X-Git-Url: http://git.tdb.fi/?p=libs%2Fgl.git;a=blobdiff_plain;f=source%2Fprogramdata.h;h=f11a254cb8014e5ec9a341f5c695c5685b7c802c;hp=885804f010e16d868e7ab551caccb1b144824395;hb=56beca9d8b4f7b4edac81411d31e24df88e84ac3;hpb=8eb9a8d90e5597154dab666481037b306b7bbca2 diff --git a/source/programdata.h b/source/programdata.h index 885804f0..f11a254c 100644 --- a/source/programdata.h +++ b/source/programdata.h @@ -3,21 +3,27 @@ #include #include +#include "datatype.h" +#include "matrix.h" +#include "program.h" +#include "vector.h" namespace Msp { namespace GL { class Buffer; -class Color; -class Matrix; -class Program; class Uniform; class UniformBlock; -class Vector3; -class Vector4; +struct Color; /** -Stores uniform variables for a shader program. +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 { @@ -29,60 +35,160 @@ public: 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: - struct Block + 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 { - bool dirty; + Mask used; + Mask dirty; UniformBlock *block; - Block(); + SharedBlock(); + SharedBlock(unsigned, UniformBlock *); }; - typedef std::map UniformMap; - typedef std::map BlockMap; + 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 - UniformMap uniforms; + const Program *tied_program; + SlotMap uniform_slots; + std::vector uniforms; mutable BlockMap blocks; + mutable ProgramMap programs; mutable UniformBlock *last_block; mutable Buffer *buffer; - mutable bool modified; + mutable unsigned dirty; - ProgramData &operator=(const ProgramData &); public: - ProgramData(); + 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 &); + 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 uniform_matrix4(const std::string &, const Matrix &); + 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 &); - const UniformBlock &get_block(const Program &, const std::string &) const; + 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; };