#include <algorithm>
+#include <cstring>
#include <msp/core/hash.h>
+#include <msp/core/maputils.h>
#include <msp/strings/format.h>
#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"
throw compile_error(get_info_log());
glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
- for(int i=0; i<value; ++i)
+ unsigned count = value;
+ vector<UniformInfo *> uniforms_by_index(count);
+ for(unsigned i=0; i<count; ++i)
{
- UniformInfo info;
char name[128];
int len = 0;
- glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
- if(len)
+ int size;
+ GLenum type;
+ glGetActiveUniformARB(id, i, 128, &len, &size, &type, name);
+ if(len && strncmp(name, "gl_", 3))
{
+ UniformInfo &info = uniforms[name];
info.name = name;
- info.location = glGetUniformLocationARB(id, name);
- uniforms[name] = info;
+ info.size = size;
+ info.type = type;
+ uniforms_by_index[i] = &info;
}
}
- string layout_descriptor;
- for(map<string, UniformInfo>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
- if(i->second.location>=0)
+ vector<const UniformInfo *> blockless_uniforms;
+
+ if(is_supported("GL_ARB_uniform_buffer_object"))
+ {
+ glGetObjectParameterivARB(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
+ count = value;
+ vector<bool> uniforms_in_blocks(uniforms_by_index.size());
+ for(unsigned i=0; i<count; ++i)
{
- if(!layout_descriptor.empty())
- layout_descriptor += '\n';
- layout_descriptor += format("%d:%s:%x", i->second.location, i->second.name, i->second.type);
+ char name[128];
+ int len;
+ glGetActiveUniformBlockName(id, i, 128, &len, name);
+ UniformBlockInfo &info = uniform_blocks[name];
+ info.name = name;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
+ info.data_size = value;
+
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
+ vector<int> indices(value);
+ glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
+ for(vector<int>::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_in_blocks[*j] = true;
+ }
+
+ vector<unsigned> indices2(indices.begin(), indices.end());
+ vector<int> values(indices.size());
+ glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
+ for(unsigned j=0; j<indices.size(); ++j)
+ uniforms_by_index[indices[j]]->location = values[j];
+
+ indices2.clear();
+ for(vector<int>::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; j<indices2.size(); ++j)
+ uniforms_by_index[indices[j]]->array_stride = values[j];
+
+ indices2.clear();
+ for(vector<int>::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; j<indices2.size(); ++j)
+ uniforms_by_index[indices[j]]->matrix_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);
}
- uniform_layout_hash = hash32(layout_descriptor);
+
+ for(unsigned i=0; i<uniforms_by_index.size(); ++i)
+ if(uniforms_by_index[i] && !uniforms_in_blocks[i])
+ {
+ UniformInfo *info = uniforms_by_index[i];
+ info->location = glGetUniformLocationARB(id, info->name.c_str());
+ blockless_uniforms.push_back(info);
+ }
+ }
+ else
+ {
+ for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+ {
+ i->second.location = glGetUniformLocationARB(id, i->second.name.c_str());
+ blockless_uniforms.push_back(&i->second);
+ }
+ }
+
+ uniform_layout_hash = compute_layout_hash(blockless_uniforms);
+}
+
+unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
+{
+ string layout_descriptor;
+ for(vector<const UniformInfo *>::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
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);
/* 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<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
+ unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
i = uniforms.find(n.substr(0, open_bracket)+"[0]");
if(i!=uniforms.end() && offset<i->second.size)
return i->second.location+offset;