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use gl;
use context::CommandContext;
use version::Version;
use version::Api;
use backend::Facade;
use CapabilitiesSource;
use std::fmt;
use std::collections::hash_map::{self, HashMap};
use std::hash::BuildHasherDefault;
use fnv::FnvHasher;
use GlObject;
use ProgramExt;
use Handle;
use RawUniformValue;
use program::{COMPILER_GLOBAL_LOCK, ProgramCreationInput, ProgramCreationError, Binary};
use program::GetBinaryError;
use program::reflection::{Uniform, UniformBlock, OutputPrimitives};
use program::reflection::{Attribute, TransformFeedbackBuffer};
use program::reflection::{SubroutineData, ShaderStage, SubroutineUniform};
use program::shader::build_shader;
use program::raw::RawProgram;
use vertex::VertexFormat;
/// A combination of shaders linked together.
pub struct Program {
raw: RawProgram,
outputs_srgb: bool,
uses_point_size: bool,
}
impl Program {
/// Builds a new program.
pub fn new<'a, F: ?Sized, I>(facade: &F, input: I) -> Result<Program, ProgramCreationError>
where I: Into<ProgramCreationInput<'a>>, F: Facade
{
let input = input.into();
let (raw, outputs_srgb, uses_point_size) = match input {
ProgramCreationInput::SourceCode { vertex_shader, tessellation_control_shader,
tessellation_evaluation_shader, geometry_shader,
fragment_shader, transform_feedback_varyings,
outputs_srgb, uses_point_size } =>
{
let mut has_geometry_shader = false;
let mut has_tessellation_control_shader = false;
let mut has_tessellation_evaluation_shader = false;
let mut shaders = vec![
(vertex_shader, gl::VERTEX_SHADER),
(fragment_shader, gl::FRAGMENT_SHADER)
];
if let Some(gs) = geometry_shader {
shaders.push((gs, gl::GEOMETRY_SHADER));
has_geometry_shader = true;
}
if let Some(ts) = tessellation_control_shader {
shaders.push((ts, gl::TESS_CONTROL_SHADER));
has_tessellation_control_shader = true;
}
if let Some(ts) = tessellation_evaluation_shader {
shaders.push((ts, gl::TESS_EVALUATION_SHADER));
has_tessellation_evaluation_shader = true;
}
// TODO: move somewhere else
if transform_feedback_varyings.is_some() &&
!(facade.get_context().get_version() >= &Version(Api::Gl, 3, 0)) &&
!facade.get_context().get_extensions().gl_ext_transform_feedback
{
return Err(ProgramCreationError::TransformFeedbackNotSupported);
}
if uses_point_size && !(facade.get_context().get_version() >= &Version(Api::Gl, 3, 0)) {
return Err(ProgramCreationError::PointSizeNotSupported);
}
let _lock = COMPILER_GLOBAL_LOCK.lock();
let shaders_store = {
let mut shaders_store = Vec::new();
for (src, ty) in shaders.into_iter() {
shaders_store.push(try!(build_shader(facade, ty, src)));
}
shaders_store
};
(try!(RawProgram::from_shaders(facade, &shaders_store, has_geometry_shader,
has_tessellation_control_shader, has_tessellation_evaluation_shader,
transform_feedback_varyings)),
outputs_srgb, uses_point_size)
},
ProgramCreationInput::Binary { data, outputs_srgb, uses_point_size } => {
if uses_point_size && !(facade.get_context().get_version() >= &Version(Api::Gl, 3, 0)) {
return Err(ProgramCreationError::PointSizeNotSupported);
}
(try!(RawProgram::from_binary(facade, data)), outputs_srgb, uses_point_size)
},
};
Ok(Program {
raw: raw,
outputs_srgb: outputs_srgb,
uses_point_size: uses_point_size,
})
}
/// Builds a new program from GLSL source code.
///
/// A program is a group of shaders linked together.
///
/// # Parameters
///
/// - `vertex_shader`: Source code of the vertex shader.
/// - `fragment_shader`: Source code of the fragment shader.
/// - `geometry_shader`: Source code of the geometry shader.
///
/// # Example
///
/// ```no_run
/// # let display: glium::Display = unsafe { std::mem::uninitialized() };
/// # let vertex_source = ""; let fragment_source = ""; let geometry_source = "";
/// let program = glium::Program::from_source(&display, vertex_source, fragment_source,
/// Some(geometry_source));
/// ```
///
#[inline]
pub fn from_source<'a, F: ?Sized>(facade: &F, vertex_shader: &'a str, fragment_shader: &'a str,
geometry_shader: Option<&'a str>)
-> Result<Program, ProgramCreationError> where F: Facade
{
Program::new(facade, ProgramCreationInput::SourceCode {
vertex_shader: vertex_shader,
fragment_shader: fragment_shader,
geometry_shader: geometry_shader,
tessellation_control_shader: None,
tessellation_evaluation_shader: None,
transform_feedback_varyings: None,
outputs_srgb: false,
uses_point_size: false,
})
}
/// Returns the program's compiled binary.
///
/// You can store the result in a file, then reload it later. This avoids having to compile
/// the source code every time.
#[inline]
pub fn get_binary(&self) -> Result<Binary, GetBinaryError> {
self.raw.get_binary()
}
/// Returns the *location* of an output fragment, if it exists.
///
/// The *location* is low-level information that is used internally by glium.
/// You probably don't need to call this function.
///
/// You can declare output fragments in your shaders by writing:
///
/// ```notrust
/// out vec4 foo;
/// ```
///
#[inline]
pub fn get_frag_data_location(&self, name: &str) -> Option<u32> {
self.raw.get_frag_data_location(name)
}
/// Returns informations about a uniform variable, if it exists.
#[inline]
pub fn get_uniform(&self, name: &str) -> Option<&Uniform> {
self.raw.get_uniform(name)
}
/// Returns an iterator to the list of uniforms.
///
/// ## Example
///
/// ```no_run
/// # let program: glium::Program = unsafe { std::mem::uninitialized() };
/// for (name, uniform) in program.uniforms() {
/// println!("Name: {} - Type: {:?}", name, uniform.ty);
/// }
/// ```
#[inline]
pub fn uniforms(&self) -> hash_map::Iter<String, Uniform> {
self.raw.uniforms()
}
/// Returns a list of uniform blocks.
///
/// ## Example
///
/// ```no_run
/// # let program: glium::Program = unsafe { std::mem::uninitialized() };
/// for (name, uniform) in program.get_uniform_blocks() {
/// println!("Name: {}", name);
/// }
/// ```
#[inline]
pub fn get_uniform_blocks(&self)
-> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>> {
self.raw.get_uniform_blocks()
}
/// Returns the list of transform feedback varyings.
#[inline]
pub fn get_transform_feedback_buffers(&self) -> &[TransformFeedbackBuffer] {
self.raw.get_transform_feedback_buffers()
}
/// True if the transform feedback output of this program matches the specified `VertexFormat`
/// and `stride`.
///
/// The `stride` is the number of bytes between two vertices.
#[inline]
pub fn transform_feedback_matches(&self, format: &VertexFormat, stride: usize) -> bool {
self.raw.transform_feedback_matches(format, stride)
}
/// Returns the type of geometry that transform feedback would generate, or `None` if it
/// depends on the vertex/index data passed when drawing.
///
/// This corresponds to `GL_GEOMETRY_OUTPUT_TYPE` or `GL_TESS_GEN_MODE`. If the program doesn't
/// contain either a geometry shader or a tessellation evaluation shader, returns `None`.
#[inline]
pub fn get_output_primitives(&self) -> Option<OutputPrimitives> {
self.raw.get_output_primitives()
}
/// Returns true if the program contains a tessellation stage.
#[inline]
pub fn has_tessellation_shaders(&self) -> bool {
self.raw.has_tessellation_shaders()
}
/// Returns true if the program contains a tessellation control stage.
#[inline]
pub fn has_tessellation_control_shader(&self) -> bool {
self.raw.has_tessellation_control_shader()
}
/// Returns true if the program contains a tessellation evaluation stage.
#[inline]
pub fn has_tessellation_evaluation_shader(&self) -> bool {
self.raw.has_tessellation_evaluation_shader()
}
/// Returns true if the program contains a geometry shader.
#[inline]
pub fn has_geometry_shader(&self) -> bool {
self.raw.has_geometry_shader()
}
/// Returns informations about an attribute, if it exists.
#[inline]
pub fn get_attribute(&self, name: &str) -> Option<&Attribute> {
self.raw.get_attribute(name)
}
/// Returns an iterator to the list of attributes.
///
/// ## Example
///
/// ```no_run
/// # let program: glium::Program = unsafe { std::mem::uninitialized() };
/// for (name, attribute) in program.attributes() {
/// println!("Name: {} - Type: {:?}", name, attribute.ty);
/// }
/// ```
#[inline]
pub fn attributes(&self) -> hash_map::Iter<String, Attribute> {
self.raw.attributes()
}
/// Returns true if the program has been configured to output sRGB instead of RGB.
#[inline]
pub fn has_srgb_output(&self) -> bool {
self.outputs_srgb
}
/// Returns the list of shader storage blocks.
///
/// ## Example
///
/// ```no_run
/// # let program: glium::Program = unsafe { std::mem::uninitialized() };
/// for (name, uniform) in program.get_shader_storage_blocks() {
/// println!("Name: {}", name);
/// }
/// ```
#[inline]
pub fn get_shader_storage_blocks(&self)
-> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>> {
self.raw.get_shader_storage_blocks()
}
/// Returns the subroutine uniforms of this program.
///
/// Since subroutine uniforms are unique per shader and *not* per program,
/// the keys of the `HashMap` are in the format `("subroutine_name", ShaderStage)`.
/// ## Example
///
/// ```no_run
/// # let program: glium::Program = unsafe { std::mem::uninitialized() };
/// for (&(ref name, shader), uniform) in program.get_subroutine_uniforms() {
/// println!("Name: {}", name);
/// }
/// ```
#[inline]
pub fn get_subroutine_uniforms(&self)
-> &HashMap<(String, ShaderStage), SubroutineUniform, BuildHasherDefault<FnvHasher>> {
&self.raw.get_subroutine_data().subroutine_uniforms
}
/// Returns true if the program has been configured to use the `gl_PointSize` variable.
///
/// If the program uses `gl_PointSize` without having been configured appropriately, then
/// setting the value of `gl_PointSize` will have no effect.
#[inline]
pub fn uses_point_size(&self) -> bool {
self.uses_point_size
}
}
impl fmt::Debug for Program {
#[inline]
fn fmt(&self, formatter: &mut fmt::Formatter) -> Result<(), fmt::Error> {
write!(formatter, "{:?}", self.raw)
}
}
impl GlObject for Program {
type Id = Handle;
#[inline]
fn get_id(&self) -> Handle {
self.raw.get_id()
}
}
impl ProgramExt for Program {
fn use_program(&self, ctxt: &mut CommandContext) {
// compatibility was checked at program creation
if self.uses_point_size && !ctxt.state.enabled_program_point_size {
unsafe { ctxt.gl.Enable(gl::PROGRAM_POINT_SIZE); }
} else if !self.uses_point_size && ctxt.state.enabled_program_point_size {
unsafe { ctxt.gl.Disable(gl::PROGRAM_POINT_SIZE); }
}
if ctxt.version >= &Version(Api::Gl, 3, 0) || ctxt.extensions.gl_arb_framebuffer_srgb ||
ctxt.extensions.gl_ext_framebuffer_srgb || ctxt.extensions.gl_ext_srgb_write_control
{
if ctxt.state.enabled_framebuffer_srgb == self.outputs_srgb {
ctxt.state.enabled_framebuffer_srgb = !self.outputs_srgb;
if self.outputs_srgb {
unsafe { ctxt.gl.Disable(gl::FRAMEBUFFER_SRGB) };
} else {
unsafe { ctxt.gl.Enable(gl::FRAMEBUFFER_SRGB) };
}
}
}
self.raw.use_program(ctxt)
}
#[inline]
fn set_uniform(&self, ctxt: &mut CommandContext, uniform_location: gl::types::GLint,
value: &RawUniformValue)
{
self.raw.set_uniform(ctxt, uniform_location, value)
}
#[inline]
fn set_uniform_block_binding(&self, ctxt: &mut CommandContext, block_location: gl::types::GLuint,
value: gl::types::GLuint)
{
self.raw.set_uniform_block_binding(ctxt, block_location, value)
}
#[inline]
fn set_shader_storage_block_binding(&self, ctxt: &mut CommandContext,
block_location: gl::types::GLuint,
value: gl::types::GLuint)
{
self.raw.set_shader_storage_block_binding(ctxt, block_location, value)
}
#[inline]
fn set_subroutine_uniforms_for_stage(&self, ctxt: &mut CommandContext,
stage: ShaderStage,
indices: &[gl::types::GLuint])
{
self.raw.set_subroutine_uniforms_for_stage(ctxt, stage, indices);
}
#[inline]
fn get_uniform(&self, name: &str) -> Option<&Uniform> {
self.raw.get_uniform(name)
}
#[inline]
fn get_uniform_blocks(&self) -> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>> {
self.raw.get_uniform_blocks()
}
#[inline]
fn get_shader_storage_blocks(&self)
-> &HashMap<String, UniformBlock, BuildHasherDefault<FnvHasher>> {
self.raw.get_shader_storage_blocks()
}
#[inline]
fn get_subroutine_data(&self) -> &SubroutineData {
self.raw.get_subroutine_data()
}
}