/* * Copyright (c) 2009 Sun Microsystems, Inc. All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistribution of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * - Redistribution in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any kind. ALL * EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND WARRANTIES, * INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, FITNESS FOR A * PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY EXCLUDED. SUN * MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL NOT BE LIABLE FOR * ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF USING, MODIFYING OR * DISTRIBUTING THIS SOFTWARE OR ITS DERIVATIVES. IN NO EVENT WILL SUN OR * ITS LICENSORS BE LIABLE FOR ANY LOST REVENUE, PROFIT OR DATA, OR FOR * DIRECT, INDIRECT, SPECIAL, CONSEQUENTIAL, INCIDENTAL OR PUNITIVE * DAMAGES, HOWEVER CAUSED AND REGARDLESS OF THE THEORY OF LIABILITY, * ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF * SUN HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. * */ package com.sun.opengl.util.glsl; import java.io.PrintStream; import java.nio.*; import java.util.*; import javax.media.opengl.*; public class ShaderUtil { static abstract class Impl { public abstract String getShaderInfoLog(GL gl, int shaderObj); public abstract String getProgramInfoLog(GL gl, int programObj); public abstract boolean isShaderStatusValid(GL gl, int shaderObj, int name); public abstract boolean isShaderStatusValid(GL gl, int shaderObj, int name, PrintStream verboseOut); public abstract boolean isShaderStatusValid(GL gl, IntBuffer shaders, int name); public abstract boolean isShaderStatusValid(GL gl, IntBuffer shaders, int name, PrintStream verboseOut); public abstract boolean isProgramStatusValid(GL gl, int programObj, int name); public abstract boolean isProgramValid(GL gl, int programObj); public abstract boolean isProgramValid(GL gl, int programObj, PrintStream verboseOut); public abstract void createShader(GL gl, int type, IntBuffer shaders); public abstract Set getShaderBinaryFormats(GL gl); public abstract boolean isShaderCompilerAvailable(GL gl); public abstract void shaderSource(GL gl, int shader, java.lang.String[] source); public abstract void shaderSource(GL gl, IntBuffer shaders, java.lang.String[][] sources); public abstract void shaderBinary(GL gl, IntBuffer shaders, int binFormat, java.nio.Buffer bin); public abstract void compileShader(GL gl, IntBuffer shaders); public abstract void attachShader(GL gl, int program, IntBuffer shaders); public abstract void detachShader(GL gl, int program, IntBuffer shaders); public abstract void deleteShader(GL gl, IntBuffer shaders); } static class GL2ES2Impl extends Impl { public String getShaderInfoLog(GL _gl, int shaderObj) { GL2ES2 gl = _gl.getGL2ES2(); int[] infoLogLength=new int[1]; gl.glGetShaderiv(shaderObj, gl.GL_INFO_LOG_LENGTH, infoLogLength, 0); if(infoLogLength[0]==0) { return "(no info log)"; } int[] charsWritten=new int[1]; byte[] infoLogBytes = new byte[infoLogLength[0]]; gl.glGetShaderInfoLog(shaderObj, infoLogLength[0], charsWritten, 0, infoLogBytes, 0); return new String(infoLogBytes, 0, charsWritten[0]); } public String getProgramInfoLog(GL _gl, int programObj) { GL2ES2 gl = _gl.getGL2ES2(); int[] infoLogLength=new int[1]; gl.glGetProgramiv(programObj, gl.GL_INFO_LOG_LENGTH, infoLogLength, 0); if(infoLogLength[0]==0) { return "(no info log)"; } int[] charsWritten=new int[1]; byte[] infoLogBytes = new byte[infoLogLength[0]]; gl.glGetProgramInfoLog(programObj, infoLogLength[0], charsWritten, 0, infoLogBytes, 0); return new String(infoLogBytes, 0, charsWritten[0]); } public boolean isShaderStatusValid(GL _gl, int shaderObj, int name) { return isShaderStatusValid(_gl, shaderObj, name, null); } public boolean isShaderStatusValid(GL _gl, int shaderObj, int name, PrintStream verboseOut) { GL2ES2 gl = _gl.getGL2ES2(); int[] ires = new int[1]; gl.glGetShaderiv(shaderObj, name, ires, 0); boolean res = ires[0]==1; if(!res && null!=verboseOut) { verboseOut.println("Shader status invalid: "+ getShaderInfoLog(gl, shaderObj)); } return res; } public boolean isShaderStatusValid(GL _gl, IntBuffer shaders, int name) { return isShaderStatusValid(_gl, shaders, name, null); } public boolean isShaderStatusValid(GL _gl, IntBuffer shaders, int name, PrintStream verboseOut) { boolean res = true; for (int i = shaders.position(); i < shaders.limit(); i++) { res = isShaderStatusValid(_gl, shaders.get(i), name, verboseOut) && res; } return res; } public boolean isProgramStatusValid(GL _gl, int programObj, int name) { GL2ES2 gl = _gl.getGL2ES2(); int[] ires = new int[1]; gl.glGetProgramiv(programObj, name, ires, 0); return ires[0]==1; } public boolean isProgramValid(GL _gl, int programObj) { return isProgramValid(_gl, programObj, null); } public boolean isProgramValid(GL _gl, int programObj, PrintStream verboseOut) { GL2ES2 gl = _gl.getGL2ES2(); int[] ires = new int[1]; if(!gl.glIsProgram(programObj)) { if(null!=verboseOut) { verboseOut.println("Program name invalid: "+programObj); } return false; } if(!isProgramStatusValid(gl, programObj, gl.GL_LINK_STATUS)) { if(null!=verboseOut) { verboseOut.println("Program link failed: "+programObj+"\n\t"+ getProgramInfoLog(gl, programObj)); } return false; } if ( !gl.isGLES2() || isShaderCompilerAvailable(gl) ) { // failed on APX2500 (ES2.0, no compiler) for valid programs gl.glValidateProgram(programObj); if(!isProgramStatusValid(gl, programObj, gl.GL_VALIDATE_STATUS)) { if(null!=verboseOut) { verboseOut.println("Program validation failed: "+programObj+"\n\t"+ getProgramInfoLog(gl, programObj)); } return false; } } return true; } public void createShader(GL _gl, int type, IntBuffer shaders) { GL2ES2 gl = _gl.getGL2ES2(); for (int i = shaders.position(); i < shaders.limit(); i++) { shaders.put(i, gl.glCreateShader(type)); } } private Boolean shaderCompilerAvailable = null; private Set shaderBinaryFormats = null; public Set getShaderBinaryFormats(GL _gl) { GL2ES2 gl = _gl.getGL2ES2(); if(null==shaderBinaryFormats) { if(gl.getContext()!=GLContext.getCurrent()) { return new HashSet(0); // bail out } int[] param = new int[1]; shaderBinaryFormats = new HashSet(); if (gl.isGLES2()) { gl.glGetIntegerv(GL2ES2.GL_NUM_SHADER_BINARY_FORMATS, param, 0); int numFormats = param[0]; if(numFormats>0) { int[] formats = new int[numFormats]; gl.glGetIntegerv(GL2ES2.GL_SHADER_BINARY_FORMATS, formats, 0); for(int i=0; i=binLength) { throw new GLException("Empty shader binary (remaining == 0)"); } gl.glShaderBinary(shaderNum, shaders, binFormat, bin, binLength); } public void compileShader(GL _gl, IntBuffer shaders) { GL2ES2 gl = _gl.getGL2ES2(); for (int i = shaders.position(); i < shaders.limit(); i++) { gl.glCompileShader(shaders.get(i)); } } public void attachShader(GL _gl, int program, IntBuffer shaders) { GL2ES2 gl = _gl.getGL2ES2(); for (int i = shaders.position(); i < shaders.limit(); i++) { gl.glAttachShader(program, shaders.get(i)); } } public void detachShader(GL _gl, int program, IntBuffer shaders) { GL2ES2 gl = _gl.getGL2ES2(); for (int i = shaders.position(); i < shaders.limit(); i++) { gl.glDetachShader(program, shaders.get(i)); } } public void deleteShader(GL _gl, IntBuffer shaders) { GL2ES2 gl = _gl.getGL2ES2(); for (int i = shaders.position(); i < shaders.limit(); i++) { gl.glDeleteShader(shaders.get(i)); } } } public static String getShaderInfoLog(GL gl, int shaderObj) { return getImpl(gl).getShaderInfoLog(gl, shaderObj); } public static String getProgramInfoLog(GL gl, int programObj) { return getImpl(gl).getProgramInfoLog(gl, programObj); } public static boolean isShaderStatusValid(GL gl, int shaderObj, int name) { return getImpl(gl).isShaderStatusValid(gl, shaderObj, name); } public static boolean isShaderStatusValid(GL gl, int shaderObj, int name, PrintStream verboseOut) { return getImpl(gl).isShaderStatusValid(gl, shaderObj, name, verboseOut); } public static boolean isShaderStatusValid(GL gl, IntBuffer shaders, int name) { return getImpl(gl).isShaderStatusValid(gl, shaders, name); } public static boolean isShaderStatusValid(GL gl, IntBuffer shaders, int name, PrintStream verboseOut) { return getImpl(gl).isShaderStatusValid(gl, shaders, name, verboseOut); } public static boolean isProgramStatusValid(GL gl, int programObj, int name) { return getImpl(gl).isProgramStatusValid(gl, programObj, name); } public static boolean isProgramValid(GL gl, int programObj) { return getImpl(gl).isProgramValid(gl, programObj); } public static boolean isProgramValid(GL gl, int programObj, PrintStream verboseOut) { return getImpl(gl).isProgramValid(gl, programObj, verboseOut); } public static void createShader(GL gl, int type, IntBuffer shaders) { getImpl(gl).createShader(gl, type, shaders); } public static Set getShaderBinaryFormats(GL gl) { return getImpl(gl).getShaderBinaryFormats(gl); } public static boolean isShaderCompilerAvailable(GL gl) { return getImpl(gl).isShaderCompilerAvailable(gl); } public static void shaderSource(GL gl, int shader, java.lang.String[] source) { getImpl(gl).shaderSource(gl, shader, source); } public static void shaderSource(GL gl, IntBuffer shaders, java.lang.String[][] sources) { getImpl(gl).shaderSource(gl, shaders, sources); } public static void shaderBinary(GL gl, IntBuffer shaders, int binFormat, java.nio.Buffer bin) { getImpl(gl).shaderBinary(gl, shaders, binFormat, bin); } public static void compileShader(GL gl, IntBuffer shaders) { getImpl(gl).compileShader(gl, shaders); } public static void attachShader(GL gl, int program, IntBuffer shaders) { getImpl(gl).attachShader(gl, program, shaders); } public static void detachShader(GL gl, int program, IntBuffer shaders) { getImpl(gl).detachShader(gl, program, shaders); } public static void deleteShader(GL gl, IntBuffer shaders) { getImpl(gl).deleteShader(gl, shaders); } private static Impl getImpl(GL _gl) { GL2ES2 gl = _gl.getGL2ES2(); GLContext context = gl.getContext(); Impl impl = (Impl) context.getAttachedObject(ShaderUtil.class.getName()); if (impl == null) { impl = new GL2ES2Impl(); context.putAttachedObject(ShaderUtil.class.getName(), impl); } return impl; } }