Example #1
0
        public OpenGLShaderResourceBindingSlots(OpenGLShaderSet shaderSet, ShaderResourceDescription[] resources)
        {
            Resources = resources;
            int programID = shaderSet.ProgramID;

            int lastTextureLocation  = -1;
            int relativeTextureIndex = -1;

            for (int i = 0; i < resources.Length; i++)
            {
                ShaderResourceDescription resource = resources[i];
                if (resource.Type == ShaderResourceType.ConstantBuffer)
                {
                    int blockIndex = GL.GetUniformBlockIndex(programID, resource.Name);
                    if (blockIndex != -1)
                    {
                        ValidateBlockSize(programID, blockIndex, resource.DataSizeInBytes, resource.Name);
                        _constantBindings[i] = new OpenGLUniformBinding(programID, blockIndex, resource.DataSizeInBytes);
                    }
                    else
                    {
                        int uniformLocation = GL.GetUniformLocation(programID, resource.Name);

                        OpenGLUniformStorageAdapter storageAdapter = new OpenGLUniformStorageAdapter(programID, uniformLocation);
                        _constantBindings[i] = new OpenGLUniformBinding(programID, storageAdapter);
                    }
                }
                else if (resource.Type == ShaderResourceType.Texture)
                {
                    int location = GL.GetUniformLocation(shaderSet.ProgramID, resource.Name);
                    relativeTextureIndex += 1;
                    _textureBindings[i]   = new OpenGLTextureBindingSlotInfo()
                    {
                        RelativeIndex = relativeTextureIndex, UniformLocation = location
                    };
                    lastTextureLocation = location;
                }
                else
                {
                    Debug.Assert(resource.Type == ShaderResourceType.Sampler);

                    // TODO: Samplers should be able to bind to multiple texture slots
                    // if multiple textures are declared without an intervening sampler. For example:
                    //     Slot    Resource
                    // -------------------------
                    //     [0]     Texture0
                    //     [1]     Sampler0
                    //     [2]     Texture1
                    //     [3]     Texture2
                    //     [4]     Sampler1*
                    // Sampler1 should be active for both Texture1 and Texture2.

                    _samplerBindings[i] = new OpenGLTextureBindingSlotInfo()
                    {
                        RelativeIndex = relativeTextureIndex, UniformLocation = lastTextureLocation
                    };
                }
            }
        }
        private unsafe void SetUniformLocationDataSlow(OpenGLConstantBuffer cb, OpenGLUniformStorageAdapter storageAdapter)
        {
            // NOTE: This is slow -- avoid using uniform locations in shader code. Prefer uniform blocks.
            int   dataSizeInBytes = cb.BufferSize;
            byte *data            = stackalloc byte[dataSizeInBytes];

            cb.GetData((IntPtr)data, dataSizeInBytes);
            storageAdapter.SetData((IntPtr)data, dataSizeInBytes);
        }
Example #3
0
 public UniformLocationBinding(
     int programID,
     int uniformLocation) : base(programID)
 {
     StorageAdapter = new OpenGLUniformStorageAdapter(ProgramID, uniformLocation);
 }
        public OpenGLShaderResourceBindingSlots(OpenGLShaderSet shaderSet, ShaderResourceDescription[] resources)
        {
            Resources = resources;
            int programID = shaderSet.ProgramID;

            int lastTextureLocation  = -1;
            int relativeTextureIndex = -1;

            for (int i = 0; i < resources.Length; i++)
            {
                ShaderResourceDescription resource = resources[i];
                if (resource.Type == ShaderResourceType.ConstantBuffer)
                {
                    int blockIndex = GL.GetUniformBlockIndex(programID, resource.Name);
                    if (blockIndex != -1)
                    {
                        ValidateBlockSize(programID, blockIndex, resource.DataSizeInBytes, resource.Name);
                        _constantBindings[i] = new OpenGLUniformBinding(programID, blockIndex, resource.DataSizeInBytes);
                    }
                    else
                    {
                        int uniformLocation = GL.GetUniformLocation(programID, resource.Name);
                        if (uniformLocation == -1)
                        {
                            throw new VeldridException($"No uniform or uniform block with name {resource.Name} was found.");
                        }

                        OpenGLUniformStorageAdapter storageAdapter = new OpenGLUniformStorageAdapter(programID, uniformLocation);
                        _constantBindings[i] = new OpenGLUniformBinding(programID, storageAdapter);
                    }
                }
                else if (resource.Type == ShaderResourceType.Texture)
                {
                    int location = GL.GetUniformLocation(shaderSet.ProgramID, resource.Name);
                    if (location == -1)
                    {
                        throw new VeldridException($"No sampler was found with the name {resource.Name}");
                    }

                    relativeTextureIndex += 1;
                    _textureBindings[i]   = new OpenGLTextureBindingSlotInfo()
                    {
                        RelativeIndex = relativeTextureIndex, UniformLocation = location
                    };
                    lastTextureLocation = location;
                }
                else
                {
                    Debug.Assert(resource.Type == ShaderResourceType.Sampler);
                    if (lastTextureLocation == -1)
                    {
                        throw new VeldridException(
                                  "OpenGL Shaders must specify at least one texture before a sampler. Samplers are implicity linked with the closest-previous texture resource in the binding list.");
                    }

                    _samplerBindings[i] = new OpenGLTextureBindingSlotInfo()
                    {
                        RelativeIndex = relativeTextureIndex, UniformLocation = lastTextureLocation
                    };
                }
            }
        }