#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
#include <msp/gl/extensions/ext_gpu_shader4.h>
+#include <msp/gl/extensions/nv_non_square_matrices.h>
#include <msp/strings/format.h>
#include "buffer.h"
#include "error.h"
if(ARB_uniform_buffer_object)
{
+ uniform_blocks.clear();
+
std::set<unsigned> used_bind_points;
count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
for(unsigned i=0; i<count; ++i)
{
glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices[j]]->array_stride = values[j];
+ uniforms_by_index[indices2[j]]->array_stride = values[j];
}
indices2.clear();
{
glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices[j]]->matrix_stride = values[j];
+ uniforms_by_index[indices2[j]]->matrix_stride = values[j];
}
sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
}
}
- vector<const UniformInfo *> blockless_uniforms;
+ UniformBlockInfo &default_block = uniform_blocks[string()];
+ default_block.data_size = 0;
+ default_block.bind_point = -1;
+
for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
if(!i->second.block)
{
i->second.location = glGetUniformLocation(id, i->second.name.c_str());
- blockless_uniforms.push_back(&i->second);
+ i->second.block = &default_block;
+ default_block.uniforms.push_back(&i->second);
}
- uniform_layout_hash = compute_layout_hash(blockless_uniforms);
+ default_block.layout_hash = compute_layout_hash(default_block.uniforms);
+
+ string layout_descriptor;
+ for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
+ layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
+ uniform_layout_hash = hash32(layout_descriptor);
}
-unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
+Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
{
string layout_descriptor;
for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
int Program::get_uniform_location(const string &n) const
{
+ if(n[n.size()-1]==']')
+ throw invalid_argument("Program::get_uniform_location");
+
UniformMap::const_iterator i = uniforms.find(n);
if(i==uniforms.end())
- {
- if(n[n.size()-1]==']')
- {
- string::size_type open_bracket = n.rfind('[');
- if(open_bracket!=string::npos)
- {
- /* The requested name looks like an array. glGetActiveUniform only
- gives us the first element of the array, so try to look that up and
- add an offset. */
- unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
- i = uniforms.find(n.substr(0, open_bracket));
- if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
- return i->second.location+offset;
- }
- }
return -1;
- }
- return i->second.block ? -1 : i->second.location;
+ return i->second.block->bind_point<0 ? i->second.location : -1;
}
void Program::bind() const