177 lines
5.1 KiB
C++
177 lines
5.1 KiB
C++
#include <mbgl/gl/uniform.hpp>
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#include <mbgl/gl/gl.hpp>
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#include <mbgl/util/color.hpp>
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#include <mbgl/util/size.hpp>
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#include <mbgl/util/convert.hpp>
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#include <memory>
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namespace mbgl {
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namespace gl {
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UniformLocation uniformLocation(ProgramID id, const char* name) {
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return MBGL_CHECK_ERROR(glGetUniformLocation(id, name));
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}
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template <>
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void bindUniform<float>(UniformLocation location, const float& t) {
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MBGL_CHECK_ERROR(glUniform1f(location, t));
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}
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template <>
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void bindUniform<int32_t>(UniformLocation location, const int32_t& t) {
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MBGL_CHECK_ERROR(glUniform1i(location, t));
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}
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template <>
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void bindUniform<std::array<float, 2>>(UniformLocation location, const std::array<float, 2>& t) {
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MBGL_CHECK_ERROR(glUniform2fv(location, 1, t.data()));
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}
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template <>
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void bindUniform<std::array<float, 3>>(UniformLocation location, const std::array<float, 3>& t) {
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MBGL_CHECK_ERROR(glUniform3fv(location, 1, t.data()));
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}
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template <>
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void bindUniform<std::array<float, 4>>(UniformLocation location, const std::array<float, 4>& t) {
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MBGL_CHECK_ERROR(glUniform4fv(location, 1, t.data()));
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}
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template <>
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void bindUniform<std::array<double, 4>>(UniformLocation location, const std::array<double, 4>& t) {
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MBGL_CHECK_ERROR(glUniformMatrix2fv(location, 1, GL_FALSE, util::convert<float>(t).data()));
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}
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template <>
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void bindUniform<std::array<double, 9>>(UniformLocation location, const std::array<double, 9>& t) {
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MBGL_CHECK_ERROR(glUniformMatrix3fv(location, 1, GL_FALSE, util::convert<float>(t).data()));
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}
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template <>
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void bindUniform<std::array<double, 16>>(UniformLocation location, const std::array<double, 16>& t) {
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MBGL_CHECK_ERROR(glUniformMatrix4fv(location, 1, GL_FALSE, util::convert<float>(t).data()));
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}
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template <>
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void bindUniform<bool>(UniformLocation location, const bool& t) {
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return bindUniform(location, int32_t(t));
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}
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template <>
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void bindUniform<uint8_t>(UniformLocation location, const uint8_t& t) {
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bindUniform(location, int32_t(t));
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}
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template <>
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void bindUniform<Color>(UniformLocation location, const Color& t) {
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bindUniform(location, std::array<float, 4> {{ t.r, t.g, t.b, t.a }});
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}
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template <>
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void bindUniform<Size>(UniformLocation location, const Size& t) {
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bindUniform(location, util::convert<float>(std::array<uint32_t, 2> {{ t.width, t.height }}));
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}
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template <>
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void bindUniform<std::array<uint16_t, 2>>(UniformLocation location, const std::array<uint16_t, 2>& t) {
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bindUniform(location, util::convert<float>(t));
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}
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// Add more as needed.
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#ifndef NDEBUG
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ActiveUniforms activeUniforms(ProgramID id) {
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ActiveUniforms active;
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GLint count;
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GLint maxLength;
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MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_UNIFORMS, &count));
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MBGL_CHECK_ERROR(glGetProgramiv(id, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxLength));
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auto name = std::make_unique<GLchar[]>(maxLength);
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GLsizei length;
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GLint size;
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GLenum type;
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for (GLint index = 0; index < count; index++) {
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MBGL_CHECK_ERROR(
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glGetActiveUniform(id, index, maxLength, &length, &size, &type, name.get()));
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active.emplace(
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std::string{ name.get(), static_cast<size_t>(length) },
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ActiveUniform{ static_cast<size_t>(size), static_cast<UniformDataType>(type) });
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}
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return active;
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}
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template <>
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bool verifyUniform<float>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 && uniform.type == UniformDataType::Float);
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return true;
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}
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template <>
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bool verifyUniform<std::array<float, 2>>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 && uniform.type == UniformDataType::FloatVec2);
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return true;
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}
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template <>
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bool verifyUniform<std::array<float, 3>>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 && uniform.type == UniformDataType::FloatVec3);
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return true;
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}
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template <>
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bool verifyUniform<std::array<double, 16>>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 && uniform.type == UniformDataType::FloatMat4);
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return true;
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}
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template <>
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bool verifyUniform<bool>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 &&
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(uniform.type == UniformDataType::Bool ||
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uniform.type == UniformDataType::Int ||
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uniform.type == UniformDataType::Float));
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return true;
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}
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template <>
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bool verifyUniform<uint8_t>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 &&
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(uniform.type == UniformDataType::Int ||
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uniform.type == UniformDataType::Float ||
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uniform.type == UniformDataType::Sampler2D));
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return true;
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}
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template <>
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bool verifyUniform<Color>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 && uniform.type == UniformDataType::FloatVec4);
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return true;
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}
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template <>
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bool verifyUniform<Size>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 && uniform.type == UniformDataType::FloatVec2);
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return true;
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}
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template <>
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bool verifyUniform<std::array<uint16_t, 2>>(const ActiveUniform& uniform) {
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assert(uniform.size == 1 &&
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(uniform.type == UniformDataType::IntVec2 ||
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uniform.type == UniformDataType::FloatVec2));
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return true;
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}
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// Add more as needed.
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#endif
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} // namespace gl
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} // namespace mbgl
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