#include <dali/internal/render/shaders/program.h>
// EXTERNAL INCLUDES
-#include <dali/public-api/common/vector-wrapper.h>
#include <iomanip>
+#include <cstring>
// INTERNAL INCLUDES
#include <dali/public-api/common/dali-common.h>
+#include <dali/public-api/common/dali-vector.h>
#include <dali/public-api/common/constants.h>
-#include <dali/internal/render/common/performance-monitor.h>
#include <dali/integration-api/debug.h>
-#include <dali/integration-api/shader-data.h>
+#include <dali/internal/common/shader-data.h>
+#include <dali/integration-api/gl-defines.h>
+#include <dali/internal/render/common/performance-monitor.h>
+#include <dali/internal/render/shaders/program-cache.h>
+#include <dali/internal/render/gl-resources/gl-call-debug.h>
namespace
{
const char* gStdAttribs[ Program::ATTRIB_TYPE_LAST ] =
{
"aPosition", // ATTRIB_POSITION
- "aNormal", // ATTRIB_NORMAL
"aTexCoord", // ATTRIB_TEXCOORD
- "aColor", // ATTRIB_COLOR
- "aBoneWeights", // ATTRIB_BONE_WEIGHTS
- "aBoneIndices" // ATTRIB_BONE_INDICES
};
const char* gStdUniforms[ Program::UNIFORM_TYPE_LAST ] =
"uViewMatrix", // UNIFORM_VIEW_MATRIX,
"uNormalMatrix", // UNIFORM_NORMAL_MATRIX
"uColor", // UNIFORM_COLOR
- "uCustomTextureCoords", // UNIFORM_CUSTOM_TEXTURE_COORDS
"sTexture", // UNIFORM_SAMPLER
"sTextureRect", // UNIFORM_SAMPLER_RECT
"sEffect", // UNIFORM_EFFECT_SAMPLER
- "sEffectRect", // UNIFORM_EFFECT_SAMPLER_RECT
- "uTimeDelta", // UNIFORM_TIME_DELTA
- "sOpacityTexture", // UNIFORM_SAMPLER_OPACITY
- "sNormalMapTexture", // UNIFORM_SAMPLER_NORMAL_MAP
- "uTextColor", // UNIFORM_TEXT_COLOR
- "uSmoothing", // UNIFORM_SMOOTHING
- "uOutline", // UNIFORM_OUTLINE
- "uOutlineColor", // UNIFORM_OUTLINE_COLOR
- "uGlow", // UNIFORM_GLOW
- "uGlowColor", // UNIFORM_GLOW_COLOR
- "uShadow", // UNIFORM_SHADOW
- "uShadowColor", // UNIFORM_SHADOW_COLOR
- "uShadowSmoothing", // UNIFORM_SHADOW_SMOOTHING
- "uGradientColor", // UNIFORM_GRADIENT_COLOR
- "uGradientLine", // UNIFORM_GRADIENT_LINE
- "uInvTextSize" // UNIFORM_INVERSE_TEXT_SIZE
+ "uSize" // UNIFORM_SIZE
};
} // <unnamed> namespace
// IMPLEMENTATION
-Program* Program::New( const Integration::ResourceId& resourceId, Integration::ShaderDataPtr shaderData, Context& context, bool modifiesGeometry )
+Program* Program::New( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
{
size_t shaderHash = shaderData->GetHashValue();
- Program* program = context.GetCachedProgram( shaderHash );
+ Program* program = cache.GetProgram( shaderHash );
if( NULL == program )
{
// program not found so create it
- program = new Program( shaderData, context, modifiesGeometry );
-
- // we want to lazy load programs so dont do a Load yet, it gets done in Use
-
- // tell context to cache it
- context.CacheProgram( shaderHash, program );
+ program = new Program( cache, shaderData, modifiesGeometry );
+ program->Load();
+ cache.AddProgram( shaderHash, program );
}
return program;
void Program::Use()
{
- if ( !mLinked &&
- mContext.IsGlContextCreated() )
- {
- Load();
- }
-
if ( mLinked )
{
- if ( this != mContext.GetCurrentProgram() )
+ if ( this != mCache.GetCurrentProgram() )
{
LOG_GL( "UseProgram(%d)\n", mProgramId );
- CHECK_GL( mContext, mGlAbstraction.UseProgram(mProgramId) );
- INCREASE_COUNTER(PerformanceMonitor::SHADER_STATE_CHANGES);
+ CHECK_GL( mGlAbstraction, mGlAbstraction.UseProgram(mProgramId) );
- mContext.SetCurrentProgram( this );
+ mCache.SetCurrentProgram( this );
}
}
}
bool Program::IsUsed()
{
- return ( this == mContext.GetCurrentProgram() );
+ return ( this == mCache.GetCurrentProgram() );
}
GLint Program::GetAttribLocation( AttribType type )
{
DALI_ASSERT_DEBUG(type != ATTRIB_UNKNOWN);
- if( mAttribLocations[ type ] == ATTRIB_UNKNOWN )
+ return GetCustomAttributeLocation( type );
+}
+
+unsigned int Program::RegisterCustomAttribute( const std::string& name )
+{
+ unsigned int index = 0;
+ // find the value from cache
+ for( ;index < mAttributeLocations.size(); ++index )
+ {
+ if( mAttributeLocations[ index ].first == name )
+ {
+ // name found so return index
+ return index;
+ }
+ }
+ // if we get here, index is one past end so push back the new name
+ mAttributeLocations.push_back( std::make_pair( name, ATTRIB_UNKNOWN ) );
+ return index;
+}
+
+GLint Program::GetCustomAttributeLocation( unsigned int attributeIndex )
+{
+ // debug check that index is within name cache
+ DALI_ASSERT_DEBUG( mAttributeLocations.size() > attributeIndex );
+
+ // check if we have already queried the location of the attribute
+ GLint location = mAttributeLocations[ attributeIndex ].second;
+
+ if( location == ATTRIB_UNKNOWN )
{
- GLint loc = CHECK_GL( mContext, mGlAbstraction.GetAttribLocation( mProgramId, gStdAttribs[type] ) );
- mAttribLocations[ type ] = loc;
- LOG_GL( "GetAttribLocation(program=%d,%s) = %d\n", mProgramId, gStdAttribs[type], mAttribLocations[type] );
+ location = CHECK_GL( mGlAbstraction, mGlAbstraction.GetAttribLocation( mProgramId, mAttributeLocations[ attributeIndex ].first.c_str() ) );
+
+ mAttributeLocations[ attributeIndex ].second = location;
+ LOG_GL( "GetAttributeLocation(program=%d,%s) = %d\n", mProgramId, mAttributeLocations[ attributeIndex ].first.c_str(), mAttributeLocations[ attributeIndex ].second );
}
- return mAttribLocations[type];
+ return location;
}
+
unsigned int Program::RegisterUniform( const std::string& name )
{
unsigned int index = 0;
if( location == UNIFORM_NOT_QUERIED )
{
- location = CHECK_GL( mContext, mGlAbstraction.GetUniformLocation( mProgramId, mUniformLocations[ uniformIndex ].first.c_str() ) );
+ location = CHECK_GL( mGlAbstraction, mGlAbstraction.GetUniformLocation( mProgramId, mUniformLocations[ uniformIndex ].first.c_str() ) );
mUniformLocations[ uniformIndex ].second = location;
LOG_GL( "GetUniformLocation(program=%d,%s) = %d\n", mProgramId, mUniformLocations[ uniformIndex ].first.c_str(), mUniformLocations[ uniformIndex ].second );
return location;
}
+namespace
+{
+/**
+ * This struct is used to record the position of a uniform declaration
+ * within the fragment shader source code.
+ */
+struct LocationPosition
+{
+ GLint uniformLocation; ///< The location of the uniform (used as an identifier)
+ int position; ///< the position of the uniform declaration
+ LocationPosition( GLint uniformLocation, int position )
+ : uniformLocation(uniformLocation), position(position)
+ {
+ }
+};
+
+bool sortByPosition( LocationPosition a, LocationPosition b )
+{
+ return a.position < b.position;
+}
+}
+
+void Program::GetActiveSamplerUniforms()
+{
+ GLint numberOfActiveUniforms = -1;
+ GLint uniformMaxNameLength=-1;
+
+ mGlAbstraction.GetProgramiv( mProgramId, GL_ACTIVE_UNIFORMS, &numberOfActiveUniforms );
+ mGlAbstraction.GetProgramiv( mProgramId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformMaxNameLength );
+
+ std::vector<std::string> samplerNames;
+ char name[uniformMaxNameLength+1]; // Allow for null terminator
+ std::vector< LocationPosition > samplerUniformLocations;
+
+ {
+ int nameLength = -1;
+ int number = -1;
+ GLenum type = GL_ZERO;
+
+ for( int i=0; i<numberOfActiveUniforms; ++i )
+ {
+ mGlAbstraction.GetActiveUniform( mProgramId, (GLuint)i, uniformMaxNameLength,
+ &nameLength, &number, &type, name );
+
+ if( type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE ) /// Is there a native sampler type?
+ {
+ GLuint location = mGlAbstraction.GetUniformLocation( mProgramId, name );
+ samplerNames.push_back(name);
+ samplerUniformLocations.push_back(LocationPosition(location, -1));
+ }
+ }
+ }
+
+ //Determine declaration order of each sampler
+ char* fragShader = strdup( mProgramData->GetFragmentShader() );
+ char* nextPtr = NULL;
+ const char* token = strtok_r( fragShader, " ;\n", &nextPtr );
+ int samplerPosition = 0;
+ while( token )
+ {
+ if( ( strncmp( token, "sampler2D", 9u ) == 0 ) || ( strncmp( token, "samplerCube", 11u ) == 0 ) )
+ {
+ bool found( false );
+ token = strtok_r( NULL, " ;\n", &nextPtr );
+ for( size_t i=0; i<samplerUniformLocations.size(); ++i )
+ {
+ if( samplerUniformLocations[i].position == -1 &&
+ strncmp( token, samplerNames[i].c_str(), samplerNames[i].size() ) == 0 )
+ {
+ samplerUniformLocations[i].position = samplerPosition++;
+ found = true;
+ break;
+ }
+ }
+ if( !found )
+ {
+ DALI_LOG_ERROR("Sampler uniform %s declared but not used in the shader\n", token );
+ }
+ }
+ else
+ {
+ token = strtok_r( NULL, " ;\n", &nextPtr );
+ }
+ }
+
+ free( fragShader );
+
+ // Re-order according to declaration order in the fragment source.
+ size_t samplerUniformCount = samplerUniformLocations.size();
+ if( samplerUniformCount > 1 )
+ {
+ std::sort( samplerUniformLocations.begin(), samplerUniformLocations.end(), sortByPosition);
+ }
+
+ mSamplerUniformLocations.resize( samplerUniformCount );
+ for( size_t i=0; i<samplerUniformCount; ++i )
+ {
+ mSamplerUniformLocations[i] = samplerUniformLocations[i].uniformLocation;
+ }
+}
+
+bool Program::GetSamplerUniformLocation( unsigned int index, GLint& location )
+{
+ bool result = false;
+ if( index < mSamplerUniformLocations.size() )
+ {
+ location = mSamplerUniformLocations[index];
+ result = true;
+ }
+ return result;
+}
+
+size_t Program::GetActiveSamplerCount() const
+{
+ return mSamplerUniformLocations.size();
+}
+
void Program::SetUniform1i( GLint location, GLint value0 )
{
DALI_ASSERT_DEBUG( IsUsed() ); // should not call this if this program is not used
{
// not cached, make the gl call
LOG_GL( "Uniform1i(%d,%d)\n", location, value0 );
- CHECK_GL( mContext, mGlAbstraction.Uniform1i( location, value0 ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform1i( location, value0 ) );
}
else
{
{
// make the gl call
LOG_GL( "Uniform1i(%d,%d)\n", location, value0 );
- CHECK_GL( mContext, mGlAbstraction.Uniform1i( location, value0 ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform1i( location, value0 ) );
// update cache
mUniformCacheInt[ location ] = value0;
}
// Not caching these as based on current analysis this is not called that often by our shaders
LOG_GL( "Uniform4i(%d,%d,%d,%d,%d)\n", location, value0, value1, value2, value3 );
- CHECK_GL( mContext, mGlAbstraction.Uniform4i( location, value0, value1, value2, value3 ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform4i( location, value0, value1, value2, value3 ) );
}
void Program::SetUniform1f( GLint location, GLfloat value0 )
{
// not cached, make the gl call
LOG_GL( "Uniform1f(%d,%f)\n", location, value0 );
- CHECK_GL( mContext, mGlAbstraction.Uniform1f( location, value0 ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform1f( location, value0 ) );
}
else
{
{
// make the gl call
LOG_GL( "Uniform1f(%d,%f)\n", location, value0 );
- CHECK_GL( mContext, mGlAbstraction.Uniform1f( location, value0 ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform1f( location, value0 ) );
// update cache
mUniformCacheFloat[ location ] = value0;
return;
}
- // Not caching these as based on current analysis this is not called that often by our shaders
- LOG_GL( "Uniform2f(%d,%f,%f)\n", location, value0, value1 );
- CHECK_GL( mContext, mGlAbstraction.Uniform2f( location, value0, value1 ) );
+ // check if uniform location fits the cache
+ if( location >= MAX_UNIFORM_CACHE_SIZE )
+ {
+ // not cached, make the gl call
+ LOG_GL( "Uniform2f(%d,%f,%f)\n", location, value0, value1 );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform2f( location, value0, value1 ) );
+ }
+ else
+ {
+ // check if the same value has already been set, reset if it is different
+ if( ( fabsf(value0 - mUniformCacheFloat2[ location ][ 0 ]) >= Math::MACHINE_EPSILON_1 )||
+ ( fabsf(value1 - mUniformCacheFloat2[ location ][ 1 ]) >= Math::MACHINE_EPSILON_1 ) )
+ {
+ // make the gl call
+ LOG_GL( "Uniform2f(%d,%f,%f)\n", location, value0, value1 );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform2f( location, value0, value1 ) );
+
+ // update cache
+ mUniformCacheFloat2[ location ][ 0 ] = value0;
+ mUniformCacheFloat2[ location ][ 1 ] = value1;
+ }
+ }
+}
+
+void Program::SetSizeUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 )
+{
+ if( ( fabsf(value0 - mSizeUniformCache.x) >= Math::MACHINE_EPSILON_1 )||
+ ( fabsf(value1 - mSizeUniformCache.y) >= Math::MACHINE_EPSILON_1 )||
+ ( fabsf(value2 - mSizeUniformCache.z) >= Math::MACHINE_EPSILON_1 ) )
+ {
+ mSizeUniformCache.x = value0;
+ mSizeUniformCache.y = value1;
+ mSizeUniformCache.z = value2;
+ SetUniform3f( location, value0, value1, value2 );
+ }
}
void Program::SetUniform3f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2 )
// Not caching these as based on current analysis this is not called that often by our shaders
LOG_GL( "Uniform3f(%d,%f,%f,%f)\n", location, value0, value1, value2 );
- CHECK_GL( mContext, mGlAbstraction.Uniform3f( location, value0, value1, value2 ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform3f( location, value0, value1, value2 ) );
}
void Program::SetUniform4f( GLint location, GLfloat value0, GLfloat value1, GLfloat value2, GLfloat value3 )
{
// not cached, make the gl call
LOG_GL( "Uniform4f(%d,%f,%f,%f,%f)\n", location, value0, value1, value2, value3 );
- CHECK_GL( mContext, mGlAbstraction.Uniform4f( location, value0, value1, value2, value3 ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform4f( location, value0, value1, value2, value3 ) );
}
else
{
{
// make the gl call
LOG_GL( "Uniform4f(%d,%f,%f,%f,%f)\n", location, value0, value1, value2, value3 );
- CHECK_GL( mContext, mGlAbstraction.Uniform4f( location, value0, value1, value2, value3 ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.Uniform4f( location, value0, value1, value2, value3 ) );
// update cache
mUniformCacheFloat4[ location ][ 0 ] = value0;
mUniformCacheFloat4[ location ][ 1 ] = value1;
// but with different values (we're using this for MVP matrices)
// NOTE! we never want driver or GPU to transpose
LOG_GL( "UniformMatrix4fv(%d,%d,GL_FALSE,%x)\n", location, count, value );
- CHECK_GL( mContext, mGlAbstraction.UniformMatrix4fv( location, count, GL_FALSE, value ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.UniformMatrix4fv( location, count, GL_FALSE, value ) );
}
void Program::SetUniformMatrix3fv( GLint location, GLsizei count, const GLfloat* value )
// but with different values (we're using this for MVP matrices)
// NOTE! we never want driver or GPU to transpose
LOG_GL( "UniformMatrix3fv(%d,%d,GL_FALSE,%x)\n", location, count, value );
- CHECK_GL( mContext, mGlAbstraction.UniformMatrix3fv( location, count, GL_FALSE, value ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.UniformMatrix3fv( location, count, GL_FALSE, value ) );
}
void Program::GlContextCreated()
void Program::GlContextDestroyed()
{
mLinked = false;
-
mVertexShaderId = 0;
mFragmentShaderId = 0;
mProgramId = 0;
- mContext.SetCurrentProgram( NULL );
ResetAttribsUniformCache();
}
return mModifiesGeometry;
}
-Program::Program(Integration::ShaderDataPtr shaderData, Context& context, bool modifiesGeometry )
-: mContext( context ),
- mGlAbstraction( context.GetAbstraction() ),
+Program::Program( ProgramCache& cache, Internal::ShaderDataPtr shaderData, bool modifiesGeometry )
+: mCache( cache ),
+ mGlAbstraction( mCache.GetGlAbstraction() ),
mProjectionMatrix( NULL ),
mViewMatrix( NULL ),
mLinked( false ),
mProgramData(shaderData),
mModifiesGeometry( modifiesGeometry )
{
+ // reserve space for standard attributes
+ mAttributeLocations.reserve( ATTRIB_TYPE_LAST );
+ for( int i=0; i<ATTRIB_TYPE_LAST; ++i )
+ {
+ RegisterCustomAttribute( gStdAttribs[i] );
+ }
+
// reserve space for standard uniforms
mUniformLocations.reserve( UNIFORM_TYPE_LAST );
// reset built in uniform names in cache
{
RegisterUniform( gStdUniforms[ i ] );
}
+
// reset values
ResetAttribsUniformCache();
}
void Program::Load()
{
DALI_ASSERT_ALWAYS( NULL != mProgramData.Get() && "Program data is not initialized" );
-
- Unload();
+ DALI_ASSERT_DEBUG( mProgramId == 0 && "mProgramId != 0, so about to leak a GL resource by overwriting it." );
LOG_GL( "CreateProgram()\n" );
- mProgramId = CHECK_GL( mContext, mGlAbstraction.CreateProgram() );
+ mProgramId = CHECK_GL( mGlAbstraction, mGlAbstraction.CreateProgram() );
GLint linked = GL_FALSE;
- // ShaderData contains compiled bytecode?
- if( 0 != mContext.CachedNumberOfProgramBinaryFormats() && mProgramData->HasBinary() )
+ const bool binariesSupported = mCache.IsBinarySupported();
+
+ // if shader binaries are supported and ShaderData contains compiled bytecode?
+ if( binariesSupported && mProgramData->HasBinary() )
{
- DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "Program::Load() - Using Compiled Shader, Size = %d\n", mProgramData->buffer.size());
+ DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "Program::Load() - Using Compiled Shader, Size = %d\n", mProgramData->GetBufferSize());
- CHECK_GL( mContext, mGlAbstraction.ProgramBinary(mProgramId, mContext.CachedProgramBinaryFormat(), mProgramData->buffer.data(), mProgramData->buffer.size()) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.ProgramBinary(mProgramId, mCache.ProgramBinaryFormat(), mProgramData->GetBufferData(), mProgramData->GetBufferSize()) );
- CHECK_GL( mContext, mGlAbstraction.ValidateProgram(mProgramId) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.ValidateProgram(mProgramId) );
GLint success;
- CHECK_GL( mContext, mGlAbstraction.GetProgramiv( mProgramId, GL_VALIDATE_STATUS, &success ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramiv( mProgramId, GL_VALIDATE_STATUS, &success ) );
DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "ValidateProgram Status = %d\n", success);
- CHECK_GL( mContext, mGlAbstraction.GetProgramiv( mProgramId, GL_LINK_STATUS, &linked ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramiv( mProgramId, GL_LINK_STATUS, &linked ) );
if( GL_FALSE == linked )
{
DALI_LOG_ERROR("Failed to load program binary \n");
- char* szLog = NULL;
GLint nLength;
- CHECK_GL( mContext, mGlAbstraction.GetProgramiv( mProgramId, GL_INFO_LOG_LENGTH, &nLength) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramiv( mProgramId, GL_INFO_LOG_LENGTH, &nLength) );
if(nLength > 0)
{
- szLog = new char[ nLength ];
- CHECK_GL( mContext, mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog ) );
- DALI_LOG_ERROR( "Program Link Error: %s\n", szLog );
-
- delete [] szLog;
+ Dali::Vector< char > szLog;
+ szLog.Reserve( nLength ); // Don't call Resize as we don't want to initialise the data, just reserve a buffer
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog.Begin() ) );
+ DALI_LOG_ERROR( "Program Link Error: %s\n", szLog.Begin() );
}
}
else
{
mLinked = true;
+ DALI_LOG_INFO( Debug::Filter::gShader, Debug::General, "Reused binary.\n" );
}
}
if( GL_FALSE == linked )
{
DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "Program::Load() - Runtime compilation\n");
- if( CompileShader( GL_VERTEX_SHADER, mVertexShaderId, mProgramData->vertexShader.c_str() ) )
+ if( CompileShader( GL_VERTEX_SHADER, mVertexShaderId, mProgramData->GetVertexShader() ) )
{
- if( CompileShader( GL_FRAGMENT_SHADER, mFragmentShaderId, mProgramData->fragmentShader.c_str() ) )
+ if( CompileShader( GL_FRAGMENT_SHADER, mFragmentShaderId, mProgramData->GetFragmentShader() ) )
{
Link();
- if( mLinked )
+ if( binariesSupported && mLinked )
{
GLint binaryLength = 0;
GLenum binaryFormat;
+ DALI_LOG_INFO( Debug::Filter::gShader, Debug::General, "Compiled and linked.\n\nVS:\n%s\nFS:\n%s\n", mProgramData->GetVertexShader(), mProgramData->GetFragmentShader() );
- CHECK_GL( mContext, mGlAbstraction.GetProgramiv(mProgramId, GL_PROGRAM_BINARY_LENGTH_OES, &binaryLength) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramiv(mProgramId, GL_PROGRAM_BINARY_LENGTH_OES, &binaryLength) );
DALI_LOG_INFO(Debug::Filter::gShader, Debug::General, "Program::Load() - GL_PROGRAM_BINARY_LENGTH_OES: %d\n", binaryLength);
-
- // Allocate space for the bytecode in ShaderData
- mProgramData->AllocateBuffer(binaryLength);
- // Copy the bytecode to ShaderData
- CHECK_GL( mContext, mGlAbstraction.GetProgramBinary(mProgramId, binaryLength, NULL, &binaryFormat, mProgramData->buffer.data()) );
+ if( binaryLength > 0 )
+ {
+ // Allocate space for the bytecode in ShaderData
+ mProgramData->AllocateBuffer(binaryLength);
+ // Copy the bytecode to ShaderData
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramBinary(mProgramId, binaryLength, NULL, &binaryFormat, mProgramData->GetBufferData()) );
+ mCache.StoreBinary( mProgramData );
+ DALI_LOG_INFO( Debug::Filter::gShader, Debug::General, "Saved binary.\n" );
+ }
}
}
}
}
+ GetActiveSamplerUniforms();
+
// No longer needed
FreeShaders();
-
}
void Program::Unload()
{
FreeShaders();
- if( this == mContext.GetCurrentProgram() )
+ if( this == mCache.GetCurrentProgram() )
{
- CHECK_GL( mContext, mGlAbstraction.UseProgram(0) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.UseProgram(0) );
- mContext.SetCurrentProgram( NULL );
+ mCache.SetCurrentProgram( NULL );
}
if (mProgramId)
{
LOG_GL( "DeleteProgram(%d)\n", mProgramId );
- CHECK_GL( mContext, mGlAbstraction.DeleteProgram( mProgramId ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.DeleteProgram( mProgramId ) );
mProgramId = 0;
}
if (!shaderId)
{
LOG_GL( "CreateShader(%d)\n", shaderType );
- shaderId = CHECK_GL( mContext, mGlAbstraction.CreateShader( shaderType ) );
+ shaderId = CHECK_GL( mGlAbstraction, mGlAbstraction.CreateShader( shaderType ) );
LOG_GL( "AttachShader(%d,%d)\n", mProgramId, shaderId );
- CHECK_GL( mContext, mGlAbstraction.AttachShader( mProgramId, shaderId ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.AttachShader( mProgramId, shaderId ) );
}
LOG_GL( "ShaderSource(%d)\n", shaderId );
- CHECK_GL( mContext, mGlAbstraction.ShaderSource(shaderId, 1, &src, NULL ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.ShaderSource(shaderId, 1, &src, NULL ) );
LOG_GL( "CompileShader(%d)\n", shaderId );
- CHECK_GL( mContext, mGlAbstraction.CompileShader( shaderId ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.CompileShader( shaderId ) );
GLint compiled;
LOG_GL( "GetShaderiv(%d)\n", shaderId );
- CHECK_GL( mContext, mGlAbstraction.GetShaderiv( shaderId, GL_COMPILE_STATUS, &compiled ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetShaderiv( shaderId, GL_COMPILE_STATUS, &compiled ) );
if (compiled == GL_FALSE)
{
DALI_LOG_ERROR("Failed to compile shader\n");
LogWithLineNumbers(src);
- std::vector< char > szLog;
GLint nLength;
mGlAbstraction.GetShaderiv( shaderId, GL_INFO_LOG_LENGTH, &nLength);
if(nLength > 0)
{
- szLog.reserve( nLength );
- mGlAbstraction.GetShaderInfoLog( shaderId, nLength, &nLength, &szLog[ 0 ] );
- DALI_LOG_ERROR( "Shader Compiler Error: %s\n", &szLog[ 0 ] );
+ Dali::Vector< char > szLog;
+ szLog.Reserve( nLength ); // Don't call Resize as we don't want to initialise the data, just reserve a buffer
+ mGlAbstraction.GetShaderInfoLog( shaderId, nLength, &nLength, szLog.Begin() );
+ DALI_LOG_ERROR( "Shader Compiler Error: %s\n", szLog.Begin() );
}
- throw DaliException( "Shader compilation failure", &szLog[ 0 ] );
+ DALI_ASSERT_ALWAYS( 0 && "Shader compilation failure" );
}
return compiled != 0;
void Program::Link()
{
LOG_GL( "LinkProgram(%d)\n", mProgramId );
- CHECK_GL( mContext, mGlAbstraction.LinkProgram( mProgramId ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.LinkProgram( mProgramId ) );
GLint linked;
LOG_GL( "GetProgramiv(%d)\n", mProgramId );
- CHECK_GL( mContext, mGlAbstraction.GetProgramiv( mProgramId, GL_LINK_STATUS, &linked ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.GetProgramiv( mProgramId, GL_LINK_STATUS, &linked ) );
if (linked == GL_FALSE)
{
DALI_LOG_ERROR("Shader failed to link \n");
- char* szLog = NULL;
GLint nLength;
mGlAbstraction.GetProgramiv( mProgramId, GL_INFO_LOG_LENGTH, &nLength);
if(nLength > 0)
{
- szLog = new char[ nLength ];
- mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog );
- DALI_LOG_ERROR( "Shader Link Error: %s\n", szLog );
- delete [] szLog;
+ Dali::Vector< char > szLog;
+ szLog.Reserve( nLength ); // Don't call Resize as we don't want to initialise the data, just reserve a buffer
+ mGlAbstraction.GetProgramInfoLog( mProgramId, nLength, &nLength, szLog.Begin() );
+ DALI_LOG_ERROR( "Shader Link Error: %s\n", szLog.Begin() );
}
- DALI_ASSERT_DEBUG(0);
+ DALI_ASSERT_ALWAYS( 0 && "Shader linking failure" );
}
mLinked = linked != GL_FALSE;
if (mVertexShaderId)
{
LOG_GL( "DeleteShader(%d)\n", mVertexShaderId );
- CHECK_GL( mContext, mGlAbstraction.DetachShader( mProgramId, mVertexShaderId ) );
- CHECK_GL( mContext, mGlAbstraction.DeleteShader( mVertexShaderId ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.DetachShader( mProgramId, mVertexShaderId ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.DeleteShader( mVertexShaderId ) );
mVertexShaderId = 0;
}
if (mFragmentShaderId)
{
LOG_GL( "DeleteShader(%d)\n", mFragmentShaderId );
- CHECK_GL( mContext, mGlAbstraction.DetachShader( mProgramId, mFragmentShaderId ) );
- CHECK_GL( mContext, mGlAbstraction.DeleteShader( mFragmentShaderId ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.DetachShader( mProgramId, mFragmentShaderId ) );
+ CHECK_GL( mGlAbstraction, mGlAbstraction.DeleteShader( mFragmentShaderId ) );
mFragmentShaderId = 0;
}
}
void Program::ResetAttribsUniformCache()
{
// reset attribute locations
- for( unsigned i = 0; i < ATTRIB_TYPE_LAST; ++i )
+ for( unsigned i = 0; i < mAttributeLocations.size() ; ++i )
{
- mAttribLocations[ i ] = ATTRIB_UNKNOWN;
+ mAttributeLocations[ i ].second = ATTRIB_UNKNOWN;
}
// reset all gl uniform locations
mUniformLocations[ i ].second = UNIFORM_NOT_QUERIED;
}
- // reset uniform cache
+ mSamplerUniformLocations.clear();
+
+ // reset uniform caches
+ mSizeUniformCache.x = mSizeUniformCache.y = mSizeUniformCache.z = 0.f;
+
for( int i = 0; i < MAX_UNIFORM_CACHE_SIZE; ++i )
{
// GL initializes uniforms to 0
mUniformCacheInt[ i ] = 0;
mUniformCacheFloat[ i ] = 0.0f;
+ mUniformCacheFloat2[ i ][ 0 ] = 0.0f;
+ mUniformCacheFloat2[ i ][ 1 ] = 0.0f;
mUniformCacheFloat4[ i ][ 0 ] = 0.0f;
mUniformCacheFloat4[ i ][ 1 ] = 0.0f;
mUniformCacheFloat4[ i ][ 2 ] = 0.0f;