| // SwiftShader Software Renderer | |
| // | |
| // Copyright(c) 2005-2013 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 es2 | |
| { | |
| class Device; | |
| class ResourceManager; | |
| class FragmentShader; | |
| class VertexShader; | |
| // Helper struct representing a single shader uniform | |
| struct Uniform | |
| { | |
| Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize); | |
| ~Uniform(); | |
| bool isArray() const; | |
| int size() const; | |
| int registerCount() const; | |
| const GLenum type; | |
| const GLenum precision; | |
| 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 setUniformMatrix2x3fv(GLint location, GLsizei count, const GLfloat *value); | |
| bool setUniformMatrix2x4fv(GLint location, GLsizei count, const GLfloat *value); | |
| bool setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value); | |
| bool setUniformMatrix3x2fv(GLint location, GLsizei count, const GLfloat *value); | |
| bool setUniformMatrix3x4fv(GLint location, GLsizei count, const GLfloat *value); | |
| bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value); | |
| bool setUniformMatrix4x2fv(GLint location, GLsizei count, const GLfloat *value); | |
| bool setUniformMatrix4x3fv(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 setUniform1uiv(GLint location, GLsizei count, const GLuint *v); | |
| bool setUniform2uiv(GLint location, GLsizei count, const GLuint *v); | |
| bool setUniform3uiv(GLint location, GLsizei count, const GLuint *v); | |
| bool setUniform4uiv(GLint location, GLsizei count, const GLuint *v); | |
| bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params); | |
| bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params); | |
| bool getUniformuiv(GLint location, GLsizei *bufSize, GLuint *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) const; | |
| GLint getActiveAttributeCount() const; | |
| GLint getActiveAttributeMaxLength() const; | |
| void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const; | |
| GLint getActiveUniformCount() const; | |
| GLint getActiveUniformMaxLength() const; | |
| 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: | |
| void unlink(); | |
| bool linkVaryings(); | |
| bool linkAttributes(); | |
| int getAttributeBinding(const std::string &name); | |
| bool linkUniforms(Shader *shader); | |
| bool defineUniform(GLenum shader, GLenum type, GLenum precision, 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); | |
| bool setUniformfv(GLint location, GLsizei count, const GLfloat *v, int numElements); | |
| bool setUniformMatrixfv(GLint location, GLsizei count, const GLfloat *value, GLenum type); | |
| bool setUniformiv(GLint location, GLsizei count, const GLint *v, int numElements); | |
| bool setUniformuiv(GLint location, GLsizei count, const GLuint *v, int numElements); | |
| void appendToInfoLog(const char *info, ...); | |
| void resetInfoLog(); | |
| static unsigned int issueSerial(); | |
| private: | |
| es2::Device *device; | |
| FragmentShader *fragmentShader; | |
| VertexShader *vertexShader; | |
| sw::PixelShader *pixelBinary; | |
| sw::VertexShader *vertexBinary; | |
| std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS]; | |
| glsl::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_ |