1 #ifndef __DALI_INTERNAL_PROGRAM_H__
2 #define __DALI_INTERNAL_PROGRAM_H__
5 // Copyright (c) 2014 Samsung Electronics Co., Ltd.
7 // Licensed under the Flora License, Version 1.0 (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://floralicense.org/license/
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.
24 #include <dali/public-api/common/vector-wrapper.h>
25 #include <dali/public-api/common/set-wrapper.h>
26 #include <dali/public-api/object/ref-object.h>
27 #include <dali/internal/render/gl-resources/context.h>
28 #include <dali/integration-api/resource-cache.h>
47 * A program contains a vertex & fragment shader.
49 * A program will contain vertex attributes and uniform variables
50 * E.g. inside the code for our text fragment shaders we have the line:
52 * uniform lowp vec4 uColor
55 * This describes a variable used to color text as it is drawn.
57 * uColor is set to the value specified by Actor::SetColor and is
58 * animatable through the property Actor::COLOR
65 * Size of the uniform cache per program
66 * GLES specification states that minimum uniform count for fragment shader
67 * is 16 and for vertex shader 128. We're caching the 16 common ones for now
69 static const int MAX_UNIFORM_CACHE_SIZE = 16;
72 * Constant for uniform / attribute not found
74 static const int NOT_FOUND = -1;
92 * Common shader uniform names
96 UNIFORM_NOT_QUERIED = -2,
99 UNIFORM_MODELVIEW_MATRIX,
100 UNIFORM_PROJECTION_MATRIX,
101 UNIFORM_MODEL_MATRIX,
103 UNIFORM_NORMAL_MATRIX,
105 UNIFORM_CUSTOM_TEXTURE_COORDS,
107 UNIFORM_SAMPLER_RECT,
108 UNIFORM_EFFECT_SAMPLER,
109 UNIFORM_EFFECT_SAMPLER_RECT,
111 UNIFORM_SAMPLER_OPACITY,
112 UNIFORM_SAMPLER_NORMAL_MAP,
117 UNIFORM_OUTLINE_COLOR,
121 UNIFORM_SHADOW_COLOR,
122 UNIFORM_SHADOW_SMOOTHING,
123 UNIFORM_GRADIENT_COLOR,
124 UNIFORM_GRADIENT_LINE,
125 UNIFORM_INVERSE_TEXT_SIZE,
131 * Creates a new program, or returns a copy of an existing program in the program cache
132 * maintained by Context
133 * @param [in] resourceId ResourceManager resourceId for the shader source and binary.
134 * Used as a lookup key in the program cache
135 * @param[in] shaderData A pointer to a data structure containing the program source
136 * and optionally precompiled binary. If the binary is empty the program bytecode
137 * is copied into it after compilation and linking)
138 * @param [in] context GL context
139 * @return pointer to the program
141 static Program* New( const Integration::ResourceId& resourceId, Integration::ShaderData* shaderData, Context& context );
144 * Takes this program into use
149 * @return true if this program is used currently
154 * @param [in] type of the attribute
155 * @return the index of the attribute
157 GLint GetAttribLocation( AttribType type );
160 * Register a uniform name in our local cache
161 * @param [in] name uniform name
162 * @return the index of the uniform name in local cache
164 unsigned int RegisterExternalUniform( const std::string& name );
167 * Register a uniform name in our local cache
168 * @param [in] name uniform name
169 * @return the index of the uniform name in local cache
171 unsigned int RegisterUniform( const char* name );
174 * Gets the location of a pre-registered uniform.
175 * Uniforms in list UniformType are always registered and in the order of the enumeration
176 * @param [in] uniformIndex of the uniform in local cache
177 * @return the index of the uniform in the GL program
179 GLint GetUniformLocation( unsigned int uniformIndex );
182 * Sets the uniform value
183 * @param [in] location of uniform
184 * @param [in] value0 as int
186 void SetUniform1i( GLint location, GLint value0 );
189 * Sets the uniform value
190 * @param [in] location of uniform
191 * @param [in] value0 as int
192 * @param [in] value1 as int
193 * @param [in] value2 as int
194 * @param [in] value3 as int
196 void SetUniform4i( GLint location, GLint value0, GLint value1, GLint value2, GLint value3 );
199 * Sets the uniform value
200 * @param [in] location of uniform
201 * @param [in] value0 as float
203 void SetUniform1f( GLint location, GLfloat value0 );
206 * Sets the uniform value
207 * @param [in] location of uniform
208 * @param [in] value0 as float
209 * @param [in] value1 as float
211 void SetUniform2f( GLint location, GLfloat value0, GLfloat value1 );
214 * Sets the uniform value
215 * @param [in] location of uniform
216 * @param [in] value0 as float
217 * @param [in] value1 as float
218 * @param [in] value2 as float
220 void SetUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
223 * Sets the uniform value
224 * @param [in] location of uniform
225 * @param [in] value0 as float
226 * @param [in] value1 as float
227 * @param [in] value2 as float
228 * @param [in] value3 as float
230 void SetUniform4f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3 );
233 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
234 * so make sure your matrix is in correct order for GL.
235 * @param [in] location Location of uniform
236 * @param [in] count Count of matrices
237 * @param [in] value values as float pointers
239 void SetUniformMatrix4fv( GLint location, GLsizei count, const GLfloat* value );
242 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
243 * so make sure your matrix is in correct order for GL.
244 * @param [in] location Location of uniform
245 * @param [in] count Count of matrices
246 * @param [in] value values as float pointers
248 void SetUniformMatrix3fv( GLint location, GLsizei count, const GLfloat* value );
251 * Needs to be called when GL context is (re)created
253 void GlContextCreated();
256 * Needs to be called when GL context is destroyed
258 void GlContextDestroyed();
260 private: // Implementation
263 * Constructor, private so no direct instantiation
264 * @param[in] shaderData A pointer to a data structure containing the program source and binary
265 * @param[in] context The GL context state cache.
267 Program( Integration::ShaderData* shaderData, Context& context );
272 * Destructor, non virtual as no virtual methods or inheritance
278 // default constructor, not defined
280 // assignment operator, not defined
281 Program& operator=( const Program& );
284 * Load the shader, from a precompiled binary if available, else from source code
295 * @param shaderType vertex or fragment shader
296 * @param shaderId of the shader, returned
297 * @param src of the shader
298 * @return true if the compilation succeeded
300 bool CompileShader(GLenum shaderType, GLuint& shaderId, const char* src);
303 * Links the shaders together to create program
308 * Frees the shader programs
315 void ResetAttribsUniforms();
319 Context& mContext; ///< The GL context state cache
320 Integration::GlAbstraction& mGlAbstraction; ///< The OpenGL Abstraction layer
321 bool mLinked; ///< whether the program is linked
322 GLuint mVertexShaderId; ///< GL identifier for vertex shader
323 GLuint mFragmentShaderId; ///< GL identifier for fragment shader
324 GLuint mProgramId; ///< GL identifier for program
325 Integration::ShaderData* mProgramData; ///< Shader program source and binary (when compiled & linked or loaded)
327 // uniform location caches
328 GLint mAttribLocations[ ATTRIB_TYPE_LAST ]; ///< attribute location cache
329 GLint mBuiltinUniformLocations[ UNIFORM_TYPE_LAST ]; ///< uniform location cache for built in uniforms
330 std::vector< std::pair< const char *, GLint > > mCustomUniformLocations; ///< uniform location cache for custom uniforms
331 static std::set< std::string > mExternalUniformNames; /// < names for externally specified uniforms, set to avoid duplicates
333 // uniform value caching
334 GLint mUniformCacheInt[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single int
335 GLfloat mUniformCacheFloat[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single float
336 GLfloat mUniformCacheFloat4[ MAX_UNIFORM_CACHE_SIZE ][4]; ///< Value cache for uniforms of four float
340 } // namespace Internal
344 #endif // __DALI_INTERNAL_PROGRAM_H__