X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.cpp;h=270dbdc3e5675163017349d0cef901fcffaccdf8;hp=2ed6fba8800c9f804127827ec85eca65a95bcea9;hb=e598e9d8dacad73b7ee1688e2be738e94b07b9fa;hpb=19583522999f9ca2cddb178691633bc20f714b01 diff --git a/source/program.cpp b/source/program.cpp index 2ed6fba8..270dbdc3 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -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 +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include "buffer.h" +#include "error.h" +#include "misc.h" #include "program.h" +#include "programcompiler.h" +#include "resources.h" #include "shader.h" using namespace std; @@ -17,189 +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::iterator i=shaders.begin(); i!=shaders.end(); ++i) - delete *i; + if(RefPtr 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::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(uint 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); } -void Program::link() +void Program::bind_fragment_data(unsigned index, const string &name) { - for(list::iterator i=shaders.begin(); i!=shaders.end(); ++i) - if(!(*i)->get_compiled()) - (*i)->compile(); - - glLinkProgramARB(id); - if(!(linked=get_param(GL_LINK_STATUS))) - throw CompileError(get_info_log()); + 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(&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()); - glUseProgramObjectARB(id); - cur_prog=this; -} +#ifdef DEBUG + std::string info_log = get_info_log(); + if(!info_log.empty()) + IO::print("Program link info log:\n%s", info_log); +#endif -int Program::get_uniform_location(const string &n) const -{ - return glGetUniformLocationARB(id, n.c_str()); + unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS); + vector uniforms_by_index(count); + for(unsigned i=0; i3 && !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 used_bind_points; + count = get_program_i(id, GL_ACTIVE_UNIFORM_BLOCKS); + for(unsigned i=0; i indices(value); + glGetActiveUniformBlockiv(id, i, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, &indices[0]); + for(vector::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 indices2(indices.begin(), indices.end()); + vector values(indices.size()); + glGetActiveUniformsiv(id, indices.size(), &indices2[0], GL_UNIFORM_OFFSET, &values[0]); + for(unsigned j=0; jlocation = values[j]; + + indices2.clear(); + for(vector::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; jarray_stride = values[j]; + } + + indices2.clear(); + for(vector::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; jmatrix_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; + + 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); } -/*void Program::uniform(int i, int v) +Program::LayoutHash Program::compute_layout_hash(const vector &uniforms) { - glUniform1iARB(i, v); + string layout_descriptor; + for(vector::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, float x) +bool Program::uniform_location_compare(const UniformInfo *uni1, const UniformInfo *uni2) { - glUniform1fARB(i, x); + return uni1->locationlocation; } -void Program::uniform(int i, float x, float y) +string Program::get_info_log() const { - glUniform2fARB(i, x, y); + 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, float z) +const Program::UniformBlockInfo &Program::get_uniform_block_info(const string &name) const { - glUniform3fARB(i, x, y, z); + return get_item(uniform_blocks, name); } -void Program::uniform(int i, float x, float y, float z, float w) +const Program::UniformInfo &Program::get_uniform_info(const string &name) const { - glUniform4fARB(i, x, y, z, w); + return get_item(uniforms, name); } -void Program::uniform4(int i, const float *v) +int Program::get_uniform_location(const string &n) const { - glUniform4fvARB(i, 1, v); + 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"); -void Program::unbind() -{ - if(cur_prog) - { - glUseProgramObjectARB(0); - cur_prog=0; - } + if(!set_current(this)) + return; + + glUseProgram(id); } -void Program::maybe_bind() +void Program::unbind() { - if(cur_prog!=this) - bind(); -} + if(!set_current(0)) + return; -Program *Program::cur_prog=0; + glUseProgram(0); +} Program::Loader::Loader(Program &p): - prog(p) + DataFile::ObjectLoader(p) { - prog.set_del_shaders(true); - - add("vertex_shader", &Loader::vertex_shader); - add("fragment_shader", &Loader::fragment_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); } -void Program::Loader::vertex_shader(const string &src) +void Program::Loader::finish() { - prog.attach_shader(*new Shader(VERTEX_SHADER, src)); + obj.link(); +} + +void Program::Loader::attribute(unsigned i, const string &n) +{ + 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::attribute(uint i, const string &n) +void Program::Loader::geometry_shader(const string &src) { - prog.bind_attribute(i, n); + obj.attach_shader_owned(new GeometryShader(src)); } -void Program::Loader::finish() +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) { - prog.link(); + obj.attach_shader_owned(new VertexShader(src)); } } // namespace GL