#define MSP_GL_PROGRAMDATA_H_
#include <map>
+#include <stdexcept>
#include <msp/datafile/objectloader.h>
#include "datatype.h"
#include "matrix.h"
namespace Msp {
namespace GL {
+class too_many_uniforms: public std::runtime_error
+{
+public:
+ too_many_uniforms(const std::string &w): std::runtime_error(w) { }
+ virtual ~too_many_uniforms() throw() { }
+};
+
class Buffer;
class Uniform;
class UniformBlock;
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;
-
- SharedBlock();
- SharedBlock(unsigned, UniformBlock *);
+ 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
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;
+ const Program *tied_program;
+ std::vector<NamedUniform> uniforms;
mutable BlockMap blocks;
mutable ProgramMap programs;
mutable UniformBlock *last_block;
mutable unsigned dirty;
public:
- ProgramData();
+ ProgramData(const Program * = 0);
ProgramData(const ProgramData &);
+ ProgramData(const ProgramData &, const Program *);
ProgramData &operator=(const ProgramData &);
~ProgramData();
private:
void uniform(const std::string &, Uniform *);
public:
+ 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 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 uniform1_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:
- unsigned compute_slot_mask(const Program::UniformBlockInfo &) const;
- void update_block(UniformBlock &, const Program::UniformBlockInfo &) const;
+ 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: