#include <msp/gl/extensions/khr_debug.h>
#include <msp/gl/extensions/nv_non_square_matrices.h>
#include <msp/io/print.h>
+#include "device.h"
#include "error.h"
#include "program.h"
#include "program_backend.h"
id = glCreateProgram();
}
+OpenGLProgram::OpenGLProgram(OpenGLProgram &&other):
+ id(other.id),
+ linked(other.linked),
+ uniform_calls(move(other.uniform_calls)),
+ debug_name(move(other.debug_name))
+{
+ move(other.stage_ids, other.stage_ids+MAX_STAGES, stage_ids);
+ other.id = 0;
+ fill(other.stage_ids, other.stage_ids+MAX_STAGES, 0);
+}
+
OpenGLProgram::~OpenGLProgram()
{
for(unsigned i=0; i<MAX_STAGES; ++i)
void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values, TransientData &transient)
{
- SL::Compiler compiler;
+ SL::Compiler compiler(Device::get_current().get_info().glsl_features);
compiler.set_source(mod.get_prepared_source(), "<module>");
compiler.specialize(spec_values);
compiler.compile(SL::Compiler::PROGRAM);
#endif
}
-void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, int> &spec_values, TransientData &transient)
+void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, int> &spec_values)
{
static Require _req(ARB_gl_spirv);
static Require _req2(ARB_ES2_compatibility);
{
spec_id_array.push_back(c.constant_id);
spec_value_array.push_back(i->second);
- transient.spec_values[c.constant_id] = i->second;
}
}
glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
}
-void OpenGLProgram::finalize(const Module &mod)
+void OpenGLProgram::finalize(const Module &mod, TransientData &transient)
{
glLinkProgram(id);
int status = 0;
if(!info_log.empty())
IO::print("Program link info log:\n%s", info_log);
#endif
+
+ if(mod.get_format()==Module::GLSL)
+ {
+ query_uniforms();
+ query_attributes();
+ apply_bindings(transient);
+ }
}
void OpenGLProgram::query_uniforms()
if(len>3 && !strcmp(name+len-3, "[0]"))
name[len-3] = 0;
- rd.uniforms.push_back(ReflectData::UniformInfo());
+ rd.uniforms.emplace_back();
ReflectData::UniformInfo &info = rd.uniforms.back();
info.name = name;
info.tag = name;
query_uniform_blocks(uniforms_by_index);
}
- rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
+ rd.uniform_blocks.emplace_back();
ReflectData::UniformBlockInfo &default_block = rd.uniform_blocks.back();
for(ReflectData::UniformInfo &u: rd.uniforms)
u.matrix_stride = get_type_size(get_matrix_column_type(u.type));
default_block.uniforms.push_back(&u);
- if(u.location>=0)
- {
- UniformCall::FuncPtr func = 0;
- if(is_image(u.type))
- glGetUniformiv(id, u.location, &u.binding);
- else if(u.type==FLOAT)
- func = &uniform_wrapper<float, glUniform1fv>;
- else if(u.type==FLOAT_VEC2)
- func = &uniform_wrapper<float, glUniform2fv>;
- else if(u.type==FLOAT_VEC3)
- func = &uniform_wrapper<float, glUniform3fv>;
- else if(u.type==FLOAT_VEC4)
- func = &uniform_wrapper<float, glUniform4fv>;
- else if(u.type==INT)
- func = &uniform_wrapper<int, glUniform1iv>;
- else if(u.type==INT_VEC2)
- func = &uniform_wrapper<int, glUniform2iv>;
- else if(u.type==INT_VEC3)
- func = &uniform_wrapper<int, glUniform3iv>;
- else if(u.type==INT_VEC4)
- func = &uniform_wrapper<int, glUniform4iv>;
- else if(u.type==UNSIGNED_INT)
- func = &uniform_wrapper<unsigned, glUniform1uiv>;
- else if(u.type==UINT_VEC2)
- func = &uniform_wrapper<unsigned, glUniform2uiv>;
- else if(u.type==UINT_VEC3)
- func = &uniform_wrapper<unsigned, glUniform3uiv>;
- else if(u.type==UINT_VEC4)
- func = &uniform_wrapper<unsigned, glUniform4uiv>;
- else if(u.type==FLOAT_MAT2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
- else if(u.type==FLOAT_MAT3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
- else if(u.type==FLOAT_MAT4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
- else if(u.type==FLOAT_MAT2x3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
- else if(u.type==FLOAT_MAT3x2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
- else if(u.type==FLOAT_MAT2x4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
- else if(u.type==FLOAT_MAT4x2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
- else if(u.type==FLOAT_MAT3x4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
- else if(u.type==FLOAT_MAT4x3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
-
- if(func)
- uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
- }
+ if(is_image(u.type) && u.location>=0)
+ glGetUniformiv(id, u.location, &u.binding);
}
default_block.sort_uniforms();
char name[128];
int len;
glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
- rd.uniform_blocks.push_back(ReflectData::UniformBlockInfo());
+ rd.uniform_blocks.emplace_back();
ReflectData::UniformBlockInfo &info = rd.uniform_blocks.back();
info.name = name;
if(len>3 && !strcmp(name+len-3, "[0]"))
name[len-3] = 0;
- rd.attributes.push_back(ReflectData::AttributeInfo());
+ rd.attributes.emplace_back();
ReflectData::AttributeInfo &info = rd.attributes.back();
info.name = name;
info.location = glGetAttribLocation(id, name);
}
}
+void OpenGLProgram::finalize_uniforms()
+{
+ ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+
+ auto i = find_if(rd.uniform_blocks, [](const ReflectData::UniformBlockInfo &b){ return b.bind_point<0; });
+ if(i!=rd.uniform_blocks.end() && !i->uniforms.empty())
+ {
+ for(const ReflectData::UniformInfo *u: i->uniforms)
+ if(u->location>=0)
+ {
+ UniformCall::FuncPtr func = 0;
+ if(u->type==FLOAT)
+ func = &uniform_wrapper<float, glUniform1fv>;
+ else if(u->type==FLOAT_VEC2)
+ func = &uniform_wrapper<float, glUniform2fv>;
+ else if(u->type==FLOAT_VEC3)
+ func = &uniform_wrapper<float, glUniform3fv>;
+ else if(u->type==FLOAT_VEC4)
+ func = &uniform_wrapper<float, glUniform4fv>;
+ else if(u->type==INT)
+ func = &uniform_wrapper<int, glUniform1iv>;
+ else if(u->type==INT_VEC2)
+ func = &uniform_wrapper<int, glUniform2iv>;
+ else if(u->type==INT_VEC3)
+ func = &uniform_wrapper<int, glUniform3iv>;
+ else if(u->type==INT_VEC4)
+ func = &uniform_wrapper<int, glUniform4iv>;
+ else if(u->type==UNSIGNED_INT)
+ func = &uniform_wrapper<unsigned, glUniform1uiv>;
+ else if(u->type==UINT_VEC2)
+ func = &uniform_wrapper<unsigned, glUniform2uiv>;
+ else if(u->type==UINT_VEC3)
+ func = &uniform_wrapper<unsigned, glUniform3uiv>;
+ else if(u->type==UINT_VEC4)
+ func = &uniform_wrapper<unsigned, glUniform4uiv>;
+ else if(u->type==FLOAT_MAT2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
+ else if(u->type==FLOAT_MAT3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
+ else if(u->type==FLOAT_MAT4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
+ else if(u->type==FLOAT_MAT2x3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
+ else if(u->type==FLOAT_MAT3x2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
+ else if(u->type==FLOAT_MAT2x4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
+ else if(u->type==FLOAT_MAT4x2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
+ else if(u->type==FLOAT_MAT3x4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
+ else if(u->type==FLOAT_MAT4x3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
+
+ if(func)
+ uniform_calls.push_back(UniformCall(u->location, u->array_size, func));
+ }
+
+ if(i->data_size<=0)
+ {
+ const ReflectData::UniformInfo &last = *i->uniforms.back();
+ i->data_size = last.location*16+last.array_size*get_type_size(last.type);
+ }
+ }
+}
+
void OpenGLProgram::set_debug_name(const string &name)
{
#ifdef DEBUG