3 #include <msp/core/hash.h>
4 #include <msp/core/maputils.h>
5 #include <msp/gl/extensions/arb_shader_objects.h>
6 #include <msp/gl/extensions/arb_uniform_buffer_object.h>
7 #include <msp/gl/extensions/arb_vertex_shader.h>
8 #include <msp/strings/format.h>
24 Program::Program(const ProgramBuilder::StandardFeatures &features)
28 ProgramBuilder builder(features);
29 builder.add_shaders(*this);
30 if(!features.transform)
34 Program::Program(const string &vert, const string &frag)
38 attach_shader_owned(new VertexShader(vert));
39 attach_shader_owned(new FragmentShader(frag));
45 static Require _req(ARB_shader_objects);
48 id = glCreateProgram();
53 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
58 void Program::attach_shader(Shader &shader)
60 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
62 glAttachShader(id, shader.get_id());
63 shaders.push_back(&shader);
67 void Program::attach_shader_owned(Shader *shader)
69 attach_shader(*shader);
70 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
71 owned_data.push_back(shader);
74 void Program::detach_shader(Shader &shader)
76 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
79 shaders.erase(i, shaders.end());
80 glDetachShader(id, shader.get_id());
84 void Program::bind_attribute(unsigned index, const string &name)
86 static Require _req(ARB_vertex_shader);
87 glBindAttribLocation(id, index, name.c_str());
92 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
93 if(!(*i)->is_compiled())
100 glGetProgramiv(id, GL_LINK_STATUS, &value);
101 if(!(linked = value))
102 throw compile_error(get_info_log());
104 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
105 unsigned count = value;
106 vector<UniformInfo *> uniforms_by_index(count);
107 for(unsigned i=0; i<count; ++i)
113 glGetActiveUniform(id, i, 128, &len, &size, &type, name);
114 if(len && strncmp(name, "gl_", 3))
116 /* Some implementations report the first element of a uniform array,
117 others report just the name of an array. */
118 if(len>3 && !strcmp(name+len-3, "[0]"))
121 UniformInfo &info = uniforms[name];
125 info.array_stride = 0;
126 info.matrix_stride = 0;
128 uniforms_by_index[i] = &info;
132 if(ARB_uniform_buffer_object)
134 glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
136 for(unsigned i=0; i<count; ++i)
140 glGetActiveUniformBlockName(id, i, 128, &len, name);
141 UniformBlockInfo &info = uniform_blocks[name];
144 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
145 info.data_size = value;
147 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
148 vector<int> indices(value);
149 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
150 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
152 if(!uniforms_by_index[*j])
153 throw logic_error("Program::link");
154 info.uniforms.push_back(uniforms_by_index[*j]);
155 uniforms_by_index[*j]->block = &info;
158 vector<unsigned> indices2(indices.begin(), indices.end());
159 vector<int> values(indices.size());
160 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
161 for(unsigned j=0; j<indices.size(); ++j)
162 uniforms_by_index[indices[j]]->location = values[j];
165 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
166 if(uniforms_by_index[*j]->size>1)
167 indices2.push_back(*j);
168 if(!indices2.empty())
170 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
171 for(unsigned j=0; j<indices2.size(); ++j)
172 uniforms_by_index[indices[j]]->array_stride = values[j];
176 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
178 GLenum t = uniforms_by_index[*j]->type;
179 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
180 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
181 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
182 indices2.push_back(*j);
184 if(!indices2.empty())
186 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
187 for(unsigned j=0; j<indices2.size(); ++j)
188 uniforms_by_index[indices[j]]->matrix_stride = values[j];
191 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
192 info.layout_hash = compute_layout_hash(info.uniforms);
193 info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
194 glUniformBlockBinding(id, i, info.bind_point);
198 vector<const UniformInfo *> blockless_uniforms;
199 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
202 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
203 blockless_uniforms.push_back(&i->second);
206 uniform_layout_hash = compute_layout_hash(blockless_uniforms);
209 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
211 string layout_descriptor;
212 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
213 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
214 return hash32(layout_descriptor);
217 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
219 return uni1->location<uni2->location;
222 string Program::get_info_log() const
225 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
226 char *buf = new char[len+1];
227 glGetProgramInfoLog(id, len+1, &len, buf);
228 string log(buf, len);
233 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
235 return get_item(uniform_blocks, name);
238 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
240 return get_item(uniforms, name);
243 int Program::get_uniform_location(const string &n) const
245 UniformMap::const_iterator i = uniforms.find(n);
246 if(i==uniforms.end())
248 if(n[n.size()-1]==']')
250 string::size_type open_bracket = n.rfind('[');
251 if(open_bracket!=string::npos)
253 /* The requested name looks like an array. glGetActiveUniform only
254 gives us the first element of the array, so try to look that up and
256 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
257 i = uniforms.find(n.substr(0, open_bracket));
258 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
259 return i->second.location+offset;
265 return i->second.block ? -1 : i->second.location;
268 void Program::bind() const
271 throw invalid_operation("Program::bind");
273 if(!set_current(this))
279 void Program::unbind()
288 Program::Loader::Loader(Program &p):
289 DataFile::ObjectLoader<Program>(p)
291 add("attribute", &Loader::attribute);
292 add("fragment_shader", &Loader::fragment_shader);
293 add("standard", &Loader::standard);
294 add("vertex_shader", &Loader::vertex_shader);
297 void Program::Loader::finish()
302 void Program::Loader::attribute(unsigned i, const string &n)
304 obj.bind_attribute(i, n);
307 void Program::Loader::fragment_shader(const string &src)
309 obj.attach_shader_owned(new FragmentShader(src));
312 void Program::Loader::standard()
314 ProgramBuilder::StandardFeatures feat;
316 ProgramBuilder builder(feat);
317 builder.add_shaders(obj);
320 void Program::Loader::vertex_shader(const string &src)
322 obj.attach_shader_owned(new VertexShader(src));