#include <algorithm>
#include <cstring>
+#include <set>
#include <msp/core/hash.h>
#include <msp/core/maputils.h>
#include <msp/gl/extensions/arb_shader_objects.h>
#include <msp/gl/extensions/arb_uniform_buffer_object.h>
#include <msp/gl/extensions/arb_vertex_shader.h>
#include <msp/gl/extensions/ext_gpu_shader4.h>
+#include <msp/gl/extensions/nv_non_square_matrices.h>
+#include <msp/io/print.h>
#include <msp/strings/format.h>
#include "buffer.h"
#include "error.h"
#include "misc.h"
#include "program.h"
+#include "programcompiler.h"
+#include "resources.h"
#include "shader.h"
using namespace std;
link();
}
+Program::Program(const std::string &source)
+{
+ init();
+
+ ProgramCompiler compiler;
+ if(source.find(';')==string::npos && source.size()>5 && !source.compare(source.size()-5, 5, ".glsl"))
+ {
+ if(RefPtr<IO::Seekable> io = Resources::get_builtins().open(source))
+ compiler.compile(*io, source);
+ else
+ throw IO::file_not_found(source);
+ }
+ else
+ compiler.compile(source);
+ compiler.add_shaders(*this);
+ link();
+}
+
Program::Program(const string &vert, const string &frag)
{
init();
if(!linked)
throw compile_error(get_info_log());
+#ifdef DEBUG
+ std::string info_log = get_info_log();
+ if(!info_log.empty())
+ IO::print("Program link info log:\n%s", info_log);
+#endif
+
unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
vector<UniformInfo *> uniforms_by_index(count);
for(unsigned i=0; i<count; ++i)
if(len && strncmp(name, "gl_", 3))
{
/* Some implementations report the first element of a uniform array,
- others report just the name of an array. */
+ others report just the name of the array itself. */
if(len>3 && !strcmp(name+len-3, "[0]"))
name[len-3] = 0;
if(ARB_uniform_buffer_object)
{
+ uniform_blocks.clear();
+
+ std::set<unsigned> used_bind_points;
count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
for(unsigned i=0; i<count; ++i)
{
{
glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices[j]]->array_stride = values[j];
+ uniforms_by_index[indices2[j]]->array_stride = values[j];
}
indices2.clear();
{
glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
for(unsigned j=0; j<indices2.size(); ++j)
- uniforms_by_index[indices[j]]->matrix_stride = values[j];
+ uniforms_by_index[indices2[j]]->matrix_stride = values[j];
}
sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
info.layout_hash = compute_layout_hash(info.uniforms);
- info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
+ unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
+ info.bind_point = info.layout_hash%n_bindings;
+ while(used_bind_points.count(info.bind_point))
+ info.bind_point = (info.bind_point+1)%n_bindings;
glUniformBlockBinding(id, i, info.bind_point);
+ used_bind_points.insert(info.bind_point);
}
}
- vector<const UniformInfo *> blockless_uniforms;
+ UniformBlockInfo &default_block = uniform_blocks[string()];
+ default_block.data_size = 0;
+ default_block.bind_point = -1;
+
for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
if(!i->second.block)
{
i->second.location = glGetUniformLocation(id, i->second.name.c_str());
- blockless_uniforms.push_back(&i->second);
+ i->second.block = &default_block;
+ default_block.uniforms.push_back(&i->second);
}
- uniform_layout_hash = compute_layout_hash(blockless_uniforms);
+ default_block.layout_hash = compute_layout_hash(default_block.uniforms);
+
+ string layout_descriptor;
+ for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
+ layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
+ uniform_layout_hash = hash32(layout_descriptor);
}
-unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
+Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
{
string layout_descriptor;
for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
int Program::get_uniform_location(const string &n) const
{
+ if(n[n.size()-1]==']')
+ throw invalid_argument("Program::get_uniform_location");
+
UniformMap::const_iterator i = uniforms.find(n);
if(i==uniforms.end())
- {
- if(n[n.size()-1]==']')
- {
- string::size_type open_bracket = n.rfind('[');
- if(open_bracket!=string::npos)
- {
- /* The requested name looks like an array. glGetActiveUniform only
- gives us the first element of the array, so try to look that up and
- add an offset. */
- unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
- i = uniforms.find(n.substr(0, open_bracket));
- if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
- return i->second.location+offset;
- }
- }
return -1;
- }
- return i->second.block ? -1 : i->second.location;
+ return i->second.block->bind_point<0 ? i->second.location : -1;
}
void Program::bind() const
{
add("attribute", &Loader::attribute);
add("fragment_shader", &Loader::fragment_shader);
+ add("geometry_shader", &Loader::geometry_shader);
add("standard", &Loader::standard);
add("vertex_shader", &Loader::vertex_shader);
}
obj.attach_shader_owned(new FragmentShader(src));
}
+void Program::Loader::geometry_shader(const string &src)
+{
+ obj.attach_shader_owned(new GeometryShader(src));
+}
+
void Program::Loader::standard()
{
ProgramBuilder::StandardFeatures feat;