X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogram.cpp;h=d8827ab5d0f5f095fed0d53424571aff7147f472;hp=a4358acb4d6d74e048c1c416107540f4fb9bdce9;hb=a170be7d2b295c4a3bbcea6585634bece3e1638b;hpb=5ae4b0008b25072b5716f0cb585133315625a661 diff --git a/source/program.cpp b/source/program.cpp index a4358acb..d8827ab5 100644 --- a/source/program.cpp +++ b/source/program.cpp @@ -7,11 +7,15 @@ #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; @@ -33,6 +37,24 @@ Program::Program(const ProgramBuilder::StandardFeatures &features) link(); } +Program::Program(const std::string &source) +{ + init(); + + ProgramCompiler compiler; + if(source.find(';')==string::npos && source.size()>5 && !source.compare(source.size()-5, 5, ".glsl")) + { + if(RefPtr io = Resources::get_builtins().open(source)) + compiler.compile(*io, source); + else + throw IO::file_not_found(source); + } + else + compiler.compile(source); + compiler.add_shaders(*this); + link(); +} + Program::Program(const string &vert, const string &frag) { init(); @@ -114,6 +136,18 @@ void Program::link() if(!linked) throw compile_error(get_info_log()); +#ifdef DEBUG + std::string info_log = get_info_log(); + if(!info_log.empty()) + IO::print("Program link info log:\n%s", info_log); +#endif + + query_uniforms(); + query_attributes(); +} + +void Program::query_uniforms() +{ unsigned count = get_program_i(id, GL_ACTIVE_UNIFORMS); vector uniforms_by_index(count); 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); - } - } + query_uniform_blocks(uniforms_by_index); UniformBlockInfo &default_block = uniform_blocks[string()]; default_block.data_size = 0; @@ -248,6 +200,105 @@ void Program::link() uniform_layout_hash = hash32(layout_descriptor); } +void Program::query_uniform_blocks(const vector &uniforms_by_index) +{ + uniform_blocks.clear(); + + std::set used_bind_points; + unsigned 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); + } +} + +void Program::query_attributes() +{ + unsigned count = get_program_i(id, GL_ACTIVE_ATTRIBUTES); + for(unsigned i=0; i3 && !strcmp(name+len-3, "[0]")) + name[len-3] = 0; + + AttributeInfo &info = attributes[name]; + info.name = name; + info.location = glGetAttribLocation(id, name); + info.size = size; + info.type = type; + } + else + legacy_vars = true; + } +} + Program::LayoutHash Program::compute_layout_hash(const vector &uniforms) { string layout_descriptor; @@ -283,29 +334,30 @@ const Program::UniformInfo &Program::get_uniform_info(const string &name) const int Program::get_uniform_location(const string &n) const { + if(n[n.size()-1]==']') + throw invalid_argument("Program::get_uniform_location"); + 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(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->bind_point<0 && offsetsecond.size) - return i->second.location+offset; - } - } return -1; - } return i->second.block->bind_point<0 ? i->second.location : -1; } +const Program::AttributeInfo &Program::get_attribute_info(const string &name) const +{ + return get_item(attributes, name); +} + +int Program::get_attribute_location(const string &n) const +{ + if(n[n.size()-1]==']') + throw invalid_argument("Program::get_attribute_location"); + + AttributeMap::const_iterator i = attributes.find(n); + return i!=attributes.end() ? i->second.location : -1; +} + void Program::bind() const { if(!linked) @@ -331,6 +383,7 @@ Program::Loader::Loader(Program &p): { 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); } @@ -350,6 +403,11 @@ void Program::Loader::fragment_shader(const string &src) obj.attach_shader_owned(new FragmentShader(src)); } +void Program::Loader::geometry_shader(const string &src) +{ + obj.attach_shader_owned(new GeometryShader(src)); +} + void Program::Loader::standard() { ProgramBuilder::StandardFeatures feat;