+
+ if(is_supported("GL_ARB_uniform_buffer_object"))
+ {
+ glGetObjectParameterivARB(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
+ count = value;
+ for(unsigned i=0; i<count; ++i)
+ {
+ char name[128];
+ int len;
+ glGetActiveUniformBlockName(id, i, 128, &len, name);
+ UniformBlockInfo &info = uniform_blocks[name];
+ info.name = name;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
+ info.data_size = value;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
+ vector<int> indices(value);
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ {
+ if(!uniforms_by_index[*j])
+ throw logic_error("Program::link");
+ info.uniforms.push_back(uniforms_by_index[*j]);
+ uniforms_by_index[*j]->block = &info;
+ }
+
+ vector<unsigned> indices2(indices.begin(), indices.end());
+ vector<int> values(indices.size());
+ glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
+ for(unsigned j=0; j<indices.size(); ++j)
+ uniforms_by_index[indices[j]]->location = values[j];
+
+ indices2.clear();
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ if(uniforms_by_index[*j]->size>1)
+ indices2.push_back(*j);
+ 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];
+
+ indices2.clear();
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ {
+ GLenum t = uniforms_by_index[*j]->type;
+ if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
+ t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
+ t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
+ indices2.push_back(*j);
+ }
+ 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];
+
+ info.layout_hash = compute_layout_hash(info.uniforms);
+ info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
+ glUniformBlockBinding(id, i, info.bind_point);
+ }
+ }
+
+ vector<const UniformInfo *> blockless_uniforms;
+ for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+ if(!i->second.block)
+ {
+ i->second.location = glGetUniformLocationARB(id, i->second.name.c_str());
+ blockless_uniforms.push_back(&i->second);
+ }
+
+ uniform_layout_hash = compute_layout_hash(blockless_uniforms);
+}
+
+unsigned 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)
+ layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
+ return hash32(layout_descriptor);