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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// Shader.cpp: Implements the gl::Shader class and its derived classes
8// VertexShader and FragmentShader. Implements GL shader objects and related
9// functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84.
10
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000011#include "libGLESv2/Shader.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000012
alokp@chromium.org91b72322010-06-02 15:50:56 +000013#include <string>
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000014
alokp@chromium.org91b72322010-06-02 15:50:56 +000015#include "GLSLANG/Shaderlang.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000016#include "libGLESv2/main.h"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000017#include "libGLESv2/utilities.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000018
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000019namespace gl
20{
21void *Shader::mFragmentCompiler = NULL;
22void *Shader::mVertexCompiler = NULL;
23
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000024Shader::Shader(ResourceManager *manager, GLuint handle) : mHandle(handle), mResourceManager(manager)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000025{
26 mSource = NULL;
27 mHlsl = NULL;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000028 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000029
30 // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler)
31 if (!mFragmentCompiler)
32 {
33 int result = ShInitialize();
34
35 if (result)
36 {
alokp@chromium.orge4249f02010-07-26 18:13:52 +000037 TBuiltInResource resources;
alokp@chromium.org94a86ad2010-08-25 20:02:11 +000038 ShInitBuiltInResource(&resources);
39 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS;
40 resources.MaxVertexUniformVectors = MAX_VERTEX_UNIFORM_VECTORS;
41 resources.MaxVaryingVectors = MAX_VARYING_VECTORS;
42 resources.MaxVertexTextureImageUnits = MAX_VERTEX_TEXTURE_IMAGE_UNITS;
43 resources.MaxCombinedTextureImageUnits = MAX_COMBINED_TEXTURE_IMAGE_UNITS;
44 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS;
45 resources.MaxFragmentUniformVectors = MAX_FRAGMENT_UNIFORM_VECTORS;
46 resources.MaxDrawBuffers = MAX_DRAW_BUFFERS;
alokp@chromium.orgd303ef92010-09-09 17:30:15 +000047 resources.OES_standard_derivatives = 1;
alokp@chromium.orge4249f02010-07-26 18:13:52 +000048
49 mFragmentCompiler = ShConstructCompiler(EShLangFragment, EShSpecGLES2, &resources);
50 mVertexCompiler = ShConstructCompiler(EShLangVertex, EShSpecGLES2, &resources);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000051 }
52 }
53
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000054 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000055 mDeleteStatus = false;
56}
57
58Shader::~Shader()
59{
60 delete[] mSource;
61 delete[] mHlsl;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000062 delete[] mInfoLog;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000063}
64
daniel@transgaming.com6c785212010-03-30 03:36:17 +000065GLuint Shader::getHandle() const
66{
67 return mHandle;
68}
69
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000070void Shader::setSource(GLsizei count, const char **string, const GLint *length)
71{
72 delete[] mSource;
73 int totalLength = 0;
74
75 for (int i = 0; i < count; i++)
76 {
77 if (length && length[i] >= 0)
78 {
79 totalLength += length[i];
80 }
81 else
82 {
83 totalLength += (int)strlen(string[i]);
84 }
85 }
86
87 mSource = new char[totalLength + 1];
88 char *code = mSource;
89
90 for (int i = 0; i < count; i++)
91 {
92 int stringLength;
93
94 if (length && length[i] >= 0)
95 {
96 stringLength = length[i];
97 }
98 else
99 {
100 stringLength = (int)strlen(string[i]);
101 }
102
103 strncpy(code, string[i], stringLength);
104 code += stringLength;
105 }
106
107 mSource[totalLength] = '\0';
108}
109
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000110int Shader::getInfoLogLength() const
111{
112 if (!mInfoLog)
113 {
114 return 0;
115 }
116 else
117 {
118 return strlen(mInfoLog) + 1;
119 }
120}
121
122void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
123{
124 int index = 0;
125
126 if (mInfoLog)
127 {
128 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
129 {
130 infoLog[index] = mInfoLog[index];
131 index++;
132 }
133 }
134
135 if (bufSize)
136 {
137 infoLog[index] = '\0';
138 }
139
140 if (length)
141 {
142 *length = index;
143 }
144}
145
146int Shader::getSourceLength() const
147{
148 if (!mSource)
149 {
150 return 0;
151 }
152 else
153 {
154 return strlen(mSource) + 1;
155 }
156}
157
158void Shader::getSource(GLsizei bufSize, GLsizei *length, char *source)
159{
160 int index = 0;
161
162 if (mSource)
163 {
daniel@transgaming.com41187f12010-04-01 13:39:29 +0000164 while (index < bufSize - 1 && index < (int)strlen(mSource))
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000165 {
166 source[index] = mSource[index];
167 index++;
168 }
169 }
170
171 if (bufSize)
172 {
173 source[index] = '\0';
174 }
175
176 if (length)
177 {
178 *length = index;
179 }
180}
181
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000182bool Shader::isCompiled()
183{
184 return mHlsl != NULL;
185}
186
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000187const char *Shader::getHLSL()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000188{
189 return mHlsl;
190}
191
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000192void Shader::addRef()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000193{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000194 mRefCount++;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000195}
196
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000197void Shader::release()
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000198{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000199 mRefCount--;
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000200
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000201 if (mRefCount == 0 && mDeleteStatus)
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000202 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000203 mResourceManager->deleteShader(mHandle);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +0000204 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000205}
206
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000207unsigned int Shader::getRefCount() const
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000208{
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000209 return mRefCount;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000210}
211
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000212bool Shader::isFlaggedForDeletion() const
213{
214 return mDeleteStatus;
215}
216
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000217void Shader::flagForDeletion()
218{
219 mDeleteStatus = true;
220}
221
222void Shader::releaseCompiler()
223{
224 ShDestruct(mFragmentCompiler);
225 ShDestruct(mVertexCompiler);
226
227 mFragmentCompiler = NULL;
228 mVertexCompiler = NULL;
alokp@chromium.org90033b92010-05-24 15:02:43 +0000229
230 ShFinalize();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000231}
232
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000233void Shader::parseVaryings()
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000234{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000235 if (mHlsl)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000236 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000237 const char *input = strstr(mHlsl, "// Varyings") + 12;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000238
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000239 while(true)
240 {
241 char varyingType[256];
242 char varyingName[256];
243
244 int matches = sscanf(input, "static %s %s", varyingType, varyingName);
245
246 if (matches != 2)
247 {
248 break;
249 }
250
251 char *array = strstr(varyingName, "[");
252 int size = 1;
253
254 if (array)
255 {
256 size = atoi(array + 1);
257 *array = '\0';
258 }
259
260 varyings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL));
261
262 input = strstr(input, ";") + 2;
263 }
264
265 mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL;
266 mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL;
daniel@transgaming.combe5a0862010-07-28 19:20:37 +0000267 mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL;
268 mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL;
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000269 }
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +0000270}
271
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000272void Shader::compileToHLSL(void *compiler)
273{
274 if (isCompiled() || !mSource)
275 {
276 return;
277 }
278
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000279 TRACE("\n%s", mSource);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000280
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000281 delete[] mInfoLog;
282 mInfoLog = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000283
alokp@chromium.orge4249f02010-07-26 18:13:52 +0000284 int result = ShCompile(compiler, &mSource, 1, EShOptNone, EDebugOpNone);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000285 const char *obj = ShGetObjectCode(compiler);
286 const char *info = ShGetInfoLog(compiler);
287
288 if (result)
289 {
290 mHlsl = new char[strlen(obj) + 1];
291 strcpy(mHlsl, obj);
292
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000293 TRACE("\n%s", mHlsl);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000294 }
295 else
296 {
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000297 mInfoLog = new char[strlen(info) + 1];
298 strcpy(mInfoLog, info);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000299
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000300 TRACE("\n%s", mInfoLog);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000301 }
302}
303
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000304GLenum Shader::parseType(const std::string &type)
305{
306 if (type == "float")
307 {
308 return GL_FLOAT;
309 }
310 else if (type == "float2")
311 {
312 return GL_FLOAT_VEC2;
313 }
314 else if (type == "float3")
315 {
316 return GL_FLOAT_VEC3;
317 }
318 else if (type == "float4")
319 {
320 return GL_FLOAT_VEC4;
321 }
322 else if (type == "float2x2")
323 {
324 return GL_FLOAT_MAT2;
325 }
326 else if (type == "float3x3")
327 {
328 return GL_FLOAT_MAT3;
329 }
330 else if (type == "float4x4")
331 {
332 return GL_FLOAT_MAT4;
333 }
334 else UNREACHABLE();
335
336 return GL_NONE;
337}
338
339// true if varying x has a higher priority in packing than y
340bool Shader::compareVarying(const Varying &x, const Varying &y)
341{
342 if(x.type == y.type)
343 {
344 return x.size > y.size;
345 }
346
347 switch (x.type)
348 {
349 case GL_FLOAT_MAT4: return true;
350 case GL_FLOAT_MAT2:
351 switch(y.type)
352 {
353 case GL_FLOAT_MAT4: return false;
354 case GL_FLOAT_MAT2: return true;
355 case GL_FLOAT_VEC4: return true;
356 case GL_FLOAT_MAT3: return true;
357 case GL_FLOAT_VEC3: return true;
358 case GL_FLOAT_VEC2: return true;
359 case GL_FLOAT: return true;
360 default: UNREACHABLE();
361 }
362 break;
363 case GL_FLOAT_VEC4:
364 switch(y.type)
365 {
366 case GL_FLOAT_MAT4: return false;
367 case GL_FLOAT_MAT2: return false;
368 case GL_FLOAT_VEC4: return true;
369 case GL_FLOAT_MAT3: return true;
370 case GL_FLOAT_VEC3: return true;
371 case GL_FLOAT_VEC2: return true;
372 case GL_FLOAT: return true;
373 default: UNREACHABLE();
374 }
375 break;
376 case GL_FLOAT_MAT3:
377 switch(y.type)
378 {
379 case GL_FLOAT_MAT4: return false;
380 case GL_FLOAT_MAT2: return false;
381 case GL_FLOAT_VEC4: return false;
382 case GL_FLOAT_MAT3: return true;
383 case GL_FLOAT_VEC3: return true;
384 case GL_FLOAT_VEC2: return true;
385 case GL_FLOAT: return true;
386 default: UNREACHABLE();
387 }
388 break;
389 case GL_FLOAT_VEC3:
390 switch(y.type)
391 {
392 case GL_FLOAT_MAT4: return false;
393 case GL_FLOAT_MAT2: return false;
394 case GL_FLOAT_VEC4: return false;
395 case GL_FLOAT_MAT3: return false;
396 case GL_FLOAT_VEC3: return true;
397 case GL_FLOAT_VEC2: return true;
398 case GL_FLOAT: return true;
399 default: UNREACHABLE();
400 }
401 break;
402 case GL_FLOAT_VEC2:
403 switch(y.type)
404 {
405 case GL_FLOAT_MAT4: return false;
406 case GL_FLOAT_MAT2: return false;
407 case GL_FLOAT_VEC4: return false;
408 case GL_FLOAT_MAT3: return false;
409 case GL_FLOAT_VEC3: return false;
410 case GL_FLOAT_VEC2: return true;
411 case GL_FLOAT: return true;
412 default: UNREACHABLE();
413 }
414 break;
415 case GL_FLOAT: return false;
416 default: UNREACHABLE();
417 }
418
419 return false;
420}
421
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000422VertexShader::VertexShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000423{
424}
425
426VertexShader::~VertexShader()
427{
428}
429
430GLenum VertexShader::getType()
431{
432 return GL_VERTEX_SHADER;
433}
434
435void VertexShader::compile()
436{
437 compileToHLSL(mVertexCompiler);
438 parseAttributes();
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000439 parseVaryings();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000440}
441
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000442int VertexShader::getSemanticIndex(const std::string &attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000443{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000444 if (!attributeName.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000445 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000446 int semanticIndex = 0;
447 for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000448 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000449 if (attribute->name == attributeName)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000450 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000451 return semanticIndex;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000452 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000453
454 semanticIndex += VariableRowCount(attribute->type);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000455 }
456 }
457
458 return -1;
459}
460
461void VertexShader::parseAttributes()
462{
463 if (mHlsl)
464 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000465 const char *input = strstr(mHlsl, "// Attributes") + 14;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000466
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000467 while(true)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000468 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000469 char attributeType[256];
470 char attributeName[256];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000471
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000472 int matches = sscanf(input, "static %s _%s", attributeType, attributeName);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000473
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000474 if (matches != 2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000475 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000476 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000477 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000478
479 mAttributes.push_back(Attribute(parseType(attributeType), attributeName));
480
481 input = strstr(input, ";") + 2;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000482 }
483 }
484}
485
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000486FragmentShader::FragmentShader(ResourceManager *manager, GLuint handle) : Shader(manager, handle)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000487{
488}
489
490FragmentShader::~FragmentShader()
491{
492}
493
494GLenum FragmentShader::getType()
495{
496 return GL_FRAGMENT_SHADER;
497}
498
499void FragmentShader::compile()
500{
501 compileToHLSL(mFragmentCompiler);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000502 parseVaryings();
503 varyings.sort(compareVarying);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000504}
505}