use an additional shader program map keyed using the resolved shader filenames

This commit is contained in:
Tim Moore
2010-06-17 23:45:27 +02:00
parent 0d419aba8a
commit 034f5db3bd

View File

@@ -671,6 +671,11 @@ InstallAttributeBuilder<TextureUnitBuilder> textureUnitBuilder("texture-unit");
// Shader key, used both for shaders with relative and absolute names
typedef pair<string, Shader::Type> ShaderKey;
inline ShaderKey makeShaderKey(SGPropertyNode_ptr& ptr, Shader::Type shaderType)
{
return ShaderKey(ptr->getStringValue(), shaderType);
}
struct ProgramKey
{
typedef pair<string, int> AttribKey;
@@ -709,6 +714,7 @@ typedef tr1::unordered_map<ProgramKey, ref_ptr<Program>,
boost::hash<ProgramKey>, ProgramKey::EqualTo>
ProgramMap;
ProgramMap programMap;
ProgramMap resolvedProgramMap; // map with resolved shader file names
typedef tr1::unordered_map<ShaderKey, ref_ptr<Shader>, boost::hash<ShaderKey> >
ShaderMap;
@@ -767,24 +773,13 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
PropertyList pFragShaders = prop->getChildren("fragment-shader");
PropertyList pAttributes = prop->getChildren("attribute");
ProgramKey prgKey;
for (PropertyList::iterator itr = pVertShaders.begin(),
e = pVertShaders.end();
itr != e;
++itr)
prgKey.shaders.push_back(ShaderKey((*itr)->getStringValue(),
Shader::VERTEX));
for (PropertyList::iterator itr = pGeomShaders.begin(),
e = pGeomShaders.end();
itr != e;
++itr)
prgKey.shaders.push_back(ShaderKey((*itr)->getStringValue(),
Shader::GEOMETRY));
for (PropertyList::iterator itr = pFragShaders.begin(),
e = pFragShaders.end();
itr != e;
++itr)
prgKey.shaders.push_back(ShaderKey((*itr)->getStringValue(),
Shader::FRAGMENT));
std::back_insert_iterator<vector<ShaderKey> > inserter(prgKey.shaders);
transform(pVertShaders.begin(), pVertShaders.end(), inserter,
bind(makeShaderKey, _1, Shader::VERTEX));
transform(pGeomShaders.begin(), pGeomShaders.end(), inserter,
bind(makeShaderKey, _1, Shader::GEOMETRY));
transform(pFragShaders.begin(), pFragShaders.end(), inserter,
bind(makeShaderKey, _1, Shader::FRAGMENT));
for (PropertyList::iterator itr = pAttributes.begin(),
e = pAttributes.end();
itr != e;
@@ -805,62 +800,74 @@ void ShaderProgramBuilder::buildAttribute(Effect* effect, Pass* pass,
ProgramMap::iterator pitr = programMap.find(prgKey);
if (pitr != programMap.end()) {
program = pitr->second.get();
} else {
program = new Program;
// Add vertex shaders, then fragment shaders
PropertyList& pvec = pVertShaders;
Shader::Type stype = Shader::VERTEX;
for (int i = 0; i < 3; ++i) {
for (PropertyList::iterator nameItr = pvec.begin(), e = pvec.end();
nameItr != e;
++nameItr) {
string shaderName = (*nameItr)->getStringValue();
string fileName = osgDB::findDataFile(shaderName, options);
if (fileName.empty())
throw BuilderException(string("couldn't find shader ") +
shaderName);
ShaderKey skey(fileName, stype);
ShaderMap::iterator sitr = shaderMap.find(skey);
if (sitr != shaderMap.end()) {
program->addShader(sitr->second.get());
} else {
ref_ptr<Shader> shader = new Shader(stype);
if (shader->loadShaderSourceFromFile(fileName)) {
program->addShader(shader.get());
shaderMap.insert(ShaderMap::value_type(skey, shader));
}
}
}
if (i == 0) {
pvec = pGeomShaders;
stype = Shader::GEOMETRY;
} else {
pvec = pFragShaders;
stype = Shader::FRAGMENT;
}
}
BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
program->addBindAttribLocation(key.first, key.second);
}
const SGPropertyNode* pGeometryVerticesOut = getEffectPropertyChild(effect, prop, "geometry-vertices-out");
if ( pGeometryVerticesOut ) {
program->setParameter( GL_GEOMETRY_VERTICES_OUT_EXT, pGeometryVerticesOut->getIntValue() );
}
const SGPropertyNode* pGeometryInputType = getEffectPropertyChild(effect, prop, "geometry-input-type");
if ( pGeometryInputType ) {
GLint type;
findAttr( geometryInputType, pGeometryInputType->getStringValue(), type );
program->setParameter( GL_GEOMETRY_INPUT_TYPE_EXT, type );
}
const SGPropertyNode* pGeometryOutputType = getEffectPropertyChild(effect, prop, "geometry-output-type");
if ( pGeometryOutputType ) {
GLint type;
findAttr( geometryOutputType, pGeometryOutputType->getStringValue(), type );
program->setParameter( GL_GEOMETRY_OUTPUT_TYPE_EXT, type );
}
programMap.insert(ProgramMap::value_type(prgKey, program));
pass->setAttributeAndModes(program);
return;
}
// The program wasn't in the map using the load path passed in with
// the options, but it might have already been loaded using a
// different load path i.e., its shaders were found in the fg data
// directory. So, resolve the shaders' file names and look in the
// resolvedProgramMap for a program using those shaders.
ProgramKey resolvedKey;
resolvedKey.attributes = prgKey.attributes;
BOOST_FOREACH(const ShaderKey& shaderKey, prgKey.shaders)
{
const string& shaderName = shaderKey.first;
Shader::Type stype = shaderKey.second;
string fileName = osgDB::findDataFile(shaderName, options);
if (fileName.empty())
throw BuilderException(string("couldn't find shader ") +
shaderName);
resolvedKey.shaders.push_back(ShaderKey(fileName, stype));
}
ProgramMap::iterator resitr = resolvedProgramMap.find(resolvedKey);
if (resitr != resolvedProgramMap.end()) {
program = resitr->second.get();
programMap.insert(ProgramMap::value_type(prgKey, program));
pass->setAttributeAndModes(program);
return;
}
program = new Program;
BOOST_FOREACH(const ShaderKey& skey, resolvedKey.shaders)
{
const string& fileName = skey.first;
Shader::Type stype = skey.second;
ShaderMap::iterator sitr = shaderMap.find(skey);
if (sitr != shaderMap.end()) {
program->addShader(sitr->second.get());
} else {
ref_ptr<Shader> shader = new Shader(stype);
if (shader->loadShaderSourceFromFile(fileName)) {
program->addShader(shader.get());
shaderMap.insert(ShaderMap::value_type(skey, shader));
}
}
}
BOOST_FOREACH(const ProgramKey::AttribKey& key, prgKey.attributes) {
program->addBindAttribLocation(key.first, key.second);
}
const SGPropertyNode* pGeometryVerticesOut
= getEffectPropertyChild(effect, prop, "geometry-vertices-out");
if (pGeometryVerticesOut)
program->setParameter(GL_GEOMETRY_VERTICES_OUT_EXT,
pGeometryVerticesOut->getIntValue());
const SGPropertyNode* pGeometryInputType
= getEffectPropertyChild(effect, prop, "geometry-input-type");
if (pGeometryInputType) {
GLint type;
findAttr(geometryInputType, pGeometryInputType->getStringValue(), type);
program->setParameter(GL_GEOMETRY_INPUT_TYPE_EXT, type);
}
const SGPropertyNode* pGeometryOutputType
= getEffectPropertyChild(effect, prop, "geometry-output-type");
if (pGeometryOutputType) {
GLint type;
findAttr(geometryOutputType, pGeometryOutputType->getStringValue(),
type);
program->setParameter(GL_GEOMETRY_OUTPUT_TYPE_EXT, type);
}
programMap.insert(ProgramMap::value_type(prgKey, program));
resolvedProgramMap.insert(ProgramMap::value_type(resolvedKey, program));
pass->setAttributeAndModes(program);
}