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 "programcompiler.h"
30 Program::Program(const ProgramBuilder::StandardFeatures &features)
34 ProgramBuilder builder(features);
35 builder.add_shaders(*this);
39 Program::Program(const std::string &source)
43 ProgramCompiler compiler;
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())
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);
136 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
137 vector<UniformInfo *> uniforms_by_index(count);
138 for(unsigned i=0; i<count; ++i)
144 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
145 if(len && strncmp(name, "gl_", 3))
147 /* Some implementations report the first element of a uniform array,
148 others report just the name of the array itself. */
149 if(len>3 && !strcmp(name+len-3, "[0]"))
152 UniformInfo &info = uniforms[name];
156 info.array_stride = 0;
157 info.matrix_stride = 0;
159 uniforms_by_index[i] = &info;
165 count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
166 for(unsigned i=0; i<count; ++i)
172 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
173 if(len && !strncmp(name, "gl_", 3))
177 if(ARB_uniform_buffer_object)
179 uniform_blocks.clear();
181 std::set<unsigned> used_bind_points;
182 count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
183 for(unsigned i=0; i<count; ++i)
187 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
188 UniformBlockInfo &info = uniform_blocks[name];
192 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
193 info.data_size = value;
195 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
196 vector<int> indices(value);
197 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
198 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
200 if(!uniforms_by_index[*j])
201 throw logic_error("Program::link");
202 info.uniforms.push_back(uniforms_by_index[*j]);
203 uniforms_by_index[*j]->block = &info;
206 vector<unsigned> indices2(indices.begin(), indices.end());
207 vector<int> values(indices.size());
208 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
209 for(unsigned j=0; j<indices.size(); ++j)
210 uniforms_by_index[indices[j]]->location = values[j];
213 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
214 if(uniforms_by_index[*j]->size>1)
215 indices2.push_back(*j);
216 if(!indices2.empty())
218 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
219 for(unsigned j=0; j<indices2.size(); ++j)
220 uniforms_by_index[indices2[j]]->array_stride = values[j];
224 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
226 GLenum t = uniforms_by_index[*j]->type;
227 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
228 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
229 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
230 indices2.push_back(*j);
232 if(!indices2.empty())
234 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
235 for(unsigned j=0; j<indices2.size(); ++j)
236 uniforms_by_index[indices2[j]]->matrix_stride = values[j];
239 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
240 info.layout_hash = compute_layout_hash(info.uniforms);
241 unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
242 info.bind_point = info.layout_hash%n_bindings;
243 while(used_bind_points.count(info.bind_point))
244 info.bind_point = (info.bind_point+1)%n_bindings;
245 glUniformBlockBinding(id, i, info.bind_point);
246 used_bind_points.insert(info.bind_point);
250 UniformBlockInfo &default_block = uniform_blocks[string()];
251 default_block.data_size = 0;
252 default_block.bind_point = -1;
254 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
257 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
258 i->second.block = &default_block;
259 default_block.uniforms.push_back(&i->second);
262 default_block.layout_hash = compute_layout_hash(default_block.uniforms);
264 string layout_descriptor;
265 for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
266 layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
267 uniform_layout_hash = hash32(layout_descriptor);
270 Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
272 string layout_descriptor;
273 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
274 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
275 return hash32(layout_descriptor);
278 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
280 return uni1->location<uni2->location;
283 string Program::get_info_log() const
285 GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
286 char *buf = new char[len+1];
287 glGetProgramInfoLog(id, len+1, &len, buf);
288 string log(buf, len);
293 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
295 return get_item(uniform_blocks, name);
298 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
300 return get_item(uniforms, name);
303 int Program::get_uniform_location(const string &n) const
305 if(n[n.size()-1]==']')
306 throw invalid_argument("Program::get_uniform_location");
308 UniformMap::const_iterator i = uniforms.find(n);
309 if(i==uniforms.end())
312 return i->second.block->bind_point<0 ? i->second.location : -1;
315 void Program::bind() const
318 throw invalid_operation("Program::bind");
320 if(!set_current(this))
326 void Program::unbind()
335 Program::Loader::Loader(Program &p):
336 DataFile::ObjectLoader<Program>(p)
338 add("attribute", &Loader::attribute);
339 add("fragment_shader", &Loader::fragment_shader);
340 add("geometry_shader", &Loader::geometry_shader);
341 add("standard", &Loader::standard);
342 add("vertex_shader", &Loader::vertex_shader);
345 void Program::Loader::finish()
350 void Program::Loader::attribute(unsigned i, const string &n)
352 obj.bind_attribute(i, n);
355 void Program::Loader::fragment_shader(const string &src)
357 obj.attach_shader_owned(new FragmentShader(src));
360 void Program::Loader::geometry_shader(const string &src)
362 obj.attach_shader_owned(new GeometryShader(src));
365 void Program::Loader::standard()
367 ProgramBuilder::StandardFeatures feat;
369 ProgramBuilder builder(feat);
370 builder.add_shaders(obj);
373 void Program::Loader::vertex_shader(const string &src)
375 obj.attach_shader_owned(new VertexShader(src));