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>
29 Program::Program(const ProgramBuilder::StandardFeatures &features)
33 ProgramBuilder builder(features);
34 builder.add_shaders(*this);
38 Program::Program(const string &vert, const string &frag)
42 attach_shader_owned(new VertexShader(vert));
43 attach_shader_owned(new FragmentShader(frag));
49 static Require _req(ARB_shader_objects);
52 id = glCreateProgram();
57 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
62 void Program::attach_shader(Shader &shader)
64 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
66 glAttachShader(id, shader.get_id());
67 shaders.push_back(&shader);
71 void Program::attach_shader_owned(Shader *shader)
73 attach_shader(*shader);
74 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
75 owned_data.push_back(shader);
78 void Program::detach_shader(Shader &shader)
80 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
83 shaders.erase(i, shaders.end());
84 glDetachShader(id, shader.get_id());
88 void Program::bind_attribute(unsigned index, const string &name)
90 static Require _req(ARB_vertex_shader);
91 glBindAttribLocation(id, index, name.c_str());
94 void Program::bind_attribute(VertexComponent comp, const string &name)
96 bind_attribute(get_component_type(comp), name);
99 void Program::bind_fragment_data(unsigned index, const string &name)
101 static Require _req(EXT_gpu_shader4);
102 glBindFragDataLocation(id, index, name.c_str());
107 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
108 if(!(*i)->is_compiled())
115 linked = get_program_i(id, GL_LINK_STATUS);
117 throw compile_error(get_info_log());
120 std::string info_log = get_info_log();
121 if(!info_log.empty())
122 IO::print("Program link info log:\n%s", info_log);
125 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
126 vector<UniformInfo *> uniforms_by_index(count);
127 for(unsigned i=0; i<count; ++i)
133 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
134 if(len && strncmp(name, "gl_", 3))
136 /* Some implementations report the first element of a uniform array,
137 others report just the name of the array itself. */
138 if(len>3 && !strcmp(name+len-3, "[0]"))
141 UniformInfo &info = uniforms[name];
145 info.array_stride = 0;
146 info.matrix_stride = 0;
148 uniforms_by_index[i] = &info;
154 count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
155 for(unsigned i=0; i<count; ++i)
161 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
162 if(len && !strncmp(name, "gl_", 3))
166 if(ARB_uniform_buffer_object)
168 uniform_blocks.clear();
170 std::set<unsigned> used_bind_points;
171 count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
172 for(unsigned i=0; i<count; ++i)
176 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
177 UniformBlockInfo &info = uniform_blocks[name];
181 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
182 info.data_size = value;
184 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
185 vector<int> indices(value);
186 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
187 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
189 if(!uniforms_by_index[*j])
190 throw logic_error("Program::link");
191 info.uniforms.push_back(uniforms_by_index[*j]);
192 uniforms_by_index[*j]->block = &info;
195 vector<unsigned> indices2(indices.begin(), indices.end());
196 vector<int> values(indices.size());
197 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
198 for(unsigned j=0; j<indices.size(); ++j)
199 uniforms_by_index[indices[j]]->location = values[j];
202 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
203 if(uniforms_by_index[*j]->size>1)
204 indices2.push_back(*j);
205 if(!indices2.empty())
207 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
208 for(unsigned j=0; j<indices2.size(); ++j)
209 uniforms_by_index[indices2[j]]->array_stride = values[j];
213 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
215 GLenum t = uniforms_by_index[*j]->type;
216 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
217 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
218 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
219 indices2.push_back(*j);
221 if(!indices2.empty())
223 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
224 for(unsigned j=0; j<indices2.size(); ++j)
225 uniforms_by_index[indices2[j]]->matrix_stride = values[j];
228 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
229 info.layout_hash = compute_layout_hash(info.uniforms);
230 unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
231 info.bind_point = info.layout_hash%n_bindings;
232 while(used_bind_points.count(info.bind_point))
233 info.bind_point = (info.bind_point+1)%n_bindings;
234 glUniformBlockBinding(id, i, info.bind_point);
235 used_bind_points.insert(info.bind_point);
239 UniformBlockInfo &default_block = uniform_blocks[string()];
240 default_block.data_size = 0;
241 default_block.bind_point = -1;
243 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
246 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
247 i->second.block = &default_block;
248 default_block.uniforms.push_back(&i->second);
251 default_block.layout_hash = compute_layout_hash(default_block.uniforms);
253 string layout_descriptor;
254 for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
255 layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
256 uniform_layout_hash = hash32(layout_descriptor);
259 Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
261 string layout_descriptor;
262 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
263 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
264 return hash32(layout_descriptor);
267 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
269 return uni1->location<uni2->location;
272 string Program::get_info_log() const
274 GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
275 char *buf = new char[len+1];
276 glGetProgramInfoLog(id, len+1, &len, buf);
277 string log(buf, len);
282 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
284 return get_item(uniform_blocks, name);
287 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
289 return get_item(uniforms, name);
292 int Program::get_uniform_location(const string &n) const
294 if(n[n.size()-1]==']')
295 throw invalid_argument("Program::get_uniform_location");
297 UniformMap::const_iterator i = uniforms.find(n);
298 if(i==uniforms.end())
301 return i->second.block->bind_point<0 ? i->second.location : -1;
304 void Program::bind() const
307 throw invalid_operation("Program::bind");
309 if(!set_current(this))
315 void Program::unbind()
324 Program::Loader::Loader(Program &p):
325 DataFile::ObjectLoader<Program>(p)
327 add("attribute", &Loader::attribute);
328 add("fragment_shader", &Loader::fragment_shader);
329 add("geometry_shader", &Loader::geometry_shader);
330 add("standard", &Loader::standard);
331 add("vertex_shader", &Loader::vertex_shader);
334 void Program::Loader::finish()
339 void Program::Loader::attribute(unsigned i, const string &n)
341 obj.bind_attribute(i, n);
344 void Program::Loader::fragment_shader(const string &src)
346 obj.attach_shader_owned(new FragmentShader(src));
349 void Program::Loader::geometry_shader(const string &src)
351 obj.attach_shader_owned(new GeometryShader(src));
354 void Program::Loader::standard()
356 ProgramBuilder::StandardFeatures feat;
358 ProgramBuilder builder(feat);
359 builder.add_shaders(obj);
362 void Program::Loader::vertex_shader(const string &src)
364 obj.attach_shader_owned(new VertexShader(src));