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>
25 Program::Program(const ProgramBuilder::StandardFeatures &features)
29 ProgramBuilder builder(features);
30 builder.add_shaders(*this);
31 if(!features.transform)
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());
93 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
94 if(!(*i)->is_compiled())
101 linked = get_program_i(id, GL_LINK_STATUS);
103 throw compile_error(get_info_log());
105 unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
106 vector<UniformInfo *> uniforms_by_index(count);
107 for(unsigned i=0; i<count; ++i)
113 glGetActiveUniform(id, i, sizeof(name), &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;
134 count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
135 for(unsigned i=0; i<count; ++i)
141 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
142 if(len && !strncmp(name, "gl_", 3))
146 if(ARB_uniform_buffer_object)
148 count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
149 for(unsigned i=0; i<count; ++i)
153 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
154 UniformBlockInfo &info = uniform_blocks[name];
158 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
159 info.data_size = value;
161 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
162 vector<int> indices(value);
163 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
164 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
166 if(!uniforms_by_index[*j])
167 throw logic_error("Program::link");
168 info.uniforms.push_back(uniforms_by_index[*j]);
169 uniforms_by_index[*j]->block = &info;
172 vector<unsigned> indices2(indices.begin(), indices.end());
173 vector<int> values(indices.size());
174 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
175 for(unsigned j=0; j<indices.size(); ++j)
176 uniforms_by_index[indices[j]]->location = values[j];
179 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
180 if(uniforms_by_index[*j]->size>1)
181 indices2.push_back(*j);
182 if(!indices2.empty())
184 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
185 for(unsigned j=0; j<indices2.size(); ++j)
186 uniforms_by_index[indices[j]]->array_stride = values[j];
190 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
192 GLenum t = uniforms_by_index[*j]->type;
193 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
194 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
195 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
196 indices2.push_back(*j);
198 if(!indices2.empty())
200 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
201 for(unsigned j=0; j<indices2.size(); ++j)
202 uniforms_by_index[indices[j]]->matrix_stride = values[j];
205 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
206 info.layout_hash = compute_layout_hash(info.uniforms);
207 info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
208 glUniformBlockBinding(id, i, info.bind_point);
212 vector<const UniformInfo *> blockless_uniforms;
213 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
216 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
217 blockless_uniforms.push_back(&i->second);
220 uniform_layout_hash = compute_layout_hash(blockless_uniforms);
223 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
225 string layout_descriptor;
226 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
227 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
228 return hash32(layout_descriptor);
231 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
233 return uni1->location<uni2->location;
236 string Program::get_info_log() const
238 GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
239 char *buf = new char[len+1];
240 glGetProgramInfoLog(id, len+1, &len, buf);
241 string log(buf, len);
246 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
248 return get_item(uniform_blocks, name);
251 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
253 return get_item(uniforms, name);
256 int Program::get_uniform_location(const string &n) const
258 UniformMap::const_iterator i = uniforms.find(n);
259 if(i==uniforms.end())
261 if(n[n.size()-1]==']')
263 string::size_type open_bracket = n.rfind('[');
264 if(open_bracket!=string::npos)
266 /* The requested name looks like an array. glGetActiveUniform only
267 gives us the first element of the array, so try to look that up and
269 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
270 i = uniforms.find(n.substr(0, open_bracket));
271 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
272 return i->second.location+offset;
278 return i->second.block ? -1 : i->second.location;
281 void Program::bind() const
284 throw invalid_operation("Program::bind");
286 if(!set_current(this))
292 void Program::unbind()
301 Program::Loader::Loader(Program &p):
302 DataFile::ObjectLoader<Program>(p)
304 add("attribute", &Loader::attribute);
305 add("fragment_shader", &Loader::fragment_shader);
306 add("standard", &Loader::standard);
307 add("vertex_shader", &Loader::vertex_shader);
310 void Program::Loader::finish()
315 void Program::Loader::attribute(unsigned i, const string &n)
317 obj.bind_attribute(i, n);
320 void Program::Loader::fragment_shader(const string &src)
322 obj.attach_shader_owned(new FragmentShader(src));
325 void Program::Loader::standard()
327 ProgramBuilder::StandardFeatures feat;
329 ProgramBuilder builder(feat);
330 builder.add_shaders(obj);
333 void Program::Loader::vertex_shader(const string &src)
335 obj.attach_shader_owned(new VertexShader(src));