LinkResult ProgramGL::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
{
    preLink();

    // Read the binary format, size and blob
    GLenum binaryFormat   = stream->readInt<GLenum>();
    GLint binaryLength    = stream->readInt<GLint>();
    const uint8_t *binary = stream->data() + stream->offset();
    stream->skip(binaryLength);

    // Load the binary
    mFunctions->programBinary(mProgramID, binaryFormat, binary, binaryLength);

    // Verify that the program linked
    if (!checkLinkStatus(infoLog))
    {
        return LinkResult(false, gl::Error(GL_NO_ERROR));
    }

    postLink();

    return LinkResult(true, gl::Error(GL_NO_ERROR));
}
Beispiel #2
0
LinkResult ProgramGL::link(const gl::Data &data, gl::InfoLog &infoLog,
                           gl::Shader *fragmentShader, gl::Shader *vertexShader,
                           const std::vector<std::string> &transformFeedbackVaryings,
                           GLenum transformFeedbackBufferMode,
                           int *registers, std::vector<gl::LinkedVarying> *linkedVaryings,
                           std::map<int, gl::VariableLocation> *outputVariables)
{
    // Reset the program state, delete the current program if one exists
    reset();

    ShaderGL *vertexShaderGL = GetImplAs<ShaderGL>(vertexShader);
    ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(fragmentShader);

    // Attach the shaders
    mFunctions->attachShader(mProgramID, vertexShaderGL->getShaderID());
    mFunctions->attachShader(mProgramID, fragmentShaderGL->getShaderID());

    // Link and verify
    mFunctions->linkProgram(mProgramID);

    // Detach the shaders
    mFunctions->detachShader(mProgramID, vertexShaderGL->getShaderID());
    mFunctions->detachShader(mProgramID, fragmentShaderGL->getShaderID());

    // Verify the link
    GLint linkStatus = GL_FALSE;
    mFunctions->getProgramiv(mProgramID, GL_LINK_STATUS, &linkStatus);
    ASSERT(linkStatus == GL_TRUE);
    if (linkStatus == GL_FALSE)
    {
        // Linking failed, put the error into the info log
        GLint infoLogLength = 0;
        mFunctions->getProgramiv(mProgramID, GL_INFO_LOG_LENGTH, &infoLogLength);

        std::vector<char> buf(infoLogLength);
        mFunctions->getProgramInfoLog(mProgramID, infoLogLength, nullptr, &buf[0]);

        mFunctions->deleteProgram(mProgramID);
        mProgramID = 0;

        infoLog << &buf[0];
        TRACE("\n%s", &buf[0]);

        // TODO, return GL_OUT_OF_MEMORY or just fail the link? This is an unexpected case
        return LinkResult(false, gl::Error(GL_NO_ERROR));
    }

    // Query the uniform information
    // TODO: A lot of this logic should be done at the gl::Program level
    GLint activeUniformMaxLength = 0;
    mFunctions->getProgramiv(mProgramID, GL_ACTIVE_UNIFORM_MAX_LENGTH, &activeUniformMaxLength);

    std::vector<GLchar> uniformNameBuffer(activeUniformMaxLength);

    GLint uniformCount = 0;
    mFunctions->getProgramiv(mProgramID, GL_ACTIVE_UNIFORMS, &uniformCount);
    for (GLint i = 0; i < uniformCount; i++)
    {
        GLsizei uniformNameLength = 0;
        GLint uniformSize = 0;
        GLenum uniformType = GL_NONE;
        mFunctions->getActiveUniform(mProgramID, i, uniformNameBuffer.size(), &uniformNameLength, &uniformSize, &uniformType, &uniformNameBuffer[0]);

        std::string uniformName = gl::ParseUniformName(std::string(&uniformNameBuffer[0], uniformNameLength), nullptr);

        for (size_t arrayIndex = 0; arrayIndex < static_cast<size_t>(uniformSize); arrayIndex++)
        {
            std::string locationName = uniformName;
            if (uniformSize > 1)
            {
                locationName += "[" + Str(arrayIndex) + "]";
            }

            GLint location = mFunctions->getUniformLocation(mProgramID, locationName.c_str());
            if (location >= 0)
            {
                // Make sure the uniform index array is large enough
                if (static_cast<size_t>(location) >= mUniformIndex.size())
                {
                    mUniformIndex.resize(location + 1);
                }

                mUniformIndex[location] = gl::VariableLocation(uniformName, arrayIndex, static_cast<unsigned int>(mUniforms.size()));

                // If the uniform is a sampler, track it in the sampler bindings array
                if (gl::IsSamplerType(uniformType))
                {
                    SamplerLocation samplerLoc;
                    samplerLoc.samplerIndex = mSamplerBindings.size();
                    samplerLoc.arrayIndex = arrayIndex;
                    mSamplerUniformMap[location] = samplerLoc;
                }
            }
        }

        // ANGLE uses 0 to identify an non-array uniform.
        unsigned int arraySize = (uniformSize > 1) ? static_cast<unsigned int>(uniformSize) : 0;

        // TODO: determine uniform precision
        mUniforms.push_back(new gl::LinkedUniform(uniformType, GL_NONE, uniformName, arraySize, -1, sh::BlockMemberInfo::getDefaultBlockInfo()));

        // If uniform is a sampler type, insert it into the mSamplerBindings array
        if (gl::IsSamplerType(uniformType))
        {
            SamplerBindingGL samplerBinding;
            samplerBinding.textureType = gl::SamplerTypeToTextureType(uniformType);
            samplerBinding.boundTextureUnits.resize(uniformSize, 0);
            mSamplerBindings.push_back(samplerBinding);
        }
    }

    // Query the attribute information
    GLint activeAttributeMaxLength = 0;
    mFunctions->getProgramiv(mProgramID, GL_ACTIVE_ATTRIBUTE_MAX_LENGTH, &activeAttributeMaxLength);

    std::vector<GLchar> attributeNameBuffer(activeAttributeMaxLength);

    GLint attributeCount = 0;
    mFunctions->getProgramiv(mProgramID, GL_ACTIVE_ATTRIBUTES, &attributeCount);
    for (GLint i = 0; i < attributeCount; i++)
    {
        GLsizei attributeNameLength = 0;
        GLint attributeSize = 0;
        GLenum attributeType = GL_NONE;
        mFunctions->getActiveAttrib(mProgramID, i, attributeNameBuffer.size(), &attributeNameLength, &attributeSize, &attributeType, &attributeNameBuffer[0]);

        std::string attributeName(&attributeNameBuffer[0], attributeNameLength);

        GLint location = mFunctions->getAttribLocation(mProgramID, attributeName.c_str());

        // TODO: determine attribute precision
        setShaderAttribute(static_cast<size_t>(i), attributeType, GL_NONE, attributeName, attributeSize, location);
    }

    return LinkResult(true, gl::Error(GL_NO_ERROR));
}
Beispiel #3
0
LinkResult ProgramGL::load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream)
{
    UNIMPLEMENTED();
    return LinkResult(false, gl::Error(GL_INVALID_OPERATION));
}
Beispiel #4
0
LinkResult ProgramGL::compileProgramExecutables(gl::InfoLog &infoLog, gl::Shader *fragmentShader, gl::Shader *vertexShader,
                                                int registers)
{
    //UNIMPLEMENTED();
    return LinkResult(true, gl::Error(GL_NO_ERROR));
}
Beispiel #5
0
LinkResult ProgramNULL::link(const gl::ContextState &data, gl::InfoLog &infoLog)
{
    UNIMPLEMENTED();
    return LinkResult(false, gl::Error(GL_INVALID_OPERATION));
}
LinkResult ProgramGL::link(const gl::ContextState &data, gl::InfoLog &infoLog)
{
    preLink();

    // Set the transform feedback state
    std::vector<const GLchar *> transformFeedbackVaryings;
    for (const auto &tfVarying : mState.getTransformFeedbackVaryingNames())
    {
        transformFeedbackVaryings.push_back(tfVarying.c_str());
    }

    if (transformFeedbackVaryings.empty())
    {
        if (mFunctions->transformFeedbackVaryings)
        {
            mFunctions->transformFeedbackVaryings(mProgramID, 0, nullptr,
                                                  mState.getTransformFeedbackBufferMode());
        }
    }
    else
    {
        ASSERT(mFunctions->transformFeedbackVaryings);
        mFunctions->transformFeedbackVaryings(
            mProgramID, static_cast<GLsizei>(transformFeedbackVaryings.size()),
            &transformFeedbackVaryings[0], mState.getTransformFeedbackBufferMode());
    }

    const ShaderGL *vertexShaderGL   = GetImplAs<ShaderGL>(mState.getAttachedVertexShader());
    const ShaderGL *fragmentShaderGL = GetImplAs<ShaderGL>(mState.getAttachedFragmentShader());

    // Attach the shaders
    mFunctions->attachShader(mProgramID, vertexShaderGL->getShaderID());
    mFunctions->attachShader(mProgramID, fragmentShaderGL->getShaderID());

    // Bind attribute locations to match the GL layer.
    for (const sh::Attribute &attribute : mState.getAttributes())
    {
        if (!attribute.staticUse)
        {
            continue;
        }

        mFunctions->bindAttribLocation(mProgramID, attribute.location, attribute.name.c_str());
    }

    // Link and verify
    mFunctions->linkProgram(mProgramID);

    // Detach the shaders
    mFunctions->detachShader(mProgramID, vertexShaderGL->getShaderID());
    mFunctions->detachShader(mProgramID, fragmentShaderGL->getShaderID());

    // Verify the link
    if (!checkLinkStatus(infoLog))
    {
        return LinkResult(false, gl::Error(GL_NO_ERROR));
    }

    if (mWorkarounds.alwaysCallUseProgramAfterLink)
    {
        mStateManager->forceUseProgram(mProgramID);
    }

    postLink();

    return LinkResult(true, gl::Error(GL_NO_ERROR));
}