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daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +00002// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00003// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.cpp: Implements the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000010#include "libGLESv2/Program.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000011
alokp@chromium.orgea0e1af2010-03-22 19:33:14 +000012#include "common/debug.h"
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000013
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000014#include "libGLESv2/main.h"
15#include "libGLESv2/Shader.h"
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000016#include "libGLESv2/utilities.h"
daniel@transgaming.combbf56f72010-04-20 18:52:13 +000017
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +000018#if !defined(ANGLE_COMPILE_OPTIMIZATION_LEVEL)
19#define ANGLE_COMPILE_OPTIMIZATION_LEVEL D3DCOMPILE_OPTIMIZATION_LEVEL3
20#endif
21
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000022namespace gl
23{
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000024unsigned int Program::mCurrentSerial = 1;
25
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +000026std::string str(int i)
27{
28 char buffer[20];
29 sprintf(buffer, "%d", i);
30 return buffer;
31}
32
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000033Uniform::Uniform(GLenum type, const std::string &name, unsigned int arraySize) : type(type), name(name), arraySize(arraySize)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000034{
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +000035 int bytes = UniformTypeSize(type) * arraySize;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000036 data = new unsigned char[bytes];
37 memset(data, 0, bytes);
38 dirty = true;
daniel@transgaming.com2d84df02010-05-14 17:31:13 +000039 handlesSet = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000040}
41
42Uniform::~Uniform()
43{
44 delete[] data;
45}
46
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +000047UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index)
48 : name(name), element(element), index(index)
49{
50}
51
daniel@transgaming.com73a5db62010-10-15 17:58:13 +000052Program::Program(ResourceManager *manager, GLuint handle) : mResourceManager(manager), mHandle(handle), mSerial(issueSerial())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000053{
54 mFragmentShader = NULL;
55 mVertexShader = NULL;
56
57 mPixelExecutable = NULL;
58 mVertexExecutable = NULL;
59 mConstantTablePS = NULL;
60 mConstantTableVS = NULL;
61
daniel@transgaming.comcba50572010-03-28 19:36:09 +000062 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +000063 mValidated = false;
daniel@transgaming.comcba50572010-03-28 19:36:09 +000064
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000065 unlink();
66
67 mDeleteStatus = false;
daniel@transgaming.com4fa08332010-05-11 02:29:27 +000068
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000069 mRefCount = 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000070}
71
72Program::~Program()
73{
74 unlink(true);
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000075
76 if (mVertexShader != NULL)
77 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000078 mVertexShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000079 }
80
81 if (mFragmentShader != NULL)
82 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000083 mFragmentShader->release();
daniel@transgaming.com71cd8682010-04-29 03:35:25 +000084 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000085}
86
87bool Program::attachShader(Shader *shader)
88{
89 if (shader->getType() == GL_VERTEX_SHADER)
90 {
91 if (mVertexShader)
92 {
93 return false;
94 }
95
96 mVertexShader = (VertexShader*)shader;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +000097 mVertexShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000098 }
99 else if (shader->getType() == GL_FRAGMENT_SHADER)
100 {
101 if (mFragmentShader)
102 {
103 return false;
104 }
105
106 mFragmentShader = (FragmentShader*)shader;
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000107 mFragmentShader->addRef();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000108 }
109 else UNREACHABLE();
110
111 return true;
112}
113
114bool Program::detachShader(Shader *shader)
115{
116 if (shader->getType() == GL_VERTEX_SHADER)
117 {
118 if (mVertexShader != shader)
119 {
120 return false;
121 }
122
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000123 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000124 mVertexShader = NULL;
125 }
126 else if (shader->getType() == GL_FRAGMENT_SHADER)
127 {
128 if (mFragmentShader != shader)
129 {
130 return false;
131 }
132
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +0000133 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000134 mFragmentShader = NULL;
135 }
136 else UNREACHABLE();
137
138 unlink();
139
140 return true;
141}
142
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000143int Program::getAttachedShadersCount() const
144{
145 return (mVertexShader ? 1 : 0) + (mFragmentShader ? 1 : 0);
146}
147
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000148IDirect3DPixelShader9 *Program::getPixelShader()
149{
150 return mPixelExecutable;
151}
152
153IDirect3DVertexShader9 *Program::getVertexShader()
154{
155 return mVertexExecutable;
156}
157
158void Program::bindAttributeLocation(GLuint index, const char *name)
159{
160 if (index < MAX_VERTEX_ATTRIBS)
161 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000162 for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
163 {
164 mAttributeBinding[i].erase(name);
165 }
166
167 mAttributeBinding[index].insert(name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000168 }
169}
170
171GLuint Program::getAttributeLocation(const char *name)
172{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000173 if (name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000174 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000175 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000176 {
daniel@transgaming.com85423182010-04-22 13:35:27 +0000177 if (mLinkedAttribute[index].name == std::string(name))
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000178 {
179 return index;
180 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000181 }
182 }
183
184 return -1;
185}
186
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +0000187int Program::getSemanticIndex(int attributeIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000188{
daniel@transgaming.com733ba932011-04-14 15:03:48 +0000189 ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
190
191 return mSemanticIndex[attributeIndex];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000192}
193
194// Returns the index of the texture unit corresponding to a Direct3D 9 sampler
195// index referenced in the compiled HLSL shader
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000196GLint Program::getSamplerMapping(SamplerType type, unsigned int samplerIndex)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000197{
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000198 GLint logicalTextureUnit = -1;
199
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000200 switch (type)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000201 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000202 case SAMPLER_PIXEL:
203 ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
204
205 if (mSamplersPS[samplerIndex].active)
206 {
207 logicalTextureUnit = mSamplersPS[samplerIndex].logicalTextureUnit;
208 }
209 break;
210 case SAMPLER_VERTEX:
211 ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
212
213 if (mSamplersVS[samplerIndex].active)
214 {
215 logicalTextureUnit = mSamplersVS[samplerIndex].logicalTextureUnit;
216 }
217 break;
218 default: UNREACHABLE();
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000219 }
220
daniel@transgaming.com3f74c7a2011-05-11 15:36:51 +0000221 if (logicalTextureUnit >= 0 && logicalTextureUnit < getContext()->getMaximumCombinedTextureImageUnits())
daniel@transgaming.com4071e662010-05-12 16:51:16 +0000222 {
223 return logicalTextureUnit;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000224 }
225
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000226 return -1;
227}
228
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000229TextureType Program::getSamplerTextureType(SamplerType type, unsigned int samplerIndex)
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000230{
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000231 switch (type)
232 {
233 case SAMPLER_PIXEL:
234 ASSERT(samplerIndex < sizeof(mSamplersPS)/sizeof(mSamplersPS[0]));
235 ASSERT(mSamplersPS[samplerIndex].active);
236 return mSamplersPS[samplerIndex].textureType;
237 case SAMPLER_VERTEX:
238 ASSERT(samplerIndex < sizeof(mSamplersVS)/sizeof(mSamplersVS[0]));
239 ASSERT(mSamplersVS[samplerIndex].active);
240 return mSamplersVS[samplerIndex].textureType;
241 default: UNREACHABLE();
242 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000243
daniel@transgaming.comd4a35172011-05-11 15:36:45 +0000244 return TEXTURE_2D;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000245}
246
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000247GLint Program::getUniformLocation(const char *name, bool decorated)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000248{
daniel@transgaming.comce864422010-11-18 13:16:49 +0000249 std::string _name = decorated ? name : decorate(name);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000250 int subscript = 0;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000251
daniel@transgaming.comce864422010-11-18 13:16:49 +0000252 // Strip any trailing array operator and retrieve the subscript
253 size_t open = _name.find_last_of('[');
254 size_t close = _name.find_last_of(']');
255 if (open != std::string::npos && close == _name.length() - 1)
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000256 {
daniel@transgaming.comce864422010-11-18 13:16:49 +0000257 subscript = atoi(_name.substr(open + 1).c_str());
258 _name.erase(open);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +0000259 }
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000260
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000261 unsigned int numUniforms = mUniformIndex.size();
262 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000263 {
daniel@transgaming.comce864422010-11-18 13:16:49 +0000264 if (mUniformIndex[location].name == _name &&
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000265 mUniformIndex[location].element == subscript)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000266 {
267 return location;
268 }
269 }
270
271 return -1;
272}
273
274bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
275{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000276 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000277 {
278 return false;
279 }
280
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000281 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000282 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000283
284 if (targetUniform->type == GL_FLOAT)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000285 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000286 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000287
288 if (arraySize == 1 && count > 1)
289 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
290
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000291 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000292
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000293 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat),
294 v, sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000295 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000296 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000297 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000298 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000299
300 if (arraySize == 1 && count > 1)
301 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000302
303 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000304 GLboolean *boolParams = new GLboolean[count];
305
306 for (int i = 0; i < count; ++i)
307 {
308 if (v[i] == 0.0f)
309 {
310 boolParams[i] = GL_FALSE;
311 }
312 else
313 {
314 boolParams[i] = GL_TRUE;
315 }
316 }
317
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000318 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
319 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000320
321 delete [] boolParams;
322 }
323 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000324 {
325 return false;
326 }
327
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000328 return true;
329}
330
331bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
332{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000333 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000334 {
335 return false;
336 }
337
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000338 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000339 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000340
341 if (targetUniform->type == GL_FLOAT_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000342 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000343 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000344
345 if (arraySize == 1 && count > 1)
346 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
347
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000348 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000349
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000350 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 2,
351 v, 2 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000352 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000353 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000354 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000355 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000356
357 if (arraySize == 1 && count > 1)
358 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
359
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000360 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
361
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000362 GLboolean *boolParams = new GLboolean[count * 2];
363
364 for (int i = 0; i < count * 2; ++i)
365 {
366 if (v[i] == 0.0f)
367 {
368 boolParams[i] = GL_FALSE;
369 }
370 else
371 {
372 boolParams[i] = GL_TRUE;
373 }
374 }
375
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000376 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
377 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000378
379 delete [] boolParams;
380 }
381 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000382 {
383 return false;
384 }
385
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000386 return true;
387}
388
389bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
390{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000391 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000392 {
393 return false;
394 }
395
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000396 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000397 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000398
399 if (targetUniform->type == GL_FLOAT_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000400 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000401 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000402
403 if (arraySize == 1 && count > 1)
404 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
405
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000406 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000407
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000408 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 3,
409 v, 3 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000410 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000411 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000412 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000413 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000414
415 if (arraySize == 1 && count > 1)
416 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
417
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000418 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000419 GLboolean *boolParams = new GLboolean[count * 3];
420
421 for (int i = 0; i < count * 3; ++i)
422 {
423 if (v[i] == 0.0f)
424 {
425 boolParams[i] = GL_FALSE;
426 }
427 else
428 {
429 boolParams[i] = GL_TRUE;
430 }
431 }
432
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000433 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
434 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000435
436 delete [] boolParams;
437 }
438 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000439 {
440 return false;
441 }
442
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000443 return true;
444}
445
446bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
447{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000448 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000449 {
450 return false;
451 }
452
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000453 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000454 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000455
456 if (targetUniform->type == GL_FLOAT_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000457 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000458 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000459
460 if (arraySize == 1 && count > 1)
461 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
462
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000463 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000464
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000465 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
466 v, 4 * sizeof(GLfloat) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000467 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000468 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000469 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000470 int arraySize = targetUniform->arraySize;
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000471
472 if (arraySize == 1 && count > 1)
473 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
474
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000475 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000476 GLboolean *boolParams = new GLboolean[count * 4];
477
478 for (int i = 0; i < count * 4; ++i)
479 {
480 if (v[i] == 0.0f)
481 {
482 boolParams[i] = GL_FALSE;
483 }
484 else
485 {
486 boolParams[i] = GL_TRUE;
487 }
488 }
489
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000490 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
491 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +0000492
493 delete [] boolParams;
494 }
495 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000496 {
497 return false;
498 }
499
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000500 return true;
501}
502
503bool Program::setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
504{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000505 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000506 {
507 return false;
508 }
509
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000510 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000511 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000512
513 if (targetUniform->type != GL_FLOAT_MAT2)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000514 {
515 return false;
516 }
517
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000518 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000519
520 if (arraySize == 1 && count > 1)
521 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
522
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000523 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000524
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000525 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 4,
526 value, 4 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000527
528 return true;
529}
530
531bool Program::setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
532{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000533 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000534 {
535 return false;
536 }
537
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000538 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000539 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000540
541 if (targetUniform->type != GL_FLOAT_MAT3)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000542 {
543 return false;
544 }
545
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000546 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000547
548 if (arraySize == 1 && count > 1)
549 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
550
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000551 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000552
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000553 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 9,
554 value, 9 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000555
556 return true;
557}
558
559bool Program::setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
560{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000561 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000562 {
563 return false;
564 }
565
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000566 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000567 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000568
569 if (targetUniform->type != GL_FLOAT_MAT4)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000570 {
571 return false;
572 }
573
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000574 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000575
576 if (arraySize == 1 && count > 1)
577 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
578
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000579 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000580
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000581 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLfloat) * 16,
582 value, 16 * sizeof(GLfloat) * count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000583
584 return true;
585}
586
587bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
588{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000589 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000590 {
591 return false;
592 }
593
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000594 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000595 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000596
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000597 if (targetUniform->type == GL_INT ||
598 targetUniform->type == GL_SAMPLER_2D ||
599 targetUniform->type == GL_SAMPLER_CUBE)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000600 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000601 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000602
603 if (arraySize == 1 && count > 1)
604 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
605
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000606 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000607
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000608 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint),
609 v, sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000610 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000611 else if (targetUniform->type == GL_BOOL)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000612 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000613 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000614
615 if (arraySize == 1 && count > 1)
616 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
617
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000618 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000619 GLboolean *boolParams = new GLboolean[count];
620
621 for (int i = 0; i < count; ++i)
622 {
623 if (v[i] == 0)
624 {
625 boolParams[i] = GL_FALSE;
626 }
627 else
628 {
629 boolParams[i] = GL_TRUE;
630 }
631 }
632
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000633 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean),
634 boolParams, sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000635
636 delete [] boolParams;
637 }
638 else
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000639 {
640 return false;
641 }
642
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000643 return true;
644}
645
646bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
647{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000648 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000649 {
650 return false;
651 }
652
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000653 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000654 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000655
656 if (targetUniform->type == GL_INT_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000657 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000658 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000659
660 if (arraySize == 1 && count > 1)
661 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
662
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000663 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000664
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000665 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 2,
666 v, 2 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000667 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000668 else if (targetUniform->type == GL_BOOL_VEC2)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000669 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000670 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000671
672 if (arraySize == 1 && count > 1)
673 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
674
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000675 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000676 GLboolean *boolParams = new GLboolean[count * 2];
677
678 for (int i = 0; i < count * 2; ++i)
679 {
680 if (v[i] == 0)
681 {
682 boolParams[i] = GL_FALSE;
683 }
684 else
685 {
686 boolParams[i] = GL_TRUE;
687 }
688 }
689
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000690 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 2,
691 boolParams, 2 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000692
693 delete [] boolParams;
694 }
695 else
696 {
697 return false;
698 }
699
700 return true;
701}
702
703bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
704{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000705 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000706 {
707 return false;
708 }
709
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000710 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000711 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000712
713 if (targetUniform->type == GL_INT_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000714 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000715 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000716
717 if (arraySize == 1 && count > 1)
718 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
719
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000720 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000721
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000722 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 3,
723 v, 3 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000724 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000725 else if (targetUniform->type == GL_BOOL_VEC3)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000726 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000727 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000728
729 if (arraySize == 1 && count > 1)
730 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
731
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000732 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000733 GLboolean *boolParams = new GLboolean[count * 3];
734
735 for (int i = 0; i < count * 3; ++i)
736 {
737 if (v[i] == 0)
738 {
739 boolParams[i] = GL_FALSE;
740 }
741 else
742 {
743 boolParams[i] = GL_TRUE;
744 }
745 }
746
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000747 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 3,
748 boolParams, 3 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000749
750 delete [] boolParams;
751 }
752 else
753 {
754 return false;
755 }
756
757 return true;
758}
759
760bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
761{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000762 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000763 {
764 return false;
765 }
766
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000767 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000768 targetUniform->dirty = true;
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000769
770 if (targetUniform->type == GL_INT_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000771 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000772 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000773
774 if (arraySize == 1 && count > 1)
775 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
776
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000777 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000778
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000779 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLint) * 4,
780 v, 4 * sizeof(GLint) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000781 }
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000782 else if (targetUniform->type == GL_BOOL_VEC4)
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000783 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000784 int arraySize = targetUniform->arraySize;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000785
786 if (arraySize == 1 && count > 1)
787 return false; // attempting to write an array to a non-array uniform is an INVALID_OPERATION
788
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000789 count = std::min(arraySize - (int)mUniformIndex[location].element, count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000790 GLboolean *boolParams = new GLboolean[count * 4];
791
792 for (int i = 0; i < count * 4; ++i)
793 {
794 if (v[i] == 0)
795 {
796 boolParams[i] = GL_FALSE;
797 }
798 else
799 {
800 boolParams[i] = GL_TRUE;
801 }
802 }
803
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000804 memcpy(targetUniform->data + mUniformIndex[location].element * sizeof(GLboolean) * 4,
805 boolParams, 4 * sizeof(GLboolean) * count);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +0000806
807 delete [] boolParams;
808 }
809 else
810 {
811 return false;
812 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000813
814 return true;
815}
816
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000817bool Program::getUniformfv(GLint location, GLfloat *params)
818{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000819 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000820 {
821 return false;
822 }
823
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000824 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000825
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000826 unsigned int count = UniformComponentCount(targetUniform->type);
827
828 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000829 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000830 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000831 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000832 GLboolean *boolParams = (GLboolean*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000833
834 for (unsigned int i = 0; i < count; ++i)
835 {
836 params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
837 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000838 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000839 break;
840 case GL_FLOAT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000841 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLfloat),
842 count * sizeof(GLfloat));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000843 break;
844 case GL_INT:
845 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000846 GLint *intParams = (GLint*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000847
848 for (unsigned int i = 0; i < count; ++i)
849 {
850 params[i] = (float)intParams[i];
851 }
852 }
853 break;
854 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000855 }
856
857 return true;
858}
859
860bool Program::getUniformiv(GLint location, GLint *params)
861{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000862 if (location < 0 || location >= (int)mUniformIndex.size())
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000863 {
864 return false;
865 }
866
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000867 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000868
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000869 unsigned int count = UniformComponentCount(targetUniform->type);
870
871 switch (UniformComponentType(targetUniform->type))
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000872 {
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000873 case GL_BOOL:
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000874 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000875 GLboolean *boolParams = targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000876
877 for (unsigned int i = 0; i < count; ++i)
878 {
879 params[i] = (GLint)boolParams[i];
880 }
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000881 }
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000882 break;
883 case GL_FLOAT:
884 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000885 GLfloat *floatParams = (GLfloat*)targetUniform->data + mUniformIndex[location].element * count;
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000886
887 for (unsigned int i = 0; i < count; ++i)
888 {
889 params[i] = (GLint)floatParams[i];
890 }
891 }
892 break;
893 case GL_INT:
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000894 memcpy(params, targetUniform->data + mUniformIndex[location].element * count * sizeof(GLint),
895 count * sizeof(GLint));
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +0000896 break;
897 default: UNREACHABLE();
daniel@transgaming.combb3d9d02010-04-13 03:26:06 +0000898 }
899
900 return true;
901}
902
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000903void Program::dirtyAllUniforms()
904{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000905 unsigned int numUniforms = mUniforms.size();
906 for (unsigned int index = 0; index < numUniforms; index++)
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000907 {
908 mUniforms[index]->dirty = true;
909 }
910}
911
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000912// Applies all the uniforms set for this program object to the Direct3D 9 device
913void Program::applyUniforms()
914{
daniel@transgaming.comd08ea902010-05-14 19:41:36 +0000915 unsigned int numUniforms = mUniformIndex.size();
916 for (unsigned int location = 0; location < numUniforms; location++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000917 {
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000918 if (mUniformIndex[location].element != 0)
919 {
920 continue;
921 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000922
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +0000923 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
924
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000925 if (targetUniform->dirty)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000926 {
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000927 int arraySize = targetUniform->arraySize;
928 GLfloat *f = (GLfloat*)targetUniform->data;
929 GLint *i = (GLint*)targetUniform->data;
930 GLboolean *b = (GLboolean*)targetUniform->data;
931
932 switch (targetUniform->type)
933 {
934 case GL_BOOL: applyUniform1bv(location, arraySize, b); break;
935 case GL_BOOL_VEC2: applyUniform2bv(location, arraySize, b); break;
936 case GL_BOOL_VEC3: applyUniform3bv(location, arraySize, b); break;
937 case GL_BOOL_VEC4: applyUniform4bv(location, arraySize, b); break;
938 case GL_FLOAT: applyUniform1fv(location, arraySize, f); break;
939 case GL_FLOAT_VEC2: applyUniform2fv(location, arraySize, f); break;
940 case GL_FLOAT_VEC3: applyUniform3fv(location, arraySize, f); break;
941 case GL_FLOAT_VEC4: applyUniform4fv(location, arraySize, f); break;
942 case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, arraySize, f); break;
943 case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, arraySize, f); break;
944 case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, arraySize, f); break;
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +0000945 case GL_SAMPLER_2D:
946 case GL_SAMPLER_CUBE:
daniel@transgaming.com4fa08332010-05-11 02:29:27 +0000947 case GL_INT: applyUniform1iv(location, arraySize, i); break;
948 case GL_INT_VEC2: applyUniform2iv(location, arraySize, i); break;
949 case GL_INT_VEC3: applyUniform3iv(location, arraySize, i); break;
950 case GL_INT_VEC4: applyUniform4iv(location, arraySize, i); break;
951 default:
952 UNREACHABLE();
953 }
954
955 targetUniform->dirty = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000956 }
957 }
958}
959
960// Compiles the HLSL code of the attached shaders into executable binaries
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000961ID3D10Blob *Program::compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000962{
963 if (!hlsl)
964 {
965 return NULL;
966 }
967
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000968 DWORD result;
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000969 UINT flags = 0;
970 std::string sourceText;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000971 if (perfActive())
972 {
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000973 flags |= D3DCOMPILE_DEBUG;
974#ifdef NDEBUG
975 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
976#else
977 flags |= D3DCOMPILE_SKIP_OPTIMIZATION;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000978#endif
979
980 std::string sourcePath = getTempPath();
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000981 sourceText = std::string("#line 2 \"") + sourcePath + std::string("\"\n\n") + std::string(hlsl);
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000982 writeFile(sourcePath.c_str(), sourceText.c_str(), sourceText.size());
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000983 }
984 else
985 {
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000986 flags |= ANGLE_COMPILE_OPTIMIZATION_LEVEL;
987 sourceText = hlsl;
apatrick@chromium.org0f4cefe2011-01-26 19:30:57 +0000988 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000989
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +0000990 ID3D10Blob *binary = NULL;
991 ID3D10Blob *errorMessage = NULL;
992 result = D3DCompile(hlsl, strlen(hlsl), NULL, NULL, NULL, "main", profile, flags, 0, &binary, &errorMessage);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000993
994 if (errorMessage)
995 {
996 const char *message = (const char*)errorMessage->GetBufferPointer();
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000997
daniel@transgaming.com0df16872010-05-12 16:51:08 +0000998 appendToInfoLog("%s\n", message);
daniel@transgaming.com0599dc62010-03-21 04:31:36 +0000999 TRACE("\n%s", hlsl);
1000 TRACE("\n%s", message);
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001001
1002 errorMessage->Release();
1003 errorMessage = NULL;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001004 }
1005
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001006
1007 if (FAILED(result))
1008 {
1009 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1010 {
1011 error(GL_OUT_OF_MEMORY);
1012 }
1013
1014 return NULL;
1015 }
1016
1017 result = D3DXGetShaderConstantTable(static_cast<const DWORD*>(binary->GetBufferPointer()), constantTable);
1018
1019 if (FAILED(result))
1020 {
1021 if (result == D3DERR_OUTOFVIDEOMEMORY || result == E_OUTOFMEMORY)
1022 {
1023 error(GL_OUT_OF_MEMORY);
1024 }
1025
1026 binary->Release();
1027
1028 return NULL;
1029 }
1030
1031 return binary;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001032}
1033
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001034// Packs varyings into generic varying registers, using the algorithm from [OpenGL ES Shading Language 1.00 rev. 17] appendix A section 7 page 111
1035// Returns the number of used varying registers, or -1 if unsuccesful
1036int Program::packVaryings(const Varying *packing[][4])
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001037{
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001038 Context *context = getContext();
1039 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1040
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001041 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001042 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001043 int n = VariableRowCount(varying->type) * varying->size;
1044 int m = VariableColumnCount(varying->type);
1045 bool success = false;
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001046
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001047 if (m == 2 || m == 3 || m == 4)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001048 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001049 for (int r = 0; r <= maxVaryingVectors - n && !success; r++)
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001050 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001051 bool available = true;
1052
1053 for (int y = 0; y < n && available; y++)
1054 {
1055 for (int x = 0; x < m && available; x++)
1056 {
1057 if (packing[r + y][x])
1058 {
1059 available = false;
1060 }
1061 }
1062 }
1063
1064 if (available)
1065 {
1066 varying->reg = r;
1067 varying->col = 0;
1068
1069 for (int y = 0; y < n; y++)
1070 {
1071 for (int x = 0; x < m; x++)
1072 {
1073 packing[r + y][x] = &*varying;
1074 }
1075 }
1076
1077 success = true;
1078 }
daniel@transgaming.com51d0dc22010-04-29 03:39:11 +00001079 }
1080
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001081 if (!success && m == 2)
1082 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001083 for (int r = maxVaryingVectors - n; r >= 0 && !success; r--)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001084 {
1085 bool available = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001086
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001087 for (int y = 0; y < n && available; y++)
1088 {
1089 for (int x = 2; x < 4 && available; x++)
1090 {
1091 if (packing[r + y][x])
1092 {
1093 available = false;
1094 }
1095 }
1096 }
1097
1098 if (available)
1099 {
1100 varying->reg = r;
1101 varying->col = 2;
1102
1103 for (int y = 0; y < n; y++)
1104 {
1105 for (int x = 2; x < 4; x++)
1106 {
1107 packing[r + y][x] = &*varying;
1108 }
1109 }
1110
1111 success = true;
1112 }
1113 }
1114 }
1115 }
1116 else if (m == 1)
1117 {
1118 int space[4] = {0};
1119
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001120 for (int y = 0; y < maxVaryingVectors; y++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001121 {
1122 for (int x = 0; x < 4; x++)
1123 {
1124 space[x] += packing[y][x] ? 0 : 1;
1125 }
1126 }
1127
1128 int column = 0;
1129
1130 for (int x = 0; x < 4; x++)
1131 {
daniel@transgaming.com11dd5dd2011-02-11 13:28:14 +00001132 if (space[x] >= n && space[x] < space[column])
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001133 {
1134 column = x;
1135 }
1136 }
1137
daniel@transgaming.com11dd5dd2011-02-11 13:28:14 +00001138 if (space[column] >= n)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001139 {
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001140 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001141 {
1142 if (!packing[r][column])
1143 {
1144 varying->reg = r;
1145
1146 for (int y = r; y < r + n; y++)
1147 {
1148 packing[y][column] = &*varying;
1149 }
1150
1151 break;
1152 }
1153 }
1154
1155 varying->col = column;
1156
1157 success = true;
1158 }
1159 }
1160 else UNREACHABLE();
1161
1162 if (!success)
1163 {
1164 appendToInfoLog("Could not pack varying %s", varying->name.c_str());
1165
1166 return -1;
1167 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001168 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001169
1170 // Return the number of used registers
1171 int registers = 0;
1172
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001173 for (int r = 0; r < maxVaryingVectors; r++)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001174 {
1175 if (packing[r][0] || packing[r][1] || packing[r][2] || packing[r][3])
1176 {
1177 registers++;
1178 }
1179 }
1180
1181 return registers;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001182}
1183
1184bool Program::linkVaryings()
1185{
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001186 if (mPixelHLSL.empty() || mVertexHLSL.empty())
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001187 {
1188 return false;
1189 }
1190
daniel@transgaming.com97750022011-02-11 13:23:13 +00001191 // Reset the varying register assignments
1192 for (VaryingList::iterator fragVar = mFragmentShader->varyings.begin(); fragVar != mFragmentShader->varyings.end(); fragVar++)
1193 {
1194 fragVar->reg = -1;
1195 fragVar->col = -1;
1196 }
1197
1198 for (VaryingList::iterator vtxVar = mVertexShader->varyings.begin(); vtxVar != mVertexShader->varyings.end(); vtxVar++)
1199 {
1200 vtxVar->reg = -1;
1201 vtxVar->col = -1;
1202 }
1203
1204 // Map the varyings to the register file
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001205 const Varying *packing[MAX_VARYING_VECTORS_SM3][4] = {NULL};
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001206 int registers = packVaryings(packing);
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001207
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001208 if (registers < 0)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001209 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001210 return false;
1211 }
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001212
daniel@transgaming.com97750022011-02-11 13:23:13 +00001213 // Write the HLSL input/output declarations
daniel@transgaming.com396c6432010-11-26 16:26:12 +00001214 Context *context = getContext();
1215 const bool sm3 = context->supportsShaderModel3();
1216 const int maxVaryingVectors = context->getMaximumVaryingVectors();
1217
1218 if (registers == maxVaryingVectors && mFragmentShader->mUsesFragCoord)
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001219 {
1220 appendToInfoLog("No varying registers left to support gl_FragCoord");
1221
1222 return false;
1223 }
1224
1225 for (VaryingList::iterator input = mFragmentShader->varyings.begin(); input != mFragmentShader->varyings.end(); input++)
1226 {
1227 bool matched = false;
1228
1229 for (VaryingList::iterator output = mVertexShader->varyings.begin(); output != mVertexShader->varyings.end(); output++)
1230 {
1231 if (output->name == input->name)
1232 {
1233 if (output->type != input->type || output->size != input->size)
1234 {
1235 appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str());
1236
1237 return false;
1238 }
1239
1240 output->reg = input->reg;
1241 output->col = input->col;
1242
1243 matched = true;
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001244 break;
1245 }
1246 }
1247
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001248 if (!matched)
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001249 {
daniel@transgaming.com97750022011-02-11 13:23:13 +00001250 appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001251
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001252 return false;
1253 }
1254 }
1255
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001256 std::string varyingSemantic = (sm3 ? "COLOR" : "TEXCOORD");
1257
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001258 mVertexHLSL += "struct VS_INPUT\n"
1259 "{\n";
1260
1261 int semanticIndex = 0;
1262 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1263 {
1264 switch (attribute->type)
1265 {
1266 case GL_FLOAT: mVertexHLSL += " float "; break;
1267 case GL_FLOAT_VEC2: mVertexHLSL += " float2 "; break;
1268 case GL_FLOAT_VEC3: mVertexHLSL += " float3 "; break;
1269 case GL_FLOAT_VEC4: mVertexHLSL += " float4 "; break;
1270 case GL_FLOAT_MAT2: mVertexHLSL += " float2x2 "; break;
1271 case GL_FLOAT_MAT3: mVertexHLSL += " float3x3 "; break;
1272 case GL_FLOAT_MAT4: mVertexHLSL += " float4x4 "; break;
1273 default: UNREACHABLE();
1274 }
1275
1276 mVertexHLSL += decorate(attribute->name) + " : TEXCOORD" + str(semanticIndex) + ";\n";
1277
1278 semanticIndex += VariableRowCount(attribute->type);
1279 }
1280
1281 mVertexHLSL += "};\n"
1282 "\n"
1283 "struct VS_OUTPUT\n"
1284 "{\n"
1285 " float4 gl_Position : POSITION;\n";
1286
1287 for (int r = 0; r < registers; r++)
1288 {
1289 int registerSize = packing[r][3] ? 4 : (packing[r][2] ? 3 : (packing[r][1] ? 2 : 1));
1290
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001291 mVertexHLSL += " float" + str(registerSize) + " v" + str(r) + " : " + varyingSemantic + str(r) + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001292 }
1293
1294 if (mFragmentShader->mUsesFragCoord)
1295 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001296 mVertexHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
1297 }
1298
1299 if (mVertexShader->mUsesPointSize && sm3)
1300 {
1301 mVertexHLSL += " float gl_PointSize : PSIZE;\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001302 }
1303
1304 mVertexHLSL += "};\n"
1305 "\n"
1306 "VS_OUTPUT main(VS_INPUT input)\n"
1307 "{\n";
1308
1309 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
1310 {
1311 mVertexHLSL += " " + decorate(attribute->name) + " = ";
1312
1313 if (VariableRowCount(attribute->type) > 1) // Matrix
1314 {
1315 mVertexHLSL += "transpose";
1316 }
1317
1318 mVertexHLSL += "(input." + decorate(attribute->name) + ");\n";
1319 }
1320
1321 mVertexHLSL += "\n"
1322 " gl_main();\n"
1323 "\n"
1324 " VS_OUTPUT output;\n"
1325 " output.gl_Position.x = gl_Position.x - dx_HalfPixelSize.x * gl_Position.w;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001326 " output.gl_Position.y = gl_Position.y - dx_HalfPixelSize.y * gl_Position.w;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001327 " output.gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;\n"
1328 " output.gl_Position.w = gl_Position.w;\n";
1329
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001330 if (mVertexShader->mUsesPointSize && sm3)
1331 {
1332 mVertexHLSL += " output.gl_PointSize = clamp(gl_PointSize, 1.0, " + str((int)ALIASED_POINT_SIZE_RANGE_MAX_SM3) + ");\n";
1333 }
1334
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001335 if (mFragmentShader->mUsesFragCoord)
1336 {
1337 mVertexHLSL += " output.gl_FragCoord = gl_Position;\n";
1338 }
1339
1340 for (VaryingList::iterator varying = mVertexShader->varyings.begin(); varying != mVertexShader->varyings.end(); varying++)
1341 {
1342 if (varying->reg >= 0)
1343 {
1344 for (int i = 0; i < varying->size; i++)
1345 {
1346 int rows = VariableRowCount(varying->type);
1347
1348 for (int j = 0; j < rows; j++)
1349 {
1350 int r = varying->reg + i * rows + j;
1351 mVertexHLSL += " output.v" + str(r);
1352
1353 bool sharedRegister = false; // Register used by multiple varyings
1354
1355 for (int x = 0; x < 4; x++)
1356 {
1357 if (packing[r][x] && packing[r][x] != packing[r][0])
1358 {
1359 sharedRegister = true;
1360 break;
1361 }
1362 }
1363
1364 if(sharedRegister)
1365 {
1366 mVertexHLSL += ".";
1367
1368 for (int x = 0; x < 4; x++)
1369 {
1370 if (packing[r][x] == &*varying)
1371 {
1372 switch(x)
1373 {
1374 case 0: mVertexHLSL += "x"; break;
1375 case 1: mVertexHLSL += "y"; break;
1376 case 2: mVertexHLSL += "z"; break;
1377 case 3: mVertexHLSL += "w"; break;
1378 }
1379 }
1380 }
1381 }
1382
1383 mVertexHLSL += " = " + varying->name;
1384
1385 if (varying->array)
1386 {
1387 mVertexHLSL += "[" + str(i) + "]";
1388 }
1389
1390 if (rows > 1)
1391 {
1392 mVertexHLSL += "[" + str(j) + "]";
1393 }
1394
1395 mVertexHLSL += ";\n";
1396 }
1397 }
1398 }
1399 }
1400
1401 mVertexHLSL += "\n"
1402 " return output;\n"
1403 "}\n";
1404
1405 mPixelHLSL += "struct PS_INPUT\n"
1406 "{\n";
1407
1408 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1409 {
1410 if (varying->reg >= 0)
1411 {
1412 for (int i = 0; i < varying->size; i++)
1413 {
1414 int rows = VariableRowCount(varying->type);
1415 for (int j = 0; j < rows; j++)
1416 {
1417 std::string n = str(varying->reg + i * rows + j);
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001418 mPixelHLSL += " float4 v" + n + " : " + varyingSemantic + n + ";\n";
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001419 }
1420 }
1421 }
1422 else UNREACHABLE();
1423 }
1424
1425 if (mFragmentShader->mUsesFragCoord)
1426 {
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001427 mPixelHLSL += " float4 gl_FragCoord : " + varyingSemantic + str(registers) + ";\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001428 if (sm3) {
daniel@transgaming.com996675c2010-11-17 13:06:29 +00001429 mPixelHLSL += " float2 dx_VPos : VPOS;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001430 }
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001431 }
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001432
1433 if (mFragmentShader->mUsesPointCoord && sm3)
1434 {
1435 mPixelHLSL += " float2 gl_PointCoord : TEXCOORD0;\n";
1436 }
1437
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001438 if (mFragmentShader->mUsesFrontFacing)
1439 {
1440 mPixelHLSL += " float vFace : VFACE;\n";
1441 }
1442
1443 mPixelHLSL += "};\n"
1444 "\n"
1445 "struct PS_OUTPUT\n"
1446 "{\n"
1447 " float4 gl_Color[1] : COLOR;\n"
1448 "};\n"
1449 "\n"
1450 "PS_OUTPUT main(PS_INPUT input)\n"
1451 "{\n";
1452
1453 if (mFragmentShader->mUsesFragCoord)
1454 {
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001455 mPixelHLSL += " float rhw = 1.0 / input.gl_FragCoord.w;\n";
1456 if (sm3) {
1457 mPixelHLSL += " gl_FragCoord.x = input.dx_VPos.x;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001458 " gl_FragCoord.y = 2.0 * dx_Viewport.y - input.dx_VPos.y;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001459 } else {
1460 mPixelHLSL += " gl_FragCoord.x = (input.gl_FragCoord.x * rhw) * dx_Viewport.x + dx_Viewport.z;\n"
apatrick@chromium.orgb31f5322011-01-19 19:02:52 +00001461 " gl_FragCoord.y = -(input.gl_FragCoord.y * rhw) * dx_Viewport.y + dx_Viewport.w;\n";
kbr@chromium.org72d58c42010-11-05 22:55:28 +00001462 }
1463 mPixelHLSL += " gl_FragCoord.z = (input.gl_FragCoord.z * rhw) * dx_Depth.x + dx_Depth.y;\n"
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001464 " gl_FragCoord.w = rhw;\n";
1465 }
1466
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001467 if (mFragmentShader->mUsesPointCoord && sm3)
1468 {
apatrick@chromium.orgda4d0492011-01-22 00:16:10 +00001469 mPixelHLSL += " gl_PointCoord = input.gl_PointCoord;\n";
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001470 }
1471
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001472 if (mFragmentShader->mUsesFrontFacing)
1473 {
1474 mPixelHLSL += " gl_FrontFacing = dx_PointsOrLines || (dx_FrontCCW ? (input.vFace >= 0.0) : (input.vFace <= 0.0));\n";
1475 }
1476
1477 for (VaryingList::iterator varying = mFragmentShader->varyings.begin(); varying != mFragmentShader->varyings.end(); varying++)
1478 {
1479 if (varying->reg >= 0)
1480 {
1481 for (int i = 0; i < varying->size; i++)
1482 {
1483 int rows = VariableRowCount(varying->type);
1484 for (int j = 0; j < rows; j++)
1485 {
1486 std::string n = str(varying->reg + i * rows + j);
1487 mPixelHLSL += " " + varying->name;
1488
1489 if (varying->array)
1490 {
1491 mPixelHLSL += "[" + str(i) + "]";
1492 }
1493
1494 if (rows > 1)
1495 {
1496 mPixelHLSL += "[" + str(j) + "]";
1497 }
1498
1499 mPixelHLSL += " = input.v" + n + ";\n";
1500 }
1501 }
1502 }
1503 else UNREACHABLE();
1504 }
1505
1506 mPixelHLSL += "\n"
1507 " gl_main();\n"
1508 "\n"
1509 " PS_OUTPUT output;\n"
1510 " output.gl_Color[0] = gl_Color[0];\n"
1511 "\n"
1512 " return output;\n"
1513 "}\n";
1514
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001515 return true;
1516}
1517
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001518// Links the HLSL code of the vertex and pixel shader by matching up their varyings,
1519// compiling them into binaries, determining the attribute mappings, and collecting
1520// a list of uniforms
1521void Program::link()
1522{
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001523 unlink();
1524
1525 if (!mFragmentShader || !mFragmentShader->isCompiled())
1526 {
1527 return;
1528 }
1529
1530 if (!mVertexShader || !mVertexShader->isCompiled())
1531 {
1532 return;
1533 }
1534
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001535 mPixelHLSL = mFragmentShader->getHLSL();
1536 mVertexHLSL = mVertexShader->getHLSL();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00001537
1538 if (!linkVaryings())
1539 {
1540 return;
1541 }
1542
daniel@transgaming.combe5a0862010-07-28 19:20:37 +00001543 Context *context = getContext();
1544 const char *vertexProfile = context->supportsShaderModel3() ? "vs_3_0" : "vs_2_0";
1545 const char *pixelProfile = context->supportsShaderModel3() ? "ps_3_0" : "ps_2_0";
1546
apatrick@chromium.org8ea5afe2011-03-23 20:44:36 +00001547 ID3D10Blob *vertexBinary = compileToBinary(mVertexHLSL.c_str(), vertexProfile, &mConstantTableVS);
1548 ID3D10Blob *pixelBinary = compileToBinary(mPixelHLSL.c_str(), pixelProfile, &mConstantTablePS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001549
1550 if (vertexBinary && pixelBinary)
1551 {
daniel@transgaming.com296ca9c2010-04-03 20:56:07 +00001552 IDirect3DDevice9 *device = getDevice();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001553 HRESULT vertexResult = device->CreateVertexShader((DWORD*)vertexBinary->GetBufferPointer(), &mVertexExecutable);
1554 HRESULT pixelResult = device->CreatePixelShader((DWORD*)pixelBinary->GetBufferPointer(), &mPixelExecutable);
1555
1556 if (vertexResult == D3DERR_OUTOFVIDEOMEMORY || vertexResult == E_OUTOFMEMORY || pixelResult == D3DERR_OUTOFVIDEOMEMORY || pixelResult == E_OUTOFMEMORY)
1557 {
1558 return error(GL_OUT_OF_MEMORY);
1559 }
1560
1561 ASSERT(SUCCEEDED(vertexResult) && SUCCEEDED(pixelResult));
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00001562
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001563 vertexBinary->Release();
1564 pixelBinary->Release();
1565 vertexBinary = NULL;
1566 pixelBinary = NULL;
1567
1568 if (mVertexExecutable && mPixelExecutable)
1569 {
1570 if (!linkAttributes())
1571 {
1572 return;
1573 }
1574
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001575 if (!linkUniforms(mConstantTablePS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001576 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001577 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001578 }
1579
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001580 if (!linkUniforms(mConstantTableVS))
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001581 {
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001582 return;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001583 }
1584
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001585 // these uniforms are searched as already-decorated because gl_ and dx_
1586 // are reserved prefixes, and do not receive additional decoration
daniel@transgaming.com31754962010-11-28 02:02:52 +00001587 mDxDepthRangeLocation = getUniformLocation("dx_DepthRange", true);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001588 mDxDepthLocation = getUniformLocation("dx_Depth", true);
daniel@transgaming.com162267d2010-07-28 19:20:48 +00001589 mDxViewportLocation = getUniformLocation("dx_Viewport", true);
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001590 mDxHalfPixelSizeLocation = getUniformLocation("dx_HalfPixelSize", true);
1591 mDxFrontCCWLocation = getUniformLocation("dx_FrontCCW", true);
1592 mDxPointsOrLinesLocation = getUniformLocation("dx_PointsOrLines", true);
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00001593
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001594 mLinked = true; // Success
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001595 }
1596 }
1597}
1598
1599// Determines the mapping between GL attributes and Direct3D 9 vertex stream usage indices
1600bool Program::linkAttributes()
1601{
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001602 unsigned int usedLocations = 0;
1603
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001604 // Link attributes that have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001605 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001606 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001607 int location = getAttributeBinding(attribute->name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001608
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001609 if (location != -1) // Set by glBindAttribLocation
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001610 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00001611 if (!mLinkedAttribute[location].name.empty())
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001612 {
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001613 // Multiple active attributes bound to the same location; not an error
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001614 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001615
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001616 mLinkedAttribute[location] = *attribute;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001617
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001618 int rows = VariableRowCount(attribute->type);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001619
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001620 if (rows + location > MAX_VERTEX_ATTRIBS)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001621 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001622 appendToInfoLog("Active attribute (%s) at location %d is too big to fit", attribute->name.c_str(), location);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001623
1624 return false;
1625 }
1626
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001627 for (int i = 0; i < rows; i++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001628 {
1629 usedLocations |= 1 << (location + i);
1630 }
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001631 }
1632 }
1633
1634 // Link attributes that don't have a binding location
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001635 for (AttributeArray::iterator attribute = mVertexShader->mAttributes.begin(); attribute != mVertexShader->mAttributes.end(); attribute++)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001636 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001637 int location = getAttributeBinding(attribute->name);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001638
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001639 if (location == -1) // Not set by glBindAttribLocation
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001640 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001641 int rows = VariableRowCount(attribute->type);
1642 int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001643
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001644 if (availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001645 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001646 appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str());
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001647
1648 return false; // Fail to link
1649 }
1650
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001651 mLinkedAttribute[availableIndex] = *attribute;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001652 }
1653 }
1654
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001655 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; )
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001656 {
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001657 int index = mVertexShader->getSemanticIndex(mLinkedAttribute[attributeIndex].name);
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001658 int rows = std::max(VariableRowCount(mLinkedAttribute[attributeIndex].type), 1);
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001659
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001660 for (int r = 0; r < rows; r++)
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001661 {
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00001662 mSemanticIndex[attributeIndex++] = index++;
daniel@transgaming.com0b6b8342010-04-26 15:33:45 +00001663 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001664 }
1665
1666 return true;
1667}
1668
daniel@transgaming.com85423182010-04-22 13:35:27 +00001669int Program::getAttributeBinding(const std::string &name)
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00001670{
1671 for (int location = 0; location < MAX_VERTEX_ATTRIBS; location++)
1672 {
1673 if (mAttributeBinding[location].find(name) != mAttributeBinding[location].end())
1674 {
1675 return location;
1676 }
1677 }
1678
1679 return -1;
1680}
1681
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001682bool Program::linkUniforms(ID3DXConstantTable *constantTable)
1683{
1684 D3DXCONSTANTTABLE_DESC constantTableDescription;
1685 D3DXCONSTANT_DESC constantDescription;
1686 UINT descriptionCount = 1;
1687
1688 constantTable->GetDesc(&constantTableDescription);
1689
1690 for (unsigned int constantIndex = 0; constantIndex < constantTableDescription.Constants; constantIndex++)
1691 {
1692 D3DXHANDLE constantHandle = constantTable->GetConstant(0, constantIndex);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001693 HRESULT result = constantTable->GetConstantDesc(constantHandle, &constantDescription, &descriptionCount);
1694 ASSERT(SUCCEEDED(result));
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001695
1696 if (!defineUniform(constantHandle, constantDescription))
1697 {
1698 return false;
1699 }
1700 }
1701
1702 return true;
1703}
1704
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001705// Adds the description of a constant found in the binary shader to the list of uniforms
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001706// Returns true if succesful (uniform not already defined)
1707bool Program::defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name)
1708{
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001709 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
1710 {
daniel@transgaming.com41b2fbd2010-12-13 18:27:12 +00001711 for (unsigned int samplerIndex = constantDescription.RegisterIndex; samplerIndex < constantDescription.RegisterIndex + constantDescription.RegisterCount; samplerIndex++)
1712 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001713 if (mConstantTablePS->GetConstantByName(NULL, constantDescription.Name) != NULL)
1714 {
daniel@transgaming.com424bb492011-05-11 15:36:59 +00001715 if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
1716 {
1717 mSamplersPS[samplerIndex].active = true;
1718 mSamplersPS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
1719 mSamplersPS[samplerIndex].logicalTextureUnit = 0;
1720 }
1721 else
1722 {
1723 appendToInfoLog("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
1724 return false;
1725 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001726 }
1727
1728 if (mConstantTableVS->GetConstantByName(NULL, constantDescription.Name) != NULL)
1729 {
daniel@transgaming.com424bb492011-05-11 15:36:59 +00001730 if (samplerIndex < getContext()->getMaximumVertexTextureImageUnits())
1731 {
1732 mSamplersVS[samplerIndex].active = true;
1733 mSamplersVS[samplerIndex].textureType = (constantDescription.Type == D3DXPT_SAMPLERCUBE) ? TEXTURE_CUBE : TEXTURE_2D;
1734 mSamplersVS[samplerIndex].logicalTextureUnit = 0;
1735 }
1736 else
1737 {
1738 appendToInfoLog("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", getContext()->getMaximumVertexTextureImageUnits());
1739 return false;
1740 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001741 }
daniel@transgaming.com41b2fbd2010-12-13 18:27:12 +00001742 }
daniel@transgaming.com416485f2010-03-16 06:23:23 +00001743 }
1744
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001745 switch(constantDescription.Class)
1746 {
1747 case D3DXPC_STRUCT:
1748 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001749 for (unsigned int arrayIndex = 0; arrayIndex < constantDescription.Elements; arrayIndex++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001750 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001751 for (unsigned int field = 0; field < constantDescription.StructMembers; field++)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001752 {
daniel@transgaming.comce864422010-11-18 13:16:49 +00001753 D3DXHANDLE fieldHandle = mConstantTablePS->GetConstant(constantHandle, field);
1754
1755 D3DXCONSTANT_DESC fieldDescription;
1756 UINT descriptionCount = 1;
1757
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00001758 HRESULT result = mConstantTablePS->GetConstantDesc(fieldHandle, &fieldDescription, &descriptionCount);
1759 ASSERT(SUCCEEDED(result));
daniel@transgaming.comce864422010-11-18 13:16:49 +00001760
1761 std::string structIndex = (constantDescription.Elements > 1) ? ("[" + str(arrayIndex) + "]") : "";
1762
1763 if (!defineUniform(fieldHandle, fieldDescription, name + constantDescription.Name + structIndex + "."))
1764 {
1765 return false;
1766 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001767 }
1768 }
1769
1770 return true;
1771 }
1772 case D3DXPC_SCALAR:
1773 case D3DXPC_VECTOR:
1774 case D3DXPC_MATRIX_COLUMNS:
1775 case D3DXPC_OBJECT:
1776 return defineUniform(constantDescription, name + constantDescription.Name);
1777 default:
1778 UNREACHABLE();
1779 return false;
1780 }
1781}
1782
1783bool Program::defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
1784{
1785 Uniform *uniform = createUniform(constantDescription, name);
1786
1787 if(!uniform)
1788 {
1789 return false;
1790 }
1791
1792 // Check if already defined
daniel@transgaming.coma3bbfd42010-06-07 02:06:09 +00001793 GLint location = getUniformLocation(name.c_str(), true);
daniel@transgaming.com0361b922010-03-28 19:36:15 +00001794 GLenum type = uniform->type;
daniel@transgaming.comc7d8a932010-03-16 06:16:45 +00001795
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001796 if (location >= 0)
1797 {
1798 delete uniform;
1799
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001800 if (mUniforms[mUniformIndex[location].index]->type != type)
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001801 {
1802 return false;
1803 }
1804 else
1805 {
1806 return true;
1807 }
1808 }
1809
1810 mUniforms.push_back(uniform);
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001811 unsigned int uniformIndex = mUniforms.size() - 1;
1812
1813 for (unsigned int i = 0; i < uniform->arraySize; ++i)
1814 {
1815 mUniformIndex.push_back(UniformLocation(name, i, uniformIndex));
1816 }
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001817
1818 return true;
1819}
1820
1821Uniform *Program::createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001822{
1823 if (constantDescription.Rows == 1) // Vectors and scalars
1824 {
1825 switch (constantDescription.Type)
1826 {
1827 case D3DXPT_SAMPLER2D:
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001828 switch (constantDescription.Columns)
1829 {
1830 case 1: return new Uniform(GL_SAMPLER_2D, name, constantDescription.Elements);
1831 default: UNREACHABLE();
1832 }
1833 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001834 case D3DXPT_SAMPLERCUBE:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001835 switch (constantDescription.Columns)
1836 {
daniel@transgaming.coma9cd70a2010-09-15 15:48:57 +00001837 case 1: return new Uniform(GL_SAMPLER_CUBE, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001838 default: UNREACHABLE();
1839 }
1840 break;
1841 case D3DXPT_BOOL:
1842 switch (constantDescription.Columns)
1843 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001844 case 1: return new Uniform(GL_BOOL, name, constantDescription.Elements);
1845 case 2: return new Uniform(GL_BOOL_VEC2, name, constantDescription.Elements);
1846 case 3: return new Uniform(GL_BOOL_VEC3, name, constantDescription.Elements);
1847 case 4: return new Uniform(GL_BOOL_VEC4, name, constantDescription.Elements);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001848 default: UNREACHABLE();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001849 }
1850 break;
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001851 case D3DXPT_INT:
1852 switch (constantDescription.Columns)
1853 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001854 case 1: return new Uniform(GL_INT, name, constantDescription.Elements);
1855 case 2: return new Uniform(GL_INT_VEC2, name, constantDescription.Elements);
1856 case 3: return new Uniform(GL_INT_VEC3, name, constantDescription.Elements);
1857 case 4: return new Uniform(GL_INT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00001858 default: UNREACHABLE();
1859 }
1860 break;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001861 case D3DXPT_FLOAT:
1862 switch (constantDescription.Columns)
1863 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001864 case 1: return new Uniform(GL_FLOAT, name, constantDescription.Elements);
1865 case 2: return new Uniform(GL_FLOAT_VEC2, name, constantDescription.Elements);
1866 case 3: return new Uniform(GL_FLOAT_VEC3, name, constantDescription.Elements);
1867 case 4: return new Uniform(GL_FLOAT_VEC4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001868 default: UNREACHABLE();
1869 }
1870 break;
1871 default:
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001872 UNREACHABLE();
1873 }
1874 }
1875 else if (constantDescription.Rows == constantDescription.Columns) // Square matrices
1876 {
1877 switch (constantDescription.Type)
1878 {
1879 case D3DXPT_FLOAT:
1880 switch (constantDescription.Rows)
1881 {
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00001882 case 2: return new Uniform(GL_FLOAT_MAT2, name, constantDescription.Elements);
1883 case 3: return new Uniform(GL_FLOAT_MAT3, name, constantDescription.Elements);
1884 case 4: return new Uniform(GL_FLOAT_MAT4, name, constantDescription.Elements);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001885 default: UNREACHABLE();
1886 }
1887 break;
1888 default: UNREACHABLE();
1889 }
1890 }
1891 else UNREACHABLE();
daniel@transgaming.com86487c22010-03-11 19:41:43 +00001892
1893 return 0;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001894}
1895
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001896// This method needs to match OutputHLSL::decorate
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001897std::string Program::decorate(const std::string &string)
1898{
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00001899 if (string.substr(0, 3) != "gl_" && string.substr(0, 3) != "dx_")
daniel@transgaming.com72d0b522010-04-13 19:53:44 +00001900 {
1901 return "_" + string;
1902 }
1903 else
1904 {
1905 return string;
1906 }
1907}
1908
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00001909std::string Program::undecorate(const std::string &string)
1910{
1911 if (string.substr(0, 1) == "_")
1912 {
1913 return string.substr(1);
1914 }
1915 else
1916 {
1917 return string;
1918 }
1919}
1920
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001921bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v)
1922{
1923 BOOL *vector = new BOOL[count];
1924 for (int i = 0; i < count; i++)
1925 {
1926 if (v[i] == GL_FALSE)
1927 vector[i] = 0;
1928 else
1929 vector[i] = 1;
1930 }
1931
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001932 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1933
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001934 D3DXHANDLE constantPS;
1935 D3DXHANDLE constantVS;
1936 getConstantHandles(targetUniform, &constantPS, &constantVS);
1937
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001938 IDirect3DDevice9 *device = getDevice();
1939
1940 if (constantPS)
1941 {
1942 mConstantTablePS->SetBoolArray(device, constantPS, vector, count);
1943 }
1944
1945 if (constantVS)
1946 {
1947 mConstantTableVS->SetBoolArray(device, constantVS, vector, count);
1948 }
1949
1950 delete [] vector;
1951
1952 return true;
1953}
1954
1955bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v)
1956{
1957 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1958
1959 for (int i = 0; i < count; i++)
1960 {
1961 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1962 (v[1] == GL_FALSE ? 0.0f : 1.0f), 0, 0);
1963
1964 v += 2;
1965 }
1966
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00001967 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
1968
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00001969 D3DXHANDLE constantPS;
1970 D3DXHANDLE constantVS;
1971 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00001972 IDirect3DDevice9 *device = getDevice();
1973
1974 if (constantPS)
1975 {
1976 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
1977 }
1978
1979 if (constantVS)
1980 {
1981 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
1982 }
1983
1984 delete[] vector;
1985
1986 return true;
1987}
1988
1989bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v)
1990{
1991 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
1992
1993 for (int i = 0; i < count; i++)
1994 {
1995 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
1996 (v[1] == GL_FALSE ? 0.0f : 1.0f),
1997 (v[2] == GL_FALSE ? 0.0f : 1.0f), 0);
1998
1999 v += 3;
2000 }
2001
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002002 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2003
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002004 D3DXHANDLE constantPS;
2005 D3DXHANDLE constantVS;
2006 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00002007 IDirect3DDevice9 *device = getDevice();
2008
2009 if (constantPS)
2010 {
2011 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2012 }
2013
2014 if (constantVS)
2015 {
2016 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2017 }
2018
2019 delete[] vector;
2020
2021 return true;
2022}
2023
2024bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v)
2025{
2026 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2027
2028 for (int i = 0; i < count; i++)
2029 {
2030 vector[i] = D3DXVECTOR4((v[0] == GL_FALSE ? 0.0f : 1.0f),
2031 (v[1] == GL_FALSE ? 0.0f : 1.0f),
2032 (v[2] == GL_FALSE ? 0.0f : 1.0f),
2033 (v[3] == GL_FALSE ? 0.0f : 1.0f));
2034
2035 v += 3;
2036 }
2037
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002038 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2039
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002040 D3DXHANDLE constantPS;
2041 D3DXHANDLE constantVS;
2042 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.comf4a0c8e2010-04-13 03:26:01 +00002043 IDirect3DDevice9 *device = getDevice();
2044
2045 if (constantPS)
2046 {
2047 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2048 }
2049
2050 if (constantVS)
2051 {
2052 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2053 }
2054
2055 delete [] vector;
2056
2057 return true;
2058}
2059
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002060bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v)
2061{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002062 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2063
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002064 D3DXHANDLE constantPS;
2065 D3DXHANDLE constantVS;
2066 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002067 IDirect3DDevice9 *device = getDevice();
2068
2069 if (constantPS)
2070 {
2071 mConstantTablePS->SetFloatArray(device, constantPS, v, count);
2072 }
2073
2074 if (constantVS)
2075 {
2076 mConstantTableVS->SetFloatArray(device, constantVS, v, count);
2077 }
2078
2079 return true;
2080}
2081
2082bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v)
2083{
2084 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2085
2086 for (int i = 0; i < count; i++)
2087 {
2088 vector[i] = D3DXVECTOR4(v[0], v[1], 0, 0);
2089
2090 v += 2;
2091 }
2092
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002093 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2094
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002095 D3DXHANDLE constantPS;
2096 D3DXHANDLE constantVS;
2097 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002098 IDirect3DDevice9 *device = getDevice();
2099
2100 if (constantPS)
2101 {
2102 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2103 }
2104
2105 if (constantVS)
2106 {
2107 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2108 }
2109
2110 delete[] vector;
2111
2112 return true;
2113}
2114
2115bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v)
2116{
2117 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2118
2119 for (int i = 0; i < count; i++)
2120 {
2121 vector[i] = D3DXVECTOR4(v[0], v[1], v[2], 0);
2122
2123 v += 3;
2124 }
2125
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002126 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2127
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002128 D3DXHANDLE constantPS;
2129 D3DXHANDLE constantVS;
2130 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002131 IDirect3DDevice9 *device = getDevice();
2132
2133 if (constantPS)
2134 {
2135 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2136 }
2137
2138 if (constantVS)
2139 {
2140 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2141 }
2142
2143 delete[] vector;
2144
2145 return true;
2146}
2147
2148bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v)
2149{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002150 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2151
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002152 D3DXHANDLE constantPS;
2153 D3DXHANDLE constantVS;
2154 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002155 IDirect3DDevice9 *device = getDevice();
2156
2157 if (constantPS)
2158 {
2159 mConstantTablePS->SetVectorArray(device, constantPS, (D3DXVECTOR4*)v, count);
2160 }
2161
2162 if (constantVS)
2163 {
2164 mConstantTableVS->SetVectorArray(device, constantVS, (D3DXVECTOR4*)v, count);
2165 }
2166
2167 return true;
2168}
2169
2170bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value)
2171{
2172 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2173
2174 for (int i = 0; i < count; i++)
2175 {
2176 matrix[i] = D3DXMATRIX(value[0], value[2], 0, 0,
2177 value[1], value[3], 0, 0,
2178 0, 0, 1, 0,
2179 0, 0, 0, 1);
2180
2181 value += 4;
2182 }
2183
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002184 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2185
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002186 D3DXHANDLE constantPS;
2187 D3DXHANDLE constantVS;
2188 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002189 IDirect3DDevice9 *device = getDevice();
2190
2191 if (constantPS)
2192 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002193 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002194 }
2195
2196 if (constantVS)
2197 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002198 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002199 }
2200
2201 delete[] matrix;
2202
2203 return true;
2204}
2205
2206bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value)
2207{
2208 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2209
2210 for (int i = 0; i < count; i++)
2211 {
2212 matrix[i] = D3DXMATRIX(value[0], value[3], value[6], 0,
2213 value[1], value[4], value[7], 0,
2214 value[2], value[5], value[8], 0,
2215 0, 0, 0, 1);
2216
2217 value += 9;
2218 }
2219
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002220 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2221
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002222 D3DXHANDLE constantPS;
2223 D3DXHANDLE constantVS;
2224 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002225 IDirect3DDevice9 *device = getDevice();
2226
2227 if (constantPS)
2228 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002229 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002230 }
2231
2232 if (constantVS)
2233 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002234 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002235 }
2236
2237 delete[] matrix;
2238
2239 return true;
2240}
2241
2242bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value)
2243{
2244 D3DXMATRIX *matrix = new D3DXMATRIX[count];
2245
2246 for (int i = 0; i < count; i++)
2247 {
2248 matrix[i] = D3DXMATRIX(value[0], value[4], value[8], value[12],
2249 value[1], value[5], value[9], value[13],
2250 value[2], value[6], value[10], value[14],
2251 value[3], value[7], value[11], value[15]);
2252
2253 value += 16;
2254 }
2255
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002256 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2257
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002258 D3DXHANDLE constantPS;
2259 D3DXHANDLE constantVS;
2260 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002261 IDirect3DDevice9 *device = getDevice();
2262
2263 if (constantPS)
2264 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002265 mConstantTablePS->SetMatrixTransposeArray(device, constantPS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002266 }
2267
2268 if (constantVS)
2269 {
daniel@transgaming.com279e38a2010-04-03 20:56:13 +00002270 mConstantTableVS->SetMatrixTransposeArray(device, constantVS, matrix, count);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002271 }
2272
2273 delete[] matrix;
2274
2275 return true;
2276}
2277
2278bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v)
2279{
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002280 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2281
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002282 D3DXHANDLE constantPS;
2283 D3DXHANDLE constantVS;
2284 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002285 IDirect3DDevice9 *device = getDevice();
2286
2287 if (constantPS)
2288 {
2289 D3DXCONSTANT_DESC constantDescription;
2290 UINT descriptionCount = 1;
2291 HRESULT result = mConstantTablePS->GetConstantDesc(constantPS, &constantDescription, &descriptionCount);
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002292 ASSERT(SUCCEEDED(result));
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002293
2294 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2295 {
2296 unsigned int firstIndex = mConstantTablePS->GetSamplerIndex(constantPS);
2297
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002298 for (int i = 0; i < count; i++)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002299 {
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002300 unsigned int samplerIndex = firstIndex + i;
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +00002301
daniel@transgaming.coma41e6e32010-12-15 15:45:30 +00002302 if (samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002303 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002304 ASSERT(mSamplersPS[samplerIndex].active);
2305 mSamplersPS[samplerIndex].logicalTextureUnit = v[i];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002306 }
2307 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002308 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002309 else
2310 {
2311 mConstantTablePS->SetIntArray(device, constantPS, v, count);
2312 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002313 }
2314
2315 if (constantVS)
2316 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002317 D3DXCONSTANT_DESC constantDescription;
2318 UINT descriptionCount = 1;
2319 HRESULT result = mConstantTableVS->GetConstantDesc(constantVS, &constantDescription, &descriptionCount);
2320 ASSERT(SUCCEEDED(result));
2321
2322 if (constantDescription.RegisterSet == D3DXRS_SAMPLER)
2323 {
2324 unsigned int firstIndex = mConstantTableVS->GetSamplerIndex(constantVS);
2325
2326 for (int i = 0; i < count; i++)
2327 {
2328 unsigned int samplerIndex = firstIndex + i;
2329
2330 if (samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF)
2331 {
2332 ASSERT(mSamplersVS[samplerIndex].active);
2333 mSamplersVS[samplerIndex].logicalTextureUnit = v[i];
2334 }
2335 }
2336 }
2337 else
2338 {
2339 mConstantTableVS->SetIntArray(device, constantVS, v, count);
2340 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002341 }
2342
2343 return true;
2344}
2345
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002346bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v)
2347{
2348 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2349
2350 for (int i = 0; i < count; i++)
2351 {
2352 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], 0, 0);
2353
2354 v += 2;
2355 }
2356
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002357 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2358
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002359 D3DXHANDLE constantPS;
2360 D3DXHANDLE constantVS;
2361 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002362 IDirect3DDevice9 *device = getDevice();
2363
2364 if (constantPS)
2365 {
2366 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2367 }
2368
2369 if (constantVS)
2370 {
2371 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2372 }
2373
2374 delete[] vector;
2375
2376 return true;
2377}
2378
2379bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v)
2380{
2381 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2382
2383 for (int i = 0; i < count; i++)
2384 {
2385 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], 0);
2386
2387 v += 3;
2388 }
2389
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002390 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2391
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002392 D3DXHANDLE constantPS;
2393 D3DXHANDLE constantVS;
2394 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002395 IDirect3DDevice9 *device = getDevice();
2396
2397 if (constantPS)
2398 {
2399 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2400 }
2401
2402 if (constantVS)
2403 {
2404 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2405 }
2406
2407 delete[] vector;
2408
2409 return true;
2410}
2411
2412bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v)
2413{
2414 D3DXVECTOR4 *vector = new D3DXVECTOR4[count];
2415
2416 for (int i = 0; i < count; i++)
2417 {
2418 vector[i] = D3DXVECTOR4((float)v[0], (float)v[1], (float)v[2], (float)v[3]);
2419
2420 v += 4;
2421 }
2422
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002423 Uniform *targetUniform = mUniforms[mUniformIndex[location].index];
2424
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002425 D3DXHANDLE constantPS;
2426 D3DXHANDLE constantVS;
2427 getConstantHandles(targetUniform, &constantPS, &constantVS);
daniel@transgaming.com9a95e2b2010-04-13 03:26:03 +00002428 IDirect3DDevice9 *device = getDevice();
2429
2430 if (constantPS)
2431 {
2432 mConstantTablePS->SetVectorArray(device, constantPS, vector, count);
2433 }
2434
2435 if (constantVS)
2436 {
2437 mConstantTableVS->SetVectorArray(device, constantVS, vector, count);
2438 }
2439
2440 delete [] vector;
2441
2442 return true;
2443}
2444
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002445void Program::appendToInfoLog(const char *format, ...)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002446{
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002447 if (!format)
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002448 {
2449 return;
2450 }
2451
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002452 char info[1024];
2453
2454 va_list vararg;
2455 va_start(vararg, format);
2456 vsnprintf(info, sizeof(info), format, vararg);
2457 va_end(vararg);
2458
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002459 size_t infoLength = strlen(info);
2460
2461 if (!mInfoLog)
2462 {
2463 mInfoLog = new char[infoLength + 1];
2464 strcpy(mInfoLog, info);
2465 }
2466 else
2467 {
2468 size_t logLength = strlen(mInfoLog);
2469 char *newLog = new char[logLength + infoLength + 1];
2470 strcpy(newLog, mInfoLog);
2471 strcpy(newLog + logLength, info);
2472
2473 delete[] mInfoLog;
2474 mInfoLog = newLog;
2475 }
2476}
2477
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002478void Program::resetInfoLog()
2479{
2480 if (mInfoLog)
2481 {
2482 delete [] mInfoLog;
daniel@transgaming.com6a20d102010-08-31 13:54:27 +00002483 mInfoLog = NULL;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002484 }
2485}
2486
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002487// Returns the program object to an unlinked state, after detaching a shader, before re-linking, or at destruction
2488void Program::unlink(bool destroy)
2489{
2490 if (destroy) // Object being destructed
2491 {
2492 if (mFragmentShader)
2493 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002494 mFragmentShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002495 mFragmentShader = NULL;
2496 }
2497
2498 if (mVertexShader)
2499 {
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002500 mVertexShader->release();
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002501 mVertexShader = NULL;
2502 }
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002503 }
2504
2505 if (mPixelExecutable)
2506 {
2507 mPixelExecutable->Release();
2508 mPixelExecutable = NULL;
2509 }
2510
2511 if (mVertexExecutable)
2512 {
2513 mVertexExecutable->Release();
2514 mVertexExecutable = NULL;
2515 }
2516
2517 if (mConstantTablePS)
2518 {
2519 mConstantTablePS->Release();
2520 mConstantTablePS = NULL;
2521 }
2522
2523 if (mConstantTableVS)
2524 {
2525 mConstantTableVS->Release();
2526 mConstantTableVS = NULL;
2527 }
2528
2529 for (int index = 0; index < MAX_VERTEX_ATTRIBS; index++)
2530 {
daniel@transgaming.com85423182010-04-22 13:35:27 +00002531 mLinkedAttribute[index].name.clear();
daniel@transgaming.comb4ff1f82010-04-22 13:35:18 +00002532 mSemanticIndex[index] = -1;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002533 }
2534
2535 for (int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++)
2536 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002537 mSamplersPS[index].active = false;
2538 }
2539
2540 for (int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; index++)
2541 {
2542 mSamplersVS[index].active = false;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002543 }
2544
2545 while (!mUniforms.empty())
2546 {
2547 delete mUniforms.back();
2548 mUniforms.pop_back();
2549 }
2550
daniel@transgaming.com31754962010-11-28 02:02:52 +00002551 mDxDepthRangeLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002552 mDxDepthLocation = -1;
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002553 mDxViewportLocation = -1;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002554 mDxHalfPixelSizeLocation = -1;
2555 mDxFrontCCWLocation = -1;
2556 mDxPointsOrLinesLocation = -1;
2557
daniel@transgaming.com916ffaa2010-04-23 18:34:52 +00002558 mUniformIndex.clear();
2559
daniel@transgaming.com4af7acc2010-05-14 17:30:53 +00002560 mPixelHLSL.clear();
2561 mVertexHLSL.clear();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +00002562
2563 delete[] mInfoLog;
2564 mInfoLog = NULL;
2565
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002566 mLinked = false;
2567}
2568
2569bool Program::isLinked()
2570{
2571 return mLinked;
2572}
2573
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002574bool Program::isValidated() const
2575{
2576 return mValidated;
2577}
2578
daniel@transgaming.comda13f3e2010-07-28 19:20:56 +00002579void Program::release()
2580{
2581 mRefCount--;
2582
2583 if (mRefCount == 0 && mDeleteStatus)
2584 {
2585 mResourceManager->deleteProgram(mHandle);
2586 }
2587}
2588
2589void Program::addRef()
2590{
2591 mRefCount++;
2592}
2593
2594unsigned int Program::getRefCount() const
2595{
2596 return mRefCount;
2597}
2598
daniel@transgaming.com4fa08332010-05-11 02:29:27 +00002599unsigned int Program::getSerial() const
2600{
2601 return mSerial;
2602}
2603
2604unsigned int Program::issueSerial()
2605{
2606 return mCurrentSerial++;
2607}
2608
daniel@transgaming.comcba50572010-03-28 19:36:09 +00002609int Program::getInfoLogLength() const
2610{
2611 if (!mInfoLog)
2612 {
2613 return 0;
2614 }
2615 else
2616 {
2617 return strlen(mInfoLog) + 1;
2618 }
2619}
2620
2621void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog)
2622{
2623 int index = 0;
2624
2625 if (mInfoLog)
2626 {
2627 while (index < bufSize - 1 && index < (int)strlen(mInfoLog))
2628 {
2629 infoLog[index] = mInfoLog[index];
2630 index++;
2631 }
2632 }
2633
2634 if (bufSize)
2635 {
2636 infoLog[index] = '\0';
2637 }
2638
2639 if (length)
2640 {
2641 *length = index;
2642 }
2643}
2644
daniel@transgaming.com6c785212010-03-30 03:36:17 +00002645void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders)
2646{
2647 int total = 0;
2648
2649 if (mVertexShader)
2650 {
2651 if (total < maxCount)
2652 {
2653 shaders[total] = mVertexShader->getHandle();
2654 }
2655
2656 total++;
2657 }
2658
2659 if (mFragmentShader)
2660 {
2661 if (total < maxCount)
2662 {
2663 shaders[total] = mFragmentShader->getHandle();
2664 }
2665
2666 total++;
2667 }
2668
2669 if (count)
2670 {
2671 *count = total;
2672 }
2673}
2674
daniel@transgaming.com85423182010-04-22 13:35:27 +00002675void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2676{
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002677 // Skip over inactive attributes
2678 unsigned int activeAttribute = 0;
2679 unsigned int attribute;
2680 for (attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++)
daniel@transgaming.com85423182010-04-22 13:35:27 +00002681 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002682 if (mLinkedAttribute[attribute].name.empty())
daniel@transgaming.com85423182010-04-22 13:35:27 +00002683 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002684 continue;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002685 }
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002686
2687 if (activeAttribute == index)
2688 {
2689 break;
2690 }
2691
2692 activeAttribute++;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002693 }
2694
2695 if (bufsize > 0)
2696 {
2697 const char *string = mLinkedAttribute[attribute].name.c_str();
2698
2699 strncpy(name, string, bufsize);
2700 name[bufsize - 1] = '\0';
2701
2702 if (length)
2703 {
2704 *length = strlen(name);
2705 }
2706 }
2707
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002708 *size = 1; // Always a single 'type' instance
daniel@transgaming.com85423182010-04-22 13:35:27 +00002709
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002710 *type = mLinkedAttribute[attribute].type;
daniel@transgaming.com85423182010-04-22 13:35:27 +00002711}
2712
2713GLint Program::getActiveAttributeCount()
2714{
2715 int count = 0;
2716
2717 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2718 {
2719 if (!mLinkedAttribute[attributeIndex].name.empty())
2720 {
2721 count++;
2722 }
2723 }
2724
2725 return count;
2726}
2727
2728GLint Program::getActiveAttributeMaxLength()
2729{
2730 int maxLength = 0;
2731
2732 for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
2733 {
2734 if (!mLinkedAttribute[attributeIndex].name.empty())
2735 {
2736 maxLength = std::max((int)(mLinkedAttribute[attributeIndex].name.length() + 1), maxLength);
2737 }
2738 }
2739
2740 return maxLength;
2741}
2742
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002743void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name)
2744{
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002745 // Skip over internal uniforms
2746 unsigned int activeUniform = 0;
2747 unsigned int uniform;
2748 for (uniform = 0; uniform < mUniforms.size(); uniform++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002749 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002750 if (mUniforms[uniform]->name.substr(0, 3) == "dx_")
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002751 {
daniel@transgaming.comeea70792010-12-15 15:44:59 +00002752 continue;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002753 }
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002754
2755 if (activeUniform == index)
2756 {
2757 break;
2758 }
2759
2760 activeUniform++;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002761 }
2762
daniel@transgaming.com996675c2010-11-17 13:06:29 +00002763 ASSERT(uniform < mUniforms.size()); // index must be smaller than getActiveUniformCount()
2764
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002765 if (bufsize > 0)
2766 {
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002767 std::string string = undecorate(mUniforms[uniform]->name);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002768
daniel@transgaming.comf3140152010-04-29 03:38:50 +00002769 if (mUniforms[uniform]->arraySize != 1)
2770 {
2771 string += "[0]";
2772 }
2773
daniel@transgaming.comfeba9ba2010-04-29 03:32:45 +00002774 strncpy(name, string.c_str(), bufsize);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002775 name[bufsize - 1] = '\0';
2776
2777 if (length)
2778 {
2779 *length = strlen(name);
2780 }
2781 }
2782
daniel@transgaming.com1b3a8152010-04-22 13:35:37 +00002783 *size = mUniforms[uniform]->arraySize;
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002784
2785 *type = mUniforms[uniform]->type;
2786}
2787
2788GLint Program::getActiveUniformCount()
2789{
2790 int count = 0;
2791
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002792 unsigned int numUniforms = mUniforms.size();
2793 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002794 {
2795 if (mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2796 {
2797 count++;
2798 }
2799 }
2800
2801 return count;
2802}
2803
2804GLint Program::getActiveUniformMaxLength()
2805{
2806 int maxLength = 0;
2807
daniel@transgaming.comd08ea902010-05-14 19:41:36 +00002808 unsigned int numUniforms = mUniforms.size();
2809 for (unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++)
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002810 {
2811 if (!mUniforms[uniformIndex]->name.empty() && mUniforms[uniformIndex]->name.substr(0, 3) != "dx_")
2812 {
zmo@google.com53d73e02011-03-24 21:27:57 +00002813 int length = (int)(undecorate(mUniforms[uniformIndex]->name).length() + 1);
zmo@google.com2a5645f2011-03-24 21:36:51 +00002814 if (mUniforms[uniformIndex]->arraySize != 1)
zmo@google.com53d73e02011-03-24 21:27:57 +00002815 {
2816 length += 3; // Counting in "[0]".
2817 }
2818 maxLength = std::max(length, maxLength);
daniel@transgaming.com09fbfef2010-04-22 13:35:31 +00002819 }
2820 }
2821
2822 return maxLength;
2823}
2824
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002825void Program::flagForDeletion()
2826{
2827 mDeleteStatus = true;
2828}
2829
2830bool Program::isFlaggedForDeletion() const
2831{
2832 return mDeleteStatus;
2833}
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002834
2835void Program::validate()
2836{
2837 resetInfoLog();
2838
2839 if (!isLinked())
2840 {
2841 appendToInfoLog("Program has not been successfully linked.");
2842 mValidated = false;
2843 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002844 else
2845 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002846 applyUniforms();
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002847 if (!validateSamplers(true))
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002848 {
daniel@transgaming.comc3a0e942010-04-29 03:35:45 +00002849 mValidated = false;
2850 }
2851 else
2852 {
2853 mValidated = true;
2854 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002855 }
2856}
2857
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002858bool Program::validateSamplers(bool logErrors)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002859{
2860 // if any two active samplers in a program are of different types, but refer to the same
2861 // texture image unit, and this is the current program, then ValidateProgram will fail, and
2862 // DrawArrays and DrawElements will issue the INVALID_OPERATION error.
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002863
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002864 const int maxCombinedTextureImageUnits = getContext()->getMaximumCombinedTextureImageUnits();
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002865 TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF];
2866
2867 for (unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS_VTF; ++i)
2868 {
2869 textureUnitType[i] = TEXTURE_UNKNOWN;
2870 }
2871
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002872 for (unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; ++i)
2873 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002874 if (mSamplersPS[i].active)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002875 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002876 int unit = mSamplersPS[i].logicalTextureUnit;
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002877
2878 if (unit < 0 || unit >= maxCombinedTextureImageUnits)
2879 {
2880 if (logErrors)
2881 {
2882 appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
2883 }
2884
2885 return false;
2886 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002887
2888 if (textureUnitType[unit] != TEXTURE_UNKNOWN)
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002889 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002890 if (mSamplersPS[i].textureType != textureUnitType[unit])
2891 {
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002892 if (logErrors)
2893 {
2894 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
2895 }
2896
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002897 return false;
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002898 }
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002899 }
2900 else
2901 {
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002902 textureUnitType[unit] = mSamplersPS[i].textureType;
2903 }
2904 }
2905 }
2906
2907 for (unsigned int i = 0; i < MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF; ++i)
2908 {
2909 if (mSamplersVS[i].active)
2910 {
2911 int unit = mSamplersVS[i].logicalTextureUnit;
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002912
2913 if (unit < 0 || unit >= maxCombinedTextureImageUnits)
2914 {
2915 if (logErrors)
2916 {
2917 appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, maxCombinedTextureImageUnits);
2918 }
2919
2920 return false;
2921 }
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002922
2923 if (textureUnitType[unit] != TEXTURE_UNKNOWN)
2924 {
2925 if (mSamplersVS[i].textureType != textureUnitType[unit])
2926 {
daniel@transgaming.comf494c9c2011-05-11 15:37:05 +00002927 if (logErrors)
2928 {
2929 appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit);
2930 }
2931
daniel@transgaming.comd4a35172011-05-11 15:36:45 +00002932 return false;
2933 }
2934 }
2935 else
2936 {
2937 textureUnitType[unit] = mSamplersVS[i].textureType;
daniel@transgaming.com86a7a132010-04-29 03:32:32 +00002938 }
2939 }
2940 }
2941
2942 return true;
2943}
daniel@transgaming.com2d84df02010-05-14 17:31:13 +00002944
2945void Program::getConstantHandles(Uniform *targetUniform, D3DXHANDLE *constantPS, D3DXHANDLE *constantVS)
2946{
2947 if (!targetUniform->handlesSet)
2948 {
2949 targetUniform->psHandle = mConstantTablePS->GetConstantByName(0, targetUniform->name.c_str());
2950 targetUniform->vsHandle = mConstantTableVS->GetConstantByName(0, targetUniform->name.c_str());
2951 targetUniform->handlesSet = true;
2952 }
2953
2954 *constantPS = targetUniform->psHandle;
2955 *constantVS = targetUniform->vsHandle;
2956}
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002957
daniel@transgaming.com31754962010-11-28 02:02:52 +00002958GLint Program::getDxDepthRangeLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002959{
daniel@transgaming.com31754962010-11-28 02:02:52 +00002960 return mDxDepthRangeLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002961}
2962
2963GLint Program::getDxDepthLocation() const
2964{
2965 return mDxDepthLocation;
2966}
2967
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002968GLint Program::getDxViewportLocation() const
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002969{
daniel@transgaming.com4f921eb2010-07-28 19:20:44 +00002970 return mDxViewportLocation;
daniel@transgaming.com91fd1de2010-05-18 18:51:40 +00002971}
2972
2973GLint Program::getDxHalfPixelSizeLocation() const
2974{
2975 return mDxHalfPixelSizeLocation;
2976}
2977
2978GLint Program::getDxFrontCCWLocation() const
2979{
2980 return mDxFrontCCWLocation;
2981}
2982
2983GLint Program::getDxPointsOrLinesLocation() const
2984{
2985 return mDxPointsOrLinesLocation;
2986}
2987
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00002988}