]> git.tdb.fi Git - libs/gl.git/blobdiff - source/backends/opengl/program_backend.cpp
Move default uniform block sizing to OpenGL backend
[libs/gl.git] / source / backends / opengl / program_backend.cpp
index 767811802ebf5c10eded6718324f7f1a106f4ab7..a3603adc78ef6ed5f89cbfde56543004f417a00b 100644 (file)
@@ -211,7 +211,7 @@ void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, i
                        glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
 }
 
-void OpenGLProgram::finalize(const Module &mod)
+void OpenGLProgram::finalize(const Module &mod, TransientData &transient)
 {
        glLinkProgram(id);
        int status = 0;
@@ -232,6 +232,13 @@ void OpenGLProgram::finalize(const Module &mod)
        if(!info_log.empty())
                IO::print("Program link info log:\n%s", info_log);
 #endif
+
+       if(mod.get_format()==Module::GLSL)
+       {
+               query_uniforms();
+               query_attributes();
+               apply_bindings(transient);
+       }
 }
 
 void OpenGLProgram::query_uniforms()
@@ -291,57 +298,8 @@ void OpenGLProgram::query_uniforms()
                                u.matrix_stride = get_type_size(get_matrix_column_type(u.type));
                        default_block.uniforms.push_back(&u);
 
-                       if(u.location>=0)
-                       {
-                               UniformCall::FuncPtr func = 0;
-                               if(is_image(u.type))
-                                       glGetUniformiv(id, u.location, &u.binding);
-                               else if(u.type==FLOAT)
-                                       func = &uniform_wrapper<float, glUniform1fv>;
-                               else if(u.type==FLOAT_VEC2)
-                                       func = &uniform_wrapper<float, glUniform2fv>;
-                               else if(u.type==FLOAT_VEC3)
-                                       func = &uniform_wrapper<float, glUniform3fv>;
-                               else if(u.type==FLOAT_VEC4)
-                                       func = &uniform_wrapper<float, glUniform4fv>;
-                               else if(u.type==INT)
-                                       func = &uniform_wrapper<int, glUniform1iv>;
-                               else if(u.type==INT_VEC2)
-                                       func = &uniform_wrapper<int, glUniform2iv>;
-                               else if(u.type==INT_VEC3)
-                                       func = &uniform_wrapper<int, glUniform3iv>;
-                               else if(u.type==INT_VEC4)
-                                       func = &uniform_wrapper<int, glUniform4iv>;
-                               else if(u.type==UNSIGNED_INT)
-                                       func = &uniform_wrapper<unsigned, glUniform1uiv>;
-                               else if(u.type==UINT_VEC2)
-                                       func = &uniform_wrapper<unsigned, glUniform2uiv>;
-                               else if(u.type==UINT_VEC3)
-                                       func = &uniform_wrapper<unsigned, glUniform3uiv>;
-                               else if(u.type==UINT_VEC4)
-                                       func = &uniform_wrapper<unsigned, glUniform4uiv>;
-                               else if(u.type==FLOAT_MAT2)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
-                               else if(u.type==FLOAT_MAT3)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
-                               else if(u.type==FLOAT_MAT4)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
-                               else if(u.type==FLOAT_MAT2x3)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
-                               else if(u.type==FLOAT_MAT3x2)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
-                               else if(u.type==FLOAT_MAT2x4)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
-                               else if(u.type==FLOAT_MAT4x2)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
-                               else if(u.type==FLOAT_MAT3x4)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
-                               else if(u.type==FLOAT_MAT4x3)
-                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
-
-                               if(func)
-                                       uniform_calls.push_back(UniformCall(u.location, u.array_size, func));
-                       }
+                       if(is_image(u.type) && u.location>=0)
+                               glGetUniformiv(id, u.location, &u.binding);
                }
 
        default_block.sort_uniforms();
@@ -478,6 +436,72 @@ void OpenGLProgram::apply_bindings(const TransientData &transient)
        }
 }
 
+void OpenGLProgram::finalize_uniforms()
+{
+       ReflectData &rd = static_cast<Program *>(this)->reflect_data;
+
+       auto i = find_if(rd.uniform_blocks, [](const ReflectData::UniformBlockInfo &b){ return b.bind_point<0; });
+       if(i!=rd.uniform_blocks.end() && !i->uniforms.empty())
+       {
+               for(const ReflectData::UniformInfo *u: i->uniforms)
+                       if(u->location>=0)
+                       {
+                               UniformCall::FuncPtr func = 0;
+                               if(u->type==FLOAT)
+                                       func = &uniform_wrapper<float, glUniform1fv>;
+                               else if(u->type==FLOAT_VEC2)
+                                       func = &uniform_wrapper<float, glUniform2fv>;
+                               else if(u->type==FLOAT_VEC3)
+                                       func = &uniform_wrapper<float, glUniform3fv>;
+                               else if(u->type==FLOAT_VEC4)
+                                       func = &uniform_wrapper<float, glUniform4fv>;
+                               else if(u->type==INT)
+                                       func = &uniform_wrapper<int, glUniform1iv>;
+                               else if(u->type==INT_VEC2)
+                                       func = &uniform_wrapper<int, glUniform2iv>;
+                               else if(u->type==INT_VEC3)
+                                       func = &uniform_wrapper<int, glUniform3iv>;
+                               else if(u->type==INT_VEC4)
+                                       func = &uniform_wrapper<int, glUniform4iv>;
+                               else if(u->type==UNSIGNED_INT)
+                                       func = &uniform_wrapper<unsigned, glUniform1uiv>;
+                               else if(u->type==UINT_VEC2)
+                                       func = &uniform_wrapper<unsigned, glUniform2uiv>;
+                               else if(u->type==UINT_VEC3)
+                                       func = &uniform_wrapper<unsigned, glUniform3uiv>;
+                               else if(u->type==UINT_VEC4)
+                                       func = &uniform_wrapper<unsigned, glUniform4uiv>;
+                               else if(u->type==FLOAT_MAT2)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2fv>;
+                               else if(u->type==FLOAT_MAT3)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3fv>;
+                               else if(u->type==FLOAT_MAT4)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4fv>;
+                               else if(u->type==FLOAT_MAT2x3)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2x3fv>;
+                               else if(u->type==FLOAT_MAT3x2)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3x2fv>;
+                               else if(u->type==FLOAT_MAT2x4)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix2x4fv>;
+                               else if(u->type==FLOAT_MAT4x2)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4x2fv>;
+                               else if(u->type==FLOAT_MAT3x4)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix3x4fv>;
+                               else if(u->type==FLOAT_MAT4x3)
+                                       func = &uniform_matrix_wrapper<float, glUniformMatrix4x3fv>;
+
+                               if(func)
+                                       uniform_calls.push_back(UniformCall(u->location, u->array_size, func));
+                       }
+
+               if(i->data_size<=0)
+               {
+                       const ReflectData::UniformInfo &last = *i->uniforms.back();
+                       i->data_size = last.location*16+last.array_size*get_type_size(last.type);
+               }
+       }
+}
+
 void OpenGLProgram::set_debug_name(const string &name)
 {
 #ifdef DEBUG