u.matrix_stride = get_type_size(get_matrix_column_type(u.type));
default_block.uniforms.push_back(&u);
- if(u.location>=0)
- {
- UniformCall::FuncPtr func = 0;
- if(is_image(u.type))
- glGetUniformiv(id, u.location, &u.binding);
- else if(u.type==FLOAT)
- func = &uniform_wrapper<float, glUniform1fv>;
- else if(u.type==FLOAT_VEC2)
- func = &uniform_wrapper<float, glUniform2fv>;
- else if(u.type==FLOAT_VEC3)
- func = &uniform_wrapper<float, glUniform3fv>;
- else if(u.type==FLOAT_VEC4)
- func = &uniform_wrapper<float, glUniform4fv>;
- else if(u.type==INT)
- func = &uniform_wrapper<int, glUniform1iv>;
- else if(u.type==INT_VEC2)
- func = &uniform_wrapper<int, glUniform2iv>;
- else if(u.type==INT_VEC3)
- func = &uniform_wrapper<int, glUniform3iv>;
- else if(u.type==INT_VEC4)
- func = &uniform_wrapper<int, glUniform4iv>;
- else if(u.type==UNSIGNED_INT)
- func = &uniform_wrapper<unsigned, glUniform1uiv>;
- else if(u.type==UINT_VEC2)
- func = &uniform_wrapper<unsigned, glUniform2uiv>;
- else if(u.type==UINT_VEC3)
- func = &uniform_wrapper<unsigned, glUniform3uiv>;
- else if(u.type==UINT_VEC4)
- func = &uniform_wrapper<unsigned, glUniform4uiv>;
- else if(u.type==FLOAT_MAT2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
- else if(u.type==FLOAT_MAT3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
- else if(u.type==FLOAT_MAT4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
- else if(u.type==FLOAT_MAT2x3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
- else if(u.type==FLOAT_MAT3x2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
- else if(u.type==FLOAT_MAT2x4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
- else if(u.type==FLOAT_MAT4x2)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
- else if(u.type==FLOAT_MAT3x4)
- func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
- else if(u.type==FLOAT_MAT4x3)
- func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
-
- if(func)
- uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
- }
+ if(is_image(u.type) && u.location>=0)
+ glGetUniformiv(id, u.location, &u.binding);
}
default_block.sort_uniforms();
}
}
+void OpenGLProgram::finalize_uniforms()
+{
+ ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+
+ auto i = find_if(rd.uniform_blocks, [](const ReflectData::UniformBlockInfo &b){ return b.bind_point<0; });
+ if(i!=rd.uniform_blocks.end() && !i->uniforms.empty())
+ {
+ for(const ReflectData::UniformInfo *u: i->uniforms)
+ if(u->location>=0)
+ {
+ UniformCall::FuncPtr func = 0;
+ if(u->type==FLOAT)
+ func = &uniform_wrapper<float, glUniform1fv>;
+ else if(u->type==FLOAT_VEC2)
+ func = &uniform_wrapper<float, glUniform2fv>;
+ else if(u->type==FLOAT_VEC3)
+ func = &uniform_wrapper<float, glUniform3fv>;
+ else if(u->type==FLOAT_VEC4)
+ func = &uniform_wrapper<float, glUniform4fv>;
+ else if(u->type==INT)
+ func = &uniform_wrapper<int, glUniform1iv>;
+ else if(u->type==INT_VEC2)
+ func = &uniform_wrapper<int, glUniform2iv>;
+ else if(u->type==INT_VEC3)
+ func = &uniform_wrapper<int, glUniform3iv>;
+ else if(u->type==INT_VEC4)
+ func = &uniform_wrapper<int, glUniform4iv>;
+ else if(u->type==UNSIGNED_INT)
+ func = &uniform_wrapper<unsigned, glUniform1uiv>;
+ else if(u->type==UINT_VEC2)
+ func = &uniform_wrapper<unsigned, glUniform2uiv>;
+ else if(u->type==UINT_VEC3)
+ func = &uniform_wrapper<unsigned, glUniform3uiv>;
+ else if(u->type==UINT_VEC4)
+ func = &uniform_wrapper<unsigned, glUniform4uiv>;
+ else if(u->type==FLOAT_MAT2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
+ else if(u->type==FLOAT_MAT3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
+ else if(u->type==FLOAT_MAT4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
+ else if(u->type==FLOAT_MAT2x3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
+ else if(u->type==FLOAT_MAT3x2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
+ else if(u->type==FLOAT_MAT2x4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
+ else if(u->type==FLOAT_MAT4x2)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
+ else if(u->type==FLOAT_MAT3x4)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
+ else if(u->type==FLOAT_MAT4x3)
+ func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
+
+ if(func)
+ uniform_calls.push_back(UniformCall(u->location, u->array_size, func));
+ }
+ }
+}
+
void OpenGLProgram::set_debug_name(const string &name)
{
#ifdef DEBUG