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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// cglmprogram.h
+// GLMgr programs (ARBVP/ARBfp)
+//
+//===============================================================================
+
+#ifndef CGLMPROGRAM_H
+#define CGLMPROGRAM_H
+
+#include <sys/stat.h>
+
+#pragma once
+
+// good ARB program references
+// http://petewarden.com/notes/archives/2005/05/fragment_progra_2.html
+// http://petewarden.com/notes/archives/2005/06/fragment_progra_3.html
+
+// ext links
+
+// http://www.opengl.org/registry/specs/ARB/vertex_program.txt
+// http://www.opengl.org/registry/specs/ARB/fragment_program.txt
+// http://www.opengl.org/registry/specs/EXT/gpu_program_parameters.txt
+
+
+//===============================================================================
+
+// tokens not in the SDK headers
+
+//#ifndef GL_DEPTH_STENCIL_ATTACHMENT_EXT
+// #define GL_DEPTH_STENCIL_ATTACHMENT_EXT 0x84F9
+//#endif
+
+//===============================================================================
+
+// forward declarations
+
+class GLMContext;
+class CGLMShaderPair;
+class CGLMShaderPairCache;
+
+// CGLMProgram can contain two flavors of the same program, one in assembler, one in GLSL.
+// these flavors are pretty different in terms of the API's that are used to activate them -
+// for example, assembler programs can just get bound to the context, whereas GLSL programs
+// have to be linked. To some extent we try to hide that detail inside GLM.
+
+// for now, make CGLMProgram a container, it does not set policy or hold a preference as to which
+// flavor you want to use. GLMContext has to handle that.
+
+enum EGLMProgramType
+{
+ kGLMVertexProgram,
+ kGLMFragmentProgram,
+
+ kGLMNumProgramTypes
+};
+
+enum EGLMProgramLang
+{
+ kGLMARB,
+ kGLMGLSL,
+
+ kGLMNumProgramLangs
+};
+
+struct GLMShaderDesc
+{
+ union
+ {
+ GLuint arb; // ARB program object name
+ GLhandleARB glsl; // GLSL shader object handle (void*)
+ } m_object;
+
+ // these can change if shader text is edited
+ bool m_textPresent; // is this flavor(lang) of text present in the buffer?
+ int m_textOffset; // where is it
+ int m_textLength; // how big
+
+ bool m_compiled; // has this text been through a compile attempt
+ bool m_valid; // and if so, was the compile successful
+
+ int m_slowMark; // has it been flagged during a non native draw batch before. increment every time it's slow.
+
+ int m_highWater; // vount of vec4's in the major uniform array ("vc" on vs, "pc" on ps)
+ // written by dxabstract.... gross!
+};
+
+GLenum GLMProgTypeToARBEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target
+GLenum GLMProgTypeToGLSLEnum( EGLMProgramType type ); // map vert/frag to ARB asm bind target
+
+class CGLMProgram
+{
+public:
+ friend class CGLMShaderPairCache;
+ friend class CGLMShaderPair;
+ friend class GLMContext; // only GLMContext can make CGLMProgram objects
+ friend class GLMTester;
+ friend class IDirect3D9;
+ friend class IDirect3DDevice9;
+
+ //===============================
+
+ // constructor is very light, it just makes one empty program object per flavor.
+ CGLMProgram( GLMContext *ctx, EGLMProgramType type );
+ ~CGLMProgram( );
+
+ void SetProgramText ( char *text ); // import text to GLM object - invalidate any prev compiled program
+
+ bool CompileActiveSources ( void ); // compile only the flavors that were provided.
+ bool Compile ( EGLMProgramLang lang );
+ bool CheckValidity ( EGLMProgramLang lang );
+
+ void LogSlow ( EGLMProgramLang lang ); // detailed spew when called for first time; one liner or perhaps silence after that
+
+ void GetLabelIndexCombo ( char *labelOut, int labelOutMaxChars, int *indexOut, int *comboOut );
+ void GetComboIndexNameString ( char *stringOut, int stringOutMaxChars ); // mmmmmmmm-nnnnnnnn-filename
+
+#if GLMDEBUG
+ bool PollForChanges( void ); // check mirror for changes.
+ void ReloadStringFromEditable( void ); // populate m_string from editable item (react to change)
+ bool SyncWithEditable( void );
+#endif
+
+ //===============================
+
+ // common stuff
+
+ GLMContext *m_ctx; // link back to parent context
+
+ EGLMProgramType m_type; // vertex or pixel
+
+ uint m_serial; // serial number for hashing
+
+ char *m_text; // copy of text passed into constructor. Can change if editable shaders is enabled.
+ // note - it can contain multiple flavors, so use CGLMTextSectioner to scan it and locate them
+#if GLMDEBUG
+ CGLMEditableTextItem *m_editable; // editable text item for debugging
+#endif
+
+ GLMShaderDesc m_descs[ kGLMNumProgramLangs ];
+
+ uint m_samplerMask; // (1<<n) mask of sampler active locs, if this is a fragment shader (dxabstract sets this field)
+};
+
+//===============================================================================
+
+struct GLMShaderPairInfo
+{
+ int m_status; // -1 means req'd index was out of bounds (loop stop..) 0 means not present. 1 means present/active.
+
+ char m_vsName[ 128 ];
+ int m_vsStaticIndex;
+ int m_vsDynamicIndex;
+
+ char m_psName[ 128 ];
+ int m_psStaticIndex;
+ int m_psDynamicIndex;
+};
+
+
+class CGLMShaderPair // a container for a linked GLSL shader pair, and metadata obtained post-link
+{
+
+public:
+
+ friend class CGLMProgram;
+ friend class GLMContext;
+ friend class CGLMShaderPairCache;
+
+ //===============================
+
+ // constructor just sets up a GLSL program object and leaves it empty.
+ CGLMShaderPair( GLMContext *ctx );
+ ~CGLMShaderPair( );
+
+ bool SetProgramPair ( CGLMProgram *vp, CGLMProgram *fp );
+ // true result means successful link and query
+
+ bool RefreshProgramPair ( void );
+ // re-link and re-query the uniforms
+
+ //===============================
+
+ // common stuff
+
+ GLMContext *m_ctx; // link back to parent context
+
+ CGLMProgram *m_vertexProg;
+ CGLMProgram *m_fragmentProg;
+
+ GLhandleARB m_program; // linked program object
+
+ // need meta data for attribs / samplers / params
+ // actually we only need it for samplers and params.
+ // attributes are hardwired.
+
+ // vertex stage uniforms
+ GLint m_locVertexParams; // "vc" per dx9asmtogl2 convention
+ GLint m_locVertexInteger0; // "i0"
+ GLint m_locVertexBool0; // "b0"
+ GLint m_locVertexBool1; // "b1"
+ GLint m_locVertexBool2; // "b2"
+ GLint m_locVertexBool3; // "b3"
+
+ // fragment stage uniforms
+ GLint m_locFragmentParams; // "pc" per dx9asmtogl2 convention
+ GLint m_locFragmentFakeSRGBEnable; // "flSRGBWrite" - set to 1.0 to effect sRGB encoding on output
+ float m_fakeSRGBEnableValue; // shadow to avoid redundant sets of the m_locFragmentFakeSRGBEnable uniform
+ // init it to -1.0 at link or relink, so it will trip on any legit incoming value (0.0 or 1.0)
+
+ GLint m_locSamplers[ 16 ]; // "sampler0 ... sampler1..."
+
+ // other stuff
+ bool m_valid; // true on successful link
+ bool m_samplersFixed; // set on first draw (can't write the uniforms until the program is in use, and we don't want to mess with cur program inside cglmprogram)
+ uint m_revision; // if this pair is relinked, bump this number.
+};
+
+//===============================================================================
+
+// N-row, M-way associative cache with LRU per row.
+// still needs some metric dump ability and some parameter tuning.
+// extra credit would be to make an auto-tuner.
+
+struct CGLMPairCacheEntry
+{
+ long long m_lastMark; // a mark of zero means an empty entry
+ CGLMProgram *m_vertexProg;
+ CGLMProgram *m_fragmentProg;
+ uint m_extraKeyBits;
+ CGLMShaderPair *m_pair;
+};
+
+class CGLMShaderPairCache // cache for linked GLSL shader pairs
+{
+
+public:
+
+protected:
+ friend class CGLMShaderPair;
+ friend class CGLMProgram;
+ friend class GLMContext;
+
+ //===============================
+
+ CGLMShaderPairCache( GLMContext *ctx );
+ ~CGLMShaderPairCache( );
+
+ CGLMShaderPair *SelectShaderPair ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits );
+ void QueryShaderPair ( int index, GLMShaderPairInfo *infoOut );
+
+ // shoot down linked pairs that use the program in the arg
+ // return true if any had to be skipped due to conflict with currently bound pair
+ bool PurgePairsWithShader( CGLMProgram *prog );
+
+ // purge everything (when would GLM know how to do this ? at context destroy time, but any other times?)
+ // return true if any had to be skipped due to conflict with currently bound pair
+ bool Purge ( void );
+
+ // stats
+ void DumpStats ( void );
+
+ //===============================
+
+ uint HashRowIndex ( CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits );
+ CGLMPairCacheEntry* HashRowPtr ( uint hashRowIndex );
+ void HashRowProbe ( CGLMPairCacheEntry *row, CGLMProgram *vp, CGLMProgram *fp, uint extraKeyBits, int *hitwayOut, int *emptywayOut, int *oldestwayOut );
+ //===============================
+
+ // common stuff
+
+ GLMContext *m_ctx; // link back to parent context
+
+ long long m_mark;
+
+ uint m_rowsLg2;
+ uint m_rows;
+
+ uint m_waysLg2;
+ uint m_ways;
+
+ uint m_entryCount;
+
+ CGLMPairCacheEntry *m_entries; // array[ m_rows ][ m_ways ]
+
+ uint *m_evictions; // array[ m_rows ];
+ uint *m_hits; // array[ m_rows ];
+};
+
+
+#endif \ No newline at end of file