]> git.tdb.fi Git - libs/gl.git/blob - source/program.cpp
Split the interface queries from Program::link into separate functions
[libs/gl.git] / source / program.cpp
1 #include <algorithm>
2 #include <cstring>
3 #include <set>
4 #include <msp/core/hash.h>
5 #include <msp/core/maputils.h>
6 #include <msp/gl/extensions/arb_shader_objects.h>
7 #include <msp/gl/extensions/arb_uniform_buffer_object.h>
8 #include <msp/gl/extensions/arb_vertex_shader.h>
9 #include <msp/gl/extensions/ext_gpu_shader4.h>
10 #include <msp/gl/extensions/nv_non_square_matrices.h>
11 #include <msp/io/print.h>
12 #include <msp/strings/format.h>
13 #include "buffer.h"
14 #include "error.h"
15 #include "misc.h"
16 #include "program.h"
17 #include "programcompiler.h"
18 #include "resources.h"
19 #include "shader.h"
20
21 using namespace std;
22
23 namespace Msp {
24 namespace GL {
25
26 Program::Program()
27 {
28         init();
29 }
30
31 Program::Program(const ProgramBuilder::StandardFeatures &features)
32 {
33         init();
34
35         ProgramBuilder builder(features);
36         builder.add_shaders(*this);
37         link();
38 }
39
40 Program::Program(const std::string &source)
41 {
42         init();
43
44         ProgramCompiler compiler;
45         if(source.find(';')==string::npos && source.size()>5 && !source.compare(source.size()-5, 5, ".glsl"))
46         {
47                 if(RefPtr<IO::Seekable> io = Resources::get_builtins().open(source))
48                         compiler.compile(*io, source);
49                 else
50                         throw IO::file_not_found(source);
51         }
52         else
53                 compiler.compile(source);
54         compiler.add_shaders(*this);
55         link();
56 }
57
58 Program::Program(const string &vert, const string &frag)
59 {
60         init();
61
62         attach_shader_owned(new VertexShader(vert));
63         attach_shader_owned(new FragmentShader(frag));
64         link();
65 }
66
67 void Program::init()
68 {
69         static Require _req(ARB_shader_objects);
70
71         linked = false;
72         id = glCreateProgram();
73 }
74
75 Program::~Program()
76 {
77         for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
78                 delete *i;
79         glDeleteProgram(id);
80 }
81
82 void Program::attach_shader(Shader &shader)
83 {
84         if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
85         {
86                 glAttachShader(id, shader.get_id());
87                 shaders.push_back(&shader);
88         }
89 }
90
91 void Program::attach_shader_owned(Shader *shader)
92 {
93         attach_shader(*shader);
94         if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
95                 owned_data.push_back(shader);
96 }
97
98 void Program::detach_shader(Shader &shader)
99 {
100         ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
101         if(i!=shaders.end())
102         {
103                 shaders.erase(i, shaders.end());
104                 glDetachShader(id, shader.get_id());
105         }
106 }
107
108 void Program::bind_attribute(unsigned index, const string &name)
109 {
110         static Require _req(ARB_vertex_shader);
111         glBindAttribLocation(id, index, name.c_str());
112 }
113
114 void Program::bind_attribute(VertexComponent comp, const string &name)
115 {
116         bind_attribute(get_component_type(comp), name);
117 }
118
119 void Program::bind_fragment_data(unsigned index, const string &name)
120 {
121         static Require _req(EXT_gpu_shader4);
122         glBindFragDataLocation(id, index, name.c_str());
123 }
124
125 void Program::link()
126 {
127         for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
128                 if(!(*i)->is_compiled())
129                         (*i)->compile();
130
131         uniforms.clear();
132         legacy_vars = false;
133
134         glLinkProgram(id);
135         linked = get_program_i(id, GL_LINK_STATUS);
136         if(!linked)
137                 throw compile_error(get_info_log());
138
139 #ifdef DEBUG
140         std::string info_log = get_info_log();
141         if(!info_log.empty())
142                 IO::print("Program link info log:\n%s", info_log);
143 #endif
144
145         query_uniforms();
146         query_attributes();
147 }
148
149 void Program::query_uniforms()
150 {
151         unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
152         vector<UniformInfo *> uniforms_by_index(count);
153         for(unsigned i=0; i<count; ++i)
154         {
155                 char name[128];
156                 int len = 0;
157                 int size;
158                 GLenum type;
159                 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
160                 if(len && strncmp(name, "gl_", 3))
161                 {
162                         /* Some implementations report the first element of a uniform array,
163                         others report just the name of the array itself. */
164                         if(len>3 && !strcmp(name+len-3, "[0]"))
165                                 name[len-3] = 0;
166
167                         UniformInfo &info = uniforms[name];
168                         info.block = 0;
169                         info.name = name;
170                         info.size = size;
171                         info.array_stride = 0;
172                         info.matrix_stride = 0;
173                         info.type = type;
174                         uniforms_by_index[i] = &info;
175                 }
176                 else
177                         legacy_vars = true;
178         }
179
180         if(ARB_uniform_buffer_object)
181                 query_uniform_blocks(uniforms_by_index);
182
183         UniformBlockInfo &default_block = uniform_blocks[string()];
184         default_block.data_size = 0;
185         default_block.bind_point = -1;
186
187         for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
188                 if(!i->second.block)
189                 {
190                         i->second.location = glGetUniformLocation(id, i->second.name.c_str());
191                         i->second.block = &default_block;
192                         default_block.uniforms.push_back(&i->second);
193                 }
194
195         default_block.layout_hash = compute_layout_hash(default_block.uniforms);
196
197         string layout_descriptor;
198         for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
199                 layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
200         uniform_layout_hash = hash32(layout_descriptor);
201 }
202
203 void Program::query_uniform_blocks(const vector<UniformInfo *> &uniforms_by_index)
204 {
205         uniform_blocks.clear();
206
207         std::set<unsigned> used_bind_points;
208         unsigned count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
209         for(unsigned i=0; i<count; ++i)
210         {
211                 char name[128];
212                 int len;
213                 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
214                 UniformBlockInfo &info = uniform_blocks[name];
215                 info.name = name;
216
217                 int value;
218                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
219                 info.data_size = value;
220
221                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
222                 vector<int> indices(value);
223                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
224                 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
225                 {
226                         if(!uniforms_by_index[*j])
227                                 throw logic_error("Program::link");
228                         info.uniforms.push_back(uniforms_by_index[*j]);
229                         uniforms_by_index[*j]->block = &info;
230                 }
231
232                 vector<unsigned> indices2(indices.begin(), indices.end());
233                 vector<int> values(indices.size());
234                 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
235                 for(unsigned j=0; j<indices.size(); ++j)
236                         uniforms_by_index[indices[j]]->location = values[j];
237
238                 indices2.clear();
239                 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
240                         if(uniforms_by_index[*j]->size>1)
241                                 indices2.push_back(*j);
242                 if(!indices2.empty())
243                 {
244                         glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
245                         for(unsigned j=0; j<indices2.size(); ++j)
246                                 uniforms_by_index[indices2[j]]->array_stride = values[j];
247                 }
248
249                 indices2.clear();
250                 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
251                 {
252                         GLenum t = uniforms_by_index[*j]->type;
253                         if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
254                                 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
255                                 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
256                                 indices2.push_back(*j);
257                 }
258                 if(!indices2.empty())
259                 {
260                         glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
261                         for(unsigned j=0; j<indices2.size(); ++j)
262                                 uniforms_by_index[indices2[j]]->matrix_stride = values[j];
263                 }
264
265                 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
266                 info.layout_hash = compute_layout_hash(info.uniforms);
267                 unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
268                 info.bind_point = info.layout_hash%n_bindings;
269                 while(used_bind_points.count(info.bind_point))
270                         info.bind_point = (info.bind_point+1)%n_bindings;
271                 glUniformBlockBinding(id, i, info.bind_point);
272                 used_bind_points.insert(info.bind_point);
273         }
274 }
275
276 void Program::query_attributes()
277 {
278         unsigned count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
279         for(unsigned i=0; i<count; ++i)
280         {
281                 char name[128];
282                 int len = 0;
283                 int size;
284                 GLenum type;
285                 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
286                 if(len && !strncmp(name, "gl_", 3))
287                         legacy_vars = true;
288         }
289 }
290
291 Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
292 {
293         string layout_descriptor;
294         for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
295                 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
296         return hash32(layout_descriptor);
297 }
298
299 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
300 {
301         return uni1->location<uni2->location;
302 }
303
304 string Program::get_info_log() const
305 {
306         GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
307         char *buf = new char[len+1];
308         glGetProgramInfoLog(id, len+1, &len, buf);
309         string log(buf, len);
310         delete[] buf;
311         return log;
312 }
313
314 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
315 {
316         return get_item(uniform_blocks, name);
317 }
318
319 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
320 {
321         return get_item(uniforms, name);
322 }
323
324 int Program::get_uniform_location(const string &n) const
325 {
326         if(n[n.size()-1]==']')
327                 throw invalid_argument("Program::get_uniform_location");
328
329         UniformMap::const_iterator i = uniforms.find(n);
330         if(i==uniforms.end())
331                 return -1;
332
333         return i->second.block->bind_point<0 ? i->second.location : -1;
334 }
335
336 void Program::bind() const
337 {
338         if(!linked)
339                 throw invalid_operation("Program::bind");
340
341         if(!set_current(this))
342                 return;
343
344         glUseProgram(id);
345 }
346
347 void Program::unbind()
348 {
349         if(!set_current(0))
350                 return;
351
352         glUseProgram(0);
353 }
354
355
356 Program::Loader::Loader(Program &p):
357         DataFile::ObjectLoader<Program>(p)
358 {
359         add("attribute",       &Loader::attribute);
360         add("fragment_shader", &Loader::fragment_shader);
361         add("geometry_shader", &Loader::geometry_shader);
362         add("standard",        &Loader::standard);
363         add("vertex_shader",   &Loader::vertex_shader);
364 }
365
366 void Program::Loader::finish()
367 {
368         obj.link();
369 }
370
371 void Program::Loader::attribute(unsigned i, const string &n)
372 {
373         obj.bind_attribute(i, n);
374 }
375
376 void Program::Loader::fragment_shader(const string &src)
377 {
378         obj.attach_shader_owned(new FragmentShader(src));
379 }
380
381 void Program::Loader::geometry_shader(const string &src)
382 {
383         obj.attach_shader_owned(new GeometryShader(src));
384 }
385
386 void Program::Loader::standard()
387 {
388         ProgramBuilder::StandardFeatures feat;
389         load_sub(feat);
390         ProgramBuilder builder(feat);
391         builder.add_shaders(obj);
392 }
393
394 void Program::Loader::vertex_shader(const string &src)
395 {
396         obj.attach_shader_owned(new VertexShader(src));
397 }
398
399 } // namespace GL
400 } // namespace Msp