void extract_uniform_declarations(const vector<Uniform<T> > &effect_uniforms,
const string &type_specifier,
const string &effect_id,
+ bool in_ubo_block,
vector<Uniform<T> > *phase_uniforms,
string *glsl_string)
{
phase_uniforms->push_back(effect_uniforms[i]);
phase_uniforms->back().prefix = effect_id;
- *glsl_string += string("uniform ") + type_specifier + " " + effect_id
- + "_" + effect_uniforms[i].name + ";\n";
+ if (!in_ubo_block) {
+ *glsl_string += "uniform ";
+ }
+ *glsl_string += type_specifier + " " + effect_id + "_" + effect_uniforms[i].name + ";\n";
}
}
void extract_uniform_array_declarations(const vector<Uniform<T> > &effect_uniforms,
const string &type_specifier,
const string &effect_id,
+ bool in_ubo_block,
vector<Uniform<T> > *phase_uniforms,
string *glsl_string)
{
phase_uniforms->push_back(effect_uniforms[i]);
phase_uniforms->back().prefix = effect_id;
+ if (!in_ubo_block) {
+ *glsl_string += "uniform ";
+ }
+
char buf[256];
- snprintf(buf, sizeof(buf), "uniform %s %s_%s[%d];\n",
+ snprintf(buf, sizeof(buf), "%s %s_%s[%d];\n",
type_specifier.c_str(), effect_id.c_str(),
effect_uniforms[i].name.c_str(),
int(effect_uniforms[i].num_values));
for (unsigned i = 0; i < phase_uniforms->size(); ++i) {
Uniform<T> &uniform = (*phase_uniforms)[i];
uniform.location = get_uniform_location(glsl_program_num, uniform.prefix, uniform.name);
+ get_uniform_offset_and_size(glsl_program_num, uniform.prefix, uniform.name, &uniform.ubo_offset, &uniform.ubo_num_elem);
}
}
// before in the output source, since output_fragment_shader() is allowed
// to register new uniforms (e.g. arrays that are of unknown length until
// finalization time).
- // TODO: Make a uniform block for platforms that support it.
string frag_shader_uniforms = "";
for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ const bool in_ubo_block = true; // TODO: Check for the extension.
Node *node = phase->effects[i];
Effect *effect = node->effect;
const string effect_id = phase->effect_ids[node];
- extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, &phase->uniforms_sampler2d, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, &phase->uniforms_bool, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_int, "int", effect_id, &phase->uniforms_int, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_float, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
- extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, &phase->uniforms_float, &frag_shader_uniforms);
- extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, &phase->uniforms_vec2, &frag_shader_uniforms);
- extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, &phase->uniforms_vec3, &frag_shader_uniforms);
- extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, &phase->uniforms_vec4, &frag_shader_uniforms);
- extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, &phase->uniforms_mat3, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_bool, "bool", effect_id, in_ubo_block, &phase->uniforms_bool, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_int, "int", effect_id, in_ubo_block, &phase->uniforms_int, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_float, "float", effect_id, in_ubo_block, &phase->uniforms_float, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec2, "vec2", effect_id, in_ubo_block, &phase->uniforms_vec2, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec3, "vec3", effect_id, in_ubo_block, &phase->uniforms_vec3, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_vec4, "vec4", effect_id, in_ubo_block, &phase->uniforms_vec4, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_float_array, "float", effect_id, in_ubo_block, &phase->uniforms_float, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec2_array, "vec2", effect_id, in_ubo_block, &phase->uniforms_vec2, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec3_array, "vec3", effect_id, in_ubo_block, &phase->uniforms_vec3, &frag_shader_uniforms);
+ extract_uniform_array_declarations(effect->uniforms_vec4_array, "vec4", effect_id, in_ubo_block, &phase->uniforms_vec4, &frag_shader_uniforms);
+ extract_uniform_declarations(effect->uniforms_mat3, "mat3", effect_id, in_ubo_block, &phase->uniforms_mat3, &frag_shader_uniforms);
+ }
+ if (!frag_shader_uniforms.empty()) {
+ frag_shader_uniforms = "layout(packed) uniform MovitUniforms {\n" + frag_shader_uniforms + "};\n";
+ }
+
+ // Samplers must be outside the UBO block.
+ for (unsigned i = 0; i < phase->effects.size(); ++i) {
+ Node *node = phase->effects[i];
+ Effect *effect = node->effect;
+ const string effect_id = phase->effect_ids[node];
+ extract_uniform_declarations(effect->uniforms_sampler2d, "sampler2D", effect_id, /*in_ubo_block=*/false, &phase->uniforms_sampler2d, &frag_shader_uniforms);
}
frag_shader = frag_shader_header + frag_shader_uniforms + frag_shader;
phase->attribute_indexes.insert(texcoord_attribute_index);
}
+ // Create an UBO for holding the uniforms. This UBO will be updated each frame.
+ // TODO: Delete the block on destruction.
+ phase->uniform_block_index = glGetUniformBlockIndex(phase->glsl_program_num, "MovitUniforms");
+ if (phase->uniform_block_index != GL_INVALID_INDEX) {
+ glGenBuffers(1, &phase->ubo);
+ check_error();
+ GLsizei block_size;
+ glGetActiveUniformBlockiv(
+ phase->glsl_program_num, phase->uniform_block_index,
+ GL_UNIFORM_BLOCK_DATA_SIZE, &block_size);
+ check_error();
+ phase->ubo_data.resize(block_size);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, phase->ubo);
+ check_error();
+ glBufferData(GL_UNIFORM_BUFFER, block_size, NULL, GL_DYNAMIC_DRAW);
+ check_error();
+
+ // Associate the uniform block with binding point 0,
+ // and attach the UBO to that binding point.
+ glUniformBlockBinding(phase->glsl_program_num, phase->uniform_block_index, 0);
+ check_error();
+ glBindBufferBase(GL_UNIFORM_BUFFER, 0, phase->ubo);
+ check_error();
+ } else {
+ phase->ubo = GL_INVALID_INDEX;
+ }
+
// Collect the resulting location numbers for each uniform.
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_sampler2d);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_bool);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec3);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_vec4);
collect_uniform_locations(phase->glsl_program_num, &phase->uniforms_mat3);
+
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+ check_error();
}
// Construct GLSL programs, starting at the given effect and following
void EffectChain::setup_uniforms(Phase *phase)
{
- // TODO: Use UBO blocks.
+ char *ubo_data = phase->ubo_data.empty() ? NULL : &phase->ubo_data[0];
+
for (size_t i = 0; i < phase->uniforms_sampler2d.size(); ++i) {
const Uniform<int> &uniform = phase->uniforms_sampler2d[i];
- if (uniform.location != -1) {
+ if (uniform.location != GL_INVALID_INDEX) {
glUniform1iv(uniform.location, uniform.num_values, uniform.value);
}
+ assert(uniform.ubo_offset == -1); // Samplers don't go into UBOs.
}
for (size_t i = 0; i < phase->uniforms_bool.size(); ++i) {
const Uniform<bool> &uniform = phase->uniforms_bool[i];
assert(uniform.num_values == 1);
- if (uniform.location != -1) {
+ if (uniform.location != GL_INVALID_INDEX) {
glUniform1i(uniform.location, *uniform.value);
}
+ if (uniform.ubo_offset != -1) {
+ GLint int_val = *uniform.value;
+ memcpy(ubo_data + uniform.ubo_offset, &int_val, sizeof(int_val));
+ }
}
for (size_t i = 0; i < phase->uniforms_int.size(); ++i) {
const Uniform<int> &uniform = phase->uniforms_int[i];
- if (uniform.location != -1) {
+ if (uniform.location != GL_INVALID_INDEX) {
glUniform1iv(uniform.location, uniform.num_values, uniform.value);
}
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * sizeof(*uniform.value));
+ }
}
for (size_t i = 0; i < phase->uniforms_float.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_float[i];
- if (uniform.location != -1) {
+ if (uniform.location != GL_INVALID_INDEX) {
glUniform1fv(uniform.location, uniform.num_values, uniform.value);
}
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * sizeof(*uniform.value));
+ }
}
for (size_t i = 0; i < phase->uniforms_vec2.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_vec2[i];
- if (uniform.location != -1) {
- glUniform2fv(uniform.location, uniform.num_values, uniform.value);
+ if (uniform.location != GL_INVALID_INDEX) {
+ glUniform2fv(uniform.location, uniform.ubo_num_elem, uniform.value);
+ }
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * 2 * sizeof(*uniform.value));
}
}
for (size_t i = 0; i < phase->uniforms_vec3.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_vec3[i];
- if (uniform.location != -1) {
- glUniform3fv(uniform.location, uniform.num_values, uniform.value);
+ if (uniform.location != GL_INVALID_INDEX) {
+ glUniform3fv(uniform.location, uniform.ubo_num_elem, uniform.value);
+ }
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * 3 * sizeof(*uniform.value));
}
}
for (size_t i = 0; i < phase->uniforms_vec4.size(); ++i) {
const Uniform<float> &uniform = phase->uniforms_vec4[i];
- if (uniform.location != -1) {
- glUniform4fv(uniform.location, uniform.num_values, uniform.value);
+ if (uniform.location != GL_INVALID_INDEX) {
+ glUniform4fv(uniform.location, uniform.ubo_num_elem, uniform.value);
+ }
+ if (uniform.ubo_offset != -1) {
+ memcpy(ubo_data + uniform.ubo_offset, uniform.value, uniform.ubo_num_elem * 4 * sizeof(*uniform.value));
}
}
for (size_t i = 0; i < phase->uniforms_mat3.size(); ++i) {
const Uniform<Matrix3d> &uniform = phase->uniforms_mat3[i];
- assert(uniform.num_values == 1);
- if (uniform.location != -1) {
+ assert(uniform.ubo_num_elem == 1);
+ if (uniform.location != GL_INVALID_INDEX) {
// Convert to float (GLSL has no double matrices).
float matrixf[9];
for (unsigned y = 0; y < 3; ++y) {
}
glUniformMatrix3fv(uniform.location, 1, GL_FALSE, matrixf);
}
+ if (uniform.ubo_offset != -1) {
+ // TODO
+ assert(false);
+ }
+ }
+
+ if (phase->ubo != GL_INVALID_INDEX) {
+ // TODO: Do we want to demand DSA for this?
+ glNamedBufferSubData(phase->ubo, 0, phase->ubo_data.size(), ubo_data);
+ return;
}
}