3 #include <msp/core/hash.h>
4 #include <msp/core/maputils.h>
5 #include <msp/strings/format.h>
6 #include "arb_shader_objects.h"
7 #include "arb_uniform_buffer_object.h"
8 #include "arb_vertex_shader.h"
24 Program::Program(const ProgramBuilder::StandardFeatures &features)
28 ProgramBuilder builder(features);
29 builder.add_shaders(*this);
30 if(!features.transform)
34 Program::Program(const string &vert, const string &frag)
38 attach_shader_owned(new VertexShader(vert));
39 attach_shader_owned(new FragmentShader(frag));
45 static Require _req(ARB_shader_objects);
48 id = glCreateProgram();
53 for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
58 void Program::attach_shader(Shader &shader)
60 if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
62 glAttachShader(id, shader.get_id());
63 shaders.push_back(&shader);
67 void Program::attach_shader_owned(Shader *shader)
69 attach_shader(*shader);
70 if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
71 owned_data.push_back(shader);
74 void Program::detach_shader(Shader &shader)
76 ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
79 shaders.erase(i, shaders.end());
80 glDetachShader(id, shader.get_id());
84 void Program::bind_attribute(unsigned index, const string &name)
86 static Require _req(ARB_vertex_shader);
87 glBindAttribLocation(id, index, name.c_str());
92 for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
93 if(!(*i)->is_compiled())
100 glGetProgramiv(id, GL_LINK_STATUS, &value);
101 if(!(linked = value))
102 throw compile_error(get_info_log());
104 glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
105 unsigned count = value;
106 vector<UniformInfo *> uniforms_by_index(count);
107 for(unsigned i=0; i<count; ++i)
113 glGetActiveUniform(id, i, 128, &len, &size, &type, name);
114 if(len && strncmp(name, "gl_", 3))
116 UniformInfo &info = uniforms[name];
120 info.array_stride = 0;
121 info.matrix_stride = 0;
123 uniforms_by_index[i] = &info;
127 if(ARB_uniform_buffer_object)
129 glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
131 for(unsigned i=0; i<count; ++i)
135 glGetActiveUniformBlockName(id, i, 128, &len, name);
136 UniformBlockInfo &info = uniform_blocks[name];
139 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
140 info.data_size = value;
142 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
143 vector<int> indices(value);
144 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
145 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
147 if(!uniforms_by_index[*j])
148 throw logic_error("Program::link");
149 info.uniforms.push_back(uniforms_by_index[*j]);
150 uniforms_by_index[*j]->block = &info;
153 vector<unsigned> indices2(indices.begin(), indices.end());
154 vector<int> values(indices.size());
155 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
156 for(unsigned j=0; j<indices.size(); ++j)
157 uniforms_by_index[indices[j]]->location = values[j];
160 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
161 if(uniforms_by_index[*j]->size>1)
162 indices2.push_back(*j);
163 if(!indices2.empty())
165 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
166 for(unsigned j=0; j<indices2.size(); ++j)
167 uniforms_by_index[indices[j]]->array_stride = values[j];
171 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
173 GLenum t = uniforms_by_index[*j]->type;
174 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
175 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
176 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
177 indices2.push_back(*j);
179 if(!indices2.empty())
181 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
182 for(unsigned j=0; j<indices2.size(); ++j)
183 uniforms_by_index[indices[j]]->matrix_stride = values[j];
186 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
187 info.layout_hash = compute_layout_hash(info.uniforms);
188 info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
189 glUniformBlockBinding(id, i, info.bind_point);
193 vector<const UniformInfo *> blockless_uniforms;
194 for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
197 i->second.location = glGetUniformLocation(id, i->second.name.c_str());
198 blockless_uniforms.push_back(&i->second);
201 uniform_layout_hash = compute_layout_hash(blockless_uniforms);
204 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
206 string layout_descriptor;
207 for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
208 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
209 return hash32(layout_descriptor);
212 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
214 return uni1->location<uni2->location;
217 string Program::get_info_log() const
220 glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
221 char *buf = new char[len+1];
222 glGetProgramInfoLog(id, len+1, &len, buf);
223 string log(buf, len);
228 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
230 return get_item(uniform_blocks, name);
233 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
235 return get_item(uniforms, name);
238 int Program::get_uniform_location(const string &n) const
240 UniformMap::const_iterator i = uniforms.find(n);
241 if(i==uniforms.end())
243 if(n[n.size()-1]==']')
245 string::size_type open_bracket = n.rfind('[');
246 if(open_bracket!=string::npos)
248 /* The requested name looks like an array. glGetActiveUniform only
249 gives us the first element of the array, so try to look that up and
251 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
252 i = uniforms.find(n.substr(0, open_bracket)+"[0]");
253 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
254 return i->second.location+offset;
260 return i->second.block ? -1 : i->second.location;
263 void Program::bind() const
266 throw invalid_operation("Program::bind");
268 if(!set_current(this))
274 void Program::unbind()
283 Program::Loader::Loader(Program &p):
284 DataFile::ObjectLoader<Program>(p)
286 add("attribute", &Loader::attribute);
287 add("fragment_shader", &Loader::fragment_shader);
288 add("standard", &Loader::standard);
289 add("vertex_shader", &Loader::vertex_shader);
292 void Program::Loader::finish()
297 void Program::Loader::attribute(unsigned i, const string &n)
299 obj.bind_attribute(i, n);
302 void Program::Loader::fragment_shader(const string &src)
304 obj.attach_shader_owned(new FragmentShader(src));
307 void Program::Loader::standard()
309 ProgramBuilder::StandardFeatures feat;
311 ProgramBuilder builder(feat);
312 builder.add_shaders(obj);
315 void Program::Loader::vertex_shader(const string &src)
317 obj.attach_shader_owned(new VertexShader(src));