#include <cstring>
#include <msp/core/algorithm.h>
+#include <msp/gl/extensions/arb_compute_shader.h>
#include <msp/gl/extensions/arb_es2_compatibility.h>
#include <msp/gl/extensions/arb_fragment_shader.h>
#include <msp/gl/extensions/arb_gl_spirv.h>
#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)
case VERTEX: { static Require _req(ARB_vertex_shader); gl_type = GL_VERTEX_SHADER; } break;
case GEOMETRY: { static Require _req(ARB_geometry_shader4); gl_type = GL_GEOMETRY_SHADER; } break;
case FRAGMENT: { static Require _req(ARB_fragment_shader); gl_type = GL_FRAGMENT_SHADER; } break;
- default: throw invalid_argument("Program::add_stage");
+ case COMPUTE: { static Require _req(ARB_compute_shader); gl_type = GL_COMPUTE_SHADER; } break;
+ default: throw invalid_argument("OpenGLProgram::add_stage");
}
if(stage_ids[type])
- throw invalid_operation("Program::add_stage");
+ throw invalid_operation("OpenGLProgram::add_stage");
unsigned stage_id = glCreateShader(gl_type);
stage_ids[type] = stage_id;
return stage_id;
}
-void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values, TransientData &transient)
+void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values)
{
- 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);
vector<SL::Stage::Type> stages = compiler.get_stages();
if(stages.empty())
- throw invalid_argument("Program::add_glsl_stages");
+ throw invalid_argument("OpenGLProgram::add_glsl_stages");
for(SL::Stage::Type st: stages)
{
case SL::Stage::VERTEX: stage_id = add_stage(VERTEX); break;
case SL::Stage::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
case SL::Stage::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
- default: throw invalid_operation("Program::add_glsl_stages");
+ case SL::Stage::COMPUTE: stage_id = add_stage(COMPUTE); break;
+ default: throw invalid_operation("OpenGLProgram::add_glsl_stages");
}
string stage_src = compiler.get_stage_glsl(st);
compile_glsl_stage(mod, stage_id);
}
- transient.textures = compiler.get_texture_bindings();
- transient.blocks = compiler.get_uniform_block_bindings();
+ ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+ rd.n_clip_distances = compiler.get_n_clip_distances();
+
+ link(mod);
+ query_uniforms();
+ query_attributes();
+ if(is_compute())
+ {
+ int wg_size[3];
+ glGetProgramiv(id, GL_COMPUTE_WORK_GROUP_SIZE, wg_size);
+ rd.compute_wg_size = LinAl::Vector<unsigned, 3>(wg_size[0], wg_size[1], wg_size[2]);
+ }
+
+ const map<string, unsigned> &block_bindings = compiler.get_uniform_block_bindings();
+ if(!block_bindings.empty())
+ {
+ for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
+ {
+ auto j = block_bindings.find(rd.uniform_blocks[i].name);
+ if(j!=block_bindings.end())
+ {
+ glUniformBlockBinding(id, i, j->second);
+ rd.uniform_blocks[i].bind_point = j->second;
+ }
+ }
+ }
+
+ const map<string, unsigned> &tex_bindings = compiler.get_texture_bindings();
+ if(!tex_bindings.empty())
+ {
+ if(!ARB_separate_shader_objects)
+ glUseProgram(id);
+ for(const auto &kvp: tex_bindings)
+ {
+ int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
+ if(location>=0)
+ {
+ if(ARB_separate_shader_objects)
+ glProgramUniform1i(id, location, kvp.second);
+ else
+ glUniform1i(location, kvp.second);
+ }
+ }
+ }
}
void OpenGLProgram::compile_glsl_stage(const GlslModule &mod, unsigned stage_id)
#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);
case SpirVModule::VERTEX: stage_id = add_stage(VERTEX); break;
case SpirVModule::GEOMETRY: stage_id = add_stage(GEOMETRY); break;
case SpirVModule::FRAGMENT: stage_id = add_stage(FRAGMENT); break;
- default: throw invalid_operation("Program::add_spirv_stages");
+ case SpirVModule::COMPUTE: stage_id = add_stage(COMPUTE); break;
+ default: throw invalid_operation("OpenGLProgram::add_spirv_stages");
}
used_stage_ids[n_stages++] = stage_id;
}
if(!n_stages)
- throw invalid_argument("Program::add_spirv_stages");
+ throw invalid_argument("OpenGLProgram::add_spirv_stages");
const vector<uint32_t> &code = mod.get_code();
glShaderBinary(n_stages, used_stage_ids, GL_SHADER_BINARY_FORMAT_SPIR_V, &code[0], code.size()*4);
{
spec_id_array.push_back(c.constant_id);
spec_value_array.push_back(i->second);
- transient.spec_values[c.constant_id] = i->second;
}
}
for(unsigned i=0; i<MAX_STAGES; ++i)
if(stage_ids[i])
glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
+
+ link(mod);
}
-void OpenGLProgram::finalize(const Module &mod)
+void OpenGLProgram::link(const Module &mod)
{
glLinkProgram(id);
int status = 0;
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==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();
- if(!default_block.uniforms.empty())
- {
- const ReflectData::UniformInfo &uni = *default_block.uniforms.back();
- default_block.data_size = uni.location*16+uni.array_size*get_type_size(uni.type);
- }
default_block.update_layout_hash();
rd.update_layout_hash();
}
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;
for(int j: indices)
{
if(!uniforms_by_index[j])
- throw logic_error("Program::link");
+ throw logic_error("OpenGLProgram::query_uniform_blocks");
info.uniforms.push_back(uniforms_by_index[j]);
uniforms_by_index[j]->block = &info;
}
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);
info.type = from_gl_type(type);
}
}
+
+ sort_member(rd.attributes, &ReflectData::AttributeInfo::name);
}
-void OpenGLProgram::apply_bindings(const TransientData &transient)
+void OpenGLProgram::finalize_uniforms()
{
ReflectData &rd = static_cast<Program *>(this)->reflect_data;
- for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
+ 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())
{
- auto j = transient.blocks.find(rd.uniform_blocks[i].name);
- if(j!=transient.blocks.end())
- {
- glUniformBlockBinding(id, i, j->second);
- rd.uniform_blocks[i].bind_point = j->second;
- }
- }
+ 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(!ARB_separate_shader_objects)
- glUseProgram(id);
- for(const auto &kvp: transient.textures)
- {
- int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
- if(location>=0)
+ if(func)
+ uniform_calls.push_back(UniformCall(u->location, u->array_size, func));
+ }
+
+ if(i->data_size<=0)
{
- if(ARB_separate_shader_objects)
- glProgramUniform1i(id, location, kvp.second);
- else
- glUniform1i(location, kvp.second);
+ const ReflectData::UniformInfo &last = *i->uniforms.back();
+ i->data_size = last.location*16+last.array_size*get_type_size(last.type);
}
}
}
void OpenGLProgram::set_stage_debug_name(unsigned stage_id, Stage type)
{
#ifdef DEBUG
- static const char *const suffixes[] = { " [VS]", " [GS]", " [FS]" };
+ static const char *const suffixes[] = { " [VS]", " [GS]", " [FS]", " [CS]" };
string name = debug_name+suffixes[type];
glObjectLabel(GL_SHADER, stage_id, name.size(), name.c_str());
#else