225 lines
6.7 KiB
C++
225 lines
6.7 KiB
C++
/*-------------------------------------------------------------------------
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* drawElements Quality Program OpenGL ES Utilities
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* ------------------------------------------------
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*
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* Copyright 2014 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*//*!
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* \file
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* \brief SGLR shader program.
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*//*--------------------------------------------------------------------*/
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#include "sglrShaderProgram.hpp"
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namespace sglr
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{
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namespace pdec
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{
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ShaderProgramDeclaration::ShaderProgramDeclaration (void)
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: m_geometryDecl (rr::GEOMETRYSHADERINPUTTYPE_LAST, rr::GEOMETRYSHADEROUTPUTTYPE_LAST, 0, 0)
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, m_vertexShaderSet (false)
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, m_fragmentShaderSet (false)
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, m_geometryShaderSet (false)
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{
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexAttribute& v)
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{
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m_vertexAttributes.push_back(v);
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexToFragmentVarying& v)
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{
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m_vertexToFragmentVaryings.push_back(v);
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexToGeometryVarying& v)
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{
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m_vertexToGeometryVaryings.push_back(v);
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const GeometryToFragmentVarying& v)
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{
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m_geometryToFragmentVaryings.push_back(v);
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const FragmentOutput& v)
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{
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m_fragmentOutputs.push_back(v);
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const Uniform& v)
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{
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m_uniforms.push_back(v);
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const VertexSource& c)
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{
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DE_ASSERT(!m_vertexShaderSet);
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m_vertexSource = c.source;
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m_vertexShaderSet = true;
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const FragmentSource& c)
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{
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DE_ASSERT(!m_fragmentShaderSet);
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m_fragmentSource = c.source;
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m_fragmentShaderSet = true;
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const GeometrySource& c)
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{
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DE_ASSERT(!m_geometryShaderSet);
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m_geometrySource = c.source;
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m_geometryShaderSet = true;
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return *this;
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}
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ShaderProgramDeclaration& pdec::ShaderProgramDeclaration::operator<< (const GeometryShaderDeclaration& c)
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{
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m_geometryDecl = c;
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return *this;
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}
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bool ShaderProgramDeclaration::valid (void) const
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{
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if (!m_vertexShaderSet || !m_fragmentShaderSet)
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return false;
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if (m_fragmentOutputs.empty())
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return false;
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if (hasGeometryShader())
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{
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if (m_geometryDecl.inputType == rr::GEOMETRYSHADERINPUTTYPE_LAST ||
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m_geometryDecl.outputType == rr::GEOMETRYSHADEROUTPUTTYPE_LAST)
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return false;
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}
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else
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{
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if (m_geometryDecl.inputType != rr::GEOMETRYSHADERINPUTTYPE_LAST ||
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m_geometryDecl.outputType != rr::GEOMETRYSHADEROUTPUTTYPE_LAST ||
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m_geometryDecl.numOutputVertices != 0 ||
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m_geometryDecl.numInvocations != 0)
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return false;
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}
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return true;
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}
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} //pdec
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ShaderProgram::ShaderProgram (const pdec::ShaderProgramDeclaration& decl)
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: rr::VertexShader (decl.getVertexInputCount(), decl.getVertexOutputCount())
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, rr::GeometryShader (decl.getGeometryInputCount(),
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decl.getGeometryOutputCount(),
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decl.m_geometryDecl.inputType,
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decl.m_geometryDecl.outputType,
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decl.m_geometryDecl.numOutputVertices,
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decl.m_geometryDecl.numInvocations)
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, rr::FragmentShader (decl.getFragmentInputCount(), decl.getFragmentOutputCount())
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, m_attributeNames (decl.getVertexInputCount())
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, m_uniforms (decl.m_uniforms.size())
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, m_vertSrc (decl.m_vertexSource)
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, m_fragSrc (decl.m_fragmentSource)
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, m_geomSrc (decl.hasGeometryShader() ? (decl.m_geometrySource) : (""))
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, m_hasGeometryShader (decl.hasGeometryShader())
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{
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DE_ASSERT(decl.valid());
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// Set up shader IO
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for (size_t ndx = 0; ndx < decl.m_vertexAttributes.size(); ++ndx)
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{
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this->rr::VertexShader::m_inputs[ndx].type = decl.m_vertexAttributes[ndx].type;
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m_attributeNames[ndx] = decl.m_vertexAttributes[ndx].name;
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}
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if (m_hasGeometryShader)
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{
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for (size_t ndx = 0; ndx < decl.m_vertexToGeometryVaryings.size(); ++ndx)
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{
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this->rr::VertexShader::m_outputs[ndx].type = decl.m_vertexToGeometryVaryings[ndx].type;
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this->rr::VertexShader::m_outputs[ndx].flatshade = decl.m_vertexToGeometryVaryings[ndx].flatshade;
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this->rr::GeometryShader::m_inputs[ndx] = this->rr::VertexShader::m_outputs[ndx];
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}
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for (size_t ndx = 0; ndx < decl.m_geometryToFragmentVaryings.size(); ++ndx)
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{
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this->rr::GeometryShader::m_outputs[ndx].type = decl.m_geometryToFragmentVaryings[ndx].type;
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this->rr::GeometryShader::m_outputs[ndx].flatshade = decl.m_geometryToFragmentVaryings[ndx].flatshade;
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this->rr::FragmentShader::m_inputs[ndx] = this->rr::GeometryShader::m_outputs[ndx];
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}
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}
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else
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{
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for (size_t ndx = 0; ndx < decl.m_vertexToFragmentVaryings.size(); ++ndx)
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{
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this->rr::VertexShader::m_outputs[ndx].type = decl.m_vertexToFragmentVaryings[ndx].type;
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this->rr::VertexShader::m_outputs[ndx].flatshade = decl.m_vertexToFragmentVaryings[ndx].flatshade;
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this->rr::FragmentShader::m_inputs[ndx] = this->rr::VertexShader::m_outputs[ndx];
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}
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}
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for (size_t ndx = 0; ndx < decl.m_fragmentOutputs.size(); ++ndx)
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this->rr::FragmentShader::m_outputs[ndx].type = decl.m_fragmentOutputs[ndx].type;
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// Set up uniforms
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for (size_t ndx = 0; ndx < decl.m_uniforms.size(); ++ndx)
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{
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this->m_uniforms[ndx].name = decl.m_uniforms[ndx].name;
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this->m_uniforms[ndx].type = decl.m_uniforms[ndx].type;
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}
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}
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ShaderProgram::~ShaderProgram (void)
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{
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}
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const UniformSlot& ShaderProgram::getUniformByName (const char* name) const
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{
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DE_ASSERT(name);
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for (size_t ndx = 0; ndx < m_uniforms.size(); ++ndx)
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if (m_uniforms[ndx].name == std::string(name))
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return m_uniforms[ndx];
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DE_FATAL("Invalid uniform name, uniform not found.");
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return m_uniforms[0];
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}
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void ShaderProgram::shadePrimitives (rr::GeometryEmitter& output, int verticesIn, const rr::PrimitivePacket* packets, const int numPackets, int invocationID) const
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{
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DE_UNREF(output);
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DE_UNREF(verticesIn && packets && numPackets && invocationID);
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// Should never be called.
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DE_ASSERT(DE_FALSE);
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}
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} // sglr
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