]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Add compatibility support for slope-based animation interpolation
[libs/gl.git] / source / program.cpp
index f34133faf767b1e905f7706e1caae938f606c6a4..270dbdc3e5675163017349d0cef901fcffaccdf8 100644 (file)
@@ -1,15 +1,21 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#include "arb_shader_objects.h"
-#include "arb_vertex_shader.h"
-#include "except.h"
-#include "extension.h"
+#include <algorithm>
+#include <cstring>
+#include <set>
+#include <msp/core/hash.h>
+#include <msp/core/maputils.h>
+#include <msp/gl/extensions/arb_shader_objects.h>
+#include <msp/gl/extensions/arb_uniform_buffer_object.h>
+#include <msp/gl/extensions/arb_vertex_shader.h>
+#include <msp/gl/extensions/ext_gpu_shader4.h>
+#include <msp/gl/extensions/nv_non_square_matrices.h>
+#include <msp/io/print.h>
+#include <msp/strings/format.h>
+#include "buffer.h"
+#include "error.h"
+#include "misc.h"
 #include "program.h"
+#include "programcompiler.h"
+#include "resources.h"
 #include "shader.h"
 
 using namespace std;
@@ -17,178 +23,365 @@ using namespace std;
 namespace Msp {
 namespace GL {
 
-Program::Program():
-       del_shaders(false),
-       linked(false)
+Program::Program()
 {
-       require_extension("GL_ARB_shader_objects");
-       require_extension("GL_ARB_vertex_shader");
-
-       id=glCreateProgramObjectARB();
+       init();
 }
 
-Program::Program(const string &vert, const string &frag):
-       del_shaders(true),
-       linked(false)
+Program::Program(const ProgramBuilder::StandardFeatures &features)
 {
-       require_extension("GL_ARB_shader_objects");
-       require_extension("GL_ARB_vertex_shader");
+       init();
 
-       id=glCreateProgramObjectARB();
-       attach_shader(*new Shader(VERTEX_SHADER, vert));
-       attach_shader(*new Shader(FRAGMENT_SHADER, frag));
+       ProgramBuilder builder(features);
+       builder.add_shaders(*this);
        link();
 }
 
-Program::~Program()
+Program::Program(const std::string &source)
 {
-       if(del_shaders)
+       init();
+
+       ProgramCompiler compiler;
+       if(source.find(';')==string::npos && source.size()>5 && !source.compare(source.size()-5, 5, ".glsl"))
        {
-               for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-                       delete *i;
+               if(RefPtr<IO::Seekable> io = Resources::get_builtins().open(source))
+                       compiler.compile(*io, source);
+               else
+                       throw IO::file_not_found(source);
        }
-       glDeleteObjectARB(id);
+       else
+               compiler.compile(source);
+       compiler.add_shaders(*this);
+       link();
+}
+
+Program::Program(const string &vert, const string &frag)
+{
+       init();
+
+       attach_shader_owned(new VertexShader(vert));
+       attach_shader_owned(new FragmentShader(frag));
+       link();
+}
+
+void Program::init()
+{
+       static Require _req(ARB_shader_objects);
+
+       linked = false;
+       id = glCreateProgram();
+}
+
+Program::~Program()
+{
+       for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+               delete *i;
+       glDeleteProgram(id);
 }
 
 void Program::attach_shader(Shader &shader)
 {
        if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
        {
-               glAttachObjectARB(id, shader.get_id());
+               glAttachShader(id, shader.get_id());
                shaders.push_back(&shader);
        }
 }
 
+void Program::attach_shader_owned(Shader *shader)
+{
+       attach_shader(*shader);
+       if(find(owned_data.begin(), owned_data.end(), shader)==owned_data.end())
+               owned_data.push_back(shader);
+}
+
 void Program::detach_shader(Shader &shader)
 {
-       list<Shader *>::iterator i=remove(shaders.begin(), shaders.end(), &shader);
+       ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
        if(i!=shaders.end())
        {
                shaders.erase(i, shaders.end());
-               glDetachObjectARB(id, shader.get_id());
+               glDetachShader(id, shader.get_id());
        }
 }
 
-void Program::set_del_shaders(bool ds)
+void Program::bind_attribute(unsigned index, const string &name)
 {
-       del_shaders=ds;
+       static Require _req(ARB_vertex_shader);
+       glBindAttribLocation(id, index, name.c_str());
 }
 
-void Program::bind_attribute(int index, const string &name)
+void Program::bind_attribute(VertexComponent comp, const string &name)
 {
-       glBindAttribLocationARB(id, index, name.c_str());
+       bind_attribute(get_component_type(comp), name);
 }
 
-bool Program::link()
+void Program::bind_fragment_data(unsigned index, const string &name)
 {
-       for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-               if(!(*i)->get_compiled() && !(*i)->compile())
-                       return false;
-
-       glLinkProgramARB(id);
-       linked=get_param(GL_LINK_STATUS);
-       return linked;
+       static Require _req(EXT_gpu_shader4);
+       glBindFragDataLocation(id, index, name.c_str());
 }
 
-int Program::get_param(GLenum param) const
+void Program::link()
 {
-       int value;
-       glGetObjectParameterivARB(id, param, &value);
-       return value;
-}
+       for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
+               if(!(*i)->is_compiled())
+                       (*i)->compile();
 
-string Program::get_info_log() const
-{
-       sizei len=get_param(GL_INFO_LOG_LENGTH);
-       char log[len+1];
-       glGetInfoLogARB(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
-       return string(log, len);
-}
+       uniforms.clear();
+       legacy_vars = false;
 
-void Program::bind()
-{
+       glLinkProgram(id);
+       linked = get_program_i(id, GL_LINK_STATUS);
        if(!linked)
-               throw InvalidState("Program is not linked");
+               throw compile_error(get_info_log());
+
+#ifdef DEBUG
+       std::string info_log = get_info_log();
+       if(!info_log.empty())
+               IO::print("Program link info log:\n%s", info_log);
+#endif
+
+       unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS);
+       vector<UniformInfo *> uniforms_by_index(count);
+       for(unsigned i=0; i<count; ++i)
+       {
+               char name[128];
+               int len = 0;
+               int size;
+               GLenum type;
+               glGetActiveUniform(id, i, sizeof(name), &len, &size, &type, name);
+               if(len && strncmp(name, "gl_", 3))
+               {
+                       /* Some implementations report the first element of a uniform array,
+                       others report just the name of the array itself. */
+                       if(len>3 && !strcmp(name+len-3, "[0]"))
+                               name[len-3] = 0;
+
+                       UniformInfo &info = uniforms[name];
+                       info.block = 0;
+                       info.name = name;
+                       info.size = size;
+                       info.array_stride = 0;
+                       info.matrix_stride = 0;
+                       info.type = type;
+                       uniforms_by_index[i] = &info;
+               }
+               else
+                       legacy_vars = true;
+       }
+
+       count = get_program_i(id, GL_ACTIVE_ATTRIBUTES);
+       for(unsigned i=0; i<count; ++i)
+       {
+               char name[128];
+               int len = 0;
+               int size;
+               GLenum type;
+               glGetActiveAttrib(id, i, sizeof(name), &len, &size, &type, name);
+               if(len && !strncmp(name, "gl_", 3))
+                       legacy_vars = true;
+       }
+
+       if(ARB_uniform_buffer_object)
+       {
+               uniform_blocks.clear();
+
+               std::set<unsigned> used_bind_points;
+               count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS);
+               for(unsigned i=0; i<count; ++i)
+               {
+                       char name[128];
+                       int len;
+                       glGetActiveUniformBlockName(id, i, sizeof(name), &len, name);
+                       UniformBlockInfo &info = uniform_blocks[name];
+                       info.name = name;
+
+                       int value;
+                       glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_DATA_SIZE, &value);
+                       info.data_size = value;
+
+                       glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &value);
+                       vector<int> indices(value);
+                       glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]);
+                       for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+                       {
+                               if(!uniforms_by_index[*j])
+                                       throw logic_error("Program::link");
+                               info.uniforms.push_back(uniforms_by_index[*j]);
+                               uniforms_by_index[*j]->block = &info;
+                       }
+
+                       vector<unsigned> indices2(indices.begin(), indices.end());
+                       vector<int> values(indices.size());
+                       glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]);
+                       for(unsigned j=0; j<indices.size(); ++j)
+                               uniforms_by_index[indices[j]]->location = values[j];
+
+                       indices2.clear();
+                       for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+                               if(uniforms_by_index[*j]->size>1)
+                                       indices2.push_back(*j);
+                       if(!indices2.empty())
+                       {
+                               glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_ARRAY_STRIDE, &values[0]);
+                               for(unsigned j=0; j<indices2.size(); ++j)
+                                       uniforms_by_index[indices2[j]]->array_stride = values[j];
+                       }
+
+                       indices2.clear();
+                       for(vector<int>::iterator j=indices.begin(); j!=indices.end(); ++j)
+                       {
+                               GLenum t = uniforms_by_index[*j]->type;
+                               if(t==GL_FLOAT_MAT4 || t==GL_FLOAT_MAT3 || t==GL_FLOAT_MAT2 ||
+                                       t==GL_FLOAT_MAT2x3 || t==GL_FLOAT_MAT2x4 || t==GL_FLOAT_MAT3x2 ||
+                                       t==GL_FLOAT_MAT3x4 || t==GL_FLOAT_MAT4x2 || t==GL_FLOAT_MAT4x3)
+                                       indices2.push_back(*j);
+                       }
+                       if(!indices2.empty())
+                       {
+                               glGetActiveUniformsiv(id, indices2.size(), &indices2[0], GL_UNIFORM_MATRIX_STRIDE, &values[0]);
+                               for(unsigned j=0; j<indices2.size(); ++j)
+                                       uniforms_by_index[indices2[j]]->matrix_stride = values[j];
+                       }
+
+                       sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
+                       info.layout_hash = compute_layout_hash(info.uniforms);
+                       unsigned n_bindings = BufferRange::get_n_uniform_buffer_bindings();
+                       info.bind_point = info.layout_hash%n_bindings;
+                       while(used_bind_points.count(info.bind_point))
+                               info.bind_point = (info.bind_point+1)%n_bindings;
+                       glUniformBlockBinding(id, i, info.bind_point);
+                       used_bind_points.insert(info.bind_point);
+               }
+       }
+
+       UniformBlockInfo &default_block = uniform_blocks[string()];
+       default_block.data_size = 0;
+       default_block.bind_point = -1;
 
-       glUseProgramObjectARB(id);
-       cur_prog=this;
+       for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+               if(!i->second.block)
+               {
+                       i->second.location = glGetUniformLocation(id, i->second.name.c_str());
+                       i->second.block = &default_block;
+                       default_block.uniforms.push_back(&i->second);
+               }
+
+       default_block.layout_hash = compute_layout_hash(default_block.uniforms);
+
+       string layout_descriptor;
+       for(UniformBlockMap::const_iterator i=uniform_blocks.begin(); i!=uniform_blocks.end(); ++i)
+               layout_descriptor += format("%d:%x\n", i->second.bind_point, i->second.layout_hash);
+       uniform_layout_hash = hash32(layout_descriptor);
 }
 
-int Program::get_uniform_location(const string &n) const
+Program::LayoutHash Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
 {
-       return glGetUniformLocationARB(id, n.c_str());
+       string layout_descriptor;
+       for(vector<const UniformInfo *>::const_iterator i = uniforms.begin(); i!=uniforms.end(); ++i)
+               layout_descriptor += format("%d:%s:%x:%d\n", (*i)->location, (*i)->name, (*i)->type, (*i)->size);
+       return hash32(layout_descriptor);
 }
 
-void Program::uniform(int i, int v)
+bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
 {
-       glUniform1iARB(i, v);
+       return uni1->location<uni2->location;
 }
 
-void Program::uniform(int i, float x)
+string Program::get_info_log() const
 {
-       glUniform1fARB(i, x);
+       GLsizei len = get_program_i(id, GL_INFO_LOG_LENGTH);
+       char *buf = new char[len+1];
+       glGetProgramInfoLog(id, len+1, &len, buf);
+       string log(buf, len);
+       delete[] buf;
+       return log;
 }
 
-void Program::uniform(int i, float x, float y)
+const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
 {
-       glUniform2fARB(i, x, y);
+       return get_item(uniform_blocks, name);
 }
 
-void Program::uniform(int i, float x, float y, float z)
+const Program::UniformInfo &Program::get_uniform_info(const string &name) const
 {
-       glUniform3fARB(i, x, y, z);
+       return get_item(uniforms, name);
 }
 
-void Program::uniform(int i, float x, float y, float z, float w)
+int Program::get_uniform_location(const string &n) const
 {
-       glUniform4fARB(i, x, y, z, w);
+       if(n[n.size()-1]==']')
+               throw invalid_argument("Program::get_uniform_location");
+
+       UniformMap::const_iterator i = uniforms.find(n);
+       if(i==uniforms.end())
+               return -1;
+
+       return i->second.block->bind_point<0 ? i->second.location : -1;
 }
 
-void Program::uniform_matrix4(int i, const float *v)
+void Program::bind() const
 {
-       glUniformMatrix4fvARB(i, 1, false, v);
+       if(!linked)
+               throw invalid_operation("Program::bind");
+
+       if(!set_current(this))
+               return;
+
+       glUseProgram(id);
 }
 
 void Program::unbind()
 {
-       if(cur_prog)
-       {
-               glUseProgramObjectARB(0);
-               cur_prog=0;
-       }
-}
+       if(!set_current(0))
+               return;
 
-void Program::maybe_bind()
-{
-       if(cur_prog!=this)
-               bind();
+       glUseProgram(0);
 }
 
-Program *Program::cur_prog=0;
-
 
 Program::Loader::Loader(Program &p):
-       prog(p)
+       DataFile::ObjectLoader<Program>(p)
 {
-       prog.set_del_shaders(true);
-
-       add("vertex_shader",   &Loader::vertex_shader);
+       add("attribute",       &Loader::attribute);
        add("fragment_shader", &Loader::fragment_shader);
+       add("geometry_shader", &Loader::geometry_shader);
+       add("standard",        &Loader::standard);
+       add("vertex_shader",   &Loader::vertex_shader);
 }
 
-Program::Loader::~Loader()
+void Program::Loader::finish()
 {
-       prog.link();
+       obj.link();
 }
 
-void Program::Loader::vertex_shader(const string &src)
+void Program::Loader::attribute(unsigned i, const string &n)
 {
-       prog.attach_shader(*new Shader(VERTEX_SHADER, src));
+       obj.bind_attribute(i, n);
 }
 
 void Program::Loader::fragment_shader(const string &src)
 {
-       prog.attach_shader(*new Shader(FRAGMENT_SHADER, src));
+       obj.attach_shader_owned(new FragmentShader(src));
+}
+
+void Program::Loader::geometry_shader(const string &src)
+{
+       obj.attach_shader_owned(new GeometryShader(src));
+}
+
+void Program::Loader::standard()
+{
+       ProgramBuilder::StandardFeatures feat;
+       load_sub(feat);
+       ProgramBuilder builder(feat);
+       builder.add_shaders(obj);
+}
+
+void Program::Loader::vertex_shader(const string &src)
+{
+       obj.attach_shader_owned(new VertexShader(src));
 }
 
 } // namespace GL