source: trunk/src/gl/gl_device.cc @ 491

Last change on this file since 491 was 491, checked in by epyon, 9 years ago
  • mass update (will try to do atomic from now)
File size: 19.4 KB
RevLine 
[395]1// Copyright (C) 2012-2015 ChaosForge Ltd
2// http://chaosforge.org/
3//
4// This file is part of Nova libraries.
5// For conditions of distribution and use, see copying.txt file in root folder.
[38]6
7#include "nv/gl/gl_device.hh"
8
9#include "nv/gl/gl_window.hh"
[319]10#include "nv/core/logging.hh"
[90]11#include "nv/lib/sdl_image.hh"
[301]12#include "nv/gl/gl_enum.hh"
13#include "nv/lib/gl.hh"
[38]14
15using namespace nv;
16
17gl_device::gl_device()
18{
[491]19        m_shader_header.append( "#version 330 core\n" );
[316]20        for ( auto& i : get_uniform_factory() )
[438]21                m_shader_header.append( "uniform "+datatype_to_glsl_type( i.second->get_datatype() )+" "+ i.first +";\n" );
[316]22        for ( auto& i : get_link_uniform_factory() )
[438]23                m_shader_header.append( "uniform sampler2D "+i.first +";\n" );
[38]24}
25
[399]26program gl_device::create_program( string_view vs_source, string_view fs_source )
[38]27{
[303]28        program result = m_programs.create();
29        gl_program_info* info = m_programs.get( result );
30
[392]31        info->m_attribute_map   = new attribute_map;
32        info->m_engine_uniforms = new engine_uniform_list;
33        info->m_uniform_map     = new uniform_map;
34
[303]35        info->glid = glCreateProgram();
36        compile( info, vs_source, fs_source );
37        prepare_program( result );
38        return result;
[38]39}
40
[90]41// this is a temporary function that will be removed once we find a way to
42// pass binary file data around
[399]43image_data* gl_device::create_image_data( string_view filename )
[90]44{
45        load_sdl_image_library();
[361]46        SDL_Surface* image = IMG_Load( filename.data() );
[120]47        if (!image)
48        {
[365]49                NV_LOG_ERROR( "Image file ", filename, " not found!" );
[120]50                return nullptr;
51        }
[292]52        // TODO: BGR vs RGB, single channel
[461]53        pixel_format pformat = RGBA;
54        switch ( image->format->BytesPerPixel )
55        {
56        case 4: pformat = RGBA; break;
57        case 3: pformat = RGB; break;
58        case 1: pformat = RED; break;
59        default: NV_ASSERT( false, "BytesPerPixel != 4,3 or 1!" );
60        }
61        image_format format( pformat, UBYTE );
[406]62        image_data* data = new image_data( format, ivec2( image->w, image->h ), static_cast<nv::uint8*>( image->pixels ) );
[90]63        return data;
64}
65
[350]66// this is a temporary function that will be removed once we find a way to
67// pass binary file data around
68image_data* gl_device::create_image_data( const uint8* data, uint32 size )
69{
70        load_sdl_image_library();
[406]71        SDL_Surface* image = IMG_LoadTyped_RW( SDL_RWFromMem( const_cast<uint8*>( data ), int( size ) ), 1, "png" );
[350]72        if ( !image )
73        {
[365]74                NV_LOG_ERROR( "Image binary data cannot be loaded found!" );
[350]75                return nullptr;
76        }
77        // TODO: BGR vs RGB, single channel
[471]78        NV_ASSERT( image->format->BytesPerPixel > 2, "bytes per pixel > 2!" );
[350]79        image_format format( image->format->BytesPerPixel == 3 ? RGB : RGBA, UBYTE );
[406]80        image_data* idata = new image_data( format, ivec2( image->w, image->h ), static_cast<nv::uint8*>( image->pixels ) );
[350]81        return idata;
82}
[92]83
[350]84
[38]85gl_device::~gl_device()
86{
[302]87        while ( m_textures.size() > 0 )
88                release( m_textures.get_handle(0) );
89        while ( m_buffers.size() > 0 )
90                release( m_buffers.get_handle(0) );
[303]91        while ( m_programs.size() > 0 )
92                release( m_programs.get_handle(0) );
[38]93}
[301]94
[406]95nv::texture nv::gl_device::create_texture( texture_type type, ivec2 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
[301]96{
[491]97        NV_ASSERT_ALWAYS( type != TEXTURE_1D_BUFFER && type != TEXTURE_3D && type != TEXTURE_2D_ARRAY, "2D texture type expected!" );
[301]98        unsigned glid = 0;
[331]99        unsigned gl_type = texture_type_to_enum( type );
[491]100        GLint gl_internal = GLint( nv::image_format_to_internal_enum( aformat.format ) );
101        unsigned gl_enum = nv::image_format_to_enum( aformat.format );
[463]102
103        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
104
[301]105        glGenTextures( 1, &glid );
106
[331]107        glBindTexture( gl_type, glid );
[301]108
109        // Detect if mipmapping was requested
[491]110        if ( gl_type == GL_TEXTURE_2D && gl_enum != GL_RED_INTEGER && asampler.filter_min != sampler::LINEAR && asampler.filter_min != sampler::NEAREST )
[301]111        {
[331]112                // TODO: This should not be done if we use framebuffers!
113                glTexParameteri( gl_type, GL_GENERATE_MIPMAP, GL_TRUE);
[301]114        }
115
[331]116        if ( asampler.filter_max != sampler::NEAREST )
[301]117        {
[331]118                asampler.filter_max = sampler::LINEAR;
[301]119        }
120
[406]121        glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
122        glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
[491]123       
124        if ( gl_enum != GL_RED_INTEGER )
125        {
126                glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s ) ) );
127                glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t ) ) );
128        }
[301]129
[463]130        if ( is_depth )
131        {
[466]132                glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
133                glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
[463]134
[466]135                // This is to allow usage of shadow2DProj function in the shader
136                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE );
137                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
[463]138        }
139
140// #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
141// #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
142//
143//      float aniso = 0.0f;
144//      glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso );
145//      NV_LOG_INFO( "Anisotropy at ", aniso, " (", int( aniso ), " ) " );
146//      glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso );
147
[491]148        glTexImage2D( gl_type, 0, gl_internal, size.x, size.y, 0, gl_enum, nv::datatype_to_gl_enum(aformat.type), data );
[331]149
150        glBindTexture( gl_type, 0 );
151
[301]152        texture result = m_textures.create();
153        gl_texture_info* info = m_textures.get( result );
[331]154        info->type     = type;
[323]155        info->format   = aformat;
156        info->tsampler = asampler;
[463]157        info->size     = ivec3( size.x, size.y, 1 );
[323]158        info->glid     = glid;
[301]159        return result;
160}
161
[491]162
163nv::texture nv::gl_device::create_texture( texture_type type, pixel_format format )
164{
165        NV_ASSERT_ALWAYS( type == TEXTURE_1D_BUFFER );
166        unsigned glid = 0;
167        unsigned gl_type = texture_type_to_enum( type );
168
169        glGenTextures( 1, &glid );
170
171        texture result = m_textures.create();
172        gl_texture_info* info = m_textures.get( result );
173        info->type = type;
174        info->format = format;
175        info->tsampler = sampler();
176        info->size = ivec3( 1, 1, 1 );
177        info->glid = glid;
178
179        return result;
180}
181
[463]182nv::texture nv::gl_device::create_texture( texture_type type, ivec3 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
183{
184        NV_ASSERT_ALWAYS( type == TEXTURE_3D || type == TEXTURE_2D_ARRAY, "3D texture type expected!" );
185        unsigned glid = 0;
186        unsigned gl_type = texture_type_to_enum( type );
187
188        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
189
190        glGenTextures( 1, &glid );
191        glBindTexture( gl_type, glid );
192
193        if ( asampler.filter_max != sampler::NEAREST )
194        {
195                asampler.filter_max = sampler::LINEAR;
196        }
197
198        glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
199        glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
200        glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s ) ) );
201        glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t ) ) );
202
[466]203        if ( is_depth )
204        {
205                glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
206                glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
207
208                // This is to allow usage of shadow2DProj function in the shader
209                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE );
210                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
211        }
212
[463]213        //glTexStorage3D( GL_TEXTURE_2D_ARRAY, mipLevelCount, GL_RGBA8, width, height, layerCount );
214        glTexImage3D( gl_type, 0, GLint( nv::image_format_to_internal_enum( aformat.format ) ), size.x, size.y, size.z, 0, nv::image_format_to_enum( aformat.format ), nv::datatype_to_gl_enum( aformat.type ), data );
215        glBindTexture( gl_type, 0 );
216
217        texture result = m_textures.create();
218        gl_texture_info* info = m_textures.get( result );
219        info->type = type;
220        info->format = aformat;
221        info->tsampler = asampler;
222        info->size = size;
223        info->glid = glid;
224        return result;
225}
226
227
228
[302]229void nv::gl_device::release( texture t )
[301]230{
231        gl_texture_info* info = m_textures.get( t );
232        if ( info )
233        {
[302]234                if ( info->glid != 0 )
235                {
236                        glDeleteTextures( 1, &(info->glid) );
237                }
[301]238                m_textures.destroy( t );
239        }
240}
241
[302]242void nv::gl_device::release( buffer b )
243{
244        gl_buffer_info* info = m_buffers.get( b );
245        if ( info )
246        {
247                if ( info->glid != 0 )
248                {
249                        glDeleteBuffers( 1, &(info->glid) );
250                }
251                m_buffers.destroy( b );
252        }
253}
254
[303]255const texture_info* nv::gl_device::get_texture_info( texture t ) const
[301]256{
257        return m_textures.get( t );
258}
259
[302]260nv::buffer nv::gl_device::create_buffer( buffer_type type, buffer_hint hint, size_t size, const void* source /*= nullptr */ )
261{
[491]262        unsigned glid = 0;
[302]263        unsigned glenum = buffer_type_to_enum( type );
264        glGenBuffers( 1, &glid );
265
[491]266        if ( size > 0 )
267        {
268                glBindBuffer( glenum, glid );
269                glBufferData( glenum, GLsizeiptr( size ), source, buffer_hint_to_enum( hint ) );
270                glBindBuffer( glenum, 0 );
271        }
[302]272
273        buffer result = m_buffers.create();
274        gl_buffer_info* info = m_buffers.get( result );
275        info->type = type;
276        info->hint = hint;
277        info->size = size;
278        info->glid = glid;
279        return result;
280}
281
[491]282void nv::gl_device::create_buffer( buffer b, size_t size, const void* source )
283{
284        gl_buffer_info* info = m_buffers.get( b );
285        if ( info )
286        {
287                unsigned glenum = buffer_type_to_enum( info->type );
288                glBindBuffer( glenum, info->glid );
289                glBufferData( glenum, GLsizeiptr( size ), source, buffer_hint_to_enum( info->hint ) );
290                glBindBuffer( glenum, 0 );
291        }
292}
293
[303]294const buffer_info* nv::gl_device::get_buffer_info( buffer t ) const
[302]295{
296        return m_buffers.get( t );
297}
[303]298
299void nv::gl_device::release( program p )
300{
301        gl_program_info* info = m_programs.get( p );
302        if ( info )
303        {
[392]304                for ( auto& i : *info->m_uniform_map )
[303]305                        delete i.second;
306
307                glDetachShader( info->glid, info->glidv );
308                glDetachShader( info->glid, info->glidf );
309                glDeleteShader( info->glidv );
310                glDeleteShader( info->glidf );
311                glDeleteProgram( info->glid );
312
[392]313                delete info->m_attribute_map;
314                delete info->m_engine_uniforms;
315                delete info->m_uniform_map;
316
[303]317                m_programs.destroy( p );
318        }
319}
320
321void nv::gl_device::prepare_program( program p )
322{
323        gl_program_info* info = m_programs.get( p );
324        if ( info )
325        {
326                auto& map  = get_uniform_factory();
327                auto& lmap = get_link_uniform_factory();
328
[392]329                for ( auto& i : *info->m_uniform_map )
[303]330                {
[439]331                        auto j = lmap.find( i.first );
[303]332                        if ( j != lmap.end() )
333                        {
334                                j->second->set( i.second );
335                        }                       
336
[439]337                        auto k = map.find( i.first );
[303]338                        if ( k != map.end() )
339                        {
[392]340                                info->m_engine_uniforms->push_back( k->second->create( i.second ) );
[303]341                        }                               
342                }
343        }
344}
345
[439]346uniform_base* nv::gl_device::get_uniform( program p, const string_view& name, bool fatal /*= true */ ) const
[303]347{
348        const gl_program_info* info = m_programs.get( p );
349        {
[392]350                nv::uniform_map::const_iterator i = info->m_uniform_map->find( name );
351                if ( i != info->m_uniform_map->end() )
[303]352                {
353                        return i->second;
354                }
355                if ( fatal )
356                {
[439]357                        NV_LOG_CRITICAL( "gl_device : uniform '", name, "' not found in program!" );
[403]358                        NV_ABORT( "gl_device : uniform not found!" );
[303]359                }
360        }
361        return nullptr;
362}
363
[439]364int nv::gl_device::get_attribute_location( program p, const string_view& name, bool fatal /*= true */ ) const
[303]365{
366        const gl_program_info* info = m_programs.get( p );
367        if ( info )
368        {
[392]369                attribute_map::const_iterator i = info->m_attribute_map->find( name );
370                if ( i != info->m_attribute_map->end() )
[303]371                {
372                        return i->second.location;
373                }
374                if ( fatal )
375                {
[439]376                        NV_LOG_CRITICAL( "gl_device : attribute '", name, "' not found in program!" );
[403]377                        NV_ABORT( "gl_device : attribute not found!" );
[303]378                }
379        }
380        return -1;
381}
382
[485]383bool nv::gl_device::bind_block( program p, const string_view& name, uint32 index )
384{
385        const gl_program_info* info = m_programs.get( p );
386        if ( info )
387        {
388                int id = get_block_location( p, name, false );
389                if ( id < 0 ) return false;
390                glUniformBlockBinding( info->glid, unsigned( id ), index );
391                return true;
392        }
393        return false;
394}
395
[473]396int nv::gl_device::get_block_location( program p, const string_view& name, bool fatal /*= true */ ) const
397{
[485]398        const gl_program_info* info = m_programs.get( p );
399        if ( info )
400        {
[487]401                GLuint result = glGetUniformBlockIndex( info->glid, name.data() );
402                if ( result != GL_INVALID_INDEX ) return static_cast<int>( result );
[485]403                if ( fatal )
404                {
405                        NV_LOG_CRITICAL( "gl_device : block '", name, "' not found in program!" );
406                        NV_ABORT( "gl_device : block not found!" );
407                }
408        }
[473]409        return -1;
410}
411
[399]412bool nv::gl_device::compile( gl_program_info* p, string_view vertex_program, string_view fragment_program )
[303]413{
414        if (!compile( GL_VERTEX_SHADER,   vertex_program, p->glidv ))   { return false; }
415        if (!compile( GL_FRAGMENT_SHADER, fragment_program, p->glidf )) { return false; }
416
417        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::POSITION   ), "nv_position"  );
418        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TEXCOORD   ), "nv_texcoord"  );
419        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::NORMAL     ), "nv_normal"    );
420        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::COLOR      ), "nv_color"     );
421        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TANGENT    ), "nv_tangent"   );
422        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEINDEX  ), "nv_boneindex" );
423        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEWEIGHT ), "nv_boneweight");
424
425        glAttachShader( p->glid, p->glidf );
426        glAttachShader( p->glid, p->glidv );
427        glLinkProgram( p->glid );
428
429        const uint32 buffer_size = 2048;
430        char buffer[ buffer_size ] = { 0 };
431        int length;
432        int status;
433
434        glGetProgramiv( p->glid, GL_LINK_STATUS, &status );
435        glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
436
[365]437        NV_LOG_INFO( "Program #", p->glid, (status == GL_FALSE ? " failed to compile!" : " compiled successfully.") );
[303]438
439        if ( length > 0 )
440        {
[466]441                NV_LOG_INFO( "Program #", p->glid, " log: ", string_view( buffer, size_t( length ) ) );
[303]442        }
443
444        if ( status == GL_FALSE )
445        {
446                return false;
447        }
448
449        glValidateProgram( p->glid );
450        glGetProgramiv( p->glid, GL_VALIDATE_STATUS, &status );
451
452        if ( status == GL_FALSE )
453        {
454                glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
[365]455                NV_LOG_ERROR( "Program #", p->glid, " validation error : ", buffer );
[477]456                //return false;
[303]457        }
458        load_attributes( p );
459        load_uniforms( p );
460        return true;
461}
462
463void nv::gl_device::update_uniforms( gl_program_info* p )
464{
[392]465        for ( auto& i : *p->m_uniform_map )
[303]466        {
[392]467                uniform_base* ubase = i.second;
[303]468                if ( ubase->is_dirty() )
469                {
[487]470                        GLint   uloc = ubase->get_location();
471                        GLsizei size = static_cast<GLsizei>( ubase->get_length() );
[303]472                        switch( ubase->get_type() )
473                        {
[487]474                        case FLOAT          : glUniform1fv( uloc, size, static_cast< uniform< enum_to_type< FLOAT >::type >*>( ubase )->get_value() ); break;
475                        case INT            : glUniform1iv( uloc, size, static_cast< uniform< enum_to_type< INT >::type >*>( ubase )->get_value() ); break;
476                        case FLOAT_VECTOR_2 : glUniform2fv( uloc, size, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_2 >::type >*>( ubase )->get_value())); break;
477                        case FLOAT_VECTOR_3 : glUniform3fv( uloc, size, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_3 >::type >*>( ubase )->get_value())); break;
478                        case FLOAT_VECTOR_4 : glUniform4fv( uloc, size, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_VECTOR_4 >::type >*>( ubase )->get_value())); break;
479                        case INT_VECTOR_2   : glUniform2iv( uloc, size, reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_2 >::type >*>( ubase )->get_value())); break;
480                        case INT_VECTOR_3   : glUniform3iv( uloc, size, reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_3 >::type >*>( ubase )->get_value())); break;
481                        case INT_VECTOR_4   : glUniform4iv( uloc, size, reinterpret_cast<const GLint*>( static_cast< uniform< enum_to_type< INT_VECTOR_4 >::type >*>( ubase )->get_value())); break;
482                        case FLOAT_MATRIX_2 : glUniformMatrix2fv( uloc, size, GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_2 >::type >*>( ubase )->get_value())); break;
483                        case FLOAT_MATRIX_3 : glUniformMatrix3fv( uloc, size, GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_3 >::type >*>( ubase )->get_value())); break;
484                        case FLOAT_MATRIX_4 : glUniformMatrix4fv( uloc, size, GL_FALSE, reinterpret_cast<const GLfloat*>( static_cast< uniform< enum_to_type< FLOAT_MATRIX_4 >::type >*>( ubase )->get_value())); break;
[303]485                        default : break; // error?
486                        }
487                        ubase->clean();
488                }
489        }
490}
491
492void nv::gl_device::load_attributes( gl_program_info* p )
493{
494        int params;
495        glGetProgramiv( p->glid, GL_ACTIVE_ATTRIBUTES, &params );
496
[406]497        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]498        {
499                int attr_nlen;
500                int attr_len;
501                unsigned attr_type;
502                char name_buffer[128];
503
504                glGetActiveAttrib( p->glid, i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer );
505
[439]506                string_view name( name_buffer, size_t( attr_nlen ) );
[303]507
508                // skip built-ins
509                if ( name.substr(0,3) == "gl_" ) continue;
510
[439]511                int attr_loc = glGetAttribLocation( p->glid, name.data() );
[303]512
[392]513                attribute& attr = (*p->m_attribute_map)[ name ];
[303]514                attr.location = attr_loc;
515                attr.type     = gl_enum_to_datatype( attr_type );
516                attr.length   = attr_len;
517        }
518}
519
520void nv::gl_device::load_uniforms( gl_program_info* p )
521{
522        int params;
[473]523        int bparams;
[303]524        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORMS, &params );
[473]525        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORM_BLOCKS, &bparams );
[303]526
[406]527        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]528        {
529                int uni_nlen;
530                int uni_len;
531                unsigned uni_type;
532                char name_buffer[128];
533
534                glGetActiveUniform( p->glid, i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer );
535
[439]536                string_view name( name_buffer, size_t( uni_nlen ) );
[303]537
538                // skip built-ins
539                if ( name.substr(0,3) == "gl_" ) continue;
540
[439]541                int uni_loc = glGetUniformLocation( p->glid, name.data() );
[303]542                datatype utype = gl_enum_to_datatype( uni_type );
543
544                // check for array
[439]545                size_t arrchar = name.find( '[' );
546                if ( arrchar != string_view::npos )
[303]547                {
548                        name = name.substr( 0, arrchar );
549                }
550
[487]551                uniform_base* u = uniform_base::create( utype, uni_loc, size_t( uni_len ) );
[303]552                NV_ASSERT( u, "Unknown uniform type!" );
[392]553                (*p->m_uniform_map)[ name ] = u;
[303]554        }
[473]555
556        for ( unsigned i = 0; i < unsigned( bparams ); ++i )
557        {
558                int uni_len;
559                char name_buffer[128];
560
561                glGetActiveUniformBlockName( p->glid, i, 128, &uni_len, name_buffer );
562                NV_LOG_INFO( string_view( name_buffer, size_t( uni_len ) ) );
563        }
[303]564}
565
[399]566bool nv::gl_device::compile( uint32 sh_type, string_view shader_code, unsigned& glid )
[303]567{
568        glid = glCreateShader( sh_type );
569
[361]570        const char* pc = shader_code.data();
[406]571        int l = int( shader_code.length() );
[303]572
[361]573        glShaderSource( glid, 1, &pc, &l );
[303]574        glCompileShader( glid );
575
576        const uint32 buffer_size = 1024;
577        char buffer[ buffer_size ] = { 0 };
578        int length;
579        int compile_ok = GL_FALSE;
580        glGetShaderiv(glid, GL_COMPILE_STATUS, &compile_ok);
581        glGetShaderInfoLog( glid, buffer_size, &length, buffer );
582
583        if ( length > 0 )
584        {
585                if ( compile_ok == 0 )
586                {
[406]587                        NV_LOG_ERROR( "Shader #", glid, " error: ", string_view( buffer, size_t( length ) ) );
[303]588                }
589                else
590                {
[406]591                        NV_LOG_INFO( "Shader #", glid, " compiled successfully: ", string_view( buffer, size_t( length ) ) );
[303]592                }
593        }
594        else
595        {
[365]596                NV_LOG_INFO( "Shader #", glid, " compiled successfully." );
[303]597        }
598        return compile_ok != 0;
599
600}
601
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