Hash :
70961b33
Author :
Date :
2013-05-30T00:17:48
Add support for structures in interface and uniform blocks. Also redesigns the uniform block layout computation to be more general. TRAC #23018 Signed-off-by: Geoff Lang Signed-off-by: Nicolas Capens Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/es3proto@2387 736b8ea6-26fd-11df-bfd4-992fa37f6226
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//
// Copyright (c) 2002-2013 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 <GLES3/gl3.h>
#include <GLES3/gl3ext.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <string>
#include <vector>
#include "common/RefCountObject.h"
#include "angletypes.h"
#include "common/mathutil.h"
#include "libGLESv2/Uniform.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Constants.h"
namespace rx
{
class ShaderExecutable;
class Renderer;
struct TranslatedAttribute;
}
namespace gl
{
class FragmentShader;
class VertexShader;
class InfoLog;
class AttributeBindings;
struct Varying;
class Buffer;
// 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();
rx::ShaderExecutable *getGeometryExecutable();
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;
bool usesPointSpriteEmulation() const;
bool usesGeometryShader() const;
GLint getUniformLocation(std::string name);
GLuint getUniformIndex(std::string name);
GLuint getUniformBlockIndex(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 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 setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
bool setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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();
bool applyUniformBuffers(const std::vector<gl::Buffer*> boundBuffers);
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) 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;
GLint getActiveUniformi(GLuint index, GLenum pname) const;
void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
GLuint getActiveUniformBlockCount() const;
GLuint getActiveUniformBlockMaxLength() const;
UniformBlock *getUniformBlockByIndex(GLuint blockIndex);
void validate(InfoLog &infoLog);
bool validateSamplers(InfoLog *infoLog);
bool isValidated() const;
unsigned int getSerial() const;
int getShaderVersion() const;
void sortAttributesByLayout(rx::TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) 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, int registers, const Varying *packing[][4],
std::string& pixelHLSL, std::string& vertexHLSL,
FragmentShader *fragmentShader, VertexShader *vertexShader);
std::string generateVaryingHLSL(FragmentShader *fragmentShader, const std::string &varyingSemantic) const;
bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, FragmentShader *fragmentShader, VertexShader *vertexShader);
typedef sh::BlockMemberInfoArray::const_iterator BlockInfoItr;
bool areMatchingUniforms(InfoLog &infoLog, const std::string& uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
bool linkUniforms(InfoLog &infoLog, const sh::ActiveUniforms &vertexUniforms, const sh::ActiveUniforms &fragmentUniforms);
bool defineUniform(GLenum shader, const sh::Uniform &constant, InfoLog &infoLog);
bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
bool linkUniformBlocks(InfoLog &infoLog, const sh::ActiveInterfaceBlocks &vertexUniformBlocks, const sh::ActiveInterfaceBlocks &fragmentUniformBlocks);
void defineUniformBlockMembers(const sh::ActiveUniforms &uniforms, const std::string &prefix, int blockIndex, BlockInfoItr *blockInfoItr, std::vector<unsigned int> *blockUniformIndexes);
bool defineUniformBlock(InfoLog &infoLog, GLenum shader, const sh::InterfaceBlock &interfaceBlock);
bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex);
std::string generateGeometryShaderHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const;
std::string generatePointSpriteHLSL(int registers, const Varying *packing[][4], FragmentShader *fragmentShader, VertexShader *vertexShader) const;
template <typename T>
bool setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
template <int cols, int rows>
bool setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
template <typename T>
bool getUniformv(GLint location, GLsizei *bufSize, T *params, GLenum uniformType);
rx::Renderer *const mRenderer;
rx::ShaderExecutable *mPixelExecutable;
rx::ShaderExecutable *mVertexExecutable;
rx::ShaderExecutable *mGeometryExecutable;
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[IMPLEMENTATION_MAX_VERTEX_TEXTURE_IMAGE_UNITS];
GLuint mUsedVertexSamplerRange;
GLuint mUsedPixelSamplerRange;
bool mUsesPointSize;
int mShaderVersion;
UniformArray mUniforms;
UniformBlockArray mUniformBlocks;
typedef std::vector<UniformLocation> UniformIndex;
UniformIndex mUniformIndex;
bool mValidated;
const unsigned int mSerial;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
}
#endif // LIBGLESV2_PROGRAM_BINARY_H_