Edit

kc3-lang/angle/src/libGLESv2/Program.h

Branch :

  • Show log

    Commit

  • Author : apatrick@chromium.org
    Date : 2012-01-26 19:18:24
    Hash : e057c5dd
    Message : Fixed more warnings. Clang warns about missing case in enum glslang_lex.cpp so I disabled that one as well. MSVC, as Chromium is built at least, warns about things in its own STL headers in SymbolTable.cpp so disabled the warning for that file. esTransform.c had a struct that the compiler could not determine was initialized so I explicitly initialized it. Review URL: https://codereview.appspot.com/5577048 git-svn-id: https://angleproject.googlecode.com/svn/trunk@965 736b8ea6-26fd-11df-bfd4-992fa37f6226

  • src/libGLESv2/Program.h
  • //
    // Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
    // Use of this source code is governed by a BSD-style license that can be
    // found in the LICENSE file.
    //
    
    // Program.h: Defines the gl::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 <d3dx9.h>
    #include <d3dcompiler.h>
    #include <string>
    #include <vector>
    #include <set>
    
    #include "libGLESv2/Shader.h"
    #include "libGLESv2/Context.h"
    
    namespace gl
    {
    class ResourceManager;
    class FragmentShader;
    class VertexShader;
    
    // Helper struct representing a single shader uniform
    struct Uniform
    {
        Uniform(GLenum type, const std::string &_name, unsigned int arraySize);
    
        ~Uniform();
    
        bool isArray();
    
        const GLenum type;
        const std::string _name;   // Decorated name
        const std::string name;    // Undecorated name
        const unsigned int arraySize;
    
        unsigned char *data;
        bool dirty;
    
        struct RegisterInfo
        {
            int registerSet;
            int registerIndex;
            int registerCount;
        };
    
        RegisterInfo ps;
        RegisterInfo vs;
    };
    
    // 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;
    
        IDirect3DPixelShader9 *getPixelShader();
        IDirect3DVertexShader9 *getVertexShader();
    
        void bindAttributeLocation(GLuint index, const char *name);
        GLuint getAttributeLocation(const char *name);
        int getSemanticIndex(int attributeIndex);
    
        GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex);
        TextureType getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
        GLint getUsedSamplerRange(SamplerType type);
    
        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);
    
        GLint getDxDepthRangeLocation() const;
        GLint getDxDepthLocation() const;
        GLint getDxCoordLocation() const;
        GLint getDxHalfPixelSizeLocation() const;
        GLint getDxFrontCCWLocation() const;
        GLint getDxPointsOrLinesLocation() const;
    
        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);
        GLint getActiveAttributeCount();
        GLint getActiveAttributeMaxLength();
    
        void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
        GLint getActiveUniformCount();
        GLint getActiveUniformMaxLength();
    
        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;
    
        static std::string decorateAttribute(const std::string &name);    // Prepend an underscore
        static std::string undecorateUniform(const std::string &_name);   // Remove leading underscore
    
      private:
        DISALLOW_COPY_AND_ASSIGN(Program);
    
        ID3D10Blob *compileToBinary(const char *hlsl, const char *profile, ID3DXConstantTable **constantTable);
        void unlink(bool destroy = false);
    
        int packVaryings(const Varying *packing[][4]);
        bool linkVaryings();
    
        bool linkAttributes();
        int getAttributeBinding(const std::string &name);
    
        bool linkUniforms(ID3DXConstantTable *constantTable);
        bool defineUniform(const D3DXHANDLE &constantHandle, const D3DXCONSTANT_DESC &constantDescription, std::string name = "");
        bool defineUniform(const D3DXCONSTANT_DESC &constantDescription, const std::string &name);
        Uniform *createUniform(const D3DXCONSTANT_DESC &constantDescription, const std::string &name);
        bool applyUniformnfv(Uniform *targetUniform, const GLfloat *v);
        bool applyUniform1iv(Uniform *targetUniform, GLsizei count, const GLint *v);
        bool applyUniform2iv(Uniform *targetUniform, GLsizei count, const GLint *v);
        bool applyUniform3iv(Uniform *targetUniform, GLsizei count, const GLint *v);
        bool applyUniform4iv(Uniform *targetUniform, GLsizei count, const GLint *v);
        void applyUniformniv(Uniform *targetUniform, GLsizei count, const D3DXVECTOR4 *vector);
        void applyUniformnbv(Uniform *targetUniform, GLsizei count, int width, const GLboolean *v);
    
        void initializeConstantHandles(Uniform *targetUniform, Uniform::RegisterInfo *rs, ID3DXConstantTable *constantTable);
    
        void appendToInfoLogSanitized(const char *message);
        void appendToInfoLog(const char *info, ...);
        void resetInfoLog();
    
        static unsigned int issueSerial();
    
        IDirect3DDevice9 *mDevice;
        FragmentShader *mFragmentShader;
        VertexShader *mVertexShader;
    
        std::string mPixelHLSL;
        std::string mVertexHLSL;
    
        IDirect3DPixelShader9 *mPixelExecutable;
        IDirect3DVertexShader9 *mVertexExecutable;
        ID3DXConstantTable *mConstantTablePS;
        ID3DXConstantTable *mConstantTableVS;
    
        std::set<std::string> mAttributeBinding[MAX_VERTEX_ATTRIBS];
        Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
        int mSemanticIndex[MAX_VERTEX_ATTRIBS];
    
        struct Sampler
        {
            bool active;
            GLint logicalTextureUnit;
            TextureType textureType;
        };
    
        Sampler mSamplersPS[MAX_TEXTURE_IMAGE_UNITS];
        Sampler mSamplersVS[MAX_VERTEX_TEXTURE_IMAGE_UNITS_VTF];
        GLuint mUsedVertexSamplerRange;
        GLuint mUsedPixelSamplerRange;
    
        typedef std::vector<Uniform*> UniformArray;
        UniformArray mUniforms;
        typedef std::vector<UniformLocation> UniformIndex;
        UniformIndex mUniformIndex;
    
        GLint mDxDepthRangeLocation;
        GLint mDxDepthLocation;
        GLint mDxCoordLocation;
        GLint mDxHalfPixelSizeLocation;
        GLint mDxFrontCCWLocation;
        GLint mDxPointsOrLinesLocation;
    
        bool mLinked;
        bool mDeleteStatus;   // Flag to indicate that the program can be deleted when no longer in use
        char *mInfoLog;
        bool mValidated;
    
        unsigned int mRefCount;
    
        const unsigned int mSerial;
    
        static unsigned int mCurrentSerial;
    
        ResourceManager *mResourceManager;
        const GLuint mHandle;
    };
    }
    
    #endif   // LIBGLESV2_PROGRAM_H_