4 #include <msp/core/hash.h>
5 #include <msp/core/maputils.h>
6 #include <msp/gl/extensions/arb_shader_objects.h>
7 #include <msp/gl/extensions/arb_uniform_buffer_object.h>
8 #include <msp/gl/extensions/arb_vertex_shader.h>
9 #include <msp/gl/extensions/ext_gpu_shader4.h>
10 #include <msp/gl/extensions/nv_non_square_matrices.h>
11 #include <msp/io/print.h>
12 #include <msp/strings/format.h>
17 #include "resources.h"
19 #include "glsl/compiler.h"
31 Program::Program(const std::string &source)
35 SL::Compiler compiler;
36 if(source.find(';')==string::npos && source.size()>5 && !source.compare(source.size()-5, 5, ".glsl"))
38 if(RefPtr<IO::Seekable> io = Resources::get_builtins().open(source))
39 compiler.load_source(*io, source);
41 throw IO::file_not_found(source);
44 compiler.set_source(source);
46 compiler.add_shaders(*this);
50 Program::Program(const string &vert, const string &frag)
54 attach_shader_owned(new VertexShader(vert));
55 attach_shader_owned(new FragmentShader(frag));
61 static Require _req(ARB_shader_objects);
64 id = glCreateProgram();
69 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
74 void Program::attach_shader(Shader &shader)
76 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
78 glAttachShader(id, shader.get_id());
79 shaders.push_back(&shader);
83 void Program::attach_shader_owned(Shader *shader)
85 attach_shader(*shader);
86 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
87 owned_data.push_back(shader);
90 void Program::detach_shader(Shader &shader)
92 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
95 shaders.erase(i, shaders.end());
96 glDetachShader(id, shader.get_id());
100 void Program::bind_attribute(unsigned index, const string &name)
102 static Require _req(ARB_vertex_shader);
103 glBindAttribLocation(id, index, name.c_str());
106 void Program::bind_attribute(VertexComponent comp, const string &name)
108 bind_attribute(get_component_type(comp), name);
111 void Program::bind_fragment_data(unsigned index, const string &name)
113 static Require _req(EXT_gpu_shader4);
114 glBindFragDataLocation(id, index, name.c_str());
119 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
120 if(!(*i)->is_compiled())
126 linked = get_program_i(id, GL_LINK_STATUS);
128 throw compile_error(get_info_log());
131 std::string info_log = get_info_log();
132 if(!info_log.empty())
133 IO::print("Program link info log:\n%s", info_log);
139 for(UniformMap::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
140 require_type(i->second.type);
141 for(AttributeMap::const_iterator i=attributes.begin(); i!=attributes.end(); ++i)
142 require_type(i->second.type);
145 void Program::require_type(GLenum t)
149 case GL_FLOAT_MAT2x3:
150 case GL_FLOAT_MAT2x4:
151 case GL_FLOAT_MAT3x2:
152 case GL_FLOAT_MAT3x4:
153 case GL_FLOAT_MAT4x2:
154 case GL_FLOAT_MAT4x3:
155 { static Require _req(NV_non_square_matrices); }
160 void Program::query_uniforms()
162 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
163 vector<UniformInfo *> uniforms_by_index(count);
164 for(unsigned i=0; i<count; ++i)
170 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
171 if(len && strncmp(name, "gl_", 3))
173 /* Some implementations report the first element of a uniform array,
174 others report just the name of the array itself. */
175 if(len>3 && !strcmp(name+len-3, "[0]"))
178 UniformInfo &info = uniforms[name];
182 info.array_stride = 0;
183 info.matrix_stride = 0;
185 uniforms_by_index[i] = &info;
189 if(ARB_uniform_buffer_object)
190 query_uniform_blocks(uniforms_by_index);
192 UniformBlockInfo &default_block = uniform_blocks[string()];
193 default_block.data_size = 0;
194 default_block.bind_point = -1;
196 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
199 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
200 i->second.block = &default_block;
201 default_block.uniforms.push_back(&i->second);
204 default_block.layout_hash = compute_layout_hash(default_block.uniforms);
206 string layout_descriptor;
207 for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
208 layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
209 uniform_layout_hash = hash32(layout_descriptor);
212 void Program::query_uniform_blocks(const vector<UniformInfo *> &uniforms_by_index)
214 uniform_blocks.clear();
216 std::set<unsigned> used_bind_points;
217 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
218 for(unsigned i=0; i<count; ++i)
222 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
223 UniformBlockInfo &info = uniform_blocks[name];
227 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
228 info.data_size = value;
230 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
231 vector<int> indices(value);
232 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
233 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
235 if(!uniforms_by_index[*j])
236 throw logic_error("Program::link");
237 info.uniforms.push_back(uniforms_by_index[*j]);
238 uniforms_by_index[*j]->block = &info;
241 vector<unsigned> indices2(indices.begin(), indices.end());
242 vector<int> values(indices.size());
243 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
244 for(unsigned j=0; j<indices.size(); ++j)
245 uniforms_by_index[indices[j]]->location = values[j];
248 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
249 if(uniforms_by_index[*j]->size>1)
250 indices2.push_back(*j);
251 if(!indices2.empty())
253 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
254 for(unsigned j=0; j<indices2.size(); ++j)
255 uniforms_by_index[indices2[j]]->array_stride = values[j];
259 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
261 GLenum t = uniforms_by_index[*j]->type;
262 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
263 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
264 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
265 indices2.push_back(*j);
267 if(!indices2.empty())
269 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
270 for(unsigned j=0; j<indices2.size(); ++j)
271 uniforms_by_index[indices2[j]]->matrix_stride = values[j];
274 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
275 info.layout_hash = compute_layout_hash(info.uniforms);
276 unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
277 info.bind_point = info.layout_hash%n_bindings;
278 while(used_bind_points.count(info.bind_point))
279 info.bind_point = (info.bind_point+1)%n_bindings;
280 glUniformBlockBinding(id, i, info.bind_point);
281 used_bind_points.insert(info.bind_point);
285 void Program::query_attributes()
287 unsigned count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
288 for(unsigned i=0; i<count; ++i)
294 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
295 if(len && strncmp(name, "gl_", 3))
297 if(len>3 && !strcmp(name+len-3, "[0]"))
300 AttributeInfo &info = attributes[name];
302 info.location = glGetAttribLocation(id, name);
309 Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
311 string layout_descriptor;
312 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
313 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
314 return hash32(layout_descriptor);
317 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
319 return uni1->location<uni2->location;
322 string Program::get_info_log() const
324 GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
325 string log(len+1, 0);
326 glGetProgramInfoLog(id, len+1, &len, &log[0]);
331 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
333 return get_item(uniform_blocks, name);
336 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
338 return get_item(uniforms, name);
341 int Program::get_uniform_location(const string &n) const
343 if(n[n.size()-1]==']')
344 throw invalid_argument("Program::get_uniform_location");
346 UniformMap::const_iterator i = uniforms.find(n);
347 if(i==uniforms.end())
350 return i->second.block->bind_point<0 ? i->second.location : -1;
353 const Program::AttributeInfo &Program::get_attribute_info(const string &name) const
355 return get_item(attributes, name);
358 int Program::get_attribute_location(const string &n) const
360 if(n[n.size()-1]==']')
361 throw invalid_argument("Program::get_attribute_location");
363 AttributeMap::const_iterator i = attributes.find(n);
364 return i!=attributes.end() ? i->second.location : -1;
367 void Program::bind() const
370 throw invalid_operation("Program::bind");
372 if(!set_current(this))
378 void Program::unbind()
387 Program::Loader::Loader(Program &p):
388 DataFile::ObjectLoader<Program>(p)
390 add("attribute", &Loader::attribute);
391 add("fragment_shader", &Loader::fragment_shader);
392 add("geometry_shader", &Loader::geometry_shader);
393 add("vertex_shader", &Loader::vertex_shader);
396 void Program::Loader::finish()
401 void Program::Loader::attribute(unsigned i, const string &n)
403 obj.bind_attribute(i, n);
406 void Program::Loader::fragment_shader(const string &src)
408 obj.attach_shader_owned(new FragmentShader(src));
411 void Program::Loader::geometry_shader(const string &src)
413 obj.attach_shader_owned(new GeometryShader(src));
416 void Program::Loader::vertex_shader(const string &src)
418 obj.attach_shader_owned(new VertexShader(src));