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Check the flat qualifier from the correct member
[libs/gl.git] / source / program.cpp
diff --git a/source/program.cpp b/source/program.cpp
deleted file mode 100644 (file)
index 1735d5f..0000000
+++ /dev/null
@@ -1,328 +0,0 @@
-#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"
-
-using namespace std;
-
-namespace Msp {
-namespace GL {
-
-Program::Program()
-{
-       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);
-}
-
-void Program::attach_shader(Shader &shader)
-{
-       if(find(shaders.begin(), shaders.end(), &shader)==shaders.end())
-       {
-               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)
-{
-       ShaderList::iterator i = remove(shaders.begin(), shaders.end(), &shader);
-       if(i!=shaders.end())
-       {
-               shaders.erase(i, shaders.end());
-               glDetachShader(id, shader.get_id());
-       }
-}
-
-void Program::bind_attribute(unsigned index, const string &name)
-{
-       static Require _req(ARB_vertex_shader);
-       glBindAttribLocation(id, index, name.c_str());
-}
-
-void Program::link()
-{
-       for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
-               if(!(*i)->is_compiled())
-                       (*i)->compile();
-
-       uniforms.clear();
-
-       glLinkProgram(id);
-       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);
-               }
-
-               /* Some implementations report the first element of a uniform array,
-               others report just the name of an array. */
-               if(i->second.name.size()>3 && !i->second.name.compare(i->second.name.size()-3, 3, "[0]"))
-                       i->second.name.erase(i->second.name.size()-3, 3);
-       }
-
-       uniform_layout_hash = compute_layout_hash(blockless_uniforms);
-}
-
-unsigned Program::compute_layout_hash(const vector<const UniformInfo *> &uniforms)
-{
-       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
-{
-       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));
-                               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
-} // namespace Msp