overte-HifiExperiments/libraries/gpu-gl/src/gpu/gl/GLShader.cpp
2018-02-01 13:12:28 -08:00

106 lines
3.4 KiB
C++

//
// Created by Bradley Austin Davis on 2016/05/15
// Copyright 2013-2016 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "GLShader.h"
#include <gl/GLShaders.h>
#include "GLBackend.h"
using namespace gpu;
using namespace gpu::gl;
GLShader::GLShader(const std::weak_ptr<GLBackend>& backend) : _backend(backend) {
}
GLShader::~GLShader() {
for (auto& so : _shaderObjects) {
auto backend = _backend.lock();
if (backend) {
if (so.glshader != 0) {
backend->releaseShader(so.glshader);
}
if (so.glprogram != 0) {
backend->releaseProgram(so.glprogram);
}
}
}
}
GLShader* GLShader::sync(GLBackend& backend, const Shader& shader, const Shader::CompilationHandler& handler) {
GLShader* object = Backend::getGPUObject<GLShader>(shader);
// If GPU object already created then good
if (object) {
return object;
}
// need to have a gpu object?
if (shader.isProgram()) {
GLShader* tempObject = backend.compileBackendProgram(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
}
} else if (shader.isDomain()) {
GLShader* tempObject = backend.compileBackendShader(shader, handler);
if (tempObject) {
object = tempObject;
Backend::setGPUObject(shader, object);
}
}
glFinish();
return object;
}
bool GLShader::makeProgram(GLBackend& backend, Shader& shader, const Shader::BindingSet& slotBindings, const Shader::CompilationHandler& handler) {
// First make sure the Shader has been compiled
GLShader* object = sync(backend, shader, handler);
if (!object) {
return false;
}
// Apply bindings to all program versions and generate list of slots from default version
for (int version = 0; version < GLShader::NumVersions; version++) {
auto& shaderObject = object->_shaderObjects[version];
if (shaderObject.glprogram) {
Shader::SlotSet buffers;
backend.makeUniformBlockSlots(shaderObject.glprogram, slotBindings, buffers);
Shader::SlotSet uniforms;
Shader::SlotSet textures;
Shader::SlotSet samplers;
backend.makeUniformSlots(shaderObject.glprogram, slotBindings, uniforms, textures, samplers);
Shader::SlotSet resourceBuffers;
backend.makeResourceBufferSlots(shaderObject.glprogram, slotBindings, resourceBuffers);
Shader::SlotSet inputs;
backend.makeInputSlots(shaderObject.glprogram, slotBindings, inputs);
Shader::SlotSet outputs;
backend.makeOutputSlots(shaderObject.glprogram, slotBindings, outputs);
// Define the public slots only from the default version
if (version == 0) {
shader.defineSlots(uniforms, buffers, resourceBuffers, textures, samplers, inputs, outputs);
} // else
{
GLShader::UniformMapping mapping;
for (auto srcUniform : shader.getUniforms()) {
mapping[srcUniform._location] = uniforms.findLocation(srcUniform._name);
}
object->_uniformMappings.push_back(mapping);
}
}
}
return true;
}