X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogramdata.h;h=f11a254cb8014e5ec9a341f5c695c5685b7c802c;hp=495ea22f3a5be143fe498c1d9ce8ae7ee5bb91d3;hb=56beca9d8b4f7b4edac81411d31e24df88e84ac3;hpb=85e83ace47e5a9a8ae7263886255dd81afc69278 diff --git a/source/programdata.h b/source/programdata.h index 495ea22f..f11a254c 100644 --- a/source/programdata.h +++ b/source/programdata.h @@ -1,42 +1,194 @@ -/* $Id$ - -This file is part of libmspgl -Copyright © 2007 Mikko Rasa, Mikkosoft Productions -Distributed under the LGPL -*/ - #ifndef MSP_GL_PROGRAMDATA_H_ #define MSP_GL_PROGRAMDATA_H_ #include +#include +#include "datatype.h" +#include "matrix.h" +#include "program.h" +#include "vector.h" namespace Msp { namespace GL { -class Program; +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 + { + 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: - std::map data; + class ArrayLoader: public DataFile::Loader + { + private: + DataType type; + unsigned element_size; + std::vector 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(-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 blocks; + Mask used; + Mask dirty; + + ProgramUniforms(); + }; + + typedef std::map SlotMap; + typedef std::map BlockMap; + typedef std::map 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 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 &); -public: - ProgramData(); ~ProgramData(); - void uniform(int, Uniform *); - void uniform(int, int); - void uniform(int, float); - void uniform(int, float, float); - void uniform2(int, const float *); - void uniform(int, float, float, float); - void uniform3(int, const float *); - void uniform(int, float, float, float, float); - void uniform4(int, const float *); - void uniform_matrix4(int, const float *); +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 &); + void uniform_matrix2(const std::string &, const float *); + void uniform(const std::string &, const LinAl::Matrix &); + 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_matrix2_array(const std::string &, unsigned, const float *); + void uniform_matrix3_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 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; };