]> git.tdb.fi Git - libs/gl.git/blobdiff - source/program.cpp
Sort the uniforms in Program::UniformBlockInfo by offset
[libs/gl.git] / source / program.cpp
index ea1f30d2aea724cc9e9b10e2bcdf531accc48bb7..d962751994d38fe1e7fd93550bb51a545eaec9f6 100644 (file)
@@ -1,6 +1,12 @@
 #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 "extension.h"
 #include "program.h"
@@ -71,20 +77,27 @@ const char *standard_fragment_src[] =
        /* XXX This is incorrect with normal mapping, since the vectors are in TBN
        space but environment map is expected to be in eye space */
        "e",   "\tvec4 reflection = textureCube(environment, n_normal*(dot(n_normal, v_eye_dir)*2.0)-v_eye_dir);\n",
-        0,    "\tgl_FragColor = ",
-       "!t!l!m", "vec4(1.0, 1.0, 1.0, 1.0)",
-       "t",     "texture2D(texture, v_texcoord)",
+       "t",   "\tvec4 tex_sample = texture2D(texture, v_texcoord);\n",
+        0,    "\tgl_FragColor.rgb = ",
+       "!t!l!m", "vec3(1.0)",
+       "t",     "tex_sample.rgb",
        "l|mt",  "*",
-       "!lm",   "v_color",
+       "!lm",   "v_color.rgb",
        "l",     "((l_diffuse",
-       "lm",    "*gl_FrontLightProduct[0].diffuse",
+       "lm",    "*gl_FrontLightProduct[0].diffuse.rgb",
        "p",     "+l_specular",
-       "pm",    "*gl_FrontLightProduct[0].specular",
+       "pm",    "*gl_FrontLightProduct[0].specular.rgb",
        "l",     ")",
        "s",     "*l_shadow",
-       "lm",    "+gl_FrontLightModelProduct.sceneColor",
+       "lm",    "+gl_FrontLightModelProduct.sceneColor.rgb",
        "l",     ")",
-       "e",     "+reflection*reflectivity",
+       "e",     "+reflection.rgb*reflectivity",
+        0,      ";\n",
+        0,    "\tgl_FragColor.a = ",
+       "!m",    "1.0",
+       "!lm",   "v_color.a",
+       "lm",    "gl_FrontMaterial.diffuse.a",
+       "t",     "*tex_sample.a",
         0,      ";\n",
         0,    "}\n",
        0, 0
@@ -128,7 +141,7 @@ void Program::init()
 
 Program::~Program()
 {
-       for(list<Shader *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+       for(ShaderList::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
                delete *i;
        glDeleteObjectARB(id);
 }
@@ -151,7 +164,7 @@ void Program::attach_shader_owned(Shader *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());
@@ -213,7 +226,7 @@ void Program::bind_attribute(unsigned index, const string &name)
 
 void Program::link()
 {
-       for(list<Shader *>::iterator i=shaders.begin(); i!=shaders.end(); ++i)
+       for(ShaderList::iterator i=shaders.begin(); i!=shaders.end(); ++i)
                if(!(*i)->is_compiled())
                        (*i)->compile();
 
@@ -226,19 +239,116 @@ void Program::link()
                throw compile_error(get_info_log());
 
        glGetObjectParameterivARB(id, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &value);
-       for(int i=0; i<value; ++i)
+       unsigned count = value;
+       vector<UniformInfo *> uniforms_by_index(count);
+       for(unsigned i=0; i<count; ++i)
        {
-               UniformInfo info;
                char name[128];
                int len = 0;
-               glGetActiveUniformARB(id, i, 128, &len, &info.size, &info.type, name);
-               if(len)
+               int size;
+               GLenum type;
+               glGetActiveUniformARB(id, i, 128, &len, &size, &type, name);
+               if(len && strncmp(name, "gl_", 3))
                {
+                       UniformInfo &info = uniforms[name];
+                       info.block = 0;
                        info.name = name;
-                       info.location = glGetUniformLocationARB(id, name);
-                       uniforms[name] = info;
+                       info.size = size;
+                       info.array_stride = 0;
+                       info.matrix_stride = 0;
+                       info.type = type;
+                       uniforms_by_index[i] = &info;
                }
        }
+
+       if(is_supported("GL_ARB_uniform_buffer_object"))
+       {
+               glGetObjectParameterivARB(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 = glGetUniformLocationARB(id, i->second.name.c_str());
+                       blockless_uniforms.push_back(&i->second);
+               }
+
+       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
@@ -252,20 +362,19 @@ string Program::get_info_log() const
        return log;
 }
 
-void Program::bind() const
+const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const
 {
-       if(!linked)
-               throw invalid_operation("Program::bind");
-
-       if(!set_current(this))
-               return;
+       return get_item(uniform_blocks, name);
+}
 
-       glUseProgramObjectARB(id);
+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
 {
-       map<string, UniformInfo>::const_iterator i = uniforms.find(n);
+       UniformMap::const_iterator i = uniforms.find(n);
        if(i==uniforms.end())
        {
                if(n[n.size()-1]==']')
@@ -276,16 +385,27 @@ int Program::get_uniform_location(const string &n) const
                                /* 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. */
-                               int offset = lexical_cast<unsigned>(n.substr(open_bracket+1, n.size()-2-open_bracket));
+                               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() && offset<i->second.size)
+                               if(i!=uniforms.end() && !i->second.block && offset<i->second.size)
                                        return i->second.location+offset;
                        }
                }
                return -1;
        }
 
-       return i->second.location;
+       return i->second.block ? -1 : i->second.location;
+}
+
+void Program::bind() const
+{
+       if(!linked)
+               throw invalid_operation("Program::bind");
+
+       if(!set_current(this))
+               return;
+
+       glUseProgramObjectARB(id);
 }
 
 void Program::unbind()