#include <map>
#include <msp/datafile/objectloader.h>
#include "program.h"
+#include "vector.h"
namespace Msp {
namespace GL {
class Buffer;
-class Color;
class Matrix;
class Uniform;
class UniformBlock;
-class Vector3;
-class Vector4;
+struct Color;
/**
-Stores uniform variables for a shader program.
+Stores uniform variables for shader programs. The uniforms are stored in a
+program-independent way, and UniformBlocks are created to match the uniform
+layouts of different programs. If multiple programs have the same layout, the
+same block is used for them.
+
+The class is optimized for an access pattern where the set of uniforms and
+programs stays constants, with only the values changing.
*/
class ProgramData
{
};
private:
- enum Changes
+ typedef unsigned Mask;
+
+ enum
+ {
+ MASK_BITS = sizeof(Mask)*8,
+ ALL_ONES = static_cast<Mask>(-1)
+ };
+
+ struct SharedBlock
{
- NO_CHANGES,
- VALUES_CHANGED,
- KEYS_CHANGED
+ Mask used;
+ Mask dirty;
+ UniformBlock *block;
+
+ SharedBlock();
+ SharedBlock(unsigned, UniformBlock *);
};
- struct Block
+ struct ProgramBlock
{
- Changes changes;
+ int bind_point;
UniformBlock *block;
- std::map<unsigned, const Uniform *const *> uniforms;
+ SharedBlock *shared;
- Block();
+ ProgramBlock();
+ ProgramBlock(int, SharedBlock *);
};
- typedef std::map<std::string, Uniform *> UniformMap;
- typedef std::map<unsigned, Block> BlockMap;
+ struct ProgramUniforms
+ {
+ std::vector<ProgramBlock> blocks;
+ Mask used;
+ Mask dirty;
+
+ ProgramUniforms();
+ };
+
+ typedef std::map<std::string, unsigned> SlotMap;
+ typedef std::map<Program::LayoutHash, SharedBlock> BlockMap;
+ typedef std::map<Program::LayoutHash, ProgramUniforms> ProgramMap;
// XXX All these mutables are a bit silly, but I'm out of better ideas
- UniformMap uniforms;
+ SlotMap uniform_slots;
+ std::vector<Uniform *> uniforms;
mutable BlockMap blocks;
+ mutable ProgramMap programs;
mutable UniformBlock *last_block;
mutable Buffer *buffer;
- mutable Changes changes;
+ mutable unsigned dirty;
- ProgramData &operator=(const ProgramData &);
public:
ProgramData();
ProgramData(const ProgramData &);
+ ProgramData &operator=(const ProgramData &);
~ProgramData();
private:
void uniform(const std::string &, const Vector4 &);
void uniform(const std::string &, const Color &);
void uniform4(const std::string &, const float *);
+ void uniform_matrix2(const std::string &, const float *);
+ void uniform_matrix3(const std::string &, const float *);
+ void uniform(const std::string &, const Matrix &);
void uniform_matrix4(const std::string &, const float *);
- void uniform_matrix4(const std::string &, const Matrix &);
void uniform1_array(const std::string &, unsigned, const float *);
void uniform2_array(const std::string &, unsigned, const float *);
void uniform3_array(const std::string &, unsigned, const float *);
void uniform_matrix4_array(const std::string &, unsigned, const float *);
private:
- void find_uniforms_for_block(Block &, const Program::UniformBlockInfo &) const;
- UniformBlock *create_block(const Program::UniformBlockInfo &) const;
- const UniformBlock *get_block(const Program &, const Program::UniformBlockInfo *) const;
-public:
- const UniformBlock *get_block(const Program &, const std::string &) const;
+ unsigned compute_slot_mask(const Program::UniformBlockInfo &) const;
+ void update_block(UniformBlock &, const Program::UniformBlockInfo &) const;
+ SharedBlock *get_shared_block(const Program::UniformBlockInfo &) const;
+public:
+ /** Applies uniform blocks for the currently bound program, creating them
+ if needed. */
void apply() const;
};