X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=636988d75c75dd11f3728906cf3c761b31553b34;hb=9034e81679eeeaa3d1d5d643d3f924d9edb45a68;hp=2ed6fba8800c9f804127827ec85eca65a95bcea9;hpb=19583522999f9ca2cddb178691633bc20f714b01;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index 2ed6fba8..636988d7 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -1,14 +1,13 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - +#include +#include +#include +#include +#include #include "arb_shader_objects.h" +#include "arb_uniform_buffer_object.h" #include "arb_vertex_shader.h" -#include "except.h" -#include "extension.h" +#include "buffer.h" +#include "error.h" #include "program.h" #include "shader.h" @@ -17,189 +16,305 @@ using namespace std; namespace Msp { namespace GL { -Program::Program(): - del_shaders(false), - linked(false) +Program::Program() +{ + init(); +} + +Program::Program(const ProgramBuilder::StandardFeatures &features) { - require_extension("GL_ARB_shader_objects"); - require_extension("GL_ARB_vertex_shader"); + init(); - id=glCreateProgramObjectARB(); + ProgramBuilder builder(features); + builder.add_shaders(*this); + if(!features.transform) + link(); } -Program::Program(const string &vert, const string &frag): - del_shaders(true), - linked(false) +Program::Program(const string &vert, const string &frag) { - require_extension("GL_ARB_shader_objects"); - require_extension("GL_ARB_vertex_shader"); + init(); - id=glCreateProgramObjectARB(); - attach_shader(*new Shader(VERTEX_SHADER, vert)); - attach_shader(*new Shader(FRAGMENT_SHADER, frag)); + attach_shader_owned(new VertexShader(vert)); + attach_shader_owned(new FragmentShader(frag)); link(); } +void Program::init() +{ + static Require _req(ARB_shader_objects); + + linked = false; + id = glCreateProgram(); +} + Program::~Program() { - if(del_shaders) - { - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - delete *i; - } - glDeleteObjectARB(id); + for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i) + delete *i; + glDeleteProgram(id); } void Program::attach_shader(Shader &shader) { if(find(shaders.begin(), shaders.end(), &shader)==shaders.end()) { - glAttachObjectARB(id, shader.get_id()); + glAttachShader(id, shader.get_id()); shaders.push_back(&shader); } } +void Program::attach_shader_owned(Shader *shader) +{ + attach_shader(*shader); + if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end()) + owned_data.push_back(shader); +} + void Program::detach_shader(Shader &shader) { - list::iterator i=remove(shaders.begin(), shaders.end(), &shader); + ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader); if(i!=shaders.end()) { shaders.erase(i, shaders.end()); - glDetachObjectARB(id, shader.get_id()); + glDetachShader(id, shader.get_id()); } } -void Program::set_del_shaders(bool ds) +void Program::bind_attribute(unsigned index, const string &name) { - del_shaders=ds; -} - -void Program::bind_attribute(uint index, const string &name) -{ - glBindAttribLocationARB(id, index, name.c_str()); + static Require _req(ARB_vertex_shader); + glBindAttribLocation(id, index, name.c_str()); } void Program::link() { - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - if(!(*i)->get_compiled()) + for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i) + if(!(*i)->is_compiled()) (*i)->compile(); - glLinkProgramARB(id); - if(!(linked=get_param(GL_LINK_STATUS))) - throw CompileError(get_info_log()); -} + uniforms.clear(); -int Program::get_param(GLenum param) const -{ + glLinkProgram(id); int value; - glGetObjectParameterivARB(id, param, &value); - return value; -} + glGetProgramiv(id, GL_LINK_STATUS, &value); + if(!(linked = value)) + throw compile_error(get_info_log()); + + glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value); + unsigned count = value; + vector uniforms_by_index(count); + for(unsigned i=0; i(&len), log); - return string(log, len); -} + if(ARB_uniform_buffer_object) + { + glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value); + count = value; + for(unsigned i=0; i indices(value); + glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]); + for(vector::iterator j=indices.begin(); j!=indices.end(); ++j) + { + if(!uniforms_by_index[*j]) + throw logic_error("Program::link"); + info.uniforms.push_back(uniforms_by_index[*j]); + uniforms_by_index[*j]->block = &info; + } + + vector indices2(indices.begin(), indices.end()); + vector values(indices.size()); + glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]); + for(unsigned j=0; jlocation = values[j]; + + indices2.clear(); + for(vector::iterator j=indices.begin(); j!=indices.end(); ++j) + if(uniforms_by_index[*j]->size>1) + indices2.push_back(*j); + if(!indices2.empty()) + { + glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]); + for(unsigned j=0; jarray_stride = values[j]; + } + + indices2.clear(); + for(vector::iterator j=indices.begin(); j!=indices.end(); ++j) + { + GLenum t = uniforms_by_index[*j]->type; + if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 || + t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 || + t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3) + indices2.push_back(*j); + } + if(!indices2.empty()) + { + glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]); + for(unsigned j=0; jmatrix_stride = values[j]; + } + + sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare); + info.layout_hash = compute_layout_hash(info.uniforms); + info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings(); + glUniformBlockBinding(id, i, info.bind_point); + } + } -void Program::bind() -{ - if(!linked) - throw InvalidState("Program is not linked"); + vector blockless_uniforms; + for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i) + if(!i->second.block) + { + i->second.location = glGetUniformLocation(id, i->second.name.c_str()); + blockless_uniforms.push_back(&i->second); + } - glUseProgramObjectARB(id); - cur_prog=this; + uniform_layout_hash = compute_layout_hash(blockless_uniforms); } -int Program::get_uniform_location(const string &n) const +unsigned Program::compute_layout_hash(const vector &uniforms) { - return glGetUniformLocationARB(id, n.c_str()); + string layout_descriptor; + for(vector::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i) + layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size); + return hash32(layout_descriptor); } -/*void Program::uniform(int i, int v) +bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2) { - glUniform1iARB(i, v); + return uni1->locationlocation; } -void Program::uniform(int i, float x) +string Program::get_info_log() const { - glUniform1fARB(i, x); + GLsizei len = 0; + glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len); + char *buf = new char[len+1]; + glGetProgramInfoLog(id, len+1, &len, buf); + string log(buf, len); + delete[] buf; + return log; } -void Program::uniform(int i, float x, float y) +const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const { - glUniform2fARB(i, x, y); + return get_item(uniform_blocks, name); } -void Program::uniform(int i, float x, float y, float z) +const Program::UniformInfo &Program::get_uniform_info(const string &name) const { - glUniform3fARB(i, x, y, z); + return get_item(uniforms, name); } -void Program::uniform(int i, float x, float y, float z, float w) +int Program::get_uniform_location(const string &n) const { - glUniform4fARB(i, x, y, z, w); -} + UniformMap::const_iterator i = uniforms.find(n); + if(i==uniforms.end()) + { + if(n[n.size()-1]==']') + { + string::size_type open_bracket = n.rfind('['); + if(open_bracket!=string::npos) + { + /* The requested name looks like an array. glGetActiveUniform only + gives us the first element of the array, so try to look that up and + add an offset. */ + unsigned offset = lexical_cast(n.substr(open_bracket+1, n.size()-2-open_bracket)); + i = uniforms.find(n.substr(0, open_bracket)+"[0]"); + if(i!=uniforms.end() && !i->second.block && offsetsecond.size) + return i->second.location+offset; + } + } + return -1; + } -void Program::uniform4(int i, const float *v) -{ - glUniform4fvARB(i, 1, v); + return i->second.block ? -1 : i->second.location; } -void Program::uniform_matrix4(int i, const float *v) +void Program::bind() const { - glUniformMatrix4fvARB(i, 1, false, v); -}*/ + if(!linked) + throw invalid_operation("Program::bind"); -void Program::unbind() -{ - if(cur_prog) - { - glUseProgramObjectARB(0); - cur_prog=0; - } + if(!set_current(this)) + return; + + glUseProgram(id); } -void Program::maybe_bind() +void Program::unbind() { - if(cur_prog!=this) - bind(); -} + if(!set_current(0)) + return; -Program *Program::cur_prog=0; + glUseProgram(0); +} Program::Loader::Loader(Program &p): - prog(p) + DataFile::ObjectLoader(p) { - prog.set_del_shaders(true); - - add("vertex_shader", &Loader::vertex_shader); - add("fragment_shader", &Loader::fragment_shader); add("attribute", &Loader::attribute); + add("fragment_shader", &Loader::fragment_shader); + add("standard", &Loader::standard); + add("vertex_shader", &Loader::vertex_shader); } -void Program::Loader::vertex_shader(const string &src) +void Program::Loader::finish() { - prog.attach_shader(*new Shader(VERTEX_SHADER, src)); + obj.link(); +} + +void Program::Loader::attribute(unsigned i, const string &n) +{ + obj.bind_attribute(i, n); } void Program::Loader::fragment_shader(const string &src) { - prog.attach_shader(*new Shader(FRAGMENT_SHADER, src)); + obj.attach_shader_owned(new FragmentShader(src)); } -void Program::Loader::attribute(uint i, const string &n) +void Program::Loader::standard() { - prog.bind_attribute(i, n); + ProgramBuilder::StandardFeatures feat; + load_sub(feat); + ProgramBuilder builder(feat); + builder.add_shaders(obj); } -void Program::Loader::finish() +void Program::Loader::vertex_shader(const string &src) { - prog.link(); + obj.attach_shader_owned(new VertexShader(src)); } } // namespace GL