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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
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +000018#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
19#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
20#endif
21
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000022namespace gl
23{
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000024unsigned int Program::mCurrentSerial = 1;
25
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000026std::string str(int i)
27{
28 char buffer[20];
29 sprintf(buffer, "%d", i);
30 return buffer;
31}
32
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000033Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(name), arraySize(arraySize)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000035 int bytes = UniformTypeSize(type) * arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000036 data = new unsigned char[bytes];
37 memset(data, 0, bytes);
38 dirty = true;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000039 handlesSet = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000040}
41
42Uniform::~Uniform()
43{
44 delete[] data;
45}
46
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000047UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index)
48 : name(name), element(element), index(index)
49{
50}
51
daniel@transgaming.com73a5db62010-10-15 17:58:13 +000052Program::Program(ResourceManager *manager, GLuint handle) : mResourceManager(manager), mHandle(handle), mSerial(issueSerial())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000053{
54 mFragmentShader = NULL;
55 mVertexShader = NULL;
56
57 mPixelExecutable = NULL;
58 mVertexExecutable = NULL;
59 mConstantTablePS = NULL;
60 mConstantTableVS = NULL;
61
daniel@transgaming.comcba50572010-03-28 19:36:09 +000062 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +000063 mValidated = false;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000064
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000065 unlink();
66
67 mDeleteStatus = false;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000068
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000069 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000070}
71
72Program::~Program()
73{
74 unlink(true);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000075
76 if (mVertexShader != NULL)
77 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000078 mVertexShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000079 }
80
81 if (mFragmentShader != NULL)
82 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000083 mFragmentShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000084 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000085}
86
87bool Program::attachShader(Shader *shader)
88{
89 if (shader->getType() == GL_VERTEX_SHADER)
90 {
91 if (mVertexShader)
92 {
93 return false;
94 }
95
96 mVertexShader = (VertexShader*)shader;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000097 mVertexShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000098 }
99 else if (shader->getType() == GL_FRAGMENT_SHADER)
100 {
101 if (mFragmentShader)
102 {
103 return false;
104 }
105
106 mFragmentShader = (FragmentShader*)shader;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000107 mFragmentShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000108 }
109 else UNREACHABLE();
110
111 return true;
112}
113
114bool Program::detachShader(Shader *shader)
115{
116 if (shader->getType() == GL_VERTEX_SHADER)
117 {
118 if (mVertexShader != shader)
119 {
120 return false;
121 }
122
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000123 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000124 mVertexShader = NULL;
125 }
126 else if (shader->getType() == GL_FRAGMENT_SHADER)
127 {
128 if (mFragmentShader != shader)
129 {
130 return false;
131 }
132
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000133 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000134 mFragmentShader = NULL;
135 }
136 else UNREACHABLE();
137
138 unlink();
139
140 return true;
141}
142
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000143int Program::getAttachedShadersCount() const
144{
145 return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
146}
147
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000148IDirect3DPixelShader9 *Program::getPixelShader()
149{
150 return mPixelExecutable;
151}
152
153IDirect3DVertexShader9 *Program::getVertexShader()
154{
155 return mVertexExecutable;
156}
157
158void Program::bindAttributeLocation(GLuint index, const char *name)
159{
160 if (index < MAX_VERTEX_ATTRIBS)
161 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000162 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
163 {
164 mAttributeBinding[i].erase(name);
165 }
166
167 mAttributeBinding[index].insert(name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000168 }
169}
170
171GLuint Program::getAttributeLocation(const char *name)
172{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000173 if (name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000174 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000175 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000176 {
daniel@transgaming.com85423182010-04-22 13:35:27 +0000177 if (mLinkedAttribute[index].name == std::string(name))
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000178 {
179 return index;
180 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000181 }
182 }
183
184 return -1;
185}
186
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000187int Program::getSemanticIndex(int attributeIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000188{
daniel@transgaming.com733ba932011-04-14 15:03:48 +0000189 ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
190
191 return mSemanticIndex[attributeIndex];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000192}
193
194// Returns the index of the texture unit corresponding to a Direct3D 9 sampler
195// index referenced in the compiled HLSL shader
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000196GLint Program::getSamplerMapping(SamplerType type, unsigned int samplerIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000197{
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000198 GLint logicalTextureUnit = -1;
199
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000200 switch (type)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000201 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000202 case SAMPLER_PIXEL:
203 ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
204
205 if (mSamplersPS[samplerIndex].active)
206 {
207 logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
208 }
209 break;
210 case SAMPLER_VERTEX:
211 ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
212
213 if (mSamplersVS[samplerIndex].active)
214 {
215 logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
216 }
217 break;
218 default: UNREACHABLE();
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000219 }
220
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +0000221 if (logicalTextureUnit >= 0 && logicalTextureUnit < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000222 {
223 return logicalTextureUnit;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000224 }
225
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000226 return -1;
227}
228
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000229TextureType Program::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000230{
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000231 switch (type)
232 {
233 case SAMPLER_PIXEL:
234 ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
235 ASSERT(mSamplersPS[samplerIndex].active);
236 return mSamplersPS[samplerIndex].textureType;
237 case SAMPLER_VERTEX:
238 ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
239 ASSERT(mSamplersVS[samplerIndex].active);
240 return mSamplersVS[samplerIndex].textureType;
241 default: UNREACHABLE();
242 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000243
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000244 return TEXTURE_2D;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000245}
246
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000247GLint Program::getUniformLocation(const char *name, bool decorated)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000248{
daniel@transgaming.comce864422010-11-18 13:16:49 +0000249 std::string _name = decorated ? name : decorate(name);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000250 int subscript = 0;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000251
daniel@transgaming.comce864422010-11-18 13:16:49 +0000252 // Strip any trailing array operator and retrieve the subscript
253 size_t open = _name.find_last_of('[');
254 size_t close = _name.find_last_of(']');
255 if (open != std::string::npos && close == _name.length() - 1)
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000256 {
daniel@transgaming.comce864422010-11-18 13:16:49 +0000257 subscript = atoi(_name.substr(open + 1).c_str());
258 _name.erase(open);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000259 }
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000260
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000261 unsigned int numUniforms = mUniformIndex.size();
262 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000263 {
daniel@transgaming.comce864422010-11-18 13:16:49 +0000264 if (mUniformIndex[location].name == _name &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000265 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000266 {
267 return location;
268 }
269 }
270
271 return -1;
272}
273
274bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
275{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000276 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000277 {
278 return false;
279 }
280
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000281 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000282 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000283
284 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000285 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000286 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000287
288 if (arraySize == 1 && count > 1)
289 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
290
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000291 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000292
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000293 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
294 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000295 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000296 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000297 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000298 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000299
300 if (arraySize == 1 && count > 1)
301 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000302
303 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000304 GLboolean *boolParams = new GLboolean[count];
305
306 for (int i = 0; i < count; ++i)
307 {
308 if (v[i] == 0.0f)
309 {
310 boolParams[i] = GL_FALSE;
311 }
312 else
313 {
314 boolParams[i] = GL_TRUE;
315 }
316 }
317
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000318 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
319 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000320
321 delete [] boolParams;
322 }
323 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000324 {
325 return false;
326 }
327
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000328 return true;
329}
330
331bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
332{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000333 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000334 {
335 return false;
336 }
337
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000338 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000339 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000340
341 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000342 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000343 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000344
345 if (arraySize == 1 && count > 1)
346 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
347
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000348 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000349
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000350 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
351 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000352 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000353 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000354 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000355 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000356
357 if (arraySize == 1 && count > 1)
358 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
359
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000360 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
361
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000362 GLboolean *boolParams = new GLboolean[count * 2];
363
364 for (int i = 0; i < count * 2; ++i)
365 {
366 if (v[i] == 0.0f)
367 {
368 boolParams[i] = GL_FALSE;
369 }
370 else
371 {
372 boolParams[i] = GL_TRUE;
373 }
374 }
375
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000376 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
377 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000378
379 delete [] boolParams;
380 }
381 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000382 {
383 return false;
384 }
385
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000386 return true;
387}
388
389bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
390{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000391 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000392 {
393 return false;
394 }
395
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000396 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000397 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000398
399 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000400 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000401 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000402
403 if (arraySize == 1 && count > 1)
404 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
405
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000406 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000407
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000408 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
409 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000410 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000411 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000412 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000413 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000414
415 if (arraySize == 1 && count > 1)
416 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
417
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000418 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000419 GLboolean *boolParams = new GLboolean[count * 3];
420
421 for (int i = 0; i < count * 3; ++i)
422 {
423 if (v[i] == 0.0f)
424 {
425 boolParams[i] = GL_FALSE;
426 }
427 else
428 {
429 boolParams[i] = GL_TRUE;
430 }
431 }
432
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000433 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
434 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000435
436 delete [] boolParams;
437 }
438 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000439 {
440 return false;
441 }
442
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000443 return true;
444}
445
446bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
447{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000448 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000449 {
450 return false;
451 }
452
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000453 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000454 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000455
456 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000457 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000458 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000459
460 if (arraySize == 1 && count > 1)
461 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
462
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000463 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000464
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000465 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
466 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000467 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000468 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000469 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000470 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000471
472 if (arraySize == 1 && count > 1)
473 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
474
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000475 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000476 GLboolean *boolParams = new GLboolean[count * 4];
477
478 for (int i = 0; i < count * 4; ++i)
479 {
480 if (v[i] == 0.0f)
481 {
482 boolParams[i] = GL_FALSE;
483 }
484 else
485 {
486 boolParams[i] = GL_TRUE;
487 }
488 }
489
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000490 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
491 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000492
493 delete [] boolParams;
494 }
495 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000496 {
497 return false;
498 }
499
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000500 return true;
501}
502
503bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
504{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000505 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000506 {
507 return false;
508 }
509
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000510 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000511 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000512
513 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000514 {
515 return false;
516 }
517
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000518 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000519
520 if (arraySize == 1 && count > 1)
521 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
522
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000523 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000524
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000525 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
526 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000527
528 return true;
529}
530
531bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
532{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000533 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000534 {
535 return false;
536 }
537
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000538 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000539 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000540
541 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000542 {
543 return false;
544 }
545
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000546 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000547
548 if (arraySize == 1 && count > 1)
549 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
550
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000551 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000552
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000553 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
554 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000555
556 return true;
557}
558
559bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
560{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000561 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000562 {
563 return false;
564 }
565
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000566 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000567 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000568
569 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000570 {
571 return false;
572 }
573
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000574 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000575
576 if (arraySize == 1 && count > 1)
577 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
578
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000579 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000580
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000581 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
582 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000583
584 return true;
585}
586
587bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
588{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000589 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000590 {
591 return false;
592 }
593
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000594 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000595 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000596
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000597 if (targetUniform->type == GL_INT ||
598 targetUniform->type == GL_SAMPLER_2D ||
599 targetUniform->type == GL_SAMPLER_CUBE)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000600 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000601 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000602
603 if (arraySize == 1 && count > 1)
604 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
605
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000606 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000607
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000608 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
609 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000610 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000611 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000612 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000613 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000614
615 if (arraySize == 1 && count > 1)
616 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
617
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000618 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000619 GLboolean *boolParams = new GLboolean[count];
620
621 for (int i = 0; i < count; ++i)
622 {
623 if (v[i] == 0)
624 {
625 boolParams[i] = GL_FALSE;
626 }
627 else
628 {
629 boolParams[i] = GL_TRUE;
630 }
631 }
632
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000633 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
634 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000635
636 delete [] boolParams;
637 }
638 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000639 {
640 return false;
641 }
642
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000643 return true;
644}
645
646bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
647{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000648 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000649 {
650 return false;
651 }
652
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000653 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000654 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000655
656 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000657 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000658 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000659
660 if (arraySize == 1 && count > 1)
661 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
662
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000663 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000664
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000665 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
666 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000667 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000668 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000669 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000670 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000671
672 if (arraySize == 1 && count > 1)
673 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
674
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000675 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000676 GLboolean *boolParams = new GLboolean[count * 2];
677
678 for (int i = 0; i < count * 2; ++i)
679 {
680 if (v[i] == 0)
681 {
682 boolParams[i] = GL_FALSE;
683 }
684 else
685 {
686 boolParams[i] = GL_TRUE;
687 }
688 }
689
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000690 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
691 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000692
693 delete [] boolParams;
694 }
695 else
696 {
697 return false;
698 }
699
700 return true;
701}
702
703bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
704{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000705 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000706 {
707 return false;
708 }
709
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000710 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000711 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000712
713 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000714 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000715 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000716
717 if (arraySize == 1 && count > 1)
718 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
719
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000720 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000721
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000722 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
723 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000724 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000725 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000726 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000727 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000728
729 if (arraySize == 1 && count > 1)
730 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
731
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000732 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000733 GLboolean *boolParams = new GLboolean[count * 3];
734
735 for (int i = 0; i < count * 3; ++i)
736 {
737 if (v[i] == 0)
738 {
739 boolParams[i] = GL_FALSE;
740 }
741 else
742 {
743 boolParams[i] = GL_TRUE;
744 }
745 }
746
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000747 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
748 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000749
750 delete [] boolParams;
751 }
752 else
753 {
754 return false;
755 }
756
757 return true;
758}
759
760bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
761{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000762 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000763 {
764 return false;
765 }
766
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000767 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000768 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000769
770 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000771 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000772 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000773
774 if (arraySize == 1 && count > 1)
775 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
776
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000777 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000778
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000779 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
780 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000781 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000782 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000783 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000784 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000785
786 if (arraySize == 1 && count > 1)
787 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
788
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000789 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000790 GLboolean *boolParams = new GLboolean[count * 4];
791
792 for (int i = 0; i < count * 4; ++i)
793 {
794 if (v[i] == 0)
795 {
796 boolParams[i] = GL_FALSE;
797 }
798 else
799 {
800 boolParams[i] = GL_TRUE;
801 }
802 }
803
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000804 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
805 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000806
807 delete [] boolParams;
808 }
809 else
810 {
811 return false;
812 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000813
814 return true;
815}
816
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000817bool Program::getUniformfv(GLint location, GLfloat *params)
818{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000819 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000820 {
821 return false;
822 }
823
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000824 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000825
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000826 unsigned int count = UniformComponentCount(targetUniform->type);
827
828 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000829 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000830 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000831 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000832 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000833
834 for (unsigned int i = 0; i < count; ++i)
835 {
836 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
837 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000838 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000839 break;
840 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000841 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
842 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000843 break;
844 case GL_INT:
845 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000846 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000847
848 for (unsigned int i = 0; i < count; ++i)
849 {
850 params[i] = (float)intParams[i];
851 }
852 }
853 break;
854 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000855 }
856
857 return true;
858}
859
860bool Program::getUniformiv(GLint location, GLint *params)
861{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000862 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000863 {
864 return false;
865 }
866
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000867 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000868
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000869 unsigned int count = UniformComponentCount(targetUniform->type);
870
871 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000872 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000873 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000874 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000875 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000876
877 for (unsigned int i = 0; i < count; ++i)
878 {
879 params[i] = (GLint)boolParams[i];
880 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000881 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000882 break;
883 case GL_FLOAT:
884 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000885 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000886
887 for (unsigned int i = 0; i < count; ++i)
888 {
889 params[i] = (GLint)floatParams[i];
890 }
891 }
892 break;
893 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000894 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
895 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000896 break;
897 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000898 }
899
900 return true;
901}
902
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000903void Program::dirtyAllUniforms()
904{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000905 unsigned int numUniforms = mUniforms.size();
906 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000907 {
908 mUniforms[index]->dirty = true;
909 }
910}
911
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000912// Applies all the uniforms set for this program object to the Direct3D 9 device
913void Program::applyUniforms()
914{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000915 unsigned int numUniforms = mUniformIndex.size();
916 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000917 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000918 if (mUniformIndex[location].element != 0)
919 {
920 continue;
921 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000922
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000923 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
924
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000925 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000926 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000927 int arraySize = targetUniform->arraySize;
928 GLfloat *f = (GLfloat*)targetUniform->data;
929 GLint *i = (GLint*)targetUniform->data;
930 GLboolean *b = (GLboolean*)targetUniform->data;
931
932 switch (targetUniform->type)
933 {
934 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
935 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
936 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
937 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
938 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
939 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
940 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
941 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
942 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
943 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
944 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000945 case GL_SAMPLER_2D:
946 case GL_SAMPLER_CUBE:
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000947 case GL_INT: applyUniform1iv(location, arraySize, i); break;
948 case GL_INT_VEC2: applyUniform2iv(location, arraySize, i); break;
949 case GL_INT_VEC3: applyUniform3iv(location, arraySize, i); break;
950 case GL_INT_VEC4: applyUniform4iv(location, arraySize, i); break;
951 default:
952 UNREACHABLE();
953 }
954
955 targetUniform->dirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000956 }
957 }
958}
959
960// Compiles the HLSL code of the attached shaders into executable binaries
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000961ID3D10Blob *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000962{
963 if (!hlsl)
964 {
965 return NULL;
966 }
967
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000968 DWORD result;
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000969 UINT flags = 0;
970 std::string sourceText;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000971 if (perfActive())
972 {
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000973 flags |= D3DCOMPILE_DEBUG;
974#ifdef NDEBUG
975 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
976#else
977 flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000978#endif
979
980 std::string sourcePath = getTempPath();
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000981 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000982 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000983 }
984 else
985 {
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000986 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
987 sourceText = hlsl;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000988 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000989
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000990 ID3D10Blob *binary = NULL;
991 ID3D10Blob *errorMessage = NULL;
992 result = D3DCompile(hlsl, strlen(hlsl), NULL, NULL, NULL, "main", profile, flags, 0, &binary, &errorMessage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000993
994 if (errorMessage)
995 {
996 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000997
daniel@transgaming.com0df16872010-05-12 16:51:08 +0000998 appendToInfoLog("%s\n", message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000999 TRACE("\n%s", hlsl);
1000 TRACE("\n%s", message);
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001001
1002 errorMessage->Release();
1003 errorMessage = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001004 }
1005
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001006
1007 if (FAILED(result))
1008 {
1009 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1010 {
1011 error(GL_OUT_OF_MEMORY);
1012 }
1013
1014 return NULL;
1015 }
1016
1017 result = D3DXGetShaderConstantTable(static_cast<const DWORD*>(binary->GetBufferPointer()), constantTable);
1018
1019 if (FAILED(result))
1020 {
1021 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1022 {
1023 error(GL_OUT_OF_MEMORY);
1024 }
1025
1026 binary->Release();
1027
1028 return NULL;
1029 }
1030
1031 return binary;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001032}
1033
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001034// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
1035// Returns the number of used varying registers, or -1 if unsuccesful
1036int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001037{
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001038 Context *context = getContext();
1039 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1040
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001041 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001042 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001043 int n = VariableRowCount(varying->type) * varying->size;
1044 int m = VariableColumnCount(varying->type);
1045 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001046
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001047 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001048 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001049 for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001050 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001051 bool available = true;
1052
1053 for (int y = 0; y < n && available; y++)
1054 {
1055 for (int x = 0; x < m && available; x++)
1056 {
1057 if (packing[r + y][x])
1058 {
1059 available = false;
1060 }
1061 }
1062 }
1063
1064 if (available)
1065 {
1066 varying->reg = r;
1067 varying->col = 0;
1068
1069 for (int y = 0; y < n; y++)
1070 {
1071 for (int x = 0; x < m; x++)
1072 {
1073 packing[r + y][x] = &*varying;
1074 }
1075 }
1076
1077 success = true;
1078 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001079 }
1080
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001081 if (!success && m == 2)
1082 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001083 for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001084 {
1085 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001086
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001087 for (int y = 0; y < n && available; y++)
1088 {
1089 for (int x = 2; x < 4 && available; x++)
1090 {
1091 if (packing[r + y][x])
1092 {
1093 available = false;
1094 }
1095 }
1096 }
1097
1098 if (available)
1099 {
1100 varying->reg = r;
1101 varying->col = 2;
1102
1103 for (int y = 0; y < n; y++)
1104 {
1105 for (int x = 2; x < 4; x++)
1106 {
1107 packing[r + y][x] = &*varying;
1108 }
1109 }
1110
1111 success = true;
1112 }
1113 }
1114 }
1115 }
1116 else if (m == 1)
1117 {
1118 int space[4] = {0};
1119
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001120 for (int y = 0; y < maxVaryingVectors; y++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001121 {
1122 for (int x = 0; x < 4; x++)
1123 {
1124 space[x] += packing[y][x] ? 0 : 1;
1125 }
1126 }
1127
1128 int column = 0;
1129
1130 for (int x = 0; x < 4; x++)
1131 {
daniel@transgaming.com11dd5dd2011-02-11 13:28:14 +00001132 if (space[x] >= n && space[x] < space[column])
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001133 {
1134 column = x;
1135 }
1136 }
1137
daniel@transgaming.com11dd5dd2011-02-11 13:28:14 +00001138 if (space[column] >= n)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001139 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001140 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001141 {
1142 if (!packing[r][column])
1143 {
1144 varying->reg = r;
1145
1146 for (int y = r; y < r + n; y++)
1147 {
1148 packing[y][column] = &*varying;
1149 }
1150
1151 break;
1152 }
1153 }
1154
1155 varying->col = column;
1156
1157 success = true;
1158 }
1159 }
1160 else UNREACHABLE();
1161
1162 if (!success)
1163 {
1164 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1165
1166 return -1;
1167 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001168 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001169
1170 // Return the number of used registers
1171 int registers = 0;
1172
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001173 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001174 {
1175 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1176 {
1177 registers++;
1178 }
1179 }
1180
1181 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001182}
1183
1184bool Program::linkVaryings()
1185{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001186 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001187 {
1188 return false;
1189 }
1190
daniel@transgaming.com97750022011-02-11 13:23:13 +00001191 // Reset the varying register assignments
1192 for (VaryingList::iterator fragVar = mFragmentShader->varyings.begin(); fragVar != mFragmentShader->varyings.end(); fragVar++)
1193 {
1194 fragVar->reg = -1;
1195 fragVar->col = -1;
1196 }
1197
1198 for (VaryingList::iterator vtxVar = mVertexShader->varyings.begin(); vtxVar != mVertexShader->varyings.end(); vtxVar++)
1199 {
1200 vtxVar->reg = -1;
1201 vtxVar->col = -1;
1202 }
1203
1204 // Map the varyings to the register file
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001205 const Varying *packing[MAX_VARYING_VECTORS_SM3][4] = {NULL};
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001206 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001207
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001208 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001209 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001210 return false;
1211 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001212
daniel@transgaming.com97750022011-02-11 13:23:13 +00001213 // Write the HLSL input/output declarations
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001214 Context *context = getContext();
1215 const bool sm3 = context->supportsShaderModel3();
1216 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1217
1218 if (registers == maxVaryingVectors && mFragmentShader->mUsesFragCoord)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001219 {
1220 appendToInfoLog("No varying registers left to support gl_FragCoord");
1221
1222 return false;
1223 }
1224
1225 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1226 {
1227 bool matched = false;
1228
1229 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1230 {
1231 if (output->name == input->name)
1232 {
1233 if (output->type != input->type || output->size != input->size)
1234 {
1235 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1236
1237 return false;
1238 }
1239
1240 output->reg = input->reg;
1241 output->col = input->col;
1242
1243 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001244 break;
1245 }
1246 }
1247
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001248 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001249 {
daniel@transgaming.com97750022011-02-11 13:23:13 +00001250 appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001251
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001252 return false;
1253 }
1254 }
1255
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001256 std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
1257
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001258 mVertexHLSL += "struct VS_INPUT\n"
1259 "{\n";
1260
1261 int semanticIndex = 0;
1262 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1263 {
1264 switch (attribute->type)
1265 {
1266 case GL_FLOAT: mVertexHLSL += " float "; break;
1267 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1268 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1269 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1270 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1271 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1272 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1273 default: UNREACHABLE();
1274 }
1275
1276 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1277
1278 semanticIndex += VariableRowCount(attribute->type);
1279 }
1280
1281 mVertexHLSL += "};\n"
1282 "\n"
1283 "struct VS_OUTPUT\n"
1284 "{\n"
1285 " float4 gl_Position : POSITION;\n";
1286
1287 for (int r = 0; r < registers; r++)
1288 {
1289 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1290
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001291 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001292 }
1293
1294 if (mFragmentShader->mUsesFragCoord)
1295 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001296 mVertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
1297 }
1298
1299 if (mVertexShader->mUsesPointSize && sm3)
1300 {
1301 mVertexHLSL += " float gl_PointSize : PSIZE;\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001302 }
1303
1304 mVertexHLSL += "};\n"
1305 "\n"
1306 "VS_OUTPUT main(VS_INPUT input)\n"
1307 "{\n";
1308
1309 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1310 {
1311 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1312
1313 if (VariableRowCount(attribute->type) > 1) // Matrix
1314 {
1315 mVertexHLSL += "transpose";
1316 }
1317
1318 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1319 }
1320
1321 mVertexHLSL += "\n"
1322 " gl_main();\n"
1323 "\n"
1324 " VS_OUTPUT output;\n"
1325 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001326 " output.gl_Position.y = gl_Position.y - dx_HalfPixelSize.y * gl_Position.w;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001327 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1328 " output.gl_Position.w = gl_Position.w;\n";
1329
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001330 if (mVertexShader->mUsesPointSize && sm3)
1331 {
1332 mVertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
1333 }
1334
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001335 if (mFragmentShader->mUsesFragCoord)
1336 {
1337 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1338 }
1339
1340 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1341 {
1342 if (varying->reg >= 0)
1343 {
1344 for (int i = 0; i < varying->size; i++)
1345 {
1346 int rows = VariableRowCount(varying->type);
1347
1348 for (int j = 0; j < rows; j++)
1349 {
1350 int r = varying->reg + i * rows + j;
1351 mVertexHLSL += " output.v" + str(r);
1352
1353 bool sharedRegister = false; // Register used by multiple varyings
1354
1355 for (int x = 0; x < 4; x++)
1356 {
1357 if (packing[r][x] && packing[r][x] != packing[r][0])
1358 {
1359 sharedRegister = true;
1360 break;
1361 }
1362 }
1363
1364 if(sharedRegister)
1365 {
1366 mVertexHLSL += ".";
1367
1368 for (int x = 0; x < 4; x++)
1369 {
1370 if (packing[r][x] == &*varying)
1371 {
1372 switch(x)
1373 {
1374 case 0: mVertexHLSL += "x"; break;
1375 case 1: mVertexHLSL += "y"; break;
1376 case 2: mVertexHLSL += "z"; break;
1377 case 3: mVertexHLSL += "w"; break;
1378 }
1379 }
1380 }
1381 }
1382
1383 mVertexHLSL += " = " + varying->name;
1384
1385 if (varying->array)
1386 {
1387 mVertexHLSL += "[" + str(i) + "]";
1388 }
1389
1390 if (rows > 1)
1391 {
1392 mVertexHLSL += "[" + str(j) + "]";
1393 }
1394
1395 mVertexHLSL += ";\n";
1396 }
1397 }
1398 }
1399 }
1400
1401 mVertexHLSL += "\n"
1402 " return output;\n"
1403 "}\n";
1404
1405 mPixelHLSL += "struct PS_INPUT\n"
1406 "{\n";
1407
1408 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1409 {
1410 if (varying->reg >= 0)
1411 {
1412 for (int i = 0; i < varying->size; i++)
1413 {
1414 int rows = VariableRowCount(varying->type);
1415 for (int j = 0; j < rows; j++)
1416 {
1417 std::string n = str(varying->reg + i * rows + j);
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001418 mPixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001419 }
1420 }
1421 }
1422 else UNREACHABLE();
1423 }
1424
1425 if (mFragmentShader->mUsesFragCoord)
1426 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001427 mPixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001428 if (sm3) {
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001429 mPixelHLSL += " float2 dx_VPos : VPOS;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001430 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001431 }
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001432
1433 if (mFragmentShader->mUsesPointCoord && sm3)
1434 {
1435 mPixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
1436 }
1437
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001438 if (mFragmentShader->mUsesFrontFacing)
1439 {
1440 mPixelHLSL += " float vFace : VFACE;\n";
1441 }
1442
1443 mPixelHLSL += "};\n"
1444 "\n"
1445 "struct PS_OUTPUT\n"
1446 "{\n"
1447 " float4 gl_Color[1] : COLOR;\n"
1448 "};\n"
1449 "\n"
1450 "PS_OUTPUT main(PS_INPUT input)\n"
1451 "{\n";
1452
1453 if (mFragmentShader->mUsesFragCoord)
1454 {
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001455 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
1456 if (sm3) {
1457 mPixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001458 " gl_FragCoord.y = 2.0 * dx_Viewport.y - input.dx_VPos.y;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001459 } else {
1460 mPixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Viewport.x + dx_Viewport.z;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001461 " gl_FragCoord.y = -(input.gl_FragCoord.y * rhw) * dx_Viewport.y + dx_Viewport.w;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001462 }
1463 mPixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001464 " gl_FragCoord.w = rhw;\n";
1465 }
1466
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001467 if (mFragmentShader->mUsesPointCoord && sm3)
1468 {
apatrick@chromium.orgda4d0492011-01-22 00:16:10 +00001469 mPixelHLSL += " gl_PointCoord = input.gl_PointCoord;\n";
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001470 }
1471
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001472 if (mFragmentShader->mUsesFrontFacing)
1473 {
1474 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1475 }
1476
1477 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1478 {
1479 if (varying->reg >= 0)
1480 {
1481 for (int i = 0; i < varying->size; i++)
1482 {
1483 int rows = VariableRowCount(varying->type);
1484 for (int j = 0; j < rows; j++)
1485 {
1486 std::string n = str(varying->reg + i * rows + j);
1487 mPixelHLSL += " " + varying->name;
1488
1489 if (varying->array)
1490 {
1491 mPixelHLSL += "[" + str(i) + "]";
1492 }
1493
1494 if (rows > 1)
1495 {
1496 mPixelHLSL += "[" + str(j) + "]";
1497 }
1498
1499 mPixelHLSL += " = input.v" + n + ";\n";
1500 }
1501 }
1502 }
1503 else UNREACHABLE();
1504 }
1505
1506 mPixelHLSL += "\n"
1507 " gl_main();\n"
1508 "\n"
1509 " PS_OUTPUT output;\n"
1510 " output.gl_Color[0] = gl_Color[0];\n"
1511 "\n"
1512 " return output;\n"
1513 "}\n";
1514
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001515 return true;
1516}
1517
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001518// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1519// compiling them into binaries, determining the attribute mappings, and collecting
1520// a list of uniforms
1521void Program::link()
1522{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001523 unlink();
1524
1525 if (!mFragmentShader || !mFragmentShader->isCompiled())
1526 {
1527 return;
1528 }
1529
1530 if (!mVertexShader || !mVertexShader->isCompiled())
1531 {
1532 return;
1533 }
1534
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001535 mPixelHLSL = mFragmentShader->getHLSL();
1536 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001537
1538 if (!linkVaryings())
1539 {
1540 return;
1541 }
1542
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001543 Context *context = getContext();
1544 const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
1545 const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
1546
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001547 ID3D10Blob *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1548 ID3D10Blob *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001549
1550 if (vertexBinary && pixelBinary)
1551 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001552 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001553 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1554 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1555
1556 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1557 {
1558 return error(GL_OUT_OF_MEMORY);
1559 }
1560
1561 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001562
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001563 vertexBinary->Release();
1564 pixelBinary->Release();
1565 vertexBinary = NULL;
1566 pixelBinary = NULL;
1567
1568 if (mVertexExecutable && mPixelExecutable)
1569 {
1570 if (!linkAttributes())
1571 {
1572 return;
1573 }
1574
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001575 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001576 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001577 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001578 }
1579
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001580 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001581 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001582 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001583 }
1584
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001585 // these uniforms are searched as already-decorated because gl_ and dx_
1586 // are reserved prefixes, and do not receive additional decoration
daniel@transgaming.com31754962010-11-28 02:02:52 +00001587 mDxDepthRangeLocation = getUniformLocation("dx_DepthRange", true);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001588 mDxDepthLocation = getUniformLocation("dx_Depth", true);
daniel@transgaming.com162267d2010-07-28 19:20:48 +00001589 mDxViewportLocation = getUniformLocation("dx_Viewport", true);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001590 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize", true);
1591 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW", true);
1592 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines", true);
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001593
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001594 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001595 }
1596 }
1597}
1598
1599// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1600bool Program::linkAttributes()
1601{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001602 unsigned int usedLocations = 0;
1603
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001604 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001605 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001606 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001607 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001608
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001609 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001610 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001611 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001612 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001613 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001614 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001615
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001616 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001617
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001618 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001619
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001620 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001621 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001622 appendToInfoLog("Active attribute (%s) at location %d is too big to fit", attribute->name.c_str(), location);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001623
1624 return false;
1625 }
1626
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001627 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001628 {
1629 usedLocations |= 1 << (location + i);
1630 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001631 }
1632 }
1633
1634 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001635 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001636 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001637 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001638
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001639 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001640 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001641 int rows = VariableRowCount(attribute->type);
1642 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001643
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001644 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001645 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001646 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001647
1648 return false; // Fail to link
1649 }
1650
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001651 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001652 }
1653 }
1654
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001655 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001656 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001657 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001658 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001659
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001660 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001661 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001662 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001663 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001664 }
1665
1666 return true;
1667}
1668
daniel@transgaming.com85423182010-04-22 13:35:27 +00001669int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001670{
1671 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1672 {
1673 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1674 {
1675 return location;
1676 }
1677 }
1678
1679 return -1;
1680}
1681
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001682bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1683{
1684 D3DXCONSTANTTABLE_DESC constantTableDescription;
1685 D3DXCONSTANT_DESC constantDescription;
1686 UINT descriptionCount = 1;
1687
1688 constantTable->GetDesc(&constantTableDescription);
1689
1690 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1691 {
1692 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001693 HRESULT result = constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1694 ASSERT(SUCCEEDED(result));
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001695
1696 if (!defineUniform(constantHandle, constantDescription))
1697 {
1698 return false;
1699 }
1700 }
1701
1702 return true;
1703}
1704
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001705// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001706// Returns true if succesful (uniform not already defined)
1707bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1708{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001709 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1710 {
daniel@transgaming.com41b2fbd2010-12-13 18:27:12 +00001711 for (unsigned int samplerIndex = constantDescription.RegisterIndex; samplerIndex < constantDescription.RegisterIndex + constantDescription.RegisterCount; samplerIndex++)
1712 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001713 if (mConstantTablePS->GetConstantByName(NULL, constantDescription.Name) != NULL)
1714 {
1715 ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
1716 mSamplersPS[samplerIndex].active = true;
1717 mSamplersPS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
1718 mSamplersPS[samplerIndex].logicalTextureUnit = 0;
1719 }
1720
1721 if (mConstantTableVS->GetConstantByName(NULL, constantDescription.Name) != NULL)
1722 {
1723 ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
1724 mSamplersVS[samplerIndex].active = true;
1725 mSamplersVS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
1726 mSamplersVS[samplerIndex].logicalTextureUnit = 0;
1727 }
daniel@transgaming.com41b2fbd2010-12-13 18:27:12 +00001728 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001729 }
1730
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001731 switch(constantDescription.Class)
1732 {
1733 case D3DXPC_STRUCT:
1734 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001735 for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001736 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001737 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001738 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001739 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1740
1741 D3DXCONSTANT_DESC fieldDescription;
1742 UINT descriptionCount = 1;
1743
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001744 HRESULT result = mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1745 ASSERT(SUCCEEDED(result));
daniel@transgaming.comce864422010-11-18 13:16:49 +00001746
1747 std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
1748
1749 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
1750 {
1751 return false;
1752 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001753 }
1754 }
1755
1756 return true;
1757 }
1758 case D3DXPC_SCALAR:
1759 case D3DXPC_VECTOR:
1760 case D3DXPC_MATRIX_COLUMNS:
1761 case D3DXPC_OBJECT:
1762 return defineUniform(constantDescription, name + constantDescription.Name);
1763 default:
1764 UNREACHABLE();
1765 return false;
1766 }
1767}
1768
1769bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1770{
1771 Uniform *uniform = createUniform(constantDescription, name);
1772
1773 if(!uniform)
1774 {
1775 return false;
1776 }
1777
1778 // Check if already defined
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001779 GLint location = getUniformLocation(name.c_str(), true);
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001780 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001781
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001782 if (location >= 0)
1783 {
1784 delete uniform;
1785
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001786 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001787 {
1788 return false;
1789 }
1790 else
1791 {
1792 return true;
1793 }
1794 }
1795
1796 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001797 unsigned int uniformIndex = mUniforms.size() - 1;
1798
1799 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1800 {
1801 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1802 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001803
1804 return true;
1805}
1806
1807Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001808{
1809 if (constantDescription.Rows == 1) // Vectors and scalars
1810 {
1811 switch (constantDescription.Type)
1812 {
1813 case D3DXPT_SAMPLER2D:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001814 switch (constantDescription.Columns)
1815 {
1816 case 1: return new Uniform(GL_SAMPLER_2D, name, constantDescription.Elements);
1817 default: UNREACHABLE();
1818 }
1819 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001820 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001821 switch (constantDescription.Columns)
1822 {
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001823 case 1: return new Uniform(GL_SAMPLER_CUBE, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001824 default: UNREACHABLE();
1825 }
1826 break;
1827 case D3DXPT_BOOL:
1828 switch (constantDescription.Columns)
1829 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001830 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1831 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1832 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1833 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001834 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001835 }
1836 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001837 case D3DXPT_INT:
1838 switch (constantDescription.Columns)
1839 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001840 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1841 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1842 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1843 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001844 default: UNREACHABLE();
1845 }
1846 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001847 case D3DXPT_FLOAT:
1848 switch (constantDescription.Columns)
1849 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001850 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1851 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1852 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1853 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001854 default: UNREACHABLE();
1855 }
1856 break;
1857 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001858 UNREACHABLE();
1859 }
1860 }
1861 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1862 {
1863 switch (constantDescription.Type)
1864 {
1865 case D3DXPT_FLOAT:
1866 switch (constantDescription.Rows)
1867 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001868 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1869 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1870 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001871 default: UNREACHABLE();
1872 }
1873 break;
1874 default: UNREACHABLE();
1875 }
1876 }
1877 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001878
1879 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001880}
1881
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001882// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001883std::string Program::decorate(const std::string &string)
1884{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001885 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001886 {
1887 return "_" + string;
1888 }
1889 else
1890 {
1891 return string;
1892 }
1893}
1894
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001895std::string Program::undecorate(const std::string &string)
1896{
1897 if (string.substr(0, 1) == "_")
1898 {
1899 return string.substr(1);
1900 }
1901 else
1902 {
1903 return string;
1904 }
1905}
1906
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001907bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1908{
1909 BOOL *vector = new BOOL[count];
1910 for (int i = 0; i < count; i++)
1911 {
1912 if (v[i] == GL_FALSE)
1913 vector[i] = 0;
1914 else
1915 vector[i] = 1;
1916 }
1917
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001918 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1919
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001920 D3DXHANDLE constantPS;
1921 D3DXHANDLE constantVS;
1922 getConstantHandles(targetUniform, &constantPS, &constantVS);
1923
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001924 IDirect3DDevice9 *device = getDevice();
1925
1926 if (constantPS)
1927 {
1928 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1929 }
1930
1931 if (constantVS)
1932 {
1933 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1934 }
1935
1936 delete [] vector;
1937
1938 return true;
1939}
1940
1941bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1942{
1943 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1944
1945 for (int i = 0; i < count; i++)
1946 {
1947 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1948 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1949
1950 v += 2;
1951 }
1952
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001953 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1954
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001955 D3DXHANDLE constantPS;
1956 D3DXHANDLE constantVS;
1957 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001958 IDirect3DDevice9 *device = getDevice();
1959
1960 if (constantPS)
1961 {
1962 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1963 }
1964
1965 if (constantVS)
1966 {
1967 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1968 }
1969
1970 delete[] vector;
1971
1972 return true;
1973}
1974
1975bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1976{
1977 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1978
1979 for (int i = 0; i < count; i++)
1980 {
1981 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1982 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1983 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1984
1985 v += 3;
1986 }
1987
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001988 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1989
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001990 D3DXHANDLE constantPS;
1991 D3DXHANDLE constantVS;
1992 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001993 IDirect3DDevice9 *device = getDevice();
1994
1995 if (constantPS)
1996 {
1997 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1998 }
1999
2000 if (constantVS)
2001 {
2002 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2003 }
2004
2005 delete[] vector;
2006
2007 return true;
2008}
2009
2010bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
2011{
2012 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2013
2014 for (int i = 0; i < count; i++)
2015 {
2016 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
2017 (v[1] == GL_FALSE ? 0.0f : 1.0f),
2018 (v[2] == GL_FALSE ? 0.0f : 1.0f),
2019 (v[3] == GL_FALSE ? 0.0f : 1.0f));
2020
2021 v += 3;
2022 }
2023
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002024 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2025
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002026 D3DXHANDLE constantPS;
2027 D3DXHANDLE constantVS;
2028 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00002029 IDirect3DDevice9 *device = getDevice();
2030
2031 if (constantPS)
2032 {
2033 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2034 }
2035
2036 if (constantVS)
2037 {
2038 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2039 }
2040
2041 delete [] vector;
2042
2043 return true;
2044}
2045
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002046bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
2047{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002048 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2049
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002050 D3DXHANDLE constantPS;
2051 D3DXHANDLE constantVS;
2052 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002053 IDirect3DDevice9 *device = getDevice();
2054
2055 if (constantPS)
2056 {
2057 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
2058 }
2059
2060 if (constantVS)
2061 {
2062 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
2063 }
2064
2065 return true;
2066}
2067
2068bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
2069{
2070 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2071
2072 for (int i = 0; i < count; i++)
2073 {
2074 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
2075
2076 v += 2;
2077 }
2078
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002079 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2080
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002081 D3DXHANDLE constantPS;
2082 D3DXHANDLE constantVS;
2083 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002084 IDirect3DDevice9 *device = getDevice();
2085
2086 if (constantPS)
2087 {
2088 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2089 }
2090
2091 if (constantVS)
2092 {
2093 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2094 }
2095
2096 delete[] vector;
2097
2098 return true;
2099}
2100
2101bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
2102{
2103 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2104
2105 for (int i = 0; i < count; i++)
2106 {
2107 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
2108
2109 v += 3;
2110 }
2111
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002112 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2113
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002114 D3DXHANDLE constantPS;
2115 D3DXHANDLE constantVS;
2116 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002117 IDirect3DDevice9 *device = getDevice();
2118
2119 if (constantPS)
2120 {
2121 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2122 }
2123
2124 if (constantVS)
2125 {
2126 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2127 }
2128
2129 delete[] vector;
2130
2131 return true;
2132}
2133
2134bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2135{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002136 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2137
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002138 D3DXHANDLE constantPS;
2139 D3DXHANDLE constantVS;
2140 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002141 IDirect3DDevice9 *device = getDevice();
2142
2143 if (constantPS)
2144 {
2145 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2146 }
2147
2148 if (constantVS)
2149 {
2150 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2151 }
2152
2153 return true;
2154}
2155
2156bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2157{
2158 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2159
2160 for (int i = 0; i < count; i++)
2161 {
2162 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2163 value[1], value[3], 0, 0,
2164 0, 0, 1, 0,
2165 0, 0, 0, 1);
2166
2167 value += 4;
2168 }
2169
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002170 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2171
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002172 D3DXHANDLE constantPS;
2173 D3DXHANDLE constantVS;
2174 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002175 IDirect3DDevice9 *device = getDevice();
2176
2177 if (constantPS)
2178 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002179 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002180 }
2181
2182 if (constantVS)
2183 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002184 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002185 }
2186
2187 delete[] matrix;
2188
2189 return true;
2190}
2191
2192bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2193{
2194 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2195
2196 for (int i = 0; i < count; i++)
2197 {
2198 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2199 value[1], value[4], value[7], 0,
2200 value[2], value[5], value[8], 0,
2201 0, 0, 0, 1);
2202
2203 value += 9;
2204 }
2205
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002206 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2207
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002208 D3DXHANDLE constantPS;
2209 D3DXHANDLE constantVS;
2210 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002211 IDirect3DDevice9 *device = getDevice();
2212
2213 if (constantPS)
2214 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002215 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002216 }
2217
2218 if (constantVS)
2219 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002220 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002221 }
2222
2223 delete[] matrix;
2224
2225 return true;
2226}
2227
2228bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2229{
2230 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2231
2232 for (int i = 0; i < count; i++)
2233 {
2234 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2235 value[1], value[5], value[9], value[13],
2236 value[2], value[6], value[10], value[14],
2237 value[3], value[7], value[11], value[15]);
2238
2239 value += 16;
2240 }
2241
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002242 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2243
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002244 D3DXHANDLE constantPS;
2245 D3DXHANDLE constantVS;
2246 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002247 IDirect3DDevice9 *device = getDevice();
2248
2249 if (constantPS)
2250 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002251 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002252 }
2253
2254 if (constantVS)
2255 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002256 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002257 }
2258
2259 delete[] matrix;
2260
2261 return true;
2262}
2263
2264bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2265{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002266 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2267
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002268 D3DXHANDLE constantPS;
2269 D3DXHANDLE constantVS;
2270 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002271 IDirect3DDevice9 *device = getDevice();
2272
2273 if (constantPS)
2274 {
2275 D3DXCONSTANT_DESC constantDescription;
2276 UINT descriptionCount = 1;
2277 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002278 ASSERT(SUCCEEDED(result));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002279
2280 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2281 {
2282 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2283
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002284 for (int i = 0; i < count; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002285 {
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002286 unsigned int samplerIndex = firstIndex + i;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002287
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002288 if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002289 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002290 ASSERT(mSamplersPS[samplerIndex].active);
2291 mSamplersPS[samplerIndex].logicalTextureUnit = v[i];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002292 }
2293 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002294 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002295 else
2296 {
2297 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2298 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002299 }
2300
2301 if (constantVS)
2302 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002303 D3DXCONSTANT_DESC constantDescription;
2304 UINT descriptionCount = 1;
2305 HRESULT result = mConstantTableVS->GetConstantDesc(constantVS, &constantDescription, &descriptionCount);
2306 ASSERT(SUCCEEDED(result));
2307
2308 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2309 {
2310 unsigned int firstIndex = mConstantTableVS->GetSamplerIndex(constantVS);
2311
2312 for (int i = 0; i < count; i++)
2313 {
2314 unsigned int samplerIndex = firstIndex + i;
2315
2316 if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
2317 {
2318 ASSERT(mSamplersVS[samplerIndex].active);
2319 mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
2320 }
2321 }
2322 }
2323 else
2324 {
2325 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2326 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002327 }
2328
2329 return true;
2330}
2331
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002332bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2333{
2334 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2335
2336 for (int i = 0; i < count; i++)
2337 {
2338 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2339
2340 v += 2;
2341 }
2342
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002343 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2344
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002345 D3DXHANDLE constantPS;
2346 D3DXHANDLE constantVS;
2347 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002348 IDirect3DDevice9 *device = getDevice();
2349
2350 if (constantPS)
2351 {
2352 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2353 }
2354
2355 if (constantVS)
2356 {
2357 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2358 }
2359
2360 delete[] vector;
2361
2362 return true;
2363}
2364
2365bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2366{
2367 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2368
2369 for (int i = 0; i < count; i++)
2370 {
2371 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2372
2373 v += 3;
2374 }
2375
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002376 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2377
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002378 D3DXHANDLE constantPS;
2379 D3DXHANDLE constantVS;
2380 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002381 IDirect3DDevice9 *device = getDevice();
2382
2383 if (constantPS)
2384 {
2385 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2386 }
2387
2388 if (constantVS)
2389 {
2390 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2391 }
2392
2393 delete[] vector;
2394
2395 return true;
2396}
2397
2398bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2399{
2400 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2401
2402 for (int i = 0; i < count; i++)
2403 {
2404 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2405
2406 v += 4;
2407 }
2408
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002409 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2410
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002411 D3DXHANDLE constantPS;
2412 D3DXHANDLE constantVS;
2413 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002414 IDirect3DDevice9 *device = getDevice();
2415
2416 if (constantPS)
2417 {
2418 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2419 }
2420
2421 if (constantVS)
2422 {
2423 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2424 }
2425
2426 delete [] vector;
2427
2428 return true;
2429}
2430
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002431void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002432{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002433 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002434 {
2435 return;
2436 }
2437
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002438 char info[1024];
2439
2440 va_list vararg;
2441 va_start(vararg, format);
2442 vsnprintf(info, sizeof(info), format, vararg);
2443 va_end(vararg);
2444
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002445 size_t infoLength = strlen(info);
2446
2447 if (!mInfoLog)
2448 {
2449 mInfoLog = new char[infoLength + 1];
2450 strcpy(mInfoLog, info);
2451 }
2452 else
2453 {
2454 size_t logLength = strlen(mInfoLog);
2455 char *newLog = new char[logLength + infoLength + 1];
2456 strcpy(newLog, mInfoLog);
2457 strcpy(newLog + logLength, info);
2458
2459 delete[] mInfoLog;
2460 mInfoLog = newLog;
2461 }
2462}
2463
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002464void Program::resetInfoLog()
2465{
2466 if (mInfoLog)
2467 {
2468 delete [] mInfoLog;
daniel@transgaming.com6a20d102010-08-31 13:54:27 +00002469 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002470 }
2471}
2472
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002473// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2474void Program::unlink(bool destroy)
2475{
2476 if (destroy) // Object being destructed
2477 {
2478 if (mFragmentShader)
2479 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002480 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002481 mFragmentShader = NULL;
2482 }
2483
2484 if (mVertexShader)
2485 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002486 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002487 mVertexShader = NULL;
2488 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002489 }
2490
2491 if (mPixelExecutable)
2492 {
2493 mPixelExecutable->Release();
2494 mPixelExecutable = NULL;
2495 }
2496
2497 if (mVertexExecutable)
2498 {
2499 mVertexExecutable->Release();
2500 mVertexExecutable = NULL;
2501 }
2502
2503 if (mConstantTablePS)
2504 {
2505 mConstantTablePS->Release();
2506 mConstantTablePS = NULL;
2507 }
2508
2509 if (mConstantTableVS)
2510 {
2511 mConstantTableVS->Release();
2512 mConstantTableVS = NULL;
2513 }
2514
2515 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2516 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002517 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002518 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002519 }
2520
2521 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2522 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002523 mSamplersPS[index].active = false;
2524 }
2525
2526 for (int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; index++)
2527 {
2528 mSamplersVS[index].active = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002529 }
2530
2531 while (!mUniforms.empty())
2532 {
2533 delete mUniforms.back();
2534 mUniforms.pop_back();
2535 }
2536
daniel@transgaming.com31754962010-11-28 02:02:52 +00002537 mDxDepthRangeLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002538 mDxDepthLocation = -1;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002539 mDxViewportLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002540 mDxHalfPixelSizeLocation = -1;
2541 mDxFrontCCWLocation = -1;
2542 mDxPointsOrLinesLocation = -1;
2543
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002544 mUniformIndex.clear();
2545
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002546 mPixelHLSL.clear();
2547 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002548
2549 delete[] mInfoLog;
2550 mInfoLog = NULL;
2551
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002552 mLinked = false;
2553}
2554
2555bool Program::isLinked()
2556{
2557 return mLinked;
2558}
2559
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002560bool Program::isValidated() const
2561{
2562 return mValidated;
2563}
2564
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002565void Program::release()
2566{
2567 mRefCount--;
2568
2569 if (mRefCount == 0 && mDeleteStatus)
2570 {
2571 mResourceManager->deleteProgram(mHandle);
2572 }
2573}
2574
2575void Program::addRef()
2576{
2577 mRefCount++;
2578}
2579
2580unsigned int Program::getRefCount() const
2581{
2582 return mRefCount;
2583}
2584
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002585unsigned int Program::getSerial() const
2586{
2587 return mSerial;
2588}
2589
2590unsigned int Program::issueSerial()
2591{
2592 return mCurrentSerial++;
2593}
2594
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002595int Program::getInfoLogLength() const
2596{
2597 if (!mInfoLog)
2598 {
2599 return 0;
2600 }
2601 else
2602 {
2603 return strlen(mInfoLog) + 1;
2604 }
2605}
2606
2607void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2608{
2609 int index = 0;
2610
2611 if (mInfoLog)
2612 {
2613 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2614 {
2615 infoLog[index] = mInfoLog[index];
2616 index++;
2617 }
2618 }
2619
2620 if (bufSize)
2621 {
2622 infoLog[index] = '\0';
2623 }
2624
2625 if (length)
2626 {
2627 *length = index;
2628 }
2629}
2630
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002631void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2632{
2633 int total = 0;
2634
2635 if (mVertexShader)
2636 {
2637 if (total < maxCount)
2638 {
2639 shaders[total] = mVertexShader->getHandle();
2640 }
2641
2642 total++;
2643 }
2644
2645 if (mFragmentShader)
2646 {
2647 if (total < maxCount)
2648 {
2649 shaders[total] = mFragmentShader->getHandle();
2650 }
2651
2652 total++;
2653 }
2654
2655 if (count)
2656 {
2657 *count = total;
2658 }
2659}
2660
daniel@transgaming.com85423182010-04-22 13:35:27 +00002661void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2662{
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002663 // Skip over inactive attributes
2664 unsigned int activeAttribute = 0;
2665 unsigned int attribute;
2666 for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
daniel@transgaming.com85423182010-04-22 13:35:27 +00002667 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002668 if (mLinkedAttribute[attribute].name.empty())
daniel@transgaming.com85423182010-04-22 13:35:27 +00002669 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002670 continue;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002671 }
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002672
2673 if (activeAttribute == index)
2674 {
2675 break;
2676 }
2677
2678 activeAttribute++;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002679 }
2680
2681 if (bufsize > 0)
2682 {
2683 const char *string = mLinkedAttribute[attribute].name.c_str();
2684
2685 strncpy(name, string, bufsize);
2686 name[bufsize - 1] = '\0';
2687
2688 if (length)
2689 {
2690 *length = strlen(name);
2691 }
2692 }
2693
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002694 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002695
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002696 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002697}
2698
2699GLint Program::getActiveAttributeCount()
2700{
2701 int count = 0;
2702
2703 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2704 {
2705 if (!mLinkedAttribute[attributeIndex].name.empty())
2706 {
2707 count++;
2708 }
2709 }
2710
2711 return count;
2712}
2713
2714GLint Program::getActiveAttributeMaxLength()
2715{
2716 int maxLength = 0;
2717
2718 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2719 {
2720 if (!mLinkedAttribute[attributeIndex].name.empty())
2721 {
2722 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2723 }
2724 }
2725
2726 return maxLength;
2727}
2728
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002729void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2730{
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002731 // Skip over internal uniforms
2732 unsigned int activeUniform = 0;
2733 unsigned int uniform;
2734 for (uniform = 0; uniform < mUniforms.size(); uniform++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002735 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002736 if (mUniforms[uniform]->name.substr(0, 3) == "dx_")
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002737 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002738 continue;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002739 }
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002740
2741 if (activeUniform == index)
2742 {
2743 break;
2744 }
2745
2746 activeUniform++;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002747 }
2748
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002749 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2750
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002751 if (bufsize > 0)
2752 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002753 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002754
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002755 if (mUniforms[uniform]->arraySize != 1)
2756 {
2757 string += "[0]";
2758 }
2759
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002760 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002761 name[bufsize - 1] = '\0';
2762
2763 if (length)
2764 {
2765 *length = strlen(name);
2766 }
2767 }
2768
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002769 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002770
2771 *type = mUniforms[uniform]->type;
2772}
2773
2774GLint Program::getActiveUniformCount()
2775{
2776 int count = 0;
2777
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002778 unsigned int numUniforms = mUniforms.size();
2779 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002780 {
2781 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2782 {
2783 count++;
2784 }
2785 }
2786
2787 return count;
2788}
2789
2790GLint Program::getActiveUniformMaxLength()
2791{
2792 int maxLength = 0;
2793
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002794 unsigned int numUniforms = mUniforms.size();
2795 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002796 {
2797 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2798 {
zmo@google.com53d73e02011-03-24 21:27:57 +00002799 int length = (int)(undecorate(mUniforms[uniformIndex]->name).length() + 1);
zmo@google.com2a5645f2011-03-24 21:36:51 +00002800 if (mUniforms[uniformIndex]->arraySize != 1)
zmo@google.com53d73e02011-03-24 21:27:57 +00002801 {
2802 length += 3; // Counting in "[0]".
2803 }
2804 maxLength = std::max(length, maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002805 }
2806 }
2807
2808 return maxLength;
2809}
2810
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002811void Program::flagForDeletion()
2812{
2813 mDeleteStatus = true;
2814}
2815
2816bool Program::isFlaggedForDeletion() const
2817{
2818 return mDeleteStatus;
2819}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002820
2821void Program::validate()
2822{
2823 resetInfoLog();
2824
2825 if (!isLinked())
2826 {
2827 appendToInfoLog("Program has not been successfully linked.");
2828 mValidated = false;
2829 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002830 else
2831 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002832 applyUniforms();
2833 if (!validateSamplers())
2834 {
2835 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit.");
2836 mValidated = false;
2837 }
2838 else
2839 {
2840 mValidated = true;
2841 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002842 }
2843}
2844
2845bool Program::validateSamplers() const
2846{
2847 // if any two active samplers in a program are of different types, but refer to the same
2848 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2849 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002850
2851 TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
2852
2853 for (unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; ++i)
2854 {
2855 textureUnitType[i] = TEXTURE_UNKNOWN;
2856 }
2857
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002858 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2859 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002860 if (mSamplersPS[i].active)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002861 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002862 int unit = mSamplersPS[i].logicalTextureUnit;
2863 ASSERT(unit >= 0 && unit < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF);
2864
2865 if (textureUnitType[unit] != TEXTURE_UNKNOWN)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002866 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002867 if (mSamplersPS[i].textureType != textureUnitType[unit])
2868 {
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002869 return false;
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002870 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002871 }
2872 else
2873 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002874 textureUnitType[unit] = mSamplersPS[i].textureType;
2875 }
2876 }
2877 }
2878
2879 for (unsigned int i = 0; i < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; ++i)
2880 {
2881 if (mSamplersVS[i].active)
2882 {
2883 int unit = mSamplersVS[i].logicalTextureUnit;
2884 ASSERT(unit >= 0 && unit < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF);
2885
2886 if (textureUnitType[unit] != TEXTURE_UNKNOWN)
2887 {
2888 if (mSamplersVS[i].textureType != textureUnitType[unit])
2889 {
2890 return false;
2891 }
2892 }
2893 else
2894 {
2895 textureUnitType[unit] = mSamplersVS[i].textureType;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002896 }
2897 }
2898 }
2899
2900 return true;
2901}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002902
2903void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2904{
2905 if (!targetUniform->handlesSet)
2906 {
2907 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2908 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2909 targetUniform->handlesSet = true;
2910 }
2911
2912 *constantPS = targetUniform->psHandle;
2913 *constantVS = targetUniform->vsHandle;
2914}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002915
daniel@transgaming.com31754962010-11-28 02:02:52 +00002916GLint Program::getDxDepthRangeLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002917{
daniel@transgaming.com31754962010-11-28 02:02:52 +00002918 return mDxDepthRangeLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002919}
2920
2921GLint Program::getDxDepthLocation() const
2922{
2923 return mDxDepthLocation;
2924}
2925
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002926GLint Program::getDxViewportLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002927{
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002928 return mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002929}
2930
2931GLint Program::getDxHalfPixelSizeLocation() const
2932{
2933 return mDxHalfPixelSizeLocation;
2934}
2935
2936GLint Program::getDxFrontCCWLocation() const
2937{
2938 return mDxFrontCCWLocation;
2939}
2940
2941GLint Program::getDxPointsOrLinesLocation() const
2942{
2943 return mDxPointsOrLinesLocation;
2944}
2945
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002946}