#ifndef MSP_GL_PROGRAM_H_
#define MSP_GL_PROGRAM_H_
+#include <map>
#include <string>
#include <vector>
#include <msp/datafile/objectloader.h>
-#include "bindable.h"
-#include "gl.h"
-#include "vertexformat.h"
+#include "module.h"
+#include "program_backend.h"
+#include "reflectdata.h"
namespace Msp {
namespace GL {
-class Shader;
-
/**
-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: public Bindable<Program>
+class Program: public ProgramBackend
{
+ friend ProgramBackend;
+
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 vertex_shader(const std::string &);
- };
-
- typedef unsigned LayoutHash;
- struct UniformBlockInfo;
-
- struct UniformInfo
- {
- std::string name;
- const UniformBlockInfo *block;
- unsigned location;
- unsigned size;
- unsigned array_stride;
- unsigned matrix_stride;
- GLenum type;
- };
-
- struct UniformBlockInfo
- {
- std::string name;
- unsigned data_size;
- int bind_point;
- std::vector<const UniformInfo *> uniforms;
- LayoutHash layout_hash;
+ void module(const std::string &);
};
- struct AttributeInfo
+private:
+ class SpecializationLoader: public DataFile::Loader
{
- std::string name;
- unsigned location;
- unsigned size;
- GLenum type;
- };
+ private:
+ std::map<std::string, int> &spec_values;
- 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;
+ static ActionMap shared_actions;
-private:
- unsigned id;
- ShaderList shaders;
- ShaderList owned_data;
- bool linked;
- UniformBlockMap uniform_blocks;
- UniformMap uniforms;
- LayoutHash uniform_layout_hash;
- AttributeMap attributes;
+ public:
+ SpecializationLoader(std::map<std::string, int> &);
-public:
- /// Constructs an empty Program with no Shaders attached.
- Program();
+ private:
+ virtual void init_actions();
- /// Constructs a Program from unified source code using ProgramCompiler.
- Program(const std::string &);
+ void specialize_bool(const std::string &, bool);
+ void specialize_int(const std::string &, int);
+ };
- /// Constructs a Program from vertex and fragment shader source code.
- Program(const std::string &, const std::string &);
+ ReflectData reflect_data;
-private:
- void init();
public:
- virtual ~Program();
+ /// Constructs an empty Program with no shader stages attached.
+ Program() = default;
- void attach_shader(Shader &shader);
- void attach_shader_owned(Shader *shader);
- void detach_shader(Shader &shader);
- const ShaderList &get_attached_shaders() const { return shaders; }
+ /// Constructs a Program from a Module, with specialization constants.
+ Program(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
- void bind_attribute(unsigned, const std::string &);
- void bind_attribute(VertexComponent, const std::string &);
- void bind_fragment_data(unsigned, const std::string &);
-
- void link();
+ void add_stages(const Module &, const std::map<std::string, int> & = std::map<std::string, int>());
private:
- static void require_type(GLenum);
- void query_uniforms();
- void query_uniform_blocks(const std::vector<UniformInfo *> &);
- void query_attributes();
- static LayoutHash compute_layout_hash(const std::vector<const UniformInfo *> &);
- static bool uniform_location_compare(const UniformInfo *, const UniformInfo *);
+ void collect_uniforms(const SpirVModule &);
+ void collect_block_uniforms(const SpirVModule::Structure &, const std::string &, unsigned, std::vector<std::string> &);
+ void collect_attributes(const SpirVModule &);
+ void collect_builtins(const SpirVModule &);
+ void collect_builtins(const SpirVModule::Structure &);
+
public:
- bool is_linked() const { return linked; }
- 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 UniformBlockInfo &get_uniform_block_info(const std::string &) const;
- const UniformMap &get_uniforms() const { return uniforms; }
- const UniformInfo &get_uniform_info(const std::string &) const;
+ ReflectData::LayoutHash get_uniform_layout_hash() const { return reflect_data.layout_hash; }
+ 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;
- const AttributeMap &get_attributes() const { return attributes; }
- const AttributeInfo &get_attribute_info(const std::string &) const;
+ int get_uniform_location(Tag) const;
+ int get_uniform_binding(Tag) 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 bind() const;
- static void unbind();
+ using ProgramBackend::set_debug_name;
};
} // namespace GL