485709f708
Moved the #defines into new include/osg/GLDefines Converted all GL2Extensions usage to GLExtensions usage git-svn-id: http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk@14593 16af8721-9629-0410-8352-f15c8da7e697
404 lines
18 KiB
C++
404 lines
18 KiB
C++
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
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* Copyright (C) 2004-2005 Nathan Cournia
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* Copyright (C) 2008 Zebra Imaging
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* Copyright (C) 2010 Vires Simulationstechnologie GmbH
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*
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* This application is open source and may be redistributed and/or modified
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* freely and without restriction, both in commercial and non commercial
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* applications, as long as this copyright notice is maintained.
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*
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* This application is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*/
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/* file: include/osg/Program
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* author: Mike Weiblen 2008-01-02
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* Holger Helmich 2010-10-21
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*/
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#ifndef OSG_PROGRAM
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#define OSG_PROGRAM 1
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#include <string>
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#include <vector>
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#include <map>
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#include <osg/buffered_value>
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#include <osg/ref_ptr>
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#include <osg/Uniform>
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#include <osg/Shader>
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#include <osg/StateAttribute>
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namespace osg {
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class State;
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///////////////////////////////////////////////////////////////////////////
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/** osg::Program is an application-level abstraction of an OpenGL glProgram.
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* It is an osg::StateAttribute that, when applied, will activate a
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* glProgram for subsequent rendering.
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* osg::Shaders containing the actual shader source code are
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* attached to a Program, which will then manage the compilation,
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* linking, and activation of the GLSL program.
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* osg::Program will automatically manage per-context instancing of the
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* OpenGL glPrograms, if that is necessary for a particular display
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* configuration.
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*/
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class OSG_EXPORT Program : public osg::StateAttribute
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{
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public:
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Program();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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Program(const Program& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_StateAttribute(osg, Program, PROGRAM);
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/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
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virtual int compare(const osg::StateAttribute& sa) const;
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/** If enabled, activate our program in the GL pipeline,
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* performing any rebuild operations that might be pending. */
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virtual void apply(osg::State& state) const;
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/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
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virtual void setThreadSafeRefUnref(bool threadSafe);
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/** Compile program and associated shaders.*/
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virtual void compileGLObjects(osg::State& state) const;
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/** Resize any per context GLObject buffers to specified size. */
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virtual void resizeGLObjectBuffers(unsigned int maxSize);
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/** release OpenGL objects in specified graphics context if State
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object is passed, otherwise release OpenGL objects for all graphics context if
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State object pointer NULL.*/
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virtual void releaseGLObjects(osg::State* state=0) const;
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/** Mark our PCSOs as needing relink */
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void dirtyProgram();
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/** Attach an osg::Shader to this osg::Program.
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* Mark Program as needing relink. Return true for success */
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bool addShader( Shader* shader );
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unsigned int getNumShaders() const { return static_cast<unsigned int>(_shaderList.size()); }
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Shader* getShader( unsigned int i ) { return _shaderList[i].get(); }
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const Shader* getShader( unsigned int i ) const { return _shaderList[i].get(); }
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/** Remove osg::Shader from this osg::Program.
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* Mark Program as needing relink. Return true for success */
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bool removeShader( Shader* shader );
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/** Set/get GL program parameters */
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void setParameter( GLenum pname, GLint value );
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GLint getParameter( GLenum pname ) const;
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/** Set/get compute shader work groups */
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void setComputeGroups( GLint numGroupsX, GLint numGroupsY, GLint numGroupsZ );
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void getComputeGroups( GLint& numGroupsX, GLint& numGroupsY, GLint& numGroupsZ ) const;
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/** Add an attribute location binding. */
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void addBindAttribLocation( const std::string& name, GLuint index );
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/** Remove an attribute location binding. */
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void removeBindAttribLocation( const std::string& name );
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/** Add an frag data location binding. See EXT_gpu_shader4 for BindFragDataLocationEXT */
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void addBindFragDataLocation( const std::string& name, GLuint index );
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/** Remove an frag data location binding. */
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void removeBindFragDataLocation( const std::string& name );
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/** Add a uniform block binding to an index target. XXX This
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* should not be an attribute of the program. It should be a
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* pseudo-uniform that can live in StateSet objects because
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* it is cheap to set. */
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void addBindUniformBlock(const std::string& name, GLuint index);
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/** Remove a uniform block binding. */
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void removeBindUniformBlock(const std::string& name);
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/** Simple class for wrapping up the data used in glProgramBinary and glGetProgramBinary.
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* On the first run of your application Programs should be assigned an empty ProgramBinary.
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* Before your application exits it should retrieve the program binary via
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* Program::PerContextProgram::compileProgramBinary and save it to disk.
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* When your application is run subsequently, load your binary from disk and use it to set
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* the data of a ProgramBinary, and set the ProgramBinary on the associated Program.
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* This will typically result in Program::compileGLObjects executing much faster.*/
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class OSG_EXPORT ProgramBinary : public osg::Object
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{
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public:
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ProgramBinary();
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/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
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ProgramBinary(const ProgramBinary& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
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META_Object(osg, ProgramBinary);
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/** Allocated a data buffer of specified size/*/
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void allocate(unsigned int size);
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/** Assign program binary data, copying the specified data into locally stored data buffer, the original data can then be deleted.*/
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void assign(unsigned int size, const unsigned char* data);
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/** Set the format of the program binary data.*/
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void setFormat(GLenum format) {_format = format;}
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/** Get the format of the program binary data.*/
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GLenum getFormat() const {return _format;}
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/** Get the size of the program binary data.*/
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unsigned int getSize() const { return static_cast<unsigned int>(_data.size()); }
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/** Get a ptr to the program binary data.*/
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unsigned char* getData() { return _data.empty() ? 0 : &(_data.front()); }
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/** Get a const ptr to the program binary data.*/
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const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); }
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protected:
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std::vector<unsigned char> _data;
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GLenum _format;
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};
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/** Set the Program using a ProgramBinary. If a ProgramBinary is not yet
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* available then setting an empty one signals that compileProgramBinary
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* will be called later.*/
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void setProgramBinary(ProgramBinary* programBinary) { _programBinary = programBinary; }
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/** Get the Program's ProgramBinary, return NULL if none is assigned. */
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ProgramBinary* getProgramBinary() { return _programBinary.get(); }
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/** Get the const Program's ProgramBinary, return NULL if none is assigned. */
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const ProgramBinary* getProgramBinary() const { return _programBinary.get(); }
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typedef std::map<std::string,GLuint> AttribBindingList;
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typedef std::map<std::string,GLuint> FragDataBindingList;
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typedef std::map<std::string,GLuint> UniformBlockBindingList;
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const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
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const FragDataBindingList& getFragDataBindingList() const { return _fragDataBindingList; }
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const UniformBlockBindingList& getUniformBlockBindingList() const { return _uniformBlockBindingList; }
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/** Return true if this Program represents "fixed-functionality" rendering */
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bool isFixedFunction() const;
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/** Query InfoLog from a glProgram */
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bool getGlProgramInfoLog(unsigned int contextID, std::string& log) const;
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/** Mark internal glProgram for deletion.
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* Deletion requests are queued until they can be executed
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* in the proper GL context. */
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static void deleteGlProgram(unsigned int contextID, GLuint program);
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/** flush all the cached glPrograms which need to be deleted
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* in the OpenGL context related to contextID.*/
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static void flushDeletedGlPrograms(unsigned int contextID,double currentTime, double& availableTime);
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/** discard all the cached glPrograms which need to be deleted
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* in the OpenGL context related to contextID.
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* Note, unlike flush no OpenGL calls are made, instead the handles are all removed.
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* this call is useful for when an OpenGL context has been destroyed. */
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static void discardDeletedGlPrograms(unsigned int contextID);
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struct ActiveVarInfo {
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ActiveVarInfo() : _location(-1), _type(Uniform::UNDEFINED), _size(-1) {}
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ActiveVarInfo( GLint loc, GLenum type, GLint size ) : _location(loc), _type(type), _size(size) {}
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GLint _location;
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GLenum _type;
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GLint _size;
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};
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typedef std::map< unsigned int, ActiveVarInfo > ActiveUniformMap;
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typedef std::map< std::string, ActiveVarInfo > ActiveVarInfoMap;
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const ActiveUniformMap& getActiveUniforms(unsigned int contextID) const;
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const ActiveVarInfoMap& getActiveAttribs(unsigned int contextID) const;
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struct UniformBlockInfo
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{
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UniformBlockInfo() : _index(GL_INVALID_INDEX), _size(0) {}
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UniformBlockInfo(GLuint index, GLsizei size)
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: _index(index), _size(size)
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{
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}
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GLuint _index;
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GLsizei _size;
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};
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typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
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const UniformBlockMap& getUniformBlocks(unsigned contextID) const;
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public:
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// make PerContextProgram a friend to allow it access Program's protected
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// methods and member variables.
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class PerContextProgram;
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friend class PerContextProgram;
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/** PerContextProgram (PCP) is an OSG-internal encapsulation of glPrograms per-GL context. */
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class OSG_EXPORT PerContextProgram : public osg::Referenced
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{
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public:
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/** Use "0" as programHandle to let the PeContextProgram execute "glCreateProgram"and "glDeleteProgram" */
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PerContextProgram(const Program* program, unsigned int contextID, GLuint programHandle=0);
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GLuint getHandle() const {return _glProgramHandle;}
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void requestLink();
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virtual void linkProgram(osg::State& state);
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virtual bool validateProgram();
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bool needsLink() const {return _needsLink;}
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bool isLinked() const {return _isLinked;}
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virtual bool getInfoLog( std::string& infoLog ) const;
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/** Was glProgramBinary called successfully? */
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bool loadedBinary() const {return _loadedBinary;}
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/** Compile a program binary. For this to work setProgramBinary must have
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* been called on the osg::Program with an empty ProgramBinary prior to
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* compileGLObjects being called.
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* compileProgramBinary should be called after the program has been
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* "exercised" by rendering with it. The ProgramBinary can then be saved
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* to disk for faster subsequent compiling. */
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virtual ProgramBinary* compileProgramBinary(osg::State& state);
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virtual void useProgram() const;
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void resetAppliedUniforms() const
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{
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_lastAppliedUniformList.clear();
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}
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inline void apply(const Uniform& uniform) const
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{
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GLint location = getUniformLocation(uniform.getNameID());
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if (location>=0)
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{
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const Uniform* lastAppliedUniform = _lastAppliedUniformList[location].first.get();
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if (lastAppliedUniform != &uniform)
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{
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// new attribute
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uniform.apply(_extensions.get(),location);
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_lastAppliedUniformList[location].first = &uniform;
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_lastAppliedUniformList[location].second = uniform.getModifiedCount();
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}
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else if (_lastAppliedUniformList[location].second != uniform.getModifiedCount())
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{
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// existing attribute has been modified
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uniform.apply(_extensions.get(),location);
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_lastAppliedUniformList[location].first = &uniform;
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_lastAppliedUniformList[location].second = uniform.getModifiedCount();
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}
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}
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}
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const ActiveUniformMap& getActiveUniforms() const {return _uniformInfoMap;}
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const ActiveVarInfoMap& getActiveAttribs() const {return _attribInfoMap;}
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const UniformBlockMap& getUniformBlocks() const {return _uniformBlockMap; }
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inline GLint getUniformLocation( unsigned int uniformNameID ) const { ActiveUniformMap::const_iterator itr = _uniformInfoMap.find(uniformNameID); return (itr!=_uniformInfoMap.end()) ? itr->second._location : -1; }
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/**
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* Alternative version of getUniformLocation( unsigned int uniformNameID )
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* retrofited into OSG for backward compatibility with osgCal,
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* after uniform ids were refactored from std::strings to GLints in OSG version 2.9.10.
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*
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* Drawbacks: This method is not particularly fast. It has to access mutexed static
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* map of uniform ids. So don't overuse it or your app performance will suffer.
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*/
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inline GLint getUniformLocation( const std::string & uniformName ) const { return getUniformLocation( Uniform::getNameID( uniformName ) ); }
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inline GLint getAttribLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _attribInfoMap.find(name); return (itr!=_attribInfoMap.end()) ? itr->second._location : -1; }
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inline void addShaderToAttach(Shader *shader)
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{
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_shadersToAttach.push_back(shader);
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}
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inline void addShaderToDetach(Shader *shader)
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{
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_shadersToDetach.push_back(shader);
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}
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protected: /*methods*/
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virtual ~PerContextProgram();
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protected: /*data*/
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/** Pointer to our parent Program */
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const Program* _program;
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/** Pointer to this context's extension functions */
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osg::ref_ptr<GLExtensions> _extensions;
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/** Handle to the actual OpenGL glProgram */
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GLuint _glProgramHandle;
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/** Does our glProgram need to be linked? */
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bool _needsLink;
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/** Is our glProgram successfully linked? */
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bool _isLinked;
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/** Was glProgramBinary called successfully? */
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bool _loadedBinary;
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const unsigned int _contextID;
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/** Does the glProgram handle belongs to this class? */
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bool _ownsProgramHandle;
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ActiveUniformMap _uniformInfoMap;
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ActiveVarInfoMap _attribInfoMap;
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UniformBlockMap _uniformBlockMap;
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typedef std::pair<osg::ref_ptr<const osg::Uniform>, unsigned int> UniformModifiedCountPair;
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typedef std::map<unsigned int, UniformModifiedCountPair> LastAppliedUniformList;
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mutable LastAppliedUniformList _lastAppliedUniformList;
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typedef std::vector< ref_ptr<Shader> > ShaderList;
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ShaderList _shadersToDetach;
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ShaderList _shadersToAttach;
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private:
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PerContextProgram(); // disallowed
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PerContextProgram(const PerContextProgram&); // disallowed
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PerContextProgram& operator=(const PerContextProgram&); // disallowed
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};
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/** Get the PCP for a particular GL context */
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PerContextProgram* getPCP(unsigned int contextID) const;
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protected: /*methods*/
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virtual ~Program();
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protected: /*data*/
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mutable osg::buffered_value< osg::ref_ptr<PerContextProgram> > _pcpList;
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AttribBindingList _attribBindingList;
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FragDataBindingList _fragDataBindingList;
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UniformBlockBindingList _uniformBlockBindingList;
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typedef std::vector< ref_ptr<Shader> > ShaderList;
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ShaderList _shaderList;
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osg::ref_ptr<ProgramBinary> _programBinary;
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/** Parameters maintained with glProgramParameteriEXT */
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GLint _geometryVerticesOut;
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GLint _geometryInputType;
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GLint _geometryOutputType;
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/** Parameter maintained with glDispatchCompute */
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GLint _numGroupsX;
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GLint _numGroupsY;
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GLint _numGroupsZ;
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private:
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Program& operator=(const Program&); // disallowed
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};
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}
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#endif
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