/usr/include/osg/Program is in libopenscenegraph-3.4-dev 3.4.0+dfsg1-4+b3.
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* Copyright (C) 2003-2005 3Dlabs Inc. Ltd.
* Copyright (C) 2004-2005 Nathan Cournia
* Copyright (C) 2008 Zebra Imaging
* Copyright (C) 2010 Vires Simulationstechnologie GmbH
*
* This application is open source and may be redistributed and/or modified
* freely and without restriction, both in commercial and non commercial
* 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: include/osg/Program
* author: Mike Weiblen 2008-01-02
* Holger Helmich 2010-10-21
*/
#ifndef OSG_PROGRAM
#define OSG_PROGRAM 1
#include <string>
#include <vector>
#include <map>
#include <osg/buffered_value>
#include <osg/ref_ptr>
#include <osg/Uniform>
#include <osg/Shader>
#include <osg/StateAttribute>
namespace osg {
class State;
///////////////////////////////////////////////////////////////////////////
/** osg::Program is an application-level abstraction of an OpenGL glProgram.
* It is an osg::StateAttribute that, when applied, will activate a
* glProgram for subsequent rendering.
* osg::Shaders containing the actual shader source code are
* attached to a Program, which will then manage the compilation,
* linking, and activation of the GLSL program.
* osg::Program will automatically manage per-context instancing of the
* OpenGL glPrograms, if that is necessary for a particular display
* configuration.
*/
class OSG_EXPORT Program : public osg::StateAttribute
{
public:
Program();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
Program(const Program& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_StateAttribute(osg, Program, PROGRAM);
/** return -1 if *this < *rhs, 0 if *this==*rhs, 1 if *this>*rhs.*/
virtual int compare(const osg::StateAttribute& sa) const;
/** If enabled, activate our program in the GL pipeline,
* performing any rebuild operations that might be pending. */
virtual void apply(osg::State& state) const;
/** Set whether to use a mutex to ensure ref() and unref() are thread safe.*/
virtual void setThreadSafeRefUnref(bool threadSafe);
/** Compile program and associated shaders.*/
virtual void compileGLObjects(osg::State& state) const;
/** Resize any per context GLObject buffers to specified size. */
virtual void resizeGLObjectBuffers(unsigned int maxSize);
/** release OpenGL objects in specified graphics context if State
object is passed, otherwise release OpenGL objects for all graphics context if
State object pointer NULL.*/
virtual void releaseGLObjects(osg::State* state=0) const;
/** Mark our PCSOs as needing relink */
void dirtyProgram();
/** Attach an osg::Shader to this osg::Program.
* Mark Program as needing relink. Return true for success */
bool addShader( Shader* shader );
unsigned int getNumShaders() const { return static_cast<unsigned int>(_shaderList.size()); }
Shader* getShader( unsigned int i ) { return _shaderList[i].get(); }
const Shader* getShader( unsigned int i ) const { return _shaderList[i].get(); }
/** Remove osg::Shader from this osg::Program.
* Mark Program as needing relink. Return true for success */
bool removeShader( Shader* shader );
/** Set/get GL program parameters */
void setParameter( GLenum pname, GLint value );
GLint getParameter( GLenum pname ) const;
/** Set/get compute shader work groups */
void setComputeGroups( GLint numGroupsX, GLint numGroupsY, GLint numGroupsZ );
void getComputeGroups( GLint& numGroupsX, GLint& numGroupsY, GLint& numGroupsZ ) const;
/** Add an attribute location binding. */
void addBindAttribLocation( const std::string& name, GLuint index );
/** Remove an attribute location binding. */
void removeBindAttribLocation( const std::string& name );
/** Add an frag data location binding. See EXT_gpu_shader4 for BindFragDataLocationEXT */
void addBindFragDataLocation( const std::string& name, GLuint index );
/** Remove an frag data location binding. */
void removeBindFragDataLocation( const std::string& name );
/** Add a uniform block binding to an index target. XXX This
* should not be an attribute of the program. It should be a
* pseudo-uniform that can live in StateSet objects because
* it is cheap to set. */
void addBindUniformBlock(const std::string& name, GLuint index);
/** Remove a uniform block binding. */
void removeBindUniformBlock(const std::string& name);
/** Remove a TransformFeedBackVarying. */
void removeTransformFeedBackVarying(const std::string& name)
{
for(std::vector<std::string>::iterator i=_feedbackout.begin(); i!=_feedbackout.end(); i++)
{
if (*i == name) {_feedbackout.erase(i);break; }
}
}
/** Add a TransformFeedBack Varying Name. */
void addTransformFeedBackVarying(const std::string& outname)
{
_feedbackout.push_back(outname);
}
/** Get number of TransformFeedBack Varyings. */
inline unsigned int getNumTransformFeedBackVaryings() const { return _feedbackout.size(); }
/** Get const TransformFeedBack Varying at index i. */
inline const std::string& getTransformFeedBackVarying(unsigned int i) const { return _feedbackout[i]; }
/** Set TransformFeedBack Mode. */
void setTransformFeedBackMode(GLenum e) {_feedbackmode=e;}
/** Get TransformFeedBack Mode. */
GLenum getTransformFeedBackMode() const {return _feedbackmode;}
/** Experimental. */
void setShaderDefines(const ShaderDefines& shaderDefs) { _shaderDefines = shaderDefs; }
ShaderDefines& getShaderDefines() { return _shaderDefines; }
const ShaderDefines& getShaderDefines() const { return _shaderDefines; }
/** Simple class for wrapping up the data used in glProgramBinary and glGetProgramBinary.
* On the first run of your application Programs should be assigned an empty ProgramBinary.
* Before your application exits it should retrieve the program binary via
* Program::PerContextProgram::compileProgramBinary and save it to disk.
* When your application is run subsequently, load your binary from disk and use it to set
* the data of a ProgramBinary, and set the ProgramBinary on the associated Program.
* This will typically result in Program::compileGLObjects executing much faster.*/
class OSG_EXPORT ProgramBinary : public osg::Object
{
public:
ProgramBinary();
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
ProgramBinary(const ProgramBinary& rhs, const osg::CopyOp& copyop=osg::CopyOp::SHALLOW_COPY);
META_Object(osg, ProgramBinary);
/** Allocated a data buffer of specified size/*/
void allocate(unsigned int size);
/** Assign program binary data, copying the specified data into locally stored data buffer, the original data can then be deleted.*/
void assign(unsigned int size, const unsigned char* data);
/** Set the format of the program binary data.*/
void setFormat(GLenum format) {_format = format;}
/** Get the format of the program binary data.*/
GLenum getFormat() const {return _format;}
/** Get the size of the program binary data.*/
unsigned int getSize() const { return static_cast<unsigned int>(_data.size()); }
/** Get a ptr to the program binary data.*/
unsigned char* getData() { return _data.empty() ? 0 : &(_data.front()); }
/** Get a const ptr to the program binary data.*/
const unsigned char* getData() const { return _data.empty() ? 0 : &(_data.front()); }
protected:
std::vector<unsigned char> _data;
GLenum _format;
};
/** Set the Program using a ProgramBinary. If a ProgramBinary is not yet
* available then setting an empty one signals that compileProgramBinary
* will be called later.*/
void setProgramBinary(ProgramBinary* programBinary) { _programBinary = programBinary; }
/** Get the Program's ProgramBinary, return NULL if none is assigned. */
ProgramBinary* getProgramBinary() { return _programBinary.get(); }
/** Get the const Program's ProgramBinary, return NULL if none is assigned. */
const ProgramBinary* getProgramBinary() const { return _programBinary.get(); }
typedef std::map<std::string,GLuint> AttribBindingList;
typedef std::map<std::string,GLuint> FragDataBindingList;
typedef std::map<std::string,GLuint> UniformBlockBindingList;
const AttribBindingList& getAttribBindingList() const { return _attribBindingList; }
const FragDataBindingList& getFragDataBindingList() const { return _fragDataBindingList; }
const UniformBlockBindingList& getUniformBlockBindingList() const { return _uniformBlockBindingList; }
/** Return true if this Program represents "fixed-functionality" rendering */
bool isFixedFunction() const;
/** Query InfoLog from a glProgram */
bool getGlProgramInfoLog(unsigned int contextID, std::string& log) const;
/** Mark internal glProgram for deletion.
* Deletion requests are queued until they can be executed
* in the proper GL context. */
static void deleteGlProgram(unsigned int contextID, GLuint program);
/** flush all the cached glPrograms which need to be deleted
* in the OpenGL context related to contextID.*/
static void flushDeletedGlPrograms(unsigned int contextID,double currentTime, double& availableTime);
/** discard all the cached glPrograms which need to be deleted
* in the OpenGL context related to contextID.
* Note, unlike flush no OpenGL calls are made, instead the handles are all removed.
* this call is useful for when an OpenGL context has been destroyed. */
static void discardDeletedGlPrograms(unsigned int contextID);
struct ActiveVarInfo {
ActiveVarInfo() : _location(-1), _type(Uniform::UNDEFINED), _size(-1) {}
ActiveVarInfo( GLint loc, GLenum type, GLint size ) : _location(loc), _type(type), _size(size) {}
GLint _location;
GLenum _type;
GLint _size;
};
typedef std::map< unsigned int, ActiveVarInfo > ActiveUniformMap;
typedef std::map< std::string, ActiveVarInfo > ActiveVarInfoMap;
//const ActiveUniformMap& getActiveUniforms(unsigned int contextID) const;
//const ActiveVarInfoMap& getActiveAttribs(unsigned int contextID) const;
struct UniformBlockInfo
{
UniformBlockInfo() : _index(GL_INVALID_INDEX), _size(0) {}
UniformBlockInfo(GLuint index, GLsizei size)
: _index(index), _size(size)
{
}
GLuint _index;
GLsizei _size;
};
typedef std::map<std::string, UniformBlockInfo> UniformBlockMap;
//const UniformBlockMap& getUniformBlocks(unsigned contextID) const;
public:
// make PerContextProgram a friend to allow it access Program's protected
// methods and member variables.
class PerContextProgram;
friend class PerContextProgram;
/** PerContextProgram (PCP) is an OSG-internal encapsulation of glPrograms per-GL context. */
class OSG_EXPORT PerContextProgram : public osg::Referenced
{
public:
/** Use "0" as programHandle to let the PeContextProgram execute "glCreateProgram"and "glDeleteProgram" */
PerContextProgram(const Program* program, unsigned int contextID, GLuint programHandle=0);
GLuint getHandle() const {return _glProgramHandle;}
const osg::Program* getProgram() const { return _program; }
void setDefineString(const std::string& defStr) { _defineStr = defStr; }
const std::string& getDefineString() const { return _defineStr; }
void requestLink();
virtual void linkProgram(osg::State& state);
virtual bool validateProgram();
bool needsLink() const {return _needsLink;}
bool isLinked() const {return _isLinked;}
virtual bool getInfoLog( std::string& infoLog ) const;
/** Was glProgramBinary called successfully? */
bool loadedBinary() const {return _loadedBinary;}
/** Compile a program binary. For this to work setProgramBinary must have
* been called on the osg::Program with an empty ProgramBinary prior to
* compileGLObjects being called.
* compileProgramBinary should be called after the program has been
* "exercised" by rendering with it. The ProgramBinary can then be saved
* to disk for faster subsequent compiling. */
virtual ProgramBinary* compileProgramBinary(osg::State& state);
virtual void useProgram() const;
void resetAppliedUniforms() const
{
_lastAppliedUniformList.clear();
}
inline void apply(const Uniform& uniform) const
{
GLint location = getUniformLocation(uniform.getNameID());
if (location>=0)
{
const Uniform* lastAppliedUniform = _lastAppliedUniformList[location].first.get();
if (lastAppliedUniform != &uniform)
{
// new attribute
uniform.apply(_extensions.get(),location);
_lastAppliedUniformList[location].first = &uniform;
_lastAppliedUniformList[location].second = uniform.getModifiedCount();
}
else if (_lastAppliedUniformList[location].second != uniform.getModifiedCount())
{
// existing attribute has been modified
uniform.apply(_extensions.get(),location);
_lastAppliedUniformList[location].first = &uniform;
_lastAppliedUniformList[location].second = uniform.getModifiedCount();
}
}
}
const ActiveUniformMap& getActiveUniforms() const {return _uniformInfoMap;}
const ActiveVarInfoMap& getActiveAttribs() const {return _attribInfoMap;}
const UniformBlockMap& getUniformBlocks() const {return _uniformBlockMap; }
inline GLint getUniformLocation( unsigned int uniformNameID ) const { ActiveUniformMap::const_iterator itr = _uniformInfoMap.find(uniformNameID); return (itr!=_uniformInfoMap.end()) ? itr->second._location : -1; }
/**
* Alternative version of getUniformLocation( unsigned int uniformNameID )
* retrofited into OSG for backward compatibility with osgCal,
* after uniform ids were refactored from std::strings to GLints in OSG version 2.9.10.
*
* Drawbacks: This method is not particularly fast. It has to access mutexed static
* map of uniform ids. So don't overuse it or your app performance will suffer.
*/
inline GLint getUniformLocation( const std::string & uniformName ) const { return getUniformLocation( Uniform::getNameID( uniformName ) ); }
inline GLint getAttribLocation( const std::string& name ) const { ActiveVarInfoMap::const_iterator itr = _attribInfoMap.find(name); return (itr!=_attribInfoMap.end()) ? itr->second._location : -1; }
inline void addShaderToAttach(Shader *shader)
{
_shadersToAttach.push_back(shader);
}
inline void addShaderToDetach(Shader *shader)
{
_shadersToDetach.push_back(shader);
}
protected: /*methods*/
virtual ~PerContextProgram();
protected: /*data*/
/** Pointer to our parent Program */
const Program* _program;
/** Pointer to this context's extension functions */
osg::ref_ptr<GLExtensions> _extensions;
/** Handle to the actual OpenGL glProgram */
GLuint _glProgramHandle;
/** Define string passed on to Shaders to help configure them.*/
std::string _defineStr;
/** Does our glProgram need to be linked? */
bool _needsLink;
/** Is our glProgram successfully linked? */
bool _isLinked;
/** Was glProgramBinary called successfully? */
bool _loadedBinary;
const unsigned int _contextID;
/** Does the glProgram handle belongs to this class? */
bool _ownsProgramHandle;
ActiveUniformMap _uniformInfoMap;
ActiveVarInfoMap _attribInfoMap;
UniformBlockMap _uniformBlockMap;
typedef std::pair<osg::ref_ptr<const osg::Uniform>, unsigned int> UniformModifiedCountPair;
typedef std::map<unsigned int, UniformModifiedCountPair> LastAppliedUniformList;
mutable LastAppliedUniformList _lastAppliedUniformList;
typedef std::vector< ref_ptr<Shader> > ShaderList;
ShaderList _shadersToDetach;
ShaderList _shadersToAttach;
private:
PerContextProgram(); // disallowed
PerContextProgram(const PerContextProgram&); // disallowed
PerContextProgram& operator=(const PerContextProgram&); // disallowed
};
struct OSG_EXPORT ProgramObjects : public osg::Referenced
{
typedef std::vector< osg::ref_ptr<PerContextProgram> > PerContextPrograms;
ProgramObjects(const Program* program, unsigned int contextID);
unsigned int _contextID;
const Program* _program;
mutable PerContextPrograms _perContextPrograms;
PerContextProgram* getPCP(const std::string& defineStr) const;
PerContextProgram* createPerContextProgram(const std::string& defineStr);
void requestLink();
void addShaderToAttach(Shader* shader);
void addShaderToDetach(Shader* shader);
bool getGlProgramInfoLog(std::string& log) const;
};
/** Get the PCP for a particular GL context */
PerContextProgram* getPCP(State& state) const;
protected: /*methods*/
virtual ~Program();
protected: /*data*/
mutable osg::buffered_value< osg::ref_ptr<ProgramObjects> > _pcpList;
AttribBindingList _attribBindingList;
FragDataBindingList _fragDataBindingList;
UniformBlockBindingList _uniformBlockBindingList;
typedef std::vector< ref_ptr<Shader> > ShaderList;
ShaderList _shaderList;
osg::ref_ptr<ProgramBinary> _programBinary;
/** Parameters maintained with glProgramParameteriEXT */
GLint _geometryVerticesOut;
GLint _geometryInputType;
GLint _geometryOutputType;
/** Parameter maintained with glDispatchCompute */
GLint _numGroupsX;
GLint _numGroupsY;
GLint _numGroupsZ;
/**TransformFeedBack**/
GLenum _feedbackmode;
std::vector<std::string> _feedbackout;
ShaderDefines _shaderDefines;
private:
Program& operator=(const Program&); // disallowed
};
}
#endif
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