// Copyright 2016 The SwiftShader Authors. All Rights Reserved. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // Program.cpp: Implements the Program class. Implements GL program objects // and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28. #include "Program.h" #include "main.h" #include "Buffer.h" #include "Shader.h" #include "TransformFeedback.h" #include "utilities.h" #include "common/debug.h" #include "Shader/PixelShader.hpp" #include "Shader/VertexShader.hpp" #include #include namespace es2 { unsigned int Program::currentSerial = 1; std::string str(int i) { char buffer[20]; sprintf(buffer, "%d", i); return buffer; } Uniform::BlockInfo::BlockInfo(const glsl::Uniform& uniform, int blockIndex) { static unsigned int registerSizeStd140 = 4; // std140 packing requires dword alignment if(blockIndex >= 0) { index = blockIndex; offset = uniform.blockInfo.offset; arrayStride = uniform.blockInfo.arrayStride; matrixStride = uniform.blockInfo.matrixStride; isRowMajorMatrix = uniform.blockInfo.isRowMajorMatrix; } else { index = -1; offset = -1; arrayStride = -1; matrixStride = -1; isRowMajorMatrix = false; } } Uniform::Uniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, const BlockInfo &blockInfo) : type(type), precision(precision), name(name), arraySize(arraySize), blockInfo(blockInfo) { if(blockInfo.index == -1) { size_t bytes = UniformTypeSize(type) * size(); data = new unsigned char[bytes]; memset(data, 0, bytes); } else { data = nullptr; } dirty = true; psRegisterIndex = -1; vsRegisterIndex = -1; } Uniform::~Uniform() { delete[] data; } bool Uniform::isArray() const { return arraySize >= 1; } int Uniform::size() const { return arraySize > 0 ? arraySize : 1; } int Uniform::registerCount() const { return size() * VariableRegisterCount(type); } UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize, std::vector memberUniformIndexes) : name(name), elementIndex(elementIndex), dataSize(dataSize), memberUniformIndexes(memberUniformIndexes), psRegisterIndex(GL_INVALID_INDEX), vsRegisterIndex(GL_INVALID_INDEX) { } void UniformBlock::setRegisterIndex(GLenum shader, unsigned int registerIndex) { switch(shader) { case GL_VERTEX_SHADER: vsRegisterIndex = registerIndex; break; case GL_FRAGMENT_SHADER: psRegisterIndex = registerIndex; break; default: UNREACHABLE(shader); } } bool UniformBlock::isArrayElement() const { return elementIndex != GL_INVALID_INDEX; } bool UniformBlock::isReferencedByVertexShader() const { return vsRegisterIndex != GL_INVALID_INDEX; } bool UniformBlock::isReferencedByFragmentShader() const { return psRegisterIndex != GL_INVALID_INDEX; } UniformLocation::UniformLocation(const std::string &name, unsigned int element, unsigned int index) : name(name), element(element), index(index) { } LinkedVarying::LinkedVarying() { } LinkedVarying::LinkedVarying(const std::string &name, GLenum type, GLsizei size, int reg, int col) : name(name), type(type), size(size), reg(reg), col(col) { } Program::Program(ResourceManager *manager, GLuint handle) : serial(issueSerial()), resourceManager(manager), handle(handle) { device = getDevice(); fragmentShader = 0; vertexShader = 0; pixelBinary = 0; vertexBinary = 0; transformFeedbackBufferMode = GL_INTERLEAVED_ATTRIBS; totalLinkedVaryingsComponents = 0; infoLog = 0; validated = false; resetUniformBlockBindings(); unlink(); orphaned = false; retrievableBinary = false; referenceCount = 0; } Program::~Program() { unlink(); if(vertexShader) { vertexShader->release(); } if(fragmentShader) { fragmentShader->release(); } } bool Program::attachShader(Shader *shader) { if(shader->getType() == GL_VERTEX_SHADER) { if(vertexShader) { return false; } vertexShader = (VertexShader*)shader; vertexShader->addRef(); } else if(shader->getType() == GL_FRAGMENT_SHADER) { if(fragmentShader) { return false; } fragmentShader = (FragmentShader*)shader; fragmentShader->addRef(); } else UNREACHABLE(shader->getType()); return true; } bool Program::detachShader(Shader *shader) { if(shader->getType() == GL_VERTEX_SHADER) { if(vertexShader != shader) { return false; } vertexShader->release(); vertexShader = 0; } else if(shader->getType() == GL_FRAGMENT_SHADER) { if(fragmentShader != shader) { return false; } fragmentShader->release(); fragmentShader = 0; } else UNREACHABLE(shader->getType()); return true; } int Program::getAttachedShadersCount() const { return (vertexShader ? 1 : 0) + (fragmentShader ? 1 : 0); } sw::PixelShader *Program::getPixelShader() { return pixelBinary; } sw::VertexShader *Program::getVertexShader() { return vertexBinary; } void Program::bindAttributeLocation(GLuint index, const char *name) { if(index < MAX_VERTEX_ATTRIBS) { for(int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { attributeBinding[i].erase(name); } attributeBinding[index].insert(name); } } GLuint Program::getAttributeLocation(const char *name) { if(name) { for(int index = 0; index < MAX_VERTEX_ATTRIBS; index++) { if(linkedAttribute[index].name == std::string(name)) { return index; } } } return -1; } int Program::getAttributeStream(int attributeIndex) { ASSERT(attributeIndex >= 0 && attributeIndex < MAX_VERTEX_ATTRIBS); return attributeStream[attributeIndex]; } // Returns the index of the texture image unit (0-19) corresponding to a sampler index (0-15 for the pixel shader and 0-3 for the vertex shader) GLint Program::getSamplerMapping(sw::SamplerType type, unsigned int samplerIndex) { GLuint logicalTextureUnit = -1; switch(type) { case sw::SAMPLER_PIXEL: ASSERT(samplerIndex < sizeof(samplersPS) / sizeof(samplersPS[0])); if(samplersPS[samplerIndex].active) { logicalTextureUnit = samplersPS[samplerIndex].logicalTextureUnit; } break; case sw::SAMPLER_VERTEX: ASSERT(samplerIndex < sizeof(samplersVS) / sizeof(samplersVS[0])); if(samplersVS[samplerIndex].active) { logicalTextureUnit = samplersVS[samplerIndex].logicalTextureUnit; } break; default: UNREACHABLE(type); } if(logicalTextureUnit < MAX_COMBINED_TEXTURE_IMAGE_UNITS) { return logicalTextureUnit; } return -1; } // Returns the texture type for a given sampler type and index (0-15 for the pixel shader and 0-3 for the vertex shader) TextureType Program::getSamplerTextureType(sw::SamplerType type, unsigned int samplerIndex) { switch(type) { case sw::SAMPLER_PIXEL: ASSERT(samplerIndex < sizeof(samplersPS)/sizeof(samplersPS[0])); ASSERT(samplersPS[samplerIndex].active); return samplersPS[samplerIndex].textureType; case sw::SAMPLER_VERTEX: ASSERT(samplerIndex < sizeof(samplersVS)/sizeof(samplersVS[0])); ASSERT(samplersVS[samplerIndex].active); return samplersVS[samplerIndex].textureType; default: UNREACHABLE(type); } return TEXTURE_2D; } GLint Program::getUniformLocation(const std::string &name) const { size_t subscript = GL_INVALID_INDEX; std::string baseName = es2::ParseUniformName(name, &subscript); size_t numUniforms = uniformIndex.size(); for(size_t location = 0; location < numUniforms; location++) { const int index = uniformIndex[location].index; const bool isArray = uniforms[index]->isArray(); if(uniformIndex[location].name == baseName && ((isArray && uniformIndex[location].element == subscript) || (subscript == GL_INVALID_INDEX))) { return (GLint)location; } } return -1; } GLuint Program::getUniformIndex(const std::string &name) const { size_t subscript = GL_INVALID_INDEX; std::string baseName = es2::ParseUniformName(name, &subscript); // The app is not allowed to specify array indices other than 0 for arrays of basic types if(subscript != 0 && subscript != GL_INVALID_INDEX) { return GL_INVALID_INDEX; } size_t numUniforms = uniforms.size(); for(GLuint index = 0; index < numUniforms; index++) { if(uniforms[index]->name == baseName) { if(uniforms[index]->isArray() || subscript == GL_INVALID_INDEX) { return index; } } } return GL_INVALID_INDEX; } void Program::getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const { ASSERT(uniformBlockIndex < getActiveUniformBlockCount()); const UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex]; switch(pname) { case GL_UNIFORM_BLOCK_DATA_SIZE: *params = static_cast(uniformBlock.dataSize); break; case GL_UNIFORM_BLOCK_NAME_LENGTH: *params = static_cast(uniformBlock.name.size() + 1 + (uniformBlock.isArrayElement() ? 3 : 0)); break; case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: *params = static_cast(uniformBlock.memberUniformIndexes.size()); break; case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES: { for(unsigned int blockMemberIndex = 0; blockMemberIndex < uniformBlock.memberUniformIndexes.size(); blockMemberIndex++) { params[blockMemberIndex] = static_cast(uniformBlock.memberUniformIndexes[blockMemberIndex]); } } break; case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER: *params = static_cast(uniformBlock.isReferencedByVertexShader()); break; case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER: *params = static_cast(uniformBlock.isReferencedByFragmentShader()); break; default: UNREACHABLE(pname); } } GLuint Program::getUniformBlockIndex(const std::string &name) const { size_t subscript = GL_INVALID_INDEX; std::string baseName = es2::ParseUniformName(name, &subscript); size_t numUniformBlocks = getActiveUniformBlockCount(); for(GLuint blockIndex = 0; blockIndex < numUniformBlocks; blockIndex++) { const UniformBlock &uniformBlock = *uniformBlocks[blockIndex]; if(uniformBlock.name == baseName) { const bool arrayElementZero = (subscript == GL_INVALID_INDEX && uniformBlock.elementIndex == 0); if(subscript == uniformBlock.elementIndex || arrayElementZero) { return blockIndex; } } } return GL_INVALID_INDEX; } void Program::bindUniformBlock(GLuint uniformBlockIndex, GLuint uniformBlockBinding) { uniformBlockBindings[uniformBlockIndex] = uniformBlockBinding; } GLuint Program::getUniformBlockBinding(GLuint uniformBlockIndex) const { return uniformBlockBindings[uniformBlockIndex]; } void Program::resetUniformBlockBindings() { for(unsigned int blockId = 0; blockId < MAX_UNIFORM_BUFFER_BINDINGS; blockId++) { uniformBlockBindings[blockId] = 0; } } bool Program::setUniformfv(GLint location, GLsizei count, const GLfloat *v, int numElements) { ASSERT(numElements >= 1 && numElements <= 4); static GLenum floatType[] = { GL_FLOAT, GL_FLOAT_VEC2, GL_FLOAT_VEC3, GL_FLOAT_VEC4 }; static GLenum boolType[] = { GL_BOOL, GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4 }; if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; targetUniform->dirty = true; int size = targetUniform->size(); if(size == 1 && count > 1) { return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION } count = std::min(size - (int)uniformIndex[location].element, count); int index = numElements - 1; if(targetUniform->type == floatType[index]) { memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLfloat)* numElements, v, numElements * sizeof(GLfloat)* count); } else if(targetUniform->type == boolType[index]) { GLboolean *boolParams = (GLboolean*)targetUniform->data + uniformIndex[location].element * numElements; for(int i = 0; i < count * numElements; i++) { boolParams[i] = (v[i] == 0.0f) ? GL_FALSE : GL_TRUE; } } else { return false; } return true; } bool Program::setUniform1fv(GLint location, GLsizei count, const GLfloat* v) { return setUniformfv(location, count, v, 1); } bool Program::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) { return setUniformfv(location, count, v, 2); } bool Program::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) { return setUniformfv(location, count, v, 3); } bool Program::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) { return setUniformfv(location, count, v, 4); } bool Program::setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum type) { int numElements; switch(type) { case GL_FLOAT_MAT2: numElements = 4; break; case GL_FLOAT_MAT2x3: case GL_FLOAT_MAT3x2: numElements = 6; break; case GL_FLOAT_MAT2x4: case GL_FLOAT_MAT4x2: numElements = 8; break; case GL_FLOAT_MAT3: numElements = 9; break; case GL_FLOAT_MAT3x4: case GL_FLOAT_MAT4x3: numElements = 12; break; case GL_FLOAT_MAT4: numElements = 16; break; default: return false; } if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; targetUniform->dirty = true; if(targetUniform->type != type) { return false; } int size = targetUniform->size(); if(size == 1 && count > 1) { return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION } count = std::min(size - (int)uniformIndex[location].element, count); GLfloat* dst = reinterpret_cast(targetUniform->data + uniformIndex[location].element * sizeof(GLfloat) * numElements); if(transpose == GL_FALSE) { memcpy(dst, value, numElements * sizeof(GLfloat) * count); } else { const int rowSize = VariableRowCount(type); const int colSize = VariableColumnCount(type); for(int n = 0; n < count; ++n) { for(int i = 0; i < colSize; ++i) { for(int j = 0; j < rowSize; ++j) { dst[i * rowSize + j] = value[j * colSize + i]; } } dst += numElements; value += numElements; } } return true; } bool Program::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT2); } bool Program::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT2x3); } bool Program::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT2x4); } bool Program::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT3); } bool Program::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT3x2); } bool Program::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT3x4); } bool Program::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT4); } bool Program::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT4x2); } bool Program::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { return setUniformMatrixfv(location, count, transpose, value, GL_FLOAT_MAT4x3); } bool Program::setUniform1iv(GLint location, GLsizei count, const GLint *v) { if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; targetUniform->dirty = true; int size = targetUniform->size(); if(size == 1 && count > 1) { return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION } count = std::min(size - (int)uniformIndex[location].element, count); if(targetUniform->type == GL_INT || targetUniform->type == GL_UNSIGNED_INT || IsSamplerUniform(targetUniform->type)) { memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLint), v, sizeof(GLint) * count); } else if(targetUniform->type == GL_BOOL) { GLboolean *boolParams = new GLboolean[count]; for(int i = 0; i < count; i++) { if(v[i] == 0) { boolParams[i] = GL_FALSE; } else { boolParams[i] = GL_TRUE; } } memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLboolean), boolParams, sizeof(GLboolean) * count); delete[] boolParams; } else { return false; } return true; } bool Program::setUniformiv(GLint location, GLsizei count, const GLint *v, int numElements) { static GLenum intType[] = { GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4 }; static GLenum uintType[] = { GL_UNSIGNED_INT, GL_UNSIGNED_INT_VEC2, GL_UNSIGNED_INT_VEC3, GL_UNSIGNED_INT_VEC4 }; static GLenum boolType[] = { GL_BOOL, GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4 }; if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; targetUniform->dirty = true; int size = targetUniform->size(); if(size == 1 && count > 1) { return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION } count = std::min(size - (int)uniformIndex[location].element, count); int index = numElements - 1; if(targetUniform->type == intType[index] || targetUniform->type == uintType[index]) { memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLint)* numElements, v, numElements * sizeof(GLint)* count); } else if(targetUniform->type == boolType[index]) { GLboolean *boolParams = new GLboolean[count * numElements]; for(int i = 0; i < count * numElements; i++) { boolParams[i] = (v[i] == 0) ? GL_FALSE : GL_TRUE; } memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLboolean)* numElements, boolParams, numElements * sizeof(GLboolean)* count); delete[] boolParams; } else { return false; } return true; } bool Program::setUniform2iv(GLint location, GLsizei count, const GLint *v) { return setUniformiv(location, count, v, 2); } bool Program::setUniform3iv(GLint location, GLsizei count, const GLint *v) { return setUniformiv(location, count, v, 3); } bool Program::setUniform4iv(GLint location, GLsizei count, const GLint *v) { return setUniformiv(location, count, v, 4); } bool Program::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) { if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; targetUniform->dirty = true; int size = targetUniform->size(); if(size == 1 && count > 1) { return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION } count = std::min(size - (int)uniformIndex[location].element, count); if(targetUniform->type == GL_INT || targetUniform->type == GL_UNSIGNED_INT || IsSamplerUniform(targetUniform->type)) { memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLuint), v, sizeof(GLuint)* count); } else if(targetUniform->type == GL_BOOL) { GLboolean *boolParams = new GLboolean[count]; for(int i = 0; i < count; i++) { if(v[i] == 0) { boolParams[i] = GL_FALSE; } else { boolParams[i] = GL_TRUE; } } memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLboolean), boolParams, sizeof(GLboolean)* count); delete[] boolParams; } else { return false; } return true; } bool Program::setUniformuiv(GLint location, GLsizei count, const GLuint *v, int numElements) { static GLenum intType[] = { GL_INT, GL_INT_VEC2, GL_INT_VEC3, GL_INT_VEC4 }; static GLenum uintType[] = { GL_UNSIGNED_INT, GL_UNSIGNED_INT_VEC2, GL_UNSIGNED_INT_VEC3, GL_UNSIGNED_INT_VEC4 }; static GLenum boolType[] = { GL_BOOL, GL_BOOL_VEC2, GL_BOOL_VEC3, GL_BOOL_VEC4 }; if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; targetUniform->dirty = true; int size = targetUniform->size(); if(size == 1 && count > 1) { return false; // Attempting to write an array to a non-array uniform is an INVALID_OPERATION } count = std::min(size - (int)uniformIndex[location].element, count); int index = numElements - 1; if(targetUniform->type == uintType[index] || targetUniform->type == intType[index]) { memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLuint)* numElements, v, numElements * sizeof(GLuint)* count); } else if(targetUniform->type == boolType[index]) { GLboolean *boolParams = new GLboolean[count * numElements]; for(int i = 0; i < count * numElements; i++) { boolParams[i] = (v[i] == 0) ? GL_FALSE : GL_TRUE; } memcpy(targetUniform->data + uniformIndex[location].element * sizeof(GLboolean)* numElements, boolParams, numElements * sizeof(GLboolean)* count); delete[] boolParams; } else { return false; } return true; } bool Program::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) { return setUniformuiv(location, count, v, 2); } bool Program::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) { return setUniformuiv(location, count, v, 3); } bool Program::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) { return setUniformuiv(location, count, v, 4); } bool Program::getUniformfv(GLint location, GLsizei *bufSize, GLfloat *params) { if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; unsigned int count = UniformComponentCount(targetUniform->type); // Sized query - ensure the provided buffer is large enough if(bufSize && static_cast(*bufSize) < count * sizeof(GLfloat)) { return false; } switch(UniformComponentType(targetUniform->type)) { case GL_BOOL: { GLboolean *boolParams = (GLboolean*)targetUniform->data + uniformIndex[location].element * count; for(unsigned int i = 0; i < count; i++) { params[i] = (boolParams[i] == GL_FALSE) ? 0.0f : 1.0f; } } break; case GL_FLOAT: memcpy(params, targetUniform->data + uniformIndex[location].element * count * sizeof(GLfloat), count * sizeof(GLfloat)); break; case GL_INT: { GLint *intParams = (GLint*)targetUniform->data + uniformIndex[location].element * count; for(unsigned int i = 0; i < count; i++) { params[i] = (float)intParams[i]; } } break; case GL_UNSIGNED_INT: { GLuint *uintParams = (GLuint*)targetUniform->data + uniformIndex[location].element * count; for(unsigned int i = 0; i < count; i++) { params[i] = (float)uintParams[i]; } } break; default: UNREACHABLE(targetUniform->type); } return true; } bool Program::getUniformiv(GLint location, GLsizei *bufSize, GLint *params) { if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; unsigned int count = UniformComponentCount(targetUniform->type); // Sized query - ensure the provided buffer is large enough if(bufSize && static_cast(*bufSize) < count * sizeof(GLint)) { return false; } switch(UniformComponentType(targetUniform->type)) { case GL_BOOL: { GLboolean *boolParams = targetUniform->data + uniformIndex[location].element * count; for(unsigned int i = 0; i < count; i++) { params[i] = (GLint)boolParams[i]; } } break; case GL_FLOAT: { GLfloat *floatParams = (GLfloat*)targetUniform->data + uniformIndex[location].element * count; for(unsigned int i = 0; i < count; i++) { params[i] = (GLint)floatParams[i]; } } break; case GL_INT: case GL_UNSIGNED_INT: memcpy(params, targetUniform->data + uniformIndex[location].element * count * sizeof(GLint), count * sizeof(GLint)); break; default: UNREACHABLE(targetUniform->type); } return true; } bool Program::getUniformuiv(GLint location, GLsizei *bufSize, GLuint *params) { if(location < 0 || location >= (int)uniformIndex.size()) { return false; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; unsigned int count = UniformComponentCount(targetUniform->type); // Sized query - ensure the provided buffer is large enough if(bufSize && static_cast(*bufSize) < count * sizeof(GLuint)) { return false; } switch(UniformComponentType(targetUniform->type)) { case GL_BOOL: { GLboolean *boolParams = targetUniform->data + uniformIndex[location].element * count; for(unsigned int i = 0; i < count; i++) { params[i] = (GLuint)boolParams[i]; } } break; case GL_FLOAT: { GLfloat *floatParams = (GLfloat*)targetUniform->data + uniformIndex[location].element * count; for(unsigned int i = 0; i < count; i++) { params[i] = (GLuint)floatParams[i]; } } break; case GL_INT: case GL_UNSIGNED_INT: memcpy(params, targetUniform->data + uniformIndex[location].element * count * sizeof(GLuint), count * sizeof(GLuint)); break; default: UNREACHABLE(targetUniform->type); } return true; } void Program::dirtyAllUniforms() { size_t numUniforms = uniforms.size(); for(size_t index = 0; index < numUniforms; index++) { uniforms[index]->dirty = true; } } // Applies all the uniforms set for this program object to the device void Program::applyUniforms() { GLint numUniforms = uniformIndex.size(); for(GLint location = 0; location < numUniforms; location++) { if(uniformIndex[location].element != 0) { continue; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; if(targetUniform->dirty && (targetUniform->blockInfo.index == -1)) { GLsizei size = targetUniform->size(); GLfloat *f = (GLfloat*)targetUniform->data; GLint *i = (GLint*)targetUniform->data; GLuint *ui = (GLuint*)targetUniform->data; GLboolean *b = (GLboolean*)targetUniform->data; switch(targetUniform->type) { case GL_BOOL: applyUniform1bv(location, size, b); break; case GL_BOOL_VEC2: applyUniform2bv(location, size, b); break; case GL_BOOL_VEC3: applyUniform3bv(location, size, b); break; case GL_BOOL_VEC4: applyUniform4bv(location, size, b); break; case GL_FLOAT: applyUniform1fv(location, size, f); break; case GL_FLOAT_VEC2: applyUniform2fv(location, size, f); break; case GL_FLOAT_VEC3: applyUniform3fv(location, size, f); break; case GL_FLOAT_VEC4: applyUniform4fv(location, size, f); break; case GL_FLOAT_MAT2: applyUniformMatrix2fv(location, size, f); break; case GL_FLOAT_MAT2x3: applyUniformMatrix2x3fv(location, size, f); break; case GL_FLOAT_MAT2x4: applyUniformMatrix2x4fv(location, size, f); break; case GL_FLOAT_MAT3x2: applyUniformMatrix3x2fv(location, size, f); break; case GL_FLOAT_MAT3: applyUniformMatrix3fv(location, size, f); break; case GL_FLOAT_MAT3x4: applyUniformMatrix3x4fv(location, size, f); break; case GL_FLOAT_MAT4x2: applyUniformMatrix4x2fv(location, size, f); break; case GL_FLOAT_MAT4x3: applyUniformMatrix4x3fv(location, size, f); break; case GL_FLOAT_MAT4: applyUniformMatrix4fv(location, size, f); break; case GL_SAMPLER_2D: case GL_SAMPLER_CUBE: case GL_SAMPLER_EXTERNAL_OES: case GL_SAMPLER_3D_OES: case GL_SAMPLER_2D_ARRAY: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_2D_ARRAY_SHADOW: case GL_INT_SAMPLER_2D: case GL_UNSIGNED_INT_SAMPLER_2D: case GL_INT_SAMPLER_CUBE: case GL_UNSIGNED_INT_SAMPLER_CUBE: case GL_INT_SAMPLER_3D: case GL_UNSIGNED_INT_SAMPLER_3D: case GL_INT_SAMPLER_2D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case GL_INT: applyUniform1iv(location, size, i); break; case GL_INT_VEC2: applyUniform2iv(location, size, i); break; case GL_INT_VEC3: applyUniform3iv(location, size, i); break; case GL_INT_VEC4: applyUniform4iv(location, size, i); break; case GL_UNSIGNED_INT: applyUniform1uiv(location, size, ui); break; case GL_UNSIGNED_INT_VEC2: applyUniform2uiv(location, size, ui); break; case GL_UNSIGNED_INT_VEC3: applyUniform3uiv(location, size, ui); break; case GL_UNSIGNED_INT_VEC4: applyUniform4uiv(location, size, ui); break; default: UNREACHABLE(targetUniform->type); } targetUniform->dirty = false; } } } void Program::applyUniformBuffers(BufferBinding* uniformBuffers) { GLint vertexUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS]; GLint fragmentUniformBuffers[MAX_UNIFORM_BUFFER_BINDINGS]; for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < MAX_UNIFORM_BUFFER_BINDINGS; bufferBindingIndex++) { vertexUniformBuffers[bufferBindingIndex] = -1; } for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < MAX_UNIFORM_BUFFER_BINDINGS; bufferBindingIndex++) { fragmentUniformBuffers[bufferBindingIndex] = -1; } int vertexUniformBufferIndex = 0; int fragmentUniformBufferIndex = 0; for(unsigned int uniformBlockIndex = 0; uniformBlockIndex < uniformBlocks.size(); uniformBlockIndex++) { UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex]; // Unnecessary to apply an unreferenced standard or shared UBO if(!uniformBlock.isReferencedByVertexShader() && !uniformBlock.isReferencedByFragmentShader()) { continue; } GLuint blockBinding = uniformBlockBindings[uniformBlockIndex]; if(uniformBlock.isReferencedByVertexShader()) { vertexUniformBuffers[vertexUniformBufferIndex++] = blockBinding; } if(uniformBlock.isReferencedByFragmentShader()) { fragmentUniformBuffers[fragmentUniformBufferIndex++] = blockBinding; } } for(unsigned int bufferBindingIndex = 0; bufferBindingIndex < MAX_UNIFORM_BUFFER_BINDINGS; bufferBindingIndex++) { int index = vertexUniformBuffers[bufferBindingIndex]; device->VertexProcessor::setUniformBuffer(bufferBindingIndex, (index != -1) ? uniformBuffers[index].get()->getResource() : nullptr, (index != -1) ? uniformBuffers[index].getOffset() : 0); index = fragmentUniformBuffers[bufferBindingIndex]; device->PixelProcessor::setUniformBuffer(bufferBindingIndex, (index != -1) ? uniformBuffers[index].get()->getResource() : nullptr, (index != -1) ? uniformBuffers[index].getOffset() : 0); } } void Program::applyTransformFeedback(TransformFeedback* transformFeedback) { // Make sure the flags will fit in a 64 bit unsigned int variable ASSERT(sw::max(MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS, sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS) <= 64); BufferBinding* transformFeedbackBuffers = (transformFeedback && transformFeedback->isActive() && !transformFeedback->isPaused()) ? transformFeedback->getBuffers() : nullptr; uint64_t enableTransformFeedback = 0; if(!transformFeedbackBuffers) { for(unsigned int index = 0; index < sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; ++index) { device->VertexProcessor::setTransformFeedbackBuffer(index, nullptr, 0, 0, 0, 0, 0); } device->VertexProcessor::enableTransformFeedback(enableTransformFeedback); return; } unsigned int maxVaryings = transformFeedbackLinkedVaryings.size(); switch(transformFeedbackBufferMode) { case GL_SEPARATE_ATTRIBS: { maxVaryings = sw::min(maxVaryings, (unsigned int)MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS); // Attribs go to separate buffers for(unsigned int index = 0; index < maxVaryings; ++index) { int size = transformFeedbackLinkedVaryings[index].size; int rowCount = VariableRowCount(transformFeedbackLinkedVaryings[index].type); int colCount = VariableColumnCount(transformFeedbackLinkedVaryings[index].type); int nbRegs = rowCount > 1 ? colCount * size : size; int nbComponentsPerReg = rowCount > 1 ? rowCount : colCount; int componentStride = rowCount * colCount * size; int baseOffset = transformFeedback->vertexOffset() * componentStride * sizeof(float); device->VertexProcessor::setTransformFeedbackBuffer(index, transformFeedbackBuffers[index].get()->getResource(), transformFeedbackBuffers[index].getOffset() + baseOffset, transformFeedbackLinkedVaryings[index].reg * 4 + transformFeedbackLinkedVaryings[index].col, nbRegs, nbComponentsPerReg, componentStride); enableTransformFeedback |= 1ULL << index; } } break; case GL_INTERLEAVED_ATTRIBS: { // OpenGL ES 3.0.4 spec, section 2.15.2: // In INTERLEAVED_ATTRIBS mode, the values of one or more output variables // written by a vertex shader are written, interleaved, into the buffer object // bound to the first transform feedback binding point (index = 0). sw::Resource* resource = transformFeedbackBuffers[0].get()->getResource(); int componentStride = totalLinkedVaryingsComponents; int baseOffset = transformFeedbackBuffers[0].getOffset() + (transformFeedback->vertexOffset() * componentStride * sizeof(float)); maxVaryings = sw::min(maxVaryings, (unsigned int)sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS); size_t totalComponents = 0; for(unsigned int index = 0; index < maxVaryings; ++index) { int size = transformFeedbackLinkedVaryings[index].size; int rowCount = VariableRowCount(transformFeedbackLinkedVaryings[index].type); int colCount = VariableColumnCount(transformFeedbackLinkedVaryings[index].type); int nbRegs = rowCount > 1 ? colCount * size : size; int nbComponentsPerReg = rowCount > 1 ? rowCount : colCount; device->VertexProcessor::setTransformFeedbackBuffer(index, resource, baseOffset + (totalComponents * sizeof(float)), transformFeedbackLinkedVaryings[index].reg * 4 + transformFeedbackLinkedVaryings[index].col, nbRegs, nbComponentsPerReg, componentStride); totalComponents += rowCount * colCount * size; enableTransformFeedback |= 1ULL << index; } } break; default: UNREACHABLE(transformFeedbackBufferMode); break; } // Unset all other transform feedback buffers for(unsigned int index = maxVaryings; index < sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS; ++index) { device->VertexProcessor::setTransformFeedbackBuffer(index, nullptr, 0, 0, 0, 0, 0); } device->VertexProcessor::enableTransformFeedback(enableTransformFeedback); } bool Program::linkVaryings() { for(glsl::VaryingList::iterator input = fragmentShader->varyings.begin(); input != fragmentShader->varyings.end(); ++input) { bool matched = false; for(glsl::VaryingList::iterator output = vertexShader->varyings.begin(); output != vertexShader->varyings.end(); ++output) { if(output->name == input->name) { if(output->type != input->type || output->size() != input->size()) { appendToInfoLog("Type of vertex varying %s does not match that of the fragment varying", output->name.c_str()); return false; } matched = true; break; } } if(!matched) { appendToInfoLog("Fragment varying %s does not match any vertex varying", input->name.c_str()); return false; } } glsl::VaryingList &psVaryings = fragmentShader->varyings; glsl::VaryingList &vsVaryings = vertexShader->varyings; for(glsl::VaryingList::iterator output = vsVaryings.begin(); output != vsVaryings.end(); ++output) { for(glsl::VaryingList::iterator input = psVaryings.begin(); input != psVaryings.end(); ++input) { if(output->name == input->name) { int in = input->reg; int out = output->reg; int components = VariableRegisterSize(output->type); int registers = VariableRegisterCount(output->type) * output->size(); ASSERT(in >= 0); if(in + registers > MAX_VARYING_VECTORS) { appendToInfoLog("Too many varyings"); return false; } if(out >= 0) { if(out + registers > MAX_VARYING_VECTORS) { appendToInfoLog("Too many varyings"); return false; } for(int i = 0; i < registers; i++) { if(components >= 1) vertexBinary->output[out + i][0] = sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i); if(components >= 2) vertexBinary->output[out + i][1] = sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i); if(components >= 3) vertexBinary->output[out + i][2] = sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i); if(components >= 4) vertexBinary->output[out + i][3] = sw::Shader::Semantic(sw::Shader::USAGE_COLOR, in + i); } } else // Vertex varying is declared but not written to { for(int i = 0; i < registers; i++) { if(components >= 1) pixelBinary->semantic[in + i][0] = sw::Shader::Semantic(); if(components >= 2) pixelBinary->semantic[in + i][1] = sw::Shader::Semantic(); if(components >= 3) pixelBinary->semantic[in + i][2] = sw::Shader::Semantic(); if(components >= 4) pixelBinary->semantic[in + i][3] = sw::Shader::Semantic(); } } break; } } } return true; } bool Program::linkTransformFeedback() { size_t totalComponents = 0; totalLinkedVaryingsComponents = 0; std::set uniqueNames; for(const std::string &indexedTfVaryingName : transformFeedbackVaryings) { size_t subscript = GL_INVALID_INDEX; std::string tfVaryingName = es2::ParseUniformName(indexedTfVaryingName, &subscript); bool hasSubscript = (subscript != GL_INVALID_INDEX); if(tfVaryingName.find('[') != std::string::npos) { appendToInfoLog("Capture of array sub-elements is undefined and not supported."); return false; } bool found = false; for(const glsl::Varying varying : vertexShader->varyings) { if(tfVaryingName == varying.name) { if(uniqueNames.count(indexedTfVaryingName) > 0) { appendToInfoLog("Two transform feedback varyings specify the same output variable (%s)", indexedTfVaryingName.c_str()); return false; } uniqueNames.insert(indexedTfVaryingName); if(hasSubscript && ((static_cast(subscript)) >= varying.size())) { appendToInfoLog("Specified transform feedback varying index out of bounds (%s)", indexedTfVaryingName.c_str()); return false; } size_t size = hasSubscript ? 1 : varying.size(); size_t rowCount = VariableRowCount(varying.type); size_t colCount = VariableColumnCount(varying.type); size_t componentCount = rowCount * colCount * size; if(transformFeedbackBufferMode == GL_SEPARATE_ATTRIBS && componentCount > sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS) { appendToInfoLog("Transform feedback varying's %s components (%d) exceed the maximum separate components (%d).", varying.name.c_str(), componentCount, sw::MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS); return false; } totalComponents += componentCount; int reg = varying.reg; if(hasSubscript) { reg += rowCount > 1 ? colCount * subscript : subscript; } int col = varying.col; if(tfVaryingName == "gl_PointSize") { // Point size is stored in the y element of the vector, not the x element col = 1; // FIXME: varying.col could already contain this information } transformFeedbackLinkedVaryings.push_back(LinkedVarying(varying.name, varying.type, size, reg, col)); found = true; break; } } if(!found) { appendToInfoLog("Transform feedback varying %s does not exist in the vertex shader.", tfVaryingName.c_str()); return false; } } if(transformFeedbackBufferMode == GL_INTERLEAVED_ATTRIBS && totalComponents > sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS) { appendToInfoLog("Transform feedback varying total components (%d) exceed the maximum separate components (%d).", totalComponents, sw::MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS); return false; } totalLinkedVaryingsComponents = totalComponents; return true; } // Links the code of the vertex and pixel shader by matching up their varyings, // compiling them into binaries, determining the attribute mappings, and collecting // a list of uniforms void Program::link() { unlink(); resetUniformBlockBindings(); if(!fragmentShader || !fragmentShader->isCompiled()) { return; } if(!vertexShader || !vertexShader->isCompiled()) { return; } vertexBinary = new sw::VertexShader(vertexShader->getVertexShader()); pixelBinary = new sw::PixelShader(fragmentShader->getPixelShader()); if(!linkVaryings()) { return; } if(!linkAttributes()) { return; } // Link uniform blocks before uniforms to make it easy to assign block indices to fields if(!linkUniformBlocks(vertexShader, fragmentShader)) { return; } if(!linkUniforms(fragmentShader)) { return; } if(!linkUniforms(vertexShader)) { return; } if(!linkTransformFeedback()) { return; } linked = true; // Success } // Determines the mapping between GL attributes and vertex stream usage indices bool Program::linkAttributes() { unsigned int usedLocations = 0; // Link attributes that have a binding location for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); ++attribute) { int location = getAttributeBinding(*attribute); if(location != -1) // Set by glBindAttribLocation { int rows = VariableRegisterCount(attribute->type); if(rows + location > MAX_VERTEX_ATTRIBS) { appendToInfoLog("Active attribute (%s) at location %d is too big to fit", attribute->name.c_str(), location); return false; } // In GLSL 3.00, attribute aliasing produces a link error // In GLSL 1.00, attribute aliasing is allowed if(egl::getClientVersion() >= 3) { for(int i = 0; i < rows; i++) { if(!linkedAttribute[location + i].name.empty()) { appendToInfoLog("Attribute '%s' aliases attribute '%s' at location %d", attribute->name.c_str(), linkedAttribute[location].name.c_str(), location); return false; } } } for(int i = 0; i < rows; i++) { linkedAttribute[location + i] = *attribute; usedLocations |= 1 << (location + i); } } } // Link attributes that don't have a binding location for(glsl::ActiveAttributes::iterator attribute = vertexShader->activeAttributes.begin(); attribute != vertexShader->activeAttributes.end(); ++attribute) { int location = getAttributeBinding(*attribute); if(location == -1) // Not set by glBindAttribLocation { int rows = VariableRegisterCount(attribute->type); int availableIndex = AllocateFirstFreeBits(&usedLocations, rows, MAX_VERTEX_ATTRIBS); if(availableIndex == -1 || availableIndex + rows > MAX_VERTEX_ATTRIBS) { appendToInfoLog("Too many active attributes (%s)", attribute->name.c_str()); return false; // Fail to link } for(int i = 0; i < rows; i++) { linkedAttribute[availableIndex + i] = *attribute; } } } for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; ) { int index = vertexShader->getSemanticIndex(linkedAttribute[attributeIndex].name); int rows = std::max(VariableRegisterCount(linkedAttribute[attributeIndex].type), 1); for(int r = 0; r < rows; r++) { attributeStream[attributeIndex++] = index++; } } return true; } int Program::getAttributeBinding(const glsl::Attribute &attribute) { if(attribute.location != -1) { return attribute.location; } for(int location = 0; location < MAX_VERTEX_ATTRIBS; location++) { if(attributeBinding[location].find(attribute.name.c_str()) != attributeBinding[location].end()) { return location; } } return -1; } bool Program::linkUniforms(const Shader *shader) { const glsl::ActiveUniforms &activeUniforms = shader->activeUniforms; for(unsigned int uniformIndex = 0; uniformIndex < activeUniforms.size(); uniformIndex++) { const glsl::Uniform &uniform = activeUniforms[uniformIndex]; unsigned int blockIndex = GL_INVALID_INDEX; if(uniform.blockId >= 0) { const glsl::ActiveUniformBlocks &activeUniformBlocks = shader->activeUniformBlocks; ASSERT(static_cast(uniform.blockId) < activeUniformBlocks.size()); blockIndex = getUniformBlockIndex(activeUniformBlocks[uniform.blockId].name); ASSERT(blockIndex != GL_INVALID_INDEX); } if(!defineUniform(shader->getType(), uniform.type, uniform.precision, uniform.name, uniform.arraySize, uniform.registerIndex, Uniform::BlockInfo(uniform, blockIndex))) { return false; } } return true; } bool Program::defineUniform(GLenum shader, GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, int registerIndex, const Uniform::BlockInfo& blockInfo) { if(IsSamplerUniform(type)) { int index = registerIndex; do { if(shader == GL_VERTEX_SHADER) { if(index < MAX_VERTEX_TEXTURE_IMAGE_UNITS) { samplersVS[index].active = true; switch(type) { default: UNREACHABLE(type); case GL_INT_SAMPLER_2D: case GL_UNSIGNED_INT_SAMPLER_2D: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_2D: samplersVS[index].textureType = TEXTURE_2D; break; case GL_INT_SAMPLER_CUBE: case GL_UNSIGNED_INT_SAMPLER_CUBE: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_CUBE: samplersVS[index].textureType = TEXTURE_CUBE; break; case GL_INT_SAMPLER_3D: case GL_UNSIGNED_INT_SAMPLER_3D: case GL_SAMPLER_3D_OES: samplersVS[index].textureType = TEXTURE_3D; break; case GL_SAMPLER_EXTERNAL_OES: samplersVS[index].textureType = TEXTURE_EXTERNAL; break; case GL_INT_SAMPLER_2D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case GL_SAMPLER_2D_ARRAY_SHADOW: case GL_SAMPLER_2D_ARRAY: samplersVS[index].textureType = TEXTURE_2D_ARRAY; break; } samplersVS[index].logicalTextureUnit = 0; } else { appendToInfoLog("Vertex shader sampler count exceeds MAX_VERTEX_TEXTURE_IMAGE_UNITS (%d).", MAX_VERTEX_TEXTURE_IMAGE_UNITS); return false; } } else if(shader == GL_FRAGMENT_SHADER) { if(index < MAX_TEXTURE_IMAGE_UNITS) { samplersPS[index].active = true; switch(type) { default: UNREACHABLE(type); case GL_INT_SAMPLER_2D: case GL_UNSIGNED_INT_SAMPLER_2D: case GL_SAMPLER_2D_SHADOW: case GL_SAMPLER_2D: samplersPS[index].textureType = TEXTURE_2D; break; case GL_INT_SAMPLER_CUBE: case GL_UNSIGNED_INT_SAMPLER_CUBE: case GL_SAMPLER_CUBE_SHADOW: case GL_SAMPLER_CUBE: samplersPS[index].textureType = TEXTURE_CUBE; break; case GL_INT_SAMPLER_3D: case GL_UNSIGNED_INT_SAMPLER_3D: case GL_SAMPLER_3D_OES: samplersPS[index].textureType = TEXTURE_3D; break; case GL_SAMPLER_EXTERNAL_OES: samplersPS[index].textureType = TEXTURE_EXTERNAL; break; case GL_INT_SAMPLER_2D_ARRAY: case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: case GL_SAMPLER_2D_ARRAY_SHADOW: case GL_SAMPLER_2D_ARRAY: samplersPS[index].textureType = TEXTURE_2D_ARRAY; break; } samplersPS[index].logicalTextureUnit = 0; } else { appendToInfoLog("Pixel shader sampler count exceeds MAX_TEXTURE_IMAGE_UNITS (%d).", MAX_TEXTURE_IMAGE_UNITS); return false; } } else UNREACHABLE(shader); index++; } while(index < registerIndex + static_cast(arraySize)); } Uniform *uniform = 0; GLint location = getUniformLocation(name); if(location >= 0) // Previously defined, types must match { uniform = uniforms[uniformIndex[location].index]; if(uniform->type != type) { appendToInfoLog("Types for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str()); return false; } if(uniform->precision != precision) { appendToInfoLog("Precisions for uniform %s do not match between the vertex and fragment shader", uniform->name.c_str()); return false; } } else { uniform = new Uniform(type, precision, name, arraySize, blockInfo); } if(!uniform) { return false; } if(shader == GL_VERTEX_SHADER) { uniform->vsRegisterIndex = registerIndex; } else if(shader == GL_FRAGMENT_SHADER) { uniform->psRegisterIndex = registerIndex; } else UNREACHABLE(shader); if(location == -1) // Not previously defined { uniforms.push_back(uniform); size_t index = uniforms.size() - 1; for(int i = 0; i < uniform->size(); i++) { uniformIndex.push_back(UniformLocation(name, i, index)); } } if(shader == GL_VERTEX_SHADER) { if(registerIndex + uniform->registerCount() > MAX_VERTEX_UNIFORM_VECTORS) { appendToInfoLog("Vertex shader active uniforms exceed GL_MAX_VERTEX_UNIFORM_VECTORS (%d)", MAX_VERTEX_UNIFORM_VECTORS); return false; } } else if(shader == GL_FRAGMENT_SHADER) { if(registerIndex + uniform->registerCount() > MAX_FRAGMENT_UNIFORM_VECTORS) { appendToInfoLog("Fragment shader active uniforms exceed GL_MAX_FRAGMENT_UNIFORM_VECTORS (%d)", MAX_FRAGMENT_UNIFORM_VECTORS); return false; } } else UNREACHABLE(shader); return true; } bool Program::areMatchingUniformBlocks(const glsl::UniformBlock &block1, const glsl::UniformBlock &block2, const Shader *shader1, const Shader *shader2) { // validate blocks for the same member types if(block1.fields.size() != block2.fields.size()) { return false; } if(block1.arraySize != block2.arraySize) { return false; } if(block1.layout != block2.layout || block1.isRowMajorLayout != block2.isRowMajorLayout) { return false; } const size_t numBlockMembers = block1.fields.size(); for(size_t blockMemberIndex = 0; blockMemberIndex < numBlockMembers; blockMemberIndex++) { const glsl::Uniform& member1 = shader1->activeUniforms[block1.fields[blockMemberIndex]]; const glsl::Uniform& member2 = shader2->activeUniforms[block2.fields[blockMemberIndex]]; if(member1.name != member2.name || member1.arraySize != member2.arraySize || member1.precision != member2.precision || member1.type != member2.type) { return false; } } return true; } bool Program::linkUniformBlocks(const Shader *vertexShader, const Shader *fragmentShader) { const glsl::ActiveUniformBlocks &vertexUniformBlocks = vertexShader->activeUniformBlocks; const glsl::ActiveUniformBlocks &fragmentUniformBlocks = fragmentShader->activeUniformBlocks; // Check that interface blocks defined in the vertex and fragment shaders are identical typedef std::map UniformBlockMap; UniformBlockMap linkedUniformBlocks; for(unsigned int blockIndex = 0; blockIndex < vertexUniformBlocks.size(); blockIndex++) { const glsl::UniformBlock &vertexUniformBlock = vertexUniformBlocks[blockIndex]; linkedUniformBlocks[vertexUniformBlock.name] = &vertexUniformBlock; } for(unsigned int blockIndex = 0; blockIndex < fragmentUniformBlocks.size(); blockIndex++) { const glsl::UniformBlock &fragmentUniformBlock = fragmentUniformBlocks[blockIndex]; UniformBlockMap::const_iterator entry = linkedUniformBlocks.find(fragmentUniformBlock.name); if(entry != linkedUniformBlocks.end()) { const glsl::UniformBlock &vertexUniformBlock = *entry->second; if(!areMatchingUniformBlocks(vertexUniformBlock, fragmentUniformBlock, vertexShader, fragmentShader)) { return false; } } } for(unsigned int blockIndex = 0; blockIndex < vertexUniformBlocks.size(); blockIndex++) { const glsl::UniformBlock &uniformBlock = vertexUniformBlocks[blockIndex]; if(!defineUniformBlock(vertexShader, uniformBlock)) { return false; } } for(unsigned int blockIndex = 0; blockIndex < fragmentUniformBlocks.size(); blockIndex++) { const glsl::UniformBlock &uniformBlock = fragmentUniformBlocks[blockIndex]; if(!defineUniformBlock(fragmentShader, uniformBlock)) { return false; } } return true; } bool Program::defineUniformBlock(const Shader *shader, const glsl::UniformBlock &block) { GLuint blockIndex = getUniformBlockIndex(block.name); if(blockIndex == GL_INVALID_INDEX) { const std::vector& fields = block.fields; std::vector memberUniformIndexes; for(size_t i = 0; i < fields.size(); ++i) { memberUniformIndexes.push_back(fields[i]); } if(block.arraySize > 0) { int regIndex = block.registerIndex; int regInc = block.dataSize / (glsl::BlockLayoutEncoder::BytesPerComponent * glsl::BlockLayoutEncoder::ComponentsPerRegister); for(unsigned int i = 0; i < block.arraySize; ++i, regIndex += regInc) { uniformBlocks.push_back(new UniformBlock(block.name, i, block.dataSize, memberUniformIndexes)); uniformBlocks[uniformBlocks.size() - 1]->setRegisterIndex(shader->getType(), regIndex); } } else { uniformBlocks.push_back(new UniformBlock(block.name, GL_INVALID_INDEX, block.dataSize, memberUniformIndexes)); uniformBlocks[uniformBlocks.size() - 1]->setRegisterIndex(shader->getType(), block.registerIndex); } } else { int regIndex = block.registerIndex; int regInc = block.dataSize / (glsl::BlockLayoutEncoder::BytesPerComponent * glsl::BlockLayoutEncoder::ComponentsPerRegister); int nbBlocks = (block.arraySize > 0) ? block.arraySize : 1; for(int i = 0; i < nbBlocks; ++i, regIndex += regInc) { uniformBlocks[blockIndex + i]->setRegisterIndex(shader->getType(), regIndex); } } return true; } bool Program::applyUniform(GLint location, float* data) { Uniform *targetUniform = uniforms[uniformIndex[location].index]; if(targetUniform->psRegisterIndex != -1) { device->setPixelShaderConstantF(targetUniform->psRegisterIndex, data, targetUniform->registerCount()); } if(targetUniform->vsRegisterIndex != -1) { device->setVertexShaderConstantF(targetUniform->vsRegisterIndex, data, targetUniform->registerCount()); } return true; } bool Program::applyUniform1bv(GLint location, GLsizei count, const GLboolean *v) { int vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = (v[0] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][1] = 0; vector[i][2] = 0; vector[i][3] = 0; v += 1; } return applyUniform(location, (float*)vector); } bool Program::applyUniform2bv(GLint location, GLsizei count, const GLboolean *v) { int vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = (v[0] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][1] = (v[1] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][2] = 0; vector[i][3] = 0; v += 2; } return applyUniform(location, (float*)vector); } bool Program::applyUniform3bv(GLint location, GLsizei count, const GLboolean *v) { int vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = (v[0] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][1] = (v[1] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][2] = (v[2] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][3] = 0; v += 3; } return applyUniform(location, (float*)vector); } bool Program::applyUniform4bv(GLint location, GLsizei count, const GLboolean *v) { int vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = (v[0] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][1] = (v[1] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][2] = (v[2] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); vector[i][3] = (v[3] == GL_FALSE ? 0x00000000 : 0xFFFFFFFF); v += 4; } return applyUniform(location, (float*)vector); } bool Program::applyUniform1fv(GLint location, GLsizei count, const GLfloat *v) { float vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = 0; vector[i][2] = 0; vector[i][3] = 0; v += 1; } return applyUniform(location, (float*)vector); } bool Program::applyUniform2fv(GLint location, GLsizei count, const GLfloat *v) { float vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = v[1]; vector[i][2] = 0; vector[i][3] = 0; v += 2; } return applyUniform(location, (float*)vector); } bool Program::applyUniform3fv(GLint location, GLsizei count, const GLfloat *v) { float vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = v[1]; vector[i][2] = v[2]; vector[i][3] = 0; v += 3; } return applyUniform(location, (float*)vector); } bool Program::applyUniform4fv(GLint location, GLsizei count, const GLfloat *v) { return applyUniform(location, (float*)v); } bool Program::applyUniformMatrix2fv(GLint location, GLsizei count, const GLfloat *value) { float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4]; for(int i = 0; i < count; i++) { matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = 0; matrix[i][0][3] = 0; matrix[i][1][0] = value[2]; matrix[i][1][1] = value[3]; matrix[i][1][2] = 0; matrix[i][1][3] = 0; value += 4; } return applyUniform(location, (float*)matrix); } bool Program::applyUniformMatrix2x3fv(GLint location, GLsizei count, const GLfloat *value) { float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4]; for(int i = 0; i < count; i++) { matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = 0; matrix[i][1][0] = value[3]; matrix[i][1][1] = value[4]; matrix[i][1][2] = value[5]; matrix[i][1][3] = 0; value += 6; } return applyUniform(location, (float*)matrix); } bool Program::applyUniformMatrix2x4fv(GLint location, GLsizei count, const GLfloat *value) { float matrix[(MAX_UNIFORM_VECTORS + 1) / 2][2][4]; for(int i = 0; i < count; i++) { matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = value[3]; matrix[i][1][0] = value[4]; matrix[i][1][1] = value[5]; matrix[i][1][2] = value[6]; matrix[i][1][3] = value[7]; value += 8; } return applyUniform(location, (float*)matrix); } bool Program::applyUniformMatrix3fv(GLint location, GLsizei count, const GLfloat *value) { float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4]; for(int i = 0; i < count; i++) { matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = 0; matrix[i][1][0] = value[3]; matrix[i][1][1] = value[4]; matrix[i][1][2] = value[5]; matrix[i][1][3] = 0; matrix[i][2][0] = value[6]; matrix[i][2][1] = value[7]; matrix[i][2][2] = value[8]; matrix[i][2][3] = 0; value += 9; } return applyUniform(location, (float*)matrix); } bool Program::applyUniformMatrix3x2fv(GLint location, GLsizei count, const GLfloat *value) { float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4]; for(int i = 0; i < count; i++) { matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = 0; matrix[i][0][3] = 0; matrix[i][1][0] = value[2]; matrix[i][1][1] = value[3]; matrix[i][1][2] = 0; matrix[i][1][3] = 0; matrix[i][2][0] = value[4]; matrix[i][2][1] = value[5]; matrix[i][2][2] = 0; matrix[i][2][3] = 0; value += 6; } return applyUniform(location, (float*)matrix); } bool Program::applyUniformMatrix3x4fv(GLint location, GLsizei count, const GLfloat *value) { float matrix[(MAX_UNIFORM_VECTORS + 2) / 3][3][4]; for(int i = 0; i < count; i++) { matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = value[3]; matrix[i][1][0] = value[4]; matrix[i][1][1] = value[5]; matrix[i][1][2] = value[6]; matrix[i][1][3] = value[7]; matrix[i][2][0] = value[8]; matrix[i][2][1] = value[9]; matrix[i][2][2] = value[10]; matrix[i][2][3] = value[11]; value += 12; } return applyUniform(location, (float*)matrix); } bool Program::applyUniformMatrix4fv(GLint location, GLsizei count, const GLfloat *value) { return applyUniform(location, (float*)value); } bool Program::applyUniformMatrix4x2fv(GLint location, GLsizei count, const GLfloat *value) { float matrix[(MAX_UNIFORM_VECTORS + 3) / 4][4][4]; for(int i = 0; i < count; i++) { matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = 0; matrix[i][0][3] = 0; matrix[i][1][0] = value[2]; matrix[i][1][1] = value[3]; matrix[i][1][2] = 0; matrix[i][1][3] = 0; matrix[i][2][0] = value[4]; matrix[i][2][1] = value[5]; matrix[i][2][2] = 0; matrix[i][2][3] = 0; matrix[i][3][0] = value[6]; matrix[i][3][1] = value[7]; matrix[i][3][2] = 0; matrix[i][3][3] = 0; value += 8; } return applyUniform(location, (float*)matrix); } bool Program::applyUniformMatrix4x3fv(GLint location, GLsizei count, const GLfloat *value) { float matrix[(MAX_UNIFORM_VECTORS + 3) / 4][4][4]; for(int i = 0; i < count; i++) { matrix[i][0][0] = value[0]; matrix[i][0][1] = value[1]; matrix[i][0][2] = value[2]; matrix[i][0][3] = 0; matrix[i][1][0] = value[3]; matrix[i][1][1] = value[4]; matrix[i][1][2] = value[5]; matrix[i][1][3] = 0; matrix[i][2][0] = value[6]; matrix[i][2][1] = value[7]; matrix[i][2][2] = value[8]; matrix[i][2][3] = 0; matrix[i][3][0] = value[9]; matrix[i][3][1] = value[10]; matrix[i][3][2] = value[11]; matrix[i][3][3] = 0; value += 12; } return applyUniform(location, (float*)matrix); } bool Program::applyUniform1iv(GLint location, GLsizei count, const GLint *v) { GLint vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[i]; vector[i][1] = 0; vector[i][2] = 0; vector[i][3] = 0; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; if(IsSamplerUniform(targetUniform->type)) { if(targetUniform->psRegisterIndex != -1) { for(int i = 0; i < count; i++) { unsigned int samplerIndex = targetUniform->psRegisterIndex + i; if(samplerIndex < MAX_TEXTURE_IMAGE_UNITS) { ASSERT(samplersPS[samplerIndex].active); samplersPS[samplerIndex].logicalTextureUnit = v[i]; } } } if(targetUniform->vsRegisterIndex != -1) { for(int i = 0; i < count; i++) { unsigned int samplerIndex = targetUniform->vsRegisterIndex + i; if(samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS) { ASSERT(samplersVS[samplerIndex].active); samplersVS[samplerIndex].logicalTextureUnit = v[i]; } } } } else { return applyUniform(location, (float*)vector); } return true; } bool Program::applyUniform2iv(GLint location, GLsizei count, const GLint *v) { GLint vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = v[1]; vector[i][2] = 0; vector[i][3] = 0; v += 2; } return applyUniform(location, (float*)vector); } bool Program::applyUniform3iv(GLint location, GLsizei count, const GLint *v) { GLint vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = v[1]; vector[i][2] = v[2]; vector[i][3] = 0; v += 3; } return applyUniform(location, (float*)vector); } bool Program::applyUniform4iv(GLint location, GLsizei count, const GLint *v) { GLint vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = v[1]; vector[i][2] = v[2]; vector[i][3] = v[3]; v += 4; } return applyUniform(location, (float*)vector); } bool Program::applyUniform1uiv(GLint location, GLsizei count, const GLuint *v) { GLuint vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[i]; vector[i][1] = 0; vector[i][2] = 0; vector[i][3] = 0; } Uniform *targetUniform = uniforms[uniformIndex[location].index]; if(IsSamplerUniform(targetUniform->type)) { if(targetUniform->psRegisterIndex != -1) { for(int i = 0; i < count; i++) { unsigned int samplerIndex = targetUniform->psRegisterIndex + i; if(samplerIndex < MAX_TEXTURE_IMAGE_UNITS) { ASSERT(samplersPS[samplerIndex].active); samplersPS[samplerIndex].logicalTextureUnit = v[i]; } } } if(targetUniform->vsRegisterIndex != -1) { for(int i = 0; i < count; i++) { unsigned int samplerIndex = targetUniform->vsRegisterIndex + i; if(samplerIndex < MAX_VERTEX_TEXTURE_IMAGE_UNITS) { ASSERT(samplersVS[samplerIndex].active); samplersVS[samplerIndex].logicalTextureUnit = v[i]; } } } } else { return applyUniform(location, (float*)vector); } return true; } bool Program::applyUniform2uiv(GLint location, GLsizei count, const GLuint *v) { GLuint vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = v[1]; vector[i][2] = 0; vector[i][3] = 0; v += 2; } return applyUniform(location, (float*)vector); } bool Program::applyUniform3uiv(GLint location, GLsizei count, const GLuint *v) { GLuint vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = v[1]; vector[i][2] = v[2]; vector[i][3] = 0; v += 3; } return applyUniform(location, (float*)vector); } bool Program::applyUniform4uiv(GLint location, GLsizei count, const GLuint *v) { GLuint vector[MAX_UNIFORM_VECTORS][4]; for(int i = 0; i < count; i++) { vector[i][0] = v[0]; vector[i][1] = v[1]; vector[i][2] = v[2]; vector[i][3] = v[3]; v += 4; } return applyUniform(location, (float*)vector); } void Program::appendToInfoLog(const char *format, ...) { if(!format) { return; } char info[1024]; va_list vararg; va_start(vararg, format); vsnprintf(info, sizeof(info), format, vararg); va_end(vararg); size_t infoLength = strlen(info); if(!infoLog) { infoLog = new char[infoLength + 2]; strcpy(infoLog, info); strcpy(infoLog + infoLength, "\n"); } else { size_t logLength = strlen(infoLog); char *newLog = new char[logLength + infoLength + 2]; strcpy(newLog, infoLog); strcpy(newLog + logLength, info); strcpy(newLog + logLength + infoLength, "\n"); delete[] infoLog; infoLog = newLog; } } void Program::resetInfoLog() { if(infoLog) { delete[] infoLog; infoLog = 0; } } // Returns the program object to an unlinked state, before re-linking, or at destruction void Program::unlink() { delete vertexBinary; vertexBinary = 0; delete pixelBinary; pixelBinary = 0; for(int index = 0; index < MAX_VERTEX_ATTRIBS; index++) { linkedAttribute[index].name.clear(); attributeStream[index] = -1; } for(int index = 0; index < MAX_TEXTURE_IMAGE_UNITS; index++) { samplersPS[index].active = false; } for(int index = 0; index < MAX_VERTEX_TEXTURE_IMAGE_UNITS; index++) { samplersVS[index].active = false; } while(!uniforms.empty()) { delete uniforms.back(); uniforms.pop_back(); } while(!uniformBlocks.empty()) { delete uniformBlocks.back(); uniformBlocks.pop_back(); } uniformIndex.clear(); transformFeedbackLinkedVaryings.clear(); delete[] infoLog; infoLog = 0; linked = false; } bool Program::isLinked() const { return linked; } bool Program::isValidated() const { return validated; } GLint Program::getBinaryLength() const { UNIMPLEMENTED(); return 0; } void Program::release() { referenceCount--; if(referenceCount == 0 && orphaned) { resourceManager->deleteProgram(handle); } } void Program::addRef() { referenceCount++; } unsigned int Program::getRefCount() const { return referenceCount; } unsigned int Program::getSerial() const { return serial; } unsigned int Program::issueSerial() { return currentSerial++; } size_t Program::getInfoLogLength() const { if(!infoLog) { return 0; } else { return strlen(infoLog) + 1; } } void Program::getInfoLog(GLsizei bufSize, GLsizei *length, char *buffer) { int index = 0; if(bufSize > 0) { if(infoLog) { index = std::min(bufSize - 1, (int)strlen(infoLog)); memcpy(buffer, infoLog, index); } buffer[index] = '\0'; } if(length) { *length = index; } } void Program::getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders) { int total = 0; if(vertexShader && (total < maxCount)) { shaders[total++] = vertexShader->getName(); } if(fragmentShader && (total < maxCount)) { shaders[total++] = fragmentShader->getName(); } if(count) { *count = total; } } void Program::getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const { // Skip over inactive attributes unsigned int activeAttribute = 0; unsigned int attribute; for(attribute = 0; attribute < MAX_VERTEX_ATTRIBS; attribute++) { if(linkedAttribute[attribute].name.empty()) { continue; } if(activeAttribute == index) { break; } activeAttribute++; } if(bufsize > 0) { const char *string = linkedAttribute[attribute].name.c_str(); strncpy(name, string, bufsize); name[bufsize - 1] = '\0'; if(length) { *length = strlen(name); } } *size = 1; // Always a single 'type' instance *type = linkedAttribute[attribute].type; } size_t Program::getActiveAttributeCount() const { int count = 0; for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) { if(!linkedAttribute[attributeIndex].name.empty()) { count++; } } return count; } GLint Program::getActiveAttributeMaxLength() const { int maxLength = 0; for(int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) { if(!linkedAttribute[attributeIndex].name.empty()) { maxLength = std::max((int)(linkedAttribute[attributeIndex].name.length() + 1), maxLength); } } return maxLength; } void Program::getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const { if(bufsize > 0) { std::string string = uniforms[index]->name; if(uniforms[index]->isArray()) { string += "[0]"; } strncpy(name, string.c_str(), bufsize); name[bufsize - 1] = '\0'; if(length) { *length = strlen(name); } } *size = uniforms[index]->size(); *type = uniforms[index]->type; } size_t Program::getActiveUniformCount() const { return uniforms.size(); } GLint Program::getActiveUniformMaxLength() const { int maxLength = 0; size_t numUniforms = uniforms.size(); for(size_t uniformIndex = 0; uniformIndex < numUniforms; uniformIndex++) { if(!uniforms[uniformIndex]->name.empty()) { int length = (int)(uniforms[uniformIndex]->name.length() + 1); if(uniforms[uniformIndex]->isArray()) { length += 3; // Counting in "[0]". } maxLength = std::max(length, maxLength); } } return maxLength; } GLint Program::getActiveUniformi(GLuint index, GLenum pname) const { const Uniform& uniform = *uniforms[index]; switch(pname) { case GL_UNIFORM_TYPE: return static_cast(uniform.type); case GL_UNIFORM_SIZE: return static_cast(uniform.size()); case GL_UNIFORM_NAME_LENGTH: return static_cast(uniform.name.size() + 1 + (uniform.isArray() ? 3 : 0)); case GL_UNIFORM_BLOCK_INDEX: return uniform.blockInfo.index; case GL_UNIFORM_OFFSET: return uniform.blockInfo.offset; case GL_UNIFORM_ARRAY_STRIDE: return uniform.blockInfo.arrayStride; case GL_UNIFORM_MATRIX_STRIDE: return uniform.blockInfo.matrixStride; case GL_UNIFORM_IS_ROW_MAJOR: return static_cast(uniform.blockInfo.isRowMajorMatrix); default: UNREACHABLE(pname); break; } return 0; } void Program::getActiveUniformBlockName(GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name) const { ASSERT(index < getActiveUniformBlockCount()); const UniformBlock &uniformBlock = *uniformBlocks[index]; if(bufSize > 0) { std::string string = uniformBlock.name; if(uniformBlock.isArrayElement()) { std::ostringstream elementIndex; elementIndex << uniformBlock.elementIndex; string += "[" + elementIndex.str() + "]"; } strncpy(name, string.c_str(), bufSize); name[bufSize - 1] = '\0'; if(length) { *length = strlen(name); } } } size_t Program::getActiveUniformBlockCount() const { return uniformBlocks.size(); } GLint Program::getActiveUniformBlockMaxLength() const { size_t maxLength = 0; if(isLinked()) { size_t numUniformBlocks = getActiveUniformBlockCount(); for(size_t uniformBlockIndex = 0; uniformBlockIndex < numUniformBlocks; uniformBlockIndex++) { const UniformBlock &uniformBlock = *uniformBlocks[uniformBlockIndex]; if(!uniformBlock.name.empty()) { size_t length = uniformBlock.name.length() + 1; // Counting in "[0]". const int arrayLength = (uniformBlock.isArrayElement() ? 3 : 0); maxLength = std::max(length + arrayLength, maxLength); } } } return maxLength; } void Program::setTransformFeedbackVaryings(GLsizei count, const GLchar *const *varyings, GLenum bufferMode) { transformFeedbackVaryings.resize(count); for(GLsizei i = 0; i < count; i++) { transformFeedbackVaryings[i] = varyings[i]; } transformFeedbackBufferMode = bufferMode; } void Program::getTransformFeedbackVarying(GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name) const { if(linked) { ASSERT(index < transformFeedbackLinkedVaryings.size()); const LinkedVarying &varying = transformFeedbackLinkedVaryings[index]; GLsizei lastNameIdx = std::min(bufSize - 1, static_cast(varying.name.length())); if(length) { *length = lastNameIdx; } if(size) { *size = varying.size; } if(type) { *type = varying.type; } if(name) { memcpy(name, varying.name.c_str(), lastNameIdx); name[lastNameIdx] = '\0'; } } } GLsizei Program::getTransformFeedbackVaryingCount() const { if(linked) { return static_cast(transformFeedbackLinkedVaryings.size()); } else { return 0; } } GLsizei Program::getTransformFeedbackVaryingMaxLength() const { if(linked) { GLsizei maxSize = 0; for(size_t i = 0; i < transformFeedbackLinkedVaryings.size(); i++) { const LinkedVarying &varying = transformFeedbackLinkedVaryings[i]; maxSize = std::max(maxSize, static_cast(varying.name.length() + 1)); } return maxSize; } else { return 0; } } GLenum Program::getTransformFeedbackBufferMode() const { return transformFeedbackBufferMode; } void Program::flagForDeletion() { orphaned = true; } bool Program::isFlaggedForDeletion() const { return orphaned; } void Program::validate() { resetInfoLog(); if(!isLinked()) { appendToInfoLog("Program has not been successfully linked."); validated = false; } else { applyUniforms(); if(!validateSamplers(true)) { validated = false; } else { validated = true; } } } bool Program::validateSamplers(bool logErrors) { // if any two active samplers in a program are of different types, but refer to the same // texture image unit, and this is the current program, then ValidateProgram will fail, and // DrawArrays and DrawElements will issue the INVALID_OPERATION error. TextureType textureUnitType[MAX_COMBINED_TEXTURE_IMAGE_UNITS]; for(unsigned int i = 0; i < MAX_COMBINED_TEXTURE_IMAGE_UNITS; i++) { textureUnitType[i] = TEXTURE_UNKNOWN; } for(unsigned int i = 0; i < MAX_TEXTURE_IMAGE_UNITS; i++) { if(samplersPS[i].active) { unsigned int unit = samplersPS[i].logicalTextureUnit; if(unit >= MAX_COMBINED_TEXTURE_IMAGE_UNITS) { if(logErrors) { appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, MAX_COMBINED_TEXTURE_IMAGE_UNITS); } return false; } if(textureUnitType[unit] != TEXTURE_UNKNOWN) { if(samplersPS[i].textureType != textureUnitType[unit]) { if(logErrors) { appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit); } return false; } } else { textureUnitType[unit] = samplersPS[i].textureType; } } } for(unsigned int i = 0; i < MAX_VERTEX_TEXTURE_IMAGE_UNITS; i++) { if(samplersVS[i].active) { unsigned int unit = samplersVS[i].logicalTextureUnit; if(unit >= MAX_COMBINED_TEXTURE_IMAGE_UNITS) { if(logErrors) { appendToInfoLog("Sampler uniform (%d) exceeds MAX_COMBINED_TEXTURE_IMAGE_UNITS (%d)", unit, MAX_COMBINED_TEXTURE_IMAGE_UNITS); } return false; } if(textureUnitType[unit] != TEXTURE_UNKNOWN) { if(samplersVS[i].textureType != textureUnitType[unit]) { if(logErrors) { appendToInfoLog("Samplers of conflicting types refer to the same texture image unit (%d).", unit); } return false; } } else { textureUnitType[unit] = samplersVS[i].textureType; } } } return true; } }