mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Feat] (...): Add ProgramState while implementing these gl functions. Rename some functions in MG_State.
This commit is contained in:
@@ -0,0 +1,258 @@
|
||||
//
|
||||
// Created by BZLZHH on 2025/5/1.
|
||||
//
|
||||
|
||||
// TODO: Add more gl error check for buffer state manager.
|
||||
// TODO: Check if the state machine really meets up to OpenGL 3 standard.
|
||||
|
||||
#include "ProgramState.h"
|
||||
|
||||
GLenum ProgramState::CreateShader(GLenum type, GLuint* shader) {
|
||||
if (!shader) return GL_INVALID_VALUE;
|
||||
if (type != GL_VERTEX_SHADER && type != GL_FRAGMENT_SHADER)
|
||||
return GL_INVALID_ENUM;
|
||||
|
||||
GLuint id = freeShaderIds_.empty() ? ++lastShaderId_ : *freeShaderIds_.begin();
|
||||
if (!freeShaderIds_.empty()) freeShaderIds_.erase(freeShaderIds_.begin());
|
||||
|
||||
ShaderObject obj;
|
||||
obj.type = type;
|
||||
obj.compiled = UncertainBool::False;
|
||||
obj.markedForDeletion = false;
|
||||
shaders_[id] = obj;
|
||||
*shader = id;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::CreateProgram(GLuint* program) {
|
||||
if (!program) return GL_INVALID_VALUE;
|
||||
|
||||
GLuint id = freeProgramIds_.empty() ? ++lastProgramId_ : *freeProgramIds_.begin();
|
||||
if (!freeProgramIds_.empty()) freeProgramIds_.erase(freeProgramIds_.begin());
|
||||
|
||||
ProgramObject obj;
|
||||
obj.linked = UncertainBool::False;
|
||||
obj.markedForDeletion = false;
|
||||
programs_[id] = obj;
|
||||
*program = id;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::DeleteShader(GLuint shader) {
|
||||
if (!ValidateShader_(shader)) return GL_INVALID_VALUE;
|
||||
|
||||
if (shaders_[shader].markedForDeletion) return GL_NO_ERROR;
|
||||
|
||||
bool inUse = false;
|
||||
for (auto& [progId, program] : programs_) {
|
||||
auto it = std::find(program.attachedShaders.begin(),
|
||||
program.attachedShaders.end(), shader);
|
||||
if (it != program.attachedShaders.end()) {
|
||||
inUse = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (inUse) {
|
||||
shaders_[shader].markedForDeletion = true;
|
||||
} else {
|
||||
shaders_.erase(shader);
|
||||
freeShaderIds_.insert(shader);
|
||||
}
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::DeleteProgram(GLuint program) {
|
||||
if (!ValidateProgram_(program)) return GL_INVALID_VALUE;
|
||||
|
||||
programs_.erase(program);
|
||||
freeProgramIds_.insert(program);
|
||||
if (currentProgram_ == program)
|
||||
currentProgram_ = 0;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::LinkShaderToProgram(GLuint program, GLuint shader) {
|
||||
if (!ValidateProgram_(program) || !ValidateShader_(shader))
|
||||
return GL_INVALID_VALUE;
|
||||
|
||||
auto& prog = programs_[program];
|
||||
if (std::find(prog.attachedShaders.begin(),
|
||||
prog.attachedShaders.end(), shader) != prog.attachedShaders.end())
|
||||
return GL_INVALID_OPERATION;
|
||||
|
||||
prog.attachedShaders.push_back(shader);
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::UploadShaderSource(GLuint shader, GLsizei count,
|
||||
const GLchar** string, const GLint* length) {
|
||||
if (!ValidateShader_(shader)) return GL_INVALID_VALUE;
|
||||
if (count < 0) return GL_INVALID_VALUE;
|
||||
|
||||
std::string source;
|
||||
for (GLsizei i = 0; i < count; ++i) {
|
||||
const GLchar* str = string[i];
|
||||
GLint len = (length && length[i] >= 0) ? length[i] : strlen(str);
|
||||
source.append(str, len);
|
||||
}
|
||||
shaders_[shader].source = std::move(source);
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::BuildShaderStage(GLuint shader) {
|
||||
if (!ValidateShader_(shader)) return GL_INVALID_VALUE;
|
||||
|
||||
auto& obj = shaders_[shader];
|
||||
// TODO: Add glslang to convert it to SPIR-V first, and then check it in the actual backend.
|
||||
obj.compiled = {UncertainBool::Unknown, UncertainBool::True};
|
||||
obj.compileStatus = GL_TRUE;
|
||||
obj.infoLog.clear();
|
||||
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::FinalizeProgramPipeline(GLuint program) {
|
||||
if (!ValidateProgram_(program)) return GL_INVALID_VALUE;
|
||||
auto& prog = programs_[program];
|
||||
|
||||
for (GLuint shader : prog.attachedShaders) {
|
||||
if (!shaders_[shader].compiled.toBool())
|
||||
return GL_INVALID_OPERATION;
|
||||
}
|
||||
|
||||
// TODO: Check the actual program linking status.
|
||||
// We might consider using a program emulator (or real backend checking?) or something better in the future.
|
||||
prog.linked = {UncertainBool::Unknown, UncertainBool::True};
|
||||
prog.linkStatus = GL_TRUE;
|
||||
prog.infoLog.clear();
|
||||
|
||||
for (auto& [name, index] : prog.attribBindings) {
|
||||
prog.attribLocations[name] = index;
|
||||
}
|
||||
|
||||
CleanupShaders_();
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::ActivateRenderProgram(GLuint program) {
|
||||
if (program != 0 && !ValidateProgram_(program))
|
||||
return GL_INVALID_VALUE;
|
||||
|
||||
currentProgram_ = program;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::DefineProgramAttributeBinding(GLuint program, GLuint index, const GLchar* name) {
|
||||
if (!ValidateProgram_(program)) return GL_INVALID_VALUE;
|
||||
if (index >= GL_MAX_VERTEX_ATTRIBS) return GL_INVALID_VALUE;
|
||||
|
||||
programs_[program].attribBindings[name] = index;
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLint ProgramState::QueryProgramAttributeBinding(GLuint program, const GLchar* name) {
|
||||
if (!ValidateProgram_(program)) return -1;
|
||||
|
||||
auto& prog = programs_[program];
|
||||
if (prog.attribLocations.count(name))
|
||||
return prog.attribLocations[name];
|
||||
return -1;
|
||||
}
|
||||
|
||||
GLint ProgramState::QueryProgramUniformLocation(GLuint program, const GLchar* name) {
|
||||
if (!ValidateProgram_(program)) return -1;
|
||||
|
||||
auto& prog = programs_[program];
|
||||
if (prog.uniformLocations.count(name))
|
||||
return prog.uniformLocations[name];
|
||||
return -1;
|
||||
}
|
||||
|
||||
GLenum ProgramState::QueryProgramStateIntVector(GLuint program, GLenum pname, GLint* params) {
|
||||
if (!ValidateProgram_(program)) return GL_INVALID_VALUE;
|
||||
auto& prog = programs_[program];
|
||||
|
||||
switch (pname) {
|
||||
case GL_LINK_STATUS: *params = prog.linkStatus; break;
|
||||
case GL_DELETE_STATUS: *params = prog.markedForDeletion; break;
|
||||
case GL_ATTACHED_SHADERS: *params = (GLint)prog.attachedShaders.size(); break;
|
||||
default: return GL_INVALID_ENUM;
|
||||
}
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
GLenum ProgramState::QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params) {
|
||||
if (!ValidateShader_(shader)) return GL_INVALID_VALUE;
|
||||
auto& obj = shaders_[shader];
|
||||
|
||||
switch (pname) {
|
||||
case GL_COMPILE_STATUS: *params = obj.compileStatus; break;
|
||||
case GL_DELETE_STATUS: *params = obj.markedForDeletion; break;
|
||||
case GL_SHADER_TYPE: *params = obj.type; break;
|
||||
default: return GL_INVALID_ENUM;
|
||||
}
|
||||
return GL_NO_ERROR;
|
||||
}
|
||||
|
||||
bool ProgramState::SetProgramStatus(GLuint program, GLboolean status) {
|
||||
if (!ValidateProgram_(program)) return false;
|
||||
auto& prog = programs_[program];
|
||||
if (prog.linked && status != GL_TRUE) {
|
||||
return false;
|
||||
}
|
||||
if (status == GL_TRUE)
|
||||
prog.linked = true;
|
||||
else
|
||||
prog.linked = false;
|
||||
prog.linkStatus = status;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ProgramState::SetShaderStatus(GLuint shader, GLboolean status) {
|
||||
if (!ValidateShader_(shader)) return false;
|
||||
auto& obj = shaders_[shader];
|
||||
if (status == GL_TRUE)
|
||||
obj.compiled = true;
|
||||
else
|
||||
obj.compiled = false;
|
||||
obj.compileStatus = status;
|
||||
return true;
|
||||
}
|
||||
|
||||
bool ProgramState::ValidateShader_(GLuint shader) {
|
||||
return shaders_.count(shader) && !shaders_[shader].markedForDeletion;
|
||||
}
|
||||
|
||||
bool ProgramState::ValidateProgram_(GLuint program) {
|
||||
return programs_.count(program) && !programs_[program].markedForDeletion;
|
||||
}
|
||||
|
||||
void ProgramState::CleanupShaders_() {
|
||||
auto it = shaders_.begin();
|
||||
while (it != shaders_.end()) {
|
||||
if (it->second.markedForDeletion) {
|
||||
bool inUse = false;
|
||||
for (auto& [progId, program] : programs_) {
|
||||
if (std::find(program.attachedShaders.begin(),
|
||||
program.attachedShaders.end(), it->first)
|
||||
!= program.attachedShaders.end()) {
|
||||
inUse = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!inUse) {
|
||||
freeShaderIds_.insert(it->first);
|
||||
it = shaders_.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GLuint ProgramState::GetCurrentProgram() const {
|
||||
return currentProgram_;
|
||||
}
|
||||
Reference in New Issue
Block a user