#ifndef MSP_GL_PROGRAM_H_
#define MSP_GL_PROGRAM_H_
+#include <map>
#include <string>
#include <vector>
#include <msp/datafile/objectloader.h>
-#include "datatype.h"
-#include "gl.h"
#include "module.h"
-#include "tag.h"
-#include "vertexformat.h"
+#include "program_backend.h"
+#include "reflectdata.h"
namespace Msp {
namespace GL {
/**
-A complete shader program. Programs can be assembled of individual Shaders or
-generated with a set of standard features.
+A shader program consisting of one or more stages.
+
+Programs are created from Modules. Specialization values can be applied to
+customize behaviour of the module.
*/
-class Program
+class Program: public ProgramBackend
{
- friend class PipelineState;
+ friend ProgramBackend;
public:
class Loader: public DataFile::CollectionObjectLoader<Program>
Loader(Program &, Collection &);
private:
- virtual void finish();
-
void module(const std::string &);
};
void specialize_int(const std::string &, int);
};
-public:
- typedef unsigned LayoutHash;
- struct UniformBlockInfo;
-
- struct UniformInfo
- {
- std::string name;
- const UniformBlockInfo *block;
- union
- {
- int location;
- unsigned offset;
- };
- unsigned array_size;
- unsigned array_stride;
- unsigned matrix_stride;
- DataType type;
- Tag tag;
- int binding;
-
- UniformInfo();
- };
-
- struct UniformBlockInfo
- {
- std::string name;
- unsigned data_size;
- int bind_point;
- std::vector<const UniformInfo *> uniforms;
- LayoutHash layout_hash;
-
- UniformBlockInfo();
- };
-
- struct AttributeInfo
- {
- std::string name;
- unsigned location;
- unsigned array_size;
- DataType type;
-
- AttributeInfo();
- };
-
-private:
- enum Stage
- {
- VERTEX,
- GEOMETRY,
- FRAGMENT,
- MAX_STAGES
- };
-
- struct TransientData
- {
- std::map<std::string, unsigned> textures;
- std::map<std::string, unsigned> blocks;
- std::map<unsigned, int> spec_values;
- };
-
- unsigned id;
- unsigned stage_ids[MAX_STAGES];
- const Module *module;
- TransientData *transient;
- bool linked;
- std::vector<UniformBlockInfo> uniform_blocks;
- std::vector<UniformInfo> uniforms;
- LayoutHash uniform_layout_hash;
- std::vector<AttributeInfo> attributes;
- std::string debug_name;
+ ReflectData reflect_data;
+ SpirVModule *specialized_spirv = 0;
public:
/// Constructs an empty Program with no shader stages attached.
- Program();
+ Program() = default;
/// 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();
+ Program(Program &&);
+ ~Program();
void add_stages(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
private:
- bool has_stages() const;
- unsigned add_stage(Stage);
- 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:
- void link();
-private:
- void query_uniforms();
- void query_uniform_blocks(const std::vector<UniformInfo *> &);
- void query_attributes();
- void collect_uniforms();
+ void collect_uniforms(const SpirVModule &);
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 *);
+ void collect_attributes(const SpirVModule &);
+ void collect_builtins(const SpirVModule &);
+ void collect_builtins(const SpirVModule::Structure &);
+
public:
- bool is_linked() const { return linked; }
-
- LayoutHash get_uniform_layout_hash() const { return uniform_layout_hash; }
- const std::vector<UniformBlockInfo> &get_uniform_blocks() const { return uniform_blocks; }
- const UniformBlockInfo &get_uniform_block_info(const std::string &) const;
- 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;
+ ReflectData::LayoutHash get_uniform_layout_hash() const { return reflect_data.layout_hash; }
+ unsigned get_n_descriptor_sets() const { return reflect_data.n_descriptor_sets; }
+ const std::vector<ReflectData::UniformBlockInfo> &get_uniform_blocks() const { return reflect_data.uniform_blocks; }
+ const ReflectData::UniformBlockInfo &get_uniform_block_info(const std::string &) const;
+ const std::vector<ReflectData::UniformInfo> &get_uniforms() const { return reflect_data.uniforms; }
+ const ReflectData::UniformInfo &get_uniform_info(const std::string &) const;
+ const ReflectData::UniformInfo &get_uniform_info(Tag) const;
int get_uniform_location(const std::string &) const;
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;
+ bool uses_binding(int) const;
+ const std::vector<ReflectData::AttributeInfo> &get_attributes() const { return reflect_data.attributes; }
+ const ReflectData::AttributeInfo &get_attribute_info(const std::string &) const;
int get_attribute_location(const std::string &) const;
+ unsigned get_n_clip_distances() const { return reflect_data.n_clip_distances; }
- void set_debug_name(const std::string &);
-private:
- void set_stage_debug_name(unsigned, Stage);
+ using ProgramBackend::set_debug_name;
};
} // namespace GL