blob: 01a469f11d6136acc4677122c352b2b519432ee3 [file] [log] [blame]
// 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.
#ifndef LIBGL_PROGRAM_H_
#define LIBGL_PROGRAM_H_
#include "Shader.h"
#include "Context.h"
#include "Shader/PixelShader.hpp"
#include "Shader/VertexShader.hpp"
#include <string>
#include <vector>
#include <set>
namespace gl
{
class Device;
class ResourceManager;
class FragmentShader;
class VertexShader;
// Helper struct representing a single shader uniform
struct Uniform
{
Uniform(GLenum type, 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 setUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value);
bool setUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value);
bool setUniform1iv(GLint location, GLsizei count, const GLint *v);
bool setUniform2iv(GLint location, GLsizei count, const GLint *v);
bool setUniform3iv(GLint location, GLsizei count, const GLint *v);
bool setUniform4iv(GLint location, GLsizei count, const GLint *v);
bool getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params);
bool getUniformiv(GLint location, GLsizei *bufSize, GLint *params);
void dirtyAllUniforms();
void applyUniforms();
void link();
bool isLinked();
int getInfoLogLength() const;
void getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog);
void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) 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();
int packVaryings(const glsl::Varying *packing[][4]);
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);
void appendToInfoLog(const char *info, ...);
void resetInfoLog();
static unsigned int issueSerial();
private:
gl::Device *device;
FragmentShader *fragmentShader;
VertexShader *vertexShader;
sw::PixelShader *pixelBinary;
sw::VertexShader *vertexBinary;
std::set<std::string> attributeBinding[MAX_VERTEX_ATTRIBS];
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 // LIBGL_PROGRAM_H_