diff options
author | Sven Gothel <[email protected]> | 2011-08-22 16:38:45 +0200 |
---|---|---|
committer | Sven Gothel <[email protected]> | 2011-08-22 16:38:45 +0200 |
commit | 87ff90fb03216737df70ff83246664b7fba2663e (patch) | |
tree | d62c0a3c95e2f1eabd9fa69a95c814c668c4ff15 /src/jogl/classes/com/jogamp/opengl/util | |
parent | 6602d8eb5af13dc317fff8e044db52c3388f99fa (diff) |
Fix regression of commit 6c346d98f04e2355210960fe9ffde47432f04d62, where VBO/attribute binding wasn't updated (VBO data written, shader change/switch attribute on same location) ; Optimized interleaved GLSL VBO binding, hence split up GLArrayHandler syncData/enableState
Diffstat (limited to 'src/jogl/classes/com/jogamp/opengl/util')
3 files changed, 86 insertions, 39 deletions
diff --git a/src/jogl/classes/com/jogamp/opengl/util/GLArrayDataClient.java b/src/jogl/classes/com/jogamp/opengl/util/GLArrayDataClient.java index 13c61766e..3600081bc 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/GLArrayDataClient.java +++ b/src/jogl/classes/com/jogamp/opengl/util/GLArrayDataClient.java @@ -162,7 +162,13 @@ public class GLArrayDataClient extends GLArrayDataWrapper implements GLArrayData // init/generate VBO name if not done yet init_vbo(gl); } - glArrayHandler.enableBuffer(gl, enable); + if(enable) { + glArrayHandler.syncData(gl, true); + glArrayHandler.enableState(gl, true); + } else { + glArrayHandler.enableState(gl, false); + glArrayHandler.syncData(gl, false); + } bufferEnabled = enable; } } diff --git a/src/jogl/classes/com/jogamp/opengl/util/GLArrayHandler.java b/src/jogl/classes/com/jogamp/opengl/util/GLArrayHandler.java index ee80c4299..b30e220bd 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/GLArrayHandler.java +++ b/src/jogl/classes/com/jogamp/opengl/util/GLArrayHandler.java @@ -11,13 +11,21 @@ import javax.media.opengl.*; public interface GLArrayHandler { /** - * Implementation shall ensure the buffers data is synchronized to the GPU - * and the array state is enabled. + * Implementation shall associate the data with the array + * and synchronize the data with the GPU. + * + * @param gl current GL object + * @param enable true if array data shall be valid, otherwise false. + */ + public void syncData(GL gl, boolean enable); + + /** + * Implementation shall enable or disable the array state. * * @param gl current GL object * @param enable true if array shall be enabled, otherwise false. */ - public void enableBuffer(GL gl, boolean enable); + public void enableState(GL gl, boolean enable); /** * Supporting interleaved arrays, where sub handlers may handle diff --git a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java index e8a547057..a2a012e08 100644 --- a/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java +++ b/src/jogl/classes/com/jogamp/opengl/util/glsl/ShaderState.java @@ -303,7 +303,7 @@ public class ShaderState { * @see #getAttribLocation(GL2ES2, String) * @see GL2ES2#glGetAttribLocation(int, String) */ - public int getAttribLocation(String name) { + public int getCachedAttribLocation(String name) { Integer idx = (Integer) activeAttribLocationMap.get(name); return (null!=idx)?idx.intValue():-1; } @@ -346,7 +346,7 @@ public class ShaderState { */ public void ownAttribute(GLArrayData attribute, boolean own) { if(own) { - final int location = getAttribLocation(attribute.getName()); + final int location = getCachedAttribLocation(attribute.getName()); if(0<=location) { attribute.setLocation(location); } @@ -363,7 +363,7 @@ public class ShaderState { /** * Binds a shader attribute to a location. * Multiple names can be bound to one location. - * The value will be cached and can be retrieved via {@link #getAttribLocation(String)} + * The value will be cached and can be retrieved via {@link #getCachedAttribLocation(String)} * before or after linking. * * @throws GLException if no program is attached @@ -371,7 +371,7 @@ public class ShaderState { * * @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String) * @see #getAttribLocation(GL2ES2, String) - * @see #getAttribLocation(String) + * @see #getCachedAttribLocation(String) */ public void bindAttribLocation(GL2ES2 gl, int location, String name) { if(null==shaderProgram) throw new GLException("No program is attached"); @@ -384,7 +384,7 @@ public class ShaderState { /** * Binds a shader {@link GLArrayData} attribute to a location. * Multiple names can be bound to one location. - * The value will be cached and can be retrieved via {@link #getAttribLocation(String)} + * The value will be cached and can be retrieved via {@link #getCachedAttribLocation(String)} * and {@link #getAttribute(String)}before or after linking. * The {@link GLArrayData}'s location will be set as well. * @@ -393,7 +393,7 @@ public class ShaderState { * * @see javax.media.opengl.GL2ES2#glBindAttribLocation(int, int, String) * @see #getAttribLocation(GL2ES2, String) - * @see #getAttribLocation(String) + * @see #getCachedAttribLocation(String) * @see #getAttribute(String) */ public void bindAttribLocation(GL2ES2 gl, int location, GLArrayData data) { @@ -403,24 +403,24 @@ public class ShaderState { } /** - * Gets the location of a shader attribute, - * either the cached value {@link #getAttribLocation(String)} if valid or - * the retrieved one {@link GL2ES2#glGetAttribLocation(int, String)}. - * In the latter case the value will be cached. + * Gets the location of a shader attribute.<br> + * Uses either the cached value {@link #getCachedAttribLocation(String)} if valid, + * or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.<br> + * The location will be cached. * * @return -1 if there is no such attribute available, * otherwise >= 0 * @throws GLException if no program is attached * @throws GLException if the program is not linked and no location was cached. * - * @see #getAttribLocation(String) + * @see #getCachedAttribLocation(String) * @see #bindAttribLocation(GL2ES2, int, GLArrayData) * @see #bindAttribLocation(GL2ES2, int, String) * @see GL2ES2#glGetAttribLocation(int, String) */ public int getAttribLocation(GL2ES2 gl, String name) { if(null==shaderProgram) throw new GLException("No program is attached"); - int location = getAttribLocation(name); + int location = getCachedAttribLocation(name); if(0>location) { if(!shaderProgram.linked()) throw new GLException("Program is not linked"); location = gl.glGetAttribLocation(shaderProgram.program(), name); @@ -439,11 +439,11 @@ public class ShaderState { } /** - * Gets the location of a shader attribute, - * either the cached value {@link #getAttribLocation(String)} if valid or - * the retrieved one {@link GL2ES2#glGetAttribLocation(int, String)}. - * In the latter case the value will be cached. - * The {@link GLArrayData}'s location will be set as well. + * Validates and returns the location of a shader attribute.<br> + * Uses either the cached value {@link #getCachedAttribLocation(String)} if valid, + * or the GLSL queried via {@link GL2ES2#glGetAttribLocation(int, String)}.<br> + * The location will be cached and set in the + * {@link GLArrayData} object. * * @return -1 if there is no such attribute available, * otherwise >= 0 @@ -451,7 +451,7 @@ public class ShaderState { * @throws GLException if no program is attached * @throws GLException if the program is not linked and no location was cached. * - * @see #getAttribLocation(String) + * @see #getCachedAttribLocation(String) * @see #bindAttribLocation(GL2ES2, int, GLArrayData) * @see #bindAttribLocation(GL2ES2, int, String) * @see GL2ES2#glGetAttribLocation(int, String) @@ -646,11 +646,7 @@ public class ShaderState { int location = data.getLocation(); if(0 > location) { location = getAttribLocation(gl, data); - } /* else { - done via enable .. - // ensure data is the current bound one - activeAttribDataMap.put(data.getName(), data); - } */ + } if(0 <= location) { // only pass the data, if the attribute exists in the current shader if(DEBUG) { @@ -805,6 +801,17 @@ public class ShaderState { // /** + * Gets the cached location of the shader uniform. + * + * @return -1 if there is no such uniform available, + * otherwise >= 0 + */ + public final int getCachedUniformLocation(String name) { + Integer idx = (Integer) activeUniformLocationMap.get(name); + return (null!=idx)?idx.intValue():-1; + } + + /** * Bind the {@link GLUniform} lifecycle to this ShaderState. * * <p>If a uniform location is cached it is promoted to the {@link GLUniformData} instance.</p> @@ -819,7 +826,7 @@ public class ShaderState { * @see #getUniform(String) */ public void ownUniform(GLUniformData uniform) { - final int location = getUniformLocation(uniform.getName()); + final int location = getCachedUniformLocation(uniform.getName()); if(0<=location) { uniform.setLocation(location); } @@ -832,8 +839,13 @@ public class ShaderState { } /** - * Gets the index of a shader uniform. - * This must be done when the program is in use ! + * Gets the location of a shader uniform.<br> + * Uses either the cached value {@link #getCachedUniformLocation(String)} if valid, + * or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.<br> + * The location will be cached. + * <p> + * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)}) + * must be in use ({@link #useProgram(GL2ES2, boolean) }) !</p> * * @return -1 if there is no such attribute available, * otherwise >= 0 @@ -845,9 +857,9 @@ public class ShaderState { * @see #getUniformLocation * @see ShaderProgram#glReplaceShader */ - protected final int getUniformLocation(GL2ES2 gl, String name) { + public final int getUniformLocation(GL2ES2 gl, String name) { if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); - int location = getUniformLocation(name); + int location = getCachedUniformLocation(name); if(0>location) { location = gl.glGetUniformLocation(shaderProgram.program(), name); if(0<=location) { @@ -861,11 +873,33 @@ public class ShaderState { return location; } - protected final int getUniformLocation(String name) { - Integer idx = (Integer) activeUniformLocationMap.get(name); - return (null!=idx)?idx.intValue():-1; - } + /** + * Validates and returns the location of a shader uniform.<br> + * Uses either the cached value {@link #getCachedUniformLocation(String)} if valid, + * or the GLSL queried via {@link GL2ES2#glGetUniformLocation(int, String)}.<br> + * The location will be cached and set in the + * {@link GLUniformData} object. + * <p> + * The current shader program ({@link #attachShaderProgram(GL2ES2, ShaderProgram)}) + * must be in use ({@link #useProgram(GL2ES2, boolean) }) !</p> + * + * @return -1 if there is no such attribute available, + * otherwise >= 0 + * @throws GLException is the program is not linked + * + * @see #glGetUniformLocation + * @see javax.media.opengl.GL2ES2#glGetUniformLocation + * @see #getUniformLocation + * @see ShaderProgram#glReplaceShader + */ + public int getUniformLocation(GL2ES2 gl, GLUniformData data) { + int location = getUniformLocation(gl, data.getName()); + data.setLocation(location); + activeUniformDataMap.put(data.getName(), data); + return location; + } + /** * Set the uniform data. * @@ -883,6 +917,7 @@ public class ShaderState { * * @see #glGetUniformLocation * @see javax.media.opengl.GL2ES2#glGetUniformLocation + * @see javax.media.opengl.GL2ES2#glUniform * @see #getUniformLocation * @see ShaderProgram#glReplaceShader */ @@ -890,10 +925,8 @@ public class ShaderState { if(!shaderProgram.inUse()) throw new GLException("Program is not in use"); int location = data.getLocation(); if(0>location) { - location = getUniformLocation(gl, data.getName()); - data.setLocation(location); + location = getUniformLocation(gl, data); } - activeUniformDataMap.put(data.getName(), data); if(0<=location) { // only pass the data, if the uniform exists in the current shader if(DEBUG) { |