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/*
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This file is part of Magnum.
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Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018, 2019
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Vladimír Vondruš <mosra@centrum.cz>
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Permission is hereby granted, free of charge, to any person obtaining a
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copy of this software and associated documentation files (the "Software"),
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to deal in the Software without restriction, including without limitation
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the rights to use, copy, modify, merge, publish, distribute, sublicense,
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and/or sell copies of the Software, and to permit persons to whom the
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Software is furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included
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in all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
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THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
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DEALINGS IN THE SOFTWARE.
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*/
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#include "ShaderProgramState.h"
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#include "Magnum/GL/AbstractShaderProgram.h"
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#include "Magnum/GL/Context.h"
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#include "Magnum/GL/Extensions.h"
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#include "State.h"
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namespace Magnum { namespace GL { namespace Implementation {
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ShaderProgramState::ShaderProgramState(Context& context, std::vector<std::string>& extensions): current(0), maxVertexAttributes(0)
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#ifndef MAGNUM_TARGET_GLES2
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#ifndef MAGNUM_TARGET_WEBGL
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, maxGeometryOutputVertices{0}, maxAtomicCounterBufferSize(0), maxComputeSharedMemorySize(0), maxComputeWorkGroupInvocations(0), maxImageUnits(0), maxCombinedShaderOutputResources(0), maxUniformLocations(0)
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#endif
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, minTexelOffset(0), maxTexelOffset(0), maxUniformBlockSize(0)
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#ifndef MAGNUM_TARGET_WEBGL
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, maxShaderStorageBlockSize(0)
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#endif
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#endif
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#ifndef MAGNUM_TARGET_GLES
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, maxImageSamples(0)
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#endif
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{
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#ifndef MAGNUM_TARGET_GLES2
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#ifdef CORRADE_TARGET_WINDOWS
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if((context.detectedDriver() & Context::DetectedDriver::NVidia) &&
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!context.isDriverWorkaroundDisabled("nv-windows-dangling-transform-feedback-varying-names"))
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{
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transformFeedbackVaryingsImplementation = &AbstractShaderProgram::transformFeedbackVaryingsImplementationDanglingWorkaround;
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} else
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#endif
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{
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transformFeedbackVaryingsImplementation = &AbstractShaderProgram::transformFeedbackVaryingsImplementationDefault;
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}
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#endif
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)
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#ifndef MAGNUM_TARGET_GLES
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if(context.isExtensionSupported<Extensions::ARB::separate_shader_objects>())
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#else
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if(context.isVersionSupported(Version::GLES310))
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#endif
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{
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#ifndef MAGNUM_TARGET_GLES
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extensions.emplace_back(Extensions::ARB::separate_shader_objects::string());
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#endif
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uniform1fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform2fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform3fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform4fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform1ivImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform2ivImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform3ivImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform4ivImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform1uivImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform2uivImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform3uivImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform4uivImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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#ifndef MAGNUM_TARGET_GLES
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uniform1dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform2dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform3dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniform4dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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#endif
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uniformMatrix2fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix3fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix4fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix2x3fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix3x2fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix2x4fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix4x2fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix3x4fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix4x3fvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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#ifndef MAGNUM_TARGET_GLES
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uniformMatrix2dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix3dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix4dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix2x3dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix3x2dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix2x4dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix4x2dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix3x4dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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uniformMatrix4x3dvImplementation = &AbstractShaderProgram::uniformImplementationSSO;
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#endif
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} else
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#endif
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#if defined(MAGNUM_TARGET_GLES) && !defined(MAGNUM_TARGET_WEBGL)
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if(context.isExtensionSupported<Extensions::EXT::separate_shader_objects>()) {
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extensions.push_back(Extensions::EXT::separate_shader_objects::string());
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uniform1fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform2fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform3fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform4fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform1ivImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform2ivImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform3ivImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform4ivImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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#ifndef MAGNUM_TARGET_GLES2
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uniform1uivImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform2uivImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform3uivImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniform4uivImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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#endif
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uniformMatrix2fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniformMatrix3fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniformMatrix4fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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#ifndef MAGNUM_TARGET_GLES2
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uniformMatrix2x3fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniformMatrix3x2fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniformMatrix2x4fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniformMatrix4x2fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniformMatrix3x4fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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uniformMatrix4x3fvImplementation = &AbstractShaderProgram::uniformImplementationSSOEXT;
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#endif
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} else
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#endif
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{
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uniform1fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform2fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform3fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform4fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform1ivImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform2ivImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform3ivImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform4ivImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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#ifndef MAGNUM_TARGET_GLES2
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uniform1uivImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform2uivImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform3uivImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform4uivImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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#endif
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#ifndef MAGNUM_TARGET_GLES
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uniform1dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform2dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform3dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniform4dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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#endif
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uniformMatrix2fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix3fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix4fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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#ifndef MAGNUM_TARGET_GLES2
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uniformMatrix2x3fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix3x2fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix2x4fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix4x2fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix3x4fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix4x3fvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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#endif
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#ifndef MAGNUM_TARGET_GLES
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uniformMatrix2dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix3dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix4dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix2x3dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix3x2dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix2x4dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix4x2dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix3x4dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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uniformMatrix4x3dvImplementation = &AbstractShaderProgram::uniformImplementationDefault;
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#endif
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}
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#ifdef MAGNUM_TARGET_WEBGL
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static_cast<void>(context);
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static_cast<void>(extensions);
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#endif
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}
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void ShaderProgramState::reset() {
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current = State::DisengagedBinding;
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}
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}}}
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