source: trunk/src/gl/gl_device.cc @ 493

Last change on this file since 493 was 493, checked in by epyon, 9 years ago
  • program validation moved to first use - fixes validation errors on Intel and AMD cards
File size: 19.5 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();
[493]36        info->validated = false;
[303]37        compile( info, vs_source, fs_source );
38        prepare_program( result );
39        return result;
[38]40}
41
[90]42// this is a temporary function that will be removed once we find a way to
43// pass binary file data around
[399]44image_data* gl_device::create_image_data( string_view filename )
[90]45{
46        load_sdl_image_library();
[361]47        SDL_Surface* image = IMG_Load( filename.data() );
[120]48        if (!image)
49        {
[365]50                NV_LOG_ERROR( "Image file ", filename, " not found!" );
[120]51                return nullptr;
52        }
[292]53        // TODO: BGR vs RGB, single channel
[461]54        pixel_format pformat = RGBA;
55        switch ( image->format->BytesPerPixel )
56        {
57        case 4: pformat = RGBA; break;
58        case 3: pformat = RGB; break;
59        case 1: pformat = RED; break;
60        default: NV_ASSERT( false, "BytesPerPixel != 4,3 or 1!" );
61        }
62        image_format format( pformat, UBYTE );
[406]63        image_data* data = new image_data( format, ivec2( image->w, image->h ), static_cast<nv::uint8*>( image->pixels ) );
[90]64        return data;
65}
66
[350]67// this is a temporary function that will be removed once we find a way to
68// pass binary file data around
69image_data* gl_device::create_image_data( const uint8* data, uint32 size )
70{
71        load_sdl_image_library();
[406]72        SDL_Surface* image = IMG_LoadTyped_RW( SDL_RWFromMem( const_cast<uint8*>( data ), int( size ) ), 1, "png" );
[350]73        if ( !image )
74        {
[365]75                NV_LOG_ERROR( "Image binary data cannot be loaded found!" );
[350]76                return nullptr;
77        }
78        // TODO: BGR vs RGB, single channel
[471]79        NV_ASSERT( image->format->BytesPerPixel > 2, "bytes per pixel > 2!" );
[350]80        image_format format( image->format->BytesPerPixel == 3 ? RGB : RGBA, UBYTE );
[406]81        image_data* idata = new image_data( format, ivec2( image->w, image->h ), static_cast<nv::uint8*>( image->pixels ) );
[350]82        return idata;
83}
[92]84
[350]85
[38]86gl_device::~gl_device()
87{
[302]88        while ( m_textures.size() > 0 )
89                release( m_textures.get_handle(0) );
90        while ( m_buffers.size() > 0 )
91                release( m_buffers.get_handle(0) );
[303]92        while ( m_programs.size() > 0 )
93                release( m_programs.get_handle(0) );
[38]94}
[301]95
[406]96nv::texture nv::gl_device::create_texture( texture_type type, ivec2 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
[301]97{
[491]98        NV_ASSERT_ALWAYS( type != TEXTURE_1D_BUFFER && type != TEXTURE_3D && type != TEXTURE_2D_ARRAY, "2D texture type expected!" );
[301]99        unsigned glid = 0;
[331]100        unsigned gl_type = texture_type_to_enum( type );
[492]101        GLenum gl_internal = GLenum( nv::image_format_to_internal_enum( aformat.format ) );
[491]102        unsigned gl_enum = nv::image_format_to_enum( aformat.format );
[463]103
104        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
105
[301]106        glGenTextures( 1, &glid );
107
[331]108        glBindTexture( gl_type, glid );
[301]109
110        // Detect if mipmapping was requested
[491]111        if ( gl_type == GL_TEXTURE_2D && gl_enum != GL_RED_INTEGER && asampler.filter_min != sampler::LINEAR && asampler.filter_min != sampler::NEAREST )
[301]112        {
[331]113                // TODO: This should not be done if we use framebuffers!
114                glTexParameteri( gl_type, GL_GENERATE_MIPMAP, GL_TRUE);
[301]115        }
116
[331]117        if ( asampler.filter_max != sampler::NEAREST )
[301]118        {
[331]119                asampler.filter_max = sampler::LINEAR;
[301]120        }
121
[492]122        if ( gl_type != GL_TEXTURE_2D_MULTISAMPLE )
123        {
124                glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
125                glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
126        }
[491]127       
[492]128        if ( gl_type != GL_TEXTURE_2D_MULTISAMPLE && gl_enum != GL_RED_INTEGER )
[491]129        {
130                glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s ) ) );
131                glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t ) ) );
132        }
[301]133
[463]134        if ( is_depth )
135        {
[492]136//              glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
137//              glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
[463]138
[466]139                // This is to allow usage of shadow2DProj function in the shader
140                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE );
141                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
[463]142        }
143
144// #define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
145// #define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
146//
147//      float aniso = 0.0f;
148//      glGetFloatv( GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &aniso );
149//      NV_LOG_INFO( "Anisotropy at ", aniso, " (", int( aniso ), " ) " );
150//      glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso );
151
[492]152        if ( gl_type != GL_TEXTURE_2D_MULTISAMPLE )
153                glTexImage2D( gl_type, 0, gl_internal, size.x, size.y, 0, gl_enum, nv::datatype_to_gl_enum(aformat.type), data );
154        else
155                glTexImage2DMultisample( gl_type, 4, gl_internal, size.x, size.y, 1 );
[331]156
157        glBindTexture( gl_type, 0 );
158
[301]159        texture result = m_textures.create();
160        gl_texture_info* info = m_textures.get( result );
[331]161        info->type     = type;
[323]162        info->format   = aformat;
163        info->tsampler = asampler;
[463]164        info->size     = ivec3( size.x, size.y, 1 );
[323]165        info->glid     = glid;
[301]166        return result;
167}
168
[491]169
170nv::texture nv::gl_device::create_texture( texture_type type, pixel_format format )
171{
[492]172        NV_ASSERT_ALWAYS( type == TEXTURE_1D_BUFFER, "create_texture not texture buffer!" );
[491]173        unsigned glid = 0;
174
175        glGenTextures( 1, &glid );
176
177        texture result = m_textures.create();
178        gl_texture_info* info = m_textures.get( result );
179        info->type = type;
180        info->format = format;
181        info->tsampler = sampler();
182        info->size = ivec3( 1, 1, 1 );
183        info->glid = glid;
184
185        return result;
186}
187
[463]188nv::texture nv::gl_device::create_texture( texture_type type, ivec3 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
189{
190        NV_ASSERT_ALWAYS( type == TEXTURE_3D || type == TEXTURE_2D_ARRAY, "3D texture type expected!" );
191        unsigned glid = 0;
192        unsigned gl_type = texture_type_to_enum( type );
193
194        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
195
196        glGenTextures( 1, &glid );
197        glBindTexture( gl_type, glid );
198
199        if ( asampler.filter_max != sampler::NEAREST )
200        {
201                asampler.filter_max = sampler::LINEAR;
202        }
203
204        glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
205        glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
206        glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s ) ) );
207        glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t ) ) );
208
[466]209        if ( is_depth )
210        {
211                glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
212                glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
213
214                // This is to allow usage of shadow2DProj function in the shader
215                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE );
216                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
217        }
218
[463]219        //glTexStorage3D( GL_TEXTURE_2D_ARRAY, mipLevelCount, GL_RGBA8, width, height, layerCount );
220        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 );
221        glBindTexture( gl_type, 0 );
222
223        texture result = m_textures.create();
224        gl_texture_info* info = m_textures.get( result );
225        info->type = type;
226        info->format = aformat;
227        info->tsampler = asampler;
228        info->size = size;
229        info->glid = glid;
230        return result;
231}
232
233
234
[302]235void nv::gl_device::release( texture t )
[301]236{
237        gl_texture_info* info = m_textures.get( t );
238        if ( info )
239        {
[302]240                if ( info->glid != 0 )
241                {
242                        glDeleteTextures( 1, &(info->glid) );
243                }
[301]244                m_textures.destroy( t );
245        }
246}
247
[302]248void nv::gl_device::release( buffer b )
249{
250        gl_buffer_info* info = m_buffers.get( b );
251        if ( info )
252        {
253                if ( info->glid != 0 )
254                {
255                        glDeleteBuffers( 1, &(info->glid) );
256                }
257                m_buffers.destroy( b );
258        }
259}
260
[303]261const texture_info* nv::gl_device::get_texture_info( texture t ) const
[301]262{
263        return m_textures.get( t );
264}
265
[302]266nv::buffer nv::gl_device::create_buffer( buffer_type type, buffer_hint hint, size_t size, const void* source /*= nullptr */ )
267{
[491]268        unsigned glid = 0;
[302]269        unsigned glenum = buffer_type_to_enum( type );
270        glGenBuffers( 1, &glid );
271
[491]272        if ( size > 0 )
273        {
274                glBindBuffer( glenum, glid );
275                glBufferData( glenum, GLsizeiptr( size ), source, buffer_hint_to_enum( hint ) );
276                glBindBuffer( glenum, 0 );
277        }
[302]278
279        buffer result = m_buffers.create();
280        gl_buffer_info* info = m_buffers.get( result );
281        info->type = type;
282        info->hint = hint;
283        info->size = size;
284        info->glid = glid;
285        return result;
286}
287
[491]288void nv::gl_device::create_buffer( buffer b, size_t size, const void* source )
289{
290        gl_buffer_info* info = m_buffers.get( b );
291        if ( info )
292        {
293                unsigned glenum = buffer_type_to_enum( info->type );
294                glBindBuffer( glenum, info->glid );
295                glBufferData( glenum, GLsizeiptr( size ), source, buffer_hint_to_enum( info->hint ) );
296                glBindBuffer( glenum, 0 );
297        }
298}
299
[303]300const buffer_info* nv::gl_device::get_buffer_info( buffer t ) const
[302]301{
302        return m_buffers.get( t );
303}
[303]304
305void nv::gl_device::release( program p )
306{
307        gl_program_info* info = m_programs.get( p );
308        if ( info )
309        {
[392]310                for ( auto& i : *info->m_uniform_map )
[303]311                        delete i.second;
312
313                glDetachShader( info->glid, info->glidv );
314                glDetachShader( info->glid, info->glidf );
315                glDeleteShader( info->glidv );
316                glDeleteShader( info->glidf );
317                glDeleteProgram( info->glid );
318
[392]319                delete info->m_attribute_map;
320                delete info->m_engine_uniforms;
321                delete info->m_uniform_map;
322
[303]323                m_programs.destroy( p );
324        }
325}
326
327void nv::gl_device::prepare_program( program p )
328{
329        gl_program_info* info = m_programs.get( p );
330        if ( info )
331        {
332                auto& map  = get_uniform_factory();
333                auto& lmap = get_link_uniform_factory();
334
[392]335                for ( auto& i : *info->m_uniform_map )
[303]336                {
[439]337                        auto j = lmap.find( i.first );
[303]338                        if ( j != lmap.end() )
339                        {
340                                j->second->set( i.second );
341                        }                       
342
[439]343                        auto k = map.find( i.first );
[303]344                        if ( k != map.end() )
345                        {
[392]346                                info->m_engine_uniforms->push_back( k->second->create( i.second ) );
[303]347                        }                               
348                }
349        }
350}
351
[439]352uniform_base* nv::gl_device::get_uniform( program p, const string_view& name, bool fatal /*= true */ ) const
[303]353{
354        const gl_program_info* info = m_programs.get( p );
355        {
[392]356                nv::uniform_map::const_iterator i = info->m_uniform_map->find( name );
357                if ( i != info->m_uniform_map->end() )
[303]358                {
359                        return i->second;
360                }
361                if ( fatal )
362                {
[439]363                        NV_LOG_CRITICAL( "gl_device : uniform '", name, "' not found in program!" );
[403]364                        NV_ABORT( "gl_device : uniform not found!" );
[303]365                }
366        }
367        return nullptr;
368}
369
[439]370int nv::gl_device::get_attribute_location( program p, const string_view& name, bool fatal /*= true */ ) const
[303]371{
372        const gl_program_info* info = m_programs.get( p );
373        if ( info )
374        {
[392]375                attribute_map::const_iterator i = info->m_attribute_map->find( name );
376                if ( i != info->m_attribute_map->end() )
[303]377                {
378                        return i->second.location;
379                }
380                if ( fatal )
381                {
[439]382                        NV_LOG_CRITICAL( "gl_device : attribute '", name, "' not found in program!" );
[403]383                        NV_ABORT( "gl_device : attribute not found!" );
[303]384                }
385        }
386        return -1;
387}
388
[485]389bool nv::gl_device::bind_block( program p, const string_view& name, uint32 index )
390{
391        const gl_program_info* info = m_programs.get( p );
392        if ( info )
393        {
394                int id = get_block_location( p, name, false );
395                if ( id < 0 ) return false;
396                glUniformBlockBinding( info->glid, unsigned( id ), index );
397                return true;
398        }
399        return false;
400}
401
[473]402int nv::gl_device::get_block_location( program p, const string_view& name, bool fatal /*= true */ ) const
403{
[485]404        const gl_program_info* info = m_programs.get( p );
405        if ( info )
406        {
[487]407                GLuint result = glGetUniformBlockIndex( info->glid, name.data() );
408                if ( result != GL_INVALID_INDEX ) return static_cast<int>( result );
[485]409                if ( fatal )
410                {
411                        NV_LOG_CRITICAL( "gl_device : block '", name, "' not found in program!" );
412                        NV_ABORT( "gl_device : block not found!" );
413                }
414        }
[473]415        return -1;
416}
417
[399]418bool nv::gl_device::compile( gl_program_info* p, string_view vertex_program, string_view fragment_program )
[303]419{
420        if (!compile( GL_VERTEX_SHADER,   vertex_program, p->glidv ))   { return false; }
421        if (!compile( GL_FRAGMENT_SHADER, fragment_program, p->glidf )) { return false; }
422
423        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::POSITION   ), "nv_position"  );
424        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TEXCOORD   ), "nv_texcoord"  );
425        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::NORMAL     ), "nv_normal"    );
426        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::COLOR      ), "nv_color"     );
427        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TANGENT    ), "nv_tangent"   );
428        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEINDEX  ), "nv_boneindex" );
429        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEWEIGHT ), "nv_boneweight");
430
431        glAttachShader( p->glid, p->glidf );
432        glAttachShader( p->glid, p->glidv );
433        glLinkProgram( p->glid );
434
435        const uint32 buffer_size = 2048;
436        char buffer[ buffer_size ] = { 0 };
437        int length;
438        int status;
439
440        glGetProgramiv( p->glid, GL_LINK_STATUS, &status );
441        glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
442
[365]443        NV_LOG_INFO( "Program #", p->glid, (status == GL_FALSE ? " failed to compile!" : " compiled successfully.") );
[303]444
445        if ( length > 0 )
446        {
[466]447                NV_LOG_INFO( "Program #", p->glid, " log: ", string_view( buffer, size_t( length ) ) );
[303]448        }
449
450        if ( status == GL_FALSE )
451        {
452                return false;
453        }
454
455        load_attributes( p );
456        load_uniforms( p );
457        return true;
458}
459
460void nv::gl_device::update_uniforms( gl_program_info* p )
461{
[392]462        for ( auto& i : *p->m_uniform_map )
[303]463        {
[392]464                uniform_base* ubase = i.second;
[303]465                if ( ubase->is_dirty() )
466                {
[487]467                        GLint   uloc = ubase->get_location();
468                        GLsizei size = static_cast<GLsizei>( ubase->get_length() );
[303]469                        switch( ubase->get_type() )
470                        {
[487]471                        case FLOAT          : glUniform1fv( uloc, size, static_cast< uniform< enum_to_type< FLOAT >::type >*>( ubase )->get_value() ); break;
472                        case INT            : glUniform1iv( uloc, size, static_cast< uniform< enum_to_type< INT >::type >*>( ubase )->get_value() ); break;
473                        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;
474                        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;
475                        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;
476                        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;
477                        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;
478                        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;
479                        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;
480                        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;
481                        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]482                        default : break; // error?
483                        }
484                        ubase->clean();
485                }
486        }
487}
488
489void nv::gl_device::load_attributes( gl_program_info* p )
490{
491        int params;
492        glGetProgramiv( p->glid, GL_ACTIVE_ATTRIBUTES, &params );
493
[406]494        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]495        {
496                int attr_nlen;
497                int attr_len;
498                unsigned attr_type;
499                char name_buffer[128];
500
501                glGetActiveAttrib( p->glid, i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer );
502
[439]503                string_view name( name_buffer, size_t( attr_nlen ) );
[303]504
505                // skip built-ins
506                if ( name.substr(0,3) == "gl_" ) continue;
507
[439]508                int attr_loc = glGetAttribLocation( p->glid, name.data() );
[303]509
[392]510                attribute& attr = (*p->m_attribute_map)[ name ];
[303]511                attr.location = attr_loc;
512                attr.type     = gl_enum_to_datatype( attr_type );
513                attr.length   = attr_len;
514        }
515}
516
517void nv::gl_device::load_uniforms( gl_program_info* p )
518{
519        int params;
[473]520        int bparams;
[303]521        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORMS, &params );
[473]522        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORM_BLOCKS, &bparams );
[303]523
[406]524        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]525        {
526                int uni_nlen;
527                int uni_len;
528                unsigned uni_type;
529                char name_buffer[128];
530
531                glGetActiveUniform( p->glid, i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer );
532
[439]533                string_view name( name_buffer, size_t( uni_nlen ) );
[303]534
535                // skip built-ins
536                if ( name.substr(0,3) == "gl_" ) continue;
537
[439]538                int uni_loc = glGetUniformLocation( p->glid, name.data() );
[303]539                datatype utype = gl_enum_to_datatype( uni_type );
540
541                // check for array
[439]542                size_t arrchar = name.find( '[' );
543                if ( arrchar != string_view::npos )
[303]544                {
545                        name = name.substr( 0, arrchar );
546                }
547
[487]548                uniform_base* u = uniform_base::create( utype, uni_loc, size_t( uni_len ) );
[303]549                NV_ASSERT( u, "Unknown uniform type!" );
[392]550                (*p->m_uniform_map)[ name ] = u;
[492]551                //NV_LOG_DEBUG( "Uniform : ", name, " - ", utype, "/", uni_len );
552
[303]553        }
[473]554
555        for ( unsigned i = 0; i < unsigned( bparams ); ++i )
556        {
557                int uni_len;
558                char name_buffer[128];
559
560                glGetActiveUniformBlockName( p->glid, i, 128, &uni_len, name_buffer );
561                NV_LOG_INFO( string_view( name_buffer, size_t( uni_len ) ) );
562        }
[303]563}
564
[399]565bool nv::gl_device::compile( uint32 sh_type, string_view shader_code, unsigned& glid )
[303]566{
567        glid = glCreateShader( sh_type );
568
[361]569        const char* pc = shader_code.data();
[406]570        int l = int( shader_code.length() );
[303]571
[361]572        glShaderSource( glid, 1, &pc, &l );
[303]573        glCompileShader( glid );
574
575        const uint32 buffer_size = 1024;
576        char buffer[ buffer_size ] = { 0 };
577        int length;
578        int compile_ok = GL_FALSE;
579        glGetShaderiv(glid, GL_COMPILE_STATUS, &compile_ok);
580        glGetShaderInfoLog( glid, buffer_size, &length, buffer );
581
582        if ( length > 0 )
583        {
584                if ( compile_ok == 0 )
585                {
[406]586                        NV_LOG_ERROR( "Shader #", glid, " error: ", string_view( buffer, size_t( length ) ) );
[303]587                }
588                else
589                {
[406]590                        NV_LOG_INFO( "Shader #", glid, " compiled successfully: ", string_view( buffer, size_t( length ) ) );
[303]591                }
592        }
593        else
594        {
[365]595                NV_LOG_INFO( "Shader #", glid, " compiled successfully." );
[303]596        }
597        return compile_ok != 0;
598
599}
600
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