OpenSceneGraph/include/osg/Program
Robert Osfield 161246d864 Refactored the GL object deletion management to use new osg::GraphicsObjectManager/GLObjectManager base classes, and osg::ContextData container.
This approach unifies much of the code handling the clean up of OpenGL graphics data, avoids lots of local mutexes and static variables that were previously required,
and enables the clean up scheme to be easily extended by users providing their own GraphicsObjectManager subclasses.


git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@15130 16af8721-9629-0410-8352-f15c8da7e697
2015-09-23 09:47:34 +00:00

459 lines
20 KiB
C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 Vires Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
* applications, as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*/
/* file: include/osg/Program
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#ifndef OSG_PROGRAM
#define OSG_PROGRAM 1
#include <string>
#include <vector>
#include <map>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Uniform>
#include <osg/Shader>
#include <osg/StateAttribute>
namespace osg {
class State;
///////////////////////////////////////////////////////////////////////////
/** osg::Program is an application-level abstraction of an OpenGL glProgram.
* It is an osg::StateAttribute that, when applied, will activate a
* glProgram for subsequent rendering.
* osg::Shaders containing the actual shader source code are
* attached to a Program, which will then manage the compilation,
* linking, and activation of the GLSL program.
* osg::Program will automatically manage per-context instancing of the
* OpenGL glPrograms, if that is necessary for a particular display
* configuration.
*/
class OSG_EXPORT Program : public osg::StateAttribute
{
public:
Program();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Program(const Program& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Program, PROGRAM);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const osg::StateAttribute& sa) const;
/** If enabled, activate our program in the GL pipeline,
* performing any rebuild operations that might be pending. */
virtual void apply(osg::State& state) const;
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
/** Compile program and associated shaders.*/
virtual void compileGLObjects(osg::State& state) const;
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** release OpenGL objects in specified graphics context if State
object is passed, otherwise release OpenGL objects for all graphics context if
State object pointer NULL.*/
virtual void releaseGLObjects(osg::State* state=0) const;
/** Mark our PCSOs as needing relink */
void dirtyProgram();
/** Attach an osg::Shader to this osg::Program.
* Mark Program as needing relink. Return true for success */
bool addShader( Shader* shader );
unsigned int getNumShaders() const { return static_cast<unsigned int>(_shaderList.size()); }
Shader* getShader( unsigned int i ) { return _shaderList[i].get(); }
const Shader* getShader( unsigned int i ) const { return _shaderList[i].get(); }
/** Remove osg::Shader from this osg::Program.
* Mark Program as needing relink. Return true for success */
bool removeShader( Shader* shader );
/** Set/get GL program parameters */
void setParameter( GLenum pname, GLint value );
GLint getParameter( GLenum pname ) const;
/** Set/get compute shader work groups */
void setComputeGroups( GLint numGroupsX, GLint numGroupsY, GLint numGroupsZ );
void getComputeGroups( GLint& numGroupsX, GLint& numGroupsY, GLint& numGroupsZ ) const;
/** Add an attribute location binding. */
void addBindAttribLocation( const std::string& name, GLuint index );
/** Remove an attribute location binding. */
void removeBindAttribLocation( const std::string& name );
/** Add an frag data location binding. See EXT_gpu_shader4 for BindFragDataLocationEXT */
void addBindFragDataLocation( const std::string& name, GLuint index );
/** Remove an frag data location binding. */
void removeBindFragDataLocation( const std::string& name );
/** Add a uniform block binding to an index target. XXX This
* should not be an attribute of the program. It should be a
* pseudo-uniform that can live in StateSet objects because
* it is cheap to set. */
void addBindUniformBlock(const std::string& name, GLuint index);
/** Remove a uniform block binding. */
void removeBindUniformBlock(const std::string& name);
/** Remove a TransformFeedBackVarying. */
void removeTransformFeedBackVarying(const std::string& name)
{
for(std::vector<std::string>::iterator i=_feedbackout.begin(); i!=_feedbackout.end(); i++)
{
if (*i == name) {_feedbackout.erase(i);break; }
}
}
/** Add a TransformFeedBack Varying Name. */
void addTransformFeedBackVarying(const std::string& outname)
{
_feedbackout.push_back(outname);
}
/** Get number of TransformFeedBack Varyings. */
inline unsigned int getNumTransformFeedBackVaryings() const { return _feedbackout.size(); }
/** Get const TransformFeedBack Varying at index i. */
inline const std::string& getTransformFeedBackVarying(unsigned int i) const { return _feedbackout[i]; }
/** Set TransformFeedBack Mode. */
void setTransformFeedBackMode(GLenum e) {_feedbackmode=e;}
/** Get TransformFeedBack Mode. */
GLenum getTransformFeedBackMode() const {return _feedbackmode;}
/** Experimental. */
void setShaderDefines(const ShaderDefines& shaderDefs) { _shaderDefines = shaderDefs; }
ShaderDefines& getShaderDefines() { return _shaderDefines; }
const ShaderDefines& getShaderDefines() const { return _shaderDefines; }
/** Simple class for wrapping up the data used in glProgramBinary and glGetProgramBinary.
* On the first run of your application Programs should be assigned an empty ProgramBinary.
* Before your application exits it should retrieve the program binary via
* Program::PerContextProgram::compileProgramBinary and save it to disk.
* When your application is run subsequently, load your binary from disk and use it to set
* the data of a ProgramBinary, and set the ProgramBinary on the associated Program.
* This will typically result in Program::compileGLObjects executing much faster.*/
class OSG_EXPORT ProgramBinary : public osg::Object
{
public:
ProgramBinary();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ProgramBinary(const ProgramBinary& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osg, ProgramBinary);
/** Allocated a data buffer of specified size/*/
void allocate(unsigned int size);
/** Assign program binary data, copying the specified data into locally stored data buffer, the original data can then be deleted.*/
void assign(unsigned int size, const unsigned char* data);
/** Set the format of the program binary data.*/
void setFormat(GLenum format) {_format = format;}
/** Get the format of the program binary data.*/
GLenum getFormat() const {return _format;}
/** Get the size of the program binary data.*/
unsigned int getSize() const { return static_cast<unsigned int>(_data.size()); }
/** Get a ptr to the program binary data.*/
unsigned char* getData() { return _data.empty() ? 0 : &(_data.front()); }
/** Get a const ptr to the program binary data.*/
const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); }
protected:
std::vector<unsigned char> _data;
GLenum _format;
};
/** Set the Program using a ProgramBinary. If a ProgramBinary is not yet
* available then setting an empty one signals that compileProgramBinary
* will be called later.*/
void setProgramBinary(ProgramBinary* programBinary) { _programBinary = programBinary; }
/** Get the Program's ProgramBinary, return NULL if none is assigned. */
ProgramBinary* getProgramBinary() { return _programBinary.get(); }
/** Get the const Program's ProgramBinary, return NULL if none is assigned. */
const ProgramBinary* getProgramBinary() const { return _programBinary.get(); }
typedef std::map<std::string,GLuint> AttribBindingList;
typedef std::map<std::string,GLuint> FragDataBindingList;
typedef std::map<std::string,GLuint> UniformBlockBindingList;
const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
const FragDataBindingList& getFragDataBindingList() const { return _fragDataBindingList; }
const UniformBlockBindingList& getUniformBlockBindingList() const { return _uniformBlockBindingList; }
/** Return true if this Program represents "fixed-functionality" rendering */
bool isFixedFunction() const;
/** Query InfoLog from a glProgram */
bool getGlProgramInfoLog(unsigned int contextID, std::string& log) const;
struct ActiveVarInfo {
ActiveVarInfo() : _location(-1), _type(Uniform::UNDEFINED), _size(-1) {}
ActiveVarInfo( GLint loc, GLenum type, GLint size ) : _location(loc), _type(type), _size(size) {}
GLint _location;
GLenum _type;
GLint _size;
};
typedef std::map< unsigned int, ActiveVarInfo > ActiveUniformMap;
typedef std::map< std::string, ActiveVarInfo > ActiveVarInfoMap;
//const ActiveUniformMap& getActiveUniforms(unsigned int contextID) const;
//const ActiveVarInfoMap& getActiveAttribs(unsigned int contextID) const;
struct UniformBlockInfo
{
UniformBlockInfo() : _index(GL_INVALID_INDEX), _size(0) {}
UniformBlockInfo(GLuint index, GLsizei size)
: _index(index), _size(size)
{
}
GLuint _index;
GLsizei _size;
};
typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
//const UniformBlockMap& getUniformBlocks(unsigned contextID) const;
public:
// make PerContextProgram a friend to allow it access Program's protected
// methods and member variables.
class PerContextProgram;
friend class PerContextProgram;
/** PerContextProgram (PCP) is an OSG-internal encapsulation of glPrograms per-GL context. */
class OSG_EXPORT PerContextProgram : public osg::Referenced
{
public:
/** Use "0" as programHandle to let the PeContextProgram execute "glCreateProgram"and "glDeleteProgram" */
PerContextProgram(const Program* program, unsigned int contextID, GLuint programHandle=0);
GLuint getHandle() const {return _glProgramHandle;}
const osg::Program* getProgram() const { return _program; }
void setDefineString(const std::string& defStr) { _defineStr = defStr; }
const std::string& getDefineString() const { return _defineStr; }
void requestLink();
virtual void linkProgram(osg::State& state);
virtual bool validateProgram();
bool needsLink() const {return _needsLink;}
bool isLinked() const {return _isLinked;}
virtual bool getInfoLog( std::string& infoLog ) const;
/** Was glProgramBinary called successfully? */
bool loadedBinary() const {return _loadedBinary;}
/** Compile a program binary. For this to work setProgramBinary must have
* been called on the osg::Program with an empty ProgramBinary prior to
* compileGLObjects being called.
* compileProgramBinary should be called after the program has been
* "exercised" by rendering with it. The ProgramBinary can then be saved
* to disk for faster subsequent compiling. */
virtual ProgramBinary* compileProgramBinary(osg::State& state);
virtual void useProgram() const;
void resetAppliedUniforms() const
{
_lastAppliedUniformList.clear();
}
inline void apply(const Uniform& uniform) const
{
GLint location = getUniformLocation(uniform.getNameID());
if (location>=0)
{
const Uniform* lastAppliedUniform = _lastAppliedUniformList[location].first.get();
if (lastAppliedUniform != &uniform)
{
// new attribute
uniform.apply(_extensions.get(),location);
_lastAppliedUniformList[location].first = &uniform;
_lastAppliedUniformList[location].second = uniform.getModifiedCount();
}
else if (_lastAppliedUniformList[location].second != uniform.getModifiedCount())
{
// existing attribute has been modified
uniform.apply(_extensions.get(),location);
_lastAppliedUniformList[location].first = &uniform;
_lastAppliedUniformList[location].second = uniform.getModifiedCount();
}
}
}
const ActiveUniformMap& getActiveUniforms() const {return _uniformInfoMap;}
const ActiveVarInfoMap& getActiveAttribs() const {return _attribInfoMap;}
const UniformBlockMap& getUniformBlocks() const {return _uniformBlockMap; }
inline GLint getUniformLocation( unsigned int uniformNameID ) const { ActiveUniformMap::const_iterator itr = _uniformInfoMap.find(uniformNameID); return (itr!=_uniformInfoMap.end()) ? itr->second._location : -1; }
/**
* Alternative version of getUniformLocation( unsigned int uniformNameID )
* retrofited into OSG for backward compatibility with osgCal,
* after uniform ids were refactored from std::strings to GLints in OSG version 2.9.10.
*
* Drawbacks: This method is not particularly fast. It has to access mutexed static
* map of uniform ids. So don't overuse it or your app performance will suffer.
*/
inline GLint getUniformLocation( const std::string & uniformName ) const { return getUniformLocation( Uniform::getNameID( uniformName ) ); }
inline GLint getAttribLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _attribInfoMap.find(name); return (itr!=_attribInfoMap.end()) ? itr->second._location : -1; }
inline void addShaderToAttach(Shader *shader)
{
_shadersToAttach.push_back(shader);
}
inline void addShaderToDetach(Shader *shader)
{
_shadersToDetach.push_back(shader);
}
protected: /*methods*/
virtual ~PerContextProgram();
protected: /*data*/
/** Pointer to our parent Program */
const Program* _program;
/** Pointer to this context's extension functions */
osg::ref_ptr<GLExtensions> _extensions;
/** Handle to the actual OpenGL glProgram */
GLuint _glProgramHandle;
/** Define string passed on to Shaders to help configure them.*/
std::string _defineStr;
/** Does our glProgram need to be linked? */
bool _needsLink;
/** Is our glProgram successfully linked? */
bool _isLinked;
/** Was glProgramBinary called successfully? */
bool _loadedBinary;
const unsigned int _contextID;
/** Does the glProgram handle belongs to this class? */
bool _ownsProgramHandle;
ActiveUniformMap _uniformInfoMap;
ActiveVarInfoMap _attribInfoMap;
UniformBlockMap _uniformBlockMap;
typedef std::pair<osg::ref_ptr<const osg::Uniform>, unsigned int> UniformModifiedCountPair;
typedef std::map<unsigned int, UniformModifiedCountPair> LastAppliedUniformList;
mutable LastAppliedUniformList _lastAppliedUniformList;
typedef std::vector< ref_ptr<Shader> > ShaderList;
ShaderList _shadersToDetach;
ShaderList _shadersToAttach;
private:
PerContextProgram(); // disallowed
PerContextProgram(const PerContextProgram&); // disallowed
PerContextProgram& operator=(const PerContextProgram&); // disallowed
};
struct OSG_EXPORT ProgramObjects : public osg::GraphicsObject
{
typedef std::vector< osg::ref_ptr<PerContextProgram> > PerContextPrograms;
ProgramObjects(const Program* program, unsigned int contextID);
unsigned int _contextID;
const Program* _program;
mutable PerContextPrograms _perContextPrograms;
PerContextProgram* getPCP(const std::string& defineStr) const;
PerContextProgram* createPerContextProgram(const std::string& defineStr);
void requestLink();
void addShaderToAttach(Shader* shader);
void addShaderToDetach(Shader* shader);
bool getGlProgramInfoLog(std::string& log) const;
};
/** Get the PCP for a particular GL context */
PerContextProgram* getPCP(State& state) const;
protected: /*methods*/
virtual ~Program();
protected: /*data*/
mutable osg::buffered_value< osg::ref_ptr<ProgramObjects> > _pcpList;
AttribBindingList _attribBindingList;
FragDataBindingList _fragDataBindingList;
UniformBlockBindingList _uniformBlockBindingList;
typedef std::vector< ref_ptr<Shader> > ShaderList;
ShaderList _shaderList;
osg::ref_ptr<ProgramBinary> _programBinary;
/** Parameters maintained with glProgramParameteriEXT */
GLint _geometryVerticesOut;
GLint _geometryInputType;
GLint _geometryOutputType;
/** Parameter maintained with glDispatchCompute */
GLint _numGroupsX;
GLint _numGroupsY;
GLint _numGroupsZ;
/**TransformFeedBack**/
GLenum _feedbackmode;
std::vector<std::string> _feedbackout;
ShaderDefines _shaderDefines;
private:
Program& operator=(const Program&); // disallowed
};
}
#endif