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;
86 * Common shader uniform names
90 UNIFORM_NOT_QUERIED = -2,
93 UNIFORM_MODELVIEW_MATRIX,
94 UNIFORM_PROJECTION_MATRIX,
97 UNIFORM_NORMAL_MATRIX,
100 UNIFORM_SAMPLER_RECT,
101 UNIFORM_EFFECT_SAMPLER,
108 * Creates a new program, or returns a copy of an existing program in the program cache
109 * @param[in] cache where the programs are stored
110 * @param[in] shaderData A pointer to a data structure containing the program source
111 * and optionally precompiled binary. If the binary is empty the program bytecode
112 * is copied into it after compilation and linking)
113 * @param[in] modifiesGeometry True if the shader modifies geometry
114 * @return pointer to the program
116 static Program* New( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry );
119 * Takes this program into use
124 * @return true if this program is used currently
129 * @param [in] type of the attribute
130 * @return the index of the attribute
132 GLint GetAttribLocation( AttribType type );
135 * Register an attribute name in our local cache
136 * @param [in] name attribute name
137 * @return the index of the attribute name in local cache
139 unsigned int RegisterCustomAttribute( const std::string& name );
142 * Gets the location of a pre-registered attribute.
143 * @param [in] attributeIndex of the attribute in local cache
144 * @return the index of the attribute in the GL program
146 GLint GetCustomAttributeLocation( unsigned int attributeIndex );
149 * Register a uniform name in our local cache
150 * @param [in] name uniform name
151 * @return the index of the uniform name in local cache
153 unsigned int RegisterUniform( const std::string& name );
156 * Gets the location of a pre-registered uniform.
157 * Uniforms in list UniformType are always registered and in the order of the enumeration
158 * @param [in] uniformIndex of the uniform in local cache
159 * @return the index of the uniform in the GL program
161 GLint GetUniformLocation( unsigned int uniformIndex );
164 * Sets the uniform value
165 * @param [in] location of uniform
166 * @param [in] value0 as int
168 void SetUniform1i( GLint location, GLint value0 );
171 * Sets the uniform value
172 * @param [in] location of uniform
173 * @param [in] value0 as int
174 * @param [in] value1 as int
175 * @param [in] value2 as int
176 * @param [in] value3 as int
178 void SetUniform4i( GLint location, GLint value0, GLint value1, GLint value2, GLint value3 );
181 * Sets the uniform value
182 * @param [in] location of uniform
183 * @param [in] value0 as float
185 void SetUniform1f( GLint location, GLfloat value0 );
188 * Sets the uniform value
189 * @param [in] location of uniform
190 * @param [in] value0 as float
191 * @param [in] value1 as float
193 void SetUniform2f( GLint location, GLfloat value0, GLfloat value1 );
196 * Special handling for size as we're using uniform geometry so size is passed on to most programs
197 * but it rarely changes so we can cache it
198 * @param [in] location of uniform
199 * @param [in] value0 as float
200 * @param [in] value1 as float
201 * @param [in] value2 as float
203 void SetSizeUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
206 * Sets the uniform value
207 * @param [in] location of uniform
208 * @param [in] value0 as float
209 * @param [in] value1 as float
210 * @param [in] value2 as float
212 void SetUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
215 * Sets the uniform value
216 * @param [in] location of uniform
217 * @param [in] value0 as float
218 * @param [in] value1 as float
219 * @param [in] value2 as float
220 * @param [in] value3 as float
222 void SetUniform4f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3 );
225 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
226 * so make sure your matrix is in correct order for GL.
227 * @param [in] location Location of uniform
228 * @param [in] count Count of matrices
229 * @param [in] value values as float pointers
231 void SetUniformMatrix4fv( GLint location, GLsizei count, const GLfloat* value );
234 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
235 * so make sure your matrix is in correct order for GL.
236 * @param [in] location Location of uniform
237 * @param [in] count Count of matrices
238 * @param [in] value values as float pointers
240 void SetUniformMatrix3fv( GLint location, GLsizei count, const GLfloat* value );
243 * Needs to be called when GL context is (re)created
245 void GlContextCreated();
248 * Needs to be called when GL context is destroyed
250 void GlContextDestroyed();
253 * @return true if this program modifies geometry
255 bool ModifiesGeometry();
258 * Set the projection matrix that has currently been sent
259 * @param matrix to set
261 void SetProjectionMatrix( const Matrix* matrix )
263 mProjectionMatrix = matrix;
267 * Get the projection matrix that has currently been sent
268 * @return the matrix that is set
270 const Matrix* GetProjectionMatrix()
272 return mProjectionMatrix;
276 * Set the projection matrix that has currently been sent
277 * @param matrix to set
279 void SetViewMatrix( const Matrix* matrix )
281 mViewMatrix = matrix;
285 * Get the projection matrix that has currently been sent
286 * @return the matrix that is set
288 const Matrix* GetViewMatrix()
293 private: // Implementation
296 * Constructor, private so no direct instantiation
297 * @param[in] cache where the programs are stored
298 * @param[in] shaderData A smart pointer to a data structure containing the program source and binary
299 * @param[in] modifiesGeometry True if the vertex shader changes geometry
301 Program( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry );
306 * Destructor, non virtual as no virtual methods or inheritance
312 // default constructor, not defined
314 // assignment operator, not defined
315 Program& operator=( const Program& );
318 * Load the shader, from a precompiled binary if available, else from source code
329 * @param shaderType vertex or fragment shader
330 * @param shaderId of the shader, returned
331 * @param src of the shader
332 * @return true if the compilation succeeded
334 bool CompileShader(GLenum shaderType, GLuint& shaderId, const char* src);
337 * Links the shaders together to create program
342 * Frees the shader programs
349 void ResetAttribsUniformCache();
353 ProgramCache& mCache; ///< The program cache
354 Integration::GlAbstraction& mGlAbstraction; ///< The OpenGL Abstraction layer
355 const Matrix* mProjectionMatrix; ///< currently set projection matrix
356 const Matrix* mViewMatrix; ///< currently set view matrix
357 bool mLinked; ///< whether the program is linked
358 GLuint mVertexShaderId; ///< GL identifier for vertex shader
359 GLuint mFragmentShaderId; ///< GL identifier for fragment shader
360 GLuint mProgramId; ///< GL identifier for program
361 Internal::ShaderDataPtr mProgramData; ///< Shader program source and binary (when compiled & linked or loaded)
364 std::vector< std::pair< std::string, GLint > > mAttributeLocations; ///< attribute location cache
365 std::vector< std::pair< std::string, GLint > > mUniformLocations; ///< uniform location cache
367 // uniform value caching
368 GLint mUniformCacheInt[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single int
369 GLfloat mUniformCacheFloat[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single float
370 GLfloat mUniformCacheFloat4[ MAX_UNIFORM_CACHE_SIZE ][4]; ///< Value cache for uniforms of four float
371 Vector3 mSizeUniformCache; ///< Cache value for size uniform
372 bool mModifiesGeometry; ///< True if the program changes geometry
376 } // namespace Internal
380 #endif // __DALI_INTERNAL_PROGRAM_H__