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made ShaderEffects individully handle texture units for sent images/canvases, added GL helper function for quickly binding a texture to a specific texture unit, hopefully made ShaderEffects load and unload volatile better

Alexander Szpakowski 12 years ago
parent
commit
79fa42d207

+ 0 - 1
src/modules/graphics/opengl/Canvas.h

@@ -30,7 +30,6 @@
 #include "common/math.h"
 #include "common/math.h"
 #include "common/Matrix.h"
 #include "common/Matrix.h"
 #include "OpenGL.h"
 #include "OpenGL.h"
-#include "GLee.h"
 
 
 namespace love
 namespace love
 {
 {

+ 42 - 3
src/modules/graphics/opengl/OpenGL.cpp

@@ -57,10 +57,27 @@ void initializeContext()
 		
 		
 		textureUnits.resize(maxtextureunits, 0);
 		textureUnits.resize(maxtextureunits, 0);
 		
 		
-		GLenum activeTextureUnit;
-		glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *)&activeTextureUnit);
+		GLenum activetextureunit;
+		glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *)&activetextureunit);
 		
 		
-		curTextureUnitIndex = activeTextureUnit - GL_TEXTURE0;
+		curTextureUnitIndex = activetextureunit - GL_TEXTURE0;
+		
+		GLuint boundtexture;
+		for (size_t i = 0; i < textureUnits.size(); ++i)
+		{
+			if (GLEE_VERSION_1_3)
+				glActiveTexture(GL_TEXTURE0 + i);
+			else
+				glActiveTextureARB(GL_TEXTURE0 + i);
+			
+			glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &boundtexture);
+			textureUnits[i] = boundtexture;
+		}
+		
+		if (GLEE_VERSION_1_3)
+			glActiveTexture(activetextureunit);
+		else
+			glActiveTextureARB(activetextureunit);
 	}
 	}
 	else
 	else
 	{
 	{
@@ -108,6 +125,28 @@ void bindTexture(GLuint texture)
 	}
 	}
 }
 }
 
 
+void bindTextureToUnit(GLuint texture, GLenum textureunit, bool restoreprev)
+{
+	initializeContext();
+	
+	int textureunitindex = textureunit - GL_TEXTURE0;
+	
+	if (textureunitindex < 0 || (size_t) textureunitindex >= textureUnits.size())
+		throw love::Exception("Invalid texture unit index.");
+	
+	if (texture != textureUnits[textureunitindex] || texture == 0)
+	{
+		int oldtexunitindex = curTextureUnitIndex;
+		setActiveTextureUnit(textureunit);
+		
+		textureUnits[textureunitindex] = texture;
+		glBindTexture(GL_TEXTURE_2D, texture);
+		
+		if (restoreprev)
+			setActiveTextureUnit(GL_TEXTURE0 + oldtexunitindex);
+	}
+}
+
 void deleteTexture(GLuint texture)
 void deleteTexture(GLuint texture)
 {
 {
 	initializeContext();
 	initializeContext();

+ 8 - 0
src/modules/graphics/opengl/OpenGL.h

@@ -47,6 +47,14 @@ void setActiveTextureUnit(GLenum textureunit);
  **/
  **/
 void bindTexture(GLuint texture);
 void bindTexture(GLuint texture);
 
 
+/**
+ * Helper for binding a texture to a specific texture unit
+ * @param texture The texture to bind
+ * @param textureunit The texture unit to switch to
+ * @param resoreprev Restore previous texture unit when done
+ **/
+void bindTextureToUnit(GLuint texture, GLenum textureunit, bool restoreprev);
+
 /**
 /**
  * Helper for deleting an OpenGL texture.
  * Helper for deleting an OpenGL texture.
  * Cleans up if the texture is currently bound.
  * Cleans up if the texture is currently bound.

+ 60 - 20
src/modules/graphics/opengl/ShaderEffect.cpp

@@ -31,7 +31,7 @@ struct TemporaryAttacher
 	: cureffect(sp)
 	: cureffect(sp)
 	, preveffect(love::graphics::opengl::ShaderEffect::current)
 	, preveffect(love::graphics::opengl::ShaderEffect::current)
 	{
 	{
-		cureffect->attach();
+		cureffect->attach(true);
 	}
 	}
 	
 	
 	~TemporaryAttacher()
 	~TemporaryAttacher()
@@ -76,20 +76,6 @@ ShaderEffect::~ShaderEffect()
 	unloadVolatile();
 	unloadVolatile();
 }
 }
 
 
-GLint ShaderEffect::getTextureUnit(const std::string &name)
-{
-	std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
-	
-	if (it != _texture_unit_pool.end())
-		return it->second;
-	
-	if (++_current_texture_unit >= _max_texture_units)
-		throw love::Exception("No more texture units available for shaders");
-	
-	_texture_unit_pool[name] = _current_texture_unit;
-	return _current_texture_unit;
-}
-
 GLuint ShaderEffect::createShader(GLenum type, const std::string &code)
 GLuint ShaderEffect::createShader(GLenum type, const std::string &code)
 {
 {
 	const char *shadertypename = NULL;
 	const char *shadertypename = NULL;
@@ -166,6 +152,10 @@ void ShaderEffect::createProgram(const std::vector<GLuint> &shaders)
 
 
 bool ShaderEffect::loadVolatile()
 bool ShaderEffect::loadVolatile()
 {
 {
+	// zero out texture id list
+	_texture_id_list.resize(_max_texture_units - 1, 0);
+	_texture_id_list.insert(_texture_id_list.begin(), _max_texture_units-1, 0);
+	
 	std::vector<GLuint> shaders;
 	std::vector<GLuint> shaders;
 	
 	
 	if (_vertcode.length() > 0)
 	if (_vertcode.length() > 0)
@@ -195,7 +185,10 @@ bool ShaderEffect::loadVolatile()
 		glDeleteShader(*it);
 		glDeleteShader(*it);
 	
 	
 	if (current == this)
 	if (current == this)
-		glUseProgram(_program);
+	{
+		current = NULL; // make sure glUseProgram gets called
+		attach();
+	}
 
 
 	return true;
 	return true;
 }
 }
@@ -209,6 +202,13 @@ void ShaderEffect::unloadVolatile()
 		glDeleteProgram(_program);
 		glDeleteProgram(_program);
 	
 	
 	_program = 0;
 	_program = 0;
+	
+	// texture list is probably invalid, clear it
+	_texture_id_list.clear();
+	_texture_id_list.insert(_texture_id_list.begin(), _max_texture_units-1, 0);
+	
+	// same with uniform location list
+	_uniforms.clear();
 }
 }
 
 
 std::string ShaderEffect::getGLSLVersion()
 std::string ShaderEffect::getGLSLVersion()
@@ -249,12 +249,27 @@ std::string ShaderEffect::getWarnings() const
 	return warnings;
 	return warnings;
 }
 }
 
 
-void ShaderEffect::attach()
+void ShaderEffect::attach(bool temporary)
 {
 {
 	if (current != this)
 	if (current != this)
 		glUseProgram(_program);
 		glUseProgram(_program);
 	
 	
 	current = this;
 	current = this;
+	
+	if (!temporary)
+	{
+		// make sure all sent textures are properly bound to their respective TIUs
+		// note: list potentially contains textureids of deleted/invalid textures!
+		for (size_t i = 0; i < _texture_id_list.size(); ++i)
+		{
+			if (_texture_id_list[i] != 0)
+			{
+				GLenum textureunit = GL_TEXTURE0 + i + 1;
+				bindTextureToUnit(_texture_id_list[i], textureunit, false);
+			}
+		}
+		setActiveTextureUnit(GL_TEXTURE0);
+	}
 }
 }
 
 
 void ShaderEffect::detach()
 void ShaderEffect::detach()
@@ -329,16 +344,18 @@ void ShaderEffect::sendTexture(const std::string &name, GLuint texture)
 {
 {
 	TemporaryAttacher attacher(this);
 	TemporaryAttacher attacher(this);
 	GLint location = getUniformLocation(name);
 	GLint location = getUniformLocation(name);
-	
 	GLint texture_unit = getTextureUnit(name);
 	GLint texture_unit = getTextureUnit(name);
 	
 	
-	setActiveTextureUnit(GL_TEXTURE0 + texture_unit);
-	bindTexture(texture);
+	// bind texture to assigned texture unit and send uniform to bound shader program
+	bindTextureToUnit(texture, GL_TEXTURE0 + texture_unit, false);
 	glUniform1i(location, texture_unit);
 	glUniform1i(location, texture_unit);
 	
 	
 	// reset texture unit
 	// reset texture unit
 	setActiveTextureUnit(GL_TEXTURE0);
 	setActiveTextureUnit(GL_TEXTURE0);
 	
 	
+	// store texture id so it can be re-bound to the proper texture unit when necessary
+	_texture_id_list[texture_unit-1] = texture;
+	
 	// throw error if needed
 	// throw error if needed
 	checkSetUniformError();
 	checkSetUniformError();
 }
 }
@@ -371,6 +388,29 @@ GLint ShaderEffect::getUniformLocation(const std::string &name)
 	return location;
 	return location;
 }
 }
 
 
+GLint ShaderEffect::getTextureUnit(const std::string &name)
+{
+	std::map<std::string, GLint>::const_iterator it = _texture_unit_pool.find(name);
+	
+	if (it != _texture_unit_pool.end())
+		return it->second;
+	
+	// prefer texture units which are unused by all other shaders
+	int nextunitindex = ++_current_texture_unit % _max_texture_units;
+	if (nextunitindex == 0)
+	{
+		// no completely unused texture units, try to use next free slot in our own list
+		std::vector<GLuint>::iterator nexttexunit = std::find(_texture_id_list.begin(), _texture_id_list.end(), 0);
+		if (nexttexunit == _texture_id_list.end())
+			throw love::Exception("No more texture units available for shader.");
+		
+		nextunitindex = std::distance(_texture_id_list.begin(), nexttexunit) + 1; // we don't want to use unit 0
+	}
+	
+	_texture_unit_pool[name] = nextunitindex;
+	return nextunitindex;
+}
+
 void ShaderEffect::checkSetUniformError()
 void ShaderEffect::checkSetUniformError()
 {
 {
 	GLenum error_code = glGetError();
 	GLenum error_code = glGetError();

+ 4 - 2
src/modules/graphics/opengl/ShaderEffect.h

@@ -35,7 +35,7 @@ namespace graphics
 {
 {
 namespace opengl
 namespace opengl
 {
 {
-// A fragment shader
+// A GLSL shader
 class ShaderEffect : public Object, public Volatile
 class ShaderEffect : public Object, public Volatile
 {
 {
 public:
 public:
@@ -46,7 +46,7 @@ public:
 	virtual bool loadVolatile();
 	virtual bool loadVolatile();
 	virtual void unloadVolatile();
 	virtual void unloadVolatile();
 
 
-	void attach();
+	void attach(bool temporary = false);
 	static void detach();
 	static void detach();
 	
 	
 	static std::string getGLSLVersion();
 	static std::string getGLSLVersion();
@@ -75,7 +75,9 @@ private:
 	// texture unit pool for setting images
 	// texture unit pool for setting images
 	static GLint _current_texture_unit;
 	static GLint _current_texture_unit;
 	static GLint _max_texture_units;
 	static GLint _max_texture_units;
+	
 	std::map<std::string, GLint> _texture_unit_pool;
 	std::map<std::string, GLint> _texture_unit_pool;
+	std::vector<GLuint> _texture_id_list;
 	GLint getTextureUnit(const std::string &name);
 	GLint getTextureUnit(const std::string &name);
 	
 	
 	void sendTexture(const std::string &name, GLuint texture);
 	void sendTexture(const std::string &name, GLuint texture);