#include <vector>
#include <msp/datafile/objectloader.h>
#include "bindable.h"
+#include "datatype.h"
#include "gl.h"
+#include "module.h"
#include "vertexformat.h"
namespace Msp {
class Program: public Bindable<Program>
{
public:
- class Loader: public DataFile::ObjectLoader<Program>
+ class Loader: public DataFile::CollectionObjectLoader<Program>
{
public:
- Loader(Program &);
+ Loader(Program &, Collection &);
private:
virtual void finish();
void attribute(unsigned, const std::string &);
void fragment_shader(const std::string &);
void geometry_shader(const std::string &);
+ void module(const std::string &);
void vertex_shader(const std::string &);
};
+private:
+ class SpecializationLoader: public DataFile::Loader
+ {
+ private:
+ std::map<std::string, int> &spec_values;
+
+ static ActionMap shared_actions;
+
+ public:
+ SpecializationLoader(std::map<std::string, int> &);
+
+ private:
+ virtual void init_actions();
+
+ void specialize_bool(const std::string &, bool);
+ void specialize_int(const std::string &, int);
+ };
+
+public:
typedef unsigned LayoutHash;
struct UniformBlockInfo;
{
std::string name;
const UniformBlockInfo *block;
- unsigned location;
- unsigned size;
+ union
+ {
+ int location;
+ unsigned offset;
+ };
+ unsigned array_size;
unsigned array_stride;
unsigned matrix_stride;
- GLenum type;
+ DataType type;
+
+ UniformInfo();
};
struct UniformBlockInfo
int bind_point;
std::vector<const UniformInfo *> uniforms;
LayoutHash layout_hash;
+
+ UniformBlockInfo();
};
struct AttributeInfo
{
std::string name;
unsigned location;
- unsigned size;
- GLenum type;
- };
+ unsigned array_size;
+ DataType type;
- typedef std::vector<Shader *> ShaderList;
- typedef std::map<std::string, UniformInfo> UniformMap;
- typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
- typedef std::map<std::string, AttributeInfo> AttributeMap;
+ AttributeInfo();
+ };
private:
+ struct Bindings
+ {
+ std::map<std::string, unsigned> textures;
+ std::map<std::string, unsigned> blocks;
+ };
+
unsigned id;
- ShaderList shaders;
- ShaderList owned_data;
+ std::vector<unsigned> stage_ids;
+ const Module *module;
+ Bindings *bindings;
bool linked;
- UniformBlockMap uniform_blocks;
- UniformMap uniforms;
+ std::vector<UniformBlockInfo> uniform_blocks;
+ std::vector<UniformInfo> uniforms;
LayoutHash uniform_layout_hash;
- AttributeMap attributes;
+ std::vector<AttributeInfo> attributes;
public:
- /// Constructs an empty Program with no Shaders attached.
+ /// Constructs an empty Program with no shader stages attached.
Program();
/// Constructs a Program from unified source code using ProgramCompiler.
- Program(const std::string &);
+ DEPRECATED Program(const std::string &);
/// Constructs a Program from vertex and fragment shader source code.
- Program(const std::string &, const std::string &);
+ DEPRECATED Program(const std::string &, const std::string &);
+
+ /// Constructs a Program from a Module, with specialization constants.
+ Program(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
private:
void init();
public:
virtual ~Program();
- void attach_shader(Shader &shader);
- void attach_shader_owned(Shader *shader);
- void detach_shader(Shader &shader);
- const ShaderList &get_attached_shaders() const { return shaders; }
+ void add_stages(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
+private:
+ unsigned add_stage(GLenum);
+ void add_glsl_stages(const GlslModule &, const std::map<std::string, int> &);
+ void compile_glsl_stage(unsigned);
+ void add_spirv_stages(const SpirVModule &, const std::map<std::string, int> &);
+
+public:
+ DEPRECATED void attach_shader(Shader &shader);
+ DEPRECATED void attach_shader_owned(Shader *shader);
+ DEPRECATED void detach_shader(Shader &shader);
+ DEPRECATED const std::vector<Shader *> &get_attached_shaders() const;
- void bind_attribute(unsigned, const std::string &);
- void bind_attribute(VertexComponent, const std::string &);
- void bind_fragment_data(unsigned, const std::string &);
+ DEPRECATED void bind_attribute(unsigned, const std::string &);
+ DEPRECATED void bind_attribute(VertexAttribute, const std::string &);
+ DEPRECATED void bind_fragment_data(unsigned, const std::string &);
void link();
private:
- static void require_type(GLenum);
void query_uniforms();
void query_uniform_blocks(const std::vector<UniformInfo *> &);
void query_attributes();
+ void collect_uniforms();
+ void collect_block_uniforms(const SpirVModule::Structure &, const std::string &, unsigned, std::vector<std::string> &);
+ void collect_attributes();
+ void update_layout_hash();
static LayoutHash compute_layout_hash(const std::vector<const UniformInfo *> &);
static bool uniform_location_compare(const UniformInfo *, const UniformInfo *);
+ static bool uniform_name_compare(const UniformInfo &, const UniformInfo &);
+ template<typename T>
+ static bool name_search(const T &, const std::string &);
public:
bool is_linked() const { return linked; }
- std::string get_info_log() const;
+ DEPRECATED std::string get_info_log() const;
LayoutHash get_uniform_layout_hash() const { return uniform_layout_hash; }
- const UniformBlockMap &get_uniform_blocks() const { return uniform_blocks; }
+ const std::vector<UniformBlockInfo> &get_uniform_blocks() const { return uniform_blocks; }
const UniformBlockInfo &get_uniform_block_info(const std::string &) const;
- const UniformMap &get_uniforms() const { return uniforms; }
+ const std::vector<UniformInfo> &get_uniforms() const { return uniforms; }
const UniformInfo &get_uniform_info(const std::string &) const;
int get_uniform_location(const std::string &) const;
- const AttributeMap &get_attributes() const { return attributes; }
+ const std::vector<AttributeInfo> &get_attributes() const { return attributes; }
const AttributeInfo &get_attribute_info(const std::string &) const;
int get_attribute_location(const std::string &) const;