#include <map>
#include <msp/datafile/objectloader.h>
+#include "datatype.h"
+#include "matrix.h"
+#include "program.h"
+#include "vector.h"
namespace Msp {
namespace GL {
-class Color;
-class Matrix;
-class Program;
+class Buffer;
class Uniform;
-class Vector3;
-class Vector4;
+class UniformBlock;
+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:
void uniform1i(const std::string &, int);
void uniform1f(const std::string &, float);
+ void uniform2i(const std::string &, int, int);
void uniform2f(const std::string &, float, float);
+ void uniform3i(const std::string &, int, int, int);
void uniform3f(const std::string &, float, float, float);
+ void uniform4i(const std::string &, int, int, int, int);
void uniform4f(const std::string &, float, float, float, float);
+ void uniform_array_(const std::string &, DataType, unsigned);
+ void uniform1i_array(const std::string &);
+ void uniform1f_array(const std::string &);
+ void uniform2i_array(const std::string &);
+ void uniform2f_array(const std::string &);
+ void uniform3i_array(const std::string &);
+ void uniform3f_array(const std::string &);
+ void uniform4i_array(const std::string &);
+ void uniform4f_array(const std::string &);
+ void uniform_array(const std::string &);
};
private:
- const Program &program;
- std::map<int, Uniform *> data;
+ class ArrayLoader: public DataFile::Loader
+ {
+ private:
+ DataType type;
+ unsigned element_size;
+ std::vector<char> data;
+
+ public:
+ ArrayLoader(DataType, unsigned);
+
+ DataType get_data_type() const { return type; }
+ unsigned get_element_size() const { return element_size; }
+ const void *get_data() const { return &data[0]; }
+ unsigned get_size() const { return data.size()/(4*element_size); }
+
+ private:
+ void uniform(DataType, unsigned, const void *);
+ void uniform1i(int);
+ void uniform1f(float);
+ void uniform2i(int, int);
+ void uniform2f(float, float);
+ void uniform3i(int, int, int);
+ void uniform3f(float, float, float);
+ void uniform4i(int, int, int, int);
+ void uniform4f(float, float, float, float);
+ };
+
+ typedef unsigned Mask;
+
+ enum
+ {
+ MASK_BITS = sizeof(Mask)*8,
+ ALL_ONES = static_cast<Mask>(-1)
+ };
+
+ struct NamedUniform
+ {
+ std::string name;
+ Uniform *value;
+
+ NamedUniform();
+
+ bool compare_name(const std::string &, unsigned) const;
+ void replace_value(Uniform *);
+ };
+
+ struct SharedBlock
+ {
+ Mask used;
+ Mask dirty;
+ UniformBlock *block;
+ union
+ {
+ UInt8 type_flag;
+ UInt8 values[16];
+ struct
+ {
+ UInt8 type_flag;
+ UInt8 *values;
+ } dynamic;
+ } indices;
+
+ SharedBlock(UniformBlock *);
+
+ const UInt8 *get_uniform_indices() const;
+ };
+
+ 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<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
+ const Program *tied_program;
+ std::vector<NamedUniform> uniforms;
+ mutable BlockMap blocks;
+ mutable ProgramMap programs;
+ mutable UniformBlock *last_block;
+ mutable Buffer *buffer;
+ mutable unsigned dirty;
- ProgramData &operator=(const ProgramData &);
public:
- explicit ProgramData(const Program &);
+ ProgramData(const Program * = 0);
ProgramData(const ProgramData &);
+ ProgramData(const ProgramData &, const Program *);
+ ProgramData &operator=(const ProgramData &);
~ProgramData();
private:
- void uniform(int, Uniform *);
+ void uniform(const std::string &, Uniform *);
public:
- 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 uniform(int, const Vector3 &);
- void uniform3(int, const float *);
- void uniform(int, float, float, float, float);
- void uniform(int, const Vector4 &);
- void uniform(int, const Color &);
- void uniform4(int, const float *);
- void uniform_matrix4(int, const float *);
- void uniform_matrix4(int, const Matrix &);
-
+ void uniform(const std::string &, const Uniform &);
void uniform(const std::string &, int);
void uniform(const std::string &, float);
+ void uniform(const std::string &, int, int);
void uniform(const std::string &, float, float);
+ void uniform2(const std::string &, const int *);
void uniform2(const std::string &, const float *);
+ void uniform(const std::string &, int, int, int);
void uniform(const std::string &, float, float, float);
void uniform(const std::string &, const Vector3 &);
+ void uniform3(const std::string &, const int *);
void uniform3(const std::string &, const float *);
+ void uniform(const std::string &, int, int, int, int);
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 int *);
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, 2, 3> &);
+ void uniform_matrix3x2(const std::string &, const float *);
+ void uniform(const std::string &, const LinAl::Matrix<float, 2, 4> &);
+ void uniform_matrix4x2(const std::string &, const float *);
+ void uniform(const std::string &, const LinAl::Matrix<float, 3, 2> &);
+ void uniform_matrix2x3(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 LinAl::Matrix<float, 3, 4> &);
+ void uniform_matrix4x3(const std::string &, const float *);
+ void uniform(const std::string &, const LinAl::Matrix<float, 4, 2> &);
+ void uniform_matrix2x4(const std::string &, const float *);
+ void uniform(const std::string &, const LinAl::Matrix<float, 4, 3> &);
+ void uniform_matrix3x4(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 int *);
+ void uniform1_array(const std::string &, unsigned, const float *);
+ void uniform2_array(const std::string &, unsigned, const int *);
+ void uniform2_array(const std::string &, unsigned, const float *);
+ void uniform3_array(const std::string &, unsigned, const int *);
+ void uniform3_array(const std::string &, unsigned, const float *);
+ void uniform4_array(const std::string &, unsigned, const int *);
+ void uniform4_array(const std::string &, unsigned, const float *);
+ void uniform_matrix2_array(const std::string &, unsigned, const float *);
+ void uniform_matrix3x2_array(const std::string &, unsigned, const float *);
+ void uniform_matrix4x2_array(const std::string &, unsigned, const float *);
+ void uniform_matrix2x3_array(const std::string &, unsigned, const float *);
+ void uniform_matrix3_array(const std::string &, unsigned, const float *);
+ void uniform_matrix4x3_array(const std::string &, unsigned, const float *);
+ void uniform_matrix2x4_array(const std::string &, unsigned, const float *);
+ void uniform_matrix3x4_array(const std::string &, unsigned, const float *);
+ void uniform_matrix4_array(const std::string &, unsigned, const float *);
+ void remove_uniform(const std::string &);
+
+ std::vector<std::string> get_uniform_names() const;
+ const Uniform &get_uniform(const std::string &) const;
+ const Uniform *find_uniform(const std::string &) const;
+private:
+ static bool uniform_name_compare(const NamedUniform &, const std::string &);
+ int find_uniform_index(const std::string &) const;
+ void update_block_uniform_indices(SharedBlock &, const Program::UniformBlockInfo &) const;
+ void update_block(SharedBlock &, 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;
};