedSampler = v[0];
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002228
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002229 if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002230 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002231 ASSERT(mSamplers[samplerIndex].active);
2232 mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
2233 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002234 }
2235 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002236
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002237 return true;
2238 }
2239 }
2240
2241 if (constantPS)
2242 {
2243 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2244 }
2245
2246 if (constantVS)
2247 {
2248 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2249 }
2250
2251 return true;
2252}
2253
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002254bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2255{
2256 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2257
2258 for (int i = 0; i < count; i++)
2259 {
2260 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2261
2262 v += 2;
2263 }
2264
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002265 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2266
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002267 D3DXHANDLE constantPS;
2268 D3DXHANDLE constantVS;
2269 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002270 IDirect3DDevice9 *device = getDevice();
2271
2272 if (constantPS)
2273 {
2274 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2275 }
2276
2277 if (constantVS)
2278 {
2279 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2280 }
2281
2282 delete[] vector;
2283
2284 return true;
2285}
2286
2287bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2288{
2289 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2290
2291 for (int i = 0; i < count; i++)
2292 {
2293 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2294
2295 v += 3;
2296 }
2297
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002298 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2299
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002300 D3DXHANDLE constantPS;
2301 D3DXHANDLE constantVS;
2302 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002303 IDirect3DDevice9 *device = getDevice();
2304
2305 if (constantPS)
2306 {
2307 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2308 }
2309
2310 if (constantVS)
2311 {
2312 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2313 }
2314
2315 delete[] vector;
2316
2317 return true;
2318}
2319
2320bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2321{
2322 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2323
2324 for (int i = 0; i < count; i++)
2325 {
2326 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2327
2328 v += 4;
2329 }
2330
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002331 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2332
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002333 D3DXHANDLE constantPS;
2334 D3DXHANDLE constantVS;
2335 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002336 IDirect3DDevice9 *device = getDevice();
2337
2338 if (constantPS)
2339 {
2340 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2341 }
2342
2343 if (constantVS)
2344 {
2345 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2346 }
2347
2348 delete [] vector;
2349
2350 return true;
2351}
2352
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002353void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002354{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002355 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002356 {
2357 return;
2358 }
2359
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002360 char info[1024];
2361
2362 va_list vararg;
2363 va_start(vararg, format);
2364 vsnprintf(info, sizeof(info), format, vararg);
2365 va_end(vararg);
2366
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002367 size_t infoLength = strlen(info);
2368
2369 if (!mInfoLog)
2370 {
2371 mInfoLog = new char[infoLength + 1];
2372 strcpy(mInfoLog, info);
2373 }
2374 else
2375 {
2376 size_t logLength = strlen(mInfoLog);
2377 char *newLog = new char[logLength + infoLength + 1];
2378 strcpy(newLog, mInfoLog);
2379 strcpy(newLog + logLength, info);
2380
2381 delete[] mInfoLog;
2382 mInfoLog = newLog;
2383 }
2384}
2385
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002386void Program::resetInfoLog()
2387{
2388 if (mInfoLog)
2389 {
2390 delete [] mInfoLog;
daniel@transgaming.com6a20d102010-08-31 13:54:27 +00002391 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002392 }
2393}
2394
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002395// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2396void Program::unlink(bool destroy)
2397{
2398 if (destroy) // Object being destructed
2399 {
2400 if (mFragmentShader)
2401 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002402 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002403 mFragmentShader = NULL;
2404 }
2405
2406 if (mVertexShader)
2407 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002408 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002409 mVertexShader = NULL;
2410 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002411 }
2412
2413 if (mPixelExecutable)
2414 {
2415 mPixelExecutable->Release();
2416 mPixelExecutable = NULL;
2417 }
2418
2419 if (mVertexExecutable)
2420 {
2421 mVertexExecutable->Release();
2422 mVertexExecutable = NULL;
2423 }
2424
2425 if (mConstantTablePS)
2426 {
2427 mConstantTablePS->Release();
2428 mConstantTablePS = NULL;
2429 }
2430
2431 if (mConstantTableVS)
2432 {
2433 mConstantTableVS->Release();
2434 mConstantTableVS = NULL;
2435 }
2436
2437 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2438 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002439 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002440 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002441 }
2442
2443 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2444 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002445 mSamplers[index].active = false;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002446 mSamplers[index].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002447 }
2448
2449 while (!mUniforms.empty())
2450 {
2451 delete mUniforms.back();
2452 mUniforms.pop_back();
2453 }
2454
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002455 mDepthRangeDiffLocation = -1;
2456 mDepthRangeNearLocation = -1;
2457 mDepthRangeFarLocation = -1;
2458 mDxDepthLocation = -1;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002459 mDxViewportLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002460 mDxHalfPixelSizeLocation = -1;
2461 mDxFrontCCWLocation = -1;
2462 mDxPointsOrLinesLocation = -1;
2463
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002464 mUniformIndex.clear();
2465
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002466 mPixelHLSL.clear();
2467 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002468
2469 delete[] mInfoLog;
2470 mInfoLog = NULL;
2471
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002472 mLinked = false;
2473}
2474
2475bool Program::isLinked()
2476{
2477 return mLinked;
2478}
2479
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002480bool Program::isValidated() const
2481{
2482 return mValidated;
2483}
2484
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002485void Program::release()
2486{
2487 mRefCount--;
2488
2489 if (mRefCount == 0 && mDeleteStatus)
2490 {
2491 mResourceManager->deleteProgram(mHandle);
2492 }
2493}
2494
2495void Program::addRef()
2496{
2497 mRefCount++;
2498}
2499
2500unsigned int Program::getRefCount() const
2501{
2502 return mRefCount;
2503}
2504
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002505unsigned int Program::getSerial() const
2506{
2507 return mSerial;
2508}
2509
2510unsigned int Program::issueSerial()
2511{
2512 return mCurrentSerial++;
2513}
2514
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002515int Program::getInfoLogLength() const
2516{
2517 if (!mInfoLog)
2518 {
2519 return 0;
2520 }
2521 else
2522 {
2523 return strlen(mInfoLog) + 1;
2524 }
2525}
2526
2527void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2528{
2529 int index = 0;
2530
2531 if (mInfoLog)
2532 {
2533 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2534 {
2535 infoLog[index] = mInfoLog[index];
2536 index++;
2537 }
2538 }
2539
2540 if (bufSize)
2541 {
2542 infoLog[index] = '\0';
2543 }
2544
2545 if (length)
2546 {
2547 *length = index;
2548 }
2549}
2550
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002551void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2552{
2553 int total = 0;
2554
2555 if (mVertexShader)
2556 {
2557 if (total < maxCount)
2558 {
2559 shaders[total] = mVertexShader->getHandle();
2560 }
2561
2562 total++;
2563 }
2564
2565 if (mFragmentShader)
2566 {
2567 if (total < maxCount)
2568 {
2569 shaders[total] = mFragmentShader->getHandle();
2570 }
2571
2572 total++;
2573 }
2574
2575 if (count)
2576 {
2577 *count = total;
2578 }
2579}
2580
daniel@transgaming.com85423182010-04-22 13:35:27 +00002581void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2582{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002583 unsigned int attribute = 0;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002584 for (unsigned int i = 0; i < index; i++)
2585 {
2586 do
2587 {
2588 attribute++;
2589
2590 ASSERT(attribute < MAX_VERTEX_ATTRIBS); // index must be smaller than getActiveAttributeCount()
2591 }
2592 while (mLinkedAttribute[attribute].name.empty());
2593 }
2594
2595 if (bufsize > 0)
2596 {
2597 const char *string = mLinkedAttribute[attribute].name.c_str();
2598
2599 strncpy(name, string, bufsize);
2600 name[bufsize - 1] = '\0';
2601
2602 if (length)
2603 {
2604 *length = strlen(name);
2605 }
2606 }
2607
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002608 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002609
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002610 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002611}
2612
2613GLint Program::getActiveAttributeCount()
2614{
2615 int count = 0;
2616
2617 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2618 {
2619 if (!mLinkedAttribute[attributeIndex].name.empty())
2620 {
2621 count++;
2622 }
2623 }
2624
2625 return count;
2626}
2627
2628GLint Program::getActiveAttributeMaxLength()
2629{
2630 int maxLength = 0;
2631
2632 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2633 {
2634 if (!mLinkedAttribute[attributeIndex].name.empty())
2635 {
2636 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2637 }
2638 }
2639
2640 return maxLength;
2641}
2642
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002643void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2644{
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002645 // Skip over internal uniforms
2646 unsigned int activeUniform = 0;
2647 unsigned int uniform;
2648 for (uniform = 0; uniform < mUniforms.size(); uniform++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002649 {
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002650 while (mUniforms[uniform]->name.substr(0, 3) == "dx_")
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002651 {
2652 uniform++;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002653 }
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002654
2655 if (activeUniform == index)
2656 {
2657 break;
2658 }
2659
2660 activeUniform++;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002661 }
2662
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002663 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2664
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002665 if (bufsize > 0)
2666 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002667 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002668
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002669 if (mUniforms[uniform]->arraySize != 1)
2670 {
2671 string += "[0]";
2672 }
2673
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002674 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002675 name[bufsize - 1] = '\0';
2676
2677 if (length)
2678 {
2679 *length = strlen(name);
2680 }
2681 }
2682
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002683 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002684
2685 *type = mUniforms[uniform]->type;
2686}
2687
2688GLint Program::getActiveUniformCount()
2689{
2690 int count = 0;
2691
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002692 unsigned int numUniforms = mUniforms.size();
2693 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002694 {
2695 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2696 {
2697 count++;
2698 }
2699 }
2700
2701 return count;
2702}
2703
2704GLint Program::getActiveUniformMaxLength()
2705{
2706 int maxLength = 0;
2707
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002708 unsigned int numUniforms = mUniforms.size();
2709 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002710 {
2711 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2712 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002713 maxLength = std::max((int)(undecorate(mUniforms[uniformIndex]->name).length() + 1), maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002714 }
2715 }
2716
2717 return maxLength;
2718}
2719
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002720void Program::flagForDeletion()
2721{
2722 mDeleteStatus = true;
2723}
2724
2725bool Program::isFlaggedForDeletion() const
2726{
2727 return mDeleteStatus;
2728}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002729
2730void Program::validate()
2731{
2732 resetInfoLog();
2733
2734 if (!isLinked())
2735 {
2736 appendToInfoLog("Program has not been successfully linked.");
2737 mValidated = false;
2738 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002739 else
2740 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002741 applyUniforms();
2742 if (!validateSamplers())
2743 {
2744 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit.");
2745 mValidated = false;
2746 }
2747 else
2748 {
2749 mValidated = true;
2750 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002751 }
2752}
2753
2754bool Program::validateSamplers() const
2755{
2756 // if any two active samplers in a program are of different types, but refer to the same
2757 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2758 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
2759 std::map<int, SamplerType> samplerMap;
2760 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2761 {
2762 if (mSamplers[i].active)
2763 {
2764 if (samplerMap.find(mSamplers[i].logicalTextureUnit) != samplerMap.end())
2765 {
2766 if (mSamplers[i].type != samplerMap[mSamplers[i].logicalTextureUnit])
2767 return false;
2768 }
2769 else
2770 {
2771 samplerMap[mSamplers[i].logicalTextureUnit] = mSamplers[i].type;
2772 }
2773 }
2774 }
2775
2776 return true;
2777}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002778
2779void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2780{
2781 if (!targetUniform->handlesSet)
2782 {
2783 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2784 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2785 targetUniform->handlesSet = true;
2786 }
2787
2788 *constantPS = targetUniform->psHandle;
2789 *constantVS = targetUniform->vsHandle;
2790}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002791
2792GLint Program::getDepthRangeDiffLocation() const
2793{
2794 return mDepthRangeDiffLocation;
2795}
2796
2797GLint Program::getDepthRangeNearLocation() const
2798{
daniel@transgaming.come0d7d432010-05-18 18:51:52 +00002799 return mDepthRangeNearLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002800}
2801
2802GLint Program::getDepthRangeFarLocation() const
2803{
2804 return mDepthRangeFarLocation;
2805}
2806
2807GLint Program::getDxDepthLocation() const
2808{
2809 return mDxDepthLocation;
2810}
2811
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002812GLint Program::getDxViewportLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002813{
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002814 return mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002815}
2816
2817GLint Program::getDxHalfPixelSizeLocation() const
2818{
2819 return mDxHalfPixelSizeLocation;
2820}
2821
2822GLint Program::getDxFrontCCWLocation() const
2823{
2824 return mDxFrontCCWLocation;
2825}
2826
2827GLint Program::getDxPointsOrLinesLocation() const
2828{
2829 return mDxPointsOrLinesLocation;
2830}
2831
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002832}