// Copyright (c) 2008-2023 the Urho3D project // License: MIT #pragma once #include "../../Container/HashMap.h" #include "../../Container/RefCounted.h" #include "../../GraphicsAPI/GPUObject.h" #include "../../GraphicsAPI/GraphicsDefs.h" #include "../../GraphicsAPI/ShaderVariation.h" namespace Urho3D { class ConstantBuffer; class Graphics; /// Linked shader program on the GPU. class URHO3D_API ShaderProgram_OGL : public RefCounted, public GPUObject { public: /// Construct. ShaderProgram_OGL(Graphics* graphics, ShaderVariation* vertexShader, ShaderVariation* pixelShader); /// Destruct. ~ShaderProgram_OGL() override; /// Mark the GPU resource destroyed on context destruction. void OnDeviceLost() override; /// Release shader program. void Release() override; /// Link the shaders and examine the uniforms and samplers used. Return true if successful. bool Link(); /// Return the vertex shader. ShaderVariation* GetVertexShader() const; /// Return the pixel shader. ShaderVariation* GetPixelShader() const; /// Return whether uses a shader parameter. bool HasParameter(StringHash param) const; /// Return whether uses a texture unit. bool HasTextureUnit(TextureUnit unit) const { return useTextureUnits_[unit]; } /// Return the info for a shader parameter, or null if does not exist. const ShaderParameter* GetParameter(StringHash param) const; /// Return linker output. const String& GetLinkerOutput() const { return linkerOutput_; } /// Return semantic to vertex attributes location mappings used by the shader. const HashMap, unsigned>& GetVertexAttributes() const { return vertexAttributes_; } /// Return attribute location use bitmask. unsigned GetUsedVertexAttributes() const { return usedVertexAttributes_; } /// Return all constant buffers. const SharedPtr* GetConstantBuffers() const { return &constantBuffers_[0]; } /// Check whether a shader parameter group needs update. Does not actually check whether parameters exist in the shaders. bool NeedParameterUpdate(ShaderParameterGroup group, const void* source); /// Clear a parameter source. Affects only the current shader program if appropriate. void ClearParameterSource(ShaderParameterGroup group); /// Clear all parameter sources from all shader programs by incrementing the global parameter source framenumber. static void ClearParameterSources(); /// Clear a global parameter source when constant buffers change. static void ClearGlobalParameterSource(ShaderParameterGroup group); private: /// Vertex shader. WeakPtr vertexShader_; /// Pixel shader. WeakPtr pixelShader_; /// Shader parameters. HashMap shaderParameters_; /// Texture unit use. bool useTextureUnits_[MAX_TEXTURE_UNITS]{}; /// Vertex attributes. HashMap, unsigned> vertexAttributes_; /// Used vertex attribute location bitmask. unsigned usedVertexAttributes_{}; /// Constant buffers by binding index. SharedPtr constantBuffers_[MAX_SHADER_PARAMETER_GROUPS * 2]; /// Remembered shader parameter sources for individual uniform mode. const void* parameterSources_[MAX_SHADER_PARAMETER_GROUPS]{}; /// Shader link error string. String linkerOutput_; /// Shader parameter source framenumber. i32 frameNumber_{}; /// Global shader parameter source framenumber. static i32 globalFrameNumber; /// Remembered global shader parameter sources for constant buffer mode. static const void* globalParameterSources[MAX_SHADER_PARAMETER_GROUPS]; }; }