OpenGLRenderer/Program: Add query methods

This commit is contained in:
Jérôme Leclercq 2021-05-26 22:20:50 +02:00
parent 7fe60026be
commit 948f0517ea
3 changed files with 144 additions and 1 deletions

View File

@ -85,6 +85,9 @@ typedef void (GL_APIENTRYP PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const G
cb(glGenVertexArrays, PFNGLGENVERTEXARRAYSPROC) \
cb(glGenerateMipmap, PFNGLGENERATEMIPMAPPROC) \
cb(glGetActiveUniform, PFNGLGETACTIVEUNIFORMPROC) \
cb(glGetActiveUniformsiv, PFNGLGETACTIVEUNIFORMSIVPROC) \
cb(glGetActiveUniformBlockiv, PFNGLGETACTIVEUNIFORMBLOCKIVPROC) \
cb(glGetActiveUniformBlockName, PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) \
cb(glGetBooleanv, PFNGLGETBOOLEANVPROC) \
cb(glGetBufferParameteriv, PFNGLGETBUFFERPARAMETERIVPROC) \
cb(glGetError, PFNGLGETERRORPROC) \
@ -105,6 +108,7 @@ typedef void (GL_APIENTRYP PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const G
cb(glGetUniformLocation, PFNGLGETUNIFORMLOCATIONPROC) \
cb(glGetUniformfv, PFNGLGETUNIFORMFVPROC) \
cb(glGetUniformiv, PFNGLGETUNIFORMIVPROC) \
cb(glGetUniformBlockIndex, PFNGLGETUNIFORMBLOCKINDEXPROC) \
cb(glIsEnabled, PFNGLISENABLEDPROC) \
cb(glLineWidth, PFNGLLINEWIDTHPROC) \
cb(glLinkProgram, PFNGLLINKPROGRAMPROC) \

View File

@ -26,7 +26,18 @@ namespace Nz::GL
inline void AttachShader(GLuint shader);
inline void Get(GLenum pname, GLint* params) const;
inline void GetActiveUniform(GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) const;
inline void GetActiveUniformBlock(GLuint uniformBlockIndex, GLenum pname, GLint* params) const;
inline std::vector<GLint> GetActiveUniformBlockUniformIndices(GLuint uniformBlockIndex) const;
inline void GetActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName) const;
inline std::string GetActiveUniformBlockName(GLuint uniformBlockIndex) const;
inline std::string GetActiveUniformName(GLuint index) const;
inline std::vector<GLint> GetActiveUniforms(GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname) const;
inline void GetActiveUniforms(GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) const;
inline bool GetLinkStatus(std::string* error = nullptr) const;
inline GLuint GetUniformBlockIndex(const char* uniformBlockName) const;
inline GLuint GetUniformBlockIndex(const std::string& uniformBlockName) const;
inline GLint GetUniformLocation(const char* uniformName) const;
inline GLint GetUniformLocation(const std::string& uniformName) const;

View File

@ -11,11 +11,126 @@ namespace Nz::GL
inline void Program::AttachShader(GLuint shader)
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
context.glAttachShader(m_objectId, shader);
}
inline void Program::Get(GLenum pname, GLint* params) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
return context.glGetProgramiv(m_objectId, pname, params);
}
inline void Program::GetActiveUniform(GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type, GLchar* name) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
return context.glGetActiveUniform(m_objectId, index, bufSize, length, size, type, name);
}
inline void Program::GetActiveUniformBlock(GLuint uniformBlockIndex, GLenum pname, GLint* params) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
return context.glGetActiveUniformBlockiv(m_objectId, uniformBlockIndex, pname, params);
}
inline std::vector<GLint> Program::GetActiveUniformBlockUniformIndices(GLuint uniformBlockIndex) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
std::vector<GLint> uniformIndices;
GLint activeUniformCount = 0;
context.glGetActiveUniformBlockiv(m_objectId, uniformBlockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &activeUniformCount);
if (activeUniformCount > 0)
{
uniformIndices.resize(static_cast<std::size_t>(activeUniformCount));
context.glGetActiveUniformBlockiv(m_objectId, uniformBlockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, uniformIndices.data());
}
return uniformIndices;
}
inline void Program::GetActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length, GLchar* uniformBlockName) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
return context.glGetActiveUniformBlockName(m_objectId, uniformBlockIndex, bufSize, length, uniformBlockName);
}
inline std::vector<GLint> Program::GetActiveUniforms(GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
std::vector<GLint> values(uniformCount);
context.glGetActiveUniformsiv(m_objectId, uniformCount, uniformIndices, pname, values.data());
return values;
}
inline void Program::GetActiveUniforms(GLsizei uniformCount, const GLuint* uniformIndices, GLenum pname, GLint* params) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
return context.glGetActiveUniformsiv(m_objectId, uniformCount, uniformIndices, pname, params);
}
inline std::string Program::GetActiveUniformBlockName(GLuint uniformBlockIndex) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
std::string name;
GLint nameLength = 0;
context.glGetActiveUniformBlockiv(m_objectId, uniformBlockIndex, GL_UNIFORM_BLOCK_NAME_LENGTH, &nameLength);
if (nameLength > 0)
{
name.resize(nameLength);
context.glGetActiveUniformBlockName(m_objectId, uniformBlockIndex, nameLength + 1, nullptr, name.data());
}
return name;
}
inline std::string Program::GetActiveUniformName(GLuint index) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
std::string name;
GLint maxNameLength = 0;
context.glGetProgramiv(m_objectId, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxNameLength);
if (maxNameLength > 0)
{
name.resize(maxNameLength);
GLsizei length;
GLint size;
GLenum type;
context.glGetActiveUniform(m_objectId, index, maxNameLength, &length, &size, &type, name.data());
name.resize(length);
}
return name;
}
inline bool Program::GetLinkStatus(std::string* error) const
{
assert(m_objectId);
@ -45,6 +160,19 @@ namespace Nz::GL
return true;
}
inline GLuint Program::GetUniformBlockIndex(const char* uniformBlockName) const
{
assert(m_objectId);
const Context& context = EnsureDeviceContext();
return context.glGetUniformBlockIndex(m_objectId, uniformBlockName);
}
inline GLuint Program::GetUniformBlockIndex(const std::string& uniformBlockName) const
{
return GetUniformBlockIndex(uniformBlockName.c_str());
}
inline GLint Program::GetUniformLocation(const char* uniformName) const
{
assert(m_objectId);