1 #ifndef __DALI_INTERNAL_PROGRAM_H__
2 #define __DALI_INTERNAL_PROGRAM_H__
5 * Copyright (c) 2014 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 * Gets the uniform location for a sampler
161 * @param [in] uniqueIndex of the sampler uniform in local cache
162 * @return the index of the uniform in the GL program
164 GLint GetSamplerUniformLocation( int32_t uniqueIndex, const std::string& samplerName );
167 * Sets the uniform value
168 * @param [in] location of uniform
169 * @param [in] value0 as int
171 void SetUniform1i( GLint location, GLint value0 );
174 * Sets the uniform value
175 * @param [in] location of uniform
176 * @param [in] value0 as int
177 * @param [in] value1 as int
178 * @param [in] value2 as int
179 * @param [in] value3 as int
181 void SetUniform4i( GLint location, GLint value0, GLint value1, GLint value2, GLint value3 );
184 * Sets the uniform value
185 * @param [in] location of uniform
186 * @param [in] value0 as float
188 void SetUniform1f( GLint location, GLfloat value0 );
191 * Sets the uniform value
192 * @param [in] location of uniform
193 * @param [in] value0 as float
194 * @param [in] value1 as float
196 void SetUniform2f( GLint location, GLfloat value0, GLfloat value1 );
199 * Special handling for size as we're using uniform geometry so size is passed on to most programs
200 * but it rarely changes so we can cache it
201 * @param [in] location of uniform
202 * @param [in] value0 as float
203 * @param [in] value1 as float
204 * @param [in] value2 as float
206 void SetSizeUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
209 * Sets the uniform value
210 * @param [in] location of uniform
211 * @param [in] value0 as float
212 * @param [in] value1 as float
213 * @param [in] value2 as float
215 void SetUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
218 * Sets the uniform value
219 * @param [in] location of uniform
220 * @param [in] value0 as float
221 * @param [in] value1 as float
222 * @param [in] value2 as float
223 * @param [in] value3 as float
225 void SetUniform4f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3 );
228 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
229 * so make sure your matrix is in correct order for GL.
230 * @param [in] location Location of uniform
231 * @param [in] count Count of matrices
232 * @param [in] value values as float pointers
234 void SetUniformMatrix4fv( GLint location, GLsizei count, const GLfloat* value );
237 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
238 * so make sure your matrix is in correct order for GL.
239 * @param [in] location Location of uniform
240 * @param [in] count Count of matrices
241 * @param [in] value values as float pointers
243 void SetUniformMatrix3fv( GLint location, GLsizei count, const GLfloat* value );
246 * Needs to be called when GL context is (re)created
248 void GlContextCreated();
251 * Needs to be called when GL context is destroyed
253 void GlContextDestroyed();
256 * @return true if this program modifies geometry
258 bool ModifiesGeometry();
261 * Set the projection matrix that has currently been sent
262 * @param matrix to set
264 void SetProjectionMatrix( const Matrix* matrix )
266 mProjectionMatrix = matrix;
270 * Get the projection matrix that has currently been sent
271 * @return the matrix that is set
273 const Matrix* GetProjectionMatrix()
275 return mProjectionMatrix;
279 * Set the projection matrix that has currently been sent
280 * @param matrix to set
282 void SetViewMatrix( const Matrix* matrix )
284 mViewMatrix = matrix;
288 * Get the projection matrix that has currently been sent
289 * @return the matrix that is set
291 const Matrix* GetViewMatrix()
296 private: // Implementation
299 * Constructor, private so no direct instantiation
300 * @param[in] cache where the programs are stored
301 * @param[in] shaderData A smart pointer to a data structure containing the program source and binary
302 * @param[in] modifiesGeometry True if the vertex shader changes geometry
304 Program( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry );
309 * Destructor, non virtual as no virtual methods or inheritance
315 // default constructor, not defined
317 // assignment operator, not defined
318 Program& operator=( const Program& );
321 * Load the shader, from a precompiled binary if available, else from source code
332 * @param shaderType vertex or fragment shader
333 * @param shaderId of the shader, returned
334 * @param src of the shader
335 * @return true if the compilation succeeded
337 bool CompileShader(GLenum shaderType, GLuint& shaderId, const char* src);
340 * Links the shaders together to create program
345 * Frees the shader programs
352 void ResetAttribsUniformCache();
356 ProgramCache& mCache; ///< The program cache
357 Integration::GlAbstraction& mGlAbstraction; ///< The OpenGL Abstraction layer
358 const Matrix* mProjectionMatrix; ///< currently set projection matrix
359 const Matrix* mViewMatrix; ///< currently set view matrix
360 bool mLinked; ///< whether the program is linked
361 GLuint mVertexShaderId; ///< GL identifier for vertex shader
362 GLuint mFragmentShaderId; ///< GL identifier for fragment shader
363 GLuint mProgramId; ///< GL identifier for program
364 Internal::ShaderDataPtr mProgramData; ///< Shader program source and binary (when compiled & linked or loaded)
367 std::vector< std::pair< std::string, GLint > > mAttributeLocations; ///< attribute location cache
368 std::vector< std::pair< std::string, GLint > > mUniformLocations; ///< uniform location cache
369 Dali::Vector< GLint > mSamplerUniformLocations; ///< sampler uniform location cache
371 // uniform value caching
372 GLint mUniformCacheInt[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single int
373 GLfloat mUniformCacheFloat[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single float
374 GLfloat mUniformCacheFloat2[ MAX_UNIFORM_CACHE_SIZE ][2]; ///< Value cache for uniforms of two floats
375 GLfloat mUniformCacheFloat4[ MAX_UNIFORM_CACHE_SIZE ][4]; ///< Value cache for uniforms of four floats
376 Vector3 mSizeUniformCache; ///< Cache value for size uniform
377 bool mModifiesGeometry; ///< True if the program changes geometry
381 } // namespace Internal
385 #endif // __DALI_INTERNAL_PROGRAM_H__