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