]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Entirely new system for building standard shaders
[libs/gl.git] / source / program.cpp
index 1d08270fd50aca7abd45e18f9660213e09a24227..636988d75c75dd11f3728906cf3c761b31553b34 100644 (file)
@@ -1,11 +1,13 @@
-/* $Id$
-
-This file is part of libmspgl
-Copyright © 2007 Mikko Rasa, Mikkosoft Productions
-Distributed under the LGPL
-*/
-
-#define GL_GLEXT_PROTOTYPES
+#include <algorithm>
+#include <cstring>
+#include <msp/core/hash.h>
+#include <msp/core/maputils.h>
+#include <msp/strings/format.h>
+#include "arb_shader_objects.h"
+#include "arb_uniform_buffer_object.h"
+#include "arb_vertex_shader.h"
+#include "buffer.h"
+#include "error.h"
 #include "program.h"
 #include "shader.h"
 
@@ -16,11 +18,40 @@ namespace GL {
 
 Program::Program()
 {
-       id=glCreateProgram();
+       init();
+}
+
+Program::Program(const ProgramBuilder::StandardFeatures &features)
+{
+       init();
+
+       ProgramBuilder builder(features);
+       builder.add_shaders(*this);
+       if(!features.transform)
+               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);
 }
 
@@ -33,9 +64,16 @@ void Program::attach_shader(Shader &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());
@@ -43,35 +81,240 @@ void Program::detach_shader(Shader &shader)
        }
 }
 
-void Program::bind_attribute(int index, const string &name)
+void Program::bind_attribute(unsigned index, const string &name)
 {
+       static Require _req(ARB_vertex_shader);
        glBindAttribLocation(id, index, name.c_str());
 }
 
-bool Program::link()
+void Program::link()
 {
-       for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-               if(!(*i)->get_compiled() && !(*i)->compile())
-                       return false;
+       for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
+               if(!(*i)->is_compiled())
+                       (*i)->compile();
+
+       uniforms.clear();
 
        glLinkProgram(id);
-       linked=get_param(GL_LINK_STATUS);
-       return linked;
+       int value;
+       glGetProgramiv(id, GL_LINK_STATUS, &value);
+       if(!(linked = value))
+               throw compile_error(get_info_log());
+
+       glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &value);
+       unsigned count = value;
+       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, 128, &len, &size, &type, name);
+               if(len && strncmp(name, "gl_", 3))
+               {
+                       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;
+               }
+       }
+
+       if(ARB_uniform_buffer_object)
+       {
+               glGetProgramiv(id, GL_ACTIVE_UNIFORM_BLOCKS, &value);
+               count = value;
+               for(unsigned i=0; i<count; ++i)
+               {
+                       char name[128];
+                       int len;
+                       glGetActiveUniformBlockName(id, i, 128, &len, name);
+                       UniformBlockInfo &info = uniform_blocks[name];
+                       info.name = name;
+
+                       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[indices[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[indices[j]]->matrix_stride = values[j];
+                       }
+
+                       sort(info.uniforms.begin(), info.uniforms.end(), uniform_location_compare);
+                       info.layout_hash = compute_layout_hash(info.uniforms);
+                       info.bind_point = info.layout_hash%BufferRange::get_n_uniform_buffer_bindings();
+                       glUniformBlockBinding(id, i, info.bind_point);
+               }
+       }
+
+       vector<const UniformInfo *> blockless_uniforms;
+       for(UniformMap::iterator i=uniforms.begin(); i!=uniforms.end(); ++i)
+               if(!i->second.block)
+               {
+                       i->second.location = glGetUniformLocation(id, i->second.name.c_str());
+                       blockless_uniforms.push_back(&i->second);
+               }
+
+       uniform_layout_hash = compute_layout_hash(blockless_uniforms);
 }
 
-int Program::get_param(GLenum param) const
+unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
 {
-       int value;
-       glGetProgramiv(id, param, &value);
-       return value;
+       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);
+}
+
+bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2)
+{
+       return uni1->location<uni2->location;
 }
 
 string Program::get_info_log() const
 {
-       sizei len=get_param(GL_INFO_LOG_LENGTH);
-       char log[len+1];
-       glGetProgramInfoLog(id, len+1, reinterpret_cast<GLsizei *>(&len), log);
-       return string(log, len);
+       GLsizei len = 0;
+       glGetProgramiv(id, GL_INFO_LOG_LENGTH, &len);
+       char *buf = new char[len+1];
+       glGetProgramInfoLog(id, len+1, &len, buf);
+       string log(buf, len);
+       delete[] buf;
+       return log;
+}
+
+const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
+{
+       return get_item(uniform_blocks, name);
+}
+
+const Program::UniformInfo &Program::get_uniform_info(const string &name) const
+{
+       return get_item(uniforms, name);
+}
+
+int Program::get_uniform_location(const string &n) const
+{
+       UniformMap::const_iterator i = uniforms.find(n);
+       if(i==uniforms.end())
+       {
+               if(n[n.size()-1]==']')
+               {
+                       string::size_type open_bracket = n.rfind('[');
+                       if(open_bracket!=string::npos)
+                       {
+                               /* The requested name looks like an array.  glGetActiveUniform only
+                               gives us the first element of the array, so try to look that up and
+                               add an offset. */
+                               unsigned offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
+                               i = uniforms.find(n.substr(0, open_bracket)+"[0]");
+                               if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
+                                       return i->second.location+offset;
+                       }
+               }
+               return -1;
+       }
+
+       return i->second.block ? -1 : i->second.location;
+}
+
+void Program::bind() const
+{
+       if(!linked)
+               throw invalid_operation("Program::bind");
+
+       if(!set_current(this))
+               return;
+
+       glUseProgram(id);
+}
+
+void Program::unbind()
+{
+       if(!set_current(0))
+               return;
+
+       glUseProgram(0);
+}
+
+
+Program::Loader::Loader(Program &p):
+       DataFile::ObjectLoader<Program>(p)
+{
+       add("attribute",       &Loader::attribute);
+       add("fragment_shader", &Loader::fragment_shader);
+       add("standard",        &Loader::standard);
+       add("vertex_shader",   &Loader::vertex_shader);
+}
+
+void Program::Loader::finish()
+{
+       obj.link();
+}
+
+void Program::Loader::attribute(unsigned i, const string &n)
+{
+       obj.bind_attribute(i, n);
+}
+
+void Program::Loader::fragment_shader(const string &src)
+{
+       obj.attach_shader_owned(new FragmentShader(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