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Check and report the use of legacy built-in variables in a program
[libs/gl.git] / source / program.cpp
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         legacy_vars = false;
98
99         glLinkProgram(id);
100         int value;
101         glGetProgramiv(id, GL_LINK_STATUS, &value);
102         if(!(linked = value))
103                 throw compile_error(get_info_log());
104
105         int count;
106         glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &count);
107         vector<UniformInfo *> uniforms_by_index(count);
108         for(int i=0; i<count; ++i)
109         {
110                 char name[128];
111                 int len = 0;
112                 int size;
113                 GLenum type;
114                 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
115                 if(len && strncmp(name, "gl_", 3))
116                 {
117                         /* Some implementations report the first element of a uniform array,
118                         others report just the name of an array. */
119                         if(len>3 && !strcmp(name+len-3, "[0]"))
120                                 name[len-3] = 0;
121
122                         UniformInfo &info = uniforms[name];
123                         info.block = 0;
124                         info.name = name;
125                         info.size = size;
126                         info.array_stride = 0;
127                         info.matrix_stride = 0;
128                         info.type = type;
129                         uniforms_by_index[i] = &info;
130                 }
131                 else
132                         legacy_vars = true;
133         }
134
135         glGetProgramiv(id, GL_ACTIVE_ATTRIBUTES, &count);
136         for(int i=0; i<count; ++i)
137         {
138                 char name[128];
139                 int len = 0;
140                 int size;
141                 GLenum type;
142                 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
143                 if(len && !strncmp(name, "gl_", 3))
144                         legacy_vars = true;
145         }
146
147         if(ARB_uniform_buffer_object)
148         {
149                 glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &count);
150                 for(int i=0; i<count; ++i)
151                 {
152                         char name[128];
153                         int len;
154                         glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
155                         UniformBlockInfo &info = uniform_blocks[name];
156                         info.name = name;
157
158                         glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
159                         info.data_size = value;
160
161                         glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
162                         vector<int> indices(value);
163                         glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
164                         for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
165                         {
166                                 if(!uniforms_by_index[*j])
167                                         throw logic_error("Program::link");
168                                 info.uniforms.push_back(uniforms_by_index[*j]);
169                                 uniforms_by_index[*j]->block = &info;
170                         }
171
172                         vector<unsigned> indices2(indices.begin(), indices.end());
173                         vector<int> values(indices.size());
174                         glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
175                         for(unsigned j=0; j<indices.size(); ++j)
176                                 uniforms_by_index[indices[j]]->location = values[j];
177
178                         indices2.clear();
179                         for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
180                                 if(uniforms_by_index[*j]->size>1)
181                                         indices2.push_back(*j);
182                         if(!indices2.empty())
183                         {
184                                 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
185                                 for(unsigned j=0; j<indices2.size(); ++j)
186                                         uniforms_by_index[indices[j]]->array_stride = values[j];
187                         }
188
189                         indices2.clear();
190                         for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
191                         {
192                                 GLenum t = uniforms_by_index[*j]->type;
193                                 if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
194                                         t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
195                                         t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
196                                         indices2.push_back(*j);
197                         }
198                         if(!indices2.empty())
199                         {
200                                 glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
201                                 for(unsigned j=0; j<indices2.size(); ++j)
202                                         uniforms_by_index[indices[j]]->matrix_stride = values[j];
203                         }
204
205                         sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
206                         info.layout_hash = compute_layout_hash(info.uniforms);
207                         info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
208                         glUniformBlockBinding(id, i, info.bind_point);
209                 }
210         }
211
212         vector<const UniformInfo *> blockless_uniforms;
213         for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
214                 if(!i->second.block)
215                 {
216                         i->second.location = glGetUniformLocation(id, i->second.name.c_str());
217                         blockless_uniforms.push_back(&i->second);
218                 }
219
220         uniform_layout_hash = compute_layout_hash(blockless_uniforms);
221 }
222
223 unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
224 {
225         string layout_descriptor;
226         for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
227                 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
228         return hash32(layout_descriptor);
229 }
230
231 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
232 {
233         return uni1->location<uni2->location;
234 }
235
236 string Program::get_info_log() const
237 {
238         GLsizei len = 0;
239         glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
240         char *buf = new char[len+1];
241         glGetProgramInfoLog(id, len+1, &len, buf);
242         string log(buf, len);
243         delete[] buf;
244         return log;
245 }
246
247 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
248 {
249         return get_item(uniform_blocks, name);
250 }
251
252 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
253 {
254         return get_item(uniforms, name);
255 }
256
257 int Program::get_uniform_location(const string &n) const
258 {
259         UniformMap::const_iterator i = uniforms.find(n);
260         if(i==uniforms.end())
261         {
262                 if(n[n.size()-1]==']')
263                 {
264                         string::size_type open_bracket = n.rfind('[');
265                         if(open_bracket!=string::npos)
266                         {
267                                 /* The requested name looks like an array.  glGetActiveUniform only
268                                 gives us the first element of the array, so try to look that up and
269                                 add an offset. */
270                                 unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
271                                 i = uniforms.find(n.substr(0, open_bracket));
272                                 if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
273                                         return i->second.location+offset;
274                         }
275                 }
276                 return -1;
277         }
278
279         return i->second.block ? -1 : i->second.location;
280 }
281
282 void Program::bind() const
283 {
284         if(!linked)
285                 throw invalid_operation("Program::bind");
286
287         if(!set_current(this))
288                 return;
289
290         glUseProgram(id);
291 }
292
293 void Program::unbind()
294 {
295         if(!set_current(0))
296                 return;
297
298         glUseProgram(0);
299 }
300
301
302 Program::Loader::Loader(Program &p):
303         DataFile::ObjectLoader<Program>(p)
304 {
305         add("attribute",       &Loader::attribute);
306         add("fragment_shader", &Loader::fragment_shader);
307         add("standard",        &Loader::standard);
308         add("vertex_shader",   &Loader::vertex_shader);
309 }
310
311 void Program::Loader::finish()
312 {
313         obj.link();
314 }
315
316 void Program::Loader::attribute(unsigned i, const string &n)
317 {
318         obj.bind_attribute(i, n);
319 }
320
321 void Program::Loader::fragment_shader(const string &src)
322 {
323         obj.attach_shader_owned(new FragmentShader(src));
324 }
325
326 void Program::Loader::standard()
327 {
328         ProgramBuilder::StandardFeatures feat;
329         load_sub(feat);
330         ProgramBuilder builder(feat);
331         builder.add_shaders(obj);
332 }
333
334 void Program::Loader::vertex_shader(const string &src)
335 {
336         obj.attach_shader_owned(new VertexShader(src));
337 }
338
339 } // namespace GL
340 } // namespace Msp