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/integration-api/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;
86 * Common shader uniform names
90 UNIFORM_NOT_QUERIED = -2,
93 UNIFORM_MODELVIEW_MATRIX,
94 UNIFORM_PROJECTION_MATRIX,
97 UNIFORM_NORMAL_MATRIX,
99 UNIFORM_CUSTOM_TEXTURE_COORDS,
101 UNIFORM_SAMPLER_RECT,
102 UNIFORM_EFFECT_SAMPLER,
103 UNIFORM_EFFECT_SAMPLER_RECT,
105 UNIFORM_SAMPLER_OPACITY,
106 UNIFORM_SAMPLER_NORMAL_MAP,
113 * Creates a new program, or returns a copy of an existing program in the program cache
114 * @param[in] cache where the programs are stored
115 * @param[in] shaderData A pointer to a data structure containing the program source
116 * and optionally precompiled binary. If the binary is empty the program bytecode
117 * is copied into it after compilation and linking)
118 * @param[in] modifiesGeometry True if the shader modifies geometry
119 * @return pointer to the program
121 static Program* New( ProgramCache& cache, Integration::ShaderDataPtr shaderData, bool modifiesGeometry );
124 * Takes this program into use
129 * @return true if this program is used currently
134 * @param [in] type of the attribute
135 * @return the index of the attribute
137 GLint GetAttribLocation( AttribType type );
140 * Register an attribute name in our local cache
141 * @param [in] name attribute name
142 * @return the index of the attribute name in local cache
144 unsigned int RegisterCustomAttribute( const std::string& name );
147 * Gets the location of a pre-registered attribute.
148 * @param [in] attributeIndex of the attribute in local cache
149 * @return the index of the attribute in the GL program
151 GLint GetCustomAttributeLocation( unsigned int attributeIndex );
154 * Register a uniform name in our local cache
155 * @param [in] name uniform name
156 * @return the index of the uniform name in local cache
158 unsigned int RegisterUniform( const std::string& name );
161 * Gets the location of a pre-registered uniform.
162 * Uniforms in list UniformType are always registered and in the order of the enumeration
163 * @param [in] uniformIndex of the uniform in local cache
164 * @return the index of the uniform in the GL program
166 GLint GetUniformLocation( unsigned int uniformIndex );
169 * Sets the uniform value
170 * @param [in] location of uniform
171 * @param [in] value0 as int
173 void SetUniform1i( GLint location, GLint value0 );
176 * Sets the uniform value
177 * @param [in] location of uniform
178 * @param [in] value0 as int
179 * @param [in] value1 as int
180 * @param [in] value2 as int
181 * @param [in] value3 as int
183 void SetUniform4i( GLint location, GLint value0, GLint value1, GLint value2, GLint value3 );
186 * Sets the uniform value
187 * @param [in] location of uniform
188 * @param [in] value0 as float
190 void SetUniform1f( GLint location, GLfloat value0 );
193 * Sets the uniform value
194 * @param [in] location of uniform
195 * @param [in] value0 as float
196 * @param [in] value1 as float
198 void SetUniform2f( GLint location, GLfloat value0, GLfloat value1 );
201 * Sets the uniform value
202 * @param [in] location of uniform
203 * @param [in] value0 as float
204 * @param [in] value1 as float
205 * @param [in] value2 as float
207 void SetUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
210 * Sets the uniform value
211 * @param [in] location of uniform
212 * @param [in] value0 as float
213 * @param [in] value1 as float
214 * @param [in] value2 as float
215 * @param [in] value3 as float
217 void SetUniform4f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3 );
220 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
221 * so make sure your matrix is in correct order for GL.
222 * @param [in] location Location of uniform
223 * @param [in] count Count of matrices
224 * @param [in] value values as float pointers
226 void SetUniformMatrix4fv( GLint location, GLsizei count, const GLfloat* value );
229 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
230 * so make sure your matrix is in correct order for GL.
231 * @param [in] location Location of uniform
232 * @param [in] count Count of matrices
233 * @param [in] value values as float pointers
235 void SetUniformMatrix3fv( GLint location, GLsizei count, const GLfloat* value );
238 * Needs to be called when GL context is (re)created
240 void GlContextCreated();
243 * Needs to be called when GL context is destroyed
245 void GlContextDestroyed();
248 * @return true if this program modifies geometry
250 bool ModifiesGeometry();
253 * Set the projection matrix that has currently been sent
254 * @param matrix to set
256 void SetProjectionMatrix( const Matrix* matrix )
258 mProjectionMatrix = matrix;
262 * Get the projection matrix that has currently been sent
263 * @return the matrix that is set
265 const Matrix* GetProjectionMatrix()
267 return mProjectionMatrix;
271 * Set the projection matrix that has currently been sent
272 * @param matrix to set
274 void SetViewMatrix( const Matrix* matrix )
276 mViewMatrix = matrix;
280 * Get the projection matrix that has currently been sent
281 * @return the matrix that is set
283 const Matrix* GetViewMatrix()
288 private: // Implementation
291 * Constructor, private so no direct instantiation
292 * @param[in] cache where the programs are stored
293 * @param[in] shaderData A smart pointer to a data structure containing the program source and binary
294 * @param[in] modifiesGeometry True if the vertex shader changes geometry
296 Program( ProgramCache& cache, Integration::ShaderDataPtr shaderData, bool modifiesGeometry );
301 * Destructor, non virtual as no virtual methods or inheritance
307 // default constructor, not defined
309 // assignment operator, not defined
310 Program& operator=( const Program& );
313 * Load the shader, from a precompiled binary if available, else from source code
324 * @param shaderType vertex or fragment shader
325 * @param shaderId of the shader, returned
326 * @param src of the shader
327 * @return true if the compilation succeeded
329 bool CompileShader(GLenum shaderType, GLuint& shaderId, const char* src);
332 * Links the shaders together to create program
337 * Frees the shader programs
344 void ResetAttribsUniformCache();
348 ProgramCache& mCache; ///< The program cache
349 Integration::GlAbstraction& mGlAbstraction; ///< The OpenGL Abstraction layer
350 const Matrix* mProjectionMatrix; ///< currently set projection matrix
351 const Matrix* mViewMatrix; ///< currently set view matrix
352 bool mLinked; ///< whether the program is linked
353 GLuint mVertexShaderId; ///< GL identifier for vertex shader
354 GLuint mFragmentShaderId; ///< GL identifier for fragment shader
355 GLuint mProgramId; ///< GL identifier for program
356 Integration::ShaderDataPtr mProgramData; ///< Shader program source and binary (when compiled & linked or loaded)
359 std::vector< std::pair< std::string, GLint > > mAttributeLocations; ///< attribute location cache
360 std::vector< std::pair< std::string, GLint > > mUniformLocations; ///< uniform location cache
362 // uniform value caching
363 GLint mUniformCacheInt[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single int
364 GLfloat mUniformCacheFloat[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single float
365 GLfloat mUniformCacheFloat4[ MAX_UNIFORM_CACHE_SIZE ][4]; ///< Value cache for uniforms of four float
366 bool mModifiesGeometry; ///< True if the program changes geometry
370 } // namespace Internal
374 #endif // __DALI_INTERNAL_PROGRAM_H__