| // SwiftShader Software Renderer |
| // |
| // Copyright(c) 2005-2012 TransGaming Inc. |
| // |
| // All rights reserved. No part of this software may be copied, distributed, transmitted, |
| // transcribed, stored in a retrieval system, translated into any human or computer |
| // language by any means, or disclosed to third parties without the explicit written |
| // agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express |
| // or implied, including but not limited to any patent rights, are granted to you. |
| // |
| |
| // Program.h: Defines the Program class. Implements GL program objects |
| // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. |
| |
| #ifndef LIBGLESV2_PROGRAM_H_ |
| #define LIBGLESV2_PROGRAM_H_ |
| |
| #include "Shader.h" |
| #include "Context.h" |
| #include "Shader/PixelShader.hpp" |
| #include "Shader/VertexShader.hpp" |
| |
| #include <string> |
| #include <vector> |
| #include <set> |
| |
| namespace gl |
| { |
| class Device; |
| class ResourceManager; |
| class FragmentShader; |
| class VertexShader; |
| |
| // Helper struct representing a single shader uniform |
| struct Uniform |
| { |
| Uniform(GLenum type, const std::string &name, unsigned int arraySize); |
| |
| ~Uniform(); |
| |
| bool isArray() const; |
| int size() const; |
| int registerCount() const; |
| |
| const GLenum type; |
| const std::string name; |
| const unsigned int arraySize; |
| |
| unsigned char *data; |
| bool dirty; |
| |
| short psRegisterIndex; |
| short vsRegisterIndex; |
| }; |
| |
| // Struct used for correlating uniforms/elements of uniform arrays to handles |
| struct UniformLocation |
| { |
| UniformLocation(const std::string &name, unsigned int element, unsigned int index); |
| |
| std::string name; |
| unsigned int element; |
| unsigned int index; |
| }; |
| |
| class Program |
| { |
| public: |
| Program(ResourceManager *manager, GLuint handle); |
| |
| ~Program(); |
| |
| bool attachShader(Shader *shader); |
| bool detachShader(Shader *shader); |
| int getAttachedShadersCount() const; |
| |
| sw::PixelShader *getPixelShader(); |
| sw::VertexShader *getVertexShader(); |
| |
| void bindAttributeLocation(GLuint index, const char *name); |
| GLuint getAttributeLocation(const char *name); |
| int getAttributeStream(int attributeIndex); |
| |
| GLint getSamplerMapping(sw::SamplerType type, unsigned int samplerIndex); |
| TextureType getSamplerTextureType(sw::SamplerType type, unsigned int samplerIndex); |
| |
| GLint getUniformLocation(std::string name); |
| bool setUniform1fv(GLint location, GLsizei count, const GLfloat *v); |
| bool setUniform2fv(GLint location, GLsizei count, const GLfloat *v); |
| bool setUniform3fv(GLint location, GLsizei count, const GLfloat *v); |
| bool setUniform4fv(GLint location, GLsizei count, const GLfloat *v); |
| bool setUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value); |
| bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value); |
| bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value); |
| bool setUniform1iv(GLint location, GLsizei count, const GLint *v); |
| bool setUniform2iv(GLint location, GLsizei count, const GLint *v); |
| bool setUniform3iv(GLint location, GLsizei count, const GLint *v); |
| bool setUniform4iv(GLint location, GLsizei count, const GLint *v); |
| |
| bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params); |
| bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params); |
| |
| void dirtyAllUniforms(); |
| void applyUniforms(); |
| |
| void link(); |
| bool isLinked(); |
| int getInfoLogLength() const; |
| void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog); |
| void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders); |
| |
| void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); |
| GLint getActiveAttributeCount(); |
| GLint getActiveAttributeMaxLength(); |
| |
| void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); |
| GLint getActiveUniformCount(); |
| GLint getActiveUniformMaxLength(); |
| |
| void addRef(); |
| void release(); |
| unsigned int getRefCount() const; |
| void flagForDeletion(); |
| bool isFlaggedForDeletion() const; |
| |
| void validate(); |
| bool validateSamplers(bool logErrors); |
| bool isValidated() const; |
| |
| unsigned int getSerial() const; |
| |
| private: |
| DISALLOW_COPY_AND_ASSIGN(Program); |
| |
| void unlink(); |
| |
| int packVaryings(const Varying *packing[][4]); |
| bool linkVaryings(); |
| |
| bool linkAttributes(); |
| int getAttributeBinding(const std::string &name); |
| |
| bool linkUniforms(Shader *shader); |
| bool defineUniform(GLenum shader, GLenum type, const std::string &_name, unsigned int arraySize, int registerIndex); |
| bool applyUniform1bv(GLint location, GLsizei count, const GLboolean *v); |
| bool applyUniform2bv(GLint location, GLsizei count, const GLboolean *v); |
| bool applyUniform3bv(GLint location, GLsizei count, const GLboolean *v); |
| bool applyUniform4bv(GLint location, GLsizei count, const GLboolean *v); |
| bool applyUniform1fv(GLint location, GLsizei count, const GLfloat *v); |
| bool applyUniform2fv(GLint location, GLsizei count, const GLfloat *v); |
| bool applyUniform3fv(GLint location, GLsizei count, const GLfloat *v); |
| bool applyUniform4fv(GLint location, GLsizei count, const GLfloat *v); |
| bool applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value); |
| bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value); |
| bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value); |
| bool applyUniform1iv(GLint location, GLsizei count, const GLint *v); |
| bool applyUniform2iv(GLint location, GLsizei count, const GLint *v); |
| bool applyUniform3iv(GLint location, GLsizei count, const GLint *v); |
| bool applyUniform4iv(GLint location, GLsizei count, const GLint *v); |
| |
| void appendToInfoLog(const char *info, ...); |
| void resetInfoLog(); |
| |
| static unsigned int issueSerial(); |
| |
| private: |
| gl::Device *device; |
| FragmentShader *fragmentShader; |
| VertexShader *vertexShader; |
| |
| sw::PixelShader *pixelBinary; |
| sw::VertexShader *vertexBinary; |
| |
| std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS]; |
| sh::Attribute linkedAttribute[MAX_VERTEX_ATTRIBS]; |
| int attributeStream[MAX_VERTEX_ATTRIBS]; |
| |
| struct Sampler |
| { |
| bool active; |
| GLint logicalTextureUnit; |
| TextureType textureType; |
| }; |
| |
| Sampler samplersPS[MAX_TEXTURE_IMAGE_UNITS]; |
| Sampler samplersVS[MAX_VERTEX_TEXTURE_IMAGE_UNITS]; |
| |
| typedef std::vector<Uniform*> UniformArray; |
| UniformArray uniforms; |
| typedef std::vector<UniformLocation> UniformIndex; |
| UniformIndex uniformIndex; |
| |
| bool linked; |
| bool orphaned; // Flag to indicate that the program can be deleted when no longer in use |
| char *infoLog; |
| bool validated; |
| |
| unsigned int referenceCount; |
| const unsigned int serial; |
| |
| static unsigned int currentSerial; |
| |
| ResourceManager *resourceManager; |
| const GLuint handle; |
| }; |
| } |
| |
| #endif // LIBGLESV2_PROGRAM_H_ |