X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=source%2Fprogramdata.h;h=0f752191d586e1c0b00eca480c5693c2e269a3cd;hb=5ae4b00;hp=51ecc579a2582fcfedbcc72e86cb04961e909194;hpb=97015ec7bddd26aa746f5227e4109b7d32438cca;p=libs%2Fgl.git diff --git a/source/programdata.h b/source/programdata.h index 51ecc579..0f752191 100644 --- a/source/programdata.h +++ b/source/programdata.h @@ -1,35 +1,36 @@ -/* $Id$ - -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 #include +#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::ObjectLoader { - private: - Program &prog; - public: - Loader(ProgramData &, Program &); + Loader(ProgramData &); private: void uniform1i(const std::string &, int); void uniform1f(const std::string &, float); @@ -39,24 +40,94 @@ public: }; private: - std::map data; + typedef unsigned Mask; + + enum + { + MASK_BITS = sizeof(Mask)*8, + ALL_ONES = static_cast(-1) + }; + + struct SharedBlock + { + Mask used; + Mask dirty; + UniformBlock *block; + + SharedBlock(); + SharedBlock(unsigned, UniformBlock *); + }; + + struct ProgramBlock + { + int bind_point; + UniformBlock *block; + SharedBlock *shared; + + ProgramBlock(); + ProgramBlock(int, SharedBlock *); + }; + + struct ProgramUniforms + { + std::vector blocks; + Mask used; + Mask dirty; + + ProgramUniforms(); + }; + + typedef std::map SlotMap; + typedef std::map BlockMap; + typedef std::map ProgramMap; + + // XXX All these mutables are a bit silly, but I'm out of better ideas + SlotMap uniform_slots; + std::vector uniforms; + mutable BlockMap blocks; + mutable ProgramMap programs; + mutable UniformBlock *last_block; + mutable Buffer *buffer; + mutable unsigned dirty; - 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: + unsigned compute_slot_mask(const Program::UniformBlockInfo &) const; + void update_block(UniformBlock &, const Program::UniformBlockInfo &) const; + SharedBlock *get_shared_block(const Program::UniformBlockInfo &) const; + +public: + /** Applies uniform blocks for the currently bound program, creating them + if needed. */ void apply() const; };