-/* $Id$
-
-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/loader.h>
+#include <msp/datafile/objectloader.h>
+#include "program.h"
+#include "vector.h"
namespace Msp {
namespace GL {
-class Program;
+class Buffer;
+class Matrix;
class Uniform;
+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
{
public:
- class Loader: public DataFile::Loader
+ class Loader: public DataFile::ObjectLoader<ProgramData>
{
- private:
- ProgramData &pdata;
- Program &prog;
-
public:
- Loader(ProgramData &, Program &);
+ Loader(ProgramData &);
private:
void uniform1i(const std::string &, int);
void uniform1f(const std::string &, float);
};
private:
- std::map<int, Uniform *> data;
+ enum Changes
+ {
+ NO_CHANGES,
+ VALUES_CHANGED,
+ KEYS_CHANGED
+ };
+
+ struct Block
+ {
+ Changes changes;
+ UniformBlock *block;
+ std::map<unsigned, const Uniform *const *> uniforms;
+
+ Block();
+ };
+
+ typedef std::map<std::string, Uniform *> UniformMap;
+ typedef std::map<unsigned, Block> BlockMap;
+
+ // XXX All these mutables are a bit silly, but I'm out of better ideas
+ UniformMap uniforms;
+ mutable BlockMap blocks;
+ mutable UniformBlock *last_block;
+ mutable Buffer *buffer;
+ mutable Changes changes;
- 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_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 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:
+ 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:
+ /** Returns a UniformBlock matching the program's layout. If name is empty,
+ uniforms for the default uniform block (outside any uniform block
+ declarations) are returned. */
+ const UniformBlock *get_block(const Program &prog, const std::string &name) const;
+
+ /// Creates blocks for the currently bound program and applies them.
void apply() const;
};