示例#1
0
        public void RemoveIdRefs(AttributeBinding ab)
        {
            foreach (string idref in ab.Value.Split(' '))
            {
                Hashtable elems = (Hashtable)idRefMap[idref];
                if (elems == null)
                {
                    // TODO: L: this should never happen
                    continue;
                }

                elems.Remove(ab);
                if (elems.Count == 0)
                {
                    idRefMap.Remove(idref);
                }
            }
        }
示例#2
0
        public void RemoveId(AttributeBinding ab)
        {
            Console.WriteLine("Removing attribute value {0}", ab.Value);
            Hashtable elems = (Hashtable)idMap[ab.Value];

            if (elems != null)
            {
                elems.Remove(ab);

                if (elems.Count == 0)
                {
                    idMap.Remove(ab.Value);
                }

                Console.WriteLine("Removed id value {0}, new count={1}", ab.Value, elems.Count);
            }
            else
            {
                // TODO: L: this is really an error - indicates failure in tracking
                Console.WriteLine("Removed id value {0}, but didn't exist!", ab.Value);
            }
        }
示例#3
0
        /// <summary>
        /// Link this ShaderProgram.
        /// </summary>
        /// <param name="ctx">
        /// A <see cref="GraphicsContext"/> used for linking this ShaderProgram.
        /// </param>
        /// <param name="cctx">
        /// A <see cref="ShaderCompilerContext"/> that specify additional compiler parameters.
        /// </param>
        /// <remarks>
        /// <para>
        /// Generate shader program source code, compile and link it. After a successfull
        /// link, obtain every information about active uniform and input variables.
        /// </para>
        /// <para>
        /// This routine generate the source code of each attached ShaderObject instance and
        /// compile it. This step is performed only if really required (tendentially every
        /// shader object is already compiled).
        /// </para>
        /// <para>
        /// After having compiled every attached shader object, it's performed the linkage between
        /// shader objects. After this process the ShaderProgram instance can be bound to issue
        /// rendering commands.
        /// </para>
        /// </remarks>
        /// <exception cref="InvalidOperationException">
        /// Exception thrown in the case this ShaderProgram is already linked.
        /// </exception>
        /// <exception cref="ShaderException">
        /// Exception throw in the case this ShaderProgram is not linkable.
        /// </exception>
        private void Link(GraphicsContext ctx, ShaderCompilerContext cctx)
        {
            CheckCurrentContext(ctx);

            if (cctx == null)
            {
                throw new ArgumentNullException("cctx");
            }

            // Using a deep copy of the shader compiler context, since it will be modified by this ShaderProgram
            // instance and the attached ShaderObject instances
            cctx = new ShaderCompilerContext(cctx);

            #region Compile and Attach Shader Objects

            // Be sure to take every attached shader
            uint[] shadersObject = null;
            int    shadersCount;

            Gl.GetProgram(ObjectName, Gl.ATTACHED_SHADERS, out shadersCount);

            if (shadersCount > 0)
            {
                shadersObject = new uint[shadersCount];
                Gl.GetAttachedShaders(ObjectName, out shadersCount, shadersObject);
                Debug.Assert(shadersCount == shadersObject.Length);
            }

            foreach (ShaderObject shaderObject in _ProgramObjects)
            {
                // Create shader object, if necessary
                if (shaderObject.Exists(ctx) == false)
                {
                    shaderObject.Create(ctx, cctx);
                }

                // Do not re-attach the same shader object
                if ((shadersObject != null) && Array.Exists(shadersObject, delegate(uint item) { return(item == shaderObject.ObjectName); }))
                {
                    continue;
                }

                // Attach shader object
                Gl.AttachShader(ObjectName, shaderObject.ObjectName);
            }

            #endregion

            #region Transform Feedback Definition

            IntPtr[] feedbackVaryingsPtrs = null;

            if ((_FeedbackVaryings != null) && (_FeedbackVaryings.Count > 0))
            {
                sLog.Debug("Feedback varyings ({0}):", cctx.FeedbackVaryingsFormat);
                sLog.Indent();
                foreach (string feedbackVarying in _FeedbackVaryings)
                {
                    sLog.Debug("- {0}", feedbackVarying);
                }
                sLog.Unindent();

                if (ctx.Caps.GlExtensions.TransformFeedback2_ARB || ctx.Caps.GlExtensions.TransformFeedback_EXT)
                {
                    string[] feedbackVaryings = _FeedbackVaryings.ToArray();

                    // Bug in NVIDIA drivers? Not exactly, but the NVIDIA driver hold the 'feedbackVaryings' pointer until
                    // glLinkProgram is executed, causing linker errors like 'duplicate varying names are not allowed' or garbaging
                    // part of the returned strings via glGetTransformFeedbackVarying
                    feedbackVaryingsPtrs = feedbackVaryings.AllocHGlobal();

                    // Specify feedback varyings
                    Gl.TransformFeedbackVaryings(ObjectName, feedbackVaryingsPtrs, (int)cctx.FeedbackVaryingsFormat);
                }
                else if (ctx.Caps.GlExtensions.TransformFeedback2_NV)
                {
                    // Nothing to do ATM
                }
                else
                {
                    throw new InvalidOperationException("transform feedback not supported");
                }
            }

            #endregion

            #region Bind Fragment Locations

            if (ctx.Caps.GlExtensions.GpuShader4_EXT)
            {
                // Setup fragment locations, where defined
                foreach (KeyValuePair <string, int> pair in _FragLocations)
                {
                    if (pair.Value >= 0)
                    {
                        Gl.BindFragDataLocation(ObjectName, (uint)pair.Value, pair.Key);
                    }
                }
            }

            #endregion

            #region Link Shader Program Objects

            int lStatus;

            sLog.Debug("Link shader program {0}", Identifier ?? "<Unnamed>");

            // Link shader program
            Gl.LinkProgram(ObjectName);
            // Check for linking errors
            Gl.GetProgram(ObjectName, Gl.LINK_STATUS, out lStatus);

            // Release feedback varyings unmanaged memory
            if (feedbackVaryingsPtrs != null)
            {
                feedbackVaryingsPtrs.FreeHGlobal();
            }

            if (lStatus != Gl.TRUE)
            {
                const int MaxInfoLength = 4096;

                StringBuilder logInfo = new StringBuilder(MaxInfoLength);
                int           logLength;

                // Obtain compilation log
                Gl.GetProgramInfoLog(ObjectName, MaxInfoLength, out logLength, logInfo);

                // Stop link process
                StringBuilder sb = new StringBuilder(logInfo.Capacity);

                string[] compilerLogLines = logInfo.ToString().Split(new char[] { '\n' }, StringSplitOptions.RemoveEmptyEntries);
                foreach (string logLine in compilerLogLines)
                {
                    sb.AppendLine("  $ " + logLine);
                }

                sLog.Error("Shader program \"{0}\" linkage failed: {1}", Identifier ?? "<Unnamed>", sb.ToString());

                throw new ShaderException("shader program is not valid. Linker output for {0}: {1}\n", Identifier ?? "<Unnamed>", sb.ToString());
            }
            // Set linked flag
            _Linked = true;

            #endregion

            #region Collect Active Program Uniforms

            int uniformBufferSize, attributeBufferSize;
            int uniformCount;

            // Get active uniforms count
            Gl.GetProgram(ObjectName, Gl.ACTIVE_UNIFORMS, out uniformCount);
            // Get uniforms maximum length for name
            Gl.GetProgram(ObjectName, Gl.ACTIVE_UNIFORM_MAX_LENGTH, out uniformBufferSize);

            // Clear uniform mapping
            _UniformMap.Clear();
            _DefaultBlockUniformSlots = 0;

            // Collect uniform information
            for (uint i = 0; i < (uint)uniformCount; i++)
            {
                int uniformNameLength, uniformSize, uniformType;

                // Mono optimize StringBuilder capacity after P/Invoke... ensure enought room
                StringBuilder uNameBuilder = new StringBuilder(uniformBufferSize + 2);
                uNameBuilder.EnsureCapacity(uniformBufferSize);

                // Obtain active uniform informations
                Gl.GetActiveUniform(ObjectName, i, uniformBufferSize, out uniformNameLength, out uniformSize, out uniformType, uNameBuilder);

                string uniformName = uNameBuilder.ToString();

                // Obtain active uniform location
                int uLocation = Gl.GetUniformLocation(ObjectName, uniformName);

                UniformBinding uniformBinding = new UniformBinding(uniformName, i, uLocation, (ShaderUniformType)uniformType);

                // Map active uniform
                _UniformMap[uniformName] = uniformBinding;
                // Keep track of used slot
                _DefaultBlockUniformSlots += GetUniformSlotCount(uniformBinding.UniformType);
            }

            // Log uniform location mapping
            List <string> uniformNames = new List <string>(_UniformMap.Keys);

            // Make uniform list invariant respect the used driver (ease log comparation)
            uniformNames.Sort();

            sLog.Debug("Shader program active uniforms:");
            foreach (string uniformName in uniformNames)
            {
                sLog.Debug("\tUniform {0} (Type: {1}, Location: {2})", uniformName, _UniformMap[uniformName].UniformType, _UniformMap[uniformName].Location);
            }

            sLog.Debug("Shader program active uniform slots: {0}", _DefaultBlockUniformSlots);

            #endregion

            #region Collect Active Program Inputs

            // Get active inputs count
            int activeInputs;

            Gl.GetProgram(ObjectName, Gl.ACTIVE_ATTRIBUTES, out activeInputs);
            // Get inputs maximum length for name
            Gl.GetProgram(ObjectName, Gl.ACTIVE_ATTRIBUTE_MAX_LENGTH, out attributeBufferSize);

            // Clear input mapping
            _AttributesMap.Clear();

            // Collect input location mapping
            for (uint i = 0; i < (uint)activeInputs; i++)
            {
                StringBuilder nameBuffer = new StringBuilder(attributeBufferSize);
                int           nameLength, size, type;

                // Mono optimize StringBuilder capacity after P/Invoke... ensure enought room for the current loop
                nameBuffer.EnsureCapacity(attributeBufferSize);

                // Obtain active input informations
                Gl.GetActiveAttrib(ObjectName, i, attributeBufferSize, out nameLength, out size, out type, nameBuffer);
                // Obtain active input location
                string name = nameBuffer.ToString();

                int location = Gl.GetAttribLocation(ObjectName, name);
                // Map active input
                _AttributesMap[name] = new AttributeBinding((uint)location, (ShaderAttributeType)type);
            }

            // Log attribute mapping
            List <string> attributeNames = new List <string>(_AttributesMap.Keys);

            // Make attribute list invariant respect the used driver (ease log comparation)
            attributeNames.Sort();

            sLog.Debug("Shader program active attributes:");
            foreach (string attributeName in attributeNames)
            {
                sLog.Debug("\tAttribute {0} (Type: {1}, Location: {2})", attributeName, _AttributesMap[attributeName].Type, _AttributesMap[attributeName].Location);
            }

            #endregion

            #region Collect Fragment Locations

            if (ctx.Caps.GlExtensions.GpuShader4_EXT)
            {
                // Get fragment locations, just in the case automatically assigned
                foreach (string fragOutputName in new List <string>(_FragLocations.Keys))
                {
                    _FragLocations[fragOutputName] = Gl.GetFragDataLocation(ObjectName, fragOutputName);
                }
            }

            #endregion

            #region Collect Feedback Varyings

            if ((_FeedbackVaryings != null) && (_FeedbackVaryings.Count > 0))
            {
                if (ctx.Caps.GlExtensions.TransformFeedback2_ARB || ctx.Caps.GlExtensions.TransformFeedback_EXT)
                {
                    // Map active feedback
                    int feebackVaryings, feebackVaryingsMaxLength;

                    Gl.GetProgram(ObjectName, Gl.TRANSFORM_FEEDBACK_VARYINGS, out feebackVaryings);
                    Gl.GetProgram(ObjectName, Gl.TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, out feebackVaryingsMaxLength);

                    for (uint i = 0; i < feebackVaryings; i++)
                    {
                        StringBuilder sb = new StringBuilder(feebackVaryingsMaxLength);
                        int           length = 0, size = 0, type = 0;

                        Gl.GetTransformFeedbackVarying(ObjectName, (uint)i, feebackVaryingsMaxLength, out length, out size, out type, sb);
                        _FeedbacksMap.Add(sb.ToString(), new FeedbackBinding((ShaderAttributeType)type, (uint)size));
                    }
                }
                else if (ctx.Caps.GlExtensions.TransformFeedback2_NV)
                {
                    // Activate varyings
                    foreach (string feedbackVaryingName in _FeedbackVaryings)
                    {
                        Gl.ActiveVaryingNV(ObjectName, feedbackVaryingName);
                    }

                    // Map active feedback
                    int feebackVaryings, feebackVaryingsMaxLength;

                    Gl.GetProgram(ObjectName, Gl.ACTIVE_VARYINGS_NV, out feebackVaryings);
                    Gl.GetProgram(ObjectName, Gl.ACTIVE_VARYING_MAX_LENGTH_NV, out feebackVaryingsMaxLength);

                    for (uint i = 0; i < feebackVaryings; i++)
                    {
                        StringBuilder sb = new StringBuilder(feebackVaryingsMaxLength * 2);
                        int           length = 0, size = 0, type = 0;

                        Gl.GetActiveVaryingNV(ObjectName, (uint)i, feebackVaryingsMaxLength * 2, out length, out size, out type, sb);

                        _FeedbacksMap.Add(sb.ToString(), new FeedbackBinding((ShaderAttributeType)type, (uint)size));
                    }

                    // Specify feedback varyings
                    List <int> feedbackLocations = new List <int>();

                    foreach (string feedbackVaryingName in _FeedbackVaryings)
                    {
                        int location = Gl.GetVaryingLocationNV(ObjectName, feedbackVaryingName);

                        if (location >= 0)
                        {
                            feedbackLocations.Add(location);
                        }
                    }

                    Gl.TransformFeedbackVaryingsNV(ObjectName, feedbackLocations.ToArray(), (int)cctx.FeedbackVaryingsFormat);

                    // Map active feedback
                }

                Debug.Assert(_FeedbacksMap.Count > 0);

                // Log feedback mapping
                sLog.Debug("Shader program active feedbacks:");
                foreach (string feedbackName in _FeedbacksMap.Keys)
                {
                    sLog.Debug("\tFeedback {0} (Type: {1})", feedbackName, _FeedbacksMap[feedbackName].Type);
                }
            }

            #endregion
        }
示例#4
0
		/// <summary>
		/// Link this ShaderProgram.
		/// </summary>
		/// <param name="ctx">
		/// A <see cref="GraphicsContext"/> used for linking this ShaderProgram.
		/// </param>
		/// <param name="cctx">
		/// A <see cref="ShaderCompilerContext"/> that specify additional compiler parameters.
		/// </param>
		/// <remarks>
		/// <para>
		/// Generate shader program source code, compile and link it. After a successfull
		/// link, obtain every information about active uniform and input variables.
		/// </para>
		/// <para>
		/// This routine generate the source code of each attached ShaderObject instance and
		/// compile it. This step is performed only if really required (tendentially every
		/// shader object is already compiled).
		/// </para>
		/// <para>
		/// After having compiled every attached shader object, it's performed the linkage between
		/// shader objects. After this process the ShaderProgram instance can be bound to issue
		/// rendering commands.
		/// </para>
		/// </remarks>
		/// <exception cref="InvalidOperationException">
		/// Exception thrown in the case this ShaderProgram is already linked.
		/// </exception>
		/// <exception cref="ShaderException">
		/// Exception throw in the case this ShaderProgram is not linkable.
		/// </exception>
		private void Link(GraphicsContext ctx, ShaderCompilerContext cctx)
		{
			if (ctx == null)
				throw new ArgumentNullException("ctx");
			if (cctx == null)
				throw new ArgumentNullException("cctx");
			
			// Using a deep copy of the shader compiler context, since it will be modified by this ShaderProgram
			// instance and the attached ShaderObject instances
			cctx = new ShaderCompilerContext(cctx);
			
			#region Compile and Attach Shader Objects
			
			// Ensure cached shader objects
			foreach (ShaderObject shaderObject in _ProgramObjects) {
				// Create shader object, if necessary
				if (shaderObject.Exists(ctx) == false)
					shaderObject.Create(ctx, cctx);
				// Attach shader object
				Gl.AttachShader(ObjectName, shaderObject.ObjectName);
			}

			#endregion

			#region Transform Feedback Definition

			IntPtr[] feedbackVaryingsPtrs = null;

			if ((_FeedbackVaryings != null) && (_FeedbackVaryings.Count > 0)) {
				sLog.Debug("Feedback varyings ({0}):", cctx.FeedbackVaryingsFormat);
				sLog.Indent();
				foreach (string feedbackVarying in _FeedbackVaryings)
					sLog.Debug("- {0}", feedbackVarying);
				sLog.Unindent();

				if (ctx.Caps.GlExtensions.TransformFeedback2_ARB || ctx.Caps.GlExtensions.TransformFeedback_EXT) {
					string[] feedbackVaryings = _FeedbackVaryings.ToArray();

					// Bug in NVIDIA drivers? Not exactly, but the NVIDIA driver hold the 'feedbackVaryings' pointer untill
					// glLinkProgram is executed, causing linker errors like 'duplicate varying names are not allowed' or garbaging
					// part of the returned strings via glGetTransformFeedbackVarying
					feedbackVaryingsPtrs = feedbackVaryings.AllocHGlobal();

					// Specify feedback varyings
					Gl.TransformFeedbackVaryings(ObjectName, feedbackVaryingsPtrs, (int)cctx.FeedbackVaryingsFormat);
				} else if (ctx.Caps.GlExtensions.TransformFeedback2_NV) {
					// Nothing to do ATM
				} else
					throw new InvalidOperationException("transform feedback not supported");
			}

			#endregion

			#region Bind Fragment Locations

			if (ctx.Caps.GlExtensions.GpuShader4_EXT) {
				// Setup fragment locations, where defined
				foreach (KeyValuePair<string, int> pair in _FragLocations) {
					if (pair.Value >= 0)
						Gl.BindFragDataLocation(ObjectName, (uint) pair.Value, pair.Key);
				}
			}

			#endregion

			#region Link Shader Program Objects

			int lStatus;

			sLog.Debug("Link shader program {0}", Identifier ?? "<Unnamed>");

			// Link shader program
			Gl.LinkProgram(ObjectName);
			// Check for linking errors
			Gl.GetProgram(ObjectName, Gl.LINK_STATUS, out lStatus);

			// Release feedback varyings unmanaged memory
			if (feedbackVaryingsPtrs != null)
				feedbackVaryingsPtrs.FreeHGlobal();

			if (lStatus != Gl.TRUE) {
				const int MaxInfoLength = 4096;

				StringBuilder logInfo = new StringBuilder(MaxInfoLength);
				int logLength;

				// Obtain compilation log
				Gl.GetProgramInfoLog(ObjectName, MaxInfoLength, out logLength, logInfo);

				// Stop link process
				StringBuilder sb = new StringBuilder(logInfo.Capacity);

				string[] compilerLogLines = logInfo.ToString().Split(new char[] {'\n'}, StringSplitOptions.RemoveEmptyEntries);
				foreach (string logLine in compilerLogLines)
					sb.AppendLine("  $ " + logLine);

				sLog.Error("Shader program \"{0}\" linkage failed: {1}", Identifier ?? "<Unnamed>", sb.ToString());

				throw new ShaderException("shader program is not valid. Linker output for {0}: {1}\n", Identifier ?? "<Unnamed>", sb.ToString());
			}
			// Set linked flag
			_Linked = true;

			#endregion

			#region Collect Active Program Uniforms

			int uniformBufferSize, attributeBufferSize;
			int uniformCount;

			// Get active uniforms count
			Gl.GetProgram(ObjectName, Gl.ACTIVE_UNIFORMS, out uniformCount);
			// Get uniforms maximum length for name
			Gl.GetProgram(ObjectName, Gl.ACTIVE_UNIFORM_MAX_LENGTH, out uniformBufferSize);

			// Clear uniform mapping
			_UniformMap.Clear();
			_DefaultBlockUniformSlots = 0;

			// Collect uniform information
			for (uint i = 0; i < (uint)uniformCount; i++) {
				int uniformNameLength, uniformSize, uniformType;

				// Mono optimize StringBuilder capacity after P/Invoke... ensure enought room
				StringBuilder uNameBuilder = new StringBuilder(uniformBufferSize + 2);
				uNameBuilder.EnsureCapacity(uniformBufferSize);

				// Obtain active uniform informations
				Gl.GetActiveUniform(ObjectName, i, uniformBufferSize, out uniformNameLength, out uniformSize, out uniformType, uNameBuilder);

				string uniformName = uNameBuilder.ToString();

				// Obtain active uniform location
				int uLocation = Gl.GetUniformLocation(ObjectName, uniformName);

				UniformBinding uniformBinding = new UniformBinding(uniformName, i, uLocation, (ShaderUniformType)uniformType);

				// Map active uniform
				_UniformMap[uniformName] = uniformBinding;
				// Keep track of used slot
				_DefaultBlockUniformSlots += GetUniformSlotCount(uniformBinding.UniformType);
			}

			// Log uniform location mapping
			List<string> uniformNames = new List<string>(_UniformMap.Keys);

			// Make uniform list invariant respect the used driver (ease log comparation)
			uniformNames.Sort();

			sLog.Debug("Shader program active uniforms:");
			foreach (string uniformName in uniformNames)
				sLog.Debug("\tUniform {0} (Type: {1}, Location: {2})", uniformName, _UniformMap[uniformName].UniformType, _UniformMap[uniformName].Location);

			sLog.Debug("Shader program active uniform slots: {0}", _DefaultBlockUniformSlots);

			#endregion

			#region Collect Active Program Inputs

			// Get active inputs count
			int activeInputs;

			Gl.GetProgram(ObjectName, Gl.ACTIVE_ATTRIBUTES, out activeInputs);
			// Get inputs maximum length for name
			Gl.GetProgram(ObjectName, Gl.ACTIVE_ATTRIBUTE_MAX_LENGTH, out attributeBufferSize);

			// Clear input mapping
			_AttributesMap.Clear();

			// Collect input location mapping
			for (uint i = 0; i < (uint)activeInputs; i++) {
				StringBuilder nameBuffer = new StringBuilder(attributeBufferSize);
				int nameLength, size, type;

				// Mono optimize StringBuilder capacity after P/Invoke... ensure enought room for the current loop
				nameBuffer.EnsureCapacity(attributeBufferSize);

				// Obtain active input informations
				Gl.GetActiveAttrib(ObjectName, i, attributeBufferSize, out nameLength, out size, out type, nameBuffer);
				// Obtain active input location
				string name = nameBuffer.ToString();

				int location = Gl.GetAttribLocation(ObjectName, name);
				// Map active input
				_AttributesMap[name] = new AttributeBinding((uint)location, (ShaderAttributeType)type);
			}

			// Log attribute mapping
			List<string> attributeNames = new List<string>(_AttributesMap.Keys);

			// Make attribute list invariant respect the used driver (ease log comparation)
			attributeNames.Sort();

			sLog.Debug("Shader program active attributes:");
			foreach (string attributeName in attributeNames)
				sLog.Debug("\tAttribute {0} (Type: {1}, Location: {2})", attributeName, _AttributesMap[attributeName].Type, _AttributesMap[attributeName].Location);

			#endregion

			#region Collect Fragment Locations

			if (ctx.Caps.GlExtensions.GpuShader4_EXT) {
				// Get fragment locations, just in the case automatically assigned
				foreach (string fragOutputName in new List<string>(_FragLocations.Keys))
					_FragLocations[fragOutputName] = Gl.GetFragDataLocation(ObjectName, fragOutputName);
			}

			#endregion
			
			#region Collect Feedback Varyings
			
			if ((_FeedbackVaryings != null) && (_FeedbackVaryings.Count > 0)) {
				if (ctx.Caps.GlExtensions.TransformFeedback2_ARB || ctx.Caps.GlExtensions.TransformFeedback_EXT) {
					// Map active feedback
					int feebackVaryings, feebackVaryingsMaxLength;

					Gl.GetProgram(ObjectName, Gl.TRANSFORM_FEEDBACK_VARYINGS, out feebackVaryings);
					Gl.GetProgram(ObjectName, Gl.TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH, out feebackVaryingsMaxLength);

					for (uint i = 0; i < feebackVaryings; i++) {
						StringBuilder sb = new StringBuilder(feebackVaryingsMaxLength);
						int length = 0, size = 0, type = 0;

						Gl.GetTransformFeedbackVarying(ObjectName, (uint)i, feebackVaryingsMaxLength, out length, out size, out type, sb);
						_FeedbacksMap.Add(sb.ToString(), new FeedbackBinding((ShaderAttributeType)type, (uint)size));
					}
				} else if (ctx.Caps.GlExtensions.TransformFeedback2_NV) {
					// Activate varyings
					foreach (string feedbackVaryingName in _FeedbackVaryings) {
						Gl.ActiveVaryingNV(ObjectName, feedbackVaryingName);
					}
					
					// Map active feedback
					int feebackVaryings, feebackVaryingsMaxLength;

					Gl.GetProgram(ObjectName, Gl.ACTIVE_VARYINGS_NV, out feebackVaryings);
					Gl.GetProgram(ObjectName, Gl.ACTIVE_VARYING_MAX_LENGTH_NV, out feebackVaryingsMaxLength);

					for (uint i = 0; i < feebackVaryings; i++) {
						StringBuilder sb = new StringBuilder(feebackVaryingsMaxLength * 2);
						int length = 0, size = 0, type = 0;

						Gl.GetActiveVaryingNV(ObjectName, (uint)i, feebackVaryingsMaxLength * 2, out length, out size, out type, sb);

						_FeedbacksMap.Add(sb.ToString(), new FeedbackBinding((ShaderAttributeType)type, (uint)size));
					}

					// Specify feedback varyings
					List<int> feedbackLocations = new List<int>();

					foreach (string feedbackVaryingName in _FeedbackVaryings) {
						int location = Gl.GetVaryingLocationNV(ObjectName, feedbackVaryingName);

						if (location >= 0)
							feedbackLocations.Add(location);
					}

					Gl.TransformFeedbackVaryingsNV(ObjectName, feedbackLocations.ToArray(), (int)cctx.FeedbackVaryingsFormat);

					// Map active feedback

				}

				Debug.Assert(_FeedbacksMap.Count > 0);

				// Log feedback mapping
				sLog.Debug("Shader program active feedbacks:");
				foreach (string feedbackName in _FeedbacksMap.Keys)
					sLog.Debug("\tFeedback {0} (Type: {1})", feedbackName, _FeedbacksMap[feedbackName].Type);
			}
			
			#endregion
		}