]> git.tdb.fi Git - libs/gl.git/blob - source/program.cpp
Remove support for legacy OpenGL features
[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
133         glLinkProgram(id);
134         linked = get_program_i(id, GL_LINK_STATUS);
135         if(!linked)
136                 throw compile_error(get_info_log());
137
138 #ifdef DEBUG
139         std::string info_log = get_info_log();
140         if(!info_log.empty())
141                 IO::print("Program link info log:\n%s", info_log);
142 #endif
143
144         query_uniforms();
145         query_attributes();
146 }
147
148 void Program::query_uniforms()
149 {
150         unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
151         vector<UniformInfo *> uniforms_by_index(count);
152         for(unsigned i=0; i<count; ++i)
153         {
154                 char name[128];
155                 int len = 0;
156                 int size;
157                 GLenum type;
158                 glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
159                 if(len && strncmp(name, "gl_", 3))
160                 {
161                         /* Some implementations report the first element of a uniform array,
162                         others report just the name of the array itself. */
163                         if(len>3 && !strcmp(name+len-3, "[0]"))
164                                 name[len-3] = 0;
165
166                         UniformInfo &info = uniforms[name];
167                         info.block = 0;
168                         info.name = name;
169                         info.size = size;
170                         info.array_stride = 0;
171                         info.matrix_stride = 0;
172                         info.type = type;
173                         uniforms_by_index[i] = &info;
174                 }
175         }
176
177         if(ARB_uniform_buffer_object)
178                 query_uniform_blocks(uniforms_by_index);
179
180         UniformBlockInfo &default_block = uniform_blocks[string()];
181         default_block.data_size = 0;
182         default_block.bind_point = -1;
183
184         for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
185                 if(!i->second.block)
186                 {
187                         i->second.location = glGetUniformLocation(id, i->second.name.c_str());
188                         i->second.block = &default_block;
189                         default_block.uniforms.push_back(&i->second);
190                 }
191
192         default_block.layout_hash = compute_layout_hash(default_block.uniforms);
193
194         string layout_descriptor;
195         for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
196                 layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
197         uniform_layout_hash = hash32(layout_descriptor);
198 }
199
200 void Program::query_uniform_blocks(const vector<UniformInfo *> &uniforms_by_index)
201 {
202         uniform_blocks.clear();
203
204         std::set<unsigned> used_bind_points;
205         unsigned count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
206         for(unsigned i=0; i<count; ++i)
207         {
208                 char name[128];
209                 int len;
210                 glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
211                 UniformBlockInfo &info = uniform_blocks[name];
212                 info.name = name;
213
214                 int value;
215                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
216                 info.data_size = value;
217
218                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
219                 vector<int> indices(value);
220                 glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
221                 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
222                 {
223                         if(!uniforms_by_index[*j])
224                                 throw logic_error("Program::link");
225                         info.uniforms.push_back(uniforms_by_index[*j]);
226                         uniforms_by_index[*j]->block = &info;
227                 }
228
229                 vector<unsigned> indices2(indices.begin(), indices.end());
230                 vector<int> values(indices.size());
231                 glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
232                 for(unsigned j=0; j<indices.size(); ++j)
233                         uniforms_by_index[indices[j]]->location = values[j];
234
235                 indices2.clear();
236                 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
237                         if(uniforms_by_index[*j]->size>1)
238                                 indices2.push_back(*j);
239                 if(!indices2.empty())
240                 {
241                         glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
242                         for(unsigned j=0; j<indices2.size(); ++j)
243                                 uniforms_by_index[indices2[j]]->array_stride = values[j];
244                 }
245
246                 indices2.clear();
247                 for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
248                 {
249                         GLenum t = uniforms_by_index[*j]->type;
250                         if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
251                                 t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
252                                 t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
253                                 indices2.push_back(*j);
254                 }
255                 if(!indices2.empty())
256                 {
257                         glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
258                         for(unsigned j=0; j<indices2.size(); ++j)
259                                 uniforms_by_index[indices2[j]]->matrix_stride = values[j];
260                 }
261
262                 sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
263                 info.layout_hash = compute_layout_hash(info.uniforms);
264                 unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
265                 info.bind_point = info.layout_hash%n_bindings;
266                 while(used_bind_points.count(info.bind_point))
267                         info.bind_point = (info.bind_point+1)%n_bindings;
268                 glUniformBlockBinding(id, i, info.bind_point);
269                 used_bind_points.insert(info.bind_point);
270         }
271 }
272
273 void Program::query_attributes()
274 {
275         unsigned count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
276         for(unsigned i=0; i<count; ++i)
277         {
278                 char name[128];
279                 int len = 0;
280                 int size;
281                 GLenum type;
282                 glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
283                 if(len && strncmp(name, "gl_", 3))
284                 {
285                         if(len>3 && !strcmp(name+len-3, "[0]"))
286                                 name[len-3] = 0;
287
288                         AttributeInfo &info = attributes[name];
289                         info.name = name;
290                         info.location = glGetAttribLocation(id, name);
291                         info.size = size;
292                         info.type = type;
293                 }
294         }
295 }
296
297 Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
298 {
299         string layout_descriptor;
300         for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
301                 layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
302         return hash32(layout_descriptor);
303 }
304
305 bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
306 {
307         return uni1->location<uni2->location;
308 }
309
310 string Program::get_info_log() const
311 {
312         GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
313         char *buf = new char[len+1];
314         glGetProgramInfoLog(id, len+1, &len, buf);
315         string log(buf, len);
316         delete[] buf;
317         return log;
318 }
319
320 const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
321 {
322         return get_item(uniform_blocks, name);
323 }
324
325 const Program::UniformInfo &Program::get_uniform_info(const string &name) const
326 {
327         return get_item(uniforms, name);
328 }
329
330 int Program::get_uniform_location(const string &n) const
331 {
332         if(n[n.size()-1]==']')
333                 throw invalid_argument("Program::get_uniform_location");
334
335         UniformMap::const_iterator i = uniforms.find(n);
336         if(i==uniforms.end())
337                 return -1;
338
339         return i->second.block->bind_point<0 ? i->second.location : -1;
340 }
341
342 const Program::AttributeInfo &Program::get_attribute_info(const string &name) const
343 {
344         return get_item(attributes, name);
345 }
346
347 int Program::get_attribute_location(const string &n) const
348 {
349         if(n[n.size()-1]==']')
350                 throw invalid_argument("Program::get_attribute_location");
351
352         AttributeMap::const_iterator i = attributes.find(n);
353         return i!=attributes.end() ? i->second.location : -1;
354 }
355
356 void Program::bind() const
357 {
358         if(!linked)
359                 throw invalid_operation("Program::bind");
360
361         if(!set_current(this))
362                 return;
363
364         glUseProgram(id);
365 }
366
367 void Program::unbind()
368 {
369         if(!set_current(0))
370                 return;
371
372         glUseProgram(0);
373 }
374
375
376 Program::Loader::Loader(Program &p):
377         DataFile::ObjectLoader<Program>(p)
378 {
379         add("attribute",       &Loader::attribute);
380         add("fragment_shader", &Loader::fragment_shader);
381         add("geometry_shader", &Loader::geometry_shader);
382         add("standard",        &Loader::standard);
383         add("vertex_shader",   &Loader::vertex_shader);
384 }
385
386 void Program::Loader::finish()
387 {
388         obj.link();
389 }
390
391 void Program::Loader::attribute(unsigned i, const string &n)
392 {
393         obj.bind_attribute(i, n);
394 }
395
396 void Program::Loader::fragment_shader(const string &src)
397 {
398         obj.attach_shader_owned(new FragmentShader(src));
399 }
400
401 void Program::Loader::geometry_shader(const string &src)
402 {
403         obj.attach_shader_owned(new GeometryShader(src));
404 }
405
406 void Program::Loader::standard()
407 {
408         ProgramBuilder::StandardFeatures feat;
409         load_sub(feat);
410         ProgramBuilder builder(feat);
411         builder.add_shaders(obj);
412 }
413
414 void Program::Loader::vertex_shader(const string &src)
415 {
416         obj.attach_shader_owned(new VertexShader(src));
417 }
418
419 } // namespace GL
420 } // namespace Msp