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/strings/format.h>
28 Program::Program(const ProgramBuilder::StandardFeatures &features)
32 ProgramBuilder builder(features);
33 builder.add_shaders(*this);
37 Program::Program(const string &vert, const string &frag)
41 attach_shader_owned(new VertexShader(vert));
42 attach_shader_owned(new FragmentShader(frag));
48 static Require _req(ARB_shader_objects);
51 id = glCreateProgram();
56 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
61 void Program::attach_shader(Shader &shader)
63 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
65 glAttachShader(id, shader.get_id());
66 shaders.push_back(&shader);
70 void Program::attach_shader_owned(Shader *shader)
72 attach_shader(*shader);
73 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
74 owned_data.push_back(shader);
77 void Program::detach_shader(Shader &shader)
79 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
82 shaders.erase(i, shaders.end());
83 glDetachShader(id, shader.get_id());
87 void Program::bind_attribute(unsigned index, const string &name)
89 static Require _req(ARB_vertex_shader);
90 glBindAttribLocation(id, index, name.c_str());
93 void Program::bind_attribute(VertexComponent comp, const string &name)
95 bind_attribute(get_component_type(comp), name);
98 void Program::bind_fragment_data(unsigned index, const string &name)
100 static Require _req(EXT_gpu_shader4);
101 glBindFragDataLocation(id, index, name.c_str());
106 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
107 if(!(*i)->is_compiled())
114 linked = get_program_i(id, GL_LINK_STATUS);
116 throw compile_error(get_info_log());
118 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
119 vector<UniformInfo *> uniforms_by_index(count);
120 for(unsigned i=0; i<count; ++i)
126 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
127 if(len && strncmp(name, "gl_", 3))
129 /* Some implementations report the first element of a uniform array,
130 others report just the name of the array itself. */
131 if(len>3 && !strcmp(name+len-3, "[0]"))
134 UniformInfo &info = uniforms[name];
138 info.array_stride = 0;
139 info.matrix_stride = 0;
141 uniforms_by_index[i] = &info;
147 count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
148 for(unsigned i=0; i<count; ++i)
154 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
155 if(len && !strncmp(name, "gl_", 3))
159 if(ARB_uniform_buffer_object)
161 uniform_blocks.clear();
163 std::set<unsigned> used_bind_points;
164 count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
165 for(unsigned i=0; i<count; ++i)
169 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
170 UniformBlockInfo &info = uniform_blocks[name];
174 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
175 info.data_size = value;
177 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
178 vector<int> indices(value);
179 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
180 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
182 if(!uniforms_by_index[*j])
183 throw logic_error("Program::link");
184 info.uniforms.push_back(uniforms_by_index[*j]);
185 uniforms_by_index[*j]->block = &info;
188 vector<unsigned> indices2(indices.begin(), indices.end());
189 vector<int> values(indices.size());
190 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
191 for(unsigned j=0; j<indices.size(); ++j)
192 uniforms_by_index[indices[j]]->location = values[j];
195 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
196 if(uniforms_by_index[*j]->size>1)
197 indices2.push_back(*j);
198 if(!indices2.empty())
200 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
201 for(unsigned j=0; j<indices2.size(); ++j)
202 uniforms_by_index[indices2[j]]->array_stride = values[j];
206 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
208 GLenum t = uniforms_by_index[*j]->type;
209 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
210 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
211 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
212 indices2.push_back(*j);
214 if(!indices2.empty())
216 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
217 for(unsigned j=0; j<indices2.size(); ++j)
218 uniforms_by_index[indices2[j]]->matrix_stride = values[j];
221 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
222 info.layout_hash = compute_layout_hash(info.uniforms);
223 unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
224 info.bind_point = info.layout_hash%n_bindings;
225 while(used_bind_points.count(info.bind_point))
226 info.bind_point = (info.bind_point+1)%n_bindings;
227 glUniformBlockBinding(id, i, info.bind_point);
228 used_bind_points.insert(info.bind_point);
232 UniformBlockInfo &default_block = uniform_blocks[string()];
233 default_block.data_size = 0;
234 default_block.bind_point = -1;
236 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
239 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
240 i->second.block = &default_block;
241 default_block.uniforms.push_back(&i->second);
244 default_block.layout_hash = compute_layout_hash(default_block.uniforms);
246 string layout_descriptor;
247 for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
248 layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
249 uniform_layout_hash = hash32(layout_descriptor);
252 Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
254 string layout_descriptor;
255 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
256 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
257 return hash32(layout_descriptor);
260 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
262 return uni1->location<uni2->location;
265 string Program::get_info_log() const
267 GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
268 char *buf = new char[len+1];
269 glGetProgramInfoLog(id, len+1, &len, buf);
270 string log(buf, len);
275 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
277 return get_item(uniform_blocks, name);
280 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
282 return get_item(uniforms, name);
285 int Program::get_uniform_location(const string &n) const
287 if(n[n.size()-1]==']')
288 throw invalid_argument("Program::get_uniform_location");
290 UniformMap::const_iterator i = uniforms.find(n);
291 if(i==uniforms.end())
294 return i->second.block->bind_point<0 ? i->second.location : -1;
297 void Program::bind() const
300 throw invalid_operation("Program::bind");
302 if(!set_current(this))
308 void Program::unbind()
317 Program::Loader::Loader(Program &p):
318 DataFile::ObjectLoader<Program>(p)
320 add("attribute", &Loader::attribute);
321 add("fragment_shader", &Loader::fragment_shader);
322 add("standard", &Loader::standard);
323 add("vertex_shader", &Loader::vertex_shader);
326 void Program::Loader::finish()
331 void Program::Loader::attribute(unsigned i, const string &n)
333 obj.bind_attribute(i, n);
336 void Program::Loader::fragment_shader(const string &src)
338 obj.attach_shader_owned(new FragmentShader(src));
341 void Program::Loader::standard()
343 ProgramBuilder::StandardFeatures feat;
345 ProgramBuilder builder(feat);
346 builder.add_shaders(obj);
349 void Program::Loader::vertex_shader(const string &src)
351 obj.attach_shader_owned(new VertexShader(src));