#include <map>
#include <msp/datafile/objectloader.h>
+#include "program.h"
+#include "vector.h"
namespace Msp {
namespace GL {
-class Color;
+class Buffer;
class Matrix;
-class Program;
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:
- const Program &program;
- 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 &operator=(const ProgramData &);
public:
- explicit ProgramData(const Program &);
+ ProgramData();
ProgramData(const ProgramData &);
+ 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 &, int);
void uniform(const std::string &, float);
void uniform(const std::string &, 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 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 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;
};