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//
// Copyright 2015 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.
//
// ProgramGL.cpp: Implements the class methods for ProgramGL.
#include "libANGLE/renderer/gl/ProgramGL.h"
#include "common/debug.h"
#include "common/utilities.h"
#include "libANGLE/renderer/gl/FunctionsGL.h"
#include "libANGLE/renderer/gl/ShaderGL.h"
#include "libANGLE/renderer/gl/StateManagerGL.h"
namespace rx
{
ProgramGL::ProgramGL(const FunctionsGL *functions, StateManagerGL *stateManager)
: ProgramImpl(),
mFunctions(functions),
mStateManager(stateManager),
mProgramID(0)
{
ASSERT(mFunctions);
ASSERT(mStateManager);
mProgramID = mFunctions->createProgram();
}
ProgramGL::~ProgramGL()
{
mFunctions->deleteProgram(mProgramID);
mProgramID = 0;
}
bool ProgramGL::usesPointSize() const
{
UNIMPLEMENTED();
return bool();
}
int ProgramGL::getShaderVersion() const
{
UNIMPLEMENTED();
return int();
}
GLenum ProgramGL::getTransformFeedbackBufferMode() const
{
UNIMPLEMENTED();
return GLenum();
}
GLenum ProgramGL::getBinaryFormat()
{
UNIMPLEMENTED();
return GLenum();
}
LinkResult ProgramGL::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
{
UNIMPLEMENTED();
return LinkResult(false, gl::Error(GL_INVALID_OPERATION));
}
gl::Error ProgramGL::save(gl::BinaryOutputStream *stream)
{
UNIMPLEMENTED();
return gl::Error(GL_INVALID_OPERATION);
}
LinkResult ProgramGL::link(const gl::Data &data, gl::InfoLog &infoLog,
gl::Shader *fragmentShader, gl::Shader *vertexShader,
const std::vector<std::string> &transformFeedbackVaryings,
GLenum transformFeedbackBufferMode,
int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
std::map<int, gl::VariableLocation> *outputVariables)
{
// Reset the program state, delete the current program if one exists
reset();
ShaderGL *vertexShaderGL = GetImplAs<ShaderGL>(vertexShader);
ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(fragmentShader);
// Attach the shaders
mFunctions->attachShader(mProgramID, vertexShaderGL->getShaderID());
mFunctions->attachShader(mProgramID, fragmentShaderGL->getShaderID());
// Link and verify
mFunctions->linkProgram(mProgramID);
// Detach the shaders
mFunctions->detachShader(mProgramID, vertexShaderGL->getShaderID());
mFunctions->detachShader(mProgramID, fragmentShaderGL->getShaderID());
// Verify the link
GLint linkStatus = GL_FALSE;
mFunctions->getProgramiv(mProgramID, GL_LINK_STATUS, &linkStatus);
ASSERT(linkStatus == GL_TRUE);
if (linkStatus == GL_FALSE)
{
// Linking failed, put the error into the info log
GLint infoLogLength = 0;
mFunctions->getProgramiv(mProgramID, GL_INFO_LOG_LENGTH, &infoLogLength);
std::vector<char> buf(infoLogLength);
mFunctions->getProgramInfoLog(mProgramID, infoLogLength, nullptr, &buf[0]);
mFunctions->deleteProgram(mProgramID);
mProgramID = 0;
infoLog << &buf[0];
TRACE("\n%s", &buf[0]);
// TODO, return GL_OUT_OF_MEMORY or just fail the link? This is an unexpected case
return LinkResult(false, gl::Error(GL_NO_ERROR));
}
// Query the uniform information
// TODO: A lot of this logic should be done at the gl::Program level
GLint activeUniformMaxLength = 0;
mFunctions->getProgramiv(mProgramID, GL_ACTIVE_UNIFORM_MAX_LENGTH, &activeUniformMaxLength);
std::vector<GLchar> uniformNameBuffer(activeUniformMaxLength);
GLint uniformCount = 0;
mFunctions->getProgramiv(mProgramID, GL_ACTIVE_UNIFORMS, &uniformCount);
for (GLint i = 0; i < uniformCount; i++)
{
GLsizei uniformNameLength = 0;
GLint uniformSize = 0;
GLenum uniformType = GL_NONE;
mFunctions->getActiveUniform(mProgramID, i, static_cast<GLsizei>(uniformNameBuffer.size()),
&uniformNameLength, &uniformSize, &uniformType,
&uniformNameBuffer[0]);
size_t subscript = 0;
std::string uniformName = gl::ParseUniformName(std::string(&uniformNameBuffer[0], uniformNameLength), &subscript);
bool isArray = uniformSize > 1 || subscript != GL_INVALID_INDEX;
for (size_t arrayIndex = 0; arrayIndex < static_cast<size_t>(uniformSize); arrayIndex++)
{
std::string locationName = uniformName;
if (isArray)
{
locationName += "[" + Str(static_cast<int>(arrayIndex)) + "]";
}
GLint location = mFunctions->getUniformLocation(mProgramID, locationName.c_str());
if (location >= 0)
{
mUniformIndex[location] =
gl::VariableLocation(uniformName, static_cast<unsigned int>(arrayIndex),
static_cast<unsigned int>(mUniforms.size()));
// If the uniform is a sampler, track it in the sampler bindings array
if (gl::IsSamplerType(uniformType))
{
SamplerLocation samplerLoc;
samplerLoc.samplerIndex = mSamplerBindings.size();
samplerLoc.arrayIndex = arrayIndex;
mSamplerUniformMap[location] = samplerLoc;
}
}
}
// ANGLE uses 0 to identify an non-array uniform.
unsigned int arraySize = isArray ? static_cast<unsigned int>(uniformSize) : 0;
// TODO: determine uniform precision
mUniforms.push_back(new gl::LinkedUniform(uniformType, GL_NONE, uniformName, arraySize, -1, sh::BlockMemberInfo::getDefaultBlockInfo()));
// If uniform is a sampler type, insert it into the mSamplerBindings array
if (gl::IsSamplerType(uniformType))
{
SamplerBindingGL samplerBinding;
samplerBinding.textureType = gl::SamplerTypeToTextureType(uniformType);
samplerBinding.boundTextureUnits.resize(uniformSize, 0);
mSamplerBindings.push_back(samplerBinding);
}
}
// Query the attribute information
GLint activeAttributeMaxLength = 0;
mFunctions->getProgramiv(mProgramID, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &activeAttributeMaxLength);
std::vector<GLchar> attributeNameBuffer(activeAttributeMaxLength);
GLint attributeCount = 0;
mFunctions->getProgramiv(mProgramID, GL_ACTIVE_ATTRIBUTES, &attributeCount);
for (GLint i = 0; i < attributeCount; i++)
{
GLsizei attributeNameLength = 0;
GLint attributeSize = 0;
GLenum attributeType = GL_NONE;
mFunctions->getActiveAttrib(mProgramID, i, static_cast<GLsizei>(attributeNameBuffer.size()),
&attributeNameLength, &attributeSize, &attributeType,
&attributeNameBuffer[0]);
std::string attributeName(&attributeNameBuffer[0], attributeNameLength);
GLint location = mFunctions->getAttribLocation(mProgramID, attributeName.c_str());
// TODO: determine attribute precision
setShaderAttribute(static_cast<size_t>(i), attributeType, GL_NONE, attributeName, attributeSize, location);
mActiveAttributesMask.set(location);
}
return LinkResult(true, gl::Error(GL_NO_ERROR));
}
void ProgramGL::bindAttributeLocation(GLuint index, const std::string &name)
{
mFunctions->bindAttribLocation(mProgramID, index, name.c_str());
}
void ProgramGL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform1fv(location, count, v);
}
void ProgramGL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform2fv(location, count, v);
}
void ProgramGL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform3fv(location, count, v);
}
void ProgramGL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform4fv(location, count, v);
}
void ProgramGL::setUniform1iv(GLint location, GLsizei count, const GLint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform1iv(location, count, v);
auto iter = mSamplerUniformMap.find(location);
if (iter != mSamplerUniformMap.end())
{
const SamplerLocation &samplerLoc = iter->second;
std::vector<GLuint> &boundTextureUnits = mSamplerBindings[samplerLoc.samplerIndex].boundTextureUnits;
size_t copyCount = std::max<size_t>(count, boundTextureUnits.size() - samplerLoc.arrayIndex);
std::copy(v, v + copyCount, boundTextureUnits.begin() + samplerLoc.arrayIndex);
}
}
void ProgramGL::setUniform2iv(GLint location, GLsizei count, const GLint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform2iv(location, count, v);
}
void ProgramGL::setUniform3iv(GLint location, GLsizei count, const GLint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform3iv(location, count, v);
}
void ProgramGL::setUniform4iv(GLint location, GLsizei count, const GLint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform4iv(location, count, v);
}
void ProgramGL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform1uiv(location, count, v);
}
void ProgramGL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform2uiv(location, count, v);
}
void ProgramGL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform3uiv(location, count, v);
}
void ProgramGL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniform4uiv(location, count, v);
}
void ProgramGL::setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix2fv(location, count, transpose, value);
}
void ProgramGL::setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix3fv(location, count, transpose, value);
}
void ProgramGL::setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix4fv(location, count, transpose, value);
}
void ProgramGL::setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix2x3fv(location, count, transpose, value);
}
void ProgramGL::setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix3x2fv(location, count, transpose, value);
}
void ProgramGL::setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix2x4fv(location, count, transpose, value);
}
void ProgramGL::setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix4x2fv(location, count, transpose, value);
}
void ProgramGL::setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix3x4fv(location, count, transpose, value);
}
void ProgramGL::setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value)
{
mStateManager->useProgram(mProgramID);
mFunctions->uniformMatrix4x3fv(location, count, transpose, value);
}
void ProgramGL::getUniformfv(GLint location, GLfloat *params)
{
mFunctions->getUniformfv(mProgramID, location, params);
}
void ProgramGL::getUniformiv(GLint location, GLint *params)
{
mFunctions->getUniformiv(mProgramID, location, params);
}
void ProgramGL::getUniformuiv(GLint location, GLuint *params)
{
mFunctions->getUniformuiv(mProgramID, location, params);
}
GLint ProgramGL::getSamplerMapping(gl::SamplerType type, unsigned int samplerIndex, const gl::Caps &caps) const
{
UNIMPLEMENTED();
return GLint();
}
GLenum ProgramGL::getSamplerTextureType(gl::SamplerType type, unsigned int samplerIndex) const
{
UNIMPLEMENTED();
return GLenum();
}
GLint ProgramGL::getUsedSamplerRange(gl::SamplerType type) const
{
UNIMPLEMENTED();
return GLint();
}
void ProgramGL::updateSamplerMapping()
{
UNIMPLEMENTED();
}
bool ProgramGL::validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps)
{
//UNIMPLEMENTED();
return true;
}
LinkResult ProgramGL::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
int registers)
{
//UNIMPLEMENTED();
return LinkResult(true, gl::Error(GL_NO_ERROR));
}
bool ProgramGL::linkUniforms(gl::InfoLog &infoLog, const gl::Shader &vertexShader, const gl::Shader &fragmentShader,
const gl::Caps &caps)
{
//UNIMPLEMENTED();
return true;
}
bool ProgramGL::defineUniformBlock(gl::InfoLog &infoLog, const gl::Shader &shader, const sh::InterfaceBlock &interfaceBlock,
const gl::Caps &caps)
{
UNIMPLEMENTED();
return bool();
}
gl::Error ProgramGL::applyUniforms()
{
//UNIMPLEMENTED();
// TODO(geofflang)
return gl::Error(GL_NO_ERROR);
}
gl::Error ProgramGL::applyUniformBuffers(const gl::Data &data, GLuint uniformBlockBindings[])
{
UNIMPLEMENTED();
return gl::Error(GL_INVALID_OPERATION);
}
bool ProgramGL::assignUniformBlockRegister(gl::InfoLog &infoLog, gl::UniformBlock *uniformBlock, GLenum shader,
unsigned int registerIndex, const gl::Caps &caps)
{
UNIMPLEMENTED();
return bool();
}
void ProgramGL::reset()
{
ProgramImpl::reset();
mSamplerUniformMap.clear();
mSamplerBindings.clear();
mActiveAttributesMask.reset();
}
GLuint ProgramGL::getProgramID() const
{
return mProgramID;
}
const std::vector<SamplerBindingGL> &ProgramGL::getAppliedSamplerUniforms() const
{
return mSamplerBindings;
}
const gl::AttributesMask &ProgramGL::getActiveAttributesMask() const
{
return mActiveAttributesMask;
}
}