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"
18 #include "resources.h"
31 #pragma GCC diagnostic push
32 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
33 Program::Program(const ProgramBuilder::StandardFeatures &features)
37 ProgramBuilder builder(features);
38 builder.add_shaders(*this);
41 #pragma GCC diagnostic pop
43 Program::Program(const std::string &source)
47 ProgramCompiler compiler;
48 if(source.find(';')==string::npos && source.size()>5 && !source.compare(source.size()-5, 5, ".glsl"))
50 if(RefPtr<IO::Seekable> io = Resources::get_builtins().open(source))
51 compiler.compile(*io, source);
53 throw IO::file_not_found(source);
56 compiler.compile(source);
57 compiler.add_shaders(*this);
61 Program::Program(const string &vert, const string &frag)
65 attach_shader_owned(new VertexShader(vert));
66 attach_shader_owned(new FragmentShader(frag));
72 static Require _req(ARB_shader_objects);
75 id = glCreateProgram();
80 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
85 void Program::attach_shader(Shader &shader)
87 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
89 glAttachShader(id, shader.get_id());
90 shaders.push_back(&shader);
94 void Program::attach_shader_owned(Shader *shader)
96 attach_shader(*shader);
97 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
98 owned_data.push_back(shader);
101 void Program::detach_shader(Shader &shader)
103 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
106 shaders.erase(i, shaders.end());
107 glDetachShader(id, shader.get_id());
111 void Program::bind_attribute(unsigned index, const string &name)
113 static Require _req(ARB_vertex_shader);
114 glBindAttribLocation(id, index, name.c_str());
117 void Program::bind_attribute(VertexComponent comp, const string &name)
119 bind_attribute(get_component_type(comp), name);
122 void Program::bind_fragment_data(unsigned index, const string &name)
124 static Require _req(EXT_gpu_shader4);
125 glBindFragDataLocation(id, index, name.c_str());
130 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
131 if(!(*i)->is_compiled())
137 linked = get_program_i(id, GL_LINK_STATUS);
139 throw compile_error(get_info_log());
142 std::string info_log = get_info_log();
143 if(!info_log.empty())
144 IO::print("Program link info log:\n%s", info_log);
150 for(UniformMap::const_iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
151 require_type(i->second.type);
152 for(AttributeMap::const_iterator i=attributes.begin(); i!=attributes.end(); ++i)
153 require_type(i->second.type);
156 void Program::require_type(GLenum t)
160 case GL_FLOAT_MAT2x3:
161 case GL_FLOAT_MAT2x4:
162 case GL_FLOAT_MAT3x2:
163 case GL_FLOAT_MAT3x4:
164 case GL_FLOAT_MAT4x2:
165 case GL_FLOAT_MAT4x3:
166 { static Require _req(NV_non_square_matrices); }
171 void Program::query_uniforms()
173 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
174 vector<UniformInfo *> uniforms_by_index(count);
175 for(unsigned i=0; i<count; ++i)
181 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
182 if(len && strncmp(name, "gl_", 3))
184 /* Some implementations report the first element of a uniform array,
185 others report just the name of the array itself. */
186 if(len>3 && !strcmp(name+len-3, "[0]"))
189 UniformInfo &info = uniforms[name];
193 info.array_stride = 0;
194 info.matrix_stride = 0;
196 uniforms_by_index[i] = &info;
200 if(ARB_uniform_buffer_object)
201 query_uniform_blocks(uniforms_by_index);
203 UniformBlockInfo &default_block = uniform_blocks[string()];
204 default_block.data_size = 0;
205 default_block.bind_point = -1;
207 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
210 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
211 i->second.block = &default_block;
212 default_block.uniforms.push_back(&i->second);
215 default_block.layout_hash = compute_layout_hash(default_block.uniforms);
217 string layout_descriptor;
218 for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
219 layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
220 uniform_layout_hash = hash32(layout_descriptor);
223 void Program::query_uniform_blocks(const vector<UniformInfo *> &uniforms_by_index)
225 uniform_blocks.clear();
227 std::set<unsigned> used_bind_points;
228 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
229 for(unsigned i=0; i<count; ++i)
233 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
234 UniformBlockInfo &info = uniform_blocks[name];
238 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
239 info.data_size = value;
241 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
242 vector<int> indices(value);
243 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
244 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
246 if(!uniforms_by_index[*j])
247 throw logic_error("Program::link");
248 info.uniforms.push_back(uniforms_by_index[*j]);
249 uniforms_by_index[*j]->block = &info;
252 vector<unsigned> indices2(indices.begin(), indices.end());
253 vector<int> values(indices.size());
254 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
255 for(unsigned j=0; j<indices.size(); ++j)
256 uniforms_by_index[indices[j]]->location = values[j];
259 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
260 if(uniforms_by_index[*j]->size>1)
261 indices2.push_back(*j);
262 if(!indices2.empty())
264 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
265 for(unsigned j=0; j<indices2.size(); ++j)
266 uniforms_by_index[indices2[j]]->array_stride = values[j];
270 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
272 GLenum t = uniforms_by_index[*j]->type;
273 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
274 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
275 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
276 indices2.push_back(*j);
278 if(!indices2.empty())
280 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
281 for(unsigned j=0; j<indices2.size(); ++j)
282 uniforms_by_index[indices2[j]]->matrix_stride = values[j];
285 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
286 info.layout_hash = compute_layout_hash(info.uniforms);
287 unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
288 info.bind_point = info.layout_hash%n_bindings;
289 while(used_bind_points.count(info.bind_point))
290 info.bind_point = (info.bind_point+1)%n_bindings;
291 glUniformBlockBinding(id, i, info.bind_point);
292 used_bind_points.insert(info.bind_point);
296 void Program::query_attributes()
298 unsigned count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
299 for(unsigned i=0; i<count; ++i)
305 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
306 if(len && strncmp(name, "gl_", 3))
308 if(len>3 && !strcmp(name+len-3, "[0]"))
311 AttributeInfo &info = attributes[name];
313 info.location = glGetAttribLocation(id, name);
320 Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
322 string layout_descriptor;
323 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
324 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
325 return hash32(layout_descriptor);
328 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
330 return uni1->location<uni2->location;
333 string Program::get_info_log() const
335 GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
336 string log(len+1, 0);
337 glGetProgramInfoLog(id, len+1, &len, &log[0]);
342 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
344 return get_item(uniform_blocks, name);
347 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
349 return get_item(uniforms, name);
352 int Program::get_uniform_location(const string &n) const
354 if(n[n.size()-1]==']')
355 throw invalid_argument("Program::get_uniform_location");
357 UniformMap::const_iterator i = uniforms.find(n);
358 if(i==uniforms.end())
361 return i->second.block->bind_point<0 ? i->second.location : -1;
364 const Program::AttributeInfo &Program::get_attribute_info(const string &name) const
366 return get_item(attributes, name);
369 int Program::get_attribute_location(const string &n) const
371 if(n[n.size()-1]==']')
372 throw invalid_argument("Program::get_attribute_location");
374 AttributeMap::const_iterator i = attributes.find(n);
375 return i!=attributes.end() ? i->second.location : -1;
378 void Program::bind() const
381 throw invalid_operation("Program::bind");
383 if(!set_current(this))
389 void Program::unbind()
398 Program::Loader::Loader(Program &p):
399 DataFile::ObjectLoader<Program>(p)
401 add("attribute", &Loader::attribute);
402 add("fragment_shader", &Loader::fragment_shader);
403 add("geometry_shader", &Loader::geometry_shader);
404 add("standard", &Loader::standard);
405 add("vertex_shader", &Loader::vertex_shader);
408 void Program::Loader::finish()
413 void Program::Loader::attribute(unsigned i, const string &n)
415 obj.bind_attribute(i, n);
418 void Program::Loader::fragment_shader(const string &src)
420 obj.attach_shader_owned(new FragmentShader(src));
423 void Program::Loader::geometry_shader(const string &src)
425 obj.attach_shader_owned(new GeometryShader(src));
428 void Program::Loader::standard()
430 #pragma GCC diagnostic push
431 #pragma GCC diagnostic ignored "-Wdeprecated-declarations"
432 ProgramBuilder::StandardFeatures feat;
434 ProgramBuilder builder(feat);
435 builder.add_shaders(obj);
436 #pragma GCC diagnostic pop
439 void Program::Loader::vertex_shader(const string &src)
441 obj.attach_shader_owned(new VertexShader(src));