mirror of
https://github.com/TomHarte/CLK.git
synced 2025-04-09 15:39:08 +00:00
Merge pull request #16 from TomHarte/UniformSetters
Implemented deferred setting of shader uniforms
This commit is contained in:
commit
bf2932cd57
@ -39,7 +39,7 @@ void Machine::setup_output(float aspect_ratio)
|
||||
"uint y = c & 14u;"
|
||||
"uint iPhase = (c >> 4);"
|
||||
|
||||
"float phaseOffset = 6.283185308 * float(iPhase + 13u) / 14.0;"
|
||||
"float phaseOffset = 6.283185308 * float(iPhase - 1u) / 13.0;"
|
||||
"return (float(y) / 14.0) * (1.0 - amplitude) + step(1, iPhase) * amplitude * cos(phase + phaseOffset);"
|
||||
"}");
|
||||
_crt->set_output_device(Outputs::CRT::Television);
|
||||
@ -55,8 +55,10 @@ void Machine::switch_region()
|
||||
"uint y = c & 14u;"
|
||||
"uint iPhase = (c >> 4);"
|
||||
|
||||
"float phaseOffset = (0.5 + 2.0 * (float(iPhase&1u) - 0.5) * (float((iPhase >> 1) + (iPhase&1u)) / 14.0));"
|
||||
"return (float(y) / 14.0) * (1.0 - amplitude) + step(4, (iPhase + 2u) & 15u) * amplitude * cos(phase + 6.283185308 * phaseOffset);"
|
||||
"uint direction = iPhase & 1u;"
|
||||
"float phaseOffset = float(7u - direction) + (float(direction) - 0.5) * 2.0 * float(iPhase >> 1);"
|
||||
"phaseOffset *= 6.283185308 / 12.0;"
|
||||
"return (float(y) / 14.0) * (1.0 - amplitude) + step(4, (iPhase + 2u) & 15u) * amplitude * cos(phase + phaseOffset);"
|
||||
"}");
|
||||
_crt->set_new_timing(228, 312, Outputs::CRT::ColourSpace::YUV, 228, 1);
|
||||
}
|
||||
@ -171,6 +173,9 @@ void Machine::get_output_pixel(uint8_t *pixel, int offset)
|
||||
}
|
||||
|
||||
// store colour
|
||||
// static int lc;
|
||||
// if(_vSyncEnabled) lc = 0; else lc += (offset == 159) ? 1 : 0;
|
||||
// *pixel = (uint8_t)(((offset / 10) << 4) | (((lc >> 4)&7) << 1));
|
||||
*pixel = outputColour;
|
||||
}
|
||||
|
||||
|
@ -89,15 +89,6 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_shader(const char *
|
||||
std::unique_ptr<IntermediateShader> shader = std::unique_ptr<IntermediateShader>(new IntermediateShader(vertex_shader, fragment_shader, bindings));
|
||||
free(vertex_shader);
|
||||
|
||||
shader->texIDUniform = shader->get_uniform_location("texID");
|
||||
shader->outputTextureSizeUniform = shader->get_uniform_location("outputTextureSize");
|
||||
shader->phaseCyclesPerTickUniform = shader->get_uniform_location("phaseCyclesPerTick");
|
||||
shader->extensionUniform = shader->get_uniform_location("extension");
|
||||
shader->weightsUniform = shader->get_uniform_location("weights");
|
||||
shader->rgbToLumaChromaUniform = shader->get_uniform_location("rgbToLumaChroma");
|
||||
shader->lumaChromaToRGBUniform = shader->get_uniform_location("lumaChromaToRGB");
|
||||
shader->offsetsUniform = shader->get_uniform_location("offsets");
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
@ -395,28 +386,24 @@ std::unique_ptr<IntermediateShader> IntermediateShader::make_rgb_filter_shader()
|
||||
|
||||
void IntermediateShader::set_output_size(unsigned int output_width, unsigned int output_height)
|
||||
{
|
||||
bind();
|
||||
glUniform2i(outputTextureSizeUniform, (GLint)output_width, (GLint)output_height);
|
||||
set_uniform("outputTextureSize", (GLint)output_width, (GLint)output_height);
|
||||
}
|
||||
|
||||
void IntermediateShader::set_source_texture_unit(GLenum unit)
|
||||
{
|
||||
bind();
|
||||
glUniform1i(texIDUniform, (GLint)(unit - GL_TEXTURE0));
|
||||
set_uniform("texID", (GLint)(unit - GL_TEXTURE0));
|
||||
}
|
||||
|
||||
void IntermediateShader::set_filter_coefficients(float sampling_rate, float cutoff_frequency)
|
||||
{
|
||||
bind();
|
||||
|
||||
// The process below: the source texture will have bilinear filtering enabled; so by
|
||||
// sampling at non-integral offsets from the centre the shader can get a weighted sum
|
||||
// of two source pixels, then scale that once, to do two taps per sample. However
|
||||
// that works only if the two coefficients being joined have the same sign. So the
|
||||
// number of usable taps is between 11 and 21 depending on the values that come out.
|
||||
// Perform a linear search for the highest number of taps we can use with 11 samples.
|
||||
float weights[12];
|
||||
float offsets[5];
|
||||
GLfloat weights[12];
|
||||
GLfloat offsets[5];
|
||||
unsigned int taps = 21;
|
||||
while(1)
|
||||
{
|
||||
@ -458,26 +445,23 @@ void IntermediateShader::set_filter_coefficients(float sampling_rate, float cuto
|
||||
taps -= 2;
|
||||
}
|
||||
|
||||
glUniform4fv(weightsUniform, 3, weights);
|
||||
glUniform1fv(offsetsUniform, 5, offsets);
|
||||
set_uniform("weights", 4, 3, weights);
|
||||
set_uniform("offsets", 1, 5, offsets);
|
||||
}
|
||||
|
||||
void IntermediateShader::set_separation_frequency(float sampling_rate, float colour_burst_frequency)
|
||||
{
|
||||
// TODO: apply separately-formed filters for luminance and chrominance
|
||||
set_filter_coefficients(sampling_rate, colour_burst_frequency);
|
||||
}
|
||||
|
||||
void IntermediateShader::set_phase_cycles_per_sample(float phase_cycles_per_sample, bool extend_runs_to_full_cycle)
|
||||
{
|
||||
bind();
|
||||
glUniform1f(phaseCyclesPerTickUniform, phase_cycles_per_sample);
|
||||
glUniform1f(extensionUniform, extend_runs_to_full_cycle ? ceilf(1.0f / phase_cycles_per_sample) : 0.0f);
|
||||
set_uniform("phaseCyclesPerTick", (GLfloat)phase_cycles_per_sample);
|
||||
set_uniform("extension", extend_runs_to_full_cycle ? ceilf(1.0f / phase_cycles_per_sample) : 0.0f);
|
||||
}
|
||||
|
||||
void IntermediateShader::set_colour_conversion_matrices(float *fromRGB, float *toRGB)
|
||||
{
|
||||
bind();
|
||||
glUniformMatrix3fv(lumaChromaToRGBUniform, 1, GL_FALSE, toRGB);
|
||||
glUniformMatrix3fv(rgbToLumaChromaUniform, 1, GL_FALSE, fromRGB);
|
||||
set_uniform_matrix("lumaChromaToRGB", 3, false, toRGB);
|
||||
set_uniform_matrix("rgbToLumaChroma", 3, false, fromRGB);
|
||||
}
|
||||
|
@ -55,48 +55,41 @@ public:
|
||||
static std::unique_ptr<IntermediateShader> make_rgb_filter_shader();
|
||||
|
||||
/*!
|
||||
Binds this shader and configures it for output to an area of `output_width` and `output_height` pixels.
|
||||
Queues the configuration of this shader for output to an area of `output_width` and `output_height` pixels
|
||||
to occur upon the next `bind`.
|
||||
*/
|
||||
void set_output_size(unsigned int output_width, unsigned int output_height);
|
||||
|
||||
/*!
|
||||
Binds this shader and sets the texture unit (as an enum, e.g. `GL_TEXTURE0`) to sample as source data.
|
||||
Queues setting the texture unit (as an enum, e.g. `GL_TEXTURE0`) for source data to occur upon the next `bind`.
|
||||
*/
|
||||
void set_source_texture_unit(GLenum unit);
|
||||
|
||||
/*!
|
||||
Binds this shader and sets filtering coefficients for a lowpass filter based on the cutoff.
|
||||
Queues setting filtering coefficients for a lowpass filter based on the cutoff frequency to occur upon the next `bind`.
|
||||
*/
|
||||
void set_filter_coefficients(float sampling_rate, float cutoff_frequency);
|
||||
|
||||
/*!
|
||||
Binds this shader and configures filtering to separate luminance and chrominance based on a colour
|
||||
subcarrier of the given frequency.
|
||||
Queues configuration of filtering to separate luminance and chrominance based on a colour
|
||||
subcarrier of the given frequency to occur upon the next `bind`.
|
||||
*/
|
||||
void set_separation_frequency(float sampling_rate, float colour_burst_frequency);
|
||||
|
||||
/*!
|
||||
Binds this shader and sets the number of colour phase cycles per sample, indicating whether output
|
||||
geometry should be extended so that a complete colour cycle is included at both the beginning and end.
|
||||
Queues setting of the number of colour phase cycles per sample, indicating whether output
|
||||
geometry should be extended so that a complete colour cycle is included at both the beginning and end,
|
||||
to occur upon the next `bind`.
|
||||
*/
|
||||
void set_phase_cycles_per_sample(float phase_cycles_per_sample, bool extend_runs_to_full_cycle);
|
||||
|
||||
/*!
|
||||
Binds this shader and sets the matrices that convert between RGB and chrominance/luminance.
|
||||
Queues setting the matrices that convert between RGB and chrominance/luminance to occur on the next `bind`.
|
||||
*/
|
||||
void set_colour_conversion_matrices(float *fromRGB, float *toRGB);
|
||||
|
||||
private:
|
||||
static std::unique_ptr<IntermediateShader> make_shader(const char *fragment_shader, bool use_usampler, bool input_is_inputPosition);
|
||||
|
||||
GLint texIDUniform;
|
||||
GLint outputTextureSizeUniform;
|
||||
GLint weightsUniform;
|
||||
GLint phaseCyclesPerTickUniform;
|
||||
GLint extensionUniform;
|
||||
GLint rgbToLumaChromaUniform;
|
||||
GLint lumaChromaToRGBUniform;
|
||||
GLint offsetsUniform;
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -86,45 +86,34 @@ std::unique_ptr<OutputShader> OutputShader::make_shader(const char *fragment_met
|
||||
free(vertex_shader);
|
||||
free(fragment_shader);
|
||||
|
||||
result->boundsSizeUniform = result->get_uniform_location("boundsSize");
|
||||
result->boundsOriginUniform = result->get_uniform_location("boundsOrigin");
|
||||
result->texIDUniform = result->get_uniform_location("texID");
|
||||
result->scanNormalUniform = result->get_uniform_location("scanNormal");
|
||||
result->positionConversionUniform = result->get_uniform_location("positionConversion");
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void OutputShader::set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area)
|
||||
{
|
||||
bind();
|
||||
|
||||
GLfloat outputAspectRatioMultiplier = ((float)output_width / (float)output_height) / (4.0f / 3.0f);
|
||||
|
||||
GLfloat bonusWidth = (outputAspectRatioMultiplier - 1.0f) * visible_area.size.width;
|
||||
visible_area.origin.x -= bonusWidth * 0.5f * visible_area.size.width;
|
||||
visible_area.size.width *= outputAspectRatioMultiplier;
|
||||
|
||||
glUniform2f(boundsOriginUniform, (GLfloat)visible_area.origin.x, (GLfloat)visible_area.origin.y);
|
||||
glUniform2f(boundsSizeUniform, (GLfloat)visible_area.size.width, (GLfloat)visible_area.size.height);
|
||||
set_uniform("boundsOrigin", (GLfloat)visible_area.origin.x, (GLfloat)visible_area.origin.y);
|
||||
set_uniform("boundsSize", (GLfloat)visible_area.size.width, (GLfloat)visible_area.size.height);
|
||||
}
|
||||
|
||||
void OutputShader::set_source_texture_unit(GLenum unit)
|
||||
{
|
||||
bind();
|
||||
glUniform1i(texIDUniform, (GLint)(unit - GL_TEXTURE0));
|
||||
set_uniform("texID", (GLint)(unit - GL_TEXTURE0));
|
||||
}
|
||||
|
||||
void OutputShader::set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider)
|
||||
{
|
||||
bind();
|
||||
|
||||
float scan_angle = atan2f(1.0f / (float)height_of_display, 1.0f);
|
||||
float scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)};
|
||||
float multiplier = (float)cycles_per_line / ((float)height_of_display * (float)horizontal_scan_period);
|
||||
GLfloat scan_angle = atan2f(1.0f / (float)height_of_display, 1.0f);
|
||||
GLfloat scan_normal[] = { -sinf(scan_angle), cosf(scan_angle)};
|
||||
GLfloat multiplier = (float)cycles_per_line / ((float)height_of_display * (float)horizontal_scan_period);
|
||||
scan_normal[0] *= multiplier;
|
||||
scan_normal[1] *= multiplier;
|
||||
|
||||
glUniform2f(scanNormalUniform, scan_normal[0], scan_normal[1]);
|
||||
glUniform2f(positionConversionUniform, horizontal_scan_period, vertical_scan_period / (unsigned int)vertical_period_divider);
|
||||
set_uniform("scanNormal", scan_normal[0], scan_normal[1]);
|
||||
set_uniform("positionConversion", (GLfloat)horizontal_scan_period, (GLfloat)vertical_scan_period / (GLfloat)vertical_period_divider);
|
||||
}
|
||||
|
@ -42,23 +42,22 @@ public:
|
||||
using Shader::Shader;
|
||||
|
||||
/*!
|
||||
Binds this shader and configures it for output to an area of `output_width` and `output_height` pixels, ensuring
|
||||
the largest possible drawing size that allows everything within `visible_area` to be visible.
|
||||
Queues configuration for output to an area of `output_width` and `output_height` pixels, ensuring
|
||||
the largest possible drawing size that allows everything within `visible_area` to be visible, to
|
||||
occur upon the next `bind`.
|
||||
*/
|
||||
void set_output_size(unsigned int output_width, unsigned int output_height, Outputs::CRT::Rect visible_area);
|
||||
|
||||
/*!
|
||||
Binds this shader and sets the texture unit (as an enum, e.g. `GL_TEXTURE0`) to sample as source data.
|
||||
Queues setting of the texture unit (as an enum, e.g. `GL_TEXTURE0`) for source data upon the next `bind`.
|
||||
*/
|
||||
void set_source_texture_unit(GLenum unit);
|
||||
|
||||
/*!
|
||||
Binds this shader and configures its understanding of how to map from the source vertex stream to screen coordinates.
|
||||
Queues configuring this shader's understanding of how to map from the source vertex stream to screen coordinates,
|
||||
to occur upon the next `bind`.
|
||||
*/
|
||||
void set_timing(unsigned int height_of_display, unsigned int cycles_per_line, unsigned int horizontal_scan_period, unsigned int vertical_scan_period, unsigned int vertical_period_divider);
|
||||
|
||||
private:
|
||||
GLint boundsOriginUniform, boundsSizeUniform, texIDUniform, scanNormalUniform, positionConversionUniform;
|
||||
};
|
||||
|
||||
}
|
||||
|
@ -95,6 +95,7 @@ void Shader::bind()
|
||||
glUseProgram(_shader_program);
|
||||
bound_shader = this;
|
||||
}
|
||||
flush_functions();
|
||||
}
|
||||
|
||||
void Shader::unbind()
|
||||
@ -120,3 +121,188 @@ void Shader::enable_vertex_attribute_with_pointer(const char *name, GLint size,
|
||||
glVertexAttribPointer((GLuint)location, size, type, normalised, stride, pointer);
|
||||
glVertexAttribDivisor((GLuint)location, divisor);
|
||||
}
|
||||
|
||||
// The various set_uniforms...
|
||||
#define location() glGetUniformLocation(_shader_program, name.c_str())
|
||||
void Shader::set_uniform(const std::string &name, GLint value)
|
||||
{
|
||||
enqueue_function([name, value, this] {
|
||||
glUniform1i(location(), value);
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLuint value)
|
||||
{
|
||||
enqueue_function([name, value, this] {
|
||||
glUniform1ui(location(), value);
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLfloat value)
|
||||
{
|
||||
enqueue_function([name, value, this] {
|
||||
glUniform1f(location(), value);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLint value1, GLint value2)
|
||||
{
|
||||
enqueue_function([name, value1, value2, this] {
|
||||
glUniform2i(location(), value1, value2);
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2)
|
||||
{
|
||||
enqueue_function([name, value1, value2, this] {
|
||||
glUniform2f(location(), value1, value2);
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2)
|
||||
{
|
||||
enqueue_function([name, value1, value2, this] {
|
||||
glUniform2ui(location(), value1, value2);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3)
|
||||
{
|
||||
enqueue_function([name, value1, value2, value3, this] {
|
||||
glUniform3i(location(), value1, value2, value3);
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3)
|
||||
{
|
||||
enqueue_function([name, value1, value2, value3, this] {
|
||||
glUniform3f(location(), value1, value2, value3);
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3)
|
||||
{
|
||||
enqueue_function([name, value1, value2, value3, this] {
|
||||
glUniform3ui(location(), value1, value2, value3);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3, GLint value4)
|
||||
{
|
||||
enqueue_function([name, value1, value2, value3, value4, this] {
|
||||
glUniform4i(location(), value1, value2, value3, value4);
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4)
|
||||
{
|
||||
enqueue_function([name, value1, value2, value3, value4, this] {
|
||||
glUniform4f(location(), value1, value2, value3, value4);
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3, GLuint value4)
|
||||
{
|
||||
enqueue_function([name, value1, value2, value3, value4, this] {
|
||||
glUniform4ui(location(), value1, value2, value3, value4);
|
||||
});
|
||||
}
|
||||
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values)
|
||||
{
|
||||
size_t number_of_values = (size_t)count * (size_t)size;
|
||||
GLint *values_copy = new GLint[number_of_values];
|
||||
memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values);
|
||||
|
||||
enqueue_function([name, size, count, values_copy, this] {
|
||||
switch(size)
|
||||
{
|
||||
case 1: glUniform1iv(location(), count, values_copy); break;
|
||||
case 2: glUniform2iv(location(), count, values_copy); break;
|
||||
case 3: glUniform3iv(location(), count, values_copy); break;
|
||||
case 4: glUniform4iv(location(), count, values_copy); break;
|
||||
}
|
||||
delete[] values_copy;
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values)
|
||||
{
|
||||
size_t number_of_values = (size_t)count * (size_t)size;
|
||||
GLfloat *values_copy = new GLfloat[number_of_values];
|
||||
memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values);
|
||||
|
||||
enqueue_function([name, size, count, values_copy, this] {
|
||||
switch(size)
|
||||
{
|
||||
case 1: glUniform1fv(location(), count, values_copy); break;
|
||||
case 2: glUniform2fv(location(), count, values_copy); break;
|
||||
case 3: glUniform3fv(location(), count, values_copy); break;
|
||||
case 4: glUniform4fv(location(), count, values_copy); break;
|
||||
}
|
||||
delete[] values_copy;
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values)
|
||||
{
|
||||
size_t number_of_values = (size_t)count * (size_t)size;
|
||||
GLuint *values_copy = new GLuint[number_of_values];
|
||||
memcpy(values_copy, values, sizeof(*values) * (size_t)number_of_values);
|
||||
|
||||
enqueue_function([name, size, count, values_copy, this] {
|
||||
switch(size)
|
||||
{
|
||||
case 1: glUniform1uiv(location(), count, values_copy); break;
|
||||
case 2: glUniform2uiv(location(), count, values_copy); break;
|
||||
case 3: glUniform3uiv(location(), count, values_copy); break;
|
||||
case 4: glUniform4uiv(location(), count, values_copy); break;
|
||||
}
|
||||
delete[] values_copy;
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values)
|
||||
{
|
||||
set_uniform_matrix(name, size, 1, transpose, values);
|
||||
}
|
||||
|
||||
void Shader::set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values)
|
||||
{
|
||||
size_t number_of_values = (size_t)count * (size_t)size * (size_t)size;
|
||||
GLfloat *values_copy = new GLfloat[number_of_values];
|
||||
memcpy(values_copy, values, sizeof(*values) * number_of_values);
|
||||
|
||||
enqueue_function([name, size, count, transpose, values_copy, this] {
|
||||
GLboolean glTranspose = transpose ? GL_TRUE : GL_FALSE;
|
||||
switch(size)
|
||||
{
|
||||
case 2: glUniformMatrix2fv(location(), count, glTranspose, values_copy); break;
|
||||
case 3: glUniformMatrix3fv(location(), count, glTranspose, values_copy); break;
|
||||
case 4: glUniformMatrix4fv(location(), count, glTranspose, values_copy); break;
|
||||
}
|
||||
delete[] values_copy;
|
||||
});
|
||||
}
|
||||
|
||||
void Shader::enqueue_function(std::function<void(void)> function)
|
||||
{
|
||||
_function_mutex.lock();
|
||||
_enqueued_functions.push_back(function);
|
||||
_function_mutex.unlock();
|
||||
}
|
||||
|
||||
void Shader::flush_functions()
|
||||
{
|
||||
_function_mutex.lock();
|
||||
for(std::function<void(void)> function : _enqueued_functions)
|
||||
{
|
||||
function();
|
||||
}
|
||||
_enqueued_functions.clear();
|
||||
_function_mutex.unlock();
|
||||
}
|
||||
|
@ -10,6 +10,10 @@
|
||||
#define Shader_hpp
|
||||
|
||||
#include "OpenGL.hpp"
|
||||
#include <string>
|
||||
#include <functional>
|
||||
#include <list>
|
||||
#include <mutex>
|
||||
|
||||
namespace OpenGL {
|
||||
|
||||
@ -44,6 +48,8 @@ public:
|
||||
Performs an @c glUseProgram to make this the active shader unless:
|
||||
(i) it was the previous shader bound; and
|
||||
(ii) no calls have been received to unbind in the interim.
|
||||
|
||||
Subsequently performs all work queued up for the next bind irrespective of whether a @c glUseProgram call occurred.
|
||||
*/
|
||||
void bind();
|
||||
|
||||
@ -75,9 +81,40 @@ public:
|
||||
*/
|
||||
void enable_vertex_attribute_with_pointer(const char *name, GLint size, GLenum type, GLboolean normalised, GLsizei stride, const GLvoid *pointer, GLuint divisor);
|
||||
|
||||
/*!
|
||||
All @c set_uniforms queue up the requested uniform changes. Changes are applied automatically the next time the shader is bound.
|
||||
*/
|
||||
void set_uniform(const std::string &name, GLint value);
|
||||
void set_uniform(const std::string &name, GLint value1, GLint value2);
|
||||
void set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3);
|
||||
void set_uniform(const std::string &name, GLint value1, GLint value2, GLint value3, GLint value4);
|
||||
void set_uniform(const std::string &name, GLint size, GLsizei count, const GLint *values);
|
||||
|
||||
void set_uniform(const std::string &name, GLfloat value);
|
||||
void set_uniform(const std::string &name, GLfloat value1, GLfloat value2);
|
||||
void set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3);
|
||||
void set_uniform(const std::string &name, GLfloat value1, GLfloat value2, GLfloat value3, GLfloat value4);
|
||||
void set_uniform(const std::string &name, GLint size, GLsizei count, const GLfloat *values);
|
||||
|
||||
void set_uniform(const std::string &name, GLuint value);
|
||||
void set_uniform(const std::string &name, GLuint value1, GLuint value2);
|
||||
void set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3);
|
||||
void set_uniform(const std::string &name, GLuint value1, GLuint value2, GLuint value3, GLuint value4);
|
||||
void set_uniform(const std::string &name, GLint size, GLsizei count, const GLuint *values);
|
||||
|
||||
void set_uniform_matrix(const std::string &name, GLint size, bool transpose, const GLfloat *values);
|
||||
void set_uniform_matrix(const std::string &name, GLint size, GLsizei count, bool transpose, const GLfloat *values);
|
||||
|
||||
private:
|
||||
GLuint compile_shader(const char *source, GLenum type);
|
||||
GLuint _shader_program;
|
||||
|
||||
void flush_functions();
|
||||
std::list<std::function<void(void)>> _enqueued_functions;
|
||||
std::mutex _function_mutex;
|
||||
|
||||
protected:
|
||||
void enqueue_function(std::function<void(void)> function);
|
||||
};
|
||||
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user