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/*
* Copyright 2015 Google Inc. 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.
*/
#include "glimp/gles/program.h"
#include "starboard/common/string.h"
#include "starboard/memory.h"
namespace glimp {
namespace gles {
Program::Program(nb::scoped_ptr<ProgramImpl> impl)
: impl_(impl.Pass()), link_results_(false) {}
bool Program::AttachShader(const nb::scoped_refptr<Shader>& shader) {
if (shader->type() == GL_VERTEX_SHADER) {
if (vertex_shader_) {
return false;
}
vertex_shader_ = shader;
} else if (shader->type() == GL_FRAGMENT_SHADER) {
if (fragment_shader_) {
return false;
}
fragment_shader_ = shader;
} else {
SB_DLOG(FATAL) << "Invalid shader type.";
}
return true;
}
void Program::Link() {
if (!vertex_shader_ || !fragment_shader_) {
// We cannot successfully link if both a vertex and fragment shader
// have not yet been attached.
link_results_ = ProgramImpl::LinkResults(
false, "A fragment or vertex shader is not attached.");
return;
}
link_results_ = impl_->Link(vertex_shader_, fragment_shader_);
if (link_results_.success) {
linked_vertex_shader_ = vertex_shader_;
linked_fragment_shader_ = fragment_shader_;
ClearUniforms();
// Re-issue any binding attributes that are defined for this program.
for (BoundAttributes::const_iterator iter = bound_attrib_locations_.begin();
iter != bound_attrib_locations_.end(); ++iter) {
impl_->BindAttribLocation(iter->first, iter->second.c_str());
}
}
}
void Program::BindAttribLocation(GLuint index, const GLchar* name) {
bound_attrib_locations_[index] = std::string(name);
if (linked()) {
// If we are linked, then immediately pass this new binding information
// on to the platform-specific implementation. Otherwise, this information
// will all be communicated upon linking.
impl_->BindAttribLocation(index, name);
}
}
GLenum Program::GetProgramiv(GLenum pname, GLint* params) {
switch (pname) {
case GL_LINK_STATUS:
*params = (link_results_.success ? 1 : 0);
break;
case GL_INFO_LOG_LENGTH:
*params = link_results_.info_log.size();
break;
case GL_DELETE_STATUS:
case GL_VALIDATE_STATUS:
case GL_ATTACHED_SHADERS:
case GL_ACTIVE_ATTRIBUTES:
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
case GL_ACTIVE_UNIFORMS:
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
SB_NOTIMPLEMENTED();
break;
default:
return GL_INVALID_ENUM;
}
return GL_NO_ERROR;
}
void Program::GetProgramInfoLog(GLsizei bufsize,
GLsizei* length,
GLchar* infolog) {
*length = starboard::strlcpy(infolog, link_results_.info_log.c_str(),
bufsize);
}
GLint Program::GetUniformLocation(const GLchar* name) {
SB_DCHECK(linked());
int location = impl_->GetUniformLocation(name);
if (location != -1) {
if (std::find(active_uniform_locations_.begin(),
active_uniform_locations_.end(),
location) == active_uniform_locations_.end()) {
active_uniform_locations_.push_back(location);
}
}
return location;
}
GLenum Program::Uniformiv(GLint location,
GLsizei count,
GLsizei elem_size,
const GLint* v) {
return UpdateUniform(location, count, elem_size, v,
UniformInfo::kTypeInteger);
}
GLenum Program::Uniformfv(GLint location,
GLsizei count,
GLsizei elem_size,
const GLfloat* v) {
return UpdateUniform(location, count, elem_size, v, UniformInfo::kTypeFloat);
}
GLenum Program::UniformMatrixfv(GLint location,
GLsizei count,
GLsizei dim_size,
const GLfloat* value) {
return UpdateUniform(location, count, dim_size, value,
UniformInfo::kTypeMatrix);
}
Program::Uniform* Program::FindOrMakeUniform(int location) {
if (std::find(active_uniform_locations_.begin(),
active_uniform_locations_.end(),
location) == active_uniform_locations_.end()) {
return NULL;
}
for (size_t i = 0; i < uniforms_.size(); ++i) {
if (uniforms_[i].location == location) {
return &uniforms_[i];
}
}
uniforms_.push_back(Uniform());
uniforms_.back().location = location;
return &uniforms_.back();
}
// Clear all stored uniform information and values.
void Program::ClearUniforms() {
for (size_t i = 0; i < uniforms_.size(); ++i) {
SbMemoryDeallocate(uniforms_[i].data);
}
uniforms_.clear();
active_uniform_locations_.clear();
}
namespace {
int DataSizeForType(GLsizei count, GLsizei elem_size, UniformInfo::Type type) {
switch (type) {
case UniformInfo::kTypeInteger:
return sizeof(int) * count * elem_size;
case UniformInfo::kTypeFloat:
return sizeof(float) * count * elem_size;
case UniformInfo::kTypeMatrix:
return sizeof(float) * count * elem_size * elem_size;
default:
SB_NOTREACHED();
return NULL;
}
}
} // namespace
// Assign the specified data to the specified uniform, so that it is available
// to the next draw call.
GLenum Program::UpdateUniform(GLint location,
GLsizei count,
GLsizei elem_size,
const void* v,
UniformInfo::Type type) {
// TODO: It would be nice to be able to query the ProgramImpl object for
// UniformInfo information so that we can check it against incoming
// glUniform() calls to ensure consistency. As it is currently, we are
// defining this information through these glUniform() calls.
Uniform* uniform = FindOrMakeUniform(location);
if (uniform == NULL) {
return GL_INVALID_OPERATION;
}
UniformInfo new_info = UniformInfo(type, count, elem_size);
if (new_info != uniform->info) {
// We need to reallocate data if the information has changed.
uniform->info = new_info;
SbMemoryDeallocate(uniform->data);
uniform->data = SbMemoryAllocate(DataSizeForType(count, elem_size, type));
}
memcpy(uniform->data, v, DataSizeForType(count, elem_size, type));
return GL_NO_ERROR;
}
} // namespace gles
} // namespace glimp