1 /*-------------------------------------------------------------------------
2 * drawElements Quality Program OpenGL ES Utilities
3 * ------------------------------------------------
4 *
5 * Copyright 2014 The Android Open Source Project
6 *
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
10 *
11 * http://www.apache.org/licenses/LICENSE-2.0
12 *
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
18 *
19 *//*!
20 * \file
21 * \brief SGLR shader program.
22 *//*--------------------------------------------------------------------*/
23
24 #include "sglrShaderProgram.hpp"
25
26 namespace sglr
27 {
28 namespace pdec
29 {
30
ShaderProgramDeclaration(void)31 ShaderProgramDeclaration::ShaderProgramDeclaration (void)
32 : m_geometryDecl (rr::GEOMETRYSHADERINPUTTYPE_LAST, rr::GEOMETRYSHADEROUTPUTTYPE_LAST, 0, 0)
33 , m_vertexShaderSet (false)
34 , m_fragmentShaderSet (false)
35 , m_geometryShaderSet (false)
36 {
37 }
38
operator <<(const VertexAttribute & v)39 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexAttribute& v)
40 {
41 m_vertexAttributes.push_back(v);
42 return *this;
43 }
44
operator <<(const VertexToFragmentVarying & v)45 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexToFragmentVarying& v)
46 {
47 m_vertexToFragmentVaryings.push_back(v);
48 return *this;
49 }
50
operator <<(const VertexToGeometryVarying & v)51 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexToGeometryVarying& v)
52 {
53 m_vertexToGeometryVaryings.push_back(v);
54 return *this;
55 }
56
operator <<(const GeometryToFragmentVarying & v)57 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const GeometryToFragmentVarying& v)
58 {
59 m_geometryToFragmentVaryings.push_back(v);
60 return *this;
61 }
62
operator <<(const FragmentOutput & v)63 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const FragmentOutput& v)
64 {
65 m_fragmentOutputs.push_back(v);
66 return *this;
67 }
68
operator <<(const Uniform & v)69 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const Uniform& v)
70 {
71 m_uniforms.push_back(v);
72 return *this;
73 }
74
operator <<(const VertexSource & c)75 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexSource& c)
76 {
77 DE_ASSERT(!m_vertexShaderSet);
78 m_vertexSource = c.source;
79 m_vertexShaderSet = true;
80 return *this;
81 }
82
operator <<(const FragmentSource & c)83 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const FragmentSource& c)
84 {
85 DE_ASSERT(!m_fragmentShaderSet);
86 m_fragmentSource = c.source;
87 m_fragmentShaderSet = true;
88 return *this;
89 }
90
operator <<(const GeometrySource & c)91 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const GeometrySource& c)
92 {
93 DE_ASSERT(!m_geometryShaderSet);
94 m_geometrySource = c.source;
95 m_geometryShaderSet = true;
96 return *this;
97 }
98
operator <<(const GeometryShaderDeclaration & c)99 ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const GeometryShaderDeclaration& c)
100 {
101 m_geometryDecl = c;
102 return *this;
103 }
104
valid(void) const105 bool ShaderProgramDeclaration::valid (void) const
106 {
107 if (!m_vertexShaderSet || !m_fragmentShaderSet)
108 return false;
109
110 if (m_fragmentOutputs.empty())
111 return false;
112
113 if (hasGeometryShader())
114 {
115 if (m_geometryDecl.inputType == rr::GEOMETRYSHADERINPUTTYPE_LAST ||
116 m_geometryDecl.outputType == rr::GEOMETRYSHADEROUTPUTTYPE_LAST)
117 return false;
118 }
119 else
120 {
121 if (m_geometryDecl.inputType != rr::GEOMETRYSHADERINPUTTYPE_LAST ||
122 m_geometryDecl.outputType != rr::GEOMETRYSHADEROUTPUTTYPE_LAST ||
123 m_geometryDecl.numOutputVertices != 0 ||
124 m_geometryDecl.numInvocations != 0)
125 return false;
126 }
127
128 return true;
129 }
130
131 } //pdec
132
ShaderProgram(const pdec::ShaderProgramDeclaration & decl)133 ShaderProgram::ShaderProgram (const pdec::ShaderProgramDeclaration& decl)
134 : rr::VertexShader (decl.getVertexInputCount(), decl.getVertexOutputCount())
135 , rr::GeometryShader (decl.getGeometryInputCount(),
136 decl.getGeometryOutputCount(),
137 decl.m_geometryDecl.inputType,
138 decl.m_geometryDecl.outputType,
139 decl.m_geometryDecl.numOutputVertices,
140 decl.m_geometryDecl.numInvocations)
141 , rr::FragmentShader (decl.getFragmentInputCount(), decl.getFragmentOutputCount())
142 , m_attributeNames (decl.getVertexInputCount())
143 , m_uniforms (decl.m_uniforms.size())
144 , m_vertSrc (decl.m_vertexSource)
145 , m_fragSrc (decl.m_fragmentSource)
146 , m_geomSrc (decl.hasGeometryShader() ? (decl.m_geometrySource) : (""))
147 , m_hasGeometryShader (decl.hasGeometryShader())
148 {
149 DE_ASSERT(decl.valid());
150
151 // Set up shader IO
152
153 for (size_t ndx = 0; ndx < decl.m_vertexAttributes.size(); ++ndx)
154 {
155 this->rr::VertexShader::m_inputs[ndx].type = decl.m_vertexAttributes[ndx].type;
156 m_attributeNames[ndx] = decl.m_vertexAttributes[ndx].name;
157 }
158
159 if (m_hasGeometryShader)
160 {
161 for (size_t ndx = 0; ndx < decl.m_vertexToGeometryVaryings.size(); ++ndx)
162 {
163 this->rr::VertexShader::m_outputs[ndx].type = decl.m_vertexToGeometryVaryings[ndx].type;
164 this->rr::VertexShader::m_outputs[ndx].flatshade = decl.m_vertexToGeometryVaryings[ndx].flatshade;
165
166 this->rr::GeometryShader::m_inputs[ndx] = this->rr::VertexShader::m_outputs[ndx];
167 }
168 for (size_t ndx = 0; ndx < decl.m_geometryToFragmentVaryings.size(); ++ndx)
169 {
170 this->rr::GeometryShader::m_outputs[ndx].type = decl.m_geometryToFragmentVaryings[ndx].type;
171 this->rr::GeometryShader::m_outputs[ndx].flatshade = decl.m_geometryToFragmentVaryings[ndx].flatshade;
172
173 this->rr::FragmentShader::m_inputs[ndx] = this->rr::GeometryShader::m_outputs[ndx];
174 }
175 }
176 else
177 {
178 for (size_t ndx = 0; ndx < decl.m_vertexToFragmentVaryings.size(); ++ndx)
179 {
180 this->rr::VertexShader::m_outputs[ndx].type = decl.m_vertexToFragmentVaryings[ndx].type;
181 this->rr::VertexShader::m_outputs[ndx].flatshade = decl.m_vertexToFragmentVaryings[ndx].flatshade;
182
183 this->rr::FragmentShader::m_inputs[ndx] = this->rr::VertexShader::m_outputs[ndx];
184 }
185 }
186
187 for (size_t ndx = 0; ndx < decl.m_fragmentOutputs.size(); ++ndx)
188 this->rr::FragmentShader::m_outputs[ndx].type = decl.m_fragmentOutputs[ndx].type;
189
190 // Set up uniforms
191
192 for (size_t ndx = 0; ndx < decl.m_uniforms.size(); ++ndx)
193 {
194 this->m_uniforms[ndx].name = decl.m_uniforms[ndx].name;
195 this->m_uniforms[ndx].type = decl.m_uniforms[ndx].type;
196 }
197 }
198
~ShaderProgram(void)199 ShaderProgram::~ShaderProgram (void)
200 {
201 }
202
getUniformByName(const char * name) const203 const UniformSlot& ShaderProgram::getUniformByName (const char* name) const
204 {
205 DE_ASSERT(name);
206
207 for (size_t ndx = 0; ndx < m_uniforms.size(); ++ndx)
208 if (m_uniforms[ndx].name == std::string(name))
209 return m_uniforms[ndx];
210
211 DE_ASSERT(!"Invalid uniform name, uniform not found.");
212 return m_uniforms[0];
213 }
214
shadePrimitives(rr::GeometryEmitter & output,int verticesIn,const rr::PrimitivePacket * packets,const int numPackets,int invocationID) const215 void ShaderProgram::shadePrimitives (rr::GeometryEmitter& output, int verticesIn, const rr::PrimitivePacket* packets, const int numPackets, int invocationID) const
216 {
217 DE_UNREF(output);
218 DE_UNREF(verticesIn && packets && numPackets && invocationID);
219
220 // Should never be called.
221 DE_ASSERT(DE_FALSE);
222 }
223
224 } // sglr
225