source: trunk/src/gl/gl_device.cc @ 498

Last change on this file since 498 was 498, checked in by epyon, 9 years ago
  • ecs implementation
  • mipmapping by default for material manager
  • minor fixes
File size: 19.7 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
[498]111//      if ( gl_type == GL_TEXTURE_2D && gl_enum != GL_RED_INTEGER && asampler.filter_min != sampler::LINEAR && asampler.filter_min != sampler::NEAREST )
112//      {
113//              // TODO: This should not be done if we use framebuffers!
114//              glTexParameteri( gl_type, GL_GENERATE_MIPMAP, GL_TRUE);
115//      }
[301]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
[498]157        if ( gl_type == GL_TEXTURE_2D && gl_enum != GL_RED_INTEGER && asampler.filter_min != sampler::LINEAR && asampler.filter_min != sampler::NEAREST )
158        {
159                // TODO: This should not be done if we use framebuffers!
160                glGenerateMipmap( gl_type );
161        }
162
163
[331]164        glBindTexture( gl_type, 0 );
165
[301]166        texture result = m_textures.create();
167        gl_texture_info* info = m_textures.get( result );
[331]168        info->type     = type;
[323]169        info->format   = aformat;
170        info->tsampler = asampler;
[463]171        info->size     = ivec3( size.x, size.y, 1 );
[323]172        info->glid     = glid;
[301]173        return result;
174}
175
[491]176
177nv::texture nv::gl_device::create_texture( texture_type type, pixel_format format )
178{
[492]179        NV_ASSERT_ALWAYS( type == TEXTURE_1D_BUFFER, "create_texture not texture buffer!" );
[491]180        unsigned glid = 0;
181
182        glGenTextures( 1, &glid );
183
184        texture result = m_textures.create();
185        gl_texture_info* info = m_textures.get( result );
186        info->type = type;
187        info->format = format;
188        info->tsampler = sampler();
189        info->size = ivec3( 1, 1, 1 );
190        info->glid = glid;
191
192        return result;
193}
194
[463]195nv::texture nv::gl_device::create_texture( texture_type type, ivec3 size, image_format aformat, sampler asampler, const void* data /*= nullptr */ )
196{
197        NV_ASSERT_ALWAYS( type == TEXTURE_3D || type == TEXTURE_2D_ARRAY, "3D texture type expected!" );
198        unsigned glid = 0;
199        unsigned gl_type = texture_type_to_enum( type );
200
201        bool is_depth = aformat.format == DEPTH16 || aformat.format == DEPTH24 || aformat.format == DEPTH32;
202
203        glGenTextures( 1, &glid );
204        glBindTexture( gl_type, glid );
205
206        if ( asampler.filter_max != sampler::NEAREST )
207        {
208                asampler.filter_max = sampler::LINEAR;
209        }
210
211        glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_min ) ) );
212        glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GLint( nv::sampler_filter_to_enum( asampler.filter_max ) ) );
213        glTexParameteri( gl_type, GL_TEXTURE_WRAP_S, GLint( nv::sampler_wrap_to_enum( asampler.wrap_s ) ) );
214        glTexParameteri( gl_type, GL_TEXTURE_WRAP_T, GLint( nv::sampler_wrap_to_enum( asampler.wrap_t ) ) );
215
[466]216        if ( is_depth )
217        {
218                glTexParameteri( gl_type, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
219                glTexParameteri( gl_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
220
221                // This is to allow usage of shadow2DProj function in the shader
222                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE );
223                glTexParameteri( gl_type, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
224        }
225
[463]226        //glTexStorage3D( GL_TEXTURE_2D_ARRAY, mipLevelCount, GL_RGBA8, width, height, layerCount );
227        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 );
228        glBindTexture( gl_type, 0 );
229
230        texture result = m_textures.create();
231        gl_texture_info* info = m_textures.get( result );
232        info->type = type;
233        info->format = aformat;
234        info->tsampler = asampler;
235        info->size = size;
236        info->glid = glid;
237        return result;
238}
239
240
241
[302]242void nv::gl_device::release( texture t )
[301]243{
244        gl_texture_info* info = m_textures.get( t );
245        if ( info )
246        {
[302]247                if ( info->glid != 0 )
248                {
249                        glDeleteTextures( 1, &(info->glid) );
250                }
[301]251                m_textures.destroy( t );
252        }
253}
254
[302]255void nv::gl_device::release( buffer b )
256{
257        gl_buffer_info* info = m_buffers.get( b );
258        if ( info )
259        {
260                if ( info->glid != 0 )
261                {
262                        glDeleteBuffers( 1, &(info->glid) );
263                }
264                m_buffers.destroy( b );
265        }
266}
267
[303]268const texture_info* nv::gl_device::get_texture_info( texture t ) const
[301]269{
270        return m_textures.get( t );
271}
272
[302]273nv::buffer nv::gl_device::create_buffer( buffer_type type, buffer_hint hint, size_t size, const void* source /*= nullptr */ )
274{
[491]275        unsigned glid = 0;
[302]276        unsigned glenum = buffer_type_to_enum( type );
277        glGenBuffers( 1, &glid );
278
[491]279        if ( size > 0 )
280        {
281                glBindBuffer( glenum, glid );
282                glBufferData( glenum, GLsizeiptr( size ), source, buffer_hint_to_enum( hint ) );
283                glBindBuffer( glenum, 0 );
284        }
[302]285
286        buffer result = m_buffers.create();
287        gl_buffer_info* info = m_buffers.get( result );
288        info->type = type;
289        info->hint = hint;
290        info->size = size;
291        info->glid = glid;
292        return result;
293}
294
[491]295void nv::gl_device::create_buffer( buffer b, size_t size, const void* source )
296{
297        gl_buffer_info* info = m_buffers.get( b );
298        if ( info )
299        {
300                unsigned glenum = buffer_type_to_enum( info->type );
301                glBindBuffer( glenum, info->glid );
302                glBufferData( glenum, GLsizeiptr( size ), source, buffer_hint_to_enum( info->hint ) );
303                glBindBuffer( glenum, 0 );
304        }
305}
306
[303]307const buffer_info* nv::gl_device::get_buffer_info( buffer t ) const
[302]308{
309        return m_buffers.get( t );
310}
[303]311
312void nv::gl_device::release( program p )
313{
314        gl_program_info* info = m_programs.get( p );
315        if ( info )
316        {
[392]317                for ( auto& i : *info->m_uniform_map )
[303]318                        delete i.second;
319
320                glDetachShader( info->glid, info->glidv );
321                glDetachShader( info->glid, info->glidf );
322                glDeleteShader( info->glidv );
323                glDeleteShader( info->glidf );
324                glDeleteProgram( info->glid );
325
[392]326                delete info->m_attribute_map;
327                delete info->m_engine_uniforms;
328                delete info->m_uniform_map;
329
[303]330                m_programs.destroy( p );
331        }
332}
333
334void nv::gl_device::prepare_program( program p )
335{
336        gl_program_info* info = m_programs.get( p );
337        if ( info )
338        {
339                auto& map  = get_uniform_factory();
340                auto& lmap = get_link_uniform_factory();
341
[392]342                for ( auto& i : *info->m_uniform_map )
[303]343                {
[439]344                        auto j = lmap.find( i.first );
[303]345                        if ( j != lmap.end() )
346                        {
347                                j->second->set( i.second );
348                        }                       
349
[439]350                        auto k = map.find( i.first );
[303]351                        if ( k != map.end() )
352                        {
[392]353                                info->m_engine_uniforms->push_back( k->second->create( i.second ) );
[303]354                        }                               
355                }
356        }
357}
358
[439]359uniform_base* nv::gl_device::get_uniform( program p, const string_view& name, bool fatal /*= true */ ) const
[303]360{
361        const gl_program_info* info = m_programs.get( p );
362        {
[392]363                nv::uniform_map::const_iterator i = info->m_uniform_map->find( name );
364                if ( i != info->m_uniform_map->end() )
[303]365                {
366                        return i->second;
367                }
368                if ( fatal )
369                {
[439]370                        NV_LOG_CRITICAL( "gl_device : uniform '", name, "' not found in program!" );
[403]371                        NV_ABORT( "gl_device : uniform not found!" );
[303]372                }
373        }
374        return nullptr;
375}
376
[439]377int nv::gl_device::get_attribute_location( program p, const string_view& name, bool fatal /*= true */ ) const
[303]378{
379        const gl_program_info* info = m_programs.get( p );
380        if ( info )
381        {
[392]382                attribute_map::const_iterator i = info->m_attribute_map->find( name );
383                if ( i != info->m_attribute_map->end() )
[303]384                {
385                        return i->second.location;
386                }
387                if ( fatal )
388                {
[439]389                        NV_LOG_CRITICAL( "gl_device : attribute '", name, "' not found in program!" );
[403]390                        NV_ABORT( "gl_device : attribute not found!" );
[303]391                }
392        }
393        return -1;
394}
395
[485]396bool nv::gl_device::bind_block( program p, const string_view& name, uint32 index )
397{
398        const gl_program_info* info = m_programs.get( p );
399        if ( info )
400        {
401                int id = get_block_location( p, name, false );
402                if ( id < 0 ) return false;
403                glUniformBlockBinding( info->glid, unsigned( id ), index );
404                return true;
405        }
406        return false;
407}
408
[473]409int nv::gl_device::get_block_location( program p, const string_view& name, bool fatal /*= true */ ) const
410{
[485]411        const gl_program_info* info = m_programs.get( p );
412        if ( info )
413        {
[487]414                GLuint result = glGetUniformBlockIndex( info->glid, name.data() );
415                if ( result != GL_INVALID_INDEX ) return static_cast<int>( result );
[485]416                if ( fatal )
417                {
418                        NV_LOG_CRITICAL( "gl_device : block '", name, "' not found in program!" );
419                        NV_ABORT( "gl_device : block not found!" );
420                }
421        }
[473]422        return -1;
423}
424
[399]425bool nv::gl_device::compile( gl_program_info* p, string_view vertex_program, string_view fragment_program )
[303]426{
427        if (!compile( GL_VERTEX_SHADER,   vertex_program, p->glidv ))   { return false; }
428        if (!compile( GL_FRAGMENT_SHADER, fragment_program, p->glidf )) { return false; }
429
430        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::POSITION   ), "nv_position"  );
431        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TEXCOORD   ), "nv_texcoord"  );
432        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::NORMAL     ), "nv_normal"    );
433        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::COLOR      ), "nv_color"     );
434        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::TANGENT    ), "nv_tangent"   );
435        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEINDEX  ), "nv_boneindex" );
436        glBindAttribLocation( p->glid, static_cast<GLuint>( slot::BONEWEIGHT ), "nv_boneweight");
437
438        glAttachShader( p->glid, p->glidf );
439        glAttachShader( p->glid, p->glidv );
440        glLinkProgram( p->glid );
441
442        const uint32 buffer_size = 2048;
443        char buffer[ buffer_size ] = { 0 };
444        int length;
445        int status;
446
447        glGetProgramiv( p->glid, GL_LINK_STATUS, &status );
448        glGetProgramInfoLog( p->glid, buffer_size, &length, buffer );
449
[365]450        NV_LOG_INFO( "Program #", p->glid, (status == GL_FALSE ? " failed to compile!" : " compiled successfully.") );
[303]451
452        if ( length > 0 )
453        {
[466]454                NV_LOG_INFO( "Program #", p->glid, " log: ", string_view( buffer, size_t( length ) ) );
[303]455        }
456
457        if ( status == GL_FALSE )
458        {
459                return false;
460        }
461
462        load_attributes( p );
463        load_uniforms( p );
464        return true;
465}
466
467void nv::gl_device::update_uniforms( gl_program_info* p )
468{
[392]469        for ( auto& i : *p->m_uniform_map )
[303]470        {
[392]471                uniform_base* ubase = i.second;
[303]472                if ( ubase->is_dirty() )
473                {
[487]474                        GLint   uloc = ubase->get_location();
475                        GLsizei size = static_cast<GLsizei>( ubase->get_length() );
[303]476                        switch( ubase->get_type() )
477                        {
[487]478                        case FLOAT          : glUniform1fv( uloc, size, static_cast< uniform< enum_to_type< FLOAT >::type >*>( ubase )->get_value() ); break;
479                        case INT            : glUniform1iv( uloc, size, static_cast< uniform< enum_to_type< INT >::type >*>( ubase )->get_value() ); break;
480                        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;
481                        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;
482                        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;
483                        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;
484                        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;
485                        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;
486                        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;
487                        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;
488                        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]489                        default : break; // error?
490                        }
491                        ubase->clean();
492                }
493        }
494}
495
496void nv::gl_device::load_attributes( gl_program_info* p )
497{
498        int params;
499        glGetProgramiv( p->glid, GL_ACTIVE_ATTRIBUTES, &params );
500
[406]501        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]502        {
503                int attr_nlen;
504                int attr_len;
505                unsigned attr_type;
506                char name_buffer[128];
507
508                glGetActiveAttrib( p->glid, i, 128, &attr_nlen, &attr_len, &attr_type, name_buffer );
509
[439]510                string_view name( name_buffer, size_t( attr_nlen ) );
[303]511
512                // skip built-ins
513                if ( name.substr(0,3) == "gl_" ) continue;
514
[439]515                int attr_loc = glGetAttribLocation( p->glid, name.data() );
[303]516
[392]517                attribute& attr = (*p->m_attribute_map)[ name ];
[303]518                attr.location = attr_loc;
519                attr.type     = gl_enum_to_datatype( attr_type );
520                attr.length   = attr_len;
521        }
522}
523
524void nv::gl_device::load_uniforms( gl_program_info* p )
525{
526        int params;
[473]527        int bparams;
[303]528        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORMS, &params );
[473]529        glGetProgramiv( p->glid, GL_ACTIVE_UNIFORM_BLOCKS, &bparams );
[303]530
[406]531        for ( unsigned i = 0; i < unsigned( params ); ++i )
[303]532        {
533                int uni_nlen;
534                int uni_len;
535                unsigned uni_type;
536                char name_buffer[128];
537
538                glGetActiveUniform( p->glid, i, 128, &uni_nlen, &uni_len, &uni_type, name_buffer );
539
[439]540                string_view name( name_buffer, size_t( uni_nlen ) );
[303]541
542                // skip built-ins
543                if ( name.substr(0,3) == "gl_" ) continue;
544
[439]545                int uni_loc = glGetUniformLocation( p->glid, name.data() );
[303]546                datatype utype = gl_enum_to_datatype( uni_type );
547
548                // check for array
[439]549                size_t arrchar = name.find( '[' );
550                if ( arrchar != string_view::npos )
[303]551                {
552                        name = name.substr( 0, arrchar );
553                }
554
[487]555                uniform_base* u = uniform_base::create( utype, uni_loc, size_t( uni_len ) );
[303]556                NV_ASSERT( u, "Unknown uniform type!" );
[392]557                (*p->m_uniform_map)[ name ] = u;
[492]558                //NV_LOG_DEBUG( "Uniform : ", name, " - ", utype, "/", uni_len );
559
[303]560        }
[473]561
562        for ( unsigned i = 0; i < unsigned( bparams ); ++i )
563        {
564                int uni_len;
565                char name_buffer[128];
566
567                glGetActiveUniformBlockName( p->glid, i, 128, &uni_len, name_buffer );
568                NV_LOG_INFO( string_view( name_buffer, size_t( uni_len ) ) );
569        }
[303]570}
571
[399]572bool nv::gl_device::compile( uint32 sh_type, string_view shader_code, unsigned& glid )
[303]573{
574        glid = glCreateShader( sh_type );
575
[361]576        const char* pc = shader_code.data();
[406]577        int l = int( shader_code.length() );
[303]578
[361]579        glShaderSource( glid, 1, &pc, &l );
[303]580        glCompileShader( glid );
581
582        const uint32 buffer_size = 1024;
583        char buffer[ buffer_size ] = { 0 };
584        int length;
585        int compile_ok = GL_FALSE;
586        glGetShaderiv(glid, GL_COMPILE_STATUS, &compile_ok);
587        glGetShaderInfoLog( glid, buffer_size, &length, buffer );
588
589        if ( length > 0 )
590        {
591                if ( compile_ok == 0 )
592                {
[406]593                        NV_LOG_ERROR( "Shader #", glid, " error: ", string_view( buffer, size_t( length ) ) );
[303]594                }
595                else
596                {
[406]597                        NV_LOG_INFO( "Shader #", glid, " compiled successfully: ", string_view( buffer, size_t( length ) ) );
[303]598                }
599        }
600        else
601        {
[365]602                NV_LOG_INFO( "Shader #", glid, " compiled successfully." );
[303]603        }
604        return compile_ok != 0;
605
606}
607
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