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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.cpp: Implements the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000010#include "libGLESv2/Program.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000011
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000012#include "common/debug.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000014#include "libGLESv2/main.h"
15#include "libGLESv2/Shader.h"
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000016#include "libGLESv2/utilities.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000018namespace gl
19{
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000020unsigned int Program::mCurrentSerial = 1;
21
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000022std::string str(int i)
23{
24 char buffer[20];
25 sprintf(buffer, "%d", i);
26 return buffer;
27}
28
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000029Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(name), arraySize(arraySize)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000030{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000031 int bytes = UniformTypeSize(type) * arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000032 data = new unsigned char[bytes];
33 memset(data, 0, bytes);
34 dirty = true;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000035 handlesSet = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000036}
37
38Uniform::~Uniform()
39{
40 delete[] data;
41}
42
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000043UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index)
44 : name(name), element(element), index(index)
45{
46}
47
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000048Program::Program()
49{
50 mFragmentShader = NULL;
51 mVertexShader = NULL;
52
53 mPixelExecutable = NULL;
54 mVertexExecutable = NULL;
55 mConstantTablePS = NULL;
56 mConstantTableVS = NULL;
57
daniel@transgaming.comcba50572010-03-28 19:36:09 +000058 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +000059 mValidated = false;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000060
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000061 unlink();
62
63 mDeleteStatus = false;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000064
65 mSerial = issueSerial();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000066}
67
68Program::~Program()
69{
70 unlink(true);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000071
72 if (mVertexShader != NULL)
73 {
74 mVertexShader->detach();
75 }
76
77 if (mFragmentShader != NULL)
78 {
79 mFragmentShader->detach();
80 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000081}
82
83bool Program::attachShader(Shader *shader)
84{
85 if (shader->getType() == GL_VERTEX_SHADER)
86 {
87 if (mVertexShader)
88 {
89 return false;
90 }
91
92 mVertexShader = (VertexShader*)shader;
93 mVertexShader->attach();
94 }
95 else if (shader->getType() == GL_FRAGMENT_SHADER)
96 {
97 if (mFragmentShader)
98 {
99 return false;
100 }
101
102 mFragmentShader = (FragmentShader*)shader;
103 mFragmentShader->attach();
104 }
105 else UNREACHABLE();
106
107 return true;
108}
109
110bool Program::detachShader(Shader *shader)
111{
112 if (shader->getType() == GL_VERTEX_SHADER)
113 {
114 if (mVertexShader != shader)
115 {
116 return false;
117 }
118
119 mVertexShader->detach();
120 mVertexShader = NULL;
121 }
122 else if (shader->getType() == GL_FRAGMENT_SHADER)
123 {
124 if (mFragmentShader != shader)
125 {
126 return false;
127 }
128
129 mFragmentShader->detach();
130 mFragmentShader = NULL;
131 }
132 else UNREACHABLE();
133
134 unlink();
135
136 return true;
137}
138
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000139int Program::getAttachedShadersCount() const
140{
141 return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
142}
143
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000144IDirect3DPixelShader9 *Program::getPixelShader()
145{
146 return mPixelExecutable;
147}
148
149IDirect3DVertexShader9 *Program::getVertexShader()
150{
151 return mVertexExecutable;
152}
153
154void Program::bindAttributeLocation(GLuint index, const char *name)
155{
156 if (index < MAX_VERTEX_ATTRIBS)
157 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000158 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
159 {
160 mAttributeBinding[i].erase(name);
161 }
162
163 mAttributeBinding[index].insert(name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000164 }
165}
166
167GLuint Program::getAttributeLocation(const char *name)
168{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000169 if (name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000170 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000171 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000172 {
daniel@transgaming.com85423182010-04-22 13:35:27 +0000173 if (mLinkedAttribute[index].name == std::string(name))
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000174 {
175 return index;
176 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000177 }
178 }
179
180 return -1;
181}
182
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000183int Program::getSemanticIndex(int attributeIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000184{
185 if (attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS)
186 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000187 return mSemanticIndex[attributeIndex];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000188 }
189
190 return -1;
191}
192
193// Returns the index of the texture unit corresponding to a Direct3D 9 sampler
194// index referenced in the compiled HLSL shader
195GLint Program::getSamplerMapping(unsigned int samplerIndex)
196{
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000197 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
198
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000199 GLint logicalTextureUnit = -1;
200
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000201 if (mSamplers[samplerIndex].active)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000202 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000203 logicalTextureUnit = mSamplers[samplerIndex].logicalTextureUnit;
204 }
205
206 if (logicalTextureUnit < MAX_TEXTURE_IMAGE_UNITS)
207 {
208 return logicalTextureUnit;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000209 }
210
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000211 return -1;
212}
213
214SamplerType Program::getSamplerType(unsigned int samplerIndex)
215{
216 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
217 assert(mSamplers[samplerIndex].active);
218
219 return mSamplers[samplerIndex].type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000220}
221
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000222bool Program::isSamplerDirty(unsigned int samplerIndex) const
223{
224 if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]))
225 {
226 return mSamplers[samplerIndex].dirty;
227 }
228 else UNREACHABLE();
229
230 return false;
231}
232
233void Program::setSamplerDirty(unsigned int samplerIndex, bool dirty)
234{
235 if (samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]))
236 {
237 mSamplers[samplerIndex].dirty = dirty;
238 }
239 else UNREACHABLE();
240}
241
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000242GLint Program::getUniformLocation(const char *name)
243{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000244 std::string nameStr(name);
245 int subscript = 0;
246 size_t beginB = nameStr.find('[');
247 size_t endB = nameStr.find(']');
248 if (beginB != std::string::npos && endB != std::string::npos)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000249 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000250 std::string subscrStr = nameStr.substr(beginB + 1, beginB - endB - 1);
251 nameStr.erase(beginB);
252 subscript = atoi(subscrStr.c_str());
253 }
254
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000255 nameStr = decorate(nameStr);
256
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000257 unsigned int numUniforms = mUniformIndex.size();
258 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000259 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000260 if (mUniformIndex[location].name == nameStr &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000261 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000262 {
263 return location;
264 }
265 }
266
267 return -1;
268}
269
270bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
271{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000272 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000273 {
274 return false;
275 }
276
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000277 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000278 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000279
280 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000281 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000282 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000283
284 if (arraySize == 1 && count > 1)
285 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
286
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000287 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000288
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000289 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
290 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000291 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000292 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000293 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000294 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000295
296 if (arraySize == 1 && count > 1)
297 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000298
299 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000300 GLboolean *boolParams = new GLboolean[count];
301
302 for (int i = 0; i < count; ++i)
303 {
304 if (v[i] == 0.0f)
305 {
306 boolParams[i] = GL_FALSE;
307 }
308 else
309 {
310 boolParams[i] = GL_TRUE;
311 }
312 }
313
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000314 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
315 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000316
317 delete [] boolParams;
318 }
319 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000320 {
321 return false;
322 }
323
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000324 return true;
325}
326
327bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
328{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000329 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000330 {
331 return false;
332 }
333
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000334 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000335 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000336
337 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000338 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000339 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000340
341 if (arraySize == 1 && count > 1)
342 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
343
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000344 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000345
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000346 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
347 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000348 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000349 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000350 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000351 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000352
353 if (arraySize == 1 && count > 1)
354 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
355
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000356 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
357
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000358 GLboolean *boolParams = new GLboolean[count * 2];
359
360 for (int i = 0; i < count * 2; ++i)
361 {
362 if (v[i] == 0.0f)
363 {
364 boolParams[i] = GL_FALSE;
365 }
366 else
367 {
368 boolParams[i] = GL_TRUE;
369 }
370 }
371
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000372 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
373 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000374
375 delete [] boolParams;
376 }
377 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000378 {
379 return false;
380 }
381
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000382 return true;
383}
384
385bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
386{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000387 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000388 {
389 return false;
390 }
391
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000392 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000393 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000394
395 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000396 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000397 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000398
399 if (arraySize == 1 && count > 1)
400 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
401
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000402 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000403
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000404 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
405 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000406 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000407 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000408 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000409 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000410
411 if (arraySize == 1 && count > 1)
412 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
413
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000414 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000415 GLboolean *boolParams = new GLboolean[count * 3];
416
417 for (int i = 0; i < count * 3; ++i)
418 {
419 if (v[i] == 0.0f)
420 {
421 boolParams[i] = GL_FALSE;
422 }
423 else
424 {
425 boolParams[i] = GL_TRUE;
426 }
427 }
428
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000429 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
430 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000431
432 delete [] boolParams;
433 }
434 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000435 {
436 return false;
437 }
438
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000439 return true;
440}
441
442bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
443{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000444 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000445 {
446 return false;
447 }
448
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000449 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000450 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000451
452 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000453 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000454 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000455
456 if (arraySize == 1 && count > 1)
457 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
458
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000459 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000460
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000461 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
462 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000463 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000464 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000465 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000466 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000467
468 if (arraySize == 1 && count > 1)
469 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
470
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000471 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000472 GLboolean *boolParams = new GLboolean[count * 4];
473
474 for (int i = 0; i < count * 4; ++i)
475 {
476 if (v[i] == 0.0f)
477 {
478 boolParams[i] = GL_FALSE;
479 }
480 else
481 {
482 boolParams[i] = GL_TRUE;
483 }
484 }
485
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000486 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
487 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000488
489 delete [] boolParams;
490 }
491 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000492 {
493 return false;
494 }
495
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000496 return true;
497}
498
499bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
500{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000501 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000502 {
503 return false;
504 }
505
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000506 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000507 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000508
509 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000510 {
511 return false;
512 }
513
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000514 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000515
516 if (arraySize == 1 && count > 1)
517 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
518
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000519 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000520
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000521 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
522 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000523
524 return true;
525}
526
527bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
528{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000529 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000530 {
531 return false;
532 }
533
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000534 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000535 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000536
537 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000538 {
539 return false;
540 }
541
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000542 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000543
544 if (arraySize == 1 && count > 1)
545 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
546
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000547 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000548
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000549 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
550 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000551
552 return true;
553}
554
555bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
556{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000557 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000558 {
559 return false;
560 }
561
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000562 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000563 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000564
565 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000566 {
567 return false;
568 }
569
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000570 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000571
572 if (arraySize == 1 && count > 1)
573 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
574
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000575 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000576
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000577 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
578 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000579
580 return true;
581}
582
583bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
584{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000585 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000586 {
587 return false;
588 }
589
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000590 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000591 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000592
593 if (targetUniform->type == GL_INT)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000594 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000595 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000596
597 if (arraySize == 1 && count > 1)
598 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
599
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000600 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000601
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000602 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
603 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000604 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000605 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000606 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000607 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000608
609 if (arraySize == 1 && count > 1)
610 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
611
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000612 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000613 GLboolean *boolParams = new GLboolean[count];
614
615 for (int i = 0; i < count; ++i)
616 {
617 if (v[i] == 0)
618 {
619 boolParams[i] = GL_FALSE;
620 }
621 else
622 {
623 boolParams[i] = GL_TRUE;
624 }
625 }
626
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000627 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
628 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000629
630 delete [] boolParams;
631 }
632 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000633 {
634 return false;
635 }
636
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000637 return true;
638}
639
640bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
641{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000642 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000643 {
644 return false;
645 }
646
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000647 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000648 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000649
650 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000651 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000652 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000653
654 if (arraySize == 1 && count > 1)
655 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
656
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000657 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000658
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000659 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
660 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000661 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000662 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000663 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000664 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000665
666 if (arraySize == 1 && count > 1)
667 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
668
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000669 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000670 GLboolean *boolParams = new GLboolean[count * 2];
671
672 for (int i = 0; i < count * 2; ++i)
673 {
674 if (v[i] == 0)
675 {
676 boolParams[i] = GL_FALSE;
677 }
678 else
679 {
680 boolParams[i] = GL_TRUE;
681 }
682 }
683
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000684 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
685 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000686
687 delete [] boolParams;
688 }
689 else
690 {
691 return false;
692 }
693
694 return true;
695}
696
697bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
698{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000699 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000700 {
701 return false;
702 }
703
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000704 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000705 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000706
707 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000708 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000709 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000710
711 if (arraySize == 1 && count > 1)
712 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
713
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000714 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000715
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000716 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
717 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000718 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000719 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000720 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000721 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000722
723 if (arraySize == 1 && count > 1)
724 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
725
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000726 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000727 GLboolean *boolParams = new GLboolean[count * 3];
728
729 for (int i = 0; i < count * 3; ++i)
730 {
731 if (v[i] == 0)
732 {
733 boolParams[i] = GL_FALSE;
734 }
735 else
736 {
737 boolParams[i] = GL_TRUE;
738 }
739 }
740
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000741 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
742 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000743
744 delete [] boolParams;
745 }
746 else
747 {
748 return false;
749 }
750
751 return true;
752}
753
754bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
755{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000756 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000757 {
758 return false;
759 }
760
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000761 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000762 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000763
764 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000765 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000766 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000767
768 if (arraySize == 1 && count > 1)
769 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
770
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000771 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000772
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000773 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
774 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000775 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000776 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000777 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000778 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000779
780 if (arraySize == 1 && count > 1)
781 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
782
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000783 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000784 GLboolean *boolParams = new GLboolean[count * 4];
785
786 for (int i = 0; i < count * 4; ++i)
787 {
788 if (v[i] == 0)
789 {
790 boolParams[i] = GL_FALSE;
791 }
792 else
793 {
794 boolParams[i] = GL_TRUE;
795 }
796 }
797
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000798 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
799 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000800
801 delete [] boolParams;
802 }
803 else
804 {
805 return false;
806 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000807
808 return true;
809}
810
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000811bool Program::getUniformfv(GLint location, GLfloat *params)
812{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000813 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000814 {
815 return false;
816 }
817
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000818 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000819
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000820 unsigned int count = UniformComponentCount(targetUniform->type);
821
822 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000823 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000824 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000825 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000826 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000827
828 for (unsigned int i = 0; i < count; ++i)
829 {
830 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
831 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000832 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000833 break;
834 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000835 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
836 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000837 break;
838 case GL_INT:
839 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000840 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000841
842 for (unsigned int i = 0; i < count; ++i)
843 {
844 params[i] = (float)intParams[i];
845 }
846 }
847 break;
848 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000849 }
850
851 return true;
852}
853
854bool Program::getUniformiv(GLint location, GLint *params)
855{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000856 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000857 {
858 return false;
859 }
860
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000861 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000862
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000863 unsigned int count = UniformComponentCount(targetUniform->type);
864
865 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000866 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000867 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000868 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000869 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000870
871 for (unsigned int i = 0; i < count; ++i)
872 {
873 params[i] = (GLint)boolParams[i];
874 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000875 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000876 break;
877 case GL_FLOAT:
878 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000879 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000880
881 for (unsigned int i = 0; i < count; ++i)
882 {
883 params[i] = (GLint)floatParams[i];
884 }
885 }
886 break;
887 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000888 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
889 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000890 break;
891 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000892 }
893
894 return true;
895}
896
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000897void Program::dirtyAllUniforms()
898{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000899 unsigned int numUniforms = mUniforms.size();
900 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000901 {
902 mUniforms[index]->dirty = true;
903 }
904}
905
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +0000906void Program::dirtyAllSamplers()
907{
908 for (unsigned int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; ++index)
909 {
910 mSamplers[index].dirty = true;
911 }
912}
913
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000914// Applies all the uniforms set for this program object to the Direct3D 9 device
915void Program::applyUniforms()
916{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000917 unsigned int numUniforms = mUniformIndex.size();
918 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000919 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000920 if (mUniformIndex[location].element != 0)
921 {
922 continue;
923 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000924
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000925 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
926
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000927 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000928 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000929 int arraySize = targetUniform->arraySize;
930 GLfloat *f = (GLfloat*)targetUniform->data;
931 GLint *i = (GLint*)targetUniform->data;
932 GLboolean *b = (GLboolean*)targetUniform->data;
933
934 switch (targetUniform->type)
935 {
936 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
937 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
938 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
939 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
940 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
941 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
942 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
943 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
944 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
945 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
946 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
947 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
961ID3DXBuffer *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
962{
963 if (!hlsl)
964 {
965 return NULL;
966 }
967
968 ID3DXBuffer *binary = NULL;
969 ID3DXBuffer *errorMessage = NULL;
970
daniel@transgaming.com0f189612010-05-07 13:03:36 +0000971 HRESULT result = D3DXCompileShader(hlsl, (UINT)strlen(hlsl), NULL, NULL, "main", profile, 0, &binary, &errorMessage, constantTable);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000972
973 if (SUCCEEDED(result))
974 {
975 return binary;
976 }
977
978 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
979 {
980 return error(GL_OUT_OF_MEMORY, (ID3DXBuffer*)NULL);
981 }
982
983 if (errorMessage)
984 {
985 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000986
daniel@transgaming.com0df16872010-05-12 16:51:08 +0000987 appendToInfoLog("%s\n", message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000988 TRACE("\n%s", hlsl);
989 TRACE("\n%s", message);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000990 }
991
992 return NULL;
993}
994
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000995// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
996// Returns the number of used varying registers, or -1 if unsuccesful
997int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000998{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +0000999 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001000 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001001 int n = VariableRowCount(varying->type) * varying->size;
1002 int m = VariableColumnCount(varying->type);
1003 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001004
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001005 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001006 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001007 for (int r = 0; r <= MAX_VARYING_VECTORS - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001008 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001009 bool available = true;
1010
1011 for (int y = 0; y < n && available; y++)
1012 {
1013 for (int x = 0; x < m && available; x++)
1014 {
1015 if (packing[r + y][x])
1016 {
1017 available = false;
1018 }
1019 }
1020 }
1021
1022 if (available)
1023 {
1024 varying->reg = r;
1025 varying->col = 0;
1026
1027 for (int y = 0; y < n; y++)
1028 {
1029 for (int x = 0; x < m; x++)
1030 {
1031 packing[r + y][x] = &*varying;
1032 }
1033 }
1034
1035 success = true;
1036 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001037 }
1038
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001039 if (!success && m == 2)
1040 {
1041 for (int r = MAX_VARYING_VECTORS - n; r >= 0 && !success; r--)
1042 {
1043 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001044
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001045 for (int y = 0; y < n && available; y++)
1046 {
1047 for (int x = 2; x < 4 && available; x++)
1048 {
1049 if (packing[r + y][x])
1050 {
1051 available = false;
1052 }
1053 }
1054 }
1055
1056 if (available)
1057 {
1058 varying->reg = r;
1059 varying->col = 2;
1060
1061 for (int y = 0; y < n; y++)
1062 {
1063 for (int x = 2; x < 4; x++)
1064 {
1065 packing[r + y][x] = &*varying;
1066 }
1067 }
1068
1069 success = true;
1070 }
1071 }
1072 }
1073 }
1074 else if (m == 1)
1075 {
1076 int space[4] = {0};
1077
1078 for (int y = 0; y < MAX_VARYING_VECTORS; y++)
1079 {
1080 for (int x = 0; x < 4; x++)
1081 {
1082 space[x] += packing[y][x] ? 0 : 1;
1083 }
1084 }
1085
1086 int column = 0;
1087
1088 for (int x = 0; x < 4; x++)
1089 {
1090 if (space[x] > n && space[x] < space[column])
1091 {
1092 column = x;
1093 }
1094 }
1095
1096 if (space[column] > n)
1097 {
1098 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1099 {
1100 if (!packing[r][column])
1101 {
1102 varying->reg = r;
1103
1104 for (int y = r; y < r + n; y++)
1105 {
1106 packing[y][column] = &*varying;
1107 }
1108
1109 break;
1110 }
1111 }
1112
1113 varying->col = column;
1114
1115 success = true;
1116 }
1117 }
1118 else UNREACHABLE();
1119
1120 if (!success)
1121 {
1122 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1123
1124 return -1;
1125 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001126 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001127
1128 // Return the number of used registers
1129 int registers = 0;
1130
1131 for (int r = 0; r < MAX_VARYING_VECTORS; r++)
1132 {
1133 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1134 {
1135 registers++;
1136 }
1137 }
1138
1139 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001140}
1141
1142bool Program::linkVaryings()
1143{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001144 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001145 {
1146 return false;
1147 }
1148
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001149 const Varying *packing[MAX_VARYING_VECTORS][4] = {NULL};
1150 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001151
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001152 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001153 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001154 return false;
1155 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001156
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001157 if (registers == MAX_VARYING_VECTORS && mFragmentShader->mUsesFragCoord)
1158 {
1159 appendToInfoLog("No varying registers left to support gl_FragCoord");
1160
1161 return false;
1162 }
1163
1164 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1165 {
1166 bool matched = false;
1167
1168 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1169 {
1170 if (output->name == input->name)
1171 {
1172 if (output->type != input->type || output->size != input->size)
1173 {
1174 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1175
1176 return false;
1177 }
1178
1179 output->reg = input->reg;
1180 output->col = input->col;
1181
1182 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001183 break;
1184 }
1185 }
1186
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001187 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001188 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001189 appendToInfoLog("Fragment varying varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001190
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001191 return false;
1192 }
1193 }
1194
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001195 mVertexHLSL += "struct VS_INPUT\n"
1196 "{\n";
1197
1198 int semanticIndex = 0;
1199 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1200 {
1201 switch (attribute->type)
1202 {
1203 case GL_FLOAT: mVertexHLSL += " float "; break;
1204 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1205 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1206 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1207 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1208 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1209 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1210 default: UNREACHABLE();
1211 }
1212
1213 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1214
1215 semanticIndex += VariableRowCount(attribute->type);
1216 }
1217
1218 mVertexHLSL += "};\n"
1219 "\n"
1220 "struct VS_OUTPUT\n"
1221 "{\n"
1222 " float4 gl_Position : POSITION;\n";
1223
1224 for (int r = 0; r < registers; r++)
1225 {
1226 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1227
1228 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : TEXCOORD" + str(r) + ";\n";
1229 }
1230
1231 if (mFragmentShader->mUsesFragCoord)
1232 {
1233 mVertexHLSL += " float4 gl_FragCoord : TEXCOORD" + str(registers) + ";\n";
1234 }
1235
1236 mVertexHLSL += "};\n"
1237 "\n"
1238 "VS_OUTPUT main(VS_INPUT input)\n"
1239 "{\n";
1240
1241 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1242 {
1243 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1244
1245 if (VariableRowCount(attribute->type) > 1) // Matrix
1246 {
1247 mVertexHLSL += "transpose";
1248 }
1249
1250 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1251 }
1252
1253 mVertexHLSL += "\n"
1254 " gl_main();\n"
1255 "\n"
1256 " VS_OUTPUT output;\n"
1257 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
1258 " output.gl_Position.y = -(gl_Position.y - dx_HalfPixelSize.y * gl_Position.w);\n"
1259 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1260 " output.gl_Position.w = gl_Position.w;\n";
1261
1262 if (mFragmentShader->mUsesFragCoord)
1263 {
1264 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1265 }
1266
1267 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1268 {
1269 if (varying->reg >= 0)
1270 {
1271 for (int i = 0; i < varying->size; i++)
1272 {
1273 int rows = VariableRowCount(varying->type);
1274
1275 for (int j = 0; j < rows; j++)
1276 {
1277 int r = varying->reg + i * rows + j;
1278 mVertexHLSL += " output.v" + str(r);
1279
1280 bool sharedRegister = false; // Register used by multiple varyings
1281
1282 for (int x = 0; x < 4; x++)
1283 {
1284 if (packing[r][x] && packing[r][x] != packing[r][0])
1285 {
1286 sharedRegister = true;
1287 break;
1288 }
1289 }
1290
1291 if(sharedRegister)
1292 {
1293 mVertexHLSL += ".";
1294
1295 for (int x = 0; x < 4; x++)
1296 {
1297 if (packing[r][x] == &*varying)
1298 {
1299 switch(x)
1300 {
1301 case 0: mVertexHLSL += "x"; break;
1302 case 1: mVertexHLSL += "y"; break;
1303 case 2: mVertexHLSL += "z"; break;
1304 case 3: mVertexHLSL += "w"; break;
1305 }
1306 }
1307 }
1308 }
1309
1310 mVertexHLSL += " = " + varying->name;
1311
1312 if (varying->array)
1313 {
1314 mVertexHLSL += "[" + str(i) + "]";
1315 }
1316
1317 if (rows > 1)
1318 {
1319 mVertexHLSL += "[" + str(j) + "]";
1320 }
1321
1322 mVertexHLSL += ";\n";
1323 }
1324 }
1325 }
1326 }
1327
1328 mVertexHLSL += "\n"
1329 " return output;\n"
1330 "}\n";
1331
1332 mPixelHLSL += "struct PS_INPUT\n"
1333 "{\n";
1334
1335 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1336 {
1337 if (varying->reg >= 0)
1338 {
1339 for (int i = 0; i < varying->size; i++)
1340 {
1341 int rows = VariableRowCount(varying->type);
1342 for (int j = 0; j < rows; j++)
1343 {
1344 std::string n = str(varying->reg + i * rows + j);
1345 mPixelHLSL += " float4 v" + n + " : TEXCOORD" + n + ";\n";
1346 }
1347 }
1348 }
1349 else UNREACHABLE();
1350 }
1351
1352 if (mFragmentShader->mUsesFragCoord)
1353 {
1354 mPixelHLSL += " float4 gl_FragCoord : TEXCOORD" + str(registers) + ";\n";
1355 }
1356
1357 if (mFragmentShader->mUsesFrontFacing)
1358 {
1359 mPixelHLSL += " float vFace : VFACE;\n";
1360 }
1361
1362 mPixelHLSL += "};\n"
1363 "\n"
1364 "struct PS_OUTPUT\n"
1365 "{\n"
1366 " float4 gl_Color[1] : COLOR;\n"
1367 "};\n"
1368 "\n"
1369 "PS_OUTPUT main(PS_INPUT input)\n"
1370 "{\n";
1371
1372 if (mFragmentShader->mUsesFragCoord)
1373 {
1374 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n"
1375 " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Window.x + dx_Window.z;\n"
1376 " gl_FragCoord.y = (input.gl_FragCoord.y * rhw) * dx_Window.y + dx_Window.w;\n"
1377 " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
1378 " gl_FragCoord.w = rhw;\n";
1379 }
1380
1381 if (mFragmentShader->mUsesFrontFacing)
1382 {
1383 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1384 }
1385
1386 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1387 {
1388 if (varying->reg >= 0)
1389 {
1390 for (int i = 0; i < varying->size; i++)
1391 {
1392 int rows = VariableRowCount(varying->type);
1393 for (int j = 0; j < rows; j++)
1394 {
1395 std::string n = str(varying->reg + i * rows + j);
1396 mPixelHLSL += " " + varying->name;
1397
1398 if (varying->array)
1399 {
1400 mPixelHLSL += "[" + str(i) + "]";
1401 }
1402
1403 if (rows > 1)
1404 {
1405 mPixelHLSL += "[" + str(j) + "]";
1406 }
1407
1408 mPixelHLSL += " = input.v" + n + ";\n";
1409 }
1410 }
1411 }
1412 else UNREACHABLE();
1413 }
1414
1415 mPixelHLSL += "\n"
1416 " gl_main();\n"
1417 "\n"
1418 " PS_OUTPUT output;\n"
1419 " output.gl_Color[0] = gl_Color[0];\n"
1420 "\n"
1421 " return output;\n"
1422 "}\n";
1423
1424 TRACE("\n%s", mPixelHLSL.c_str());
1425 TRACE("\n%s", mVertexHLSL.c_str());
1426
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001427 return true;
1428}
1429
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001430// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1431// compiling them into binaries, determining the attribute mappings, and collecting
1432// a list of uniforms
1433void Program::link()
1434{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001435 unlink();
1436
1437 if (!mFragmentShader || !mFragmentShader->isCompiled())
1438 {
1439 return;
1440 }
1441
1442 if (!mVertexShader || !mVertexShader->isCompiled())
1443 {
1444 return;
1445 }
1446
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001447 Context *context = getContext();
1448 const char *vertexProfile = context->getVertexShaderProfile();
1449 const char *pixelProfile = context->getPixelShaderProfile();
daniel@transgaming.comdebe2592010-03-24 09:44:08 +00001450
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001451 mPixelHLSL = mFragmentShader->getHLSL();
1452 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001453
1454 if (!linkVaryings())
1455 {
1456 return;
1457 }
1458
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001459 ID3DXBuffer *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1460 ID3DXBuffer *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001461
1462 if (vertexBinary && pixelBinary)
1463 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001464 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001465 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1466 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1467
1468 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1469 {
1470 return error(GL_OUT_OF_MEMORY);
1471 }
1472
1473 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001474
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001475 vertexBinary->Release();
1476 pixelBinary->Release();
1477 vertexBinary = NULL;
1478 pixelBinary = NULL;
1479
1480 if (mVertexExecutable && mPixelExecutable)
1481 {
1482 if (!linkAttributes())
1483 {
1484 return;
1485 }
1486
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001487 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001488 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001489 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001490 }
1491
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001492 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001493 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001494 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001495 }
1496
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001497 mDepthRangeNearLocation = getUniformLocation("gl_DepthRange.near");
1498 mDepthRangeFarLocation = getUniformLocation("gl_DepthRange.far");
1499 mDepthRangeDiffLocation = getUniformLocation("gl_DepthRange.diff");
1500 mDxDepthLocation = getUniformLocation("dx_Depth");
1501 mDxWindowLocation = getUniformLocation("dx_Window");
1502 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize");
1503 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW");
1504 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines");
1505
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001506 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001507 }
1508 }
1509}
1510
1511// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1512bool Program::linkAttributes()
1513{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001514 unsigned int usedLocations = 0;
1515
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001516 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001517 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001518 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001519 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001520
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001521 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001522 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001523 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001524 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001525 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001526 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001527
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001528 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001529
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001530 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001531
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001532 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001533 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001534 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 +00001535
1536 return false;
1537 }
1538
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001539 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001540 {
1541 usedLocations |= 1 << (location + i);
1542 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001543 }
1544 }
1545
1546 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001547 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001548 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001549 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001550
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001551 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001552 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001553 int rows = VariableRowCount(attribute->type);
1554 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001555
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001556 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001557 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001558 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001559
1560 return false; // Fail to link
1561 }
1562
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001563 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001564 }
1565 }
1566
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001567 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001568 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001569 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001570 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001571
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001572 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001573 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001574 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001575 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001576 }
1577
1578 return true;
1579}
1580
daniel@transgaming.com85423182010-04-22 13:35:27 +00001581int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001582{
1583 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1584 {
1585 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1586 {
1587 return location;
1588 }
1589 }
1590
1591 return -1;
1592}
1593
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001594bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1595{
1596 D3DXCONSTANTTABLE_DESC constantTableDescription;
1597 D3DXCONSTANT_DESC constantDescription;
1598 UINT descriptionCount = 1;
1599
1600 constantTable->GetDesc(&constantTableDescription);
1601
1602 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1603 {
1604 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
1605 constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1606
1607 if (!defineUniform(constantHandle, constantDescription))
1608 {
1609 return false;
1610 }
1611 }
1612
1613 return true;
1614}
1615
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001616// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001617// Returns true if succesful (uniform not already defined)
1618bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1619{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001620 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1621 {
1622 unsigned int samplerIndex = constantDescription.RegisterIndex;
1623
1624 assert(samplerIndex < sizeof(mSamplers)/sizeof(mSamplers[0]));
1625
1626 mSamplers[samplerIndex].active = true;
1627 mSamplers[samplerIndex].type = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? SAMPLER_CUBE : SAMPLER_2D;
1628 mSamplers[samplerIndex].logicalTextureUnit = 0;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00001629 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001630 }
1631
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001632 switch(constantDescription.Class)
1633 {
1634 case D3DXPC_STRUCT:
1635 {
1636 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
1637 {
1638 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1639
1640 D3DXCONSTANT_DESC fieldDescription;
1641 UINT descriptionCount = 1;
1642
1643 mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1644
1645 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + "."))
1646 {
1647 return false;
1648 }
1649 }
1650
1651 return true;
1652 }
1653 case D3DXPC_SCALAR:
1654 case D3DXPC_VECTOR:
1655 case D3DXPC_MATRIX_COLUMNS:
1656 case D3DXPC_OBJECT:
1657 return defineUniform(constantDescription, name + constantDescription.Name);
1658 default:
1659 UNREACHABLE();
1660 return false;
1661 }
1662}
1663
1664bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1665{
1666 Uniform *uniform = createUniform(constantDescription, name);
1667
1668 if(!uniform)
1669 {
1670 return false;
1671 }
1672
1673 // Check if already defined
1674 GLint location = getUniformLocation(name.c_str());
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001675 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001676
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001677 if (location >= 0)
1678 {
1679 delete uniform;
1680
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001681 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001682 {
1683 return false;
1684 }
1685 else
1686 {
1687 return true;
1688 }
1689 }
1690
1691 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001692 unsigned int uniformIndex = mUniforms.size() - 1;
1693
1694 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1695 {
1696 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1697 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001698
1699 return true;
1700}
1701
1702Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001703{
1704 if (constantDescription.Rows == 1) // Vectors and scalars
1705 {
1706 switch (constantDescription.Type)
1707 {
1708 case D3DXPT_SAMPLER2D:
1709 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001710 switch (constantDescription.Columns)
1711 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001712 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001713 default: UNREACHABLE();
1714 }
1715 break;
1716 case D3DXPT_BOOL:
1717 switch (constantDescription.Columns)
1718 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001719 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1720 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1721 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1722 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001723 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001724 }
1725 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001726 case D3DXPT_INT:
1727 switch (constantDescription.Columns)
1728 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001729 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1730 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1731 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1732 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001733 default: UNREACHABLE();
1734 }
1735 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001736 case D3DXPT_FLOAT:
1737 switch (constantDescription.Columns)
1738 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001739 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1740 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1741 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1742 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001743 default: UNREACHABLE();
1744 }
1745 break;
1746 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001747 UNREACHABLE();
1748 }
1749 }
1750 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1751 {
1752 switch (constantDescription.Type)
1753 {
1754 case D3DXPT_FLOAT:
1755 switch (constantDescription.Rows)
1756 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001757 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1758 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1759 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001760 default: UNREACHABLE();
1761 }
1762 break;
1763 default: UNREACHABLE();
1764 }
1765 }
1766 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001767
1768 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001769}
1770
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001771// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001772std::string Program::decorate(const std::string &string)
1773{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001774 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001775 {
1776 return "_" + string;
1777 }
1778 else
1779 {
1780 return string;
1781 }
1782}
1783
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001784std::string Program::undecorate(const std::string &string)
1785{
1786 if (string.substr(0, 1) == "_")
1787 {
1788 return string.substr(1);
1789 }
1790 else
1791 {
1792 return string;
1793 }
1794}
1795
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001796bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1797{
1798 BOOL *vector = new BOOL[count];
1799 for (int i = 0; i < count; i++)
1800 {
1801 if (v[i] == GL_FALSE)
1802 vector[i] = 0;
1803 else
1804 vector[i] = 1;
1805 }
1806
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001807 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1808
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001809 D3DXHANDLE constantPS;
1810 D3DXHANDLE constantVS;
1811 getConstantHandles(targetUniform, &constantPS, &constantVS);
1812
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001813 IDirect3DDevice9 *device = getDevice();
1814
1815 if (constantPS)
1816 {
1817 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1818 }
1819
1820 if (constantVS)
1821 {
1822 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1823 }
1824
1825 delete [] vector;
1826
1827 return true;
1828}
1829
1830bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1831{
1832 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1833
1834 for (int i = 0; i < count; i++)
1835 {
1836 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1837 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1838
1839 v += 2;
1840 }
1841
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001842 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1843
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001844 D3DXHANDLE constantPS;
1845 D3DXHANDLE constantVS;
1846 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001847 IDirect3DDevice9 *device = getDevice();
1848
1849 if (constantPS)
1850 {
1851 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1852 }
1853
1854 if (constantVS)
1855 {
1856 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1857 }
1858
1859 delete[] vector;
1860
1861 return true;
1862}
1863
1864bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1865{
1866 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1867
1868 for (int i = 0; i < count; i++)
1869 {
1870 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1871 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1872 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1873
1874 v += 3;
1875 }
1876
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001877 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1878
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001879 D3DXHANDLE constantPS;
1880 D3DXHANDLE constantVS;
1881 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001882 IDirect3DDevice9 *device = getDevice();
1883
1884 if (constantPS)
1885 {
1886 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1887 }
1888
1889 if (constantVS)
1890 {
1891 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1892 }
1893
1894 delete[] vector;
1895
1896 return true;
1897}
1898
1899bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
1900{
1901 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1902
1903 for (int i = 0; i < count; i++)
1904 {
1905 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1906 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1907 (v[2] == GL_FALSE ? 0.0f : 1.0f),
1908 (v[3] == GL_FALSE ? 0.0f : 1.0f));
1909
1910 v += 3;
1911 }
1912
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001913 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1914
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001915 D3DXHANDLE constantPS;
1916 D3DXHANDLE constantVS;
1917 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001918 IDirect3DDevice9 *device = getDevice();
1919
1920 if (constantPS)
1921 {
1922 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1923 }
1924
1925 if (constantVS)
1926 {
1927 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1928 }
1929
1930 delete [] vector;
1931
1932 return true;
1933}
1934
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001935bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
1936{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001937 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1938
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001939 D3DXHANDLE constantPS;
1940 D3DXHANDLE constantVS;
1941 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001942 IDirect3DDevice9 *device = getDevice();
1943
1944 if (constantPS)
1945 {
1946 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
1947 }
1948
1949 if (constantVS)
1950 {
1951 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
1952 }
1953
1954 return true;
1955}
1956
1957bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
1958{
1959 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1960
1961 for (int i = 0; i < count; i++)
1962 {
1963 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
1964
1965 v += 2;
1966 }
1967
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001968 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1969
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001970 D3DXHANDLE constantPS;
1971 D3DXHANDLE constantVS;
1972 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001973 IDirect3DDevice9 *device = getDevice();
1974
1975 if (constantPS)
1976 {
1977 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1978 }
1979
1980 if (constantVS)
1981 {
1982 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1983 }
1984
1985 delete[] vector;
1986
1987 return true;
1988}
1989
1990bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
1991{
1992 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1993
1994 for (int i = 0; i < count; i++)
1995 {
1996 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
1997
1998 v += 3;
1999 }
2000
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002001 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2002
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002003 D3DXHANDLE constantPS;
2004 D3DXHANDLE constantVS;
2005 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002006 IDirect3DDevice9 *device = getDevice();
2007
2008 if (constantPS)
2009 {
2010 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2011 }
2012
2013 if (constantVS)
2014 {
2015 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2016 }
2017
2018 delete[] vector;
2019
2020 return true;
2021}
2022
2023bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2024{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002025 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2026
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002027 D3DXHANDLE constantPS;
2028 D3DXHANDLE constantVS;
2029 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002030 IDirect3DDevice9 *device = getDevice();
2031
2032 if (constantPS)
2033 {
2034 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2035 }
2036
2037 if (constantVS)
2038 {
2039 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2040 }
2041
2042 return true;
2043}
2044
2045bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2046{
2047 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2048
2049 for (int i = 0; i < count; i++)
2050 {
2051 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2052 value[1], value[3], 0, 0,
2053 0, 0, 1, 0,
2054 0, 0, 0, 1);
2055
2056 value += 4;
2057 }
2058
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002059 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2060
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002061 D3DXHANDLE constantPS;
2062 D3DXHANDLE constantVS;
2063 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002064 IDirect3DDevice9 *device = getDevice();
2065
2066 if (constantPS)
2067 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002068 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002069 }
2070
2071 if (constantVS)
2072 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002073 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002074 }
2075
2076 delete[] matrix;
2077
2078 return true;
2079}
2080
2081bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2082{
2083 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2084
2085 for (int i = 0; i < count; i++)
2086 {
2087 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2088 value[1], value[4], value[7], 0,
2089 value[2], value[5], value[8], 0,
2090 0, 0, 0, 1);
2091
2092 value += 9;
2093 }
2094
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002095 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2096
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002097 D3DXHANDLE constantPS;
2098 D3DXHANDLE constantVS;
2099 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002100 IDirect3DDevice9 *device = getDevice();
2101
2102 if (constantPS)
2103 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002104 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002105 }
2106
2107 if (constantVS)
2108 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002109 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002110 }
2111
2112 delete[] matrix;
2113
2114 return true;
2115}
2116
2117bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2118{
2119 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2120
2121 for (int i = 0; i < count; i++)
2122 {
2123 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2124 value[1], value[5], value[9], value[13],
2125 value[2], value[6], value[10], value[14],
2126 value[3], value[7], value[11], value[15]);
2127
2128 value += 16;
2129 }
2130
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002131 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2132
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002133 D3DXHANDLE constantPS;
2134 D3DXHANDLE constantVS;
2135 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002136 IDirect3DDevice9 *device = getDevice();
2137
2138 if (constantPS)
2139 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002140 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002141 }
2142
2143 if (constantVS)
2144 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002145 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002146 }
2147
2148 delete[] matrix;
2149
2150 return true;
2151}
2152
2153bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2154{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002155 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2156
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002157 D3DXHANDLE constantPS;
2158 D3DXHANDLE constantVS;
2159 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002160 IDirect3DDevice9 *device = getDevice();
2161
2162 if (constantPS)
2163 {
2164 D3DXCONSTANT_DESC constantDescription;
2165 UINT descriptionCount = 1;
2166 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
2167
daniel@transgaming.com2884b782010-03-08 21:30:48 +00002168 if (FAILED(result))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002169 {
2170 return false;
2171 }
2172
2173 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2174 {
2175 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2176
2177 for (unsigned int samplerIndex = firstIndex; samplerIndex < firstIndex + count; samplerIndex++)
2178 {
2179 GLint mappedSampler = v[0];
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002180
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002181 if (samplerIndex >= 0 && samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002182 {
daniel@transgaming.com4071e662010-05-12 16:51:16 +00002183 ASSERT(mSamplers[samplerIndex].active);
2184 mSamplers[samplerIndex].logicalTextureUnit = mappedSampler;
2185 mSamplers[samplerIndex].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002186 }
2187 }
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002188
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002189 return true;
2190 }
2191 }
2192
2193 if (constantPS)
2194 {
2195 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2196 }
2197
2198 if (constantVS)
2199 {
2200 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2201 }
2202
2203 return true;
2204}
2205
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002206bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2207{
2208 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2209
2210 for (int i = 0; i < count; i++)
2211 {
2212 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2213
2214 v += 2;
2215 }
2216
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002217 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2218
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002219 D3DXHANDLE constantPS;
2220 D3DXHANDLE constantVS;
2221 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002222 IDirect3DDevice9 *device = getDevice();
2223
2224 if (constantPS)
2225 {
2226 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2227 }
2228
2229 if (constantVS)
2230 {
2231 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2232 }
2233
2234 delete[] vector;
2235
2236 return true;
2237}
2238
2239bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2240{
2241 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2242
2243 for (int i = 0; i < count; i++)
2244 {
2245 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2246
2247 v += 3;
2248 }
2249
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002250 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2251
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002252 D3DXHANDLE constantPS;
2253 D3DXHANDLE constantVS;
2254 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002255 IDirect3DDevice9 *device = getDevice();
2256
2257 if (constantPS)
2258 {
2259 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2260 }
2261
2262 if (constantVS)
2263 {
2264 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2265 }
2266
2267 delete[] vector;
2268
2269 return true;
2270}
2271
2272bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2273{
2274 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2275
2276 for (int i = 0; i < count; i++)
2277 {
2278 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2279
2280 v += 4;
2281 }
2282
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002283 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2284
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002285 D3DXHANDLE constantPS;
2286 D3DXHANDLE constantVS;
2287 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002288 IDirect3DDevice9 *device = getDevice();
2289
2290 if (constantPS)
2291 {
2292 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2293 }
2294
2295 if (constantVS)
2296 {
2297 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2298 }
2299
2300 delete [] vector;
2301
2302 return true;
2303}
2304
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002305void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002306{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002307 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002308 {
2309 return;
2310 }
2311
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002312 char info[1024];
2313
2314 va_list vararg;
2315 va_start(vararg, format);
2316 vsnprintf(info, sizeof(info), format, vararg);
2317 va_end(vararg);
2318
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002319 size_t infoLength = strlen(info);
2320
2321 if (!mInfoLog)
2322 {
2323 mInfoLog = new char[infoLength + 1];
2324 strcpy(mInfoLog, info);
2325 }
2326 else
2327 {
2328 size_t logLength = strlen(mInfoLog);
2329 char *newLog = new char[logLength + infoLength + 1];
2330 strcpy(newLog, mInfoLog);
2331 strcpy(newLog + logLength, info);
2332
2333 delete[] mInfoLog;
2334 mInfoLog = newLog;
2335 }
2336}
2337
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002338void Program::resetInfoLog()
2339{
2340 if (mInfoLog)
2341 {
2342 delete [] mInfoLog;
2343 }
2344}
2345
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002346// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2347void Program::unlink(bool destroy)
2348{
2349 if (destroy) // Object being destructed
2350 {
2351 if (mFragmentShader)
2352 {
2353 mFragmentShader->detach();
2354 mFragmentShader = NULL;
2355 }
2356
2357 if (mVertexShader)
2358 {
2359 mVertexShader->detach();
2360 mVertexShader = NULL;
2361 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002362 }
2363
2364 if (mPixelExecutable)
2365 {
2366 mPixelExecutable->Release();
2367 mPixelExecutable = NULL;
2368 }
2369
2370 if (mVertexExecutable)
2371 {
2372 mVertexExecutable->Release();
2373 mVertexExecutable = NULL;
2374 }
2375
2376 if (mConstantTablePS)
2377 {
2378 mConstantTablePS->Release();
2379 mConstantTablePS = NULL;
2380 }
2381
2382 if (mConstantTableVS)
2383 {
2384 mConstantTableVS->Release();
2385 mConstantTableVS = NULL;
2386 }
2387
2388 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2389 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002390 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002391 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002392 }
2393
2394 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2395 {
daniel@transgaming.com416485f2010-03-16 06:23:23 +00002396 mSamplers[index].active = false;
daniel@transgaming.com5a0b0a82010-05-12 03:45:07 +00002397 mSamplers[index].dirty = true;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002398 }
2399
2400 while (!mUniforms.empty())
2401 {
2402 delete mUniforms.back();
2403 mUniforms.pop_back();
2404 }
2405
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002406 mDepthRangeDiffLocation = -1;
2407 mDepthRangeNearLocation = -1;
2408 mDepthRangeFarLocation = -1;
2409 mDxDepthLocation = -1;
2410 mDxWindowLocation = -1;
2411 mDxHalfPixelSizeLocation = -1;
2412 mDxFrontCCWLocation = -1;
2413 mDxPointsOrLinesLocation = -1;
2414
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002415 mUniformIndex.clear();
2416
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002417 mPixelHLSL.clear();
2418 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002419
2420 delete[] mInfoLog;
2421 mInfoLog = NULL;
2422
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002423 mLinked = false;
2424}
2425
2426bool Program::isLinked()
2427{
2428 return mLinked;
2429}
2430
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002431bool Program::isValidated() const
2432{
2433 return mValidated;
2434}
2435
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002436unsigned int Program::getSerial() const
2437{
2438 return mSerial;
2439}
2440
2441unsigned int Program::issueSerial()
2442{
2443 return mCurrentSerial++;
2444}
2445
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002446int Program::getInfoLogLength() const
2447{
2448 if (!mInfoLog)
2449 {
2450 return 0;
2451 }
2452 else
2453 {
2454 return strlen(mInfoLog) + 1;
2455 }
2456}
2457
2458void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2459{
2460 int index = 0;
2461
2462 if (mInfoLog)
2463 {
2464 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2465 {
2466 infoLog[index] = mInfoLog[index];
2467 index++;
2468 }
2469 }
2470
2471 if (bufSize)
2472 {
2473 infoLog[index] = '\0';
2474 }
2475
2476 if (length)
2477 {
2478 *length = index;
2479 }
2480}
2481
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002482void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2483{
2484 int total = 0;
2485
2486 if (mVertexShader)
2487 {
2488 if (total < maxCount)
2489 {
2490 shaders[total] = mVertexShader->getHandle();
2491 }
2492
2493 total++;
2494 }
2495
2496 if (mFragmentShader)
2497 {
2498 if (total < maxCount)
2499 {
2500 shaders[total] = mFragmentShader->getHandle();
2501 }
2502
2503 total++;
2504 }
2505
2506 if (count)
2507 {
2508 *count = total;
2509 }
2510}
2511
daniel@transgaming.com85423182010-04-22 13:35:27 +00002512void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2513{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002514 unsigned int attribute = 0;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002515 for (unsigned int i = 0; i < index; i++)
2516 {
2517 do
2518 {
2519 attribute++;
2520
2521 ASSERT(attribute < MAX_VERTEX_ATTRIBS); // index must be smaller than getActiveAttributeCount()
2522 }
2523 while (mLinkedAttribute[attribute].name.empty());
2524 }
2525
2526 if (bufsize > 0)
2527 {
2528 const char *string = mLinkedAttribute[attribute].name.c_str();
2529
2530 strncpy(name, string, bufsize);
2531 name[bufsize - 1] = '\0';
2532
2533 if (length)
2534 {
2535 *length = strlen(name);
2536 }
2537 }
2538
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002539 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002540
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002541 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002542}
2543
2544GLint Program::getActiveAttributeCount()
2545{
2546 int count = 0;
2547
2548 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2549 {
2550 if (!mLinkedAttribute[attributeIndex].name.empty())
2551 {
2552 count++;
2553 }
2554 }
2555
2556 return count;
2557}
2558
2559GLint Program::getActiveAttributeMaxLength()
2560{
2561 int maxLength = 0;
2562
2563 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2564 {
2565 if (!mLinkedAttribute[attributeIndex].name.empty())
2566 {
2567 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2568 }
2569 }
2570
2571 return maxLength;
2572}
2573
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002574void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2575{
2576 unsigned int uniform = 0;
2577 for (unsigned int i = 0; i < index; i++)
2578 {
2579 do
2580 {
2581 uniform++;
2582
2583 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2584 }
2585 while (mUniforms[uniform]->name.substr(0, 3) == "dx_");
2586 }
2587
2588 if (bufsize > 0)
2589 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002590 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002591
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002592 if (mUniforms[uniform]->arraySize != 1)
2593 {
2594 string += "[0]";
2595 }
2596
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002597 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002598 name[bufsize - 1] = '\0';
2599
2600 if (length)
2601 {
2602 *length = strlen(name);
2603 }
2604 }
2605
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002606 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002607
2608 *type = mUniforms[uniform]->type;
2609}
2610
2611GLint Program::getActiveUniformCount()
2612{
2613 int count = 0;
2614
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002615 unsigned int numUniforms = mUniforms.size();
2616 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002617 {
2618 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2619 {
2620 count++;
2621 }
2622 }
2623
2624 return count;
2625}
2626
2627GLint Program::getActiveUniformMaxLength()
2628{
2629 int maxLength = 0;
2630
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002631 unsigned int numUniforms = mUniforms.size();
2632 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002633 {
2634 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2635 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002636 maxLength = std::max((int)(undecorate(mUniforms[uniformIndex]->name).length() + 1), maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002637 }
2638 }
2639
2640 return maxLength;
2641}
2642
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002643void Program::flagForDeletion()
2644{
2645 mDeleteStatus = true;
2646}
2647
2648bool Program::isFlaggedForDeletion() const
2649{
2650 return mDeleteStatus;
2651}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002652
2653void Program::validate()
2654{
2655 resetInfoLog();
2656
2657 if (!isLinked())
2658 {
2659 appendToInfoLog("Program has not been successfully linked.");
2660 mValidated = false;
2661 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002662 else
2663 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002664 applyUniforms();
2665 if (!validateSamplers())
2666 {
2667 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit.");
2668 mValidated = false;
2669 }
2670 else
2671 {
2672 mValidated = true;
2673 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002674 }
2675}
2676
2677bool Program::validateSamplers() const
2678{
2679 // if any two active samplers in a program are of different types, but refer to the same
2680 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2681 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
2682 std::map<int, SamplerType> samplerMap;
2683 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2684 {
2685 if (mSamplers[i].active)
2686 {
2687 if (samplerMap.find(mSamplers[i].logicalTextureUnit) != samplerMap.end())
2688 {
2689 if (mSamplers[i].type != samplerMap[mSamplers[i].logicalTextureUnit])
2690 return false;
2691 }
2692 else
2693 {
2694 samplerMap[mSamplers[i].logicalTextureUnit] = mSamplers[i].type;
2695 }
2696 }
2697 }
2698
2699 return true;
2700}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002701
2702void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2703{
2704 if (!targetUniform->handlesSet)
2705 {
2706 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2707 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2708 targetUniform->handlesSet = true;
2709 }
2710
2711 *constantPS = targetUniform->psHandle;
2712 *constantVS = targetUniform->vsHandle;
2713}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002714
2715GLint Program::getDepthRangeDiffLocation() const
2716{
2717 return mDepthRangeDiffLocation;
2718}
2719
2720GLint Program::getDepthRangeNearLocation() const
2721{
2722 return mDepthRangeFarLocation;
2723}
2724
2725GLint Program::getDepthRangeFarLocation() const
2726{
2727 return mDepthRangeFarLocation;
2728}
2729
2730GLint Program::getDxDepthLocation() const
2731{
2732 return mDxDepthLocation;
2733}
2734
2735GLint Program::getDxWindowLocation() const
2736{
2737 return mDxWindowLocation;
2738}
2739
2740GLint Program::getDxHalfPixelSizeLocation() const
2741{
2742 return mDxHalfPixelSizeLocation;
2743}
2744
2745GLint Program::getDxFrontCCWLocation() const
2746{
2747 return mDxFrontCCWLocation;
2748}
2749
2750GLint Program::getDxPointsOrLinesLocation() const
2751{
2752 return mDxPointsOrLinesLocation;
2753}
2754
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002755}