-#include <algorithm>
-#include <cstring>
-#include <set>
-#include <msp/core/hash.h>
-#include <msp/core/maputils.h>
-#include <msp/gl/extensions/arb_shader_objects.h>
-#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"
-#include "misc.h"
-#include "program.h"
-#include "shader.h"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Program::Program()
-{
- init();
-}
-
-Program::Program(const ProgramBuilder::StandardFeatures &features)
-{
- init();
-
- ProgramBuilder builder(features);
- builder.add_shaders(*this);
- link();
-}
-
-Program::Program(const string &vert, const string &frag)
-{
- init();
-
- attach_shader_owned(new VertexShader(vert));
- attach_shader_owned(new FragmentShader(frag));
- link();
-}
-
-void Program::init()
-{
- static Require _req(ARB_shader_objects);
-
- linked = false;
- id = glCreateProgram();
-}
-
-Program::~Program()
-{
- for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
- delete *i;
- glDeleteProgram(id);
-}
-
-void Program::attach_shader(Shader &shader)
-{
- if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
- {
- glAttachShader(id, shader.get_id());
- shaders.push_back(&shader);
- }
-}
-
-void Program::attach_shader_owned(Shader *shader)
-{
- attach_shader(*shader);
- if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
- owned_data.push_back(shader);
-}
-
-void Program::detach_shader(Shader &shader)
-{
- ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
- if(i!=shaders.end())
- {
- shaders.erase(i, shaders.end());
- glDetachShader(id, shader.get_id());
- }
-}
-
-void Program::bind_attribute(unsigned index, const string &name)
-{
- static Require _req(ARB_vertex_shader);
- glBindAttribLocation(id, index, name.c_str());
-}
-
-void Program::bind_attribute(VertexComponent comp, const string &name)
-{
- bind_attribute(get_component_type(comp), name);
-}
-
-void Program::bind_fragment_data(unsigned index, const string &name)
-{
- static Require _req(EXT_gpu_shader4);
- glBindFragDataLocation(id, index, name.c_str());
-}
-
-void Program::link()
-{
- for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- if(!(*i)->is_compiled())
- (*i)->compile();
-
- uniforms.clear();
- legacy_vars = false;
-
- glLinkProgram(id);
- linked = get_program_i(id, GL_LINK_STATUS);
- if(!linked)
- throw compile_error(get_info_log());
-
- unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
- vector<UniformInfo *> uniforms_by_index(count);
- for(unsigned i=0; i<count; ++i)
- {
- char name[128];
- int len = 0;
- int size;
- GLenum type;
- glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
- if(len && strncmp(name, "gl_", 3))
- {
- /* Some implementations report the first element of a uniform array,
- others report just the name of the array itself. */
- if(len>3 && !strcmp(name+len-3, "[0]"))
- name[len-3] = 0;
-
- UniformInfo &info = uniforms[name];
- info.block = 0;
- info.name = name;
- info.size = size;
- info.array_stride = 0;
- info.matrix_stride = 0;
- info.type = type;
- uniforms_by_index[i] = &info;
- }
- else
- legacy_vars = true;
- }
-
- count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
- for(unsigned i=0; i<count; ++i)
- {
- char name[128];
- int len = 0;
- int size;
- GLenum type;
- glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
- if(len && !strncmp(name, "gl_", 3))
- legacy_vars = true;
- }
-
- 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)
- {
- char name[128];
- int len;
- glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
- UniformBlockInfo &info = uniform_blocks[name];
- info.name = name;
-
- int value;
- 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);
- if(!indices2.empty())
- {
- glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
- for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices2[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);
- }
- if(!indices2.empty())
- {
- glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
- for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices2[j]]->matrix_stride = values[j];
- }
-
- sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
- info.layout_hash = compute_layout_hash(info.uniforms);
- unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
- info.bind_point = info.layout_hash%n_bindings;
- while(used_bind_points.count(info.bind_point))
- info.bind_point = (info.bind_point+1)%n_bindings;
- glUniformBlockBinding(id, i, info.bind_point);
- used_bind_points.insert(info.bind_point);
- }
- }
-
- 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());
- i->second.block = &default_block;
- default_block.uniforms.push_back(&i->second);
- }
-
- 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);
-}
-
-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)
- layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
- return hash32(layout_descriptor);
-}
-
-bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
-{
- return uni1->location<uni2->location;
-}
-
-string Program::get_info_log() const
-{
- GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
- char *buf = new char[len+1];
- glGetProgramInfoLog(id, len+1, &len, buf);
- string log(buf, len);
- delete[] buf;
- return log;
-}
-
-const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
-{
- return get_item(uniform_blocks, name);
-}
-
-const Program::UniformInfo &Program::get_uniform_info(const string &name) const
-{
- return get_item(uniforms, name);
-}
-
-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())
- return -1;
-
- return i->second.block->bind_point<0 ? i->second.location : -1;
-}
-
-void Program::bind() const
-{
- if(!linked)
- throw invalid_operation("Program::bind");
-
- if(!set_current(this))
- return;
-
- glUseProgram(id);
-}
-
-void Program::unbind()
-{
- if(!set_current(0))
- return;
-
- glUseProgram(0);
-}
-
-
-Program::Loader::Loader(Program &p):
- DataFile::ObjectLoader<Program>(p)
-{
- add("attribute", &Loader::attribute);
- add("fragment_shader", &Loader::fragment_shader);
- add("standard", &Loader::standard);
- add("vertex_shader", &Loader::vertex_shader);
-}
-
-void Program::Loader::finish()
-{
- obj.link();
-}
-
-void Program::Loader::attribute(unsigned i, const string &n)
-{
- obj.bind_attribute(i, n);
-}
-
-void Program::Loader::fragment_shader(const string &src)
-{
- obj.attach_shader_owned(new FragmentShader(src));
-}
-
-void Program::Loader::standard()
-{
- ProgramBuilder::StandardFeatures feat;
- load_sub(feat);
- ProgramBuilder builder(feat);
- builder.add_shaders(obj);
-}
-
-void Program::Loader::vertex_shader(const string &src)
-{
- obj.attach_shader_owned(new VertexShader(src));
-}
-
-} // namespace GL
-} // namespace Msp