// // Copyright 2018 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // GLES1Renderer.cpp: Implements the GLES1Renderer renderer. #include "libANGLE/GLES1Renderer.h" #include #include #include #include #include "libANGLE/Context.h" #include "libANGLE/Context.inl.h" #include "libANGLE/Program.h" #include "libANGLE/ResourceManager.h" #include "libANGLE/Shader.h" #include "libANGLE/State.h" #include "libANGLE/renderer/ContextImpl.h" namespace { #include "libANGLE/GLES1Shaders.inc" } // anonymous namespace namespace gl { GLES1Renderer::GLES1Renderer() : mRendererProgramInitialized(false) {} void GLES1Renderer::onDestroy(Context *context, State *state) { if (mRendererProgramInitialized) { (void)state->setProgram(context, 0); mShaderPrograms->deleteProgram(context, {mProgramState.program}); mShaderPrograms->release(context); mShaderPrograms = nullptr; mRendererProgramInitialized = false; } } GLES1Renderer::~GLES1Renderer() = default; angle::Result GLES1Renderer::prepareForDraw(PrimitiveMode mode, Context *context, State *glState) { ANGLE_TRY(initializeRendererProgram(context, glState)); GLES1State &gles1State = glState->gles1(); Program *programObject = getProgram(mProgramState.program); GLES1UniformBuffers &uniformBuffers = mUniformBuffers; // If anything is dirty in gles1 or the common parts of gles1/2, just redo these parts // completely for now. // Feature enables { setUniform1i(context, programObject, mProgramState.enableAlphaTestLoc, glState->getEnableFeature(GL_ALPHA_TEST)); setUniform1i(context, programObject, mProgramState.enableLightingLoc, glState->getEnableFeature(GL_LIGHTING)); setUniform1i(context, programObject, mProgramState.enableRescaleNormalLoc, glState->getEnableFeature(GL_RESCALE_NORMAL)); setUniform1i(context, programObject, mProgramState.enableNormalizeLoc, glState->getEnableFeature(GL_NORMALIZE)); setUniform1i(context, programObject, mProgramState.enableColorMaterialLoc, glState->getEnableFeature(GL_COLOR_MATERIAL)); setUniform1i(context, programObject, mProgramState.fogEnableLoc, glState->getEnableFeature(GL_FOG)); bool enableClipPlanes = false; for (int i = 0; i < kClipPlaneCount; i++) { uniformBuffers.clipPlaneEnables[i] = glState->getEnableFeature(GL_CLIP_PLANE0 + i); enableClipPlanes = enableClipPlanes || uniformBuffers.clipPlaneEnables[i]; } setUniform1i(context, programObject, mProgramState.enableClipPlanesLoc, enableClipPlanes); } // Texture unit enables and format info { std::array &tex2DEnables = uniformBuffers.tex2DEnables; std::array &texCubeEnables = uniformBuffers.texCubeEnables; std::vector tex2DFormats = {GL_RGBA, GL_RGBA, GL_RGBA, GL_RGBA}; Vec4Uniform *cropRectBuffer = uniformBuffers.texCropRects.data(); for (int i = 0; i < kTexUnitCount; i++) { // GL_OES_cube_map allows only one of TEXTURE_2D / TEXTURE_CUBE_MAP // to be enabled per unit, thankfully. From the extension text: // // -- Section 3.8.10 "Texture Application" // // Replace the beginning sentences of the first paragraph (page 138) // with: // // "Texturing is enabled or disabled using the generic Enable // and Disable commands, respectively, with the symbolic constants // TEXTURE_2D or TEXTURE_CUBE_MAP_OES to enable the two-dimensional or cube // map texturing respectively. If the cube map texture and the two- // dimensional texture are enabled, then cube map texturing is used. If // texturing is disabled, a rasterized fragment is passed on unaltered to the // next stage of the GL (although its texture coordinates may be discarded). // Otherwise, a texture value is found according to the parameter values of // the currently bound texture image of the appropriate dimensionality. texCubeEnables[i] = gles1State.isTextureTargetEnabled(i, TextureType::CubeMap); tex2DEnables[i] = !texCubeEnables[i] && (gles1State.isTextureTargetEnabled(i, TextureType::_2D)); Texture *curr2DTexture = glState->getSamplerTexture(i, TextureType::_2D); if (curr2DTexture) { tex2DFormats[i] = gl::GetUnsizedFormat( curr2DTexture->getFormat(TextureTarget::_2D, 0).info->internalFormat); const gl::Rectangle &cropRect = curr2DTexture->getCrop(); GLfloat textureWidth = static_cast(curr2DTexture->getWidth(TextureTarget::_2D, 0)); GLfloat textureHeight = static_cast(curr2DTexture->getHeight(TextureTarget::_2D, 0)); if (textureWidth > 0.0f && textureHeight > 0.0f) { cropRectBuffer[i][0] = cropRect.x / textureWidth; cropRectBuffer[i][1] = cropRect.y / textureHeight; cropRectBuffer[i][2] = cropRect.width / textureWidth; cropRectBuffer[i][3] = cropRect.height / textureHeight; } } } setUniform1iv(context, programObject, mProgramState.enableTexture2DLoc, kTexUnitCount, tex2DEnables.data()); setUniform1iv(context, programObject, mProgramState.enableTextureCubeMapLoc, kTexUnitCount, texCubeEnables.data()); setUniform1iv(context, programObject, mProgramState.textureFormatLoc, kTexUnitCount, tex2DFormats.data()); setUniform4fv(programObject, mProgramState.drawTextureNormalizedCropRectLoc, kTexUnitCount, reinterpret_cast(cropRectBuffer)); } // Client state / current vector enables if (gles1State.isDirty(GLES1State::DIRTY_GLES1_CLIENT_STATE_ENABLE) || gles1State.isDirty(GLES1State::DIRTY_GLES1_CURRENT_VECTOR)) { if (!gles1State.isClientStateEnabled(ClientVertexArrayType::Normal)) { const angle::Vector3 normal = gles1State.getCurrentNormal(); context->vertexAttrib3f(kNormalAttribIndex, normal.x(), normal.y(), normal.z()); } if (!gles1State.isClientStateEnabled(ClientVertexArrayType::Color)) { const ColorF color = gles1State.getCurrentColor(); context->vertexAttrib4f(kColorAttribIndex, color.red, color.green, color.blue, color.alpha); } if (!gles1State.isClientStateEnabled(ClientVertexArrayType::PointSize)) { GLfloat pointSize = gles1State.mPointParameters.pointSize; context->vertexAttrib1f(kPointSizeAttribIndex, pointSize); } for (int i = 0; i < kTexUnitCount; i++) { if (!gles1State.mTexCoordArrayEnabled[i]) { const TextureCoordF texcoord = gles1State.getCurrentTextureCoords(i); context->vertexAttrib4f(kTextureCoordAttribIndexBase + i, texcoord.s, texcoord.t, texcoord.r, texcoord.q); } } } // Matrices if (gles1State.isDirty(GLES1State::DIRTY_GLES1_MATRICES)) { angle::Mat4 proj = gles1State.mProjectionMatrices.back(); setUniformMatrix4fv(programObject, mProgramState.projMatrixLoc, 1, GL_FALSE, proj.data()); angle::Mat4 modelview = gles1State.mModelviewMatrices.back(); setUniformMatrix4fv(programObject, mProgramState.modelviewMatrixLoc, 1, GL_FALSE, modelview.data()); angle::Mat4 modelviewInvTr = modelview.transpose().inverse(); setUniformMatrix4fv(programObject, mProgramState.modelviewInvTrLoc, 1, GL_FALSE, modelviewInvTr.data()); Mat4Uniform *textureMatrixBuffer = uniformBuffers.textureMatrices.data(); for (int i = 0; i < kTexUnitCount; i++) { angle::Mat4 textureMatrix = gles1State.mTextureMatrices[i].back(); memcpy(textureMatrixBuffer + i, textureMatrix.data(), sizeof(Mat4Uniform)); } setUniformMatrix4fv(programObject, mProgramState.textureMatrixLoc, kTexUnitCount, GL_FALSE, reinterpret_cast(uniformBuffers.textureMatrices.data())); } if (gles1State.isDirty(GLES1State::DIRTY_GLES1_TEXTURE_ENVIRONMENT)) { for (int i = 0; i < kTexUnitCount; i++) { const auto &env = gles1State.textureEnvironment(i); uniformBuffers.texEnvModes[i] = ToGLenum(env.mode); uniformBuffers.texCombineRgbs[i] = ToGLenum(env.combineRgb); uniformBuffers.texCombineAlphas[i] = ToGLenum(env.combineAlpha); uniformBuffers.texCombineSrc0Rgbs[i] = ToGLenum(env.src0Rgb); uniformBuffers.texCombineSrc0Alphas[i] = ToGLenum(env.src0Alpha); uniformBuffers.texCombineSrc1Rgbs[i] = ToGLenum(env.src1Rgb); uniformBuffers.texCombineSrc1Alphas[i] = ToGLenum(env.src1Alpha); uniformBuffers.texCombineSrc2Rgbs[i] = ToGLenum(env.src2Rgb); uniformBuffers.texCombineSrc2Alphas[i] = ToGLenum(env.src2Alpha); uniformBuffers.texCombineOp0Rgbs[i] = ToGLenum(env.op0Rgb); uniformBuffers.texCombineOp0Alphas[i] = ToGLenum(env.op0Alpha); uniformBuffers.texCombineOp1Rgbs[i] = ToGLenum(env.op1Rgb); uniformBuffers.texCombineOp1Alphas[i] = ToGLenum(env.op1Alpha); uniformBuffers.texCombineOp2Rgbs[i] = ToGLenum(env.op2Rgb); uniformBuffers.texCombineOp2Alphas[i] = ToGLenum(env.op2Alpha); uniformBuffers.texEnvColors[i][0] = env.color.red; uniformBuffers.texEnvColors[i][1] = env.color.green; uniformBuffers.texEnvColors[i][2] = env.color.blue; uniformBuffers.texEnvColors[i][3] = env.color.alpha; uniformBuffers.texEnvRgbScales[i] = env.rgbScale; uniformBuffers.texEnvAlphaScales[i] = env.alphaScale; uniformBuffers.pointSpriteCoordReplaces[i] = env.pointSpriteCoordReplace; } setUniform1iv(context, programObject, mProgramState.textureEnvModeLoc, kTexUnitCount, uniformBuffers.texEnvModes.data()); setUniform1iv(context, programObject, mProgramState.combineRgbLoc, kTexUnitCount, uniformBuffers.texCombineRgbs.data()); setUniform1iv(context, programObject, mProgramState.combineAlphaLoc, kTexUnitCount, uniformBuffers.texCombineAlphas.data()); setUniform1iv(context, programObject, mProgramState.src0rgbLoc, kTexUnitCount, uniformBuffers.texCombineSrc0Rgbs.data()); setUniform1iv(context, programObject, mProgramState.src0alphaLoc, kTexUnitCount, uniformBuffers.texCombineSrc0Alphas.data()); setUniform1iv(context, programObject, mProgramState.src1rgbLoc, kTexUnitCount, uniformBuffers.texCombineSrc1Rgbs.data()); setUniform1iv(context, programObject, mProgramState.src1alphaLoc, kTexUnitCount, uniformBuffers.texCombineSrc1Alphas.data()); setUniform1iv(context, programObject, mProgramState.src2rgbLoc, kTexUnitCount, uniformBuffers.texCombineSrc2Rgbs.data()); setUniform1iv(context, programObject, mProgramState.src2alphaLoc, kTexUnitCount, uniformBuffers.texCombineSrc2Alphas.data()); setUniform1iv(context, programObject, mProgramState.op0rgbLoc, kTexUnitCount, uniformBuffers.texCombineOp0Rgbs.data()); setUniform1iv(context, programObject, mProgramState.op0alphaLoc, kTexUnitCount, uniformBuffers.texCombineOp0Alphas.data()); setUniform1iv(context, programObject, mProgramState.op1rgbLoc, kTexUnitCount, uniformBuffers.texCombineOp1Rgbs.data()); setUniform1iv(context, programObject, mProgramState.op1alphaLoc, kTexUnitCount, uniformBuffers.texCombineOp1Alphas.data()); setUniform1iv(context, programObject, mProgramState.op2rgbLoc, kTexUnitCount, uniformBuffers.texCombineOp2Rgbs.data()); setUniform1iv(context, programObject, mProgramState.op2alphaLoc, kTexUnitCount, uniformBuffers.texCombineOp2Alphas.data()); setUniform4fv(programObject, mProgramState.textureEnvColorLoc, kTexUnitCount, reinterpret_cast(uniformBuffers.texEnvColors.data())); setUniform1fv(programObject, mProgramState.rgbScaleLoc, kTexUnitCount, uniformBuffers.texEnvRgbScales.data()); setUniform1fv(programObject, mProgramState.alphaScaleLoc, kTexUnitCount, uniformBuffers.texEnvAlphaScales.data()); setUniform1iv(context, programObject, mProgramState.pointSpriteCoordReplaceLoc, kTexUnitCount, uniformBuffers.pointSpriteCoordReplaces.data()); } // Alpha test if (gles1State.isDirty(GLES1State::DIRTY_GLES1_ALPHA_TEST)) { setUniform1i(context, programObject, mProgramState.alphaFuncLoc, ToGLenum(gles1State.mAlphaTestFunc)); setUniform1f(programObject, mProgramState.alphaTestRefLoc, gles1State.mAlphaTestRef); } // Shading, materials, and lighting if (gles1State.isDirty(GLES1State::DIRTY_GLES1_SHADE_MODEL)) { setUniform1i(context, programObject, mProgramState.shadeModelFlatLoc, gles1State.mShadeModel == ShadingModel::Flat); } if (gles1State.isDirty(GLES1State::DIRTY_GLES1_MATERIAL)) { const auto &material = gles1State.mMaterial; setUniform4fv(programObject, mProgramState.materialAmbientLoc, 1, material.ambient.data()); setUniform4fv(programObject, mProgramState.materialDiffuseLoc, 1, material.diffuse.data()); setUniform4fv(programObject, mProgramState.materialSpecularLoc, 1, material.specular.data()); setUniform4fv(programObject, mProgramState.materialEmissiveLoc, 1, material.emissive.data()); setUniform1f(programObject, mProgramState.materialSpecularExponentLoc, material.specularExponent); } if (gles1State.isDirty(GLES1State::DIRTY_GLES1_LIGHTS)) { const auto &lightModel = gles1State.mLightModel; setUniform4fv(programObject, mProgramState.lightModelSceneAmbientLoc, 1, lightModel.color.data()); // TODO (lfy@google.com): Implement two-sided lighting model // gl->uniform1i(mProgramState.lightModelTwoSidedLoc, lightModel.twoSided); for (int i = 0; i < kLightCount; i++) { const auto &light = gles1State.mLights[i]; uniformBuffers.lightEnables[i] = light.enabled; memcpy(uniformBuffers.lightAmbients.data() + i, light.ambient.data(), sizeof(Vec4Uniform)); memcpy(uniformBuffers.lightDiffuses.data() + i, light.diffuse.data(), sizeof(Vec4Uniform)); memcpy(uniformBuffers.lightSpeculars.data() + i, light.specular.data(), sizeof(Vec4Uniform)); memcpy(uniformBuffers.lightPositions.data() + i, light.position.data(), sizeof(Vec4Uniform)); memcpy(uniformBuffers.lightDirections.data() + i, light.direction.data(), sizeof(Vec3Uniform)); uniformBuffers.spotlightExponents[i] = light.spotlightExponent; uniformBuffers.spotlightCutoffAngles[i] = light.spotlightCutoffAngle; uniformBuffers.attenuationConsts[i] = light.attenuationConst; uniformBuffers.attenuationLinears[i] = light.attenuationLinear; uniformBuffers.attenuationQuadratics[i] = light.attenuationQuadratic; } setUniform1iv(context, programObject, mProgramState.lightEnablesLoc, kLightCount, uniformBuffers.lightEnables.data()); setUniform4fv(programObject, mProgramState.lightAmbientsLoc, kLightCount, reinterpret_cast(uniformBuffers.lightAmbients.data())); setUniform4fv(programObject, mProgramState.lightDiffusesLoc, kLightCount, reinterpret_cast(uniformBuffers.lightDiffuses.data())); setUniform4fv(programObject, mProgramState.lightSpecularsLoc, kLightCount, reinterpret_cast(uniformBuffers.lightSpeculars.data())); setUniform4fv(programObject, mProgramState.lightPositionsLoc, kLightCount, reinterpret_cast(uniformBuffers.lightPositions.data())); setUniform3fv(programObject, mProgramState.lightDirectionsLoc, kLightCount, reinterpret_cast(uniformBuffers.lightDirections.data())); setUniform1fv(programObject, mProgramState.lightSpotlightExponentsLoc, kLightCount, reinterpret_cast(uniformBuffers.spotlightExponents.data())); setUniform1fv(programObject, mProgramState.lightSpotlightCutoffAnglesLoc, kLightCount, reinterpret_cast(uniformBuffers.spotlightCutoffAngles.data())); setUniform1fv(programObject, mProgramState.lightAttenuationConstsLoc, kLightCount, reinterpret_cast(uniformBuffers.attenuationConsts.data())); setUniform1fv(programObject, mProgramState.lightAttenuationLinearsLoc, kLightCount, reinterpret_cast(uniformBuffers.attenuationLinears.data())); setUniform1fv(programObject, mProgramState.lightAttenuationQuadraticsLoc, kLightCount, reinterpret_cast(uniformBuffers.attenuationQuadratics.data())); } if (gles1State.isDirty(GLES1State::DIRTY_GLES1_FOG)) { const FogParameters &fog = gles1State.fogParameters(); setUniform1i(context, programObject, mProgramState.fogModeLoc, ToGLenum(fog.mode)); setUniform1f(programObject, mProgramState.fogDensityLoc, fog.density); setUniform1f(programObject, mProgramState.fogStartLoc, fog.start); setUniform1f(programObject, mProgramState.fogEndLoc, fog.end); setUniform4fv(programObject, mProgramState.fogColorLoc, 1, fog.color.data()); } // Clip planes if (gles1State.isDirty(GLES1State::DIRTY_GLES1_CLIP_PLANES)) { bool enableClipPlanes = false; for (int i = 0; i < kClipPlaneCount; i++) { uniformBuffers.clipPlaneEnables[i] = glState->getEnableFeature(GL_CLIP_PLANE0 + i); enableClipPlanes = enableClipPlanes || uniformBuffers.clipPlaneEnables[i]; gles1State.getClipPlane( i, reinterpret_cast(uniformBuffers.clipPlanes.data() + i)); } setUniform1i(context, programObject, mProgramState.enableClipPlanesLoc, enableClipPlanes); setUniform1iv(context, programObject, mProgramState.clipPlaneEnablesLoc, kClipPlaneCount, uniformBuffers.clipPlaneEnables.data()); setUniform4fv(programObject, mProgramState.clipPlanesLoc, kClipPlaneCount, reinterpret_cast(uniformBuffers.clipPlanes.data())); } // Point rasterization { const PointParameters &pointParams = gles1State.mPointParameters; setUniform1i(context, programObject, mProgramState.pointRasterizationLoc, mode == PrimitiveMode::Points); setUniform1i(context, programObject, mProgramState.pointSpriteEnabledLoc, glState->getEnableFeature(GL_POINT_SPRITE_OES)); setUniform1f(programObject, mProgramState.pointSizeMinLoc, pointParams.pointSizeMin); setUniform1f(programObject, mProgramState.pointSizeMaxLoc, pointParams.pointSizeMax); setUniform3fv(programObject, mProgramState.pointDistanceAttenuationLoc, 1, pointParams.pointDistanceAttenuation.data()); } // Draw texture { setUniform1i(context, programObject, mProgramState.enableDrawTextureLoc, mDrawTextureEnabled ? 1 : 0); setUniform4fv(programObject, mProgramState.drawTextureCoordsLoc, 1, mDrawTextureCoords); setUniform2fv(programObject, mProgramState.drawTextureDimsLoc, 1, mDrawTextureDims); } gles1State.clearDirty(); // None of those are changes in sampler, so there is no need to set the GL_PROGRAM dirty. // Otherwise, put the dirtying here. return angle::Result::Continue; } // static int GLES1Renderer::VertexArrayIndex(ClientVertexArrayType type, const GLES1State &gles1) { switch (type) { case ClientVertexArrayType::Vertex: return kVertexAttribIndex; case ClientVertexArrayType::Normal: return kNormalAttribIndex; case ClientVertexArrayType::Color: return kColorAttribIndex; case ClientVertexArrayType::PointSize: return kPointSizeAttribIndex; case ClientVertexArrayType::TextureCoord: return kTextureCoordAttribIndexBase + gles1.getClientTextureUnit(); default: UNREACHABLE(); return 0; } } // static ClientVertexArrayType GLES1Renderer::VertexArrayType(int attribIndex) { switch (attribIndex) { case kVertexAttribIndex: return ClientVertexArrayType::Vertex; case kNormalAttribIndex: return ClientVertexArrayType::Normal; case kColorAttribIndex: return ClientVertexArrayType::Color; case kPointSizeAttribIndex: return ClientVertexArrayType::PointSize; default: if (attribIndex < kTextureCoordAttribIndexBase + kTexUnitCount) { return ClientVertexArrayType::TextureCoord; } UNREACHABLE(); return ClientVertexArrayType::InvalidEnum; } } // static int GLES1Renderer::TexCoordArrayIndex(unsigned int unit) { return kTextureCoordAttribIndexBase + unit; } void GLES1Renderer::drawTexture(Context *context, State *glState, float x, float y, float z, float width, float height) { // get viewport const gl::Rectangle &viewport = glState->getViewport(); // Translate from viewport to NDC for feeding the shader. // Recenter, rescale. (e.g., [0, 0, 1080, 1920] -> [-1, -1, 1, 1]) float xNdc = scaleScreenCoordinateToNdc(x, static_cast(viewport.width)); float yNdc = scaleScreenCoordinateToNdc(y, static_cast(viewport.height)); float wNdc = scaleScreenDimensionToNdc(width, static_cast(viewport.width)); float hNdc = scaleScreenDimensionToNdc(height, static_cast(viewport.height)); float zNdc = 2.0f * clamp(z, 0.0f, 1.0f) - 1.0f; mDrawTextureCoords[0] = xNdc; mDrawTextureCoords[1] = yNdc; mDrawTextureCoords[2] = zNdc; mDrawTextureDims[0] = wNdc; mDrawTextureDims[1] = hNdc; mDrawTextureEnabled = true; AttributesMask prevAttributesMask = glState->gles1().getVertexArraysAttributeMask(); setAttributesEnabled(context, glState, AttributesMask()); glState->gles1().setAllDirty(); context->drawArrays(PrimitiveMode::Triangles, 0, 6); setAttributesEnabled(context, glState, prevAttributesMask); mDrawTextureEnabled = false; } Shader *GLES1Renderer::getShader(ShaderProgramID handle) const { return mShaderPrograms->getShader(handle); } Program *GLES1Renderer::getProgram(ShaderProgramID handle) const { return mShaderPrograms->getProgram(handle); } angle::Result GLES1Renderer::compileShader(Context *context, ShaderType shaderType, const char *src, ShaderProgramID *shaderOut) { rx::ContextImpl *implementation = context->getImplementation(); const Limitations &limitations = implementation->getNativeLimitations(); ShaderProgramID shader = mShaderPrograms->createShader(implementation, limitations, shaderType); Shader *shaderObject = getShader(shader); ANGLE_CHECK(context, shaderObject, "Missing shader object", GL_INVALID_OPERATION); shaderObject->setSource(1, &src, nullptr); shaderObject->compile(context); *shaderOut = shader; if (!shaderObject->isCompiled()) { GLint infoLogLength = shaderObject->getInfoLogLength(); std::vector infoLog(infoLogLength, 0); shaderObject->getInfoLog(infoLogLength - 1, nullptr, infoLog.data()); ERR() << "Internal GLES 1 shader compile failed. Info log: " << infoLog.data(); ANGLE_CHECK(context, false, "GLES1Renderer shader compile failed.", GL_INVALID_OPERATION); return angle::Result::Stop; } return angle::Result::Continue; } angle::Result GLES1Renderer::linkProgram(Context *context, State *glState, ShaderProgramID vertexShader, ShaderProgramID fragmentShader, const angle::HashMap &attribLocs, ShaderProgramID *programOut) { ShaderProgramID program = mShaderPrograms->createProgram(context->getImplementation()); Program *programObject = getProgram(program); ANGLE_CHECK(context, programObject, "Missing program object", GL_INVALID_OPERATION); *programOut = program; programObject->attachShader(getShader(vertexShader)); programObject->attachShader(getShader(fragmentShader)); for (auto it : attribLocs) { GLint index = it.first; const std::string &name = it.second; programObject->bindAttributeLocation(index, name.c_str()); } ANGLE_TRY(programObject->link(context)); programObject->resolveLink(context); ANGLE_TRY(glState->onProgramExecutableChange(context, programObject)); if (!programObject->isLinked()) { GLint infoLogLength = programObject->getExecutable().getInfoLogLength(); std::vector infoLog(infoLogLength, 0); programObject->getExecutable().getInfoLog(infoLogLength - 1, nullptr, infoLog.data()); ERR() << "Internal GLES 1 shader link failed. Info log: " << infoLog.data(); ANGLE_CHECK(context, false, "GLES1Renderer program link failed.", GL_INVALID_OPERATION); return angle::Result::Stop; } programObject->detachShader(context, getShader(vertexShader)); programObject->detachShader(context, getShader(fragmentShader)); return angle::Result::Continue; } angle::Result GLES1Renderer::initializeRendererProgram(Context *context, State *glState) { if (mRendererProgramInitialized) { return angle::Result::Continue; } mShaderPrograms = new ShaderProgramManager(); ShaderProgramID vertexShader; ShaderProgramID fragmentShader; ANGLE_TRY(compileShader(context, ShaderType::Vertex, kGLES1DrawVShader, &vertexShader)); std::stringstream fragmentStream; fragmentStream << kGLES1DrawFShaderHeader; fragmentStream << kGLES1DrawFShaderUniformDefs; fragmentStream << kGLES1DrawFShaderFunctions; fragmentStream << kGLES1DrawFShaderMultitexturing; fragmentStream << kGLES1DrawFShaderMain; ANGLE_TRY(compileShader(context, ShaderType::Fragment, fragmentStream.str().c_str(), &fragmentShader)); angle::HashMap attribLocs; attribLocs[(GLint)kVertexAttribIndex] = "pos"; attribLocs[(GLint)kNormalAttribIndex] = "normal"; attribLocs[(GLint)kColorAttribIndex] = "color"; attribLocs[(GLint)kPointSizeAttribIndex] = "pointsize"; for (int i = 0; i < kTexUnitCount; i++) { std::stringstream ss; ss << "texcoord" << i; attribLocs[kTextureCoordAttribIndexBase + i] = ss.str(); } ANGLE_TRY(linkProgram(context, glState, vertexShader, fragmentShader, attribLocs, &mProgramState.program)); mShaderPrograms->deleteShader(context, vertexShader); mShaderPrograms->deleteShader(context, fragmentShader); Program *programObject = getProgram(mProgramState.program); mProgramState.projMatrixLoc = programObject->getUniformLocation("projection"); mProgramState.modelviewMatrixLoc = programObject->getUniformLocation("modelview"); mProgramState.textureMatrixLoc = programObject->getUniformLocation("texture_matrix"); mProgramState.modelviewInvTrLoc = programObject->getUniformLocation("modelview_invtr"); for (int i = 0; i < kTexUnitCount; i++) { std::stringstream ss2d; std::stringstream sscube; ss2d << "tex_sampler" << i; sscube << "tex_cube_sampler" << i; mProgramState.tex2DSamplerLocs[i] = programObject->getUniformLocation(ss2d.str().c_str()); mProgramState.texCubeSamplerLocs[i] = programObject->getUniformLocation(sscube.str().c_str()); } mProgramState.enableTexture2DLoc = programObject->getUniformLocation("enable_texture_2d"); mProgramState.enableTextureCubeMapLoc = programObject->getUniformLocation("enable_texture_cube_map"); mProgramState.textureFormatLoc = programObject->getUniformLocation("texture_format"); mProgramState.textureEnvModeLoc = programObject->getUniformLocation("texture_env_mode"); mProgramState.combineRgbLoc = programObject->getUniformLocation("combine_rgb"); mProgramState.combineAlphaLoc = programObject->getUniformLocation("combine_alpha"); mProgramState.src0rgbLoc = programObject->getUniformLocation("src0_rgb"); mProgramState.src0alphaLoc = programObject->getUniformLocation("src0_alpha"); mProgramState.src1rgbLoc = programObject->getUniformLocation("src1_rgb"); mProgramState.src1alphaLoc = programObject->getUniformLocation("src1_alpha"); mProgramState.src2rgbLoc = programObject->getUniformLocation("src2_rgb"); mProgramState.src2alphaLoc = programObject->getUniformLocation("src2_alpha"); mProgramState.op0rgbLoc = programObject->getUniformLocation("op0_rgb"); mProgramState.op0alphaLoc = programObject->getUniformLocation("op0_alpha"); mProgramState.op1rgbLoc = programObject->getUniformLocation("op1_rgb"); mProgramState.op1alphaLoc = programObject->getUniformLocation("op1_alpha"); mProgramState.op2rgbLoc = programObject->getUniformLocation("op2_rgb"); mProgramState.op2alphaLoc = programObject->getUniformLocation("op2_alpha"); mProgramState.textureEnvColorLoc = programObject->getUniformLocation("texture_env_color"); mProgramState.rgbScaleLoc = programObject->getUniformLocation("texture_env_rgb_scale"); mProgramState.alphaScaleLoc = programObject->getUniformLocation("texture_env_alpha_scale"); mProgramState.pointSpriteCoordReplaceLoc = programObject->getUniformLocation("point_sprite_coord_replace"); mProgramState.enableAlphaTestLoc = programObject->getUniformLocation("enable_alpha_test"); mProgramState.alphaFuncLoc = programObject->getUniformLocation("alpha_func"); mProgramState.alphaTestRefLoc = programObject->getUniformLocation("alpha_test_ref"); mProgramState.shadeModelFlatLoc = programObject->getUniformLocation("shade_model_flat"); mProgramState.enableLightingLoc = programObject->getUniformLocation("enable_lighting"); mProgramState.enableRescaleNormalLoc = programObject->getUniformLocation("enable_rescale_normal"); mProgramState.enableNormalizeLoc = programObject->getUniformLocation("enable_normalize"); mProgramState.enableColorMaterialLoc = programObject->getUniformLocation("enable_color_material"); mProgramState.materialAmbientLoc = programObject->getUniformLocation("material_ambient"); mProgramState.materialDiffuseLoc = programObject->getUniformLocation("material_diffuse"); mProgramState.materialSpecularLoc = programObject->getUniformLocation("material_specular"); mProgramState.materialEmissiveLoc = programObject->getUniformLocation("material_emissive"); mProgramState.materialSpecularExponentLoc = programObject->getUniformLocation("material_specular_exponent"); mProgramState.lightModelSceneAmbientLoc = programObject->getUniformLocation("light_model_scene_ambient"); mProgramState.lightModelTwoSidedLoc = programObject->getUniformLocation("light_model_two_sided"); mProgramState.lightEnablesLoc = programObject->getUniformLocation("light_enables"); mProgramState.lightAmbientsLoc = programObject->getUniformLocation("light_ambients"); mProgramState.lightDiffusesLoc = programObject->getUniformLocation("light_diffuses"); mProgramState.lightSpecularsLoc = programObject->getUniformLocation("light_speculars"); mProgramState.lightPositionsLoc = programObject->getUniformLocation("light_positions"); mProgramState.lightDirectionsLoc = programObject->getUniformLocation("light_directions"); mProgramState.lightSpotlightExponentsLoc = programObject->getUniformLocation("light_spotlight_exponents"); mProgramState.lightSpotlightCutoffAnglesLoc = programObject->getUniformLocation("light_spotlight_cutoff_angles"); mProgramState.lightAttenuationConstsLoc = programObject->getUniformLocation("light_attenuation_consts"); mProgramState.lightAttenuationLinearsLoc = programObject->getUniformLocation("light_attenuation_linears"); mProgramState.lightAttenuationQuadraticsLoc = programObject->getUniformLocation("light_attenuation_quadratics"); mProgramState.fogEnableLoc = programObject->getUniformLocation("enable_fog"); mProgramState.fogModeLoc = programObject->getUniformLocation("fog_mode"); mProgramState.fogDensityLoc = programObject->getUniformLocation("fog_density"); mProgramState.fogStartLoc = programObject->getUniformLocation("fog_start"); mProgramState.fogEndLoc = programObject->getUniformLocation("fog_end"); mProgramState.fogColorLoc = programObject->getUniformLocation("fog_color"); mProgramState.enableClipPlanesLoc = programObject->getUniformLocation("enable_clip_planes"); mProgramState.clipPlaneEnablesLoc = programObject->getUniformLocation("clip_plane_enables"); mProgramState.clipPlanesLoc = programObject->getUniformLocation("clip_planes"); mProgramState.pointRasterizationLoc = programObject->getUniformLocation("point_rasterization"); mProgramState.pointSizeMinLoc = programObject->getUniformLocation("point_size_min"); mProgramState.pointSizeMaxLoc = programObject->getUniformLocation("point_size_max"); mProgramState.pointDistanceAttenuationLoc = programObject->getUniformLocation("point_distance_attenuation"); mProgramState.pointSpriteEnabledLoc = programObject->getUniformLocation("point_sprite_enabled"); mProgramState.enableDrawTextureLoc = programObject->getUniformLocation("enable_draw_texture"); mProgramState.drawTextureCoordsLoc = programObject->getUniformLocation("draw_texture_coords"); mProgramState.drawTextureDimsLoc = programObject->getUniformLocation("draw_texture_dims"); mProgramState.drawTextureNormalizedCropRectLoc = programObject->getUniformLocation("draw_texture_normalized_crop_rect"); ANGLE_TRY(glState->setProgram(context, programObject)); for (int i = 0; i < kTexUnitCount; i++) { setUniform1i(context, programObject, mProgramState.tex2DSamplerLocs[i], i); setUniform1i(context, programObject, mProgramState.texCubeSamplerLocs[i], i + kTexUnitCount); } glState->setObjectDirty(GL_PROGRAM); mRendererProgramInitialized = true; return angle::Result::Continue; } void GLES1Renderer::setUniform1i(Context *context, Program *programObject, UniformLocation location, GLint value) { if (location.value == -1) return; programObject->setUniform1iv(context, location, 1, &value); } void GLES1Renderer::setUniform1iv(Context *context, Program *programObject, UniformLocation location, GLint count, const GLint *value) { if (location.value == -1) return; programObject->setUniform1iv(context, location, count, value); } void GLES1Renderer::setUniformMatrix4fv(Program *programObject, UniformLocation location, GLint count, GLboolean transpose, const GLfloat *value) { if (location.value == -1) return; programObject->setUniformMatrix4fv(location, count, transpose, value); } void GLES1Renderer::setUniform4fv(Program *programObject, UniformLocation location, GLint count, const GLfloat *value) { if (location.value == -1) return; programObject->setUniform4fv(location, count, value); } void GLES1Renderer::setUniform3fv(Program *programObject, UniformLocation location, GLint count, const GLfloat *value) { if (location.value == -1) return; programObject->setUniform3fv(location, count, value); } void GLES1Renderer::setUniform2fv(Program *programObject, UniformLocation location, GLint count, const GLfloat *value) { if (location.value == -1) return; programObject->setUniform2fv(location, count, value); } void GLES1Renderer::setUniform1f(Program *programObject, UniformLocation location, GLfloat value) { if (location.value == -1) return; programObject->setUniform1fv(location, 1, &value); } void GLES1Renderer::setUniform1fv(Program *programObject, UniformLocation location, GLint count, const GLfloat *value) { if (location.value == -1) return; programObject->setUniform1fv(location, count, value); } void GLES1Renderer::setAttributesEnabled(Context *context, State *glState, AttributesMask mask) { GLES1State &gles1 = glState->gles1(); ClientVertexArrayType nonTexcoordArrays[] = { ClientVertexArrayType::Vertex, ClientVertexArrayType::Normal, ClientVertexArrayType::Color, ClientVertexArrayType::PointSize, }; for (const ClientVertexArrayType attrib : nonTexcoordArrays) { int index = VertexArrayIndex(attrib, glState->gles1()); if (mask.test(index)) { gles1.setClientStateEnabled(attrib, true); context->enableVertexAttribArray(index); } else { gles1.setClientStateEnabled(attrib, false); context->disableVertexAttribArray(index); } } for (unsigned int i = 0; i < kTexUnitCount; i++) { int index = TexCoordArrayIndex(i); if (mask.test(index)) { gles1.setTexCoordArrayEnabled(i, true); context->enableVertexAttribArray(index); } else { gles1.setTexCoordArrayEnabled(i, false); context->disableVertexAttribArray(index); } } } } // namespace gl