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OpenSceneGraph/src/osgGL2/ProgramObject.cpp

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C++

/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2004 Robert Osfield
* Copyright (C) 2003-2004 3Dlabs Inc. Ltd.
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commericial and non commericial
* applications, as long as this copyright notice is maintained.
*
* This application is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*
*/
/* file: src/osgGL2/ProgramObject.cpp
* author: Mike Weiblen 2004-07-08
*
* See http://www.3dlabs.com/opengl2/ for more information regarding
* the OpenGL Shading Language.
*/
#include <fstream>
#include <osg/Notify>
#include <osg/State>
#include <osg/Timer>
#include <osg/FrameStamp>
#include <osgGL2/ProgramObject>
#include <osgGL2/UniformValue>
#include <osgGL2/Extensions>
#include <list>
using namespace osgGL2;
///////////////////////////////////////////////////////////////////////////
namespace {
class InfoLog
{
public:
InfoLog( Extensions* ext, const GLhandleARB handle )
{
GLint blen = 0; // length of buffer to allocate
GLint slen = 0; // strlen GL actually wrote to buffer
ext->glGetObjectParameteriv(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB , &blen);
if (blen > 1)
{
GLcharARB* infoLog = new GLcharARB[blen];
ext->glGetInfoLog( handle, blen, &slen, infoLog );
_text = infoLog;
delete [] infoLog;
}
}
friend std::ostream& operator<< ( std::ostream& o, const InfoLog& log )
{
return o << log._text;
}
private:
InfoLog();
std::string _text;
};
}
///////////////////////////////////////////////////////////////////////////
// static cache of deleted GL2 objects which may only
// by actually deleted in the correct GL context.
typedef std::list<GLhandleARB> GL2ObjectList;
typedef std::map<unsigned int, GL2ObjectList> DeletedGL2ObjectCache;
static OpenThreads::Mutex s_mutex_deletedGL2ObjectCache;
static DeletedGL2ObjectCache s_deletedGL2ObjectCache;
void ProgramObject::deleteObject(unsigned int contextID, GLhandleARB handle)
{
if (handle!=0)
{
#ifdef THREAD_SAFE_DELETE_LISTS
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGL2ObjectCache);
#endif
// add handle to the cache for the appropriate context.
s_deletedGL2ObjectCache[contextID].push_back(handle);
}
}
void ProgramObject::flushDeletedGL2Objects(unsigned int contextID,double /*currentTime*/, double& availableTime)
{
// if no time available don't try to flush objects.
if (availableTime<=0.0) return;
const osg::Timer& timer = *osg::Timer::instance();
osg::Timer_t start_tick = timer.tick();
double elapsedTime = 0.0;
{
#ifdef THREAD_SAFE_DELETE_LISTS
OpenThreads::ScopedLock<OpenThreads::Mutex> lock(s_mutex_deletedGL2ObjectCache);
#endif
DeletedGL2ObjectCache::iterator citr = s_deletedGL2ObjectCache.find(contextID);
if( citr != s_deletedGL2ObjectCache.end() )
{
const Extensions* extensions = Extensions::Get(contextID,true);
if (!extensions->isGlslSupported())
{
// can we really get here?
osg::notify(osg::WARN) << "flushDeletedGL2Objects not supported by OpenGL driver" << std::endl;
return;
}
GL2ObjectList& vpObjectList = citr->second;
for(GL2ObjectList::iterator titr=vpObjectList.begin();
titr!=vpObjectList.end() && elapsedTime<availableTime;
)
{
extensions->glDeleteObject( *titr );
titr = vpObjectList.erase( titr );
elapsedTime = timer.delta_s(start_tick,timer.tick());
}
}
}
availableTime -= elapsedTime;
}
///////////////////////////////////////////////////////////////////////////
// osgGL2::ProgramObject
///////////////////////////////////////////////////////////////////////////
ProgramObject::ProgramObject()
{
// To ensure all PCPOs consistently get the same values, we must
// postpone updates until all PCPOs have been created.
// They are created during ProgramObject::apply(), so let a frame
// go by before sending the updates.
_frameNumberOfLastPCPOUpdate = 1;
_enabled = true;
}
ProgramObject::ProgramObject(const ProgramObject& rhs, const osg::CopyOp& copyop):
osg::StateAttribute(rhs, copyop)
{
osg::notify(osg::FATAL) << "how got here?" << std::endl;
}
// virtual
ProgramObject::~ProgramObject()
{
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
{
if( ! _pcpoList[cxt] ) continue;
PerContextProgObj* pcpo = _pcpoList[cxt].get();
deleteObject( cxt, pcpo->getHandle() );
// TODO add shader objects to delete list.
_pcpoList[cxt] = 0;
}
}
// mark all PCPOs as needing a relink
void ProgramObject::dirtyProgramObject()
{
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
{
if( ! _pcpoList[cxt] ) continue;
PerContextProgObj* pcpo = _pcpoList[cxt].get();
pcpo->markAsDirty();
}
}
// mark all attached ShaderObjects as needing a rebuild
void ProgramObject::dirtyShaderObjects()
{
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
{
_shaderObjectList[i]->dirtyShaderObject();
}
}
void ProgramObject::releaseGLObjects(osg::State* state) const
{
const_cast<ProgramObject*>(this)->dirtyShaderObjects();
}
void ProgramObject::addShader( ShaderObject* shadObj )
{
_shaderObjectList.push_back( shadObj );
shadObj->addProgObjRef( this );
dirtyProgramObject();
}
void ProgramObject::setUniform( const char* uniformName, int value )
{
_univalList.push_back( new UniformValue_int( uniformName, value ) );
}
void ProgramObject::setUniform( const char* uniformName, float value )
{
_univalList.push_back( new UniformValue_float( uniformName, value ) );
}
void ProgramObject::setUniform( const char* uniformName, osg::Vec2 value )
{
_univalList.push_back( new UniformValue_Vec2( uniformName, value ) );
}
void ProgramObject::setUniform( const char* uniformName, osg::Vec3 value )
{
_univalList.push_back( new UniformValue_Vec3( uniformName, value ) );
}
void ProgramObject::setUniform( const char* uniformName, osg::Vec4 value )
{
_univalList.push_back( new UniformValue_Vec4( uniformName, value ) );
}
void ProgramObject::apply(osg::State& state) const
{
const unsigned int contextID = state.getContextID();
const Extensions* extensions = Extensions::Get(contextID,true);
// if there are no ShaderObjects on this ProgramObject,
// use GL 1.x "fixed functionality" rendering.
if( !_enabled || _shaderObjectList.empty() )
{
if( extensions->isGlslSupported() )
{
extensions->glUseProgramObject( 0 );
}
return;
}
if( ! extensions->isGlslSupported() )
{
osg::notify(osg::WARN) << "GLSL not supported by OpenGL driver" << std::endl;
return;
}
const osg::FrameStamp* frameStamp = state.getFrameStamp();
const int frameNumber = (frameStamp) ? frameStamp->getFrameNumber() : -1;
updateUniforms( frameNumber );
PerContextProgObj* pcpo = getPCPO( contextID );
if( pcpo->isDirty() )
{
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
{
_shaderObjectList[i]->build( contextID );
}
pcpo->build();
}
// make this glProgramObject part of current GL state
pcpo->use();
// consume any pending setUniform messages
pcpo->applyUniformValues();
}
ProgramObject::PerContextProgObj* ProgramObject::getPCPO(unsigned int contextID) const
{
if( ! _pcpoList[contextID].valid() )
{
_pcpoList[contextID] = new PerContextProgObj( this, contextID );
// attach all PCSOs to this new PCPO
for( unsigned int i=0; i < _shaderObjectList.size() ; ++i )
{
_shaderObjectList[i]->attach( contextID, _pcpoList[contextID]->getHandle() );
}
}
return _pcpoList[contextID].get();
}
void ProgramObject::updateUniforms( int frameNumber ) const
{
if( frameNumber <= _frameNumberOfLastPCPOUpdate )
return;
_frameNumberOfLastPCPOUpdate = frameNumber;
if( _univalList.empty() )
return;
for( unsigned int cxt=0; cxt < _pcpoList.size(); ++cxt )
{
if( ! _pcpoList[cxt] ) continue;
PerContextProgObj* pcpo = _pcpoList[cxt].get();
pcpo->updateUniforms( _univalList );
}
_univalList.clear();
}
///////////////////////////////////////////////////////////////////////////
// PCPO : OSG abstraction of the per-context Program Object
ProgramObject::PerContextProgObj::PerContextProgObj(const ProgramObject* progObj, unsigned int contextID ) :
osg::Referenced(),
_contextID( contextID )
{
_progObj = progObj;
_extensions = Extensions::Get( _contextID, true );
_glProgObjHandle = _extensions->glCreateProgramObject();
markAsDirty();
}
ProgramObject::PerContextProgObj::PerContextProgObj(const PerContextProgObj& rhs) :
osg::Referenced(),
_contextID( rhs._contextID )
{
_progObj = rhs._progObj;
_extensions = rhs._extensions;
_glProgObjHandle = rhs._glProgObjHandle ;
_dirty = rhs._dirty;
}
ProgramObject::PerContextProgObj::~PerContextProgObj()
{
}
void ProgramObject::PerContextProgObj::build()
{
GLint linked;
_extensions->glLinkProgram( _glProgObjHandle );
_extensions->glGetObjectParameteriv(_glProgObjHandle,
GL_OBJECT_LINK_STATUS_ARB, &linked);
_dirty = (linked == 0);
if( _dirty )
{
InfoLog log( _extensions.get(), _glProgObjHandle );
osg::notify(osg::WARN) << "glLinkProgram FAILED:\n" << log << std::endl;
}
}
void ProgramObject::PerContextProgObj::use() const
{
_extensions->glUseProgramObject( _glProgObjHandle );
}
void ProgramObject::PerContextProgObj::updateUniforms( const UniformValueList& univalList )
{
// TODO: should the incoming list be appended rather than assigned?
_univalList = univalList;
}
void ProgramObject::PerContextProgObj::applyUniformValues()
{
Extensions *ext = _extensions.get();
for( unsigned int i=0; i < _univalList.size() ; ++i )
{
_univalList[i]->apply( ext, _glProgObjHandle );
}
_univalList.clear();
}
///////////////////////////////////////////////////////////////////////////
// osgGL2::ShaderObject
///////////////////////////////////////////////////////////////////////////
ShaderObject::ShaderObject() :
_type(UNKNOWN)
{
}
ShaderObject::ShaderObject(Type type) :
_type(type)
{
}
ShaderObject::ShaderObject(Type type, const char* sourceText) :
_type(type)
{
setShaderSource(sourceText);
}
ShaderObject::ShaderObject(const ShaderObject& rhs, const osg::CopyOp& copyop):
osg::Object(rhs, copyop)
{
/*TODO*/
}
ShaderObject::~ShaderObject()
{
/*TODO*/
}
// mark each PCSO (per-context Shader Object) as needing a recompile
void ShaderObject::dirtyShaderObject()
{
for( unsigned int cxt=0; cxt < _pcsoList.size(); ++cxt )
{
if( ! _pcsoList[cxt] ) continue;
PerContextShaderObj* pcso = _pcsoList[cxt].get();
pcso->markAsDirty();
}
// mark attached ProgramObjects dirty as well
for( unsigned int i=0; i < _programObjectList.size(); ++i )
{
_programObjectList[i]->dirtyProgramObject();
}
}
void ShaderObject::setShaderSource( const char* sourceText )
{
_shaderSource = sourceText;
dirtyShaderObject();
}
bool ShaderObject::loadShaderSourceFromFile( const char* fileName )
{
std::ifstream sourceFile;
sourceFile.open(fileName, std::ios::binary);
if(!sourceFile)
{
osg::notify(osg::WARN)<<"Error: can't open file \""<<fileName<<"\""<<std::endl;
return false;
}
osg::notify(osg::INFO)<<"Loading shader source file \""<<fileName<<"\""<<std::endl;
sourceFile.seekg(0, std::ios::end);
int length = sourceFile.tellg();
char *text = new char[length + 1];
sourceFile.seekg(0, std::ios::beg);
sourceFile.read(text, length);
sourceFile.close();
text[length] = '\0';
setShaderSource( text );
delete [] text;
return true;
}
const char* ShaderObject::getTypename() const
{
switch( getType() )
{
case VERTEX: return "Vertex";
case FRAGMENT: return "Fragment";
default: return "UNKNOWN";
}
}
void ShaderObject::build(unsigned int contextID ) const
{
PerContextShaderObj* pcso = getPCSO( contextID );
if( pcso->isDirty() )
{
pcso->build();
}
}
ShaderObject::PerContextShaderObj* ShaderObject::getPCSO(unsigned int contextID) const
{
if( ! _pcsoList[contextID].valid() )
{
_pcsoList[contextID] = new PerContextShaderObj( this, contextID );
}
return _pcsoList[contextID].get();
}
void ShaderObject::attach(unsigned int contextID, GLhandleARB progObj) const
{
getPCSO( contextID )->attach( progObj );
}
void ShaderObject::addProgObjRef( ProgramObject* progObj )
{
_programObjectList.push_back( progObj );
}
///////////////////////////////////////////////////////////////////////////
// PCSO : OSG abstraction of the per-context Shader Object
ShaderObject::PerContextShaderObj::PerContextShaderObj(const ShaderObject* shadObj, unsigned int contextID) :
osg::Referenced(),
_contextID( contextID )
{
_shadObj = shadObj;
_extensions = Extensions::Get( _contextID, true );
_glShaderObjHandle = _extensions->glCreateShaderObject( shadObj->getType() );
markAsDirty();
}
ShaderObject::PerContextShaderObj::PerContextShaderObj(const PerContextShaderObj& rhs) :
osg::Referenced(),
_contextID( rhs._contextID )
{
_shadObj = rhs._shadObj;
_extensions = rhs._extensions;
_glShaderObjHandle = rhs._glShaderObjHandle;
_dirty = rhs._dirty;
}
ShaderObject::PerContextShaderObj::~PerContextShaderObj()
{
}
void ShaderObject::PerContextShaderObj::build()
{
GLint compiled;
const char* sourceText = _shadObj->getShaderSource().c_str();
_extensions->glShaderSource( _glShaderObjHandle, 1, &sourceText, NULL );
_extensions->glCompileShader( _glShaderObjHandle );
_extensions->glGetObjectParameteriv(_glShaderObjHandle,
GL_OBJECT_COMPILE_STATUS_ARB, &compiled);
_dirty = (compiled == 0);
if( _dirty )
{
InfoLog log( _extensions.get(), _glShaderObjHandle );
osg::notify(osg::WARN) << _shadObj->getTypename() <<
" glCompileShader FAILED:\n" << log << std::endl;
}
}
void ShaderObject::PerContextShaderObj::attach(GLhandleARB progObj) const
{
_extensions->glAttachObject( progObj, _glShaderObjHandle );
}
/*EOF*/