blob: bf605150051c7d6aeaf7e8b5db813e362deb7d47 [file] [log] [blame]
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +00001//
2// Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved.
3// Use of this source code is governed by a BSD-style license that can be
4// found in the LICENSE file.
5//
6
7// Program.h: Defines the gl::Program class. Implements GL program objects
8// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
9
10#ifndef LIBGLESV2_PROGRAM_H_
11#define LIBGLESV2_PROGRAM_H_
12
13#include "Context.h"
14
15#include <d3dx9.h>
16#include <string>
17#include <vector>
18
19namespace gl
20{
21class FragmentShader;
22class VertexShader;
23
daniel@transgaming.com86487c22010-03-11 19:41:43 +000024// Helper struct representing a single shader uniform
25struct Uniform
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000026{
daniel@transgaming.com0361b922010-03-28 19:36:15 +000027 Uniform(GLenum type, const std::string &name, unsigned int bytes);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000028
29 ~Uniform();
30
daniel@transgaming.com0361b922010-03-28 19:36:15 +000031 const GLenum type;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000032 const std::string name;
33 const unsigned int bytes;
34 unsigned char *data;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000035};
36
37class Program
38{
39 public:
40 Program();
41
42 ~Program();
43
44 bool attachShader(Shader *shader);
45 bool detachShader(Shader *shader);
daniel@transgaming.comcba50572010-03-28 19:36:09 +000046 int getAttachedShadersCount() const;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000047
48 IDirect3DPixelShader9 *getPixelShader();
49 IDirect3DVertexShader9 *getVertexShader();
50
51 void bindAttributeLocation(GLuint index, const char *name);
52 GLuint getAttributeLocation(const char *name);
53 bool isActiveAttribute(int attributeIndex);
54 int getInputMapping(int attributeIndex);
55
56 GLint getSamplerMapping(unsigned int samplerIndex);
daniel@transgaming.com416485f2010-03-16 06:23:23 +000057 SamplerType getSamplerType(unsigned int samplerIndex);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000058
59 GLint getUniformLocation(const char *name);
60 bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
61 bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
62 bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
63 bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
64 bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
65 bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
66 bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
67 bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
68
69 void applyUniforms();
daniel@transgaming.comfab5a1a2010-03-11 19:22:30 +000070
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000071 void link();
72 bool isLinked();
daniel@transgaming.comcba50572010-03-28 19:36:09 +000073 int getInfoLogLength() const;
74 void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
daniel@transgaming.com6c785212010-03-30 03:36:17 +000075 void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +000076
77 void flagForDeletion();
78 bool isFlaggedForDeletion() const;
79
80 private:
81 DISALLOW_COPY_AND_ASSIGN(Program);
82
83 ID3DXBuffer *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
84 void unlink(bool destroy = false);
85
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +000086 struct Varying
87 {
88 Varying(const std::string &name, char *declaration) : name(name), declaration(declaration)
89 {
90 link = -1;
91 }
92
93 int link;
94 std::string name;
95 char *declaration;
96 };
97
98 typedef std::vector<Varying> VaryingArray;
99
100 void parseVaryings(const char *structure, char *hlsl, VaryingArray &varyings);
101 bool linkVaryings();
102
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000103 bool linkAttributes();
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000104
daniel@transgaming.com86487c22010-03-11 19:41:43 +0000105 bool linkUniforms(ID3DXConstantTable *constantTable);
106 bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
107 bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
108 Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, std::string &name);
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000109 bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v);
110 bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v);
111 bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v);
112 bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v);
113 bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value);
114 bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
115 bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
116 bool applyUniform1iv(GLint location, GLsizei count, const GLint *v);
117
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000118 void appendToInfoLog(const char *info);
119
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000120 FragmentShader *mFragmentShader;
121 VertexShader *mVertexShader;
122
daniel@transgaming.com0e3358a2010-04-05 20:32:42 +0000123 char *mPixelHLSL;
124 char *mVertexHLSL;
125
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000126 IDirect3DPixelShader9 *mPixelExecutable;
127 IDirect3DVertexShader9 *mVertexExecutable;
128 ID3DXConstantTable *mConstantTablePS;
129 ID3DXConstantTable *mConstantTableVS;
130
131 char *mAttributeName[MAX_VERTEX_ATTRIBS];
132 int mInputMapping[MAX_VERTEX_ATTRIBS];
133
daniel@transgaming.com416485f2010-03-16 06:23:23 +0000134 struct Sampler
135 {
136 bool active;
137 GLint logicalTextureUnit;
138 SamplerType type;
139 };
140
141 Sampler mSamplers[MAX_TEXTURE_IMAGE_UNITS];
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000142
143 typedef std::vector<Uniform*> UniformArray;
144 UniformArray mUniforms;
145
146 bool mLinked;
147 bool mDeleteStatus; // Flag to indicate that the program can be deleted when no longer in use
daniel@transgaming.comcba50572010-03-28 19:36:09 +0000148 char *mInfoLog;
daniel@transgaming.com4f39fd92010-03-08 20:26:45 +0000149};
150}
151
152#endif // LIBGLESV2_PROGRAM_H_