Hash :
a390e1ee
Author :
Date :
2013-01-11T04:09:39
Implemented support for DX11 driver uniforms by assigning fixed register slots. TRAC #22369 Signed-off-by: Daniel Koch Signed-off-by: Geoff Lang Author: Nicolas Capens git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1682 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2002-2012 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_BINARY_H_
#define LIBGLESV2_PROGRAM_BINARY_H_
#define GL_APICALL
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <string>
#include <vector>
#include "libGLESv2/Program.h"
#include "libGLESv2/Context.h"
#include "libGLESv2/mathutil.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Uniform.h"
#include "libGLESv2/renderer/ShaderExecutable.h"
namespace gl
{
class FragmentShader;
class VertexShader;
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct UniformLocation
{
UniformLocation()
{
}
UniformLocation(const std::string &name, unsigned int element, unsigned int index);
std::string name;
unsigned int element;
unsigned int index;
};
// This is the result of linking a program. It is the state that would be passed to ProgramBinary.
class ProgramBinary : public RefCountObject
{
public:
explicit ProgramBinary(rx::Renderer *renderer);
~ProgramBinary();
rx::ShaderExecutable *getPixelExecutable();
rx::ShaderExecutable *getVertexExecutable();
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);
bool usesPointSize() const;
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 applyDxDepthRange(float near, float far, float diff);
void applyDxDepthFront(float range, float start, float frontCCW);
void applyDxCoord(float halfWidth, float halfHeight, float x0, float y0);
void applyDxHalfPixelSize(float width, float height);
void dirtyAllUniforms();
void applyUniforms();
bool load(InfoLog &infoLog, const void *binary, GLsizei length);
bool save(void* binary, GLsizei bufSize, GLsizei *length);
GLint getLength();
bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
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 validate(InfoLog &infoLog);
bool validateSamplers(InfoLog *infoLog);
bool isValidated() const;
unsigned int getSerial() const;
static std::string decorateAttribute(const std::string &name); // Prepend an underscore
private:
DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
int packVaryings(InfoLog &infoLog, const Varying *packing[][4], FragmentShader *fragmentShader);
bool linkVaryings(InfoLog &infoLog, std::string& pixelHLSL, std::string& vertexHLSL, FragmentShader *fragmentShader, VertexShader *vertexShader);
bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
bool linkUniforms(InfoLog &infoLog, const sh::ActiveUniforms &vertexUniforms, const sh::ActiveUniforms &fragmentUniforms);
bool defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog);
rx::Renderer *const mRenderer;
rx::ShaderExecutable *mPixelExecutable;
rx::ShaderExecutable *mVertexExecutable;
Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
int mSemanticIndex[MAX_VERTEX_ATTRIBS];
struct Sampler
{
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;
bool mUsesPointSize;
UniformArray mUniforms;
typedef std::vector<UniformLocation> UniformIndex;
UniformIndex mUniformIndex;
rx::dx_VertexConstants mVertexConstants;
rx::dx_PixelConstants mPixelConstants;
bool mValidated;
const unsigned int mSerial;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
}
#endif // LIBGLESV2_PROGRAM_BINARY_H_