X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogram.cpp;h=ffcc4a6c81bd3db1f3aa4c0315676dd1c5e6d1e2;hb=8eb9a8d90e5597154dab666481037b306b7bbca2;hp=8ca8e336c0d18dc3f0efb08b31914824570f36c4;hpb=3137e87b72823bc4227d4382c157867b19aacb49;p=libs%2Fgl.git diff --git a/source/program.cpp b/source/program.cpp index 8ca8e336..ffcc4a6c 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -1,8 +1,12 @@ #include +#include #include +#include #include #include "arb_shader_objects.h" +#include "arb_uniform_buffer_object.h" #include "arb_vertex_shader.h" +#include "buffer.h" #include "error.h" #include "extension.h" #include "program.h" @@ -235,29 +239,104 @@ void Program::link() throw compile_error(get_info_log()); glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value); - for(int i=0; i uniforms_by_index(count); + for(unsigned i=0; i::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i) - if(i->second.location>=0) + if(is_supported("GL_ARB_uniform_buffer_object")) + { + glGetObjectParameterivARB(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); + 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); + } + glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]); + for(unsigned j=0; jmatrix_stride = values[j]; + + 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); + } + } + + vector blockless_uniforms; + for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i) + if(!i->second.block) { - if(!layout_descriptor.empty()) - layout_descriptor += '\n'; - layout_descriptor += format("%d:%s:%x", i->second.location, i->second.name, i->second.type); + i->second.location = glGetUniformLocationARB(id, i->second.name.c_str()); + blockless_uniforms.push_back(&i->second); } - uniform_layout_hash = hash32(layout_descriptor); + + uniform_layout_hash = compute_layout_hash(blockless_uniforms); +} + +unsigned Program::compute_layout_hash(const vector &uniforms) +{ + 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); } string Program::get_info_log() const @@ -271,6 +350,16 @@ string Program::get_info_log() const return log; } +const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const +{ + return get_item(uniform_blocks, name); +} + +const Program::UniformInfo &Program::get_uniform_info(const string &name) const +{ + return get_item(uniforms, name); +} + int Program::get_uniform_location(const string &n) const { UniformMap::const_iterator i = uniforms.find(n); @@ -284,16 +373,16 @@ int Program::get_uniform_location(const string &n) const /* 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. */ - int offset = lexical_cast(n.substr(open_bracket+1, n.size()-2-open_bracket)); + 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() && offsetsecond.size) + if(i!=uniforms.end() && !i->second.block && offsetsecond.size) return i->second.location+offset; } } return -1; } - return i->second.location; + return i->second.block ? -1 : i->second.location; } void Program::bind() const