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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.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
{
struct BlockInfo
{
BlockInfo(const glsl::Uniform& uniform, int blockIndex);
int index;
int offset;
int arrayStride;
int matrixStride;
bool isRowMajorMatrix;
};
Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize,
const BlockInfo &blockInfo);
~Uniform();
bool isArray() const;
int size() const;
int registerCount() const;
const GLenum type;
const GLenum precision;
const std::string name;
const unsigned int arraySize;
const BlockInfo blockInfo;
unsigned char *data;
bool dirty;
short psRegisterIndex;
short vsRegisterIndex;
};
// Helper struct representing a single shader uniform block
struct UniformBlock
{
// use GL_INVALID_INDEX for non-array elements
UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize, std::vector<unsigned int> memberUniformIndexes);
void setRegisterIndex(GLenum shader, unsigned int registerIndex);
bool isArrayElement() const;
bool isReferencedByVertexShader() const;
bool isReferencedByFragmentShader() const;
const std::string name;
const unsigned int elementIndex;
const unsigned int dataSize;
std::vector<unsigned int> memberUniformIndexes;
unsigned int psRegisterIndex;
unsigned int 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;
};
struct LinkedVarying
{
LinkedVarying();
LinkedVarying(const std::string &name, GLenum type, GLsizei size, int reg, int col);
// Original GL name
std::string name;
GLenum type;
GLsizei size;
int reg; // First varying register, assigned during link
int col; // First register element, assigned during link
};
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);
GLint getAttributeLocation(const char *name);
int getAttributeStream(int attributeIndex);
GLint getSamplerMapping(sw::SamplerType type, unsigned int samplerIndex);
TextureType getSamplerTextureType(sw::SamplerType type, unsigned int samplerIndex);
GLuint getUniformIndex(const std::string &name) const;
GLuint getUniformBlockIndex(const std::string &name) const;
void bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding);
GLuint getUniformBlockBinding(GLuint uniformBlockIndex) const;
void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
GLint getUniformLocation(const std::string &name) const;
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, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, 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 applyUniformBuffers(BufferBinding* uniformBuffers);
void applyTransformFeedback(TransformFeedback* transformFeedback);
void link();
bool isLinked() const;
size_t 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;
size_t getActiveAttributeCount() const;
GLint getActiveAttributeMaxLength() const;
void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
size_t getActiveUniformCount() const;
GLint getActiveUniformMaxLength() const;
GLint getActiveUniformi(GLuint index, GLenum pname) const;
void getActiveUniformBlockName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const;
size_t getActiveUniformBlockCount() const;
GLint getActiveUniformBlockMaxLength() const;
void setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode);
void getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const;
GLsizei getTransformFeedbackVaryingCount() const;
GLsizei getTransformFeedbackVaryingMaxLength() const;
GLenum getTransformFeedbackBufferMode() 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;
bool getBinaryRetrievableHint() const { return retrievableBinary; }
void setBinaryRetrievable(bool retrievable) { retrievableBinary = retrievable; }
GLint getBinaryLength() const;
private:
void unlink();
void resetUniformBlockBindings();
bool linkVaryings();
bool linkTransformFeedback();
bool linkAttributes();
int getAttributeBinding(const glsl::Attribute &attribute);
bool linkUniforms(const Shader *shader);
bool linkUniformBlocks(const Shader *vertexShader, const Shader *fragmentShader);
bool areMatchingUniformBlocks(const glsl::UniformBlock &block1, const glsl::UniformBlock &block2, const Shader *shader1, const Shader *shader2);
bool defineUniform(GLenum shader, GLenum type, GLenum precision, const std::string &_name, unsigned int arraySize, int registerIndex, const Uniform::BlockInfo& blockInfo);
bool defineUniformBlock(const Shader *shader, const glsl::UniformBlock &block);
bool applyUniform(GLint location, float* data);
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 applyUniformMatrix2x3fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix2x4fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3x2fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix3x4fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4x2fv(GLint location, GLsizei count, const GLfloat *value);
bool applyUniformMatrix4x3fv(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 applyUniform1uiv(GLint location, GLsizei count, const GLuint *v);
bool applyUniform2uiv(GLint location, GLsizei count, const GLuint *v);
bool applyUniform3uiv(GLint location, GLsizei count, const GLuint *v);
bool applyUniform4uiv(GLint location, GLsizei count, const GLuint *v);
bool setUniformfv(GLint location, GLsizei count, const GLfloat *v, int numElements);
bool setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, 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];
GLuint uniformBlockBindings[MAX_UNIFORM_BUFFER_BINDINGS];
std::vector<std::string> transformFeedbackVaryings;
GLenum transformFeedbackBufferMode;
size_t totalLinkedVaryingsComponents;
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;
typedef std::vector<UniformBlock*> UniformBlockArray;
UniformBlockArray uniformBlocks;
typedef std::vector<LinkedVarying> LinkedVaryingArray;
LinkedVaryingArray transformFeedbackLinkedVaryings;
bool linked;
bool orphaned; // Flag to indicate that the program can be deleted when no longer in use
char *infoLog;
bool validated;
bool retrievableBinary;
unsigned int referenceCount;
const unsigned int serial;
static unsigned int currentSerial;
ResourceManager *resourceManager;
const GLuint handle;
};
}
#endif // LIBGLESV2_PROGRAM_H_