LinkedShaderDX9::LinkedShaderDX9(VSShader *vs, PSShader *fs, u32 vertType, bool useHWTransform) :dirtyUniforms(0), useHWTransform_(useHWTransform) { INFO_LOG(G3D, "Linked shader: vs %i fs %i", (int)vs->shader, (int)fs->shader); m_vs = vs; m_fs = fs; u_tex = GetConstantByName("tex"); u_proj = GetConstantByName("u_proj"); u_proj_through = GetConstantByName("u_proj_through"); u_texenv = GetConstantByName("u_texenv"); u_fogcolor = GetConstantByName("u_fogcolor"); u_fogcoef = GetConstantByName("u_fogcoef"); u_alphacolorref = GetConstantByName("u_alphacolorref"); u_colormask = GetConstantByName("u_colormask"); // Transform u_view = GetConstantByName("u_view"); u_world = GetConstantByName("u_world"); u_texmtx = GetConstantByName("u_texmtx"); if (vertTypeGetWeightMask(vertType) != 0) numBones = TranslateNumBonesDX9(vertTypeGetNumBoneWeights(vertType)); else numBones = 0; #ifdef USE_BONE_ARRAY u_bone = glGetUniformLocation(program, "u_bone"); #else for (int i = 0; i < 8; i++) { char name[10]; sprintf(name, "u_bone%i", i); u_bone[i] = GetConstantByName(name); } #endif // Lighting, texturing u_ambient = GetConstantByName("u_ambient"); u_matambientalpha = GetConstantByName("u_matambientalpha"); u_matdiffuse = GetConstantByName("u_matdiffuse"); u_matspecular = GetConstantByName("u_matspecular"); u_matemissive = GetConstantByName("u_matemissive"); u_uvscaleoffset = GetConstantByName("u_uvscaleoffset"); for (int i = 0; i < 4; i++) { char temp[64]; sprintf(temp, "u_lightpos%i", i); u_lightpos[i] = GetConstantByName(temp); sprintf(temp, "u_lightdir%i", i); u_lightdir[i] = GetConstantByName(temp); sprintf(temp, "u_lightatt%i", i); u_lightatt[i] = GetConstantByName(temp); sprintf(temp, "u_lightangle%i", i); u_lightangle[i] = GetConstantByName(temp); sprintf(temp, "u_lightspotCoef%i", i); u_lightspotCoef[i] = GetConstantByName(temp); sprintf(temp, "u_lightambient%i", i); u_lightambient[i] = GetConstantByName(temp); sprintf(temp, "u_lightdiffuse%i", i); u_lightdiffuse[i] = GetConstantByName(temp); sprintf(temp, "u_lightspecular%i", i); u_lightspecular[i] = GetConstantByName(temp); } /* a_position = glGetAttribLocation(program, "a_position"); a_color0 = glGetAttribLocation(program, "a_color0"); a_color1 = glGetAttribLocation(program, "a_color1"); a_texcoord = glGetAttribLocation(program, "a_texcoord"); a_normal = glGetAttribLocation(program, "a_normal"); a_weight0123 = glGetAttribLocation(program, "a_w1"); a_weight4567 = glGetAttribLocation(program, "a_w2"); */ //glUseProgram(program); pD3Ddevice->SetPixelShader(fs->shader); pD3Ddevice->SetVertexShader(vs->shader); // Default uniform values //glUniform1i(u_tex, 0); // The rest, use the "dirty" mechanism. dirtyUniforms = DIRTY_ALL; use(); }
LinkedShader::LinkedShader(Shader *vs, Shader *fs, u32 vertType, bool useHWTransform, LinkedShader *previous) : useHWTransform_(useHWTransform), program(0), dirtyUniforms(0) { program = glCreateProgram(); vs_ = vs; glAttachShader(program, vs->shader); glAttachShader(program, fs->shader); // Bind attribute locations to fixed locations so that they're // the same in all shaders. We use this later to minimize the calls to // glEnableVertexAttribArray and glDisableVertexAttribArray. glBindAttribLocation(program, ATTR_POSITION, "position"); glBindAttribLocation(program, ATTR_TEXCOORD, "texcoord"); glBindAttribLocation(program, ATTR_NORMAL, "normal"); glBindAttribLocation(program, ATTR_W1, "w1"); glBindAttribLocation(program, ATTR_W2, "w2"); glBindAttribLocation(program, ATTR_COLOR0, "color0"); glBindAttribLocation(program, ATTR_COLOR1, "color1"); #ifndef USING_GLES2 if (gl_extensions.ARB_blend_func_extended) { // Dual source alpha glBindFragDataLocationIndexed(program, 0, 0, "fragColor0"); glBindFragDataLocationIndexed(program, 0, 1, "fragColor1"); } else if (gl_extensions.VersionGEThan(3, 3, 0)) { glBindFragDataLocation(program, 0, "fragColor0"); } #endif glLinkProgram(program); GLint linkStatus = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); if (linkStatus != GL_TRUE) { GLint bufLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); if (bufLength) { char* buf = new char[bufLength]; glGetProgramInfoLog(program, bufLength, NULL, buf); #ifdef ANDROID ELOG("Could not link program:\n %s", buf); #endif ERROR_LOG(G3D, "Could not link program:\n %s", buf); ERROR_LOG(G3D, "VS:\n%s", vs->source().c_str()); ERROR_LOG(G3D, "FS:\n%s", fs->source().c_str()); Reporting::ReportMessage("Error in shader program link: info: %s / fs: %s / vs: %s", buf, fs->source().c_str(), vs->source().c_str()); #ifdef SHADERLOG OutputDebugStringUTF8(buf); OutputDebugStringUTF8(vs->source().c_str()); OutputDebugStringUTF8(fs->source().c_str()); #endif delete [] buf; // we're dead! } // Prevent a buffer overflow. numBones = 0; return; } INFO_LOG(G3D, "Linked shader: vs %i fs %i", (int)vs->shader, (int)fs->shader); u_tex = glGetUniformLocation(program, "tex"); u_proj = glGetUniformLocation(program, "u_proj"); u_proj_through = glGetUniformLocation(program, "u_proj_through"); u_texenv = glGetUniformLocation(program, "u_texenv"); u_fogcolor = glGetUniformLocation(program, "u_fogcolor"); u_fogcoef = glGetUniformLocation(program, "u_fogcoef"); u_alphacolorref = glGetUniformLocation(program, "u_alphacolorref"); u_alphacolormask = glGetUniformLocation(program, "u_alphacolormask"); u_stencilReplaceValue = glGetUniformLocation(program, "u_stencilReplaceValue"); u_testtex = glGetUniformLocation(program, "testtex"); u_fbotex = glGetUniformLocation(program, "fbotex"); u_blendFixA = glGetUniformLocation(program, "u_blendFixA"); u_blendFixB = glGetUniformLocation(program, "u_blendFixB"); u_fbotexSize = glGetUniformLocation(program, "u_fbotexSize"); // Transform u_view = glGetUniformLocation(program, "u_view"); u_world = glGetUniformLocation(program, "u_world"); u_texmtx = glGetUniformLocation(program, "u_texmtx"); if (vertTypeGetWeightMask(vertType) != GE_VTYPE_WEIGHT_NONE) numBones = TranslateNumBones(vertTypeGetNumBoneWeights(vertType)); else numBones = 0; #ifdef USE_BONE_ARRAY u_bone = glGetUniformLocation(program, "u_bone"); #else for (int i = 0; i < 8; i++) { char name[10]; sprintf(name, "u_bone%i", i); u_bone[i] = glGetUniformLocation(program, name); } #endif // Lighting, texturing u_ambient = glGetUniformLocation(program, "u_ambient"); u_matambientalpha = glGetUniformLocation(program, "u_matambientalpha"); u_matdiffuse = glGetUniformLocation(program, "u_matdiffuse"); u_matspecular = glGetUniformLocation(program, "u_matspecular"); u_matemissive = glGetUniformLocation(program, "u_matemissive"); u_uvscaleoffset = glGetUniformLocation(program, "u_uvscaleoffset"); u_texclamp = glGetUniformLocation(program, "u_texclamp"); u_texclampoff = glGetUniformLocation(program, "u_texclampoff"); for (int i = 0; i < 4; i++) { char temp[64]; sprintf(temp, "u_lightpos%i", i); u_lightpos[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightdir%i", i); u_lightdir[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightatt%i", i); u_lightatt[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightangle%i", i); u_lightangle[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightspotCoef%i", i); u_lightspotCoef[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightambient%i", i); u_lightambient[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightdiffuse%i", i); u_lightdiffuse[i] = glGetUniformLocation(program, temp); sprintf(temp, "u_lightspecular%i", i); u_lightspecular[i] = glGetUniformLocation(program, temp); } attrMask = 0; if (-1 != glGetAttribLocation(program, "position")) attrMask |= 1 << ATTR_POSITION; if (-1 != glGetAttribLocation(program, "texcoord")) attrMask |= 1 << ATTR_TEXCOORD; if (-1 != glGetAttribLocation(program, "normal")) attrMask |= 1 << ATTR_NORMAL; if (-1 != glGetAttribLocation(program, "w1")) attrMask |= 1 << ATTR_W1; if (-1 != glGetAttribLocation(program, "w2")) attrMask |= 1 << ATTR_W2; if (-1 != glGetAttribLocation(program, "color0")) attrMask |= 1 << ATTR_COLOR0; if (-1 != glGetAttribLocation(program, "color1")) attrMask |= 1 << ATTR_COLOR1; availableUniforms = 0; if (u_proj != -1) availableUniforms |= DIRTY_PROJMATRIX; if (u_proj_through != -1) availableUniforms |= DIRTY_PROJTHROUGHMATRIX; if (u_texenv != -1) availableUniforms |= DIRTY_TEXENV; if (u_alphacolorref != -1) availableUniforms |= DIRTY_ALPHACOLORREF; if (u_alphacolormask != -1) availableUniforms |= DIRTY_ALPHACOLORMASK; if (u_fogcolor != -1) availableUniforms |= DIRTY_FOGCOLOR; if (u_fogcoef != -1) availableUniforms |= DIRTY_FOGCOEF; if (u_texenv != -1) availableUniforms |= DIRTY_TEXENV; if (u_uvscaleoffset != -1) availableUniforms |= DIRTY_UVSCALEOFFSET; if (u_texclamp != -1) availableUniforms |= DIRTY_TEXCLAMP; if (u_world != -1) availableUniforms |= DIRTY_WORLDMATRIX; if (u_view != -1) availableUniforms |= DIRTY_VIEWMATRIX; if (u_texmtx != -1) availableUniforms |= DIRTY_TEXMATRIX; if (u_stencilReplaceValue != -1) availableUniforms |= DIRTY_STENCILREPLACEVALUE; if (u_blendFixA != -1 || u_blendFixB != -1 || u_fbotexSize != -1) availableUniforms |= DIRTY_SHADERBLEND; // Looping up to numBones lets us avoid checking u_bone[i] #ifdef USE_BONE_ARRAY if (u_bone != -1) { for (int i = 0; i < numBones; i++) { availableUniforms |= DIRTY_BONEMATRIX0 << i; } } #else for (int i = 0; i < numBones; i++) { if (u_bone[i] != -1) availableUniforms |= DIRTY_BONEMATRIX0 << i; } #endif if (u_ambient != -1) availableUniforms |= DIRTY_AMBIENT; if (u_matambientalpha != -1) availableUniforms |= DIRTY_MATAMBIENTALPHA; if (u_matdiffuse != -1) availableUniforms |= DIRTY_MATDIFFUSE; if (u_matemissive != -1) availableUniforms |= DIRTY_MATEMISSIVE; if (u_matspecular != -1) availableUniforms |= DIRTY_MATSPECULAR; for (int i = 0; i < 4; i++) { if (u_lightdir[i] != -1 || u_lightspecular[i] != -1 || u_lightpos[i] != -1) availableUniforms |= DIRTY_LIGHT0 << i; } glUseProgram(program); // Default uniform values glUniform1i(u_tex, 0); glUniform1i(u_fbotex, 1); glUniform1i(u_testtex, 2); // The rest, use the "dirty" mechanism. dirtyUniforms = DIRTY_ALL; use(vertType, previous); }