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577 lines
24 KiB
577 lines
24 KiB
/* |
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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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2020, 2021, 2022, 2023, 2024, 2025 |
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Vladimír Vondruš <mosra@centrum.cz> |
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Copyright © 2022 Vladislav Oleshko <vladislav.oleshko@gmail.com> |
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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 "VectorGL.h" |
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#include <Corrade/Containers/EnumSet.hpp> |
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#include <Corrade/Containers/Iterable.h> |
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#include <Corrade/Containers/StringView.h> |
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#include <Corrade/Utility/Resource.h> |
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#include "Magnum/GL/Context.h" |
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#include "Magnum/GL/Extensions.h" |
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#include "Magnum/GL/Shader.h" |
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#include "Magnum/GL/Texture.h" |
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#include "Magnum/Math/Color.h" |
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#include "Magnum/Math/Matrix3.h" |
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#include "Magnum/Math/Matrix4.h" |
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#ifndef MAGNUM_TARGET_GLES2 |
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#include <Corrade/Containers/String.h> |
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#include <Corrade/Utility/Format.h> |
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#include "Magnum/GL/Buffer.h" |
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#include "Magnum/GL/TextureArray.h" |
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#endif |
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#ifdef MAGNUM_BUILD_STATIC |
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static void importShaderResources() { |
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CORRADE_RESOURCE_INITIALIZE(MagnumShaders_RESOURCES_GL) |
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} |
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#endif |
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namespace Magnum { namespace Shaders { |
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using namespace Containers::Literals; |
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namespace { |
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enum: Int { TextureUnit = 6 }; |
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#ifndef MAGNUM_TARGET_GLES2 |
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enum: Int { |
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/* Not using the zero binding to avoid conflicts with |
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ProjectionBufferBinding from other shaders which can likely stay |
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bound to the same buffer for the whole time */ |
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TransformationProjectionBufferBinding = 1, |
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DrawBufferBinding = 2, |
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TextureTransformationBufferBinding = 3, |
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MaterialBufferBinding = 4 |
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}; |
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#endif |
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} |
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template<UnsignedInt dimensions> typename VectorGL<dimensions>::CompileState VectorGL<dimensions>::compile(const Configuration& configuration) { |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(CORRADE_NO_ASSERT) |
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#ifndef MAGNUM_TARGET_WEBGL |
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if(!(configuration.flags() >= Flag::ShaderStorageBuffers)) |
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#endif |
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{ |
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CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.materialCount(), |
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"Shaders::VectorGL: material count can't be zero", CompileState{NoCreate}); |
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CORRADE_ASSERT(!(configuration.flags() >= Flag::UniformBuffers) || configuration.drawCount(), |
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"Shaders::VectorGL: draw count can't be zero", CompileState{NoCreate}); |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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if(configuration.flags() >= Flag::UniformBuffers) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::uniform_buffer_object); |
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#endif |
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#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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if(configuration.flags() >= Flag::ShaderStorageBuffers) { |
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#ifndef MAGNUM_TARGET_GLES |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_storage_buffer_object); |
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#else |
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MAGNUM_ASSERT_GL_VERSION_SUPPORTED(GL::Version::GLES310); |
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#endif |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(configuration.flags() >= Flag::MultiDraw) { |
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#ifndef MAGNUM_TARGET_GLES |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ARB::shader_draw_parameters); |
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#elif !defined(MAGNUM_TARGET_WEBGL) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::ANGLE::multi_draw); |
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#else |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::WEBGL::multi_draw); |
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#endif |
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} |
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#endif |
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#ifndef MAGNUM_TARGET_GLES |
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if(configuration.flags() >= Flag::TextureArrays) |
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MAGNUM_ASSERT_GL_EXTENSION_SUPPORTED(GL::Extensions::EXT::texture_array); |
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#endif |
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#ifdef MAGNUM_BUILD_STATIC |
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importShaderResources(); |
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#endif |
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Utility::Resource rs("MagnumShadersGL"_s); |
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const GL::Context& context = GL::Context::current(); |
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#ifndef MAGNUM_TARGET_GLES |
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const GL::Version version = context.supportedVersion({GL::Version::GL320, GL::Version::GL310, GL::Version::GL300, GL::Version::GL210}); |
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#else |
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const GL::Version version = context.supportedVersion({ |
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#ifndef MAGNUM_TARGET_WEBGL |
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GL::Version::GLES310, |
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#endif |
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GL::Version::GLES300, GL::Version::GLES200}); |
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#endif |
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GL::Shader vert{version, GL::Shader::Type::Vertex}; |
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vert.addSource(rs.getString("compatibility.glsl"_s)) |
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.addSource(configuration.flags() & Flag::TextureTransformation ? "#define TEXTURE_TRANSFORMATION\n"_s : ""_s) |
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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(configuration.flags() & Flag::TextureArrays ? "#define TEXTURE_ARRAYS\n"_s : ""_s) |
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#endif |
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.addSource(dimensions == 2 ? "#define TWO_DIMENSIONS\n"_s : "#define THREE_DIMENSIONS\n"_s); |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(configuration.flags() >= Flag::UniformBuffers) { |
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#ifndef MAGNUM_TARGET_WEBGL |
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/* SSBOs have unbounded per-draw arrays so just a plain string can be |
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passed */ |
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if(configuration.flags() >= Flag::ShaderStorageBuffers) { |
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vert.addSource( |
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"#define UNIFORM_BUFFERS\n" |
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"#define SHADER_STORAGE_BUFFERS\n"_s); |
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} else |
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#endif |
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{ |
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vert.addSource(Utility::format( |
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"#define UNIFORM_BUFFERS\n" |
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"#define DRAW_COUNT {}\n", |
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configuration.drawCount())); |
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} |
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vert.addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); |
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} |
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#endif |
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vert.addSource(rs.getString("generic.glsl"_s)) |
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.addSource(rs.getString("Vector.vert"_s)) |
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.submitCompile(); |
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GL::Shader frag{version, GL::Shader::Type::Fragment}; |
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frag.addSource(rs.getString("compatibility.glsl"_s)) |
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#ifndef MAGNUM_TARGET_GLES2 |
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.addSource(configuration.flags() & Flag::TextureArrays ? "#define TEXTURE_ARRAYS\n"_s : ""_s) |
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#endif |
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; |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(configuration.flags() >= Flag::UniformBuffers) { |
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#ifndef MAGNUM_TARGET_WEBGL |
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/* SSBOs have unbounded per-draw arrays so just a plain string can be |
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passed */ |
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if(configuration.flags() >= Flag::ShaderStorageBuffers) { |
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frag.addSource( |
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"#define UNIFORM_BUFFERS\n" |
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"#define SHADER_STORAGE_BUFFERS\n"_s); |
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} else |
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#endif |
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{ |
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frag.addSource(Utility::format( |
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"#define UNIFORM_BUFFERS\n" |
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"#define DRAW_COUNT {}\n" |
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"#define MATERIAL_COUNT {}\n", |
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configuration.drawCount(), |
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configuration.materialCount())); |
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} |
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frag.addSource(configuration.flags() >= Flag::MultiDraw ? "#define MULTI_DRAW\n"_s : ""_s); |
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} |
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#endif |
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frag.addSource(rs.getString("generic.glsl"_s)) |
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.addSource(rs.getString("Vector.frag"_s)) |
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.submitCompile(); |
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VectorGL out{NoInit}; |
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out._flags = configuration.flags(); |
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#ifndef MAGNUM_TARGET_GLES2 |
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out._materialCount = configuration.materialCount(); |
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out._drawCount = configuration.drawCount(); |
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#endif |
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out.attachShaders({vert, frag}); |
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/* ES3 has this done in the shader directly */ |
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#if !defined(MAGNUM_TARGET_GLES) || defined(MAGNUM_TARGET_GLES2) |
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#ifndef MAGNUM_TARGET_GLES |
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if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_attrib_location>(version)) |
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#endif |
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{ |
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out.bindAttributeLocation(Position::Location, "position"_s); |
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out.bindAttributeLocation(TextureCoordinates::Location, "textureCoordinates"_s); |
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} |
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#endif |
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out.submitLink(); |
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return CompileState{Utility::move(out), Utility::move(vert), Utility::move(frag) |
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#if !defined(MAGNUM_TARGET_GLES) || (!defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL)) |
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, version |
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#endif |
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}; |
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} |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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template<UnsignedInt dimensions> typename VectorGL<dimensions>::CompileState VectorGL<dimensions>::compile(const Flags flags) { |
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return compile(Configuration{} |
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.setFlags(flags)); |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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template<UnsignedInt dimensions> typename VectorGL<dimensions>::CompileState VectorGL<dimensions>::compile(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount) { |
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return compile(Configuration{} |
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.setFlags(flags) |
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.setMaterialCount(materialCount) |
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.setDrawCount(drawCount)); |
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} |
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#endif |
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#endif |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(CompileState&& state): VectorGL{static_cast<VectorGL&&>(Utility::move(state))} { |
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#ifdef CORRADE_GRACEFUL_ASSERT |
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/* When graceful assertions fire from within compile(), we get a NoCreate'd |
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CompileState. Exiting makes it possible to test the assert. */ |
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if(!id()) return; |
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#endif |
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CORRADE_INTERNAL_ASSERT_OUTPUT(checkLink({GL::Shader(state._vert), GL::Shader(state._frag)})); |
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#ifndef MAGNUM_TARGET_GLES |
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const GL::Context& context = GL::Context::current(); |
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if(!context.isExtensionSupported<GL::Extensions::ARB::explicit_uniform_location>(state._version)) |
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#elif !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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if(state._version < GL::Version::GLES310) |
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#endif |
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{ |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(_flags >= Flag::UniformBuffers) { |
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if(_drawCount > 1 |
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#ifndef MAGNUM_TARGET_WEBGL |
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|| flags() >= Flag::ShaderStorageBuffers |
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#endif |
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) _drawOffsetUniform = uniformLocation("drawOffset"_s); |
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} else |
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#endif |
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{ |
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_transformationProjectionMatrixUniform = uniformLocation("transformationProjectionMatrix"_s); |
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if(_flags & Flag::TextureTransformation) |
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_textureMatrixUniform = uniformLocation("textureMatrix"_s); |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(_flags & Flag::TextureArrays) |
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_textureLayerUniform = uniformLocation("textureLayer"_s); |
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#endif |
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_backgroundColorUniform = uniformLocation("backgroundColor"_s); |
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_colorUniform = uniformLocation("color"_s); |
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} |
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} |
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#ifndef MAGNUM_TARGET_GLES |
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if(!context.isExtensionSupported<GL::Extensions::ARB::shading_language_420pack>(state._version)) |
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#elif !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
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if(state._version < GL::Version::GLES310) |
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#endif |
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{ |
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setUniform(uniformLocation("vectorTexture"_s), TextureUnit); |
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#ifndef MAGNUM_TARGET_GLES2 |
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/* SSBOs have bindings defined in the source always */ |
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if(_flags >= Flag::UniformBuffers |
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#ifndef MAGNUM_TARGET_WEBGL |
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&& !(_flags >= Flag::ShaderStorageBuffers) |
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#endif |
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) { |
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setUniformBlockBinding(uniformBlockIndex("TransformationProjection"_s), TransformationProjectionBufferBinding); |
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setUniformBlockBinding(uniformBlockIndex("Draw"_s), DrawBufferBinding); |
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if(_flags & Flag::TextureTransformation) |
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setUniformBlockBinding(uniformBlockIndex("TextureTransformation"_s), TextureTransformationBufferBinding); |
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setUniformBlockBinding(uniformBlockIndex("Material"_s), MaterialBufferBinding); |
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} |
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#endif |
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} |
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/* Set defaults in OpenGL ES (for desktop they are set in shader code itself) */ |
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#ifdef MAGNUM_TARGET_GLES |
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#ifndef MAGNUM_TARGET_GLES2 |
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if(_flags >= Flag::UniformBuffers) { |
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/* Draw offset is zero by default */ |
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} else |
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#endif |
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{ |
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setTransformationProjectionMatrix(MatrixTypeFor<dimensions, Float>{Math::IdentityInit}); |
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if(_flags & Flag::TextureTransformation) |
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setTextureMatrix(Matrix3{Math::IdentityInit}); |
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/* Texture layer is zero by default */ |
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/* Background color is zero by default */ |
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setColor(Color4{1.0f}); |
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} |
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#endif |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(const Configuration& configuration): VectorGL{compile(configuration)} {} |
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#ifdef MAGNUM_BUILD_DEPRECATED |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(const Flags flags): VectorGL{compile(Configuration{} |
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.setFlags(flags))} {} |
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#ifndef MAGNUM_TARGET_GLES2 |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(const Flags flags, const UnsignedInt materialCount, const UnsignedInt drawCount): VectorGL{compile(Configuration{} |
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.setFlags(flags) |
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.setMaterialCount(materialCount) |
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.setDrawCount(drawCount))} {} |
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#endif |
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#endif |
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template<UnsignedInt dimensions> VectorGL<dimensions>::VectorGL(NoInitT) {} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTransformationProjectionMatrix(const MatrixTypeFor<dimensions, Float>& matrix) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setTransformationProjectionMatrix(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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setUniform(_transformationProjectionMatrixUniform, matrix); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTextureMatrix(const Matrix3& matrix) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setTextureMatrix(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
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"Shaders::VectorGL::setTextureMatrix(): the shader was not created with texture transformation enabled", *this); |
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setUniform(_textureMatrixUniform, matrix); |
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return *this; |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setTextureLayer(UnsignedInt id) { |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setTextureLayer(): the shader was created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & Flag::TextureArrays, |
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"Shaders::VectorGL::setTextureLayer(): the shader was not created with texture arrays enabled", *this); |
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setUniform(_textureLayerUniform, id); |
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return *this; |
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} |
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#endif |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setBackgroundColor(const Color4& color) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setBackgroundColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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setUniform(_backgroundColorUniform, color); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setColor(const Color4& color) { |
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#ifndef MAGNUM_TARGET_GLES2 |
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CORRADE_ASSERT(!(_flags >= Flag::UniformBuffers), |
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"Shaders::VectorGL::setColor(): the shader was created with uniform buffers enabled", *this); |
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#endif |
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setUniform(_colorUniform, color); |
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return *this; |
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} |
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#ifndef MAGNUM_TARGET_GLES2 |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::setDrawOffset(const UnsignedInt offset) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::setDrawOffset(): the shader was not created with uniform buffers enabled", *this); |
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#ifndef MAGNUM_TARGET_WEBGL |
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CORRADE_ASSERT(_flags >= Flag::ShaderStorageBuffers || offset < _drawCount, |
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"Shaders::VectorGL::setDrawOffset(): draw offset" << offset << "is out of range for" << _drawCount << "draws", *this); |
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#else |
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CORRADE_ASSERT(offset < _drawCount, |
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"Shaders::VectorGL::setDrawOffset(): draw offset" << offset << "is out of range for" << _drawCount << "draws", *this); |
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#endif |
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if(_drawCount > 1 |
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#ifndef MAGNUM_TARGET_WEBGL |
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|| _flags >= Flag::ShaderStorageBuffers |
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#endif |
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) setUniform(_drawOffsetUniform, offset); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind( |
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#ifndef MAGNUM_TARGET_WEBGL |
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_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
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#endif |
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GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTransformationProjectionBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindTransformationProjectionBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind( |
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#ifndef MAGNUM_TARGET_WEBGL |
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_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
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#endif |
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GL::Buffer::Target::Uniform, TransformationProjectionBufferBinding, offset, size); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind( |
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#ifndef MAGNUM_TARGET_WEBGL |
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_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
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#endif |
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GL::Buffer::Target::Uniform, DrawBufferBinding); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindDrawBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindDrawBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind( |
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#ifndef MAGNUM_TARGET_WEBGL |
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_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
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#endif |
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GL::Buffer::Target::Uniform, DrawBufferBinding, offset, size); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
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"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
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buffer.bind( |
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#ifndef MAGNUM_TARGET_WEBGL |
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_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
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#endif |
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GL::Buffer::Target::Uniform, TextureTransformationBufferBinding); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindTextureTransformationBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with uniform buffers enabled", *this); |
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CORRADE_ASSERT(_flags & Flag::TextureTransformation, |
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"Shaders::VectorGL::bindTextureTransformationBuffer(): the shader was not created with texture transformation enabled", *this); |
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buffer.bind( |
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#ifndef MAGNUM_TARGET_WEBGL |
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_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
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#endif |
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GL::Buffer::Target::Uniform, TextureTransformationBufferBinding, offset, size); |
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return *this; |
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} |
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
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"Shaders::VectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
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buffer.bind( |
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#ifndef MAGNUM_TARGET_WEBGL |
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_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
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#endif |
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GL::Buffer::Target::Uniform, MaterialBufferBinding); |
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return *this; |
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} |
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|
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template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindMaterialBuffer(GL::Buffer& buffer, const GLintptr offset, const GLsizeiptr size) { |
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CORRADE_ASSERT(_flags >= Flag::UniformBuffers, |
|
"Shaders::VectorGL::bindMaterialBuffer(): the shader was not created with uniform buffers enabled", *this); |
|
buffer.bind( |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_flags >= Flag::ShaderStorageBuffers ? GL::Buffer::Target::ShaderStorage : |
|
#endif |
|
GL::Buffer::Target::Uniform, MaterialBufferBinding, offset, size); |
|
return *this; |
|
} |
|
#endif |
|
|
|
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindVectorTexture(GL::Texture2D& texture) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(!(_flags & Flag::TextureArrays), |
|
"Shaders::VectorGL::bindVectorTexture(): the shader was created with texture arrays enabled, use a Texture2DArray instead", *this); |
|
#endif |
|
texture.bind(TextureUnit); |
|
return *this; |
|
} |
|
|
|
#ifndef MAGNUM_TARGET_GLES2 |
|
template<UnsignedInt dimensions> VectorGL<dimensions>& VectorGL<dimensions>::bindVectorTexture(GL::Texture2DArray& texture) { |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
CORRADE_ASSERT(_flags & Flag::TextureArrays, |
|
"Shaders::VectorGL::bindVectorTexture(): the shader was not created with texture arrays enabled, use a Texture2D instead", *this); |
|
#endif |
|
texture.bind(TextureUnit); |
|
return *this; |
|
} |
|
#endif |
|
|
|
template class MAGNUM_SHADERS_EXPORT VectorGL<2>; |
|
template class MAGNUM_SHADERS_EXPORT VectorGL<3>; |
|
|
|
namespace Implementation { |
|
|
|
Debug& operator<<(Debug& debug, const VectorGLFlag value) { |
|
#if !defined(MAGNUM_TARGET_GLES2) && !defined(MAGNUM_TARGET_WEBGL) |
|
/* Special case coming from the Flags printer. As both flags are a superset |
|
of UniformBuffers, printing just one would result in |
|
`Flag::MultiDraw|Flag(0x8)` in the output. */ |
|
if(value == VectorGLFlag(UnsignedByte(VectorGLFlag::MultiDraw|VectorGLFlag::ShaderStorageBuffers))) |
|
return debug << VectorGLFlag::MultiDraw << Debug::nospace << "|" << Debug::nospace << VectorGLFlag::ShaderStorageBuffers; |
|
#endif |
|
|
|
debug << "Shaders::VectorGL::Flag" << Debug::nospace; |
|
|
|
switch(value) { |
|
/* LCOV_EXCL_START */ |
|
#define _c(v) case VectorGLFlag::v: return debug << "::" #v; |
|
_c(TextureTransformation) |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
_c(UniformBuffers) |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
_c(ShaderStorageBuffers) |
|
#endif |
|
_c(MultiDraw) |
|
_c(TextureArrays) |
|
#endif |
|
#undef _c |
|
/* LCOV_EXCL_STOP */ |
|
} |
|
|
|
return debug << "(" << Debug::nospace << Debug::hex << UnsignedByte(value) << Debug::nospace << ")"; |
|
} |
|
|
|
Debug& operator<<(Debug& debug, const VectorGLFlags value) { |
|
return Containers::enumSetDebugOutput(debug, value, "Shaders::VectorGL::Flags{}", { |
|
VectorGLFlag::TextureTransformation, |
|
#ifndef MAGNUM_TARGET_GLES2 |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
/* Both are a superset of UniformBuffers, meaning printing just one |
|
would result in `Flag::MultiDraw|Flag(0x8)` in the output. So we |
|
pass both and let the Flag printer deal with that. */ |
|
VectorGLFlag(UnsignedByte(VectorGLFlag::MultiDraw|VectorGLFlag::ShaderStorageBuffers)), |
|
#endif |
|
VectorGLFlag::MultiDraw, /* Superset of UniformBuffers */ |
|
#ifndef MAGNUM_TARGET_WEBGL |
|
VectorGLFlag::ShaderStorageBuffers, /* Superset of UniformBuffers */ |
|
#endif |
|
VectorGLFlag::UniformBuffers, |
|
VectorGLFlag::TextureArrays |
|
#endif |
|
}); |
|
} |
|
|
|
} |
|
|
|
}}
|
|
|