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#include "stdfx/shaderfx.h"

// TnzStdfx includes
#include "stdfx.h"
#include "stdfx/shaderinterface.h"
#include "stdfx/shadingcontext.h"

// TnzBase includes
#include "tfxparam.h"
#include "tparamset.h"
#include "trenderresourcemanager.h"
#include "trenderer.h"

// TnzCore includes
#include "tthread.h"
#include "tfilepath.h"
#include "tstream.h"
#include "tfunctorinvoker.h"
#include "tmsgcore.h"

// Qt includes
#include <QDir>
#include <QGLShaderProgram>
#include <QCoreApplication>

// Glew include
#include <GL/glew.h>

// tcg includes
#include "tcg/tcg_function_types.h"
#include "tcg/tcg_unique_ptr.h"

// Boost includes
#include <boost/any.hpp>
#include <boost/iterator/transform_iterator.hpp>
#include <boost/ptr_container/ptr_vector.hpp>

// Diagnostics include
//#define DIAGNOSTICS
#ifdef DIAGNOSTICS
#include "diagnostics.h"
#endif

//===================================================

//    Forward Declarations

class ShaderFxDeclaration;

//===================================================

//****************************************************************************
//    Local Namespace  stuff
//****************************************************************************

namespace
{

// Classes

struct ContextLocker {
	ShadingContext &m_ctx;
	bool m_locked;

public:
	ContextLocker(ShadingContext &ctx)
		: m_ctx(ctx), m_locked(false) { relock(); }
	~ContextLocker()
	{
		if (m_locked)
			unlock();
	}

	void relock()
	{
		assert(!m_locked), m_locked = true;
		m_ctx.makeCurrent();
	}

	void unlock()
	{
		assert(m_locked), m_locked = false;
		m_ctx.doneCurrent();
	}
};

struct ProgramBinder {
	QGLShaderProgram *m_prog;

public:
	ProgramBinder(QGLShaderProgram *prog) : m_prog(prog) { m_prog->bind(); }
	~ProgramBinder() { m_prog->release(); }
};

struct RectF {
	GLfloat m_val[4];
	RectF(GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1) { m_val[0] = x0, m_val[1] = y0, m_val[2] = x1, m_val[3] = y1; }
	RectF(const TRectD &rect) { m_val[0] = rect.x0, m_val[1] = rect.y0, m_val[2] = rect.x1, m_val[3] = rect.y1; }

	operator TRectD() const { return TRectD(m_val[0], m_val[1], m_val[2], m_val[3]); }
	bool operator==(const RectF &rect) const { return (memcmp(m_val, rect.m_val, sizeof(this)) == 0); }
};

struct AffineF {
	GLfloat m_val[9];
	operator TAffine() const { return TAffine(m_val[0], m_val[3], m_val[6], m_val[1], m_val[4], m_val[7]); }
	// Observe that mat3 from GLSL stores elements column-wise; this explains the weird indexing
};

// Global Variables

typedef std::map<QString, ShaderFxDeclaration *> FxDeclarationsMap;
FxDeclarationsMap l_shaderFxDeclarations;

enum Measures { NONE,
				PERCENT,
				LENGTH,
				ANGLE,
				MEASURESCOUNT };

static const std::string l_measureNames[MEASURESCOUNT] = {
	"", "percentage", "fxLength", "angle"};

static const TParamUIConcept::Type l_conceptTypes[ShaderInterface::CONCEPTSCOUNT - ShaderInterface::UI_CONCEPTS] = {
	TParamUIConcept::RADIUS, TParamUIConcept::WIDTH, TParamUIConcept::ANGLE, TParamUIConcept::POINT,
	TParamUIConcept::POINT_2, TParamUIConcept::VECTOR, TParamUIConcept::POLAR, TParamUIConcept::SIZE,
	TParamUIConcept::QUAD, TParamUIConcept::RECT};

// Functions

inline bool isObsolete(const TFilePath &fp, const QDateTime &lastModified)
{
	QFileInfo fInfo(QString::fromStdWString(fp.getWideString()));
	return (lastModified != fInfo.lastModified());
}

inline TRectD tileRect(const TTile &tile)
{
	const TDimension &dim = tile.getRaster()->getSize();
	return TRectD(tile.m_pos, TDimensionD(dim.lx, dim.ly));
}

inline void ceilRect(TRectD &rect)
{
	rect.x0 = tfloor(rect.x0), rect.y0 = tfloor(rect.y0);
	rect.x1 = tceil(rect.x1), rect.y1 = tceil(rect.y1);
}

} // namespace

//****************************************************************************
//    Shader Fx  declaration
//****************************************************************************

class ShaderFx : public TStandardZeraryFx
{
	FX_PLUGIN_DECLARATION(ShaderFx)

	const ShaderInterface *m_shaderInterface;	  //!< Shader fx 'description'.
	std::vector<boost::any> m_params;			   //!< Parameters for the shader fx. The actual parameter
												   //!< type depends on the shader interface declaration.
	std::vector<TParamUIConcept> m_uiConcepts;	 //!< UI concepts related to m_params.
	boost::ptr_vector<TRasterFxPort> m_inputPorts; //!< Input ports for the shader fx.

public:
	ShaderFx() : m_shaderInterface() { assert(false); } // Necessary due to TPersist inheritance, but must NOT be used
	ShaderFx(const ShaderInterface *shaderInterface)
		: m_shaderInterface(shaderInterface) { initialize(); }

	//void setShaderInterface(const ShaderInterface& shaderInterface);
	void initialize();

	void getParamUIs(TParamUIConcept *&params, int &length);
	bool doGetBBox(double frame, TRectD &bBox, const TRenderSettings &info);
	bool canHandle(const TRenderSettings &info, double frame);

	void doDryCompute(TRectD &rect, double frame, const TRenderSettings &ri);
	void doCompute(TTile &tile, double frame, const TRenderSettings &ri);

private:
	QGLShaderProgram *touchShaderProgram(
		const ShaderInterface::ShaderData &sd,
		ShadingContext &context,
		int varyingsCount = 0, const GLchar **varyings = 0);

	void bindParameters(QGLShaderProgram *shaderProgram, double frame);

	void bindWorldTransform(QGLShaderProgram *shaderProgram, const TAffine &worldToDst);

	void getInputData(const TRectD &rect, double frame, const TRenderSettings &ri,
					  std::vector<TRectD> &inputRects, std::vector<TAffine> &inputAffines,
					  ShadingContext &context);
};

//****************************************************************************
//    ShaderFxDeclaration  definition
//****************************************************************************

class ShaderFxDeclaration : public TFxDeclaration
{
	ShaderInterface m_shaderInterface;

public:
	ShaderFxDeclaration(const ShaderInterface &shaderInterface)
		: TFxDeclaration(TFxInfo(
			  shaderInterface.mainShader().m_name.toStdString(), false)),
		  m_shaderInterface(shaderInterface) {}

	TPersist *create() const
	{
		return new ShaderFx(&m_shaderInterface);
	}
};

//****************************************************************************
//    ShadingContextManager  definition
//****************************************************************************

class ShadingContextManager : public QObject
{
	mutable QMutex m_mutex;

	ShadingContext m_shadingContext;
	TAtomicVar m_activeRenderInstances;

public:
	ShadingContextManager()
	{
		/*
      The ShadingContext's QGLPixelBuffer must be destroyed *before* the global QApplication
      is. So, we will attach to a suitable parent object whose lifespan is shorter.

      FYI - yes, this approach was adopted after a long and PAINFUL wrestling session with Qt.
      Suggestions are welcome as this is a tad beyond ridiculous...
    */

		QObject *mainScopeBoundObject = QCoreApplication::instance()->findChild<QObject *>("mainScope");

		assert(thread() == mainScopeBoundObject->thread()); // Parent object must be in the same thread,
		setParent(mainScopeBoundObject);					// otherwise reparenting fails
	}

	static ShadingContextManager *instance()
	{
		static ShadingContextManager *theManager = new ShadingContextManager;
		return theManager;
	}

	QMutex *mutex() const { return &m_mutex; }

	const ShadingContext &shadingContext() const { return m_shadingContext; }
	ShadingContext &shadingContext() { return m_shadingContext; }

	void onRenderInstanceStart()
	{
		++m_activeRenderInstances;
	}

	void onRenderInstanceEnd()
	{
		if (--m_activeRenderInstances == 0) {
			QMutexLocker mLocker(&m_mutex);

			// Release the shading context's output buffer
			::ContextLocker cLocker(m_shadingContext);
			m_shadingContext.resize(0, 0);

#ifdef DIAGNOSTICS
			DIAGNOSTICS_DUMP("ShaderLogs");
			DIAGNOSTICS_CLEAR;
#endif
		}
	}

	ShadingContext::Support touchSupport()
	{
		struct {
			ShadingContextManager *m_this;
			ShadingContext::Support support()
			{
				QMutexLocker mLocker(&m_this->m_mutex);
				::ContextLocker cLocker(m_this->m_shadingContext);

				return ShadingContext::support();
			}
		} locals = {this};

		static ShadingContext::Support sup = locals.support();

		static bool sentMsg = false;
		if (!sentMsg) {
			switch (sup) {
			case ShadingContext::NO_PIXEL_BUFFER:
				DVGui::warning(QGLShaderProgram::tr(
					"This system configuration does not support OpenGL Pixel Buffers. Shader Fxs will not be able to render."));
				break;

			case ShadingContext::NO_SHADERS:
				DVGui::warning(QGLShaderProgram::tr(
					"This system configuration does not support OpenGL Shader Programs. Shader Fxs will not be able to render."));
				break;
			}

			sentMsg = true;
		}

		return sup;
	}
};

template class DV_EXPORT_API TFxDeclarationT<ShaderFx>;

//****************************************************************************
//    ShadingContextManagerDelegate  definition
//****************************************************************************

class MessageCreateContext : public TThread::Message
{
	ShadingContextManager *man;

public:
	MessageCreateContext(ShadingContextManager *ctx)
		: man(ctx) {}

	void onDeliver()
	{
		man->onRenderInstanceEnd();
	}

	TThread::Message *clone() const
	{
		return new MessageCreateContext(*this);
	}
};

class SCMDelegate : public TRenderResourceManager
{
	T_RENDER_RESOURCE_MANAGER

	void onRenderInstanceStart(unsigned long id)
	{
		ShadingContextManager::instance()->onRenderInstanceStart();
	}

	void onRenderInstanceEnd(unsigned long id)
	{
		if (!TThread::isMainThread()) {
			/* tofflinegl のときとは逆で main thread に dispatch する */
			MessageCreateContext(ShadingContextManager::instance()).sendBlocking();
		} else {
			ShadingContextManager::instance()->onRenderInstanceEnd();
		}
	}
};

//-------------------------------------------------------------------

class SCMDelegateGenerator : public TRenderResourceManagerGenerator
{
public:
	SCMDelegateGenerator() : TRenderResourceManagerGenerator(false)
	{
		/*
      Again, this has to do with the manager's lifetime issue.
      The SCM must be created in the MAIN THREAD, but NOT BEFORE the
      QCoreApplication itself has been created. The easiest way to do so
      is scheduling a slot to be executed as soon as event processing starts.
    */

		struct InstanceSCM : public TFunctorInvoker::BaseFunctor {
			void operator()() { ShadingContextManager::instance(); }
		};

		TFunctorInvoker::instance()->invokeQueued(new InstanceSCM);
	}

	TRenderResourceManager *operator()() { return new SCMDelegate; }
};

MANAGER_FILESCOPE_DECLARATION(SCMDelegate, SCMDelegateGenerator)

//****************************************************************************
//    Shader Fx  implementation
//****************************************************************************

void ShaderFx::initialize()
{
	struct {
		ShaderFx *m_this;

		inline void addUiConcept(const ShaderInterface::Parameter &siParam, const TParamP &param)
		{
			if (siParam.m_concept.m_type >= ShaderInterface::UI_CONCEPTS &&
				siParam.m_concept.m_type < ShaderInterface::CONCEPTSCOUNT) {
				m_this->m_uiConcepts.push_back(TParamUIConcept());

				TParamUIConcept &uiConcept = m_this->m_uiConcepts.back();
				uiConcept.m_type = ::l_conceptTypes[siParam.m_concept.m_type - ShaderInterface::UI_CONCEPTS];
				uiConcept.m_label = siParam.m_concept.m_label.toStdString();
				uiConcept.m_params.push_back(param);
			}
		}

		inline void addUiConcept(const ShaderInterface::ParameterConcept &concept)
		{
			if (!concept.isUI() || concept.m_parameterNames.empty())
				return;

			TParamUIConcept uiConcept = {
				::l_conceptTypes[concept.m_type - ShaderInterface::UI_CONCEPTS],
				concept.m_label.toStdString()};

			int n, nCount = int(concept.m_parameterNames.size());
			for (n = 0; n != nCount; ++n) {
				TParam *param = m_this->getParams()->getParam(concept.m_parameterNames[n].toStdString());
				if (!param)
					break;

				uiConcept.m_params.push_back(param);
			}

			if (uiConcept.m_params.size() == concept.m_parameterNames.size())
				m_this->m_uiConcepts.push_back(uiConcept);
		}

	} locals = {this};

	assert(m_params.empty()); // Interfaces should not be re-set

	// Allocate parameters following the specified interface
	const std::vector<ShaderInterface::Parameter> &siParams =
		m_shaderInterface->parameters();

	int p, pCount = int(siParams.size());
	m_params.reserve(pCount);

	for (p = 0; p != pCount; ++p) {
		const ShaderInterface::Parameter &siParam = siParams[p];

		switch (siParam.m_type) {
		case ShaderInterface::BOOL: {
			TBoolParamP param(siParam.m_default.m_bool);

			m_params.push_back(param);
			bindParam(this, siParam.m_name.toStdString(),
				*boost::unsafe_any_cast<TBoolParamP>(&m_params.back()));

			break;
		}

		case ShaderInterface::FLOAT: {
			TDoubleParamP param(siParam.m_default.m_float);
			param->setValueRange(siParam.m_range[0].m_float, siParam.m_range[1].m_float);

			locals.addUiConcept(siParam, param);

			switch (siParam.m_concept.m_type) {
			case ShaderInterface::PERCENT:
				param->setMeasureName(l_measureNames[PERCENT]);
				break;

			case ShaderInterface::LENGTH:
			case ShaderInterface::RADIUS_UI:
			case ShaderInterface::WIDTH_UI:
			case ShaderInterface::SIZE_UI:
				param->setMeasureName(l_measureNames[LENGTH]);
				break;

			case ShaderInterface::ANGLE:
			case ShaderInterface::ANGLE_UI:
				param->setMeasureName(l_measureNames[ANGLE]);
				break;
			}

			m_params.push_back(param);
			bindParam(this, siParam.m_name.toStdString(),
				*boost::unsafe_any_cast<TDoubleParamP>(&m_params.back()));
			break;
		}

		case ShaderInterface::VEC2: {
			TPointParamP param(TPointD(
				siParam.m_default.m_vec2[0], siParam.m_default.m_vec2[1]));

			param->getX()->setValueRange(siParam.m_range[0].m_vec2[0], siParam.m_range[1].m_vec2[0]);
			param->getY()->setValueRange(siParam.m_range[0].m_vec2[1], siParam.m_range[1].m_vec2[1]);

			locals.addUiConcept(siParam, param);

			switch (siParam.m_concept.m_type) {
			case ShaderInterface::PERCENT:
				param->getX()->setMeasureName(l_measureNames[PERCENT]);
				param->getY()->setMeasureName(l_measureNames[PERCENT]);
				break;

			case ShaderInterface::LENGTH:
			case ShaderInterface::POINT:
			case ShaderInterface::POINT_UI:
			case ShaderInterface::VECTOR_UI:
			case ShaderInterface::WIDTH_UI:
			case ShaderInterface::SIZE_UI:
				param->getX()->setMeasureName(l_measureNames[LENGTH]);
				param->getY()->setMeasureName(l_measureNames[LENGTH]);
				break;

			case ShaderInterface::ANGLE:
			case ShaderInterface::ANGLE_UI:
				param->getX()->setMeasureName(l_measureNames[ANGLE]);
				param->getY()->setMeasureName(l_measureNames[ANGLE]);
				break;
			}

			m_params.push_back(param);
			bindParam(this, siParam.m_name.toStdString(),
				*boost::unsafe_any_cast<TPointParamP>(&m_params.back()));
			break;
		}

		case ShaderInterface::INT: {
			TIntParamP param(siParam.m_default.m_int);
			param->setValueRange(siParam.m_range[0].m_int, siParam.m_range[1].m_int);

			m_params.push_back(param);
			bindParam(this, siParam.m_name.toStdString(),
				*boost::unsafe_any_cast<TIntParamP>(&m_params.back()));
			break;
		}

		case ShaderInterface::RGBA: {
			TPixelParamP param(TPixel32(
				siParam.m_default.m_rgba[0], siParam.m_default.m_rgba[1],
				siParam.m_default.m_rgba[2], siParam.m_default.m_rgba[3]));

			m_params.push_back(param);
			bindParam(this, siParam.m_name.toStdString(),
				*boost::unsafe_any_cast<TPixelParamP>(&m_params.back()));
			break;
		}

		case ShaderInterface::RGB: {
			TPixelParamP param(TPixel32(
				siParam.m_default.m_rgb[0], siParam.m_default.m_rgb[1],
				siParam.m_default.m_rgb[2]));

			param->enableMatte(false);

			m_params.push_back(param);
			bindParam(this, siParam.m_name.toStdString(),
				*boost::unsafe_any_cast<TPixelParamP>(&m_params.back()));
			break;
		}
		}
	}

	// Add composite UI concepts
	const std::vector<ShaderInterface::ParameterConcept> &parConcepts = m_shaderInterface->m_parConcepts;

	int c, cCount = int(parConcepts.size());
	for (c = 0; c != cCount; ++c)
		locals.addUiConcept(parConcepts[c]);

	// Add input ports
	const std::vector<QString> &inputPorts = m_shaderInterface->inputPorts();

	int i, iCount = int(inputPorts.size());
	m_inputPorts.reserve(iCount);

	for (i = 0; i != iCount; ++i) {
		m_inputPorts.push_back(new TRasterFxPort);
		addInputPort(inputPorts[i].toStdString(), m_inputPorts[i]);
	}
}

//-------------------------------------------------------------------

void ShaderFx::getParamUIs(TParamUIConcept *&params, int &length)
{
	length = int(m_uiConcepts.size());
	params = new TParamUIConcept[length];

	std::copy(m_uiConcepts.begin(), m_uiConcepts.end(), params);
}

//-------------------------------------------------------------------

bool ShaderFx::doGetBBox(double frame, TRectD &bbox, const TRenderSettings &info)
{
	static const ::RectF infiniteRectF(
		-(std::numeric_limits<GLfloat>::max)(), -(std::numeric_limits<GLfloat>::max)(),
		(std::numeric_limits<GLfloat>::max)(), (std::numeric_limits<GLfloat>::max)());

	bbox = TConsts::infiniteRectD;

	const ShaderInterface::ShaderData &sd = m_shaderInterface->bboxShader();
	if (!sd.isValid())
		return true;

	ShadingContextManager *manager = ShadingContextManager::instance();
	if (manager->touchSupport() != ShadingContext::OK)
		return true;

	//Remember: info.m_affine MUST NOT BE CONSIDERED in doGetBBox's implementation
	::RectF bboxF(infiniteRectF);

	QMutexLocker mLocker(manager->mutex());

	//ShadingContext& context = manager->shadingContext();
	std::shared_ptr<ShadingContext> shadingContextPtr(new ShadingContext);
	ShadingContext &context = *shadingContextPtr.get();

	::ContextLocker cLocker(context);

	// Build the varyings data
	QGLShaderProgram *prog = 0;
	{
		const GLchar *varyingNames[] = {"outputBBox"};
		prog = touchShaderProgram(sd, context, 1, &varyingNames[0]);
	}

	int pCount = getInputPortCount();

	std::vector<RectF> inputBBoxes(pCount, ::RectF(TRectD()));

	for (int p = 0; p != pCount; ++p) {
		TRasterFxPort &port = m_inputPorts[p];
		if (port.isConnected()) {
			TRectD inputBBox;

			cLocker.unlock();
			mLocker.unlock();

			if (port->doGetBBox(frame, inputBBox, info))
				inputBBoxes[p] = (inputBBox == TConsts::infiniteRectD) ? infiniteRectF : ::RectF(inputBBox);

			mLocker.relock();
			cLocker.relock();
		}
	}

	{
		ProgramBinder progBinder(prog);

		// Bind uniform parameters
		bindParameters(prog, frame);

		prog->setUniformValue("infiniteRect",
							  infiniteRectF.m_val[0], infiniteRectF.m_val[1], infiniteRectF.m_val[2], infiniteRectF.m_val[3]);

		prog->setUniformValueArray("inputBBox", inputBBoxes[0].m_val,
								   int(inputBBoxes.size()), 4);

		// Perform transform feedback
		const GLsizeiptr varyingSizes[] = {sizeof(::RectF)};
		GLvoid *bufs[] = {bboxF.m_val};

		context.transformFeedback(1, varyingSizes, bufs);
	}

	// Finalize output
	bbox = (bboxF == infiniteRectF) ? TConsts::infiniteRectD : TRectD(bboxF);
	return true;
}

//-------------------------------------------------------------------

bool ShaderFx::canHandle(const TRenderSettings &info, double frame)
{
	return (m_shaderInterface->hwtType() == ShaderInterface::ANY) ? true : isAlmostIsotropic(info.m_affine);
}

//-------------------------------------------------------------------

QGLShaderProgram *ShaderFx::touchShaderProgram(
	const ShaderInterface::ShaderData &sd,
	ShadingContext &context,
	int varyingsCount, const GLchar **varyings)
{
	typedef std::pair<QGLShaderProgram *, QDateTime> CompiledShader;

	struct locals {
		inline static void logCompilation(QGLShaderProgram *program)
		{
			// Log shaders - observe that we'll look into the program's *children*, not its
			// shaders. This is necessary as uncompiled shaders are not added to the program.
			const QObjectList &children = program->children();

			int c, cCount = children.size();
			for (c = 0; c != cCount; ++c) {
				if (QGLShader *shader = dynamic_cast<QGLShader *>(children[c])) {
					const QString &log = shader->log();
					if (!log.isEmpty())
						DVGui::info(log);
				}
			}

			// ShaderProgram linking logs
			const QString &log = program->log();
			if (!log.isEmpty())
				DVGui::info(log);
		}
	}; // locals

	//ShadingContext& context = ShadingContextManager::instance()->shadingContext();

	CompiledShader cs = context.shaderData(sd.m_name);
	if (!cs.first || ::isObsolete(sd.m_path, cs.second)) {
		cs = m_shaderInterface->makeProgram(sd, varyingsCount, varyings);
		context.addShaderProgram(sd.m_name, cs.first, cs.second);

		locals::logCompilation(cs.first);
	}

	assert(cs.first);
	return cs.first;
}

//-------------------------------------------------------------------

void ShaderFx::bindParameters(
	QGLShaderProgram *program, double frame)
{
	// Bind fx parameters
	const std::vector<ShaderInterface::Parameter> &siParams =
		m_shaderInterface->parameters();

	assert(siParams.size() == m_params.size());

	int p, pCount = int(siParams.size());
	for (p = 0; p != pCount; ++p) {
		const ShaderInterface::Parameter &siParam = siParams[p];

		switch (siParam.m_type) {
		case ShaderInterface::BOOL: {
			const TBoolParamP &param = *boost::unsafe_any_cast<TBoolParamP>(&m_params[p]);
			program->setUniformValue(siParam.m_name.toUtf8().data(), (GLboolean)param->getValue());
			break;
		}

		case ShaderInterface::FLOAT: {
			const TDoubleParamP &param = *boost::unsafe_any_cast<TDoubleParamP>(&m_params[p]);
			program->setUniformValue(siParam.m_name.toUtf8().data(),
				(GLfloat)param->getValue(frame));
			break;
		}

		case ShaderInterface::VEC2: {
			const TPointParamP &param = *boost::unsafe_any_cast<TPointParamP>(&m_params[p]);

			const TPointD &value = param->getValue(frame);
			program->setUniformValue(siParam.m_name.toUtf8().data(),
				(GLfloat)value.x, (GLfloat)value.y);
			break;
		}

		case ShaderInterface::INT: {
			const TIntParamP &param = *boost::unsafe_any_cast<TIntParamP>(&m_params[p]);
			program->setUniformValue(siParam.m_name.toUtf8().data(), (GLint)param->getValue());
			break;
		}

		case ShaderInterface::RGBA:
		case ShaderInterface::RGB: {
			const TPixelParamP &param = *boost::unsafe_any_cast<TPixelParamP>(&m_params[p]);

			const TPixel32 &value = param->getValue(frame);
			program->setUniformValue(siParam.m_name.toUtf8().data(),
				(GLfloat)value.r / 255.0f, (GLfloat)value.g / 255.0f,
				(GLfloat)value.b / 255.0f, (GLfloat)value.m / 255.0f);
			break;
		}
		}
	}
}

//-------------------------------------------------------------------

void ShaderFx::bindWorldTransform(QGLShaderProgram *program, const TAffine &worldToDst)
{
// Bind transformation affine
#if QT_VERSION >= 0x050500
	float qwToD[9] = {static_cast<float>(worldToDst.a11), static_cast<float>(worldToDst.a12), static_cast<float>(worldToDst.a13),
					  static_cast<float>(worldToDst.a21), static_cast<float>(worldToDst.a22), static_cast<float>(worldToDst.a23),
					  0.0f, 0.0f, 1.0f};
#else
	qreal qwToD[9] = {worldToDst.a11, worldToDst.a12, worldToDst.a13,
					  worldToDst.a21, worldToDst.a22, worldToDst.a23,
					  0.0, 0.0, 1.0};
#endif
	program->setUniformValue("worldToOutput", QMatrix3x3(qwToD));

	const TAffine &dToW = worldToDst.inv();
#if QT_VERSION >= 0x050500
	float qdToW[9] = {static_cast<float>(dToW.a11), static_cast<float>(dToW.a12), static_cast<float>(dToW.a13),
					  static_cast<float>(dToW.a21), static_cast<float>(dToW.a22), static_cast<float>(dToW.a23),
					  0.0f, 0.0f, 1.0f};
#else
	qreal qdToW[9] = {dToW.a11, dToW.a12, dToW.a13,
					  dToW.a21, dToW.a22, dToW.a23,
					  0.0, 0.0, 1.0};
#endif
	program->setUniformValue("outputToWorld", QMatrix3x3(qdToW));
}

//-------------------------------------------------------------------

void ShaderFx::getInputData(const TRectD &rect, double frame, const TRenderSettings &ri,
							std::vector<TRectD> &inputRects, std::vector<TAffine> &inputAffines,
							ShadingContext &context)
{
	struct locals {
		static inline void addNames(std::vector<std::string> &names, const char *prefix, int pCount)
		{
			for (int p = 0; p != pCount; ++p)
				names.push_back((prefix + QString("[%1]").arg(p)).toStdString());
		}
	};

	const ShaderInterface::ShaderData &sd = m_shaderInterface->inputPortsShader();
	if (!sd.isValid()) {
		inputRects.resize(getInputPortCount());
		std::fill(inputRects.begin(), inputRects.end(), rect);

		inputAffines.resize(getInputPortCount());
		std::fill(inputAffines.begin(), inputAffines.end(), ri.m_affine);

		return;
	}

	//ShadingContext& context = ShadingContextManager::instance()->shadingContext();

	std::vector<GLfloat> buf;
	int pCount = getInputPortCount();

	// Build the varyings data
	QGLShaderProgram *prog = 0;
	{
		// Unsubscripted varying arrays on transform feedback seems to be unsupported
		// on ATI cards. We have to declare EACH array name - e.g. inputRect[0], intputRect[1], etc..

		const GLchar *varyingPrefixes[] = {"inputRect", "worldToInput"};
		const int varyingsCount = sizeof(varyingPrefixes) / sizeof(GLchar *);

		std::vector<std::string> varyingStrings;
		varyingStrings.reserve(varyingsCount);

		for (int v = 0; v != varyingsCount; ++v)
			locals::addNames(varyingStrings, varyingPrefixes[v], pCount);

#if defined(__APPLE_CC__)
		/* OSX10.8 の clang -stdlib=libc++ だと link 時 &std::string::c_str が undefined になってしまう */
		std::vector<const GLchar *> varyingNames(varyingStrings.size());
		auto conv = [](const std::string &i) { return i.c_str(); };
		std::transform(varyingStrings.begin(), varyingStrings.end(), varyingNames.begin(), conv);
#else
		std::vector<const GLchar *> varyingNames(
			boost::make_transform_iterator(varyingStrings.begin(), std::mem_fun_ref(&std::string::c_str)),
			boost::make_transform_iterator(varyingStrings.end(), std::mem_fun_ref(&std::string::c_str)));
#endif
		prog = touchShaderProgram(sd, context, int(varyingNames.size()), &varyingNames[0]);
	}

	{
		ProgramBinder progBinder(prog);

		// Build varying buffers
		int bufFloatsCount = pCount * (sizeof(RectF) + sizeof(AffineF)) / sizeof(GLfloat);
		buf.resize(bufFloatsCount);

		// Bind uniform parameters
		bindParameters(prog, frame);
		bindWorldTransform(prog, ri.m_affine);

		prog->setUniformValue("outputRect",
							  (GLfloat)rect.x0, (GLfloat)rect.y0, (GLfloat)rect.x1, (GLfloat)rect.y1);

		// Perform transform feedback
		const GLsizeiptr varyingSizes[] = {static_cast<GLsizeiptr>(bufFloatsCount * sizeof(GLfloat))};
		GLvoid *bufs[] = {&buf[0]};

		context.transformFeedback(1, varyingSizes, bufs);

#ifdef TRANSFORM_FEEDBACK_COUT
		std::cout << "trFeedback: ";
		for (int f = 0; f != bufFloatsCount; ++f)
			std::cout << buf[f] << " ";
		std::cout << "\n" << std::endl;
#endif
	}

	// Finalize output
	const RectF *rBufBegin(reinterpret_cast<const RectF *>(&buf[0])), *rBufEnd(rBufBegin + pCount);
	std::copy(rBufBegin, rBufEnd, &inputRects[0]);

	const AffineF *aBufBegin(reinterpret_cast<const AffineF *>(rBufEnd)), *aBufEnd(aBufBegin + pCount);
	std::copy(aBufBegin, aBufEnd, &inputAffines[0]);
}

//-------------------------------------------------------------------

void ShaderFx::doCompute(TTile &tile, double frame, const TRenderSettings &info)
{
	struct locals {

		struct TexturesStorage {
			ShadingContext &m_ctx;
			std::vector<GLuint> m_texIds;

			TexturesStorage(ShadingContext &ctx, int pCount)
				: m_ctx(ctx)
			{
				m_texIds.reserve(pCount);
			}

			~TexturesStorage()
			{
				typedef tcg::function<void (ShadingContext::*)(GLuint),
									  &ShadingContext::unloadTexture> UnloadFunc;

				std::for_each(m_texIds.begin(), m_texIds.end(),
							  tcg::bind1st(UnloadFunc(), m_ctx));
			}

			void load(const TRasterP &ras, GLuint texUnit)
			{
				if (ras)
					m_texIds.push_back(m_ctx.loadTexture(ras, texUnit));
			}
		};

		inline static QGLFramebufferObjectFormat makeFormat(int bpp)
		{
			QGLFramebufferObjectFormat fmt;
			if (bpp == 64)
				fmt.setInternalTextureFormat(GL_RGBA16);
			return fmt;
		}

		inline static void touchOutputSize(ShadingContext &context, const TDimension &size, int bpp)
		{
			const QGLFramebufferObjectFormat &fmt = makeFormat(bpp);

			const TDimension &currentSize = context.size();
			const QGLFramebufferObjectFormat &currentFmt = context.format();

			if (currentSize.lx < size.lx || currentSize.ly < size.ly ||
				currentFmt != fmt)
				context.resize(tmax(size.lx, currentSize.lx), tmax(size.ly, currentSize.ly), fmt);
		}
	}; // locals

	ShadingContextManager *manager = ShadingContextManager::instance();
	if (manager->touchSupport() != ShadingContext::OK)
		return;

	QMutexLocker mLocker(manager->mutex()); // As GPU access can be considered sequential anyway,
											// lock the full-scale mutex

	std::shared_ptr<ShadingContext> shadingContextPtr(new ShadingContext);
	ShadingContext &context = *shadingContextPtr.get();
	// ShadingContext& context = manager->shadingContext();

	int pCount = getInputPortCount();

	const TRectD &tileRect = ::tileRect(tile);

	std::vector<TRectD> inputRects(pCount);
	std::vector<TAffine> inputAffines(pCount);

	// Calculate input tiles
	::ContextLocker cLocker(context);

	tcg::unique_ptr<TTile[]> inTiles(new TTile[pCount]); // NOTE: Input tiles must be STORED - they cannot
														 // be passed immediately to OpenGL, since *other shader
	if (pCount > 0)										 // fxs*, with the very same host context, could lie
	{													 // inside this fx's input branches...
		getInputData(tileRect, frame, info, inputRects, inputAffines, context);

		// Release context and mutex
		cLocker.unlock();
		mLocker.unlock();

		for (int p = 0; p != pCount; ++p) {
			TRasterFxPort &port = m_inputPorts[p];
			if (port.isConnected()) {
				// Compute input tile
				TRectD &inRect = inputRects[p];
				if (inRect.getLx() > 0.0 && inRect.getLy() > 0.0) {
					::ceilRect(inRect);

					TRenderSettings inputInfo(info);
					inputInfo.m_affine = inputAffines[p];

#ifdef TRANSFORM_FEEDBACK_COUT
					const TAffine &inAff = inputAffines[p];
					std::cout << "inRect " << p << ": " << inRect.x0 << " " << inRect.y0 << " " << inRect.x1 << " " << inRect.y1 << "\n";
					std::cout << "inAff  " << p << ": " << inAff.a11 << " " << inAff.a12 << " " << inAff.a13 << "\n";
					std::cout << "          " << inAff.a21 << " " << inAff.a22 << " " << inAff.a23 << "\n" << std::endl;
#endif

					port->allocateAndCompute(inTiles[p], inRect.getP00(),
											 TDimension(tround(inRect.getLx()), tround(inRect.getLy())), tile.getRaster(), frame, inputInfo);
				}
			}
		}

		// Load input tiles on the GPU as textures
		mLocker.relock();
		cLocker.relock();

		// Input tiles are NOT supplied to OpenGL here - but rather just before drawing.
		// It's probably beacuse a uniform integer variable must have already been bound
		// to prepare the associated sampler variable in the linkes program...
	}

	// Perform the actual fragment shading
	{
		locals::touchOutputSize(context, tile.getRaster()->getSize(), info.m_bpp);

		QGLShaderProgram *program = touchShaderProgram(m_shaderInterface->mainShader(), context);
		{
			ProgramBinder binder(program);

			// Bind parameters and textures
			bindParameters(program, frame);
			bindWorldTransform(program, TTranslation(-tile.m_pos) * info.m_affine);

			// Setup input data, if any
			locals::TexturesStorage texStorage(context, pCount);

			if (pCount > 0) {
				std::vector<GLint> inputs(pCount);
				std::vector<QMatrix3x3> screenToInput(pCount);
				std::vector<QMatrix3x3> inputToScreen(pCount);

				for (int p = 0; p != pCount; ++p) {
					TAffine iToS(
						TTranslation(-tile.m_pos) *							   // Output to Screen
						info.m_affine *										   // World to Output
						inputAffines[p].inv() *								   // Input to World
						TTranslation(inputRects[p].getP00()) *				   // Texture to Input
						TScale(inputRects[p].getLx(), inputRects[p].getLy())); //

					TAffine sToI(iToS.inv());

#if QT_VERSION >= 0x050500
					float qiToS[9] = {static_cast<float>(iToS.a11), static_cast<float>(iToS.a12), static_cast<float>(iToS.a13),
									  static_cast<float>(iToS.a21), static_cast<float>(iToS.a22), static_cast<float>(iToS.a23),
									  0.0f, 0.0f, 1.0f};
					float qsToI[9] = {static_cast<float>(sToI.a11), static_cast<float>(sToI.a12), static_cast<float>(sToI.a13),
									  static_cast<float>(sToI.a21), static_cast<float>(sToI.a22), static_cast<float>(sToI.a23),
									  0.0f, 0.0f, 1.0f};
#else
					qreal qiToS[9] = {iToS.a11, iToS.a12, iToS.a13,
									  iToS.a21, iToS.a22, iToS.a23,
									  0.0, 0.0, 1.0};

					qreal qsToI[9] = {sToI.a11, sToI.a12, sToI.a13,
									  sToI.a21, sToI.a22, sToI.a23,
									  0.0, 0.0, 1.0};
#endif
					inputs[p] = p, screenToInput[p] = QMatrix3x3(qsToI), inputToScreen[p] = QMatrix3x3(qiToS);
				}

				program->setUniformValueArray("inputImage", &inputs[0], pCount);
				program->setUniformValueArray("outputToInput", &screenToInput[0], pCount);
				program->setUniformValueArray("inputToOutput", &inputToScreen[0], pCount);

				// Load textures
				for (int p = 0; p != pCount; ++p)
					texStorage.load(inTiles[p].getRaster(), p);
			}

#ifdef DIAGNOSTICS
			DIAGNOSTICS_TIMER("Shader Overall Times | " + m_shaderInterface->m_mainShader.m_name);
#endif

			context.draw(tile.getRaster());
		}
	}
}

//-------------------------------------------------------------------

void ShaderFx::doDryCompute(TRectD &rect, double frame, const TRenderSettings &info)
{
	ShadingContextManager *manager = ShadingContextManager::instance();
	if (manager->touchSupport() != ShadingContext::OK)
		return;

	QMutexLocker mLocker(manager->mutex());

	//ShadingContext& context = manager->shadingContext();
	std::shared_ptr<ShadingContext> shadingContextPtr(new ShadingContext);
	ShadingContext &context = *shadingContextPtr.get();

	int pCount = getInputPortCount();
	if (pCount > 0) {
		::ContextLocker cLocker(context);

		std::vector<TRectD> inputRects(pCount);
		std::vector<TAffine> inputAffines(pCount);

		getInputData(rect, frame, info, inputRects, inputAffines, context);

		for (int p = 0; p != pCount; ++p) {
			TRasterFxPort &port = m_inputPorts[p];
			if (port.isConnected()) {
				TRectD &inRect = inputRects[p];
				if (inRect.getLx() > 0.0 && inRect.getLy() > 0.0) {
					::ceilRect(inRect);

					TRenderSettings inputInfo(info);
					inputInfo.m_affine = inputAffines[p];

					cLocker.unlock();
					mLocker.unlock();

					port->dryCompute(inRect, frame, inputInfo);

					mLocker.relock();
					cLocker.relock();
				}
			}
		}
	}
}

//------------------------------------------------------------------

const TPersistDeclaration *ShaderFx::getDeclaration() const
{
	FxDeclarationsMap::iterator it = ::l_shaderFxDeclarations.find(
		m_shaderInterface->mainShader().m_name);

	return (it == ::l_shaderFxDeclarations.end()) ? 0 : it->second;
}

//****************************************************************************
//    Shader Interfaces  loading function
//****************************************************************************

void loadShaderInterfaces(const TFilePath &shadersFolder)
{
	// Scan the shaders folder for xml (shader interface) files
	QDir shadersDir(QString::fromStdWString(shadersFolder.getWideString()));

	QStringList namesFilter("*.xml");
	QStringList files = shadersDir.entryList(namesFilter, QDir::Files, QDir::Name | QDir::LocaleAware);

	int f, fCount = files.size();
	for (f = 0; f != fCount; ++f) {
		TIStream is(shadersFolder + TFilePath(files[f].toStdWString()));

		// Try to load a ShaderInterface instance for the file
		ShaderInterface shaderInterface;
		is >> shaderInterface;

		if (shaderInterface.isValid()) {
			// Store a ShaderFx factory for the interface
			::l_shaderFxDeclarations.insert(std::make_pair(
				shaderInterface.mainShader().m_name, new ShaderFxDeclaration(shaderInterface)));
		}
	}
}