-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
#ifndef MSP_GL_PROGRAMDATA_H_
#define MSP_GL_PROGRAMDATA_H_
#include <map>
+#include <msp/datafile/objectloader.h>
+#include "matrix.h"
+#include "program.h"
+#include "vector.h"
namespace Msp {
namespace GL {
-class Program;
+class Buffer;
class Uniform;
+class UniformBlock;
+struct Color;
+
+/**
+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
{
+public:
+ class Loader: public DataFile::ObjectLoader<ProgramData>
+ {
+ public:
+ Loader(ProgramData &);
+ private:
+ void uniform1i(const std::string &, int);
+ void uniform1f(const std::string &, float);
+ void uniform2f(const std::string &, float, float);
+ void uniform3f(const std::string &, float, float, float);
+ void uniform4f(const std::string &, float, float, float, float);
+ };
+
private:
- std::map<int, Uniform *> data;
+ typedef unsigned Mask;
+
+ enum
+ {
+ MASK_BITS = sizeof(Mask)*8,
+ ALL_ONES = static_cast<Mask>(-1)
+ };
+
+ struct SharedBlock
+ {
+ Mask used;
+ Mask dirty;
+ UniformBlock *block;
+
+ SharedBlock();
+ SharedBlock(unsigned, UniformBlock *);
+ };
+
+ struct ProgramBlock
+ {
+ int bind_point;
+ UniformBlock *block;
+ SharedBlock *shared;
+
+ ProgramBlock();
+ ProgramBlock(int, SharedBlock *);
+ };
+
+ 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
+ SlotMap uniform_slots;
+ std::vector<Uniform *> uniforms;
+ mutable BlockMap blocks;
+ mutable ProgramMap programs;
+ mutable UniformBlock *last_block;
+ mutable Buffer *buffer;
+ mutable unsigned dirty;
- ProgramData(const ProgramData &);
- ProgramData &operator=(const ProgramData &);
public:
ProgramData();
+ ProgramData(const ProgramData &);
+ ProgramData &operator=(const ProgramData &);
~ProgramData();
- void uniform(int, Uniform *);
- void uniform(int, int);
- void uniform(int, float);
- void uniform(int, float, float);
- void uniform2(int, const float *);
- void uniform(int, float, float, float);
- void uniform3(int, const float *);
- void uniform(int, float, float, float, float);
- void uniform4(int, const float *);
- void uniform_matrix4(int, const float *);
+private:
+ void uniform(const std::string &, Uniform *);
+public:
+ void uniform(const std::string &, int);
+ void uniform(const std::string &, float);
+ void uniform(const std::string &, float, float);
+ void uniform2(const std::string &, const float *);
+ void uniform(const std::string &, float, float, float);
+ void uniform(const std::string &, const Vector3 &);
+ void uniform3(const std::string &, const float *);
+ void uniform(const std::string &, float, float, float, float);
+ void uniform(const std::string &, const Vector4 &);
+ void uniform(const std::string &, const Color &);
+ void uniform4(const std::string &, const float *);
+ void uniform(const std::string &, const LinAl::Matrix<float, 2, 2> &);
+ void uniform_matrix2(const std::string &, const float *);
+ void uniform(const std::string &, const LinAl::Matrix<float, 3, 3> &);
+ void uniform_matrix3(const std::string &, const float *);
+ void uniform(const std::string &, const Matrix &);
+ void uniform_matrix4(const std::string &, const float *);
+ 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 uniform4_array(const std::string &, unsigned, const float *);
+ void uniform_matrix4_array(const std::string &, unsigned, const float *);
+
+private:
+ 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;
};