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/internal/render/gl-resources/context.h>
28 #include <dali/integration-api/resource-cache.h>
29 #include <dali/integration-api/shader-data.h>
48 * A program contains a vertex & fragment shader.
50 * A program will contain vertex attributes and uniform variables
51 * E.g. inside the code for our text fragment shaders we have the line:
53 * uniform lowp vec4 uColor
56 * This describes a variable used to color text as it is drawn.
58 * uColor is set to the value specified by Actor::SetColor and is
59 * animatable through the property Actor::COLOR
66 * Size of the uniform cache per program
67 * GLES specification states that minimum uniform count for fragment shader
68 * is 16 and for vertex shader 128. We're caching the 16 common ones for now
70 static const int MAX_UNIFORM_CACHE_SIZE = 16;
73 * Constant for uniform / attribute not found
75 static const int NOT_FOUND = -1;
93 * Common shader uniform names
97 UNIFORM_NOT_QUERIED = -2,
100 UNIFORM_MODELVIEW_MATRIX,
101 UNIFORM_PROJECTION_MATRIX,
102 UNIFORM_MODEL_MATRIX,
104 UNIFORM_NORMAL_MATRIX,
106 UNIFORM_CUSTOM_TEXTURE_COORDS,
108 UNIFORM_SAMPLER_RECT,
109 UNIFORM_EFFECT_SAMPLER,
110 UNIFORM_EFFECT_SAMPLER_RECT,
112 UNIFORM_SAMPLER_OPACITY,
113 UNIFORM_SAMPLER_NORMAL_MAP,
118 UNIFORM_OUTLINE_COLOR,
122 UNIFORM_SHADOW_COLOR,
123 UNIFORM_SHADOW_SMOOTHING,
124 UNIFORM_GRADIENT_COLOR,
125 UNIFORM_GRADIENT_LINE,
126 UNIFORM_INVERSE_TEXT_SIZE,
132 * Creates a new program, or returns a copy of an existing program in the program cache
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 * @param [in] modifiesGeometry True if the shader modifies geometry
140 * @return pointer to the program
142 static Program* New( const Integration::ResourceId& resourceId, Integration::ShaderDataPtr shaderData, Context& context, bool modifiesGeometry );
145 * Takes this program into use
150 * @return true if this program is used currently
155 * @param [in] type of the attribute
156 * @return the index of the attribute
158 GLint GetAttribLocation( AttribType type );
161 * Register a uniform name in our local cache
162 * @param [in] name uniform name
163 * @return the index of the uniform name in local cache
165 unsigned int RegisterUniform( const std::string& name );
168 * Gets the location of a pre-registered uniform.
169 * Uniforms in list UniformType are always registered and in the order of the enumeration
170 * @param [in] uniformIndex of the uniform in local cache
171 * @return the index of the uniform in the GL program
173 GLint GetUniformLocation( unsigned int uniformIndex );
176 * Sets the uniform value
177 * @param [in] location of uniform
178 * @param [in] value0 as int
180 void SetUniform1i( GLint location, GLint value0 );
183 * Sets the uniform value
184 * @param [in] location of uniform
185 * @param [in] value0 as int
186 * @param [in] value1 as int
187 * @param [in] value2 as int
188 * @param [in] value3 as int
190 void SetUniform4i( GLint location, GLint value0, GLint value1, GLint value2, GLint value3 );
193 * Sets the uniform value
194 * @param [in] location of uniform
195 * @param [in] value0 as float
197 void SetUniform1f( GLint location, GLfloat value0 );
200 * Sets the uniform value
201 * @param [in] location of uniform
202 * @param [in] value0 as float
203 * @param [in] value1 as float
205 void SetUniform2f( GLint location, GLfloat value0, GLfloat value1 );
208 * Sets the uniform value
209 * @param [in] location of uniform
210 * @param [in] value0 as float
211 * @param [in] value1 as float
212 * @param [in] value2 as float
214 void SetUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 );
217 * Sets the uniform value
218 * @param [in] location of uniform
219 * @param [in] value0 as float
220 * @param [in] value1 as float
221 * @param [in] value2 as float
222 * @param [in] value3 as float
224 void SetUniform4f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3 );
227 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
228 * so make sure your matrix is in correct order for GL.
229 * @param [in] location Location of uniform
230 * @param [in] count Count of matrices
231 * @param [in] value values as float pointers
233 void SetUniformMatrix4fv( GLint location, GLsizei count, const GLfloat* value );
236 * Sets the uniform value as matrix. NOTE! we never want GPU to transpose
237 * so make sure your matrix is in correct order for GL.
238 * @param [in] location Location of uniform
239 * @param [in] count Count of matrices
240 * @param [in] value values as float pointers
242 void SetUniformMatrix3fv( GLint location, GLsizei count, const GLfloat* value );
245 * Needs to be called when GL context is (re)created
247 void GlContextCreated();
250 * Needs to be called when GL context is destroyed
252 void GlContextDestroyed();
255 * @return true if this program modifies geometry
257 bool ModifiesGeometry();
260 * Set the projection matrix that has currently been sent
261 * @param matrix to set
263 void SetProjectionMatrix( const Matrix* matrix )
265 mProjectionMatrix = matrix;
269 * Get the projection matrix that has currently been sent
270 * @return the matrix that is set
272 const Matrix* GetProjectionMatrix()
274 return mProjectionMatrix;
278 * Set the projection matrix that has currently been sent
279 * @param matrix to set
281 void SetViewMatrix( const Matrix* matrix )
283 mViewMatrix = matrix;
287 * Get the projection matrix that has currently been sent
288 * @return the matrix that is set
290 const Matrix* GetViewMatrix()
295 private: // Implementation
298 * Constructor, private so no direct instantiation
299 * @param[in] shaderData A smart pointer to a data structure containing the program source and binary
300 * @param[in] context The GL context state cache.
301 * @param[in] modifiesGeometry True if the vertex shader changes geometry
303 Program( Integration::ShaderDataPtr shaderData, Context& context, bool modifiesGeometry );
308 * Destructor, non virtual as no virtual methods or inheritance
314 // default constructor, not defined
316 // assignment operator, not defined
317 Program& operator=( const Program& );
320 * Load the shader, from a precompiled binary if available, else from source code
331 * @param shaderType vertex or fragment shader
332 * @param shaderId of the shader, returned
333 * @param src of the shader
334 * @return true if the compilation succeeded
336 bool CompileShader(GLenum shaderType, GLuint& shaderId, const char* src);
339 * Links the shaders together to create program
344 * Frees the shader programs
351 void ResetAttribsUniforms();
355 Context& mContext; ///< The GL context state cache
356 Integration::GlAbstraction& mGlAbstraction; ///< The OpenGL Abstraction layer
357 const Matrix* mProjectionMatrix; ///< currently set projection matrix
358 const Matrix* mViewMatrix; ///< currently set view matrix
359 bool mLinked; ///< whether the program is linked
360 GLuint mVertexShaderId; ///< GL identifier for vertex shader
361 GLuint mFragmentShaderId; ///< GL identifier for fragment shader
362 GLuint mProgramId; ///< GL identifier for program
363 Integration::ShaderDataPtr mProgramData; ///< Shader program source and binary (when compiled & linked or loaded)
366 GLint mAttribLocations[ ATTRIB_TYPE_LAST ]; ///< attribute location cache
367 std::vector< std::pair< std::string, GLint > > mUniformLocations; ///< uniform location cache
369 // uniform value caching
370 GLint mUniformCacheInt[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single int
371 GLfloat mUniformCacheFloat[ MAX_UNIFORM_CACHE_SIZE ]; ///< Value cache for uniforms of single float
372 GLfloat mUniformCacheFloat4[ MAX_UNIFORM_CACHE_SIZE ][4]; ///< Value cache for uniforms of four float
373 bool mModifiesGeometry; ///< True if the program changes geometry
376 } // namespace Internal
380 #endif // __DALI_INTERNAL_PROGRAM_H__