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// Copyright 2016 The SwiftShader Authors. All Rights Reserved.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Program.cpp: Implements the Program class. Implements GL program objects
// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
#include "Program.h"
#include "main.h"
#include "Buffer.h"
#include "Shader.h"
#include "TransformFeedback.h"
#include "utilities.h"
#include "common/debug.h"
#include "Shader/PixelShader.hpp"
#include "Shader/VertexShader.hpp"
#include <algorithm>
#include <string>
#include <stdlib.h>
namespace es2
{
unsigned int Program::currentSerial = 1;
std::string str(int i)
{
char buffer[20];
sprintf(buffer, "%d", i);
return buffer;
}
Uniform::BlockInfo::BlockInfo(const glsl::Uniform& uniform, int blockIndex)
{
if(blockIndex >= 0)
{
index = blockIndex;
offset = uniform.blockInfo.offset;
arrayStride = uniform.blockInfo.arrayStride;
matrixStride = uniform.blockInfo.matrixStride;
isRowMajorMatrix = uniform.blockInfo.isRowMajorMatrix;
}
}
Uniform::Uniform(const glsl::Uniform &uniform, const BlockInfo &blockInfo)
: type(uniform.type), precision(uniform.precision), name(uniform.name),
arraySize(uniform.arraySize), blockInfo(blockInfo), fields(uniform.fields)
{
if((blockInfo.index == -1) && uniform.fields.empty())
{
size_t bytes = UniformTypeSize(type) * size();
data = new unsigned char[bytes];
memset(data, 0, bytes);
}
}
Uniform::~Uniform()
{
delete[] data;
}
bool Uniform::isArray() const
{
return arraySize >= 1;
}
int Uniform::size() const
{
return arraySize > 0 ? arraySize : 1;
}
int Uniform::registerCount() const
{
return size() * VariableRegisterCount(type);
}
UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize, std::vector<unsigned int> memberUniformIndexes) :
name(name), elementIndex(elementIndex), dataSize(dataSize), memberUniformIndexes(memberUniformIndexes), psRegisterIndex(GL_INVALID_INDEX), vsRegisterIndex(GL_INVALID_INDEX)
{
}
void UniformBlock::setRegisterIndex(GLenum shader, unsigned int registerIndex)
{
switch(shader)
{
case GL_VERTEX_SHADER:
vsRegisterIndex = registerIndex;
break;
case GL_FRAGMENT_SHADER:
psRegisterIndex = registerIndex;
break;
default:
UNREACHABLE(shader);
}
}
bool UniformBlock::isArrayElement() const
{
return elementIndex != GL_INVALID_INDEX;
}
bool UniformBlock::isReferencedByVertexShader() const
{
return vsRegisterIndex != GL_INVALID_INDEX;
}
bool UniformBlock::isReferencedByFragmentShader() const
{
return psRegisterIndex != GL_INVALID_INDEX;
}
UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index) : name(name), element(element), index(index)
{
}
LinkedVarying::LinkedVarying()
{
}
LinkedVarying::LinkedVarying(const std::string &name, GLenum type, GLsizei size, int reg, int col)
: name(name), type(type), size(size), reg(reg), col(col)
{
}
Program::Program(ResourceManager *manager, GLuint handle) : serial(issueSerial()), resourceManager(manager), handle(handle)
{
fragmentShader = 0;
vertexShader = 0;
pixelBinary = 0;
vertexBinary = 0;
transformFeedbackBufferMode = GL_INTERLEAVED_ATTRIBS;
totalLinkedVaryingsComponents = 0;
infoLog = 0;
validated = false;
resetUniformBlockBindings();
unlink();
orphaned = false;
retrievableBinary = false;
referenceCount = 0;
}
Program::~Program()
{
unlink();
if(vertexShader)
{
vertexShader->release();
}
if(fragmentShader)
{
fragmentShader->release();
}
}
bool Program::attachShader(Shader *shader)
{
if(shader->getType() == GL_VERTEX_SHADER)
{
if(vertexShader)
{
return false;
}
vertexShader = (VertexShader*)shader;
vertexShader->addRef();
}
else if(shader->getType() == GL_FRAGMENT_SHADER)
{
if(fragmentShader)
{
return false;
}
fragmentShader = (FragmentShader*)shader;
fragmentShader->addRef();
}
else UNREACHABLE(shader->getType());
return true;
}
bool Program::detachShader(Shader *shader)
{
if(shader->getType() == GL_VERTEX_SHADER)
{
if(vertexShader != shader)
{
return false;
}
vertexShader->release();
vertexShader = 0;
}
else if(shader->getType() == GL_FRAGMENT_SHADER)
{
if(fragmentShader != shader)
{
return false;
}
fragmentShader->release();
fragmentShader = 0;
}
else UNREACHABLE(shader->getType());
return true;
}
int Program::getAttachedShadersCount() const
{
return (vertexShader ? 1 : 0) + (fragmentShader ? 1 : 0);
}
sw::PixelShader *Program::getPixelShader()
{
return pixelBinary;
}
sw::VertexShader *Program::getVertexShader()
{
return vertexBinary;
}
GLint Program::getFragDataLocation(const GLchar *name)
{
if(name && linked)
{
std::string baseName(name);
unsigned int subscript = GL_INVALID_INDEX;
baseName = ParseUniformName(baseName, &subscript);
for(auto const &varying : fragmentShader->varyings)
{
if(varying.qualifier == EvqFragmentOut)
{
if(varying.name == baseName)
{
ASSERT(varying.registerIndex >= 0);
if(subscript == GL_INVALID_INDEX) // No subscript
{
return varying.registerIndex;
}
int rowCount = VariableRowCount(varying.type);
int colCount = VariableColumnCount(varying.type);
return varying.registerIndex + (rowCount > 1 ? colCount * subscript : subscript);
}
}
}
}
return -1;
}
void Program::bindAttributeLocation(GLuint index, const char *name)
{
attributeBinding[name] = index;
}
GLint Program::getAttributeLocation(const char *name)
{
return name ? getAttributeLocation(std::string(name)) : -1;
}
int Program::getAttributeStream(int attributeIndex)
{
ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS);
return attributeStream[attributeIndex];
}
// Returns the index of the texture image unit (0-19) corresponding to a sampler index (0-15 for the pixel shader and 0-3 for the vertex shader)
GLint Program::getSamplerMapping(sw::SamplerType type, unsigned int samplerIndex)
{
GLint logicalTextureUnit = -1;
switch(type)
{
case sw::SAMPLER_PIXEL:
ASSERT(samplerIndex < sizeof(samplersPS) / sizeof(samplersPS[0]));
if(samplersPS[samplerIndex].active)
{
logicalTextureUnit = samplersPS[samplerIndex].logicalTextureUnit;
}
break;
case sw::SAMPLER_VERTEX:
ASSERT(samplerIndex < sizeof(samplersVS) / sizeof(samplersVS[0]));
if(samplersVS[samplerIndex].active)
{
logicalTextureUnit = samplersVS[samplerIndex].logicalTextureUnit;
}
break;
default: UNREACHABLE(type);
}
if(logicalTextureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS)
{
return logicalTextureUnit;
}
return -1;
}
// Returns the texture type for a given sampler type and index (0-15 for the pixel shader and 0-3 for the vertex shader)
TextureType Program::getSamplerTextureType(sw::SamplerType type, unsigned int samplerIndex)
{
switch(type)
{
case sw::SAMPLER_PIXEL:
ASSERT(samplerIndex < sizeof(samplersPS)/sizeof(samplersPS[0]));
ASSERT(samplersPS[samplerIndex].active);
return samplersPS[samplerIndex].textureType;
case sw::SAMPLER_VERTEX:
ASSERT(samplerIndex < sizeof(samplersVS)/sizeof(samplersVS[0]));
ASSERT(samplersVS[samplerIndex].active);
return samplersVS[samplerIndex].textureType;
default: UNREACHABLE(type);
}
return TEXTURE_2D;
}
Uniform *Program::getUniform(const std::string &name) const
{
unsigned int subscript = GL_INVALID_INDEX;
std::string baseName = es2::ParseUniformName(name, &subscript);
for(size_t index = 0; index < uniforms.size(); index++)
{
if(uniforms[index]->name == baseName)
{
return uniforms[index];
}
}
return nullptr;
}
GLint Program::getUniformLocation(const std::string &name) const
{
unsigned int subscript = GL_INVALID_INDEX;
std::string baseName = es2::ParseUniformName(name, &subscript);
for(size_t location = 0; location < uniformIndex.size(); location++)
{
if(uniformIndex[location].name == baseName)
{
const unsigned int index = uniformIndex[location].index;
if(index != GL_INVALID_INDEX)
{
if(subscript == GL_INVALID_INDEX)
{
return (GLint)location;
}
else if(uniforms[index]->isArray())
{
if(uniformIndex[location].element == subscript)
{
return (GLint)location;
}
}
}
}
}
return -1;
}
GLuint Program::getUniformIndex(const std::string &name) const
{
unsigned int subscript = GL_INVALID_INDEX;
std::string baseName = es2::ParseUniformName(name, &subscript);
// The app is not allowed to specify array indices other than 0 for arrays of basic types
if(subscript != 0 && subscript != GL_INVALID_INDEX)
{
return GL_INVALID_INDEX;
}
size_t numUniforms = uniforms.size();
for(GLuint index = 0; index < numUniforms; index++)
{
if(uniforms[index]->name == baseName)
{
if(uniforms[index]->isArray() || subscript == GL_INVALID_INDEX)
{
return index;
}
}
}
return GL_INVALID_INDEX;
}
void Program::getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const
{
ASSERT(uniformBlockIndex < getActiveUniformBlockCount());
const UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex];
switch(pname)
{
case GL_UNIFORM_BLOCK_DATA_SIZE:
*params = static_cast<GLint>(uniformBlock.dataSize);
break;
case GL_UNIFORM_BLOCK_NAME_LENGTH:
*params = static_cast<GLint>(uniformBlock.name.size() + 1 + (uniformBlock.isArrayElement() ? 3 : 0));
break;
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS:
*params = static_cast<GLint>(uniformBlock.memberUniformIndexes.size());
break;
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
{
for(unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++)
{
params[blockMemberIndex] = static_cast<GLint>(uniformBlock.memberUniformIndexes[blockMemberIndex]);
}
}
break;
case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
*params = static_cast<GLint>(uniformBlock.isReferencedByVertexShader());
break;
case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
*params = static_cast<GLint>(uniformBlock.isReferencedByFragmentShader());
break;
default: UNREACHABLE(pname);
}
}
GLuint Program::getUniformBlockIndex(const std::string &name) const
{
unsigned int subscript = GL_INVALID_INDEX;
std::string baseName = es2::ParseUniformName(name, &subscript);
size_t numUniformBlocks = getActiveUniformBlockCount();
for(GLuint blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++)
{
const UniformBlock &uniformBlock = *uniformBlocks[blockIndex];
if(uniformBlock.name == baseName)
{
const bool arrayElementZero = (subscript == GL_INVALID_INDEX && uniformBlock.elementIndex == 0);
if(subscript == uniformBlock.elementIndex || arrayElementZero)
{
return blockIndex;
}
}
}
return GL_INVALID_INDEX;
}
void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding)
{
ASSERT(uniformBlockIndex < getActiveUniformBlockCount());
uniformBlockBindings[uniformBlockIndex] = uniformBlockBinding;
}
GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const
{
ASSERT(uniformBlockIndex < getActiveUniformBlockCount());
return uniformBlockBindings[uniformBlockIndex];
}
void Program::resetUniformBlockBindings()
{
for(unsigned int blockId = 0; blockId < MAX_UNIFORM_BUFFER_BINDINGS; blockId++)
{
uniformBlockBindings[blockId] = 0;
}
}
bool Program::setUniformfv(GLint location, GLsizei count, const GLfloat *v, int numElements)
{
ASSERT(numElements >= 1 && numElements <= 4);
static GLenum floatType[] = { GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4 };
static GLenum boolType[] = { GL_BOOL, GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4 };
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
targetUniform->dirty = true;
int size = targetUniform->size();
if(size == 1 && count > 1)
{
return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION
}
count = std::min(size - (int)uniformIndex[location].element, count);
int index = numElements - 1;
if(targetUniform->type == floatType[index])
{
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLfloat)* numElements,
v, numElements * sizeof(GLfloat) * count);
}
else if(targetUniform->type == boolType[index])
{
GLboolean *boolParams = (GLboolean*)targetUniform->data + uniformIndex[location].element * numElements;
for(int i = 0; i < count * numElements; i++)
{
boolParams[i] = (v[i] == 0.0f) ? GL_FALSE : GL_TRUE;
}
}
else
{
return false;
}
return true;
}
bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v)
{
return setUniformfv(location, count, v, 1);
}
bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
return setUniformfv(location, count, v, 2);
}
bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
return setUniformfv(location, count, v, 3);
}
bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
return setUniformfv(location, count, v, 4);
}
bool Program::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum type)
{
int numElements;
switch(type)
{
case GL_FLOAT_MAT2:
numElements = 4;
break;
case GL_FLOAT_MAT2x3:
case GL_FLOAT_MAT3x2:
numElements = 6;
break;
case GL_FLOAT_MAT2x4:
case GL_FLOAT_MAT4x2:
numElements = 8;
break;
case GL_FLOAT_MAT3:
numElements = 9;
break;
case GL_FLOAT_MAT3x4:
case GL_FLOAT_MAT4x3:
numElements = 12;
break;
case GL_FLOAT_MAT4:
numElements = 16;
break;
default:
return false;
}
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
targetUniform->dirty = true;
if(targetUniform->type != type)
{
return false;
}
int size = targetUniform->size();
if(size == 1 && count > 1)
{
return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION
}
count = std::min(size - (int)uniformIndex[location].element, count);
GLfloat* dst = reinterpret_cast<GLfloat*>(targetUniform->data + uniformIndex[location].element * sizeof(GLfloat) * numElements);
if(transpose == GL_FALSE)
{
memcpy(dst, value, numElements * sizeof(GLfloat) * count);
}
else
{
const int rowSize = VariableRowCount(type);
const int colSize = VariableColumnCount(type);
for(int n = 0; n < count; ++n)
{
for(int i = 0; i < colSize; ++i)
{
for(int j = 0; j < rowSize; ++j)
{
dst[i * rowSize + j] = value[j * colSize + i];
}
}
dst += numElements;
value += numElements;
}
}
return true;
}
bool Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT2);
}
bool Program::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT2x3);
}
bool Program::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT2x4);
}
bool Program::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT3);
}
bool Program::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT3x2);
}
bool Program::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT3x4);
}
bool Program::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT4);
}
bool Program::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT4x2);
}
bool Program::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT4x3);
}
bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
targetUniform->dirty = true;
int size = targetUniform->size();
if(size == 1 && count > 1)
{
return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION
}
count = std::min(size - (int)uniformIndex[location].element, count);
if(targetUniform->type == GL_INT || IsSamplerUniform(targetUniform->type))
{
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLint),
v, sizeof(GLint) * count);
}
else if(targetUniform->type == GL_BOOL)
{
GLboolean *boolParams = new GLboolean[count];
for(int i = 0; i < count; i++)
{
if(v[i] == 0)
{
boolParams[i] = GL_FALSE;
}
else
{
boolParams[i] = GL_TRUE;
}
}
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLboolean),
boolParams, sizeof(GLboolean) * count);
delete[] boolParams;
}
else
{
return false;
}
return true;
}
bool Program::setUniformiv(GLint location, GLsizei count, const GLint *v, int numElements)
{
static GLenum intType[] = { GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4 };
static GLenum boolType[] = { GL_BOOL, GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4 };
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
targetUniform->dirty = true;
int size = targetUniform->size();
if(size == 1 && count > 1)
{
return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION
}
count = std::min(size - (int)uniformIndex[location].element, count);
int index = numElements - 1;
if(targetUniform->type == intType[index])
{
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLint)* numElements,
v, numElements * sizeof(GLint)* count);
}
else if(targetUniform->type == boolType[index])
{
GLboolean *boolParams = new GLboolean[count * numElements];
for(int i = 0; i < count * numElements; i++)
{
boolParams[i] = (v[i] == 0) ? GL_FALSE : GL_TRUE;
}
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLboolean)* numElements,
boolParams, numElements * sizeof(GLboolean)* count);
delete[] boolParams;
}
else
{
return false;
}
return true;
}
bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
return setUniformiv(location, count, v, 2);
}
bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
return setUniformiv(location, count, v, 3);
}
bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
return setUniformiv(location, count, v, 4);
}
bool Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
targetUniform->dirty = true;
int size = targetUniform->size();
if(size == 1 && count > 1)
{
return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION
}
count = std::min(size - (int)uniformIndex[location].element, count);
if(targetUniform->type == GL_UNSIGNED_INT)
{
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLuint),
v, sizeof(GLuint)* count);
}
else if(targetUniform->type == GL_BOOL)
{
GLboolean *boolParams = new GLboolean[count];
for(int i = 0; i < count; i++)
{
if(v[i] == 0)
{
boolParams[i] = GL_FALSE;
}
else
{
boolParams[i] = GL_TRUE;
}
}
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLboolean),
boolParams, sizeof(GLboolean)* count);
delete[] boolParams;
}
else
{
return false;
}
return true;
}
bool Program::setUniformuiv(GLint location, GLsizei count, const GLuint *v, int numElements)
{
static GLenum uintType[] = { GL_UNSIGNED_INT, GL_UNSIGNED_INT_VEC2, GL_UNSIGNED_INT_VEC3, GL_UNSIGNED_INT_VEC4 };
static GLenum boolType[] = { GL_BOOL, GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4 };
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
targetUniform->dirty = true;
int size = targetUniform->size();
if(size == 1 && count > 1)
{
return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION
}
count = std::min(size - (int)uniformIndex[location].element, count);
int index = numElements - 1;
if(targetUniform->type == uintType[index])
{
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLuint)* numElements,
v, numElements * sizeof(GLuint)* count);
}
else if(targetUniform->type == boolType[index])
{
GLboolean *boolParams = new GLboolean[count * numElements];
for(int i = 0; i < count * numElements; i++)
{
boolParams[i] = (v[i] == 0) ? GL_FALSE : GL_TRUE;
}
memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLboolean)* numElements,
boolParams, numElements * sizeof(GLboolean)* count);
delete[] boolParams;
}
else
{
return false;
}
return true;
}
bool Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
return setUniformuiv(location, count, v, 2);
}
bool Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
return setUniformuiv(location, count, v, 3);
}
bool Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
return setUniformuiv(location, count, v, 4);
}
bool Program::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params)
{
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
unsigned int count = UniformComponentCount(targetUniform->type);
// Sized query - ensure the provided buffer is large enough
if(bufSize && static_cast<unsigned int>(*bufSize) < count * sizeof(GLfloat))
{
return false;
}
switch(UniformComponentType(targetUniform->type))
{
case GL_BOOL:
{
GLboolean *boolParams = (GLboolean*)targetUniform->data + uniformIndex[location].element * count;
for(unsigned int i = 0; i < count; i++)
{
params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f;
}
}
break;
case GL_FLOAT:
memcpy(params, targetUniform->data + uniformIndex[location].element * count * sizeof(GLfloat),
count * sizeof(GLfloat));
break;
case GL_INT:
{
GLint *intParams = (GLint*)targetUniform->data + uniformIndex[location].element * count;
for(unsigned int i = 0; i < count; i++)
{
params[i] = (float)intParams[i];
}
}
break;
case GL_UNSIGNED_INT:
{
GLuint *uintParams = (GLuint*)targetUniform->data + uniformIndex[location].element * count;
for(unsigned int i = 0; i < count; i++)
{
params[i] = (float)uintParams[i];
}
}
break;
default: UNREACHABLE(targetUniform->type);
}
return true;
}
bool Program::getUniformiv(GLint location, GLsizei *bufSize, GLint *params)
{
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
unsigned int count = UniformComponentCount(targetUniform->type);
// Sized query - ensure the provided buffer is large enough
if(bufSize && static_cast<unsigned int>(*bufSize) < count * sizeof(GLint))
{
return false;
}
switch(UniformComponentType(targetUniform->type))
{
case GL_BOOL:
{
GLboolean *boolParams = targetUniform->data + uniformIndex[location].element * count;
for(unsigned int i = 0; i < count; i++)
{
params[i] = (GLint)boolParams[i];
}
}
break;
case GL_FLOAT:
{
GLfloat *floatParams = (GLfloat*)targetUniform->data + uniformIndex[location].element * count;
for(unsigned int i = 0; i < count; i++)
{
params[i] = (GLint)floatParams[i];
}
}
break;
case GL_INT:
case GL_UNSIGNED_INT:
memcpy(params, targetUniform->data + uniformIndex[location].element * count * sizeof(GLint),
count * sizeof(GLint));
break;
default: UNREACHABLE(targetUniform->type);
}
return true;
}
bool Program::getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params)
{
if(location < 0 || location >= (int)uniformIndex.size() || (uniformIndex[location].index == GL_INVALID_INDEX))
{
return false;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
unsigned int count = UniformComponentCount(targetUniform->type);
// Sized query - ensure the provided buffer is large enough
if(bufSize && static_cast<unsigned int>(*bufSize) < count * sizeof(GLuint))
{
return false;
}
switch(UniformComponentType(targetUniform->type))
{
case GL_BOOL:
{
GLboolean *boolParams = targetUniform->data + uniformIndex[location].element * count;
for(unsigned int i = 0; i < count; i++)
{
params[i] = (GLuint)boolParams[i];
}
}
break;
case GL_FLOAT:
{
GLfloat *floatParams = (GLfloat*)targetUniform->data + uniformIndex[location].element * count;
for(unsigned int i = 0; i < count; i++)
{
params[i] = (GLuint)floatParams[i];
}
}
break;
case GL_INT:
case GL_UNSIGNED_INT:
memcpy(params, targetUniform->data + uniformIndex[location].element * count * sizeof(GLuint),
count * sizeof(GLuint));
break;
default: UNREACHABLE(targetUniform->type);
}
return true;
}
void Program::dirtyAllUniforms()
{
size_t numUniforms = uniforms.size();
for(size_t index = 0; index < numUniforms; index++)
{
uniforms[index]->dirty = true;
}
}
// Applies all the uniforms set for this program object to the device
void Program::applyUniforms(Device *device)
{
GLint numUniforms = static_cast<GLint>(uniformIndex.size());
for(GLint location = 0; location < numUniforms; location++)
{
if((uniformIndex[location].element != 0) || (uniformIndex[location].index == GL_INVALID_INDEX))
{
continue;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
if(targetUniform->dirty && (targetUniform->blockInfo.index == -1))
{
GLsizei size = targetUniform->size();
GLfloat *f = (GLfloat*)targetUniform->data;
GLint *i = (GLint*)targetUniform->data;
GLuint *ui = (GLuint*)targetUniform->data;
GLboolean *b = (GLboolean*)targetUniform->data;
switch(targetUniform->type)
{
case GL_BOOL: applyUniform1bv(device, location, size, b); break;
case GL_BOOL_VEC2: applyUniform2bv(device, location, size, b); break;
case GL_BOOL_VEC3: applyUniform3bv(device, location, size, b); break;
case GL_BOOL_VEC4: applyUniform4bv(device, location, size, b); break;
case GL_FLOAT: applyUniform1fv(device, location, size, f); break;
case GL_FLOAT_VEC2: applyUniform2fv(device, location, size, f); break;
case GL_FLOAT_VEC3: applyUniform3fv(device, location, size, f); break;
case GL_FLOAT_VEC4: applyUniform4fv(device, location, size, f); break;
case GL_FLOAT_MAT2: applyUniformMatrix2fv(device, location, size, f); break;
case GL_FLOAT_MAT2x3: applyUniformMatrix2x3fv(device, location, size, f); break;
case GL_FLOAT_MAT2x4: applyUniformMatrix2x4fv(device, location, size, f); break;
case GL_FLOAT_MAT3x2: applyUniformMatrix3x2fv(device, location, size, f); break;
case GL_FLOAT_MAT3: applyUniformMatrix3fv(device, location, size, f); break;
case GL_FLOAT_MAT3x4: applyUniformMatrix3x4fv(device, location, size, f); break;
case GL_FLOAT_MAT4x2: applyUniformMatrix4x2fv(device, location, size, f); break;
case GL_FLOAT_MAT4x3: applyUniformMatrix4x3fv(device, location, size, f); break;
case GL_FLOAT_MAT4: applyUniformMatrix4fv(device, location, size, f); break;
case GL_SAMPLER_2D:
case GL_SAMPLER_CUBE:
case GL_SAMPLER_2D_RECT_ARB:
case GL_SAMPLER_EXTERNAL_OES:
case GL_SAMPLER_3D_OES:
case GL_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_INT: applyUniform1iv(device, location, size, i); break;
case GL_INT_VEC2: applyUniform2iv(device, location, size, i); break;
case GL_INT_VEC3: applyUniform3iv(device, location, size, i); break;
case GL_INT_VEC4: applyUniform4iv(device, location, size, i); break;
case GL_UNSIGNED_INT: applyUniform1uiv(device, location, size, ui); break;
case GL_UNSIGNED_INT_VEC2: applyUniform2uiv(device, location, size, ui); break;
case GL_UNSIGNED_INT_VEC3: applyUniform3uiv(device, location, size, ui); break;
case GL_UNSIGNED_INT_VEC4: applyUniform4uiv(device, location, size, ui); break;
default:
UNREACHABLE(targetUniform->type);
}
targetUniform->dirty = false;
}
}
}
void Program::applyUniformBuffers(Device *device, BufferBinding* uniformBuffers)
{
GLint vertexUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS];
GLint fragmentUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS];
for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < MAX_UNIFORM_BUFFER_BINDINGS; bufferBindingIndex++)
{
vertexUniformBuffers[bufferBindingIndex] = -1;
}
for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < MAX_UNIFORM_BUFFER_BINDINGS; bufferBindingIndex++)
{
fragmentUniformBuffers[bufferBindingIndex] = -1;
}
int vertexUniformBufferIndex = 0;
int fragmentUniformBufferIndex = 0;
for(unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlocks.size(); uniformBlockIndex++)
{
UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex];
// Unnecessary to apply an unreferenced standard or shared UBO
if(!uniformBlock.isReferencedByVertexShader() && !uniformBlock.isReferencedByFragmentShader())
{
continue;
}
GLuint blockBinding = uniformBlockBindings[uniformBlockIndex];
if(uniformBlock.isReferencedByVertexShader())
{
vertexUniformBuffers[vertexUniformBufferIndex++] = blockBinding;
}
if(uniformBlock.isReferencedByFragmentShader())
{
fragmentUniformBuffers[fragmentUniformBufferIndex++] = blockBinding;
}
}
for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < MAX_UNIFORM_BUFFER_BINDINGS; bufferBindingIndex++)
{
int index = vertexUniformBuffers[bufferBindingIndex];
Buffer* vsBuffer = (index != -1) ? (Buffer*)uniformBuffers[index].get() : nullptr;
device->VertexProcessor::setUniformBuffer(bufferBindingIndex,
vsBuffer ? vsBuffer->getResource() : nullptr, (index != -1) ? uniformBuffers[index].getOffset() : 0);
index = fragmentUniformBuffers[bufferBindingIndex];
Buffer* psBuffer = (index != -1) ? (Buffer*)uniformBuffers[index].get() : nullptr;
device->PixelProcessor::setUniformBuffer(bufferBindingIndex,
psBuffer ? psBuffer->getResource() : nullptr, (index != -1) ? uniformBuffers[index].getOffset() : 0);
}
}
void Program::applyTransformFeedback(Device *device, TransformFeedback* transformFeedback)
{
// Make sure the flags will fit in a 64 bit unsigned int variable
ASSERT(sw::max<int>(MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS) <= 64);
BufferBinding* transformFeedbackBuffers = (transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused()) ? transformFeedback->getBuffers() : nullptr;
uint64_t enableTransformFeedback = 0;
if(!transformFeedbackBuffers)
{
for(unsigned int index = 0; index < sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; ++index)
{
device->VertexProcessor::setTransformFeedbackBuffer(index, nullptr, 0, 0, 0, 0, 0);
}
device->VertexProcessor::enableTransformFeedback(enableTransformFeedback);
return;
}
unsigned int maxVaryings = static_cast<unsigned int>(transformFeedbackLinkedVaryings.size());
switch(transformFeedbackBufferMode)
{
case GL_SEPARATE_ATTRIBS:
{
maxVaryings = sw::min(maxVaryings, (unsigned int)MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS);
// Attribs go to separate buffers
for(unsigned int index = 0; index < maxVaryings; ++index)
{
int size = transformFeedbackLinkedVaryings[index].size;
int rowCount = VariableRowCount(transformFeedbackLinkedVaryings[index].type);
int colCount = VariableColumnCount(transformFeedbackLinkedVaryings[index].type);
int nbRegs = rowCount > 1 ? colCount * size : size;
int nbComponentsPerReg = rowCount > 1 ? rowCount : colCount;
int componentStride = rowCount * colCount * size;
int baseOffset = transformFeedback->vertexOffset() * componentStride * sizeof(float);
device->VertexProcessor::setTransformFeedbackBuffer(index,
transformFeedbackBuffers[index].get()->getResource(),
transformFeedbackBuffers[index].getOffset() + baseOffset,
transformFeedbackLinkedVaryings[index].reg * 4 + transformFeedbackLinkedVaryings[index].col,
nbRegs, nbComponentsPerReg, componentStride);
enableTransformFeedback |= 1ULL << index;
}
}
break;
case GL_INTERLEAVED_ATTRIBS:
{
// OpenGL ES 3.0.4 spec, section 2.15.2:
// In INTERLEAVED_ATTRIBS mode, the values of one or more output variables
// written by a vertex shader are written, interleaved, into the buffer object
// bound to the first transform feedback binding point (index = 0).
sw::Resource* resource = transformFeedbackBuffers[0].get() ?
transformFeedbackBuffers[0].get()->getResource() :
nullptr;
int componentStride = static_cast<int>(totalLinkedVaryingsComponents);
int baseOffset = transformFeedbackBuffers[0].getOffset() + (transformFeedback->vertexOffset() * componentStride * sizeof(float));
maxVaryings = sw::min(maxVaryings, (unsigned int)sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS);
ASSERT(resource || (maxVaryings == 0));
int totalComponents = 0;
for(unsigned int index = 0; index < maxVaryings; ++index)
{
int size = transformFeedbackLinkedVaryings[index].size;
int rowCount = VariableRowCount(transformFeedbackLinkedVaryings[index].type);
int colCount = VariableColumnCount(transformFeedbackLinkedVaryings[index].type);
int nbRegs = rowCount > 1 ? colCount * size : size;
int nbComponentsPerReg = rowCount > 1 ? rowCount : colCount;
device->VertexProcessor::setTransformFeedbackBuffer(index, resource,
baseOffset + (totalComponents * sizeof(float)),
transformFeedbackLinkedVaryings[index].reg * 4 + transformFeedbackLinkedVaryings[index].col,
nbRegs, nbComponentsPerReg, componentStride);
totalComponents += rowCount * colCount * size;
enableTransformFeedback |= 1ULL << index;
}
}
break;
default:
UNREACHABLE(transformFeedbackBufferMode);
break;
}
// Unset all other transform feedback buffers
for(unsigned int index = maxVaryings; index < sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; ++index)
{
device->VertexProcessor::setTransformFeedbackBuffer(index, nullptr, 0, 0, 0, 0, 0);
}
device->VertexProcessor::enableTransformFeedback(enableTransformFeedback);
}
bool Program::linkVaryings()
{
glsl::VaryingList &psVaryings = fragmentShader->varyings;
glsl::VaryingList &vsVaryings = vertexShader->varyings;
for(auto const &input : psVaryings)
{
bool matched = false;
for(auto const &output : vsVaryings)
{
if(output.name == input.name)
{
if(output.type != input.type || output.size() != input.size())
{
appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output.name.c_str());
return false;
}
if((output.qualifier == EvqFlatOut) ^ (input.qualifier == EvqFlatIn))
{
appendToInfoLog("Interpolation qualifiers for %s differ between vertex and fragment shaders", output.name.c_str());
return false;
}
if(!areMatchingFields(input.fields, output.fields, input.name))
{
return false;
}
matched = true;
break;
}
}
if(!matched)
{
// If a fragment varying is declared but not statically used, it's not an error to not have a matching vertex varying.
if(input.registerIndex >= 0)
{
appendToInfoLog("Fragment varying %s does not match any vertex varying", input.name.c_str());
return false;
}
}
}
for(auto const &output : vsVaryings)
{
bool matched = false;
for(auto const &input : psVaryings)
{
if(output.name == input.name)
{
int in = input.registerIndex;
int out = output.registerIndex;
int components = VariableRegisterSize(output.type);
int registers = VariableRegisterCount(output.type) * output.size();
if(in < 0) // Fragment varying declared but not used
{
continue;
}
if(in + registers >= MAX_VARYING_VECTORS)
{
appendToInfoLog("Too many varyings");
return false;
}
if(out >= 0)
{
if(out + registers >= MAX_VARYING_VECTORS)
{
appendToInfoLog("Too many varyings");
return false;
}
for(int i = 0; i < registers; i++)
{
vertexBinary->setOutput(out + i, components, sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i, pixelBinary->getInput(in + i, 0).flat));
}
}
else // Vertex varying is declared but not written to
{
for(int i = 0; i < registers; i++)
{
pixelBinary->setInput(in + i, components, sw::Shader::Semantic());
}
}
matched = true;
break;
}
}
if(!matched)
{
// For openGL ES 3.0, we need to still add the vertex shader outputs for unmatched varyings, for transform feedback.
for(const std::string &indexedTfVaryingName : transformFeedbackVaryings)
{
std::string tfVaryingName = es2::ParseUniformName(indexedTfVaryingName, nullptr);
if(tfVaryingName == output.name)
{
int out = output.registerIndex;
int components = VariableRegisterSize(output.type);
int registers = VariableRegisterCount(output.type) * output.size();
if(out >= 0)
{
if(out + registers >= MAX_VARYING_VECTORS)
{
appendToInfoLog("Too many varyings");
return false;
}
for(int i = 0; i < registers; i++)
{
vertexBinary->setOutput(out + i, components, sw::Shader::Semantic(sw::Shader::USAGE_COLOR));
}
}
break;
}
}
}
}
return true;
}
bool Program::linkTransformFeedback()
{
size_t totalComponents = 0;
totalLinkedVaryingsComponents = 0;
std::set<std::string> uniqueNames;
for(const std::string &indexedTfVaryingName : transformFeedbackVaryings)
{
unsigned int subscript = GL_INVALID_INDEX;
std::string tfVaryingName = es2::ParseUniformName(indexedTfVaryingName, &subscript);
bool hasSubscript = (subscript != GL_INVALID_INDEX);
if(tfVaryingName.find('[') != std::string::npos)
{
appendToInfoLog("Capture of array sub-elements is undefined and not supported.");
return false;
}
bool found = false;
for(const glsl::Varying varying : vertexShader->varyings)
{
if(tfVaryingName == varying.name)
{
if(uniqueNames.count(indexedTfVaryingName) > 0)
{
appendToInfoLog("Two transform feedback varyings specify the same output variable (%s)", indexedTfVaryingName.c_str());
return false;
}
uniqueNames.insert(indexedTfVaryingName);
if(hasSubscript && ((static_cast<int>(subscript)) >= varying.size()))
{
appendToInfoLog("Specified transform feedback varying index out of bounds (%s)", indexedTfVaryingName.c_str());
return false;
}
int size = hasSubscript ? 1 : varying.size();
int rowCount = VariableRowCount(varying.type);
int colCount = VariableColumnCount(varying.type);
int componentCount = rowCount * colCount * size;
if(transformFeedbackBufferMode == GL_SEPARATE_ATTRIBS &&
componentCount > sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS)
{
appendToInfoLog("Transform feedback varying's %s components (%d) exceed the maximum separate components (%d).",
varying.name.c_str(), componentCount, sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS);
return false;
}
totalComponents += componentCount;
int reg = varying.registerIndex;
if(hasSubscript)
{
reg += rowCount > 1 ? colCount * subscript : subscript;
}
int col = varying.column;
if(tfVaryingName == "gl_PointSize")
{
// Point size is stored in the y element of the vector, not the x element
col = 1; // FIXME: varying.col could already contain this information
}
transformFeedbackLinkedVaryings.push_back(LinkedVarying(varying.name, varying.type, size, reg, col));
found = true;
break;
}
}
if(!found)
{
appendToInfoLog("Transform feedback varying %s does not exist in the vertex shader.", tfVaryingName.c_str());
return false;
}
}
if(transformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS &&
totalComponents > sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS)
{
appendToInfoLog("Transform feedback varying total components (%d) exceed the maximum separate components (%d).",
totalComponents, sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS);
return false;
}
totalLinkedVaryingsComponents = totalComponents;
return true;
}
// Links the code of the vertex and pixel shader by matching up their varyings,
// compiling them into binaries, determining the attribute mappings, and collecting
// a list of uniforms
void Program::link()
{
unlink();
resetUniformBlockBindings();
if(!fragmentShader || !fragmentShader->isCompiled())
{
return;
}
if(!vertexShader || !vertexShader->isCompiled())
{
return;
}
vertexBinary = new sw::VertexShader(vertexShader->getVertexShader());
pixelBinary = new sw::PixelShader(fragmentShader->getPixelShader());
if(!linkVaryings())
{
return;
}
if(!linkAttributes())
{
return;
}
// Link uniform blocks before uniforms to make it easy to assign block indices to fields
if(!linkUniformBlocks(vertexShader, fragmentShader))
{
return;
}
if(!linkUniforms(fragmentShader))
{
return;
}
if(!linkUniforms(vertexShader))
{
return;
}
if(!linkTransformFeedback())
{
return;
}
linked = true; // Success
}
// Determines the mapping between GL attributes and vertex stream usage indices
bool Program::linkAttributes()
{
static_assert(MAX_VERTEX_ATTRIBS <= 32, "attribute count exceeds bitfield count");
unsigned int usedLocations = 0;
// Link attributes that have a GLSL layout location qualifier
for(auto const &attribute : vertexShader->activeAttributes)
{
if(attribute.layoutLocation != -1)
{
if(!linkAttribute(attribute, attribute.layoutLocation, usedLocations))
{
return false;
}
}
}
// Link attributes that have an API provided binding location but no GLSL layout location
for(auto const &attribute : vertexShader->activeAttributes)
{
int bindingLocation = (attributeBinding.find(attribute.name) != attributeBinding.end()) ? attributeBinding[attribute.name] : -1;
if(attribute.layoutLocation == -1 && bindingLocation != -1)
{
if(!linkAttribute(attribute, bindingLocation, usedLocations))
{
return false;
}
}
}
// Link attributes that don't have a binding location nor a layout location
for(auto const &attribute : vertexShader->activeAttributes)
{
if(attribute.layoutLocation == -1 && attributeBinding.find(attribute.name) == attributeBinding.end())
{
if(!linkAttribute(attribute, -1, usedLocations))
{
return false;
}
}
}
ASSERT(linkedAttribute.size() == vertexShader->activeAttributes.size());
for(auto const &attribute : linkedAttribute)
{
int location = getAttributeLocation(attribute.name);
ASSERT(location >= 0);
int index = vertexShader->getSemanticIndex(attribute.name);
int rows = VariableRegisterCount(attribute.type);
for(int r = 0; r < rows; r++)
{
attributeStream[r + location] = index++;
}
}
return true;
}
bool Program::linkAttribute(const glsl::Attribute &attribute, int location, unsigned int &usedLocations)
{
int rows = VariableRegisterCount(attribute.type);
if(location == -1)
{
location = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS);
if(location == -1 || location + rows > MAX_VERTEX_ATTRIBS)
{
appendToInfoLog("Too many active attributes (%s)", attribute.name.c_str());
return false; // Fail to link
}
}
else
{
if(rows + location > MAX_VERTEX_ATTRIBS)
{
appendToInfoLog("Active attribute (%s) at location %d is too big to fit", attribute.name.c_str(), location);
return false;
}
// In GLSL 3.00, attribute aliasing produces a link error
// In GLSL 1.00, attribute aliasing is allowed
if(vertexShader->getShaderVersion() >= 300)
{
for(auto const &previousAttrib : linkedAttribute)
{
int previousLocation = getAttributeLocation(previousAttrib.name);
int previousRows = VariableRegisterCount(previousAttrib.type);
if(location >= previousLocation && location < previousLocation + previousRows)
{
appendToInfoLog("Attribute '%s' aliases attribute '%s' at location %d", attribute.name.c_str(), previousAttrib.name.c_str(), location);
return false;
}
if(location <= previousLocation && location + rows > previousLocation)
{
appendToInfoLog("Attribute '%s' aliases attribute '%s' at location %d", attribute.name.c_str(), previousAttrib.name.c_str(), previousLocation);
return false;
}
}
}
for(int i = 0; i < rows; i++)
{
usedLocations |= 1 << (location + i);
}
}
linkedAttributeLocation[attribute.name] = location;
linkedAttribute.push_back(attribute);
return true;
}
int Program::getAttributeLocation(const std::string &name)
{
std::map<std::string, GLuint>::const_iterator attribute = linkedAttributeLocation.find(name);
if(attribute != linkedAttributeLocation.end())
{
return attribute->second;
}
return -1;
}
bool Program::linkUniforms(const Shader *shader)
{
for(const auto &uniform : shader->activeUniforms)
{
unsigned int blockIndex = GL_INVALID_INDEX;
if(uniform.blockId >= 0)
{
const glsl::ActiveUniformBlocks &activeUniformBlocks = shader->activeUniformBlocks;
ASSERT(static_cast<size_t>(uniform.blockId) < activeUniformBlocks.size());
const std::string &uniformBlockName = activeUniformBlocks[uniform.blockId].name;
blockIndex = getUniformBlockIndex(uniformBlockName);
ASSERT(blockIndex != GL_INVALID_INDEX);
if(activeUniformBlocks[uniform.blockId].dataSize > MAX_UNIFORM_BLOCK_SIZE)
{
if(shader->getType() == GL_VERTEX_SHADER)
{
appendToInfoLog("Vertex shader active uniform block (%s) exceeds GL_MAX_UNIFORM_BLOCK_SIZE (%d)", uniformBlockName.c_str(), MAX_UNIFORM_BLOCK_SIZE);
return false;
}
else if(shader->getType() == GL_FRAGMENT_SHADER)
{
appendToInfoLog("Fragment shader active uniform block (%s) exceeds GL_MAX_UNIFORM_BLOCK_SIZE (%d)", uniformBlockName.c_str(), MAX_UNIFORM_BLOCK_SIZE);
return false;
}
else UNREACHABLE(shader->getType());
}
}
if(!defineUniform(shader->getType(), uniform, Uniform::BlockInfo(uniform, blockIndex)))
{
return false;
}
}
for(const auto &uniformStruct : shader->activeUniformStructs)
{
if(!validateUniformStruct(shader->getType(), uniformStruct))
{
return false;
}
}
return true;
}
bool Program::defineUniform(GLenum shader, const glsl::Uniform &glslUniform, const Uniform::BlockInfo& blockInfo)
{
if(IsSamplerUniform(glslUniform.type))
{
int index = glslUniform.registerIndex;
do
{
if(shader == GL_VERTEX_SHADER)
{
if(index < MAX_VERTEX_TEXTURE_IMAGE_UNITS)
{
samplersVS[index].active = true;
switch(glslUniform.type)
{
default: UNREACHABLE(glslUniform.type);
case GL_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_2D: samplersVS[index].textureType = TEXTURE_2D; break;
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_CUBE: samplersVS[index].textureType = TEXTURE_CUBE; break;
case GL_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_SAMPLER_3D_OES: samplersVS[index].textureType = TEXTURE_3D; break;
case GL_SAMPLER_2D_RECT_ARB: samplersVS[index].textureType = TEXTURE_2D_RECT; break;
case GL_SAMPLER_EXTERNAL_OES: samplersVS[index].textureType = TEXTURE_EXTERNAL; break;
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY: samplersVS[index].textureType = TEXTURE_2D_ARRAY; break;
}
samplersVS[index].logicalTextureUnit = 0;
}
else
{
appendToInfoLog("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", MAX_VERTEX_TEXTURE_IMAGE_UNITS);
return false;
}
}
else if(shader == GL_FRAGMENT_SHADER)
{
if(index < MAX_TEXTURE_IMAGE_UNITS)
{
samplersPS[index].active = true;
switch(glslUniform.type)
{
default: UNREACHABLE(glslUniform.type);
case GL_INT_SAMPLER_2D:
case GL_UNSIGNED_INT_SAMPLER_2D:
case GL_SAMPLER_2D_SHADOW:
case GL_SAMPLER_2D: samplersPS[index].textureType = TEXTURE_2D; break;
case GL_INT_SAMPLER_CUBE:
case GL_UNSIGNED_INT_SAMPLER_CUBE:
case GL_SAMPLER_CUBE_SHADOW:
case GL_SAMPLER_CUBE: samplersPS[index].textureType = TEXTURE_CUBE; break;
case GL_INT_SAMPLER_3D:
case GL_UNSIGNED_INT_SAMPLER_3D:
case GL_SAMPLER_3D_OES: samplersPS[index].textureType = TEXTURE_3D; break;
case GL_SAMPLER_2D_RECT_ARB: samplersPS[index].textureType = TEXTURE_2D_RECT; break;
case GL_SAMPLER_EXTERNAL_OES: samplersPS[index].textureType = TEXTURE_EXTERNAL; break;
case GL_INT_SAMPLER_2D_ARRAY:
case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY:
case GL_SAMPLER_2D_ARRAY_SHADOW:
case GL_SAMPLER_2D_ARRAY: samplersPS[index].textureType = TEXTURE_2D_ARRAY; break;
}
samplersPS[index].logicalTextureUnit = 0;
}
else
{
appendToInfoLog("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS);
return false;
}
}
else UNREACHABLE(shader);
index++;
}
while(index < glslUniform.registerIndex + static_cast<int>(glslUniform.arraySize));
}
Uniform *uniform = getUniform(glslUniform.name);
if(!uniform)
{
uniform = new Uniform(glslUniform, blockInfo);
uniforms.push_back(uniform);
unsigned int index = (blockInfo.index == -1) ? static_cast<unsigned int>(uniforms.size() - 1) : GL_INVALID_INDEX;
for(int i = 0; i < uniform->size(); i++)
{
uniformIndex.push_back(UniformLocation(glslUniform.name, i, index));
}
}
else // Previously defined, types must match
{
if(uniform->type != glslUniform.type)
{
appendToInfoLog("Types for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str());
return false;
}
if(uniform->precision != glslUniform.precision)
{
appendToInfoLog("Precisions for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str());
return false;
}
if(!areMatchingFields(uniform->fields, glslUniform.fields, uniform->name))
{
return false;
}
}
if(shader == GL_VERTEX_SHADER)
{
uniform->vsRegisterIndex = glslUniform.registerIndex;
}
else if(shader == GL_FRAGMENT_SHADER)
{
uniform->psRegisterIndex = glslUniform.registerIndex;
}
else UNREACHABLE(shader);
if(uniform->blockInfo.index < 0)
{
if(shader == GL_VERTEX_SHADER)
{
if(glslUniform.registerIndex + uniform->registerCount() > MAX_VERTEX_UNIFORM_VECTORS)
{
appendToInfoLog("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%d)", MAX_VERTEX_UNIFORM_VECTORS);
return false;
}
}
else if(shader == GL_FRAGMENT_SHADER)
{
if(glslUniform.registerIndex + uniform->registerCount() > MAX_FRAGMENT_UNIFORM_VECTORS)
{
appendToInfoLog("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%d)", MAX_FRAGMENT_UNIFORM_VECTORS);
return false;
}
}
else UNREACHABLE(shader);
}
return true;
}
bool Program::validateUniformStruct(GLenum shader, const glsl::Uniform &newUniformStruct)
{
for(const auto &uniformStruct : uniformStructs)
{
if(uniformStruct.name == newUniformStruct.name)
{
return areMatchingFields(uniformStruct.fields, newUniformStruct.fields, newUniformStruct.name);
}
}
uniformStructs.push_back(Uniform(newUniformStruct, Uniform::BlockInfo(newUniformStruct, -1)));
return true;
}
bool Program::areMatchingUniformBlocks(const glsl::UniformBlock &block1, const glsl::UniformBlock &block2, const Shader *shader1, const Shader *shader2)
{
// validate blocks for the same member types
if(block1.fields.size() != block2.fields.size())
{
appendToInfoLog("Types for interface block '%s' differ between vertex and fragment shaders", block1.name.c_str());
return false;
}
if(block1.arraySize != block2.arraySize)
{
appendToInfoLog("Array sizes differ for interface block '%s' between vertex and fragment shaders", block1.name.c_str());
return false;
}
if(block1.layout != block2.layout || block1.isRowMajorLayout != block2.isRowMajorLayout)
{
appendToInfoLog("Layout qualifiers differ for interface block '%s' between vertex and fragment shaders", block1.name.c_str());
return false;
}
const size_t numBlockMembers = block1.fields.size();
for(size_t blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++)
{
const glsl::Uniform& member1 = shader1->activeUniforms[block1.fields[blockMemberIndex]];
const glsl::Uniform& member2 = shader2->activeUniforms[block2.fields[blockMemberIndex]];
if(member1.name != member2.name)
{
appendToInfoLog("Name mismatch for field %d of interface block '%s': (in vertex: '%s', in fragment: '%s')",
blockMemberIndex, block1.name.c_str(), member1.name.c_str(), member2.name.c_str());
return false;
}
if(member1.arraySize != member2.arraySize)
{
appendToInfoLog("Array sizes for %s differ between vertex and fragment shaders", member1.name.c_str());
return false;
}
if(member1.precision != member2.precision)
{
appendToInfoLog("Precisions for %s differ between vertex and fragment shaders", member1.name.c_str());
return false;
}
if(member1.type != member2.type)
{
appendToInfoLog("Types for %s differ between vertex and fragment shaders", member1.name.c_str());
return false;
}
if(member1.blockInfo.isRowMajorMatrix != member2.blockInfo.isRowMajorMatrix)
{
appendToInfoLog("Matrix packings for %s differ between vertex and fragment shaders", member1.name.c_str());
return false;
}
}
return true;
}
bool Program::areMatchingFields(const std::vector<glsl::ShaderVariable>& fields1, const std::vector<glsl::ShaderVariable>& fields2, const std::string& name)
{
if(fields1.size() != fields2.size())
{
appendToInfoLog("Structure lengths for %s differ between vertex and fragment shaders", name.c_str());
return false;
}
for(size_t i = 0; i < fields1.size(); ++i)
{
if(fields1[i].name != fields2[i].name)
{
appendToInfoLog("Name mismatch for field '%d' of %s: ('%s', '%s')",
i, name.c_str(), fields1[i].name.c_str(), fields2[i].name.c_str());
return false;
}
if(fields1[i].type != fields2[i].type)
{
appendToInfoLog("Type for %s.%s differ between vertex and fragment shaders", name.c_str(), fields1[i].name.c_str());
return false;
}
if(fields1[i].arraySize != fields2[i].arraySize)
{
appendToInfoLog("Array size for %s.%s differ between vertex and fragment shaders", name.c_str(), fields1[i].name.c_str());
return false;
}
if(!areMatchingFields(fields1[i].fields, fields2[i].fields, fields1[i].name))
{
return false;
}
}
return true;
}
bool Program::linkUniformBlocks(const Shader *vertexShader, const Shader *fragmentShader)
{
const glsl::ActiveUniformBlocks &vertexUniformBlocks = vertexShader->activeUniformBlocks;
const glsl::ActiveUniformBlocks &fragmentUniformBlocks = fragmentShader->activeUniformBlocks;
// Check that interface blocks defined in the vertex and fragment shaders are identical
typedef std::map<std::string, const glsl::UniformBlock*> UniformBlockMap;
UniformBlockMap linkedUniformBlocks;
for(unsigned int blockIndex = 0; blockIndex < vertexUniformBlocks.size(); blockIndex++)
{
const glsl::UniformBlock &vertexUniformBlock = vertexUniformBlocks[blockIndex];
linkedUniformBlocks[vertexUniformBlock.name] = &vertexUniformBlock;
}
for(unsigned int blockIndex = 0; blockIndex < fragmentUniformBlocks.size(); blockIndex++)
{
const glsl::UniformBlock &fragmentUniformBlock = fragmentUniformBlocks[blockIndex];
UniformBlockMap::const_iterator entry = linkedUniformBlocks.find(fragmentUniformBlock.name);
if(entry != linkedUniformBlocks.end())
{
const glsl::UniformBlock &vertexUniformBlock = *entry->second;
if(!areMatchingUniformBlocks(vertexUniformBlock, fragmentUniformBlock, vertexShader, fragmentShader))
{
return false;
}
}
}
for(unsigned int blockIndex = 0; blockIndex < vertexUniformBlocks.size(); blockIndex++)
{
const glsl::UniformBlock &uniformBlock = vertexUniformBlocks[blockIndex];
if(!defineUniformBlock(vertexShader, uniformBlock))
{
return false;
}
}
for(unsigned int blockIndex = 0; blockIndex < fragmentUniformBlocks.size(); blockIndex++)
{
const glsl::UniformBlock &uniformBlock = fragmentUniformBlocks[blockIndex];
if(!defineUniformBlock(fragmentShader, uniformBlock))
{
return false;
}
}
return true;
}
bool Program::defineUniformBlock(const Shader *shader, const glsl::UniformBlock &block)
{
GLuint blockIndex = getUniformBlockIndex(block.name);
if(blockIndex == GL_INVALID_INDEX)
{
const std::vector<int>& fields = block.fields;
std::vector<unsigned int> memberUniformIndexes;
for(size_t i = 0; i < fields.size(); ++i)
{
memberUniformIndexes.push_back(fields[i]);
}
if(block.arraySize > 0)
{
int regIndex = block.registerIndex;
int regInc = block.dataSize / (glsl::BlockLayoutEncoder::BytesPerComponent * glsl::BlockLayoutEncoder::ComponentsPerRegister);
for(unsigned int i = 0; i < block.arraySize; ++i, regIndex += regInc)
{
uniformBlocks.push_back(new UniformBlock(block.name, i, block.dataSize, memberUniformIndexes));
uniformBlocks[uniformBlocks.size() - 1]->setRegisterIndex(shader->getType(), regIndex);
}
}
else
{
uniformBlocks.push_back(new UniformBlock(block.name, GL_INVALID_INDEX, block.dataSize, memberUniformIndexes));
uniformBlocks[uniformBlocks.size() - 1]->setRegisterIndex(shader->getType(), block.registerIndex);
}
}
else
{
int regIndex = block.registerIndex;
int regInc = block.dataSize / (glsl::BlockLayoutEncoder::BytesPerComponent * glsl::BlockLayoutEncoder::ComponentsPerRegister);
int nbBlocks = (block.arraySize > 0) ? block.arraySize : 1;
for(int i = 0; i < nbBlocks; ++i, regIndex += regInc)
{
uniformBlocks[blockIndex + i]->setRegisterIndex(shader->getType(), regIndex);
}
}
return true;
}
bool Program::applyUniform(Device *device, GLint location, float* data)
{
Uniform *targetUniform = uniforms[uniformIndex[location].index];
if(targetUniform->psRegisterIndex != -1)
{
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, data, targetUniform->registerCount());
}
if(targetUniform->vsRegisterIndex != -1)
{
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, data, targetUniform->registerCount());
}
return true;
}
bool Program::applyUniform1bv(Device *device, GLint location, GLsizei count, const GLboolean *v)
{
int vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = (v[0] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][1] = 0;
vector[i][2] = 0;
vector[i][3] = 0;
v += 1;
}
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform2bv(Device *device, GLint location, GLsizei count, const GLboolean *v)
{
int vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = (v[0] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][1] = (v[1] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][2] = 0;
vector[i][3] = 0;
v += 2;
}
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform3bv(Device *device, GLint location, GLsizei count, const GLboolean *v)
{
int vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = (v[0] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][1] = (v[1] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][2] = (v[2] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][3] = 0;
v += 3;
}
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform4bv(Device *device, GLint location, GLsizei count, const GLboolean *v)
{
int vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = (v[0] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][1] = (v[1] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][2] = (v[2] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
vector[i][3] = (v[3] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF);
v += 4;
}
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform1fv(Device *device, GLint location, GLsizei count, const GLfloat *v)
{
float vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = v[0];
vector[i][1] = 0;
vector[i][2] = 0;
vector[i][3] = 0;
v += 1;
}
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform2fv(Device *device, GLint location, GLsizei count, const GLfloat *v)
{
float vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = v[0];
vector[i][1] = v[1];
vector[i][2] = 0;
vector[i][3] = 0;
v += 2;
}
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform3fv(Device *device, GLint location, GLsizei count, const GLfloat *v)
{
float vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = v[0];
vector[i][1] = v[1];
vector[i][2] = v[2];
vector[i][3] = 0;
v += 3;
}
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform4fv(Device *device, GLint location, GLsizei count, const GLfloat *v)
{
return applyUniform(device, location, (float*)v);
}
bool Program::applyUniformMatrix2fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4];
for(int i = 0; i < count; i++)
{
matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = 0; matrix[i][0][3] = 0;
matrix[i][1][0] = value[2]; matrix[i][1][1] = value[3]; matrix[i][1][2] = 0; matrix[i][1][3] = 0;
value += 4;
}
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix2x3fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4];
for(int i = 0; i < count; i++)
{
matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = 0;
matrix[i][1][0] = value[3]; matrix[i][1][1] = value[4]; matrix[i][1][2] = value[5]; matrix[i][1][3] = 0;
value += 6;
}
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix2x4fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4];
for(int i = 0; i < count; i++)
{
matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = value[3];
matrix[i][1][0] = value[4]; matrix[i][1][1] = value[5]; matrix[i][1][2] = value[6]; matrix[i][1][3] = value[7];
value += 8;
}
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix3fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4];
for(int i = 0; i < count; i++)
{
matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = 0;
matrix[i][1][0] = value[3]; matrix[i][1][1] = value[4]; matrix[i][1][2] = value[5]; matrix[i][1][3] = 0;
matrix[i][2][0] = value[6]; matrix[i][2][1] = value[7]; matrix[i][2][2] = value[8]; matrix[i][2][3] = 0;
value += 9;
}
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix3x2fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4];
for(int i = 0; i < count; i++)
{
matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = 0; matrix[i][0][3] = 0;
matrix[i][1][0] = value[2]; matrix[i][1][1] = value[3]; matrix[i][1][2] = 0; matrix[i][1][3] = 0;
matrix[i][2][0] = value[4]; matrix[i][2][1] = value[5]; matrix[i][2][2] = 0; matrix[i][2][3] = 0;
value += 6;
}
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix3x4fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4];
for(int i = 0; i < count; i++)
{
matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = value[3];
matrix[i][1][0] = value[4]; matrix[i][1][1] = value[5]; matrix[i][1][2] = value[6]; matrix[i][1][3] = value[7];
matrix[i][2][0] = value[8]; matrix[i][2][1] = value[9]; matrix[i][2][2] = value[10]; matrix[i][2][3] = value[11];
value += 12;
}
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix4fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
return applyUniform(device, location, (float*)value);
}
bool Program::applyUniformMatrix4x2fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 3) / 4][4][4];
for(int i = 0; i < count; i++)
{
matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = 0; matrix[i][0][3] = 0;
matrix[i][1][0] = value[2]; matrix[i][1][1] = value[3]; matrix[i][1][2] = 0; matrix[i][1][3] = 0;
matrix[i][2][0] = value[4]; matrix[i][2][1] = value[5]; matrix[i][2][2] = 0; matrix[i][2][3] = 0;
matrix[i][3][0] = value[6]; matrix[i][3][1] = value[7]; matrix[i][3][2] = 0; matrix[i][3][3] = 0;
value += 8;
}
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniformMatrix4x3fv(Device *device, GLint location, GLsizei count, const GLfloat *value)
{
float matrix[(MAX_UNIFORM_VECTORS + 3) / 4][4][4];
for(int i = 0; i < count; i++)
{
matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = 0;
matrix[i][1][0] = value[3]; matrix[i][1][1] = value[4]; matrix[i][1][2] = value[5]; matrix[i][1][3] = 0;
matrix[i][2][0] = value[6]; matrix[i][2][1] = value[7]; matrix[i][2][2] = value[8]; matrix[i][2][3] = 0;
matrix[i][3][0] = value[9]; matrix[i][3][1] = value[10]; matrix[i][3][2] = value[11]; matrix[i][3][3] = 0;
value += 12;
}
return applyUniform(device, location, (float*)matrix);
}
bool Program::applyUniform1iv(Device *device, GLint location, GLsizei count, const GLint *v)
{
GLint vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = v[i];
vector[i][1] = 0;
vector[i][2] = 0;
vector[i][3] = 0;
}
Uniform *targetUniform = uniforms[uniformIndex[location].index];
if(IsSamplerUniform(targetUniform->type))
{
if(targetUniform->psRegisterIndex != -1)
{
for(int i = 0; i < count; i++)
{
unsigned int samplerIndex = targetUniform->psRegisterIndex + i;
if(samplerIndex < MAX_TEXTURE_IMAGE_UNITS)
{
ASSERT(samplersPS[samplerIndex].active);
samplersPS[samplerIndex].logicalTextureUnit = v[i];
}
}
}
if(targetUniform->vsRegisterIndex != -1)
{
for(int i = 0; i < count; i++)
{
unsigned int samplerIndex = targetUniform->vsRegisterIndex + i;
if(samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS)
{
ASSERT(samplersVS[samplerIndex].active);
samplersVS[samplerIndex].logicalTextureUnit = v[i];
}
}
}
}
else
{
return applyUniform(device, location, (float*)vector);
}
return true;
}
bool Program::applyUniform2iv(Device *device, GLint location, GLsizei count, const GLint *v)
{
GLint vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = v[0];
vector[i][1] = v[1];
vector[i][2] = 0;
vector[i][3] = 0;
v += 2;
}
return applyUniform(device, location, (float*)vector);
}
bool Program::applyUniform3iv(Device *device, GLint location, GLsizei count, const GLint *v)
{
GLint vector[MAX_UNIFORM_VECTORS][4];
for(int i = 0; i < count; i++)
{
vector[i][0] = v[0];
vector[i][1] = v[1];