-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
+#include <algorithm>
+#include <cstring>
+#include <msp/core/hash.h>
+#include <msp/core/maputils.h>
+#include <msp/strings/format.h>
#include "arb_shader_objects.h"
+#include "arb_uniform_buffer_object.h"
#include "arb_vertex_shader.h"
-#include "except.h"
-#include "extension.h"
+#include "buffer.h"
+#include "error.h"
#include "program.h"
#include "shader.h"
namespace Msp {
namespace GL {
-Program::Program():
- del_shaders(false),
- linked(false)
+Program::Program()
{
- require_extension("GL_ARB_shader_objects");
- require_extension("GL_ARB_vertex_shader");
+ init();
+}
- id=glCreateProgramObjectARB();
+Program::Program(const ProgramBuilder::StandardFeatures &features)
+{
+ init();
+
+ ProgramBuilder builder(features);
+ builder.add_shaders(*this);
+ if(!features.transform)
+ link();
}
-Program::Program(const string &vert, const string &frag):
- del_shaders(true),
- linked(false)
+Program::Program(const string &vert, const string &frag)
{
- require_extension("GL_ARB_shader_objects");
- require_extension("GL_ARB_vertex_shader");
+ init();
- id=glCreateProgramObjectARB();
- attach_shader(*new Shader(VERTEX_SHADER, vert));
- attach_shader(*new Shader(FRAGMENT_SHADER, frag));
+ attach_shader_owned(new VertexShader(vert));
+ attach_shader_owned(new FragmentShader(frag));
link();
}
+void Program::init()
+{
+ static Require _req(ARB_shader_objects);
+
+ linked = false;
+ id = glCreateProgram();
+}
+
Program::~Program()
{
- if(del_shaders)
- {
- for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- delete *i;
- }
- glDeleteObjectARB(id);
+ for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ delete *i;
+ glDeleteProgram(id);
}
void Program::attach_shader(Shader &shader)
{
if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
{
- glAttachObjectARB(id, shader.get_id());
+ glAttachShader(id, shader.get_id());
shaders.push_back(&shader);
}
}
+void Program::attach_shader_owned(Shader *shader)
+{
+ attach_shader(*shader);
+ if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
+ owned_data.push_back(shader);
+}
+
void Program::detach_shader(Shader &shader)
{
- list<Shader *>::iterator i=remove(shaders.begin(), shaders.end(), &shader);
+ ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
if(i!=shaders.end())
{
shaders.erase(i, shaders.end());
- glDetachObjectARB(id, shader.get_id());
+ glDetachShader(id, shader.get_id());
}
}
-void Program::set_del_shaders(bool ds)
+void Program::bind_attribute(unsigned index, const string &name)
{
- del_shaders=ds;
+ static Require _req(ARB_vertex_shader);
+ glBindAttribLocation(id, index, name.c_str());
}
-void Program::bind_attribute(int index, const string &name)
+void Program::link()
{
- glBindAttribLocationARB(id, index, name.c_str());
-}
-
-bool Program::link()
-{
- for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
- if(!(*i)->get_compiled() && !(*i)->compile())
- return false;
+ for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
+ if(!(*i)->is_compiled())
+ (*i)->compile();
- glLinkProgramARB(id);
- linked=get_param(GL_LINK_STATUS);
- return linked;
-}
+ uniforms.clear();
-int Program::get_param(GLenum param) const
-{
+ glLinkProgram(id);
int value;
- glGetObjectParameterivARB(id, param, &value);
- return value;
-}
+ glGetProgramiv(id, GL_LINK_STATUS, &value);
+ if(!(linked = value))
+ throw compile_error(get_info_log());
+
+ glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
+ unsigned count = value;
+ vector<UniformInfo *> uniforms_by_index(count);
+ for(unsigned i=0; i<count; ++i)
+ {
+ char name[128];
+ int len = 0;
+ int size;
+ GLenum type;
+ glGetActiveUniform(id, i, 128, &len, &size, &type, name);
+ if(len && strncmp(name, "gl_", 3))
+ {
+ /* Some implementations report the first element of a uniform array,
+ others report just the name of an array. */
+ if(len>3 && !strcmp(name+len-3, "[0]"))
+ name[len-3] = 0;
+
+ UniformInfo &info = uniforms[name];
+ info.block = 0;
+ info.name = name;
+ info.size = size;
+ info.array_stride = 0;
+ info.matrix_stride = 0;
+ info.type = type;
+ uniforms_by_index[i] = &info;
+ }
+ }
-string Program::get_info_log() const
-{
- sizei len=get_param(GL_INFO_LOG_LENGTH);
- char log[len+1];
- glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
- return string(log, len);
-}
+ if(ARB_uniform_buffer_object)
+ {
+ glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
+ count = value;
+ for(unsigned i=0; i<count; ++i)
+ {
+ char name[128];
+ int len;
+ glGetActiveUniformBlockName(id, i, 128, &len, name);
+ UniformBlockInfo &info = uniform_blocks[name];
+ info.name = name;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
+ info.data_size = value;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
+ vector<int> indices(value);
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ {
+ if(!uniforms_by_index[*j])
+ throw logic_error("Program::link");
+ info.uniforms.push_back(uniforms_by_index[*j]);
+ uniforms_by_index[*j]->block = &info;
+ }
+
+ vector<unsigned> indices2(indices.begin(), indices.end());
+ vector<int> values(indices.size());
+ glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
+ for(unsigned j=0; j<indices.size(); ++j)
+ uniforms_by_index[indices[j]]->location = values[j];
+
+ indices2.clear();
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ if(uniforms_by_index[*j]->size>1)
+ indices2.push_back(*j);
+ if(!indices2.empty())
+ {
+ 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];
+ }
+
+ indices2.clear();
+ for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+ {
+ GLenum t = uniforms_by_index[*j]->type;
+ if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
+ t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
+ t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
+ indices2.push_back(*j);
+ }
+ if(!indices2.empty())
+ {
+ 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];
+ }
+
+ 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();
+ glUniformBlockBinding(id, i, info.bind_point);
+ }
+ }
-void Program::bind()
-{
- if(!linked)
- throw InvalidState("Program is not linked");
+ vector<const UniformInfo *> blockless_uniforms;
+ 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);
+ }
- glUseProgramObjectARB(id);
- cur_prog=this;
+ uniform_layout_hash = compute_layout_hash(blockless_uniforms);
}
-int Program::get_uniform_location(const string &n) const
+unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
{
- return glGetUniformLocationARB(id, n.c_str());
+ string layout_descriptor;
+ for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
+ layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
+ return hash32(layout_descriptor);
}
-void Program::uniform(int i, int v)
+bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
{
- glUniform1iARB(i, v);
+ return uni1->location<uni2->location;
}
-void Program::uniform(int i, float x)
+string Program::get_info_log() const
{
- glUniform1fARB(i, x);
+ GLsizei len = 0;
+ glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
+ char *buf = new char[len+1];
+ glGetProgramInfoLog(id, len+1, &len, buf);
+ string log(buf, len);
+ delete[] buf;
+ return log;
}
-void Program::uniform(int i, float x, float y)
+const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
{
- glUniform2fARB(i, x, y);
+ return get_item(uniform_blocks, name);
}
-void Program::uniform(int i, float x, float y, float z)
+const Program::UniformInfo &Program::get_uniform_info(const string &name) const
{
- glUniform3fARB(i, x, y, z);
+ return get_item(uniforms, name);
}
-void Program::uniform(int i, float x, float y, float z, float w)
+int Program::get_uniform_location(const string &n) const
{
- glUniform4fARB(i, x, y, z, w);
-}
+ 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;
+ }
-void Program::uniform4(int i, const float *v)
-{
- glUniform4fvARB(i, 1, v);
+ return i->second.block ? -1 : i->second.location;
}
-void Program::uniform_matrix4(int i, const float *v)
+void Program::bind() const
{
- glUniformMatrix4fvARB(i, 1, false, v);
+ if(!linked)
+ throw invalid_operation("Program::bind");
+
+ if(!set_current(this))
+ return;
+
+ glUseProgram(id);
}
void Program::unbind()
{
- if(cur_prog)
- {
- glUseProgramObjectARB(0);
- cur_prog=0;
- }
-}
+ if(!set_current(0))
+ return;
-void Program::maybe_bind()
-{
- if(cur_prog!=this)
- bind();
+ glUseProgram(0);
}
-Program *Program::cur_prog=0;
-
Program::Loader::Loader(Program &p):
- prog(p)
+ DataFile::ObjectLoader<Program>(p)
{
- prog.set_del_shaders(true);
-
- add("vertex_shader", &Loader::vertex_shader);
+ add("attribute", &Loader::attribute);
add("fragment_shader", &Loader::fragment_shader);
+ add("standard", &Loader::standard);
+ add("vertex_shader", &Loader::vertex_shader);
}
-Program::Loader::~Loader()
+void Program::Loader::finish()
{
- prog.link();
+ obj.link();
}
-void Program::Loader::vertex_shader(const string &src)
+void Program::Loader::attribute(unsigned i, const string &n)
{
- prog.attach_shader(*new Shader(VERTEX_SHADER, src));
+ obj.bind_attribute(i, n);
}
void Program::Loader::fragment_shader(const string &src)
{
- prog.attach_shader(*new Shader(FRAGMENT_SHADER, src));
+ obj.attach_shader_owned(new FragmentShader(src));
+}
+
+void Program::Loader::standard()
+{
+ ProgramBuilder::StandardFeatures feat;
+ load_sub(feat);
+ ProgramBuilder builder(feat);
+ builder.add_shaders(obj);
+}
+
+void Program::Loader::vertex_shader(const string &src)
+{
+ obj.attach_shader_owned(new VertexShader(src));
}
} // namespace GL