mirror of
https://github.com/lubosz/overte.git
synced 2025-04-23 11:33:44 +02:00
Adding the self introspection of shaders
This commit is contained in:
parent
7534a6b286
commit
c097c6aad2
7 changed files with 428 additions and 44 deletions
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@ -53,6 +53,8 @@ enum Type {
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NUINT8,
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NUM_TYPES,
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BOOL = UINT8,
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};
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// Array providing the size in bytes for a given scalar type
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static const int TYPE_SIZE[NUM_TYPES] = {
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@ -81,9 +83,9 @@ enum Dimension {
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VEC2,
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VEC3,
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VEC4,
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MAT2,
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MAT3,
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MAT4,
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NUM_DIMENSIONS,
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};
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// Count (of scalars) in an Element for a given Dimension
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@ -92,8 +94,9 @@ static const int DIMENSION_COUNT[NUM_DIMENSIONS] = {
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2,
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3,
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4,
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4,
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9,
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16
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16,
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};
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// Semantic of an Element
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@ -118,6 +121,27 @@ enum Semantic {
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SRGBA,
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SBGRA,
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UNIFORM,
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TEXTURE,
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BUFFER,
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SAMPLER_1D,
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SAMPLER_2D,
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SAMPLER_2D_MS,
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SAMPLER_3D,
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SAMPLER_CUBE,
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SAMPLER_1D_ARRAY,
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SAMPLER_2D_ARRAY,
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SAMPLER_2D_MS_ARRAY,
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SAMPLER_3D_ARRAY,
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SAMPLER_CUBE_ARRAY,
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SAMPLER_2D_SHADOW,
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SAMPLER_2D_SHADOW_ARRAY,
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SAMPLER_CUBE_SHADOW,
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SAMPLER_CUBE_SHADOW_ARRAY,
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NUM_SEMANTICS,
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};
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@ -33,6 +33,7 @@ public:
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static void checkGLError();
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static bool makeShader(Shader& shader);
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class GLBuffer : public GPUObject {
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@ -65,6 +66,9 @@ public:
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GLuint _shader;
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GLuint _program;
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GLuint _transformCameraSlot = -1;
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GLuint _transformObjectSlot = -1;
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GLShader();
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~GLShader();
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};
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@ -10,6 +10,9 @@
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//
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#include "GLBackendShared.h"
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#include "Format.h"
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using namespace gpu;
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GLBackend::GLShader::GLShader() :
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_shader(0),
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@ -25,6 +28,78 @@ GLBackend::GLShader::~GLShader() {
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}
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}
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void makeBindings(GLBackend::GLShader* shader) {
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if(!shader || !shader->_program) {
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return;
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}
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GLuint glprogram = shader->_program;
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GLint loc = -1;
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//Check for gpu specific attribute bindings
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loc = glGetAttribLocation(glprogram, "position");
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if (loc >= 0) {
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glBindAttribLocation(glprogram, gpu::Stream::POSITION, "position");
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}
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loc = glGetAttribLocation(glprogram, "normal");
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if (loc >= 0) {
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glBindAttribLocation(glprogram, gpu::Stream::NORMAL, "normal");
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}
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loc = glGetAttribLocation(glprogram, "color");
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if (loc >= 0) {
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glBindAttribLocation(glprogram, gpu::Stream::COLOR, "color");
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}
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loc = glGetAttribLocation(glprogram, "texcoord");
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if (loc >= 0) {
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glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD, "texcoord");
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}
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loc = glGetAttribLocation(glprogram, "tangent");
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if (loc >= 0) {
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glBindAttribLocation(glprogram, gpu::Stream::TANGENT, "tangent");
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}
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loc = glGetAttribLocation(glprogram, "texcoord1");
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if (loc >= 0) {
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glBindAttribLocation(glprogram, gpu::Stream::TEXCOORD1, "texcoord1");
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}
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loc = glGetAttribLocation(glprogram, "clusterIndices");
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if (loc >= 0) {
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glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_INDEX, "clusterIndices");
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}
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loc = glGetAttribLocation(glprogram, "clusterWeights");
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if (loc >= 0) {
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glBindAttribLocation(glprogram, gpu::Stream::SKIN_CLUSTER_WEIGHT, "clusterWeights");
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}
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//Check for gpu specific uniform bindings
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loc = glGetUniformBlockIndex(glprogram, "transformObjectBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_OBJECT_SLOT);
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shader->_transformObjectSlot = gpu::TRANSFORM_OBJECT_SLOT;
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}
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loc = glGetUniformBlockIndex(glprogram, "transformCameraBuffer");
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if (loc >= 0) {
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glUniformBlockBinding(glprogram, loc, gpu::TRANSFORM_CAMERA_SLOT);
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shader->_transformCameraSlot = gpu::TRANSFORM_OBJECT_SLOT;
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}
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// Link again
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glLinkProgram(glprogram);
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GLint linked = 0;
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glGetProgramiv(glprogram, GL_LINK_STATUS, &linked);
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if (!linked) {
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qDebug() << "GLShader::makeBindings - failed to link after assigning bindings?";
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}
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}
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GLBackend::GLShader* compileShader(const Shader& shader) {
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// Any GLSLprogram ? normally yes...
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const std::string& shaderSource = shader.getSource().getCode();
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@ -144,6 +219,8 @@ GLBackend::GLShader* compileShader(const Shader& shader) {
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object->_shader = glshader;
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object->_program = glprogram;
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makeBindings(object);
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return object;
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}
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@ -220,6 +297,8 @@ GLBackend::GLShader* compileProgram(const Shader& program) {
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object->_shader = 0;
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object->_program = glprogram;
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makeBindings(object);
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return object;
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}
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@ -265,3 +344,255 @@ GLuint GLBackend::getShaderID(const ShaderPointer& shader) {
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}
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}
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Element getFormatFromGLUniform(GLenum gltype) {
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switch (gltype) {
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case GL_FLOAT: return Element(SCALAR, gpu::FLOAT, UNIFORM);
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case GL_FLOAT_VEC2: return Element(VEC2, gpu::FLOAT, UNIFORM);
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case GL_FLOAT_VEC3: return Element(VEC3, gpu::FLOAT, UNIFORM);
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case GL_FLOAT_VEC4: return Element(VEC4, gpu::FLOAT, UNIFORM);
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case GL_DOUBLE: return Element(SCALAR, gpu::FLOAT, UNIFORM);
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case GL_DOUBLE_VEC2: return Element(VEC2, gpu::FLOAT, UNIFORM);
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case GL_DOUBLE_VEC3: return Element(VEC3, gpu::FLOAT, UNIFORM);
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case GL_DOUBLE_VEC4: return Element(VEC4, gpu::FLOAT, UNIFORM);
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case GL_INT: return Element(SCALAR, gpu::INT32, UNIFORM);
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case GL_INT_VEC2: return Element(VEC2, gpu::INT32, UNIFORM);
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case GL_INT_VEC3: return Element(VEC3, gpu::INT32, UNIFORM);
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case GL_INT_VEC4: return Element(VEC4, gpu::INT32, UNIFORM);
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case GL_UNSIGNED_INT: return Element(SCALAR, gpu::UINT32, UNIFORM);
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case GL_UNSIGNED_INT_VEC2: return Element(VEC2, gpu::UINT32, UNIFORM);
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case GL_UNSIGNED_INT_VEC3: return Element(VEC3, gpu::UINT32, UNIFORM);
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case GL_UNSIGNED_INT_VEC4: return Element(VEC4, gpu::UINT32, UNIFORM);
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case GL_BOOL: return Element(SCALAR, gpu::BOOL, UNIFORM);
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case GL_BOOL_VEC2: return Element(VEC2, gpu::BOOL, UNIFORM);
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case GL_BOOL_VEC3: return Element(VEC3, gpu::BOOL, UNIFORM);
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case GL_BOOL_VEC4: return Element(VEC4, gpu::BOOL, UNIFORM);
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case GL_FLOAT_MAT2: return Element(gpu::MAT2, gpu::FLOAT, UNIFORM);
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case GL_FLOAT_MAT3: return Element(MAT3, gpu::FLOAT, UNIFORM);
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case GL_FLOAT_MAT4: return Element(MAT4, gpu::FLOAT, UNIFORM);
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/* {GL_FLOAT_MAT2x3 mat2x3},
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{GL_FLOAT_MAT2x4 mat2x4},
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{GL_FLOAT_MAT3x2 mat3x2},
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{GL_FLOAT_MAT3x4 mat3x4},
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{GL_FLOAT_MAT4x2 mat4x2},
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{GL_FLOAT_MAT4x3 mat4x3},
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{GL_DOUBLE_MAT2 dmat2},
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{GL_DOUBLE_MAT3 dmat3},
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{GL_DOUBLE_MAT4 dmat4},
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{GL_DOUBLE_MAT2x3 dmat2x3},
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{GL_DOUBLE_MAT2x4 dmat2x4},
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{GL_DOUBLE_MAT3x2 dmat3x2},
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{GL_DOUBLE_MAT3x4 dmat3x4},
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{GL_DOUBLE_MAT4x2 dmat4x2},
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{GL_DOUBLE_MAT4x3 dmat4x3},
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*/
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case GL_SAMPLER_1D: return Element(SCALAR, gpu::FLOAT, SAMPLER_1D);
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case GL_SAMPLER_2D: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D);
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case GL_SAMPLER_2D_MULTISAMPLE: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_MS);
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case GL_SAMPLER_3D: return Element(SCALAR, gpu::FLOAT, SAMPLER_3D);
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case GL_SAMPLER_CUBE: return Element(SCALAR, gpu::FLOAT, SAMPLER_CUBE);
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case GL_SAMPLER_1D_ARRAY: return Element(SCALAR, gpu::FLOAT, SAMPLER_1D_ARRAY);
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case GL_SAMPLER_2D_ARRAY: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_ARRAY);
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case GL_SAMPLER_2D_MULTISAMPLE_ARRAY: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_MS_ARRAY);
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case GL_SAMPLER_2D_SHADOW: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_SHADOW);
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case GL_SAMPLER_CUBE_SHADOW: return Element(SCALAR, gpu::FLOAT, SAMPLER_CUBE_SHADOW);
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case GL_SAMPLER_2D_ARRAY_SHADOW: return Element(SCALAR, gpu::FLOAT, SAMPLER_2D_SHADOW_ARRAY);
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// {GL_SAMPLER_1D_SHADOW sampler1DShadow},
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// {GL_SAMPLER_1D_ARRAY_SHADOW sampler1DArrayShadow},
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// {GL_SAMPLER_BUFFER samplerBuffer},
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// {GL_SAMPLER_2D_RECT sampler2DRect},
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// {GL_SAMPLER_2D_RECT_SHADOW sampler2DRectShadow},
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case GL_INT_SAMPLER_1D: return Element(SCALAR, gpu::INT32, SAMPLER_1D);
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case GL_INT_SAMPLER_2D: return Element(SCALAR, gpu::INT32, SAMPLER_2D);
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case GL_INT_SAMPLER_2D_MULTISAMPLE: return Element(SCALAR, gpu::INT32, SAMPLER_2D_MS);
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case GL_INT_SAMPLER_3D: return Element(SCALAR, gpu::INT32, SAMPLER_3D);
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case GL_INT_SAMPLER_CUBE: return Element(SCALAR, gpu::INT32, SAMPLER_CUBE);
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case GL_INT_SAMPLER_1D_ARRAY: return Element(SCALAR, gpu::INT32, SAMPLER_1D_ARRAY);
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case GL_INT_SAMPLER_2D_ARRAY: return Element(SCALAR, gpu::INT32, SAMPLER_2D_ARRAY);
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case GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return Element(SCALAR, gpu::INT32, SAMPLER_2D_MS_ARRAY);
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// {GL_INT_SAMPLER_BUFFER isamplerBuffer},
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// {GL_INT_SAMPLER_2D_RECT isampler2DRect},
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case GL_UNSIGNED_INT_SAMPLER_1D: return Element(SCALAR, gpu::UINT32, SAMPLER_1D);
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case GL_UNSIGNED_INT_SAMPLER_2D: return Element(SCALAR, gpu::UINT32, SAMPLER_2D);
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE: return Element(SCALAR, gpu::UINT32, SAMPLER_2D_MS);
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case GL_UNSIGNED_INT_SAMPLER_3D: return Element(SCALAR, gpu::UINT32, SAMPLER_3D);
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case GL_UNSIGNED_INT_SAMPLER_CUBE: return Element(SCALAR, gpu::UINT32, SAMPLER_CUBE);
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case GL_UNSIGNED_INT_SAMPLER_1D_ARRAY: return Element(SCALAR, gpu::UINT32, SAMPLER_1D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_2D_ARRAY: return Element(SCALAR, gpu::UINT32, SAMPLER_2D_ARRAY);
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case GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY: return Element(SCALAR, gpu::UINT32, SAMPLER_2D_MS_ARRAY);
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// {GL_UNSIGNED_INT_SAMPLER_BUFFER usamplerBuffer},
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// {GL_UNSIGNED_INT_SAMPLER_2D_RECT usampler2DRect},
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/*
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{GL_IMAGE_1D image1D},
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{GL_IMAGE_2D image2D},
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{GL_IMAGE_3D image3D},
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{GL_IMAGE_2D_RECT image2DRect},
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{GL_IMAGE_CUBE imageCube},
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{GL_IMAGE_BUFFER imageBuffer},
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{GL_IMAGE_1D_ARRAY image1DArray},
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{GL_IMAGE_2D_ARRAY image2DArray},
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{GL_IMAGE_2D_MULTISAMPLE image2DMS},
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{GL_IMAGE_2D_MULTISAMPLE_ARRAY image2DMSArray},
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{GL_INT_IMAGE_1D iimage1D},
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{GL_INT_IMAGE_2D iimage2D},
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{GL_INT_IMAGE_3D iimage3D},
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{GL_INT_IMAGE_2D_RECT iimage2DRect},
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{GL_INT_IMAGE_CUBE iimageCube},
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{GL_INT_IMAGE_BUFFER iimageBuffer},
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{GL_INT_IMAGE_1D_ARRAY iimage1DArray},
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{GL_INT_IMAGE_2D_ARRAY iimage2DArray},
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{GL_INT_IMAGE_2D_MULTISAMPLE iimage2DMS},
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{GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY iimage2DMSArray},
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{GL_UNSIGNED_INT_IMAGE_1D uimage1D},
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{GL_UNSIGNED_INT_IMAGE_2D uimage2D},
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{GL_UNSIGNED_INT_IMAGE_3D uimage3D},
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{GL_UNSIGNED_INT_IMAGE_2D_RECT uimage2DRect},
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{GL_UNSIGNED_INT_IMAGE_CUBE uimageCube},+ [0] {_name="fInnerRadius" _location=0 _element={_semantic=15 '\xf' _dimension=0 '\0' _type=0 '\0' } } gpu::Shader::Slot
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{GL_UNSIGNED_INT_IMAGE_BUFFER uimageBuffer},
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{GL_UNSIGNED_INT_IMAGE_1D_ARRAY uimage1DArray},
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{GL_UNSIGNED_INT_IMAGE_2D_ARRAY uimage2DArray},
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{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE uimage2DMS},
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{GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY uimage2DMSArray},
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{GL_UNSIGNED_INT_ATOMIC_COUNTER atomic_uint}
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*/
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default:
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return Element();
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}
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};
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int makeUniformSlots(GLuint glprogram, Shader::SlotSet& uniforms, Shader::SlotSet& textures, Shader::SlotSet& samplers) {
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GLint uniformsCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_UNIFORMS, &uniformsCount);
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for (int i = 0; i < uniformsCount; i++) {
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const GLint NAME_LENGTH = 256;
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GLchar name[NAME_LENGTH];
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GLint length = 0;
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GLint size = 0;
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GLenum type = 0;
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glGetActiveUniform(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
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auto element = getFormatFromGLUniform(type);
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uniforms.insert(Shader::Slot(name, i, element));
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}
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return uniformsCount;
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}
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int makeUniformBlockSlots(GLuint glprogram, Shader::SlotSet& buffers) {
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GLint buffersCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_UNIFORM_BLOCKS, &buffersCount);
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for (int i = 0; i < buffersCount; i++) {
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const GLint NAME_LENGTH = 256;
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GLchar name[NAME_LENGTH];
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GLint length = 0;
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GLint size = 0;
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GLenum type = 0;
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GLint binding = -1;
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glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_BINDING, &binding);
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glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_DATA_SIZE, &size);
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glGetActiveUniformBlockiv(glprogram, i, GL_UNIFORM_BLOCK_NAME_LENGTH, &length);
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glGetActiveUniformBlockName(glprogram, i, NAME_LENGTH, &length, name);
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Element element(SCALAR, gpu::FLOAT, BUFFER);
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buffers.insert(Shader::Slot(name, binding, element));
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}
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return buffersCount;
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}
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int makeInputSlots(GLuint glprogram, Shader::SlotSet& inputs) {
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GLint inputsCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_ATTRIBUTES, &inputsCount);
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for (int i = 0; i < inputsCount; i++) {
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const GLint NAME_LENGTH = 256;
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GLchar name[NAME_LENGTH];
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GLint length = 0;
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GLint size = 0;
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GLenum type = 0;
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glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
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auto element = getFormatFromGLUniform(type);
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inputs.insert(Shader::Slot(name, i, element));
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}
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return inputsCount;
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}
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int makeOutputSlots(GLuint glprogram, Shader::SlotSet& outputs) {
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/* GLint outputsCount = 0;
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glGetProgramiv(glprogram, GL_ACTIVE_, &outputsCount);
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for (int i = 0; i < inputsCount; i++) {
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const GLint NAME_LENGTH = 256;
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GLchar name[NAME_LENGTH];
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GLint length = 0;
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GLint size = 0;
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GLenum type = 0;
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glGetActiveAttrib(glprogram, i, NAME_LENGTH, &length, &size, &type, name);
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auto element = getFormatFromGLUniform(type);
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outputs.insert(Shader::Slot(name, i, element));
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}
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*/
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return 0; //inputsCount;
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||||
}
|
||||
|
||||
bool GLBackend::makeShader(Shader& shader) {
|
||||
|
||||
// First make sure the SHader has been compiled
|
||||
GLShader* object = GLBackend::syncGPUObject(shader);
|
||||
if (!object) {
|
||||
return false;
|
||||
}
|
||||
|
||||
if (object->_program) {
|
||||
Shader::SlotSet uniforms;
|
||||
Shader::SlotSet textures;
|
||||
Shader::SlotSet samplers;
|
||||
makeUniformSlots(object->_program, uniforms, textures, samplers);
|
||||
|
||||
Shader::SlotSet buffers;
|
||||
makeUniformBlockSlots(object->_program, buffers);
|
||||
|
||||
Shader::SlotSet inputs;
|
||||
makeInputSlots(object->_program, inputs);
|
||||
|
||||
Shader::SlotSet outputs;
|
||||
makeOutputSlots(object->_program, outputs);
|
||||
|
||||
shader.defineSlots(uniforms, buffers, textures, samplers, inputs, outputs);
|
||||
|
||||
} else if (object->_shader) {
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -33,18 +33,6 @@ Shader::Shader(Type type, Pointer& vertex, Pointer& pixel):
|
|||
Shader::~Shader()
|
||||
{
|
||||
}
|
||||
|
||||
/*
|
||||
Program::Program():
|
||||
_storage(),
|
||||
_type(GRAPHICS)
|
||||
{
|
||||
}
|
||||
|
||||
Program::~Program()
|
||||
{
|
||||
}
|
||||
*/
|
||||
|
||||
Shader* Shader::createVertex(const Source& source) {
|
||||
Shader* shader = new Shader(VERTEX, source);
|
||||
|
@ -65,3 +53,12 @@ Shader* Shader::createProgram(Pointer& vertexShader, Pointer& pixelShader) {
|
|||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void Shader::defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs) {
|
||||
_uniforms = uniforms;
|
||||
_buffers = buffers;
|
||||
_textures = textures;
|
||||
_samplers = samplers;
|
||||
_inputs = inputs;
|
||||
_outputs = outputs;
|
||||
}
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
#include "Resource.h"
|
||||
#include <memory>
|
||||
#include <set>
|
||||
|
||||
namespace gpu {
|
||||
|
||||
|
@ -40,6 +41,24 @@ public:
|
|||
Language _lang = GLSL;
|
||||
};
|
||||
|
||||
class Slot {
|
||||
public:
|
||||
|
||||
std::string _name;
|
||||
uint16 _location;
|
||||
Element _element;
|
||||
|
||||
Slot(const std::string& name, uint16 location, const Element& element) : _name(name), _location(location), _element(element) {}
|
||||
|
||||
|
||||
class Less {
|
||||
public:
|
||||
bool operator() (const Slot& x, const Slot& y) const { return x._name < y._name; }
|
||||
};
|
||||
};
|
||||
typedef std::set<Slot, Slot::Less> SlotSet;
|
||||
|
||||
|
||||
enum Type {
|
||||
VERTEX = 0,
|
||||
PIXEL,
|
||||
|
@ -65,6 +84,22 @@ public:
|
|||
|
||||
const Shaders& getShaders() const { return _shaders; }
|
||||
|
||||
// Access the exposed uniform, input and output slot
|
||||
const SlotSet& getUniforms() const { return _uniforms; }
|
||||
const SlotSet& getBuffers() const { return _buffers; }
|
||||
const SlotSet& getTextures() const { return _textures; }
|
||||
const SlotSet& getSamplers() const { return _samplers; }
|
||||
const SlotSet& getInputs() const { return _inputs; }
|
||||
const SlotSet& getOutputs() const { return _outputs; }
|
||||
|
||||
// Define the list of uniforms, inputs and outputs for the shader
|
||||
// This call is intendend to build the list of exposed slots in order
|
||||
// to correctly bind resource to the shader.
|
||||
// These can be build "manually" from knowledge of the atual shader code
|
||||
// or automatically by calling "Context::makeShader()", this is the preferred way
|
||||
void defineSlots(const SlotSet& uniforms, const SlotSet& buffers, const SlotSet& textures, const SlotSet& samplers, const SlotSet& inputs, const SlotSet& outputs);
|
||||
|
||||
|
||||
protected:
|
||||
Shader(Type type, const Source& source);
|
||||
Shader(Type type, Pointer& vertex, Pointer& pixel);
|
||||
|
@ -78,6 +113,14 @@ protected:
|
|||
// if shader is composed of sub shaders, here they are
|
||||
Shaders _shaders;
|
||||
|
||||
// List of exposed uniform, input and output slots
|
||||
SlotSet _uniforms;
|
||||
SlotSet _buffers;
|
||||
SlotSet _textures;
|
||||
SlotSet _samplers;
|
||||
SlotSet _inputs;
|
||||
SlotSet _outputs;
|
||||
|
||||
// The type of the shader, the master key
|
||||
Type _type;
|
||||
|
||||
|
@ -91,35 +134,6 @@ protected:
|
|||
typedef Shader::Pointer ShaderPointer;
|
||||
typedef std::vector< ShaderPointer > Shaders;
|
||||
|
||||
/*
|
||||
class Program {
|
||||
public:
|
||||
|
||||
enum Type {
|
||||
GRAPHICS = 0,
|
||||
|
||||
NUM_TYPES,
|
||||
};
|
||||
|
||||
|
||||
Program();
|
||||
Program(const Program& program); // deep copy of the sysmem shader
|
||||
Program& operator=(const Program& program); // deep copy of the sysmem texture
|
||||
~Program();
|
||||
|
||||
protected:
|
||||
Shaders _shaders;
|
||||
Type _type;
|
||||
|
||||
// This shouldn't be used by anything else than the Backend class with the proper casting.
|
||||
mutable GPUObject* _gpuObject = NULL;
|
||||
void setGPUObject(GPUObject* gpuObject) const { _gpuObject = gpuObject; }
|
||||
GPUObject* getGPUObject() const { return _gpuObject; }
|
||||
friend class Backend;
|
||||
};
|
||||
|
||||
typedef QSharedPointer<Shader> ShaderPointer;
|
||||
*/
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -216,8 +216,13 @@ void SunSkyStage::updateGraphicsObject() const {
|
|||
double originAlt = _earthSunModel.getAltitude();
|
||||
_sunLight->setPosition(Vec3(0.0f, originAlt, 0.0f));
|
||||
|
||||
GLuint program = gpu::GLBackend::getShaderID(_skyShader);
|
||||
|
||||
GLuint program = gpu::GLBackend::getShaderID(_skyShader);
|
||||
static int firstTime = 0;
|
||||
if (firstTime == 0) {
|
||||
firstTime++;
|
||||
gpu::GLBackend::makeShader(*_skyShader);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -299,6 +299,15 @@ void Model::init() {
|
|||
_program.addShaderFromSourceCode(QGLShader::Fragment, model_frag);
|
||||
initProgram(_program, _locations);
|
||||
|
||||
|
||||
auto defaultShader = gpu::ShaderPointer(
|
||||
gpu::Shader::createProgram(
|
||||
gpu::ShaderPointer(gpu::Shader::createVertex(std::string(model_vert))),
|
||||
gpu::ShaderPointer(gpu::Shader::createPixel(std::string(model_frag)))
|
||||
)
|
||||
);
|
||||
gpu::GLBackend::makeShader(*defaultShader);
|
||||
|
||||
_normalMapProgram.addShaderFromSourceCode(QGLShader::Vertex, model_normal_map_vert);
|
||||
_normalMapProgram.addShaderFromSourceCode(QGLShader::Fragment, model_normal_map_frag);
|
||||
initProgram(_normalMapProgram, _normalMapLocations);
|
||||
|
|
Loading…
Reference in a new issue