apatrick@chromium.org | ea09f9b | 2012-06-08 00:45:32 +0000 | [diff] [blame^] | 1 | // |
| 2 | // Copyright (c) 2002-2012 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.h: Defines the gl::Program class. Implements GL program objects |
| 8 | // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. |
| 9 | |
| 10 | #ifndef LIBGLESV2_PROGRAM_BINARY_H_ |
| 11 | #define LIBGLESV2_PROGRAM_BINARY_H_ |
| 12 | |
| 13 | #include <d3dx9.h> |
| 14 | #include <d3dcompiler.h> |
| 15 | #include <string> |
| 16 | #include <vector> |
| 17 | |
| 18 | #include "libGLESv2/Shader.h" |
| 19 | #include "libGLESv2/Context.h" |
| 20 | |
| 21 | namespace gl |
| 22 | { |
| 23 | class FragmentShader; |
| 24 | class VertexShader; |
| 25 | |
| 26 | // Helper struct representing a single shader uniform |
| 27 | struct Uniform |
| 28 | { |
| 29 | Uniform(GLenum type, const std::string &_name, unsigned int arraySize); |
| 30 | |
| 31 | ~Uniform(); |
| 32 | |
| 33 | bool isArray(); |
| 34 | |
| 35 | const GLenum type; |
| 36 | const std::string _name; // Decorated name |
| 37 | const std::string name; // Undecorated name |
| 38 | const unsigned int arraySize; |
| 39 | |
| 40 | unsigned char *data; |
| 41 | bool dirty; |
| 42 | |
| 43 | struct RegisterInfo |
| 44 | { |
| 45 | RegisterInfo() |
| 46 | { |
| 47 | float4Index = -1; |
| 48 | samplerIndex = -1; |
| 49 | boolIndex = -1; |
| 50 | registerCount = 0; |
| 51 | } |
| 52 | |
| 53 | void set(const D3DXCONSTANT_DESC &constantDescription) |
| 54 | { |
| 55 | switch(constantDescription.RegisterSet) |
| 56 | { |
| 57 | case D3DXRS_BOOL: boolIndex = constantDescription.RegisterIndex; break; |
| 58 | case D3DXRS_FLOAT4: float4Index = constantDescription.RegisterIndex; break; |
| 59 | case D3DXRS_SAMPLER: samplerIndex = constantDescription.RegisterIndex; break; |
| 60 | default: UNREACHABLE(); |
| 61 | } |
| 62 | |
| 63 | ASSERT(registerCount == 0 || registerCount == (int)constantDescription.RegisterCount); |
| 64 | registerCount = constantDescription.RegisterCount; |
| 65 | } |
| 66 | |
| 67 | int float4Index; |
| 68 | int samplerIndex; |
| 69 | int boolIndex; |
| 70 | |
| 71 | int registerCount; |
| 72 | }; |
| 73 | |
| 74 | RegisterInfo ps; |
| 75 | RegisterInfo vs; |
| 76 | }; |
| 77 | |
| 78 | // Struct used for correlating uniforms/elements of uniform arrays to handles |
| 79 | struct UniformLocation |
| 80 | { |
| 81 | UniformLocation(const std::string &_name, unsigned int element, unsigned int index); |
| 82 | |
| 83 | std::string name; |
| 84 | unsigned int element; |
| 85 | unsigned int index; |
| 86 | }; |
| 87 | |
| 88 | // This is the result of linking a program. It is the state that would be passed to ProgramBinary. |
| 89 | class ProgramBinary |
| 90 | { |
| 91 | public: |
| 92 | ProgramBinary(); |
| 93 | ~ProgramBinary(); |
| 94 | |
| 95 | IDirect3DPixelShader9 *getPixelShader(); |
| 96 | IDirect3DVertexShader9 *getVertexShader(); |
| 97 | |
| 98 | GLuint getAttributeLocation(const char *name); |
| 99 | int getSemanticIndex(int attributeIndex); |
| 100 | |
| 101 | GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex); |
| 102 | TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex); |
| 103 | GLint getUsedSamplerRange(SamplerType type); |
| 104 | |
| 105 | GLint getUniformLocation(std::string name); |
| 106 | bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v); |
| 107 | bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v); |
| 108 | bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v); |
| 109 | bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v); |
| 110 | bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value); |
| 111 | bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value); |
| 112 | bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value); |
| 113 | bool setUniform1iv(GLint location, GLsizei count, const GLint *v); |
| 114 | bool setUniform2iv(GLint location, GLsizei count, const GLint *v); |
| 115 | bool setUniform3iv(GLint location, GLsizei count, const GLint *v); |
| 116 | bool setUniform4iv(GLint location, GLsizei count, const GLint *v); |
| 117 | |
| 118 | bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params); |
| 119 | bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params); |
| 120 | |
| 121 | GLint getDxDepthRangeLocation() const; |
| 122 | GLint getDxDepthLocation() const; |
| 123 | GLint getDxCoordLocation() const; |
| 124 | GLint getDxHalfPixelSizeLocation() const; |
| 125 | GLint getDxFrontCCWLocation() const; |
| 126 | GLint getDxPointsOrLinesLocation() const; |
| 127 | |
| 128 | void dirtyAllUniforms(); |
| 129 | void applyUniforms(); |
| 130 | |
| 131 | bool link(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader); |
| 132 | int getInfoLogLength() const; |
| 133 | void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog); |
| 134 | void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders); |
| 135 | |
| 136 | void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); |
| 137 | GLint getActiveAttributeCount(); |
| 138 | GLint getActiveAttributeMaxLength(); |
| 139 | |
| 140 | void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); |
| 141 | GLint getActiveUniformCount(); |
| 142 | GLint getActiveUniformMaxLength(); |
| 143 | |
| 144 | void validate(); |
| 145 | bool validateSamplers(bool logErrors); |
| 146 | bool isValidated() const; |
| 147 | |
| 148 | static std::string decorateAttribute(const std::string &name); // Prepend an underscore |
| 149 | static std::string undecorateUniform(const std::string &_name); // Remove leading underscore |
| 150 | |
| 151 | private: |
| 152 | DISALLOW_COPY_AND_ASSIGN(ProgramBinary); |
| 153 | |
| 154 | ID3D10Blob *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable); |
| 155 | |
| 156 | int packVaryings(const Varying *packing[][4], FragmentShader *fragmentShader); |
| 157 | bool linkVaryings(std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader); |
| 158 | |
| 159 | bool linkAttributes(const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader); |
| 160 | |
| 161 | bool linkUniforms(GLenum shader, ID3DXConstantTable *constantTable); |
| 162 | bool defineUniform(GLenum shader, const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = ""); |
| 163 | bool defineUniform(GLenum shader, const D3DXCONSTANT_DESC &constantDescription, const std::string &name); |
| 164 | Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, const std::string &name); |
| 165 | bool applyUniformnfv(Uniform *targetUniform, const GLfloat *v); |
| 166 | bool applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v); |
| 167 | bool applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v); |
| 168 | bool applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v); |
| 169 | bool applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v); |
| 170 | void applyUniformniv(Uniform *targetUniform, GLsizei count, const D3DXVECTOR4 *vector); |
| 171 | void applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v); |
| 172 | |
| 173 | void appendToInfoLogSanitized(const char *message); |
| 174 | void appendToInfoLog(const char *info, ...); |
| 175 | void resetInfoLog(); |
| 176 | |
| 177 | static unsigned int issueSerial(); |
| 178 | |
| 179 | IDirect3DDevice9 *mDevice; |
| 180 | |
| 181 | IDirect3DPixelShader9 *mPixelExecutable; |
| 182 | IDirect3DVertexShader9 *mVertexExecutable; |
| 183 | |
| 184 | // These are only used during linking. |
| 185 | ID3DXConstantTable *mConstantTablePS; |
| 186 | ID3DXConstantTable *mConstantTableVS; |
| 187 | |
| 188 | Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS]; |
| 189 | int mSemanticIndex[MAX_VERTEX_ATTRIBS]; |
| 190 | |
| 191 | struct Sampler |
| 192 | { |
| 193 | bool active; |
| 194 | GLint logicalTextureUnit; |
| 195 | TextureType textureType; |
| 196 | }; |
| 197 | |
| 198 | Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS]; |
| 199 | Sampler mSamplersVS[MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF]; |
| 200 | GLuint mUsedVertexSamplerRange; |
| 201 | GLuint mUsedPixelSamplerRange; |
| 202 | |
| 203 | typedef std::vector<Uniform*> UniformArray; |
| 204 | UniformArray mUniforms; |
| 205 | typedef std::vector<UniformLocation> UniformIndex; |
| 206 | UniformIndex mUniformIndex; |
| 207 | |
| 208 | GLint mDxDepthRangeLocation; |
| 209 | GLint mDxDepthLocation; |
| 210 | GLint mDxCoordLocation; |
| 211 | GLint mDxHalfPixelSizeLocation; |
| 212 | GLint mDxFrontCCWLocation; |
| 213 | GLint mDxPointsOrLinesLocation; |
| 214 | |
| 215 | char *mInfoLog; |
| 216 | bool mValidated; |
| 217 | }; |
| 218 | } |
| 219 | |
| 220 | #endif // LIBGLESV2_PROGRAM_BINARY_H_ |