return location;
}
-GLint Program::GetSamplerUniformLocation( int32_t uniqueIndex, const std::string& samplerName )
+namespace
+{
+/**
+ * This struct is used to record the position of a uniform declaration
+ * within the fragment shader source code.
+ */
+struct LocationPosition
{
- // don't accept negative values (should never happen)
- DALI_ASSERT_DEBUG( 0 <= uniqueIndex );
- const uint32_t index( uniqueIndex ); // avoid compiler warning of signed vs unsigned comparisons
+ GLint uniformLocation; ///< The location of the uniform (used as an identifier)
+ int characterPosition; ///< the position of the uniform declaration
+ LocationPosition( GLint uniformLocation, int characterPosition )
+ : uniformLocation(uniformLocation), characterPosition(characterPosition)
+ {
+ }
+};
+
+bool sortByPosition( LocationPosition a, LocationPosition b )
+{
+ return a.characterPosition < b.characterPosition;
+}
+}
+
+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 );
- GLint location = UNIFORM_NOT_QUERIED;
+ if( type == GL_SAMPLER_2D || type == GL_SAMPLER_CUBE || type == GL_SAMPLER_EXTERNAL_OES )
+ {
+ GLuint location = mGlAbstraction.GetUniformLocation( mProgramId, name );
+ samplerNames.push_back(name);
+ samplerUniformLocations.push_back(LocationPosition(location, 0u));
+ }
+ }
+ }
- if( index < mSamplerUniformLocations.Size() )
+ if( samplerUniformLocations.size() > 1 )
{
- location = mSamplerUniformLocations[ index ];
+ // Now, re-order according to declaration order in the fragment source.
+ std::string fragShader( mProgramData->GetFragmentShader() );
+ for( unsigned int i=0; i<samplerUniformLocations.size(); ++i )
+ {
+ // Better to write own search algorithm that searches for all of
+ // the sampler names simultaneously, ensuring only one iteration
+ // over fragShader.
+ size_t characterPosition = fragShader.find( samplerNames[i] );
+ samplerUniformLocations[i].characterPosition = characterPosition;
+ }
+ std::sort( samplerUniformLocations.begin(), samplerUniformLocations.end(), sortByPosition);
}
- else
+
+ for( unsigned int i=0; i<samplerUniformLocations.size(); ++i )
{
- // not in cache yet, make space and initialize value to not queried
- mSamplerUniformLocations.Resize( index + 1, UNIFORM_NOT_QUERIED );
+ mSamplerUniformLocations.push_back( samplerUniformLocations[i].uniformLocation );
}
- if( location == UNIFORM_NOT_QUERIED )
+}
+
+bool Program::GetSamplerUniformLocation( unsigned int index, GLint& location )
+{
+ bool result = false;
+ if( index < mSamplerUniformLocations.size() )
{
- location = CHECK_GL( mGlAbstraction, mGlAbstraction.GetUniformLocation( mProgramId, samplerName.c_str() ) );
- mSamplerUniformLocations[ index ] = location;
+ location = mSamplerUniformLocations[index];
+ result = true;
}
- return location;
+ return result;
}
void Program::SetUniform1i( GLint location, GLint value0 )
}
}
+ GetActiveSamplerUniforms();
+
// No longer needed
FreeShaders();
}
mUniformLocations[ i ].second = UNIFORM_NOT_QUERIED;
}
- for( unsigned int i = 0; i < mSamplerUniformLocations.Size(); ++i )
- {
- mSamplerUniformLocations[ i ] = UNIFORM_NOT_QUERIED;
- }
+ mSamplerUniformLocations.clear();
// reset uniform caches
mSizeUniformCache.x = mSizeUniformCache.y = mSizeUniformCache.z = 0.f;