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/gl/extensions/ext_gpu_shader4.h>
9 #include <msp/strings/format.h>
26 Program::Program(const ProgramBuilder::StandardFeatures &features)
30 ProgramBuilder builder(features);
31 builder.add_shaders(*this);
35 Program::Program(const string &vert, const string &frag)
39 attach_shader_owned(new VertexShader(vert));
40 attach_shader_owned(new FragmentShader(frag));
46 static Require _req(ARB_shader_objects);
49 id = glCreateProgram();
54 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
59 void Program::attach_shader(Shader &shader)
61 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
63 glAttachShader(id, shader.get_id());
64 shaders.push_back(&shader);
68 void Program::attach_shader_owned(Shader *shader)
70 attach_shader(*shader);
71 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
72 owned_data.push_back(shader);
75 void Program::detach_shader(Shader &shader)
77 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
80 shaders.erase(i, shaders.end());
81 glDetachShader(id, shader.get_id());
85 void Program::bind_attribute(unsigned index, const string &name)
87 static Require _req(ARB_vertex_shader);
88 glBindAttribLocation(id, index, name.c_str());
91 void Program::bind_attribute(VertexComponent comp, const string &name)
93 bind_attribute(get_component_type(comp), name);
96 void Program::bind_fragment_data(unsigned index, const string &name)
98 static Require _req(EXT_gpu_shader4);
99 glBindFragDataLocation(id, index, name.c_str());
104 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
105 if(!(*i)->is_compiled())
112 linked = get_program_i(id, GL_LINK_STATUS);
114 throw compile_error(get_info_log());
116 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
117 vector<UniformInfo *> uniforms_by_index(count);
118 for(unsigned i=0; i<count; ++i)
124 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
125 if(len && strncmp(name, "gl_", 3))
127 /* Some implementations report the first element of a uniform array,
128 others report just the name of an array. */
129 if(len>3 && !strcmp(name+len-3, "[0]"))
132 UniformInfo &info = uniforms[name];
136 info.array_stride = 0;
137 info.matrix_stride = 0;
139 uniforms_by_index[i] = &info;
145 count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
146 for(unsigned i=0; i<count; ++i)
152 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
153 if(len && !strncmp(name, "gl_", 3))
157 if(ARB_uniform_buffer_object)
159 count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
160 for(unsigned i=0; i<count; ++i)
164 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
165 UniformBlockInfo &info = uniform_blocks[name];
169 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
170 info.data_size = value;
172 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
173 vector<int> indices(value);
174 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
175 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
177 if(!uniforms_by_index[*j])
178 throw logic_error("Program::link");
179 info.uniforms.push_back(uniforms_by_index[*j]);
180 uniforms_by_index[*j]->block = &info;
183 vector<unsigned> indices2(indices.begin(), indices.end());
184 vector<int> values(indices.size());
185 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
186 for(unsigned j=0; j<indices.size(); ++j)
187 uniforms_by_index[indices[j]]->location = values[j];
190 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
191 if(uniforms_by_index[*j]->size>1)
192 indices2.push_back(*j);
193 if(!indices2.empty())
195 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
196 for(unsigned j=0; j<indices2.size(); ++j)
197 uniforms_by_index[indices[j]]->array_stride = values[j];
201 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
203 GLenum t = uniforms_by_index[*j]->type;
204 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
205 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
206 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
207 indices2.push_back(*j);
209 if(!indices2.empty())
211 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
212 for(unsigned j=0; j<indices2.size(); ++j)
213 uniforms_by_index[indices[j]]->matrix_stride = values[j];
216 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
217 info.layout_hash = compute_layout_hash(info.uniforms);
218 info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
219 glUniformBlockBinding(id, i, info.bind_point);
223 vector<const UniformInfo *> blockless_uniforms;
224 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
227 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
228 blockless_uniforms.push_back(&i->second);
231 uniform_layout_hash = compute_layout_hash(blockless_uniforms);
234 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
236 string layout_descriptor;
237 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
238 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
239 return hash32(layout_descriptor);
242 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
244 return uni1->location<uni2->location;
247 string Program::get_info_log() const
249 GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
250 char *buf = new char[len+1];
251 glGetProgramInfoLog(id, len+1, &len, buf);
252 string log(buf, len);
257 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
259 return get_item(uniform_blocks, name);
262 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
264 return get_item(uniforms, name);
267 int Program::get_uniform_location(const string &n) const
269 UniformMap::const_iterator i = uniforms.find(n);
270 if(i==uniforms.end())
272 if(n[n.size()-1]==']')
274 string::size_type open_bracket = n.rfind('[');
275 if(open_bracket!=string::npos)
277 /* The requested name looks like an array. glGetActiveUniform only
278 gives us the first element of the array, so try to look that up and
280 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
281 i = uniforms.find(n.substr(0, open_bracket));
282 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
283 return i->second.location+offset;
289 return i->second.block ? -1 : i->second.location;
292 void Program::bind() const
295 throw invalid_operation("Program::bind");
297 if(!set_current(this))
303 void Program::unbind()
312 Program::Loader::Loader(Program &p):
313 DataFile::ObjectLoader<Program>(p)
315 add("attribute", &Loader::attribute);
316 add("fragment_shader", &Loader::fragment_shader);
317 add("standard", &Loader::standard);
318 add("vertex_shader", &Loader::vertex_shader);
321 void Program::Loader::finish()
326 void Program::Loader::attribute(unsigned i, const string &n)
328 obj.bind_attribute(i, n);
331 void Program::Loader::fragment_shader(const string &src)
333 obj.attach_shader_owned(new FragmentShader(src));
336 void Program::Loader::standard()
338 ProgramBuilder::StandardFeatures feat;
340 ProgramBuilder builder(feat);
341 builder.add_shaders(obj);
344 void Program::Loader::vertex_shader(const string &src)
346 obj.attach_shader_owned(new VertexShader(src));