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());
105 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &count);
106 vector<UniformInfo *> uniforms_by_index(count);
107 for(int 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, &count);
135 for(int i=0; i<count; ++i)
139 glGetActiveUniformBlockName(id, i, 128, &len, name);
140 UniformBlockInfo &info = uniform_blocks[name];
143 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
144 info.data_size = value;
146 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
147 vector<int> indices(value);
148 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
149 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
151 if(!uniforms_by_index[*j])
152 throw logic_error("Program::link");
153 info.uniforms.push_back(uniforms_by_index[*j]);
154 uniforms_by_index[*j]->block = &info;
157 vector<unsigned> indices2(indices.begin(), indices.end());
158 vector<int> values(indices.size());
159 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
160 for(unsigned j=0; j<indices.size(); ++j)
161 uniforms_by_index[indices[j]]->location = values[j];
164 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
165 if(uniforms_by_index[*j]->size>1)
166 indices2.push_back(*j);
167 if(!indices2.empty())
169 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
170 for(unsigned j=0; j<indices2.size(); ++j)
171 uniforms_by_index[indices[j]]->array_stride = values[j];
175 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
177 GLenum t = uniforms_by_index[*j]->type;
178 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
179 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
180 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
181 indices2.push_back(*j);
183 if(!indices2.empty())
185 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
186 for(unsigned j=0; j<indices2.size(); ++j)
187 uniforms_by_index[indices[j]]->matrix_stride = values[j];
190 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
191 info.layout_hash = compute_layout_hash(info.uniforms);
192 info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
193 glUniformBlockBinding(id, i, info.bind_point);
197 vector<const UniformInfo *> blockless_uniforms;
198 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
201 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
202 blockless_uniforms.push_back(&i->second);
205 uniform_layout_hash = compute_layout_hash(blockless_uniforms);
208 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
210 string layout_descriptor;
211 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
212 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
213 return hash32(layout_descriptor);
216 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
218 return uni1->location<uni2->location;
221 string Program::get_info_log() const
224 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
225 char *buf = new char[len+1];
226 glGetProgramInfoLog(id, len+1, &len, buf);
227 string log(buf, len);
232 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
234 return get_item(uniform_blocks, name);
237 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
239 return get_item(uniforms, name);
242 int Program::get_uniform_location(const string &n) const
244 UniformMap::const_iterator i = uniforms.find(n);
245 if(i==uniforms.end())
247 if(n[n.size()-1]==']')
249 string::size_type open_bracket = n.rfind('[');
250 if(open_bracket!=string::npos)
252 /* The requested name looks like an array. glGetActiveUniform only
253 gives us the first element of the array, so try to look that up and
255 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
256 i = uniforms.find(n.substr(0, open_bracket));
257 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
258 return i->second.location+offset;
264 return i->second.block ? -1 : i->second.location;
267 void Program::bind() const
270 throw invalid_operation("Program::bind");
272 if(!set_current(this))
278 void Program::unbind()
287 Program::Loader::Loader(Program &p):
288 DataFile::ObjectLoader<Program>(p)
290 add("attribute", &Loader::attribute);
291 add("fragment_shader", &Loader::fragment_shader);
292 add("standard", &Loader::standard);
293 add("vertex_shader", &Loader::vertex_shader);
296 void Program::Loader::finish()
301 void Program::Loader::attribute(unsigned i, const string &n)
303 obj.bind_attribute(i, n);
306 void Program::Loader::fragment_shader(const string &src)
308 obj.attach_shader_owned(new FragmentShader(src));
311 void Program::Loader::standard()
313 ProgramBuilder::StandardFeatures feat;
315 ProgramBuilder builder(feat);
316 builder.add_shaders(obj);
319 void Program::Loader::vertex_shader(const string &src)
321 obj.attach_shader_owned(new VertexShader(src));