namespace Dali::Graphics::GLES
{
+using Integration::GlAbstraction;
+
+/**
+ * Structure stores pointer to the function
+ * which will set the uniform of particular type
+ */
+struct UniformSetter
+{
+ union
+ {
+ void (GlAbstraction::*uniformfProc)(GLint, GLsizei, const float*);
+ void (GlAbstraction::*uniformiProc)(GLint, GLsizei, const int*);
+ void (GlAbstraction::*uniformMatrixProc)(GLint, GLsizei, GLboolean, const float*);
+ };
+
+ enum class Type
+ {
+ UNDEFINED = 0,
+ FLOAT,
+ INT,
+ MATRIX
+ };
+
+ Type type;
+};
+
struct ProgramImpl::Impl
{
explicit Impl(EglGraphicsController& _controller, const ProgramCreateInfo& info)
uint32_t refCount{0u};
std::unique_ptr<GLES::Reflection> reflection{nullptr};
+
+ // Uniform cache
+ std::vector<uint8_t> uniformData;
+
+ // List of standalone uniform setters
+ std::vector<UniformSetter> uniformSetters;
};
ProgramImpl::ProgramImpl(const Graphics::ProgramCreateInfo& createInfo, Graphics::EglGraphicsController& controller)
{
if(mImpl->glProgram)
{
- auto& gl = *mImpl->controller.GetGL();
- gl.DeleteProgram(mImpl->glProgram);
+ auto gl = mImpl->controller.GetGL();
+ if(!gl)
+ {
+ return false;
+ }
+ gl->DeleteProgram(mImpl->glProgram);
return true;
}
return false;
bool ProgramImpl::Create()
{
// Create and link new program
- auto& gl = *mImpl->controller.GetGL();
- auto program = gl.CreateProgram();
+ auto gl = mImpl->controller.GetGL();
+ if(!gl)
+ {
+ // Do nothing during shutdown
+ return false;
+ }
+
+ auto program = gl->CreateProgram();
const auto& info = mImpl->createInfo;
for(const auto& state : *info.shaderState)
const auto* shader = static_cast<const GLES::Shader*>(state.shader);
// Compile shader first (ignored when compiled)
- shader->Compile();
-
- gl.AttachShader(program, shader->GetGLShader());
+ if(shader->Compile())
+ {
+ gl->AttachShader(program, shader->GetGLShader());
+ }
}
- gl.LinkProgram(program);
+ gl->LinkProgram(program);
GLint status{0};
- gl.GetProgramiv(program, GL_LINK_STATUS, &status);
+ gl->GetProgramiv(program, GL_LINK_STATUS, &status);
if(status != GL_TRUE)
{
char output[4096];
GLsizei size{0u};
- gl.GetProgramInfoLog(program, 4096, &size, output);
+ gl->GetProgramInfoLog(program, 4096, &size, output);
// log on error
// TODO: un-printf-it
printf("Log: %s\n", output);
- gl.DeleteProgram(program);
+ gl->DeleteProgram(program);
return false;
}
mImpl->reflection->BuildUniformReflection();
mImpl->reflection->BuildVertexAttributeReflection();
+ // populate uniform cache memory for standalone uniforms (it's not needed
+ // for real UBOs as real UBOs work with whole memory blocks)
+ auto& reflection = mImpl->reflection;
+ if(!reflection->GetStandaloneUniformExtraInfo().empty())
+ {
+ UniformBlockInfo blockInfo;
+ mImpl->reflection->GetUniformBlock(0, blockInfo);
+ auto uniformCacheSize = blockInfo.size;
+ mImpl->uniformData.resize(uniformCacheSize);
+
+ std::fill(mImpl->uniformData.begin(), mImpl->uniformData.end(), 0);
+
+ BuildStandaloneUniformCache();
+ }
return true;
}
return mImpl->createInfo;
}
+void ProgramImpl::UpdateStandaloneUniformBlock(const char* ptr)
+{
+ const auto& reflection = GetReflection();
+
+ const auto& extraInfos = reflection.GetStandaloneUniformExtraInfo();
+
+ auto& gl = *GetController().GetGL();
+
+ // Set uniforms
+ int index = 0;
+ auto cachePtr = reinterpret_cast<char*>(mImpl->uniformData.data());
+ for(const auto& info : extraInfos)
+ {
+ auto& setter = mImpl->uniformSetters[index++];
+
+ auto offset = info.offset;
+ switch(setter.type)
+ {
+ case UniformSetter::Type::FLOAT:
+ {
+ if(0 != memcmp(&cachePtr[offset], &ptr[offset], info.size * info.arraySize))
+ {
+ (gl.*(setter.uniformfProc))(info.location, info.arraySize, reinterpret_cast<const float*>(&ptr[offset]));
+ memcpy(&cachePtr[offset], &ptr[offset], info.size * info.arraySize);
+ }
+ break;
+ }
+ case UniformSetter::Type::INT:
+ {
+ if(0 != memcmp(&cachePtr[offset], &ptr[offset], info.size * info.arraySize))
+ {
+ (gl.*(setter.uniformiProc))(info.location, info.arraySize, reinterpret_cast<const int*>(&ptr[offset]));
+ memcpy(&cachePtr[offset], &ptr[offset], info.size * info.arraySize);
+ }
+ break;
+ }
+ case UniformSetter::Type::MATRIX:
+ {
+ if(0 != memcmp(&cachePtr[offset], &ptr[offset], info.size * info.arraySize))
+ {
+ (gl.*(setter.uniformMatrixProc))(info.location, info.arraySize, GL_FALSE, reinterpret_cast<const float*>(&ptr[offset]));
+ memcpy(&cachePtr[offset], &ptr[offset], info.size * info.arraySize);
+ }
+ break;
+ }
+ case UniformSetter::Type::UNDEFINED:
+ {
+ }
+ }
+ }
+}
+
+void ProgramImpl::BuildStandaloneUniformCache()
+{
+ const auto& reflection = GetReflection();
+ const auto& extraInfos = reflection.GetStandaloneUniformExtraInfo();
+
+ // Prepare pointers to the uniform setter calls
+ mImpl->uniformSetters.resize(extraInfos.size());
+ int index = 0;
+ for(const auto& info : extraInfos)
+ {
+ auto type = GLTypeConversion(info.type).type;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::UNDEFINED;
+ switch(type)
+ {
+ case GLType::FLOAT_VEC2:
+ {
+ mImpl->uniformSetters[index].uniformfProc = &GlAbstraction::Uniform2fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::FLOAT;
+ break;
+ }
+ case GLType::FLOAT_VEC3:
+ {
+ mImpl->uniformSetters[index].uniformfProc = &GlAbstraction::Uniform3fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::FLOAT;
+ break;
+ }
+ case GLType::FLOAT_VEC4:
+ {
+ mImpl->uniformSetters[index].uniformfProc = &GlAbstraction::Uniform4fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::FLOAT;
+ break;
+ }
+ case GLType::INT_VEC2:
+ {
+ mImpl->uniformSetters[index].uniformiProc = &GlAbstraction::Uniform2iv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::INT;
+ break;
+ }
+ case GLType::INT_VEC3:
+ {
+ mImpl->uniformSetters[index].uniformiProc = &GlAbstraction::Uniform3iv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::INT;
+ break;
+ }
+ case GLType::INT_VEC4:
+ {
+ mImpl->uniformSetters[index].uniformiProc = &GlAbstraction::Uniform4iv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::INT;
+ break;
+ }
+ case GLType::BOOL:
+ case GLType::BOOL_VEC2:
+ case GLType::BOOL_VEC3:
+ case GLType::BOOL_VEC4:
+ case GLType::FLOAT:
+ {
+ mImpl->uniformSetters[index].uniformfProc = &GlAbstraction::Uniform1fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::FLOAT;
+ break;
+ }
+ case GLType::FLOAT_MAT2:
+ {
+ mImpl->uniformSetters[index].uniformMatrixProc = &GlAbstraction::UniformMatrix2fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::MATRIX;
+ break;
+ }
+ case GLType::FLOAT_MAT3:
+ {
+ mImpl->uniformSetters[index].uniformMatrixProc = &GlAbstraction::UniformMatrix3fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::MATRIX;
+ break;
+ }
+ case GLType::FLOAT_MAT4:
+ {
+ mImpl->uniformSetters[index].uniformMatrixProc = &GlAbstraction::UniformMatrix4fv;
+ mImpl->uniformSetters[index].type = UniformSetter::Type::MATRIX;
+ break;
+ }
+ case GLType::SAMPLER_2D:
+ case GLType::SAMPLER_CUBE:
+ default:
+ {
+ }
+ }
+ index++;
+ }
+}
+
Program::~Program()
{
// Destroy GL resources of implementation. This should happen