]> git.tdb.fi Git - libs/gl.git/blobdiff - source/backends/opengl/program_backend.cpp
Simplify Program by removing transient data
[libs/gl.git] / source / backends / opengl / program_backend.cpp
index a9328488cedc9bc12b5399bf55d2b032771dd52a..e83a94844dc4e79e28986e0d8dcf8e835e9cad7e 100644 (file)
@@ -99,7 +99,7 @@ unsigned OpenGLProgram::add_stage(Stage type)
        return stage_id;
 }
 
-void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values, TransientData &transient)
+void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int> &spec_values)
 {
        SL::Compiler compiler(Device::get_current().get_info().glsl_features);
        compiler.set_source(mod.get_prepared_source(), "<module>");
@@ -146,11 +146,44 @@ void OpenGLProgram::add_glsl_stages(const GlslModule &mod, const map<string, int
                compile_glsl_stage(mod, stage_id);
        }
 
-       transient.textures = compiler.get_texture_bindings();
-       transient.blocks = compiler.get_uniform_block_bindings();
-
        ReflectData &rd = static_cast<Program *>(this)->reflect_data;
        rd.n_clip_distances = compiler.get_n_clip_distances();
+
+       link(mod);
+       query_uniforms();
+       query_attributes();
+
+       const map<string, unsigned> &block_bindings = compiler.get_uniform_block_bindings();
+       if(!block_bindings.empty())
+       {
+               for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
+               {
+                       auto j = block_bindings.find(rd.uniform_blocks[i].name);
+                       if(j!=block_bindings.end())
+                       {
+                               glUniformBlockBinding(id, i, j->second);
+                               rd.uniform_blocks[i].bind_point = j->second;
+                       }
+               }
+       }
+
+       const map<string, unsigned> &tex_bindings = compiler.get_texture_bindings();
+       if(!tex_bindings.empty())
+       {
+               if(!ARB_separate_shader_objects)
+                       glUseProgram(id);
+               for(const auto &kvp: tex_bindings)
+               {
+                       int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
+                       if(location>=0)
+                       {
+                               if(ARB_separate_shader_objects)
+                                       glProgramUniform1i(id, location, kvp.second);
+                               else
+                                       glUniform1i(location, kvp.second);
+                       }
+               }
+       }
 }
 
 void OpenGLProgram::compile_glsl_stage(const GlslModule &mod, unsigned stage_id)
@@ -220,9 +253,11 @@ void OpenGLProgram::add_spirv_stages(const SpirVModule &mod, const map<string, i
        for(unsigned i=0; i<MAX_STAGES; ++i)
                if(stage_ids[i])
                        glSpecializeShader(stage_ids[i], j->name.c_str(), spec_id_array.size(), &spec_id_array[0], &spec_value_array[0]);
+
+       link(mod);
 }
 
-void OpenGLProgram::finalize(const Module &mod, TransientData &transient)
+void OpenGLProgram::link(const Module &mod)
 {
        glLinkProgram(id);
        int status = 0;
@@ -243,13 +278,6 @@ void OpenGLProgram::finalize(const Module &mod, TransientData &transient)
        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()
@@ -418,35 +446,6 @@ void OpenGLProgram::query_attributes()
        }
 }
 
-void OpenGLProgram::apply_bindings(const TransientData &transient)
-{
-       ReflectData &rd = static_cast<Program *>(this)->reflect_data;
-
-       for(unsigned i=0; i<rd.uniform_blocks.size(); ++i)
-       {
-               auto j = transient.blocks.find(rd.uniform_blocks[i].name);
-               if(j!=transient.blocks.end())
-               {
-                       glUniformBlockBinding(id, i, j->second);
-                       rd.uniform_blocks[i].bind_point = j->second;
-               }
-       }
-
-       if(!ARB_separate_shader_objects)
-               glUseProgram(id);
-       for(const auto &kvp: transient.textures)
-       {
-               int location = static_cast<const Program *>(this)->get_uniform_location(kvp.first);
-               if(location>=0)
-               {
-                       if(ARB_separate_shader_objects)
-                               glProgramUniform1i(id, location, kvp.second);
-                       else
-                               glUniform1i(location, kvp.second);
-               }
-       }
-}
-
 void OpenGLProgram::finalize_uniforms()
 {
        ReflectData &rd = static_cast<Program *>(this)->reflect_data;