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1 #include "precompiled.h" |
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2 // |
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3 // Copyright (c) 2002-2013 The ANGLE Project Authors. All rights reserved. |
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4 // Use of this source code is governed by a BSD-style license that can be |
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5 // found in the LICENSE file. |
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6 // |
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7 |
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8 // Shader.cpp: Implements the gl::Shader class and its derived classes |
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9 // VertexShader and FragmentShader. Implements GL shader objects and related |
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10 // functionality. [OpenGL ES 2.0.24] section 2.10 page 24 and section 3.8 page 84. |
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11 |
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12 #include "libGLESv2/Shader.h" |
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13 |
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14 #include <algorithm> |
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15 |
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16 #include "GLSLANG/ShaderLang.h" |
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17 #include "libGLESv2/utilities.h" |
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18 #include "libGLESv2/renderer/Renderer.h" |
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19 #include "libGLESv2/Constants.h" |
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20 #include "libGLESv2/ResourceManager.h" |
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21 |
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22 namespace gl |
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23 { |
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24 void *Shader::mFragmentCompiler = NULL; |
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25 void *Shader::mVertexCompiler = NULL; |
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26 |
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27 Shader::Shader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) |
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28 : mHandle(handle), mRenderer(renderer), mResourceManager(manager) |
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29 { |
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30 mSource = NULL; |
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31 mHlsl = NULL; |
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32 mInfoLog = NULL; |
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33 |
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34 uncompile(); |
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35 initializeCompiler(); |
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36 |
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37 mRefCount = 0; |
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38 mDeleteStatus = false; |
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39 } |
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40 |
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41 Shader::~Shader() |
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42 { |
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43 delete[] mSource; |
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44 delete[] mHlsl; |
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45 delete[] mInfoLog; |
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46 } |
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47 |
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48 GLuint Shader::getHandle() const |
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49 { |
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50 return mHandle; |
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51 } |
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52 |
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53 void Shader::setSource(GLsizei count, const char **string, const GLint *length) |
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54 { |
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55 delete[] mSource; |
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56 int totalLength = 0; |
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57 |
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58 for (int i = 0; i < count; i++) |
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59 { |
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60 if (length && length[i] >= 0) |
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61 { |
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62 totalLength += length[i]; |
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63 } |
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64 else |
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65 { |
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66 totalLength += (int)strlen(string[i]); |
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67 } |
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68 } |
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69 |
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70 mSource = new char[totalLength + 1]; |
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71 char *code = mSource; |
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72 |
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73 for (int i = 0; i < count; i++) |
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74 { |
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75 int stringLength; |
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76 |
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77 if (length && length[i] >= 0) |
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78 { |
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79 stringLength = length[i]; |
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80 } |
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81 else |
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82 { |
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83 stringLength = (int)strlen(string[i]); |
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84 } |
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85 |
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86 strncpy(code, string[i], stringLength); |
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87 code += stringLength; |
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88 } |
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89 |
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90 mSource[totalLength] = '\0'; |
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91 } |
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92 |
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93 int Shader::getInfoLogLength() const |
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94 { |
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95 if (!mInfoLog) |
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96 { |
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97 return 0; |
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98 } |
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99 else |
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100 { |
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101 return strlen(mInfoLog) + 1; |
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102 } |
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103 } |
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104 |
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105 void Shader::getInfoLog(GLsizei bufSize, GLsizei *length, char *infoLog) |
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106 { |
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107 int index = 0; |
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108 |
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109 if (bufSize > 0) |
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110 { |
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111 if (mInfoLog) |
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112 { |
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113 index = std::min(bufSize - 1, (int)strlen(mInfoLog)); |
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114 memcpy(infoLog, mInfoLog, index); |
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115 } |
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116 |
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117 infoLog[index] = '\0'; |
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118 } |
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119 |
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120 if (length) |
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121 { |
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122 *length = index; |
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123 } |
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124 } |
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125 |
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126 int Shader::getSourceLength() const |
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127 { |
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128 if (!mSource) |
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129 { |
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130 return 0; |
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131 } |
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132 else |
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133 { |
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134 return strlen(mSource) + 1; |
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135 } |
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136 } |
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137 |
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138 int Shader::getTranslatedSourceLength() const |
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139 { |
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140 if (!mHlsl) |
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141 { |
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142 return 0; |
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143 } |
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144 else |
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145 { |
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146 return strlen(mHlsl) + 1; |
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147 } |
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148 } |
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149 |
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150 void Shader::getSourceImpl(char *source, GLsizei bufSize, GLsizei *length, char *buffer) |
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151 { |
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152 int index = 0; |
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153 |
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154 if (bufSize > 0) |
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155 { |
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156 if (source) |
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157 { |
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158 index = std::min(bufSize - 1, (int)strlen(source)); |
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159 memcpy(buffer, source, index); |
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160 } |
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161 |
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162 buffer[index] = '\0'; |
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163 } |
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164 |
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165 if (length) |
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166 { |
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167 *length = index; |
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168 } |
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169 } |
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170 |
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171 void Shader::getSource(GLsizei bufSize, GLsizei *length, char *buffer) |
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172 { |
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173 getSourceImpl(mSource, bufSize, length, buffer); |
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174 } |
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175 |
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176 void Shader::getTranslatedSource(GLsizei bufSize, GLsizei *length, char *buffer) |
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177 { |
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178 getSourceImpl(mHlsl, bufSize, length, buffer); |
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179 } |
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180 |
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181 const sh::ActiveUniforms &Shader::getUniforms() |
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182 { |
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183 return mActiveUniforms; |
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184 } |
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185 |
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186 bool Shader::isCompiled() |
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187 { |
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188 return mHlsl != NULL; |
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189 } |
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190 |
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191 const char *Shader::getHLSL() |
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192 { |
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193 return mHlsl; |
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194 } |
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195 |
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196 void Shader::addRef() |
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197 { |
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198 mRefCount++; |
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199 } |
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200 |
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201 void Shader::release() |
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202 { |
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203 mRefCount--; |
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204 |
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205 if (mRefCount == 0 && mDeleteStatus) |
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206 { |
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207 mResourceManager->deleteShader(mHandle); |
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208 } |
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209 } |
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210 |
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211 unsigned int Shader::getRefCount() const |
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212 { |
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213 return mRefCount; |
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214 } |
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215 |
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216 bool Shader::isFlaggedForDeletion() const |
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217 { |
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218 return mDeleteStatus; |
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219 } |
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220 |
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221 void Shader::flagForDeletion() |
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222 { |
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223 mDeleteStatus = true; |
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224 } |
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225 |
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226 // Perform a one-time initialization of the shader compiler (or after being destructed by releaseCompiler) |
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227 void Shader::initializeCompiler() |
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228 { |
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229 if (!mFragmentCompiler) |
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230 { |
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231 int result = ShInitialize(); |
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232 |
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233 if (result) |
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234 { |
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235 ShShaderOutput hlslVersion = (mRenderer->getMajorShaderModel() >= 4) ? SH_HLSL11_OUTPUT : SH_HLSL9_OUTPUT; |
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236 |
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237 ShBuiltInResources resources; |
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238 ShInitBuiltInResources(&resources); |
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239 |
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240 resources.MaxVertexAttribs = MAX_VERTEX_ATTRIBS; |
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241 resources.MaxVertexUniformVectors = mRenderer->getMaxVertexUniformVectors(); |
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242 resources.MaxVaryingVectors = mRenderer->getMaxVaryingVectors(); |
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243 resources.MaxVertexTextureImageUnits = mRenderer->getMaxVertexTextureImageUnits(); |
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244 resources.MaxCombinedTextureImageUnits = mRenderer->getMaxCombinedTextureImageUnits(); |
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245 resources.MaxTextureImageUnits = MAX_TEXTURE_IMAGE_UNITS; |
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246 resources.MaxFragmentUniformVectors = mRenderer->getMaxFragmentUniformVectors(); |
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247 resources.MaxDrawBuffers = mRenderer->getMaxRenderTargets(); |
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248 resources.OES_standard_derivatives = mRenderer->getDerivativeInstructionSupport(); |
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249 resources.EXT_draw_buffers = mRenderer->getMaxRenderTargets() > 1; |
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250 // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported. |
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251 resources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp |
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252 resources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output |
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253 |
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254 mFragmentCompiler = ShConstructCompiler(SH_FRAGMENT_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); |
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255 mVertexCompiler = ShConstructCompiler(SH_VERTEX_SHADER, SH_GLES2_SPEC, hlslVersion, &resources); |
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256 } |
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257 } |
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258 } |
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259 |
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260 void Shader::releaseCompiler() |
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261 { |
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262 ShDestruct(mFragmentCompiler); |
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263 ShDestruct(mVertexCompiler); |
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264 |
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265 mFragmentCompiler = NULL; |
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266 mVertexCompiler = NULL; |
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267 |
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268 ShFinalize(); |
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269 } |
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270 |
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271 void Shader::parseVaryings() |
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272 { |
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273 if (mHlsl) |
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274 { |
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275 const char *input = strstr(mHlsl, "// Varyings") + 12; |
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276 |
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277 while(true) |
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278 { |
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279 char varyingType[256]; |
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280 char varyingName[256]; |
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281 |
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282 int matches = sscanf(input, "static %255s %255s", varyingType, varyingName); |
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283 |
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284 if (matches != 2) |
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285 { |
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286 break; |
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287 } |
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288 |
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289 char *array = strstr(varyingName, "["); |
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290 int size = 1; |
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291 |
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292 if (array) |
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293 { |
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294 size = atoi(array + 1); |
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295 *array = '\0'; |
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296 } |
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297 |
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298 mVaryings.push_back(Varying(parseType(varyingType), varyingName, size, array != NULL)); |
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299 |
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300 input = strstr(input, ";") + 2; |
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301 } |
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302 |
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303 mUsesMultipleRenderTargets = strstr(mHlsl, "GL_USES_MRT") != NULL; |
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304 mUsesFragColor = strstr(mHlsl, "GL_USES_FRAG_COLOR") != NULL; |
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305 mUsesFragData = strstr(mHlsl, "GL_USES_FRAG_DATA") != NULL; |
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306 mUsesFragCoord = strstr(mHlsl, "GL_USES_FRAG_COORD") != NULL; |
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307 mUsesFrontFacing = strstr(mHlsl, "GL_USES_FRONT_FACING") != NULL; |
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308 mUsesPointSize = strstr(mHlsl, "GL_USES_POINT_SIZE") != NULL; |
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309 mUsesPointCoord = strstr(mHlsl, "GL_USES_POINT_COORD") != NULL; |
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310 mUsesDepthRange = strstr(mHlsl, "GL_USES_DEPTH_RANGE") != NULL; |
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311 mUsesFragDepth = strstr(mHlsl, "GL_USES_FRAG_DEPTH") != NULL; |
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312 } |
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313 } |
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314 |
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315 void Shader::resetVaryingsRegisterAssignment() |
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316 { |
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317 for (VaryingList::iterator var = mVaryings.begin(); var != mVaryings.end(); var++) |
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318 { |
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319 var->reg = -1; |
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320 var->col = -1; |
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321 } |
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322 } |
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323 |
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324 // initialize/clean up previous state |
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325 void Shader::uncompile() |
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326 { |
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327 // set by compileToHLSL |
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328 delete[] mHlsl; |
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329 mHlsl = NULL; |
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330 delete[] mInfoLog; |
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331 mInfoLog = NULL; |
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332 |
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333 // set by parseVaryings |
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334 mVaryings.clear(); |
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335 |
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336 mUsesMultipleRenderTargets = false; |
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337 mUsesFragColor = false; |
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338 mUsesFragData = false; |
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339 mUsesFragCoord = false; |
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340 mUsesFrontFacing = false; |
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341 mUsesPointSize = false; |
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342 mUsesPointCoord = false; |
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343 mUsesDepthRange = false; |
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344 mUsesFragDepth = false; |
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345 |
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346 mActiveUniforms.clear(); |
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347 } |
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348 |
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349 void Shader::compileToHLSL(void *compiler) |
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350 { |
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351 // ensure we don't pass a NULL source to the compiler |
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352 const char *source = "\0"; |
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353 if (mSource) |
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354 { |
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355 source = mSource; |
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356 } |
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357 |
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358 // ensure the compiler is loaded |
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359 initializeCompiler(); |
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360 |
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361 int compileOptions = SH_OBJECT_CODE; |
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362 std::string sourcePath; |
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363 if (perfActive()) |
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364 { |
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365 sourcePath = getTempPath(); |
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366 writeFile(sourcePath.c_str(), source, strlen(source)); |
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367 compileOptions |= SH_LINE_DIRECTIVES; |
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368 } |
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369 |
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370 int result; |
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371 if (sourcePath.empty()) |
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372 { |
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373 result = ShCompile(compiler, &source, 1, compileOptions); |
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374 } |
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375 else |
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376 { |
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377 const char* sourceStrings[2] = |
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378 { |
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379 sourcePath.c_str(), |
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380 source |
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381 }; |
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382 |
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383 result = ShCompile(compiler, sourceStrings, 2, compileOptions | SH_SOURCE_PATH); |
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384 } |
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385 |
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386 if (result) |
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387 { |
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388 size_t objCodeLen = 0; |
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389 ShGetInfo(compiler, SH_OBJECT_CODE_LENGTH, &objCodeLen); |
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390 mHlsl = new char[objCodeLen]; |
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391 ShGetObjectCode(compiler, mHlsl); |
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392 |
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393 void *activeUniforms; |
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394 ShGetInfoPointer(compiler, SH_ACTIVE_UNIFORMS_ARRAY, &activeUniforms); |
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395 mActiveUniforms = *(sh::ActiveUniforms*)activeUniforms; |
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396 } |
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397 else |
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398 { |
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399 size_t infoLogLen = 0; |
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400 ShGetInfo(compiler, SH_INFO_LOG_LENGTH, &infoLogLen); |
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401 mInfoLog = new char[infoLogLen]; |
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402 ShGetInfoLog(compiler, mInfoLog); |
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403 |
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404 TRACE("\n%s", mInfoLog); |
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405 } |
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406 } |
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407 |
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408 GLenum Shader::parseType(const std::string &type) |
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409 { |
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410 if (type == "float") |
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411 { |
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412 return GL_FLOAT; |
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413 } |
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414 else if (type == "float2") |
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415 { |
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416 return GL_FLOAT_VEC2; |
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417 } |
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418 else if (type == "float3") |
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419 { |
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420 return GL_FLOAT_VEC3; |
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421 } |
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422 else if (type == "float4") |
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423 { |
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424 return GL_FLOAT_VEC4; |
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425 } |
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426 else if (type == "float2x2") |
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427 { |
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428 return GL_FLOAT_MAT2; |
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429 } |
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430 else if (type == "float3x3") |
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431 { |
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432 return GL_FLOAT_MAT3; |
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433 } |
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434 else if (type == "float4x4") |
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435 { |
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436 return GL_FLOAT_MAT4; |
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437 } |
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438 else UNREACHABLE(); |
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439 |
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440 return GL_NONE; |
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441 } |
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442 |
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443 // true if varying x has a higher priority in packing than y |
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444 bool Shader::compareVarying(const Varying &x, const Varying &y) |
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445 { |
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446 if(x.type == y.type) |
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447 { |
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448 return x.size > y.size; |
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449 } |
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450 |
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451 switch (x.type) |
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452 { |
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453 case GL_FLOAT_MAT4: return true; |
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454 case GL_FLOAT_MAT2: |
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455 switch(y.type) |
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456 { |
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457 case GL_FLOAT_MAT4: return false; |
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458 case GL_FLOAT_MAT2: return true; |
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459 case GL_FLOAT_VEC4: return true; |
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460 case GL_FLOAT_MAT3: return true; |
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461 case GL_FLOAT_VEC3: return true; |
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462 case GL_FLOAT_VEC2: return true; |
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463 case GL_FLOAT: return true; |
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464 default: UNREACHABLE(); |
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465 } |
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466 break; |
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467 case GL_FLOAT_VEC4: |
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468 switch(y.type) |
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469 { |
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470 case GL_FLOAT_MAT4: return false; |
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471 case GL_FLOAT_MAT2: return false; |
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472 case GL_FLOAT_VEC4: return true; |
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473 case GL_FLOAT_MAT3: return true; |
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474 case GL_FLOAT_VEC3: return true; |
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475 case GL_FLOAT_VEC2: return true; |
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476 case GL_FLOAT: return true; |
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477 default: UNREACHABLE(); |
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478 } |
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479 break; |
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480 case GL_FLOAT_MAT3: |
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481 switch(y.type) |
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482 { |
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483 case GL_FLOAT_MAT4: return false; |
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484 case GL_FLOAT_MAT2: return false; |
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485 case GL_FLOAT_VEC4: return false; |
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486 case GL_FLOAT_MAT3: return true; |
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487 case GL_FLOAT_VEC3: return true; |
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488 case GL_FLOAT_VEC2: return true; |
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489 case GL_FLOAT: return true; |
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490 default: UNREACHABLE(); |
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491 } |
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492 break; |
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493 case GL_FLOAT_VEC3: |
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494 switch(y.type) |
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495 { |
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496 case GL_FLOAT_MAT4: return false; |
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497 case GL_FLOAT_MAT2: return false; |
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498 case GL_FLOAT_VEC4: return false; |
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499 case GL_FLOAT_MAT3: return false; |
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500 case GL_FLOAT_VEC3: return true; |
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501 case GL_FLOAT_VEC2: return true; |
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502 case GL_FLOAT: return true; |
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503 default: UNREACHABLE(); |
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504 } |
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505 break; |
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506 case GL_FLOAT_VEC2: |
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507 switch(y.type) |
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508 { |
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509 case GL_FLOAT_MAT4: return false; |
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510 case GL_FLOAT_MAT2: return false; |
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511 case GL_FLOAT_VEC4: return false; |
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512 case GL_FLOAT_MAT3: return false; |
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513 case GL_FLOAT_VEC3: return false; |
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514 case GL_FLOAT_VEC2: return true; |
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515 case GL_FLOAT: return true; |
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516 default: UNREACHABLE(); |
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517 } |
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518 break; |
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519 case GL_FLOAT: return false; |
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520 default: UNREACHABLE(); |
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521 } |
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522 |
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523 return false; |
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524 } |
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525 |
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526 VertexShader::VertexShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) |
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527 : Shader(manager, renderer, handle) |
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528 { |
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529 } |
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530 |
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531 VertexShader::~VertexShader() |
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532 { |
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533 } |
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534 |
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535 GLenum VertexShader::getType() |
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536 { |
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537 return GL_VERTEX_SHADER; |
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538 } |
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539 |
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540 void VertexShader::uncompile() |
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541 { |
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542 Shader::uncompile(); |
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543 |
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544 // set by ParseAttributes |
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545 mAttributes.clear(); |
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546 } |
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547 |
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548 void VertexShader::compile() |
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549 { |
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550 uncompile(); |
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551 |
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552 compileToHLSL(mVertexCompiler); |
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553 parseAttributes(); |
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554 parseVaryings(); |
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555 } |
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556 |
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557 int VertexShader::getSemanticIndex(const std::string &attributeName) |
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558 { |
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559 if (!attributeName.empty()) |
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560 { |
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561 int semanticIndex = 0; |
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562 for (AttributeArray::iterator attribute = mAttributes.begin(); attribute != mAttributes.end(); attribute++) |
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563 { |
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564 if (attribute->name == attributeName) |
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565 { |
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566 return semanticIndex; |
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567 } |
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568 |
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569 semanticIndex += VariableRowCount(attribute->type); |
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570 } |
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571 } |
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572 |
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573 return -1; |
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574 } |
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575 |
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576 void VertexShader::parseAttributes() |
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577 { |
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578 const char *hlsl = getHLSL(); |
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579 if (hlsl) |
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580 { |
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581 const char *input = strstr(hlsl, "// Attributes") + 14; |
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582 |
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583 while(true) |
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584 { |
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585 char attributeType[256]; |
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586 char attributeName[256]; |
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587 |
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588 int matches = sscanf(input, "static %255s _%255s", attributeType, attributeName); |
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589 |
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590 if (matches != 2) |
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591 { |
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592 break; |
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593 } |
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594 |
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595 mAttributes.push_back(Attribute(parseType(attributeType), attributeName)); |
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596 |
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597 input = strstr(input, ";") + 2; |
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598 } |
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599 } |
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600 } |
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601 |
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602 FragmentShader::FragmentShader(ResourceManager *manager, const rx::Renderer *renderer, GLuint handle) |
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603 : Shader(manager, renderer, handle) |
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604 { |
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605 } |
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606 |
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607 FragmentShader::~FragmentShader() |
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608 { |
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609 } |
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610 |
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611 GLenum FragmentShader::getType() |
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612 { |
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613 return GL_FRAGMENT_SHADER; |
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614 } |
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615 |
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616 void FragmentShader::compile() |
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617 { |
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618 uncompile(); |
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619 |
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620 compileToHLSL(mFragmentCompiler); |
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621 parseVaryings(); |
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622 mVaryings.sort(compareVarying); |
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623 } |
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624 } |