1 #ifndef __DALI_INTERNAL_PROGRAM_H__
2 #define __DALI_INTERNAL_PROGRAM_H__
5 * Copyright (c) 2016 Samsung Electronics Co., Ltd.
7 * Licensed under the Apache License, Version 2.0 (the "License");
8 * you may not use this file except in compliance with the License.
9 * You may obtain a copy of the License at
11 * http://www.apache.org/licenses/LICENSE-2.0
13 * Unless required by applicable law or agreed to in writing, software
14 * distributed under the License is distributed on an "AS IS" BASIS,
15 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
16 * See the License for the specific language governing permissions and
17 * limitations under the License.
25 #include <dali/public-api/common/vector-wrapper.h>
26 #include <dali/public-api/object/ref-object.h>
27 #include <dali/integration-api/gl-abstraction.h>
28 #include <dali/internal/common/shader-data.h>
47 * A program contains a vertex & fragment shader.
49 * A program will contain vertex attributes and uniform variables.
51 * uColor is set to the value specified by Actor::SetColor and is
52 * animatable through the property Actor::COLOR
59 * Size of the uniform cache per program
60 * GLES specification states that minimum uniform count for fragment shader
61 * is 16 and for vertex shader 128. We're caching the 16 common ones for now
63 static const int MAX_UNIFORM_CACHE_SIZE = 16;
66 * Constant for uniform / attribute not found
68 static const int NOT_FOUND = -1;
82 * Common shader uniform names
86 UNIFORM_NOT_QUERIED = -2,
89 UNIFORM_MODELVIEW_MATRIX,
90 UNIFORM_PROJECTION_MATRIX,
93 UNIFORM_NORMAL_MATRIX,
97 UNIFORM_EFFECT_SAMPLER,
104 * Creates a new program, or returns a copy of an existing program in the program cache
105 * @param[in] cache where the programs are stored
106 * @param[in] shaderData A pointer to a data structure containing the program source
107 * and optionally precompiled binary. If the binary is empty the program bytecode
108 * is copied into it after compilation and linking)
109 * @param[in] modifiesGeometry True if the shader modifies geometry
110 * @return pointer to the program
112 static Program* New( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry );
115 * Takes this program into use
120 * @return true if this program is used currently
125 * @param [in] type of the attribute
126 * @return the index of the attribute
128 GLint GetAttribLocation( AttribType type );
131 * Register an attribute name in our local cache
132 * @param [in] name attribute name
133 * @return the index of the attribute name in local cache
135 unsigned int RegisterCustomAttribute( const std::string& name );
138 * Gets the location of a pre-registered attribute.
139 * @param [in] attributeIndex of the attribute in local cache
140 * @return the index of the attribute in the GL program
142 GLint GetCustomAttributeLocation( unsigned int attributeIndex );
145 * Register a uniform name in our local cache
146 * @param [in] name uniform name
147 * @return the index of the uniform name in local cache
149 unsigned int RegisterUniform( const std::string& name );
152 * Gets the location of a pre-registered uniform.
153 * Uniforms in list UniformType are always registered and in the order of the enumeration
154 * @param [in] uniformIndex of the uniform in local cache
155 * @return the index of the uniform in the GL program
157 GLint GetUniformLocation( unsigned int uniformIndex );
160 * Introspect the newly loaded shader to get the active sampler locations
162 void GetActiveSamplerUniforms();
165 * Gets the uniform location for a sampler
166 * @param [in] index The index of the active sampler
167 * @param [out] location The location of the requested sampler
168 * @return true if the active sampler was found
170 bool GetSamplerUniformLocation( unsigned int index, GLint& location );
173 * Get the number of active samplers present in the shader
174 * @return The number of active samplers
176 size_t GetActiveSamplerCount() const;
179 * Sets the uniform value
180 * @param [in] location of uniform
181 * @param [in] value0 as int
183 void SetUniform1i( GLint location, GLint value0 );
186 * Sets the uniform value
187 * @param [in] location of uniform
188 * @param [in] value0 as int
189 * @param [in] value1 as int
190 * @param [in] value2 as int
191 * @param [in] value3 as int
193 void SetUniform4i( GLint location, GLint value0, GLint value1, GLint value2, GLint value3 );
196 * Sets the uniform value
197 * @param [in] location of uniform
198 * @param [in] value0 as float
200 void SetUniform1f( GLint location, GLfloat value0 );
203 * Sets the uniform value
204 * @param [in] location of uniform
205 * @param [in] value0 as float
206 * @param [in] value1 as float
208 void SetUniform2f( GLint location, GLfloat value0, GLfloat value1 );
211 * Special handling for size as we're using uniform geometry so size is passed on to most programs
212 * but it rarely changes so we can cache it
213 * @param [in] location of uniform
214 * @param [in] value0 as float
215 * @param [in] value1 as float
216 * @param [in] value2 as float
218 void SetSizeUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
221 * Sets the uniform value
222 * @param [in] location of uniform
223 * @param [in] value0 as float
224 * @param [in] value1 as float
225 * @param [in] value2 as float
227 void SetUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
230 * Sets the uniform value
231 * @param [in] location of uniform
232 * @param [in] value0 as float
233 * @param [in] value1 as float
234 * @param [in] value2 as float
235 * @param [in] value3 as float
237 void SetUniform4f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3 );
240 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
241 * so make sure your matrix is in correct order for GL.
242 * @param [in] location Location of uniform
243 * @param [in] count Count of matrices
244 * @param [in] value values as float pointers
246 void SetUniformMatrix4fv( GLint location, GLsizei count, const GLfloat* value );
249 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
250 * so make sure your matrix is in correct order for GL.
251 * @param [in] location Location of uniform
252 * @param [in] count Count of matrices
253 * @param [in] value values as float pointers
255 void SetUniformMatrix3fv( GLint location, GLsizei count, const GLfloat* value );
258 * Needs to be called when GL context is (re)created
260 void GlContextCreated();
263 * Needs to be called when GL context is destroyed
265 void GlContextDestroyed();
268 * @return true if this program modifies geometry
270 bool ModifiesGeometry();
273 * Set the projection matrix that has currently been sent
274 * @param matrix to set
276 void SetProjectionMatrix( const Matrix* matrix )
278 mProjectionMatrix = matrix;
282 * Get the projection matrix that has currently been sent
283 * @return the matrix that is set
285 const Matrix* GetProjectionMatrix()
287 return mProjectionMatrix;
291 * Set the projection matrix that has currently been sent
292 * @param matrix to set
294 void SetViewMatrix( const Matrix* matrix )
296 mViewMatrix = matrix;
300 * Get the projection matrix that has currently been sent
301 * @return the matrix that is set
303 const Matrix* GetViewMatrix()
308 private: // Implementation
311 * Constructor, private so no direct instantiation
312 * @param[in] cache where the programs are stored
313 * @param[in] shaderData A smart pointer to a data structure containing the program source and binary
314 * @param[in] modifiesGeometry True if the vertex shader changes geometry
316 Program( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry );
321 * Destructor, non virtual as no virtual methods or inheritance
327 Program(); ///< default constructor, not defined
328 Program( const Program& ); ///< copy constructor, not defined
329 Program& operator=( const Program& ); ///< assignment operator, not defined
332 * Load the shader, from a precompiled binary if available, else from source code
343 * @param shaderType vertex or fragment shader
344 * @param shaderId of the shader, returned
345 * @param src of the shader
346 * @return true if the compilation succeeded
348 bool CompileShader(GLenum shaderType, GLuint& shaderId, const char* src);
351 * Links the shaders together to create program
356 * Frees the shader programs
363 void ResetAttribsUniformCache();
367 ProgramCache& mCache; ///< The program cache
368 Integration::GlAbstraction& mGlAbstraction; ///< The OpenGL Abstraction layer
369 const Matrix* mProjectionMatrix; ///< currently set projection matrix
370 const Matrix* mViewMatrix; ///< currently set view matrix
371 bool mLinked; ///< whether the program is linked
372 GLuint mVertexShaderId; ///< GL identifier for vertex shader
373 GLuint mFragmentShaderId; ///< GL identifier for fragment shader
374 GLuint mProgramId; ///< GL identifier for program
375 Internal::ShaderDataPtr mProgramData; ///< Shader program source and binary (when compiled & linked or loaded)
378 typedef std::pair< std::string, GLint > NameLocationPair;
379 typedef std::vector< NameLocationPair > Locations;
381 Locations mAttributeLocations; ///< attribute location cache
382 Locations mUniformLocations; ///< uniform location cache
383 std::vector<GLint> mSamplerUniformLocations; ///< sampler uniform location cache
385 // uniform value caching
386 GLint mUniformCacheInt[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single int
387 GLfloat mUniformCacheFloat[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single float
388 GLfloat mUniformCacheFloat2[ MAX_UNIFORM_CACHE_SIZE ][2]; ///< Value cache for uniforms of two floats
389 GLfloat mUniformCacheFloat4[ MAX_UNIFORM_CACHE_SIZE ][4]; ///< Value cache for uniforms of four floats
390 Vector3 mSizeUniformCache; ///< Cache value for size uniform
391 bool mModifiesGeometry; ///< True if the program changes geometry
395 } // namespace Internal
399 #endif // __DALI_INTERNAL_PROGRAM_H__