// 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.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 "Shader.h" | |
#include "utilities.h" | |
#include "common/debug.h" | |
#include "Shader/PixelShader.hpp" | |
#include "Shader/VertexShader.hpp" | |
#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::Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, | |
const int blockIndex, const BlockMemberInfo &blockInfo) | |
: type(type), precision(precision), name(name), arraySize(arraySize), blockIndex(blockIndex), blockInfo(blockInfo) | |
{ | |
int bytes = UniformTypeSize(type) * size(); | |
data = new unsigned char[bytes]; | |
memset(data, 0, bytes); | |
dirty = true; | |
psRegisterIndex = -1; | |
vsRegisterIndex = -1; | |
} | |
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() * VariableRowCount(type); | |
} | |
UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize) : | |
name(name), elementIndex(elementIndex), dataSize(dataSize), psRegisterIndex(GL_INVALID_INDEX), vsRegisterIndex(GL_INVALID_INDEX) | |
{ | |
} | |
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) | |
{ | |
} | |
Program::Program(ResourceManager *manager, GLuint handle) : resourceManager(manager), handle(handle), serial(issueSerial()) | |
{ | |
device = getDevice(); | |
fragmentShader = 0; | |
vertexShader = 0; | |
pixelBinary = 0; | |
vertexBinary = 0; | |
infoLog = 0; | |
validated = false; | |
resetUniformBlockBindings(); | |
unlink(); | |
orphaned = 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(); | |
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(); | |
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; | |
} | |
void Program::bindAttributeLocation(GLuint index, const char *name) | |
{ | |
if(index < MAX_VERTEX_ATTRIBS) | |
{ | |
for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) | |
{ | |
attributeBinding[i].erase(name); | |
} | |
attributeBinding[index].insert(name); | |
} | |
} | |
GLuint Program::getAttributeLocation(const char *name) | |
{ | |
if(name) | |
{ | |
for(int index = 0; index < MAX_VERTEX_ATTRIBS; index++) | |
{ | |
if(linkedAttribute[index].name == std::string(name)) | |
{ | |
return index; | |
} | |
} | |
} | |
return -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) | |
{ | |
GLuint 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(); | |
} | |
if(logicalTextureUnit >= 0 && 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(); | |
} | |
return TEXTURE_2D; | |
} | |
GLint Program::getUniformLocation(const std::string &name) const | |
{ | |
size_t subscript = GL_INVALID_INDEX; | |
std::string baseName = es2::ParseUniformName(name, &subscript); | |
unsigned int numUniforms = uniformIndex.size(); | |
for(unsigned int location = 0; location < numUniforms; location++) | |
{ | |
const int index = uniformIndex[location].index; | |
const bool isArray = uniforms[index]->isArray(); | |
if(uniformIndex[location].name == baseName && | |
((isArray && uniformIndex[location].element == subscript) || | |
(subscript == GL_INVALID_INDEX))) | |
{ | |
return location; | |
} | |
} | |
return -1; | |
} | |
GLuint Program::getUniformIndex(const std::string &name) const | |
{ | |
size_t 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; | |
} | |
unsigned int numUniforms = uniforms.size(); | |
for(unsigned int 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(); | |
} | |
} | |
GLuint Program::getUniformBlockIndex(const std::string &name) const | |
{ | |
size_t subscript = GL_INVALID_INDEX; | |
std::string baseName = es2::ParseUniformName(name, &subscript); | |
unsigned int numUniformBlocks = getActiveUniformBlockCount(); | |
for(unsigned int 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) | |
{ | |
uniformBlockBindings[uniformBlockIndex] = uniformBlockBinding; | |
} | |
GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const | |
{ | |
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()) | |
{ | |
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()) | |
{ | |
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()) | |
{ | |
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 || | |
targetUniform->type == GL_SAMPLER_2D || | |
targetUniform->type == GL_SAMPLER_CUBE || | |
targetUniform->type == GL_SAMPLER_EXTERNAL_OES || | |
targetUniform->type == GL_SAMPLER_3D_OES) | |
{ | |
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 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()) | |
{ | |
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] || targetUniform->type == uintType[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()) | |
{ | |
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 || | |
targetUniform->type == GL_SAMPLER_2D || | |
targetUniform->type == GL_SAMPLER_CUBE || | |
targetUniform->type == GL_SAMPLER_EXTERNAL_OES || | |
targetUniform->type == GL_SAMPLER_3D_OES) | |
{ | |
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 intType[] = { GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4 }; | |
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()) | |
{ | |
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] || targetUniform->type == intType[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()) | |
{ | |
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 && *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(); | |
} | |
return true; | |
} | |
bool Program::getUniformiv(GLint location, GLsizei *bufSize, GLint *params) | |
{ | |
if(location < 0 || location >= (int)uniformIndex.size()) | |
{ | |
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 && *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(); | |
} | |
return true; | |
} | |
bool Program::getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params) | |
{ | |
if(location < 0 || location >= (int)uniformIndex.size()) | |
{ | |
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 && *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(); | |
} | |
return true; | |
} | |
void Program::dirtyAllUniforms() | |
{ | |
unsigned int numUniforms = uniforms.size(); | |
for(unsigned int index = 0; index < numUniforms; index++) | |
{ | |
uniforms[index]->dirty = true; | |
} | |
} | |
// Applies all the uniforms set for this program object to the device | |
void Program::applyUniforms() | |
{ | |
unsigned int numUniforms = uniformIndex.size(); | |
for(unsigned int location = 0; location < numUniforms; location++) | |
{ | |
if(uniformIndex[location].element != 0) | |
{ | |
continue; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->dirty) | |
{ | |
int 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(location, size, b); break; | |
case GL_BOOL_VEC2: applyUniform2bv(location, size, b); break; | |
case GL_BOOL_VEC3: applyUniform3bv(location, size, b); break; | |
case GL_BOOL_VEC4: applyUniform4bv(location, size, b); break; | |
case GL_FLOAT: applyUniform1fv(location, size, f); break; | |
case GL_FLOAT_VEC2: applyUniform2fv(location, size, f); break; | |
case GL_FLOAT_VEC3: applyUniform3fv(location, size, f); break; | |
case GL_FLOAT_VEC4: applyUniform4fv(location, size, f); break; | |
case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, size, f); break; | |
case GL_FLOAT_MAT2x3: applyUniformMatrix2x3fv(location, size, f); break; | |
case GL_FLOAT_MAT2x4: applyUniformMatrix2x4fv(location, size, f); break; | |
case GL_FLOAT_MAT3x2: applyUniformMatrix3x2fv(location, size, f); break; | |
case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, size, f); break; | |
case GL_FLOAT_MAT3x4: applyUniformMatrix3x4fv(location, size, f); break; | |
case GL_FLOAT_MAT4x2: applyUniformMatrix4x2fv(location, size, f); break; | |
case GL_FLOAT_MAT4x3: applyUniformMatrix4x3fv(location, size, f); break; | |
case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, size, f); break; | |
case GL_SAMPLER_2D: | |
case GL_SAMPLER_CUBE: | |
case GL_SAMPLER_EXTERNAL_OES: | |
case GL_SAMPLER_3D_OES: | |
case GL_INT: applyUniform1iv(location, size, i); break; | |
case GL_INT_VEC2: applyUniform2iv(location, size, i); break; | |
case GL_INT_VEC3: applyUniform3iv(location, size, i); break; | |
case GL_INT_VEC4: applyUniform4iv(location, size, i); break; | |
case GL_UNSIGNED_INT: applyUniform1uiv(location, size, ui); break; | |
case GL_UNSIGNED_INT_VEC2: applyUniform2uiv(location, size, ui); break; | |
case GL_UNSIGNED_INT_VEC3: applyUniform3uiv(location, size, ui); break; | |
case GL_UNSIGNED_INT_VEC4: applyUniform4uiv(location, size, ui); break; | |
default: | |
UNREACHABLE(); | |
} | |
targetUniform->dirty = false; | |
} | |
} | |
} | |
bool Program::linkVaryings() | |
{ | |
for(glsl::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); input++) | |
{ | |
bool matched = false; | |
for(glsl::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); output++) | |
{ | |
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; | |
} | |
matched = true; | |
break; | |
} | |
} | |
if(!matched) | |
{ | |
appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str()); | |
return false; | |
} | |
} | |
glsl::VaryingList &psVaryings = fragmentShader->varyings; | |
glsl::VaryingList &vsVaryings = vertexShader->varyings; | |
for(glsl::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); output++) | |
{ | |
for(glsl::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); input++) | |
{ | |
if(output->name == input->name) | |
{ | |
int in = input->reg; | |
int out = output->reg; | |
int components = VariableColumnCount(output->type); | |
int registers = VariableRowCount(output->type) * output->size(); | |
ASSERT(in >= 0); | |
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++) | |
{ | |
if(components >= 1) vertexBinary->output[out + i][0] = sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i); | |
if(components >= 2) vertexBinary->output[out + i][1] = sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i); | |
if(components >= 3) vertexBinary->output[out + i][2] = sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i); | |
if(components >= 4) vertexBinary->output[out + i][3] = sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i); | |
} | |
} | |
else // Vertex varying is declared but not written to | |
{ | |
for(int i = 0; i < registers; i++) | |
{ | |
if(components >= 1) pixelBinary->semantic[in + i][0] = sw::Shader::Semantic(); | |
if(components >= 2) pixelBinary->semantic[in + i][1] = sw::Shader::Semantic(); | |
if(components >= 3) pixelBinary->semantic[in + i][2] = sw::Shader::Semantic(); | |
if(components >= 4) pixelBinary->semantic[in + i][3] = sw::Shader::Semantic(); | |
} | |
} | |
break; | |
} | |
} | |
} | |
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; | |
} | |
if(!linkUniforms(fragmentShader)) | |
{ | |
return; | |
} | |
if(!linkUniforms(vertexShader)) | |
{ | |
return; | |
} | |
linked = true; // Success | |
} | |
// Determines the mapping between GL attributes and vertex stream usage indices | |
bool Program::linkAttributes() | |
{ | |
unsigned int usedLocations = 0; | |
// Link attributes that have a binding location | |
for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++) | |
{ | |
int location = getAttributeBinding(attribute->name); | |
if(location != -1) // Set by glBindAttribLocation | |
{ | |
if(!linkedAttribute[location].name.empty()) | |
{ | |
// Multiple active attributes bound to the same location; not an error | |
} | |
linkedAttribute[location] = *attribute; | |
int rows = VariableRowCount(attribute->type); | |
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; | |
} | |
for(int i = 0; i < rows; i++) | |
{ | |
usedLocations |= 1 << (location + i); | |
} | |
} | |
} | |
// Link attributes that don't have a binding location | |
for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); attribute++) | |
{ | |
int location = getAttributeBinding(attribute->name); | |
if(location == -1) // Not set by glBindAttribLocation | |
{ | |
int rows = VariableRowCount(attribute->type); | |
int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS); | |
if(availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS) | |
{ | |
appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str()); | |
return false; // Fail to link | |
} | |
linkedAttribute[availableIndex] = *attribute; | |
} | |
} | |
for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; ) | |
{ | |
int index = vertexShader->getSemanticIndex(linkedAttribute[attributeIndex].name); | |
int rows = std::max(VariableRowCount(linkedAttribute[attributeIndex].type), 1); | |
for(int r = 0; r < rows; r++) | |
{ | |
attributeStream[attributeIndex++] = index++; | |
} | |
} | |
return true; | |
} | |
int Program::getAttributeBinding(const std::string &name) | |
{ | |
for(int location = 0; location < MAX_VERTEX_ATTRIBS; location++) | |
{ | |
if(attributeBinding[location].find(name) != attributeBinding[location].end()) | |
{ | |
return location; | |
} | |
} | |
return -1; | |
} | |
bool Program::linkUniforms(const Shader *shader) | |
{ | |
const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms; | |
for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++) | |
{ | |
const glsl::Uniform &uniform = activeUniforms[uniformIndex]; | |
if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex)) | |
{ | |
return false; | |
} | |
} | |
return true; | |
} | |
bool Program::defineUniform(GLenum shader, GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, int registerIndex) | |
{ | |
if(type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE || type == GL_SAMPLER_EXTERNAL_OES || type == GL_SAMPLER_3D_OES) | |
{ | |
int index = registerIndex; | |
do | |
{ | |
if(shader == GL_VERTEX_SHADER) | |
{ | |
if(index < MAX_VERTEX_TEXTURE_IMAGE_UNITS) | |
{ | |
samplersVS[index].active = true; | |
switch(type) | |
{ | |
default: UNREACHABLE(); | |
case GL_SAMPLER_2D: samplersVS[index].textureType = TEXTURE_2D; break; | |
case GL_SAMPLER_CUBE: samplersVS[index].textureType = TEXTURE_CUBE; break; | |
case GL_SAMPLER_3D_OES: samplersVS[index].textureType = TEXTURE_3D; break; | |
case GL_SAMPLER_EXTERNAL_OES: samplersVS[index].textureType = TEXTURE_EXTERNAL; 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(type) | |
{ | |
default: UNREACHABLE(); | |
case GL_SAMPLER_2D: samplersPS[index].textureType = TEXTURE_2D; break; | |
case GL_SAMPLER_CUBE: samplersPS[index].textureType = TEXTURE_CUBE; break; | |
case GL_SAMPLER_3D_OES: samplersPS[index].textureType = TEXTURE_3D; break; | |
case GL_SAMPLER_EXTERNAL_OES: samplersPS[index].textureType = TEXTURE_EXTERNAL; 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(); | |
index++; | |
} | |
while(index < registerIndex + arraySize); | |
} | |
Uniform *uniform = 0; | |
GLint location = getUniformLocation(name); | |
if(location >= 0) // Previously defined, types must match | |
{ | |
uniform = uniforms[uniformIndex[location].index]; | |
if(uniform->type != type) | |
{ | |
appendToInfoLog("Types for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str()); | |
return false; | |
} | |
if(uniform->precision != precision) | |
{ | |
appendToInfoLog("Precisions for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str()); | |
return false; | |
} | |
} | |
else | |
{ | |
uniform = new Uniform(type, precision, name, arraySize, -1, Uniform::BlockMemberInfo::getDefaultBlockInfo()); | |
} | |
if(!uniform) | |
{ | |
return false; | |
} | |
if(shader == GL_VERTEX_SHADER) | |
{ | |
uniform->vsRegisterIndex = registerIndex; | |
} | |
else if(shader == GL_FRAGMENT_SHADER) | |
{ | |
uniform->psRegisterIndex = registerIndex; | |
} | |
else UNREACHABLE(); | |
if(location == -1) // Not previously defined | |
{ | |
uniforms.push_back(uniform); | |
unsigned int index = uniforms.size() - 1; | |
for(unsigned int i = 0; i < uniform->size(); i++) | |
{ | |
uniformIndex.push_back(UniformLocation(name, i, index)); | |
} | |
} | |
if(shader == GL_VERTEX_SHADER) | |
{ | |
if(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(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(); | |
return true; | |
} | |
bool Program::applyUniform1bv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform2bv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform3bv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform4bv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform1fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform2fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform3fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v) | |
{ | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)v, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)v, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix2fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix2x3fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix2x4fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix3fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix3x2fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix3x4fv(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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) | |
{ | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)value, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)value, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix4x2fv(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; | |
matrix[i][3][0] = value[6]; matrix[i][3][1] = value[7]; matrix[i][3][2] = 0; matrix[i][3][3] = 0; | |
value += 8; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniformMatrix4x3fv(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; | |
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; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)matrix, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v) | |
{ | |
float vector[MAX_UNIFORM_VECTORS][4]; | |
for(int i = 0; i < count; i++) | |
{ | |
vector[i][0] = (float)v[i]; | |
vector[i][1] = 0; | |
vector[i][2] = 0; | |
vector[i][3] = 0; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
if(targetUniform->type == GL_SAMPLER_2D || | |
targetUniform->type == GL_SAMPLER_CUBE || | |
targetUniform->type == GL_SAMPLER_EXTERNAL_OES || | |
targetUniform->type == GL_SAMPLER_3D_OES) | |
{ | |
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]; | |
} | |
} | |
} | |
else | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
if(targetUniform->type == GL_SAMPLER_2D || | |
targetUniform->type == GL_SAMPLER_CUBE || | |
targetUniform->type == GL_SAMPLER_EXTERNAL_OES || | |
targetUniform->type == GL_SAMPLER_3D_OES) | |
{ | |
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 | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
} | |
return true; | |
} | |
bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v) | |
{ | |
float vector[MAX_UNIFORM_VECTORS][4]; | |
for(int i = 0; i < count; i++) | |
{ | |
vector[i][0] = (float)v[0]; | |
vector[i][1] = (float)v[1]; | |
vector[i][2] = 0; | |
vector[i][3] = 0; | |
v += 2; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v) | |
{ | |
float vector[MAX_UNIFORM_VECTORS][4]; | |
for(int i = 0; i < count; i++) | |
{ | |
vector[i][0] = (float)v[0]; | |
vector[i][1] = (float)v[1]; | |
vector[i][2] = (float)v[2]; | |
vector[i][3] = 0; | |
v += 3; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v) | |
{ | |
float vector[MAX_UNIFORM_VECTORS][4]; | |
for(int i = 0; i < count; i++) | |
{ | |
vector[i][0] = (float)v[0]; | |
vector[i][1] = (float)v[1]; | |
vector[i][2] = (float)v[2]; | |
vector[i][3] = (float)v[3]; | |
v += 4; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform1uiv(GLint location, GLsizei count, const GLuint *v) | |
{ | |
float vector[MAX_UNIFORM_VECTORS][4]; | |
for(int i = 0; i < count; i++) | |
{ | |
vector[i][0] = (float)v[i]; | |
vector[i][1] = 0; | |
vector[i][2] = 0; | |
vector[i][3] = 0; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
if(targetUniform->type == GL_SAMPLER_2D || | |
targetUniform->type == GL_SAMPLER_CUBE || | |
targetUniform->type == GL_SAMPLER_EXTERNAL_OES || | |
targetUniform->type == GL_SAMPLER_3D_OES) | |
{ | |
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]; | |
} | |
} | |
} | |
else | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
if(targetUniform->type == GL_SAMPLER_2D || | |
targetUniform->type == GL_SAMPLER_CUBE || | |
targetUniform->type == GL_SAMPLER_EXTERNAL_OES || | |
targetUniform->type == GL_SAMPLER_3D_OES) | |
{ | |
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 | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
} | |
return true; | |
} | |
bool Program::applyUniform2uiv(GLint location, GLsizei count, const GLuint *v) | |
{ | |
float vector[MAX_UNIFORM_VECTORS][4]; | |
for(int i = 0; i < count; i++) | |
{ | |
vector[i][0] = (float)v[0]; | |
vector[i][1] = (float)v[1]; | |
vector[i][2] = 0; | |
vector[i][3] = 0; | |
v += 2; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform3uiv(GLint location, GLsizei count, const GLuint *v) | |
{ | |
float vector[MAX_UNIFORM_VECTORS][4]; | |
for(int i = 0; i < count; i++) | |
{ | |
vector[i][0] = (float)v[0]; | |
vector[i][1] = (float)v[1]; | |
vector[i][2] = (float)v[2]; | |
vector[i][3] = 0; | |
v += 3; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
bool Program::applyUniform4uiv(GLint location, GLsizei count, const GLuint *v) | |
{ | |
float vector[MAX_UNIFORM_VECTORS][4]; | |
for(int i = 0; i < count; i++) | |
{ | |
vector[i][0] = (float)v[0]; | |
vector[i][1] = (float)v[1]; | |
vector[i][2] = (float)v[2]; | |
vector[i][3] = (float)v[3]; | |
v += 4; | |
} | |
Uniform *targetUniform = uniforms[uniformIndex[location].index]; | |
if(targetUniform->psRegisterIndex != -1) | |
{ | |
device->setPixelShaderConstantF(targetUniform->psRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
if(targetUniform->vsRegisterIndex != -1) | |
{ | |
device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, (float*)vector, targetUniform->registerCount()); | |
} | |
return true; | |
} | |
void Program::appendToInfoLog(const char *format, ...) | |
{ | |
if(!format) | |
{ | |
return; | |
} | |
char info[1024]; | |
va_list vararg; | |
va_start(vararg, format); | |
vsnprintf(info, sizeof(info), format, vararg); | |
va_end(vararg); | |
size_t infoLength = strlen(info); | |
if(!infoLog) | |
{ | |
infoLog = new char[infoLength + 2]; | |
strcpy(infoLog, info); | |
strcpy(infoLog + infoLength, "\n"); | |
} | |
else | |
{ | |
size_t logLength = strlen(infoLog); | |
char *newLog = new char[logLength + infoLength + 2]; | |
strcpy(newLog, infoLog); | |
strcpy(newLog + logLength, info); | |
strcpy(newLog + logLength + infoLength, "\n"); | |
delete[] infoLog; | |
infoLog = newLog; | |
} | |
} | |
void Program::resetInfoLog() | |
{ | |
if(infoLog) | |
{ | |
delete[] infoLog; | |
infoLog = 0; | |
} | |
} | |
// Returns the program object to an unlinked state, before re-linking, or at destruction | |
void Program::unlink() | |
{ | |
delete vertexBinary; | |
vertexBinary = 0; | |
delete pixelBinary; | |
pixelBinary = 0; | |
for(int index = 0; index < MAX_VERTEX_ATTRIBS; index++) | |
{ | |
linkedAttribute[index].name.clear(); | |
attributeStream[index] = -1; | |
} | |
for(int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++) | |
{ | |
samplersPS[index].active = false; | |
} | |
for(int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS; index++) | |
{ | |
samplersVS[index].active = false; | |
} | |
while(!uniforms.empty()) | |
{ | |
delete uniforms.back(); | |
uniforms.pop_back(); | |
} | |
uniformIndex.clear(); | |
delete[] infoLog; | |
infoLog = 0; | |
linked = false; | |
} | |
bool Program::isLinked() const | |
{ | |
return linked; | |
} | |
bool Program::isValidated() const | |
{ | |
return validated; | |
} | |
void Program::release() | |
{ | |
referenceCount--; | |
if(referenceCount == 0 && orphaned) | |
{ | |
resourceManager->deleteProgram(handle); | |
} | |
} | |
void Program::addRef() | |
{ | |
referenceCount++; | |
} | |
unsigned int Program::getRefCount() const | |
{ | |
return referenceCount; | |
} | |
unsigned int Program::getSerial() const | |
{ | |
return serial; | |
} | |
unsigned int Program::issueSerial() | |
{ | |
return currentSerial++; | |
} | |
int Program::getInfoLogLength() const | |
{ | |
if(!infoLog) | |
{ | |
return 0; | |
} | |
else | |
{ | |
return strlen(infoLog) + 1; | |
} | |
} | |
void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *buffer) | |
{ | |
int index = 0; | |
if(bufSize > 0) | |
{ | |
if(infoLog) | |
{ | |
index = std::min(bufSize - 1, (int)strlen(infoLog)); | |
memcpy(buffer, infoLog, index); | |
} | |
buffer[index] = '\0'; | |
} | |
if(length) | |
{ | |
*length = index; | |
} | |
} | |
void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) | |
{ | |
int total = 0; | |
if(vertexShader) | |
{ | |
if(total < maxCount) | |
{ | |
shaders[total] = vertexShader->getName(); | |
} | |
total++; | |
} | |
if(fragmentShader) | |
{ | |
if(total < maxCount) | |
{ | |
shaders[total] = fragmentShader->getName(); | |
} | |
total++; | |
} | |
if(count) | |
{ | |
*count = total; | |
} | |
} | |
void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const | |
{ | |
// Skip over inactive attributes | |
unsigned int activeAttribute = 0; | |
unsigned int attribute; | |
for(attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) | |
{ | |
if(linkedAttribute[attribute].name.empty()) | |
{ | |
continue; | |
} | |
if(activeAttribute == index) | |
{ | |
break; | |
} | |
activeAttribute++; | |
} | |
if(bufsize > 0) | |
{ | |
const char *string = linkedAttribute[attribute].name.c_str(); | |
strncpy(name, string, bufsize); | |
name[bufsize - 1] = '\0'; | |
if(length) | |
{ | |
*length = strlen(name); | |
} | |
} | |
*size = 1; // Always a single 'type' instance | |
*type = linkedAttribute[attribute].type; | |
} | |
GLint Program::getActiveAttributeCount() const | |
{ | |
int count = 0; | |
for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) | |
{ | |
if(!linkedAttribute[attributeIndex].name.empty()) | |
{ | |
count++; | |
} | |
} | |
return count; | |
} | |
GLint Program::getActiveAttributeMaxLength() const | |
{ | |
int maxLength = 0; | |
for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) | |
{ | |
if(!linkedAttribute[attributeIndex].name.empty()) | |
{ | |
maxLength = std::max((int)(linkedAttribute[attributeIndex].name.length() + 1), maxLength); | |
} | |
} | |
return maxLength; | |
} | |
void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const | |
{ | |
if(bufsize > 0) | |
{ | |
std::string string = uniforms[index]->name; | |
if(uniforms[index]->isArray()) | |
{ | |
string += "[0]"; | |
} | |
strncpy(name, string.c_str(), bufsize); | |
name[bufsize - 1] = '\0'; | |
if(length) | |
{ | |
*length = strlen(name); | |
} | |
} | |
*size = uniforms[index]->size(); | |
*type = uniforms[index]->type; | |
} | |
GLint Program::getActiveUniformCount() const | |
{ | |
return uniforms.size(); | |
} | |
GLint Program::getActiveUniformMaxLength() const | |
{ | |
int maxLength = 0; | |
unsigned int numUniforms = uniforms.size(); | |
for(unsigned int uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++) | |
{ | |
if(!uniforms[uniformIndex]->name.empty()) | |
{ | |
int length = (int)(uniforms[uniformIndex]->name.length() + 1); | |
if(uniforms[uniformIndex]->isArray()) | |
{ | |
length += 3; // Counting in "[0]". | |
} | |
maxLength = std::max(length, maxLength); | |
} | |
} | |
return maxLength; | |
} | |
GLint Program::getActiveUniformi(GLuint index, GLenum pname) const | |
{ | |
const Uniform& uniform = *uniforms[index]; | |
switch(pname) | |
{ | |
case GL_UNIFORM_TYPE: return static_cast<GLint>(uniform.type); | |
case GL_UNIFORM_SIZE: return static_cast<GLint>(uniform.size()); | |
case GL_UNIFORM_NAME_LENGTH: return static_cast<GLint>(uniform.name.size() + 1 + (uniform.isArray() ? 3 : 0)); | |
case GL_UNIFORM_BLOCK_INDEX: return uniform.blockIndex; | |
case GL_UNIFORM_OFFSET: return uniform.blockInfo.offset; | |
case GL_UNIFORM_ARRAY_STRIDE: return uniform.blockInfo.arrayStride; | |
case GL_UNIFORM_MATRIX_STRIDE: return uniform.blockInfo.matrixStride; | |
case GL_UNIFORM_IS_ROW_MAJOR: return static_cast<GLint>(uniform.blockInfo.isRowMajorMatrix); | |
default: | |
UNREACHABLE(); | |
break; | |
} | |
return 0; | |
} | |
void Program::getActiveUniformBlockName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const | |
{ | |
ASSERT(index < getActiveUniformBlockCount()); | |
const UniformBlock &uniformBlock = *uniformBlocks[index]; | |
if(bufSize > 0) | |
{ | |
std::string string = uniformBlock.name; | |
if(uniformBlock.isArrayElement()) | |
{ | |
std::ostringstream elementIndex; | |
elementIndex << uniformBlock.elementIndex; | |
string += "[" + elementIndex.str() + "]"; | |
} | |
strncpy(name, string.c_str(), bufSize); | |
name[bufSize - 1] = '\0'; | |
if(length) | |
{ | |
*length = strlen(name); | |
} | |
} | |
} | |
GLint Program::getActiveUniformBlockCount() const | |
{ | |
return uniformBlocks.size(); | |
} | |
GLint Program::getActiveUniformBlockMaxLength() const | |
{ | |
int maxLength = 0; | |
if(isLinked()) | |
{ | |
unsigned int numUniformBlocks = getActiveUniformBlockCount(); | |
for(unsigned int uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++) | |
{ | |
const UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex]; | |
if(!uniformBlock.name.empty()) | |
{ | |
const int length = uniformBlock.name.length() + 1; | |
// Counting in "[0]". | |
const int arrayLength = (uniformBlock.isArrayElement() ? 3 : 0); | |
maxLength = std::max(length + arrayLength, maxLength); | |
} | |
} | |
} | |
return maxLength; | |
} | |
void Program::flagForDeletion() | |
{ | |
orphaned = true; | |
} | |
bool Program::isFlaggedForDeletion() const | |
{ | |
return orphaned; | |
} | |
void Program::validate() | |
{ | |
resetInfoLog(); | |
if(!isLinked()) | |
{ | |
appendToInfoLog("Program has not been successfully linked."); | |
validated = false; | |
} | |
else | |
{ | |
applyUniforms(); | |
if(!validateSamplers(true)) | |
{ | |
validated = false; | |
} | |
else | |
{ | |
validated = true; | |
} | |
} | |
} | |
bool Program::validateSamplers(bool logErrors) | |
{ | |
// if any two active samplers in a program are of different types, but refer to the same | |
// texture image unit, and this is the current program, then ValidateProgram will fail, and | |
// DrawArrays and DrawElements will issue the INVALID_OPERATION error. | |
TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; | |
for(unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; i++) | |
{ | |
textureUnitType[i] = TEXTURE_UNKNOWN; | |
} | |
for(unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) | |
{ | |
if(samplersPS[i].active) | |
{ | |
unsigned int unit = samplersPS[i].logicalTextureUnit; | |
if(unit >= MAX_COMBINED_TEXTURE_IMAGE_UNITS) | |
{ | |
if(logErrors) | |
{ | |
appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, MAX_COMBINED_TEXTURE_IMAGE_UNITS); | |
} | |
return false; | |
} | |
if(textureUnitType[unit] != TEXTURE_UNKNOWN) | |
{ | |
if(samplersPS[i].textureType != textureUnitType[unit]) | |
{ | |
if(logErrors) | |
{ | |
appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit); | |
} | |
return false; | |
} | |
} | |
else | |
{ | |
textureUnitType[unit] = samplersPS[i].textureType; | |
} | |
} | |
} | |
for(unsigned int i = 0; i < MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) | |
{ | |
if(samplersVS[i].active) | |
{ | |
unsigned int unit = samplersVS[i].logicalTextureUnit; | |
if(unit >= MAX_COMBINED_TEXTURE_IMAGE_UNITS) | |
{ | |
if(logErrors) | |
{ | |
appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, MAX_COMBINED_TEXTURE_IMAGE_UNITS); | |
} | |
return false; | |
} | |
if(textureUnitType[unit] != TEXTURE_UNKNOWN) | |
{ | |
if(samplersVS[i].textureType != textureUnitType[unit]) | |
{ | |
if(logErrors) | |
{ | |
appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit); | |
} | |
return false; | |
} | |
} | |
else | |
{ | |
textureUnitType[unit] = samplersVS[i].textureType; | |
} | |
} | |
} | |
return true; | |
} | |
} |