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.compile(*io, source);
41 throw IO::file_not_found(source);
44 compiler.compile(source);
45 compiler.add_shaders(*this);
49 Program::Program(const string &vert, const string &frag)
53 attach_shader_owned(new VertexShader(vert));
54 attach_shader_owned(new FragmentShader(frag));
60 static Require _req(ARB_shader_objects);
63 id = glCreateProgram();
68 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
73 void Program::attach_shader(Shader &shader)
75 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
77 glAttachShader(id, shader.get_id());
78 shaders.push_back(&shader);
82 void Program::attach_shader_owned(Shader *shader)
84 attach_shader(*shader);
85 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
86 owned_data.push_back(shader);
89 void Program::detach_shader(Shader &shader)
91 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
94 shaders.erase(i, shaders.end());
95 glDetachShader(id, shader.get_id());
99 void Program::bind_attribute(unsigned index, const string &name)
101 static Require _req(ARB_vertex_shader);
102 glBindAttribLocation(id, index, name.c_str());
105 void Program::bind_attribute(VertexComponent comp, const string &name)
107 bind_attribute(get_component_type(comp), name);
110 void Program::bind_fragment_data(unsigned index, const string &name)
112 static Require _req(EXT_gpu_shader4);
113 glBindFragDataLocation(id, index, name.c_str());
118 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
119 if(!(*i)->is_compiled())
125 linked = get_program_i(id, GL_LINK_STATUS);
127 throw compile_error(get_info_log());
130 std::string info_log = get_info_log();
131 if(!info_log.empty())
132 IO::print("Program link info log:\n%s", info_log);
138 for(UniformMap::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
139 require_type(i->second.type);
140 for(AttributeMap::const_iterator i=attributes.begin(); i!=attributes.end(); ++i)
141 require_type(i->second.type);
144 void Program::require_type(GLenum t)
148 case GL_FLOAT_MAT2x3:
149 case GL_FLOAT_MAT2x4:
150 case GL_FLOAT_MAT3x2:
151 case GL_FLOAT_MAT3x4:
152 case GL_FLOAT_MAT4x2:
153 case GL_FLOAT_MAT4x3:
154 { static Require _req(NV_non_square_matrices); }
159 void Program::query_uniforms()
161 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
162 vector<UniformInfo *> uniforms_by_index(count);
163 for(unsigned i=0; i<count; ++i)
169 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
170 if(len && strncmp(name, "gl_", 3))
172 /* Some implementations report the first element of a uniform array,
173 others report just the name of the array itself. */
174 if(len>3 && !strcmp(name+len-3, "[0]"))
177 UniformInfo &info = uniforms[name];
181 info.array_stride = 0;
182 info.matrix_stride = 0;
184 uniforms_by_index[i] = &info;
188 if(ARB_uniform_buffer_object)
189 query_uniform_blocks(uniforms_by_index);
191 UniformBlockInfo &default_block = uniform_blocks[string()];
192 default_block.data_size = 0;
193 default_block.bind_point = -1;
195 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
198 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
199 i->second.block = &default_block;
200 default_block.uniforms.push_back(&i->second);
203 default_block.layout_hash = compute_layout_hash(default_block.uniforms);
205 string layout_descriptor;
206 for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
207 layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
208 uniform_layout_hash = hash32(layout_descriptor);
211 void Program::query_uniform_blocks(const vector<UniformInfo *> &uniforms_by_index)
213 uniform_blocks.clear();
215 std::set<unsigned> used_bind_points;
216 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
217 for(unsigned i=0; i<count; ++i)
221 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
222 UniformBlockInfo &info = uniform_blocks[name];
226 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
227 info.data_size = value;
229 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
230 vector<int> indices(value);
231 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
232 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
234 if(!uniforms_by_index[*j])
235 throw logic_error("Program::link");
236 info.uniforms.push_back(uniforms_by_index[*j]);
237 uniforms_by_index[*j]->block = &info;
240 vector<unsigned> indices2(indices.begin(), indices.end());
241 vector<int> values(indices.size());
242 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
243 for(unsigned j=0; j<indices.size(); ++j)
244 uniforms_by_index[indices[j]]->location = values[j];
247 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
248 if(uniforms_by_index[*j]->size>1)
249 indices2.push_back(*j);
250 if(!indices2.empty())
252 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
253 for(unsigned j=0; j<indices2.size(); ++j)
254 uniforms_by_index[indices2[j]]->array_stride = values[j];
258 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
260 GLenum t = uniforms_by_index[*j]->type;
261 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
262 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
263 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
264 indices2.push_back(*j);
266 if(!indices2.empty())
268 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
269 for(unsigned j=0; j<indices2.size(); ++j)
270 uniforms_by_index[indices2[j]]->matrix_stride = values[j];
273 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
274 info.layout_hash = compute_layout_hash(info.uniforms);
275 unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
276 info.bind_point = info.layout_hash%n_bindings;
277 while(used_bind_points.count(info.bind_point))
278 info.bind_point = (info.bind_point+1)%n_bindings;
279 glUniformBlockBinding(id, i, info.bind_point);
280 used_bind_points.insert(info.bind_point);
284 void Program::query_attributes()
286 unsigned count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
287 for(unsigned i=0; i<count; ++i)
293 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
294 if(len && strncmp(name, "gl_", 3))
296 if(len>3 && !strcmp(name+len-3, "[0]"))
299 AttributeInfo &info = attributes[name];
301 info.location = glGetAttribLocation(id, name);
308 Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
310 string layout_descriptor;
311 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
312 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
313 return hash32(layout_descriptor);
316 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
318 return uni1->location<uni2->location;
321 string Program::get_info_log() const
323 GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
324 string log(len+1, 0);
325 glGetProgramInfoLog(id, len+1, &len, &log[0]);
330 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
332 return get_item(uniform_blocks, name);
335 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
337 return get_item(uniforms, name);
340 int Program::get_uniform_location(const string &n) const
342 if(n[n.size()-1]==']')
343 throw invalid_argument("Program::get_uniform_location");
345 UniformMap::const_iterator i = uniforms.find(n);
346 if(i==uniforms.end())
349 return i->second.block->bind_point<0 ? i->second.location : -1;
352 const Program::AttributeInfo &Program::get_attribute_info(const string &name) const
354 return get_item(attributes, name);
357 int Program::get_attribute_location(const string &n) const
359 if(n[n.size()-1]==']')
360 throw invalid_argument("Program::get_attribute_location");
362 AttributeMap::const_iterator i = attributes.find(n);
363 return i!=attributes.end() ? i->second.location : -1;
366 void Program::bind() const
369 throw invalid_operation("Program::bind");
371 if(!set_current(this))
377 void Program::unbind()
386 Program::Loader::Loader(Program &p):
387 DataFile::ObjectLoader<Program>(p)
389 add("attribute", &Loader::attribute);
390 add("fragment_shader", &Loader::fragment_shader);
391 add("geometry_shader", &Loader::geometry_shader);
392 add("vertex_shader", &Loader::vertex_shader);
395 void Program::Loader::finish()
400 void Program::Loader::attribute(unsigned i, const string &n)
402 obj.bind_attribute(i, n);
405 void Program::Loader::fragment_shader(const string &src)
407 obj.attach_shader_owned(new FragmentShader(src));
410 void Program::Loader::geometry_shader(const string &src)
412 obj.attach_shader_owned(new GeometryShader(src));
415 void Program::Loader::vertex_shader(const string &src)
417 obj.attach_shader_owned(new VertexShader(src));