-#ifndef MSP_GL_PROGRAMDATA_H_
-#define MSP_GL_PROGRAMDATA_H_
-
-#include <map>
-#include <msp/datafile/objectloader.h>
-#include "datatype.h"
-#include "matrix.h"
-#include "program.h"
-#include "vector.h"
-
-namespace Msp {
-namespace GL {
-
-class Buffer;
-class Uniform;
-class UniformBlock;
-struct Color;
-
-/**
-Stores uniform variables for shader programs. The uniforms are stored in a
-program-independent way, and UniformBlocks are created to match the uniform
-layouts of different programs. If multiple programs have the same layout, the
-same block is used for them.
-
-The class is optimized for an access pattern where the set of uniforms and
-programs stays constants, with only the values changing.
-*/
-class ProgramData
-{
-public:
- class Loader: public DataFile::ObjectLoader<ProgramData>
- {
- public:
- Loader(ProgramData &);
- private:
- void uniform1i(const std::string &, int);
- void uniform1f(const std::string &, float);
- void uniform2i(const std::string &, int, int);
- void uniform2f(const std::string &, float, float);
- void uniform3i(const std::string &, int, int, int);
- void uniform3f(const std::string &, float, float, float);
- void uniform4i(const std::string &, int, int, int, int);
- void uniform4f(const std::string &, float, float, float, float);
- void uniform_array_(const std::string &, DataType, unsigned);
- void uniform1i_array(const std::string &);
- void uniform1f_array(const std::string &);
- void uniform2i_array(const std::string &);
- void uniform2f_array(const std::string &);
- void uniform3i_array(const std::string &);
- void uniform3f_array(const std::string &);
- void uniform4i_array(const std::string &);
- void uniform4f_array(const std::string &);
- void uniform_array(const std::string &);
- };
-
-private:
- class ArrayLoader: public DataFile::Loader
- {
- private:
- DataType type;
- unsigned element_size;
- std::vector<char> data;
-
- public:
- ArrayLoader(DataType, unsigned);
-
- DataType get_data_type() const { return type; }
- unsigned get_element_size() const { return element_size; }
- const void *get_data() const { return &data[0]; }
- unsigned get_size() const { return data.size()/(4*element_size); }
-
- private:
- void uniform(DataType, unsigned, const void *);
- void uniform1i(int);
- void uniform1f(float);
- void uniform2i(int, int);
- void uniform2f(float, float);
- void uniform3i(int, int, int);
- void uniform3f(float, float, float);
- void uniform4i(int, int, int, int);
- void uniform4f(float, float, float, float);
- };
-
- typedef unsigned Mask;
-
- enum
- {
- MASK_BITS = sizeof(Mask)*8,
- ALL_ONES = static_cast<Mask>(-1)
- };
-
- struct SharedBlock
- {
- Mask used;
- Mask dirty;
- UniformBlock *block;
-
- SharedBlock();
- SharedBlock(unsigned, UniformBlock *);
- };
-
- struct ProgramBlock
- {
- int bind_point;
- UniformBlock *block;
- SharedBlock *shared;
-
- ProgramBlock();
- ProgramBlock(int, SharedBlock *);
- };
-
- struct ProgramUniforms
- {
- std::vector<ProgramBlock> blocks;
- Mask used;
- Mask dirty;
-
- ProgramUniforms();
- };
-
- typedef std::map<std::string, unsigned> SlotMap;
- typedef std::map<Program::LayoutHash, SharedBlock> BlockMap;
- typedef std::map<Program::LayoutHash, ProgramUniforms> ProgramMap;
-
- // XXX All these mutables are a bit silly, but I'm out of better ideas
- const Program *tied_program;
- SlotMap uniform_slots;
- std::vector<Uniform *> uniforms;
- mutable BlockMap blocks;
- mutable ProgramMap programs;
- mutable UniformBlock *last_block;
- mutable Buffer *buffer;
- mutable unsigned dirty;
-
-public:
- ProgramData(const Program * = 0);
- ProgramData(const ProgramData &);
- ProgramData &operator=(const ProgramData &);
- ~ProgramData();
-
-private:
- void uniform(const std::string &, Uniform *);
-public:
- void uniform(const std::string &, const Uniform &);
- void uniform(const std::string &, int);
- void uniform(const std::string &, float);
- void uniform(const std::string &, int, int);
- void uniform(const std::string &, float, float);
- void uniform2(const std::string &, const int *);
- void uniform2(const std::string &, const float *);
- void uniform(const std::string &, int, int, int);
- void uniform(const std::string &, float, float, float);
- void uniform(const std::string &, const Vector3 &);
- void uniform3(const std::string &, const int *);
- void uniform3(const std::string &, const float *);
- void uniform(const std::string &, int, int, int, int);
- void uniform(const std::string &, float, float, float, float);
- void uniform(const std::string &, const Vector4 &);
- void uniform(const std::string &, const Color &);
- void uniform4(const std::string &, const int *);
- void uniform4(const std::string &, const float *);
- void uniform(const std::string &, const LinAl::Matrix<float, 2, 2> &);
- void uniform_matrix2(const std::string &, const float *);
- void uniform(const std::string &, const LinAl::Matrix<float, 3, 3> &);
- void uniform_matrix3(const std::string &, const float *);
- void uniform(const std::string &, const Matrix &);
- void uniform_matrix4(const std::string &, const float *);
- void uniform1_array(const std::string &, unsigned, const int *);
- void uniform1_array(const std::string &, unsigned, const float *);
- void uniform2_array(const std::string &, unsigned, const int *);
- void uniform2_array(const std::string &, unsigned, const float *);
- void uniform3_array(const std::string &, unsigned, const int *);
- void uniform3_array(const std::string &, unsigned, const float *);
- void uniform4_array(const std::string &, unsigned, const int *);
- void uniform4_array(const std::string &, unsigned, const float *);
- void uniform_matrix4_array(const std::string &, unsigned, const float *);
- void remove_uniform(const std::string &);
-
- std::vector<std::string> get_uniform_names() const;
- const Uniform &get_uniform(const std::string &) const;
-
-private:
- unsigned compute_slot_mask(const Program::UniformBlockInfo &) const;
- void update_block(UniformBlock &, const Program::UniformBlockInfo &) const;
- SharedBlock *get_shared_block(const Program::UniformBlockInfo &) const;
-
-public:
- /** Applies uniform blocks for the currently bound program, creating them
- if needed. */
- void apply() const;
-};
-
-} // namespace GL
-} // namespace Msp
-
-#endif