void GLSLProgram::setTransformFeedbackVaryings(const std::vector<String>& nameStrings) { // Get program object ID. GLuint programId; if (Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS)) { //TODO include tessellation stages GLSLShader* glslGpuProgram = getGeometryShader(); if (!glslGpuProgram) glslGpuProgram = getVertexShader(); programId = glslGpuProgram->getGLProgramHandle(); // force re-link GpuProgramManager::getSingleton().removeMicrocodeFromCache(glslGpuProgram->_getHash()); glslGpuProgram->setLinked(false); } else { programId = getGLProgramHandle(); // force re-link GpuProgramManager::getSingleton().removeMicrocodeFromCache(getCombinedHash()); } mLinked = false; // Convert to const char * for GL std::vector<const char*> names; for (uint e = 0; e < nameStrings.size(); e++) { names.push_back(nameStrings[e].c_str()); } // TODO replace glTransformFeedbackVaryings with in-shader specification (GL 4.4) OGRE_CHECK_GL_ERROR(glTransformFeedbackVaryings(programId, nameStrings.size(), &names[0], GL_INTERLEAVED_ATTRIBS)); #if OGRE_DEBUG_MODE activate(); // Check if varyings were successfully set. GLchar Name[64]; GLsizei Length(0); GLsizei Size(0); GLenum Type(0); // bool Validated = false; for (size_t i = 0; i < nameStrings.size(); i++) { OGRE_CHECK_GL_ERROR( glGetTransformFeedbackVarying(programId, i, 64, &Length, &Size, &Type, Name)); LogManager::getSingleton().stream() << "Varying " << i << ": " << Name << " " << Length << " " << Size << " " << Type; // Validated = (Size == 1) && (Type == GL_FLOAT_VEC3); // std::cout << Validated << " " << GL_FLOAT_VEC3 << std::endl; } #endif }
void GL3PlusRenderToVertexBuffer::bindVerticesOutput(Pass* pass) { VertexDeclaration* declaration = mVertexData->vertexDeclaration; size_t elemCount = declaration->getElementCount(); if (elemCount == 0) return; // Get program object ID. GLuint programId = 0; if (Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS)) { GLSLSeparableProgram* separableProgram = GLSLSeparableProgramManager::getSingleton().getCurrentSeparableProgram(); GLSLShader* glslGpuProgram = 0; if ((glslGpuProgram = separableProgram->getGeometryShader())) programId = glslGpuProgram->getGLProgramHandle(); //TODO include tessellation stages else // vertex program programId = separableProgram->getVertexShader()->getGLProgramHandle(); } else { GLSLMonolithicProgram* monolithicProgram = GLSLMonolithicProgramManager::getSingleton().getActiveMonolithicProgram(); programId = monolithicProgram->getGLProgramHandle(); } // Store the output in a buffer. The buffer has the same // structure as the shader output vertex data. // Note: 64 is the minimum number of interleaved // attributes allowed by GL_EXT_transform_feedback so we // are using it. Otherwise we could query during // rendersystem initialisation and use a dynamic sized // array. But that would require C99. size_t sourceBufferIndex = mTargetBufferIndex == 0 ? 1 : 0; // Bind and fill vertex arrays + buffers. reallocateBuffer(sourceBufferIndex); reallocateBuffer(mTargetBufferIndex); // GL3PlusHardwareVertexBuffer* sourceVertexBuffer = static_cast<GL3PlusHardwareVertexBuffer*>(mVertexBuffers[mSourceBufferIndex].getPointer()); // GL3PlusHardwareVertexBuffer* targetVertexBuffer = static_cast<GL3PlusHardwareVertexBuffer*>(mVertexBuffers[mTargetBufferIndex].getPointer()); //TODO GL4+ glBindTransformFeedback // Dynamically determine shader output variable names. std::vector<String> nameStrings; std::vector<const GLchar*> names; for (uint e = 0; e < elemCount; e++) { const VertexElement* element = declaration->getElement(e); String name = getSemanticVaryingName(element->getSemantic(), element->getIndex()); nameStrings.push_back(name); } // Convert to const char * for GL for (uint e = 0; e < elemCount; e++) { names.push_back(nameStrings[e].c_str()); } //TODO replace glTransformFeedbackVaryings with in-shader specification (GL 4.4) OGRE_CHECK_GL_ERROR(glTransformFeedbackVaryings(programId, elemCount, &names[0], GL_INTERLEAVED_ATTRIBS)); if (Root::getSingleton().getRenderSystem()->getCapabilities()->hasCapability(RSC_SEPARATE_SHADER_OBJECTS)) { GLSLSeparableProgram* separableProgram = GLSLSeparableProgramManager::getSingleton().getCurrentSeparableProgram(); separableProgram->activate(); } else { OGRE_CHECK_GL_ERROR(glLinkProgram(programId)); } #if OGRE_DEBUG_MODE // Check if program linking was successful. GLint didLink = 0; OGRE_CHECK_GL_ERROR(glGetProgramiv(programId, GL_LINK_STATUS, &didLink)); logObjectInfo(String("RVB GLSL link result : "), programId); if (glIsProgram(programId)) { glValidateProgram(programId); } logObjectInfo(String("RVB GLSL validation result : "), programId); // Check if varyings were successfully set. GLchar Name[64]; GLsizei Length(0); GLsizei Size(0); GLenum Type(0); // bool Validated = false; for (size_t i = 0; i < elemCount; i++) { OGRE_CHECK_GL_ERROR(glGetTransformFeedbackVarying( programId, i, 64, &Length, &Size, &Type, Name )); std::cout << "Varying " << i << ": " << Name <<" "<< Length <<" "<< Size <<" "<< Type << std::endl; // Validated = (Size == 1) && (Type == GL_FLOAT_VEC3); // std::cout << Validated << " " << GL_FLOAT_VEC3 << std::endl; } #endif }