#include <vector>
#include <msp/datafile/objectloader.h>
#include "bindable.h"
+#include "datatype.h"
#include "gl.h"
+#include "module.h"
+#include "tag.h"
#include "vertexformat.h"
namespace Msp {
namespace GL {
-class Module;
class Shader;
/**
{
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;
+ Tag tag;
+ int binding;
+
+ 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::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;
- std::vector<unsigned> shader_ids;
+ 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 shader stages attached.
virtual ~Program();
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;
DEPRECATED void bind_attribute(unsigned, const std::string &);
- DEPRECATED void bind_attribute(VertexComponent, 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 *);
public:
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;
+ const UniformInfo &get_uniform_info(Tag) const;
int get_uniform_location(const std::string &) const;
- const AttributeMap &get_attributes() const { return attributes; }
+ int get_uniform_location(Tag) const;
+ int get_uniform_binding(Tag) const;
+ 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;