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1 #include <algorithm>
2 #include <cstring>
3 #include <msp/core/hash.h>
4 #include <msp/core/maputils.h>
5 #include <msp/gl/extensions/arb_shader_objects.h>
6 #include <msp/gl/extensions/arb_uniform_buffer_object.h>
7 #include <msp/gl/extensions/arb_vertex_shader.h>
8 #include <msp/strings/format.h>
9 #include "buffer.h"
10 #include "error.h"
11 #include "program.h"
12 #include "shader.h"
13
14 using namespace std;
15
16 namespace Msp {
17 namespace GL {
18
19 Program::Program()
20 {
21         init();
22 }
23
24 Program::Program(const ProgramBuilder::StandardFeatures &features)
25 {
26         init();
27
28         ProgramBuilder builder(features);
29         builder.add_shaders(*this);
30         if(!features.transform)
31                 link();
32 }
33
34 Program::Program(const string &vert, const string &frag)
35 {
36         init();
37
38         attach_shader_owned(new VertexShader(vert));
39         attach_shader_owned(new FragmentShader(frag));
40         link();
41 }
42
43 void Program::init()
44 {
45         static Require _req(ARB_shader_objects);
46
47         linked = false;
48         id = glCreateProgram();
49 }
50
51 Program::~Program()
52 {
53         for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
54                 delete *i;
55         glDeleteProgram(id);
56 }
57
58 void Program::attach_shader(Shader &shader)
59 {
60         if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
61         {
62                 glAttachShader(id, shader.get_id());
63                 shaders.push_back(&shader);
64         }
65 }
66
67 void Program::attach_shader_owned(Shader *shader)
68 {
69         attach_shader(*shader);
70         if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
71                 owned_data.push_back(shader);
72 }
73
74 void Program::detach_shader(Shader &shader)
75 {
76         ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
77         if(i!=shaders.end())
78         {
79                 shaders.erase(i, shaders.end());
80                 glDetachShader(id, shader.get_id());
81         }
82 }
83
84 void Program::bind_attribute(unsigned index, const string &name)
85 {
86         static Require _req(ARB_vertex_shader);
87         glBindAttribLocation(id, index, name.c_str());
88 }
89
90 void Program::link()
91 {
92         for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
93                 if(!(*i)->is_compiled())
94                         (*i)->compile();
95
96         uniforms.clear();
97
98         glLinkProgram(id);
99         int value;
100         glGetProgramiv(id, GL_LINK_STATUS, &value);
101         if(!(linked = value))
102                 throw compile_error(get_info_log());
103
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)
108         {
109                 char name[128];
110                 int len = 0;
111                 int size;
112                 GLenum type;
113                 glGetActiveUniform(id, i, 128, &len, &size, &type, name);
114                 if(len && strncmp(name, "gl_", 3))
115                 {
116                         /* Some implementations report the first element of a uniform array,
117                         others report just the name of an array. */
118                         if(len>3 && !strcmp(name+len-3, "[0]"))
119                                 name[len-3] = 0;
120
121                         UniformInfo &info = uniforms[name];
122                         info.block = 0;
123                         info.name = name;
124                         info.size = size;
125                         info.array_stride = 0;
126                         info.matrix_stride = 0;
127                         info.type = type;
128                         uniforms_by_index[i] = &info;
129                 }
130         }
131
132         if(ARB_uniform_buffer_object)
133         {
134                 glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
135                 count = value;
136                 for(unsigned i=0; i<count; ++i)
137                 {
138                         char name[128];
139                         int len;
140                         glGetActiveUniformBlockName(id, i, 128, &len, name);
141                         UniformBlockInfo &info = uniform_blocks[name];
142                         info.name = name;
143
144                         glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
145                         info.data_size = value;
146
147                         glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
148                         vector<int> indices(value);
149                         glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
150                         for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
151                         {
152                                 if(!uniforms_by_index[*j])
153                                         throw logic_error("Program::link");
154                                 info.uniforms.push_back(uniforms_by_index[*j]);
155                                 uniforms_by_index[*j]->block = &info;
156                         }
157
158                         vector<unsigned> indices2(indices.begin(), indices.end());
159                         vector<int> values(indices.size());
160                         glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
161                         for(unsigned j=0; j<indices.size(); ++j)
162                                 uniforms_by_index[indices[j]]->location = values[j];
163
164                         indices2.clear();
165                         for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
166                                 if(uniforms_by_index[*j]->size>1)
167                                         indices2.push_back(*j);
168                         if(!indices2.empty())
169                         {
170                                 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
171                                 for(unsigned j=0; j<indices2.size(); ++j)
172                                         uniforms_by_index[indices[j]]->array_stride = values[j];
173                         }
174
175                         indices2.clear();
176                         for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
177                         {
178                                 GLenum t = uniforms_by_index[*j]->type;
179                                 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
180                                         t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
181                                         t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
182                                         indices2.push_back(*j);
183                         }
184                         if(!indices2.empty())
185                         {
186                                 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
187                                 for(unsigned j=0; j<indices2.size(); ++j)
188                                         uniforms_by_index[indices[j]]->matrix_stride = values[j];
189                         }
190
191                         sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
192                         info.layout_hash = compute_layout_hash(info.uniforms);
193                         info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
194                         glUniformBlockBinding(id, i, info.bind_point);
195                 }
196         }
197
198         vector<const UniformInfo *> blockless_uniforms;
199         for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
200                 if(!i->second.block)
201                 {
202                         i->second.location = glGetUniformLocation(id, i->second.name.c_str());
203                         blockless_uniforms.push_back(&i->second);
204                 }
205
206         uniform_layout_hash = compute_layout_hash(blockless_uniforms);
207 }
208
209 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
210 {
211         string layout_descriptor;
212         for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
213                 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
214         return hash32(layout_descriptor);
215 }
216
217 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
218 {
219         return uni1->location<uni2->location;
220 }
221
222 string Program::get_info_log() const
223 {
224         GLsizei len = 0;
225         glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
226         char *buf = new char[len+1];
227         glGetProgramInfoLog(id, len+1, &len, buf);
228         string log(buf, len);
229         delete[] buf;
230         return log;
231 }
232
233 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
234 {
235         return get_item(uniform_blocks, name);
236 }
237
238 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
239 {
240         return get_item(uniforms, name);
241 }
242
243 int Program::get_uniform_location(const string &n) const
244 {
245         UniformMap::const_iterator i = uniforms.find(n);
246         if(i==uniforms.end())
247         {
248                 if(n[n.size()-1]==']')
249                 {
250                         string::size_type open_bracket = n.rfind('[');
251                         if(open_bracket!=string::npos)
252                         {
253                                 /* The requested name looks like an array.  glGetActiveUniform only
254                                 gives us the first element of the array, so try to look that up and
255                                 add an offset. */
256                                 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
257                                 i = uniforms.find(n.substr(0, open_bracket));
258                                 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
259                                         return i->second.location+offset;
260                         }
261                 }
262                 return -1;
263         }
264
265         return i->second.block ? -1 : i->second.location;
266 }
267
268 void Program::bind() const
269 {
270         if(!linked)
271                 throw invalid_operation("Program::bind");
272
273         if(!set_current(this))
274                 return;
275
276         glUseProgram(id);
277 }
278
279 void Program::unbind()
280 {
281         if(!set_current(0))
282                 return;
283
284         glUseProgram(0);
285 }
286
287
288 Program::Loader::Loader(Program &p):
289         DataFile::ObjectLoader<Program>(p)
290 {
291         add("attribute",       &Loader::attribute);
292         add("fragment_shader", &Loader::fragment_shader);
293         add("standard",        &Loader::standard);
294         add("vertex_shader",   &Loader::vertex_shader);
295 }
296
297 void Program::Loader::finish()
298 {
299         obj.link();
300 }
301
302 void Program::Loader::attribute(unsigned i, const string &n)
303 {
304         obj.bind_attribute(i, n);
305 }
306
307 void Program::Loader::fragment_shader(const string &src)
308 {
309         obj.attach_shader_owned(new FragmentShader(src));
310 }
311
312 void Program::Loader::standard()
313 {
314         ProgramBuilder::StandardFeatures feat;
315         load_sub(feat);
316         ProgramBuilder builder(feat);
317         builder.add_shaders(obj);
318 }
319
320 void Program::Loader::vertex_shader(const string &src)
321 {
322         obj.attach_shader_owned(new VertexShader(src));
323 }
324
325 } // namespace GL
326 } // namespace Msp