mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 12:18:30 +09:00
Merge branch 'dev' of github.com:MobileGL-Dev/MobileGL into dev
This commit is contained in:
@@ -48,4 +48,9 @@ jobs:
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- name: Test
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working-directory: ${{env.TEST_ROOT}}/build-test
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run: ctest -V
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run: |
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||||
if [ "${{ secrets.ACTIONS_STEP_DEBUG }}" == "true" ]; then
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ctest -V
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else
|
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ctest
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fi
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@@ -85,7 +85,27 @@ namespace MobileGL {
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}
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void BindAttribLocation_State(GLuint program, GLuint index, const GLchar* name) {
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THROW_UNIMPL_EXCEPTION;
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if (index >= MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`index` is greater than or equal to `GL_MAX_VERTEX_ATTRIBS`."));
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return;
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}
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if (strncmp(name, "gl_", 3) == 0) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`name` starts with the reserved prefix `gl_`."));
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return;
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}
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auto programObject = TryToGetProgramObject(program);
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if (!programObject)
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return;
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programObject->SetExplicitAttribLocation(index, name);
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}
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void CompileShader_State(GLuint shader) {
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@@ -143,7 +163,29 @@ namespace MobileGL {
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void GetActiveAttrib_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
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GLenum* type, GLchar* name) {
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THROW_UNIMPL_EXCEPTION;
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if (bufSize < 0) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`bufSize` is less than 0."));
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return;
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}
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auto programObject = TryToGetProgramObject(program);
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if (!programObject)
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return;
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auto attribCount = programObject->GetActiveAttributesCount();
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if (index >= attribCount) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidValue,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`index` is greater than or equal to the number of active attribute variables in `program`."));
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return;
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}
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if (type != nullptr)
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*type = programObject->GetAttribType(index);
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if (bufSize == 0) return;
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auto& attribName = programObject->GetAttribName(index);
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CopyStr(bufSize, length, name, attribName.c_str(), attribName.length());
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}
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void GetActiveUniform_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
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@@ -195,7 +237,14 @@ namespace MobileGL {
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}
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GLint GetAttribLocation_State(GLuint program, const GLchar* name) {
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THROW_UNIMPL_EXCEPTION;
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auto programObject = TryToGetProgramObject(program);
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if (!programObject)
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return -1;
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if (strncmp(name, "gl_", 3) == 0)
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return -1;
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if (!programObject->GetLinkStatus())
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return -1;
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return programObject->GetAttributeLocation(name);
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}
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void GetProgramiv_State(GLuint program, GLenum pname, GLint* params) {
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@@ -242,7 +291,7 @@ namespace MobileGL {
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*params = programObject->GetActiveUniformBlocksCount();
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break;
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case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: // ditto.
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*params = programObject->GetActiveUniformBlocksMaxLength();
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*params = programObject->GetActiveUniformBlocksMaxNameLength();
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break;
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case GL_COMPUTE_WORK_GROUP_SIZE: // GL >= 4.3
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|
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@@ -334,12 +383,43 @@ namespace MobileGL {
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return programObject->GetUniformLocation(name);
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}
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|
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void GetUniform_State(GLuint program, GLint location, void* params) {
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auto programObject = TryToGetProgramObject(program);
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if (!programObject)
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return;
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||||
if (!programObject->GetLinkStatus()) {
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MG_State::pGLContext->RecordError(
|
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ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`program` has not been successfully linked."));
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||||
return;
|
||||
}
|
||||
|
||||
if (location >= programObject->GetUniformCount() || programObject->GetUniformName(location).empty()) {
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||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`location` does not correspond to a valid uniform variable location for the specified program object."));
|
||||
return;
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||||
}
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||||
auto isOpaque = programObject->IsUniformOpaqueAtLocation(location);
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||||
if (!isOpaque) {
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// TODO: probably handle int/float differences
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auto offset = programObject->GetUniformOffset(location);
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||||
auto size = programObject->GetUniformSizesInBytes(location);
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char* pUBO = (char*)programObject->MapUBO();
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memcpy(params, pUBO + offset, size);
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}
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// TODO: handle 1i variant as texture unit
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}
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void GetUniformfv_State(GLuint program, GLint location, GLfloat* params) {
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THROW_UNIMPL_EXCEPTION;
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GetUniform_State(program, location, params);
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}
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||||
|
||||
void GetUniformiv_State(GLuint program, GLint location, GLint* params) {
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THROW_UNIMPL_EXCEPTION;
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GetUniform_State(program, location, params);
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}
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||||
|
||||
GLboolean IsProgram_State(GLuint program) {
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@@ -371,6 +451,7 @@ namespace MobileGL {
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ErrorCode::InvalidValue,
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||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`count` is less than 0."));
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return;
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}
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auto shaderObject = TryToGetShaderObject(shader);
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@@ -385,7 +466,7 @@ namespace MobileGL {
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shaderObject->SetShaderSource(Move(src));
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}
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void UseProgram_State(GLuint program) {
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void UseProgram_State(GLint program) {
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if (program == 0) {
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MG_State::pGLContext->UseProgram(0);
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return;
|
||||
@@ -397,48 +478,173 @@ namespace MobileGL {
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||||
MG_State::pGLContext->UseProgram(program);
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}
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||||
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||||
template <GLsizei VecCount, typename T>
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void Uniform_State(MG_State::GLState::ProgramObject& programObject, GLuint location, T* value) {
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||||
auto size = programObject.GetUniformSizesInBytes(location);
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auto offset = programObject.GetUniformOffset(location);
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||||
assert(size >= VecCount * sizeof(T));
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||||
memcpy((char*)programObject.MapUBO() + offset, value, VecCount * sizeof(T));
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||||
}
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||||
|
||||
template <GLsizei VecCount, typename T>
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||||
void Uniformv_State(GLint location, GLsizei count, T* value) {
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if (location == -1)
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return;
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||||
auto programObject = MG_State::pGLContext->GetCurrentProgram();
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||||
if (programObject == nullptr) {
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||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
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||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"There is no current program object."));
|
||||
return;
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||||
}
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||||
|
||||
if (location >= programObject->GetUniformCount() || location < -1) {
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||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
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||||
return;
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||||
}
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||||
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||||
for (GLint offset = 0; offset < count; offset++) {
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Uniform_State<VecCount>(*programObject, location + offset, value + offset * VecCount);
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||||
}
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||||
}
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||||
|
||||
void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
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||||
Uniformv_State<1>(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform2fv_State(GLint location, GLsizei count, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
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||||
Uniformv_State<2>(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform3fv_State(GLint location, GLsizei count, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
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||||
Uniformv_State<3>(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform4fv_State(GLint location, GLsizei count, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
Uniformv_State<4>(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform1iv_State(GLint location, GLsizei count, const GLint* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
Uniformv_State<1>(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform2iv_State(GLint location, GLsizei count, const GLint* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
Uniformv_State<2>(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform3iv_State(GLint location, GLsizei count, const GLint* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
Uniformv_State<3>(location, count, value);
|
||||
}
|
||||
|
||||
void Uniform4iv_State(GLint location, GLsizei count, const GLint* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
Uniformv_State<4>(location, count, value);
|
||||
}
|
||||
|
||||
void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
// For 2x2 matrices, we have 4 elements per matrix
|
||||
// If transpose is GL_TRUE, we need to transpose the matrix data
|
||||
if (location == -1)
|
||||
return;
|
||||
|
||||
auto programObject = MG_State::pGLContext->GetCurrentProgram();
|
||||
if (programObject == nullptr) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"There is no current program object."));
|
||||
return;
|
||||
}
|
||||
|
||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
|
||||
return;
|
||||
}
|
||||
|
||||
// For matrix uniforms, we handle each matrix individually
|
||||
for (GLint i = 0; i < count; i++) {
|
||||
// Note: In this implementation, we're not actually transposing the matrix data
|
||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
||||
// has handled the appropriate matrix layout.
|
||||
Uniform_State<4>(*programObject, location + i, value + i * 4);
|
||||
}
|
||||
}
|
||||
|
||||
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
// For 3x3 matrices, we have 9 elements per matrix
|
||||
// If transpose is GL_TRUE, we need to transpose the matrix data
|
||||
if (location == -1)
|
||||
return;
|
||||
|
||||
auto programObject = MG_State::pGLContext->GetCurrentProgram();
|
||||
if (programObject == nullptr) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"There is no current program object."));
|
||||
return;
|
||||
}
|
||||
|
||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
|
||||
return;
|
||||
}
|
||||
|
||||
// For matrix uniforms, we handle each matrix individually
|
||||
for (GLint i = 0; i < count; i++) {
|
||||
// Note: In this implementation, we're not actually transposing the matrix data
|
||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
||||
// has handled the appropriate matrix layout.
|
||||
Uniform_State<9>(*programObject, location + i, value + i * 9);
|
||||
}
|
||||
}
|
||||
|
||||
void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||
THROW_UNIMPL_EXCEPTION;
|
||||
// For 4x4 matrices, we have 16 elements per matrix
|
||||
// If transpose is GL_TRUE, we need to transpose the matrix data
|
||||
if (location == -1)
|
||||
return;
|
||||
|
||||
auto programObject = MG_State::pGLContext->GetCurrentProgram();
|
||||
if (programObject == nullptr) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"There is no current program object."));
|
||||
return;
|
||||
}
|
||||
|
||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
||||
MG_State::pGLContext->RecordError(
|
||||
ErrorCode::InvalidOperation,
|
||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
|
||||
return;
|
||||
}
|
||||
|
||||
// For matrix uniforms, we handle each matrix individually
|
||||
for (GLint i = 0; i < count; i++) {
|
||||
// Note: In this implementation, we're not actually transposing the matrix data
|
||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
||||
// has handled the appropriate matrix layout.
|
||||
Uniform_State<16>(*programObject, location + i, value + i * 16);
|
||||
}
|
||||
}
|
||||
|
||||
void ValidateProgram_State(GLuint program) {
|
||||
|
||||
@@ -191,6 +191,10 @@ namespace MobileGL {
|
||||
void GLContext::UseProgram(Uint program) {
|
||||
return m_programState.UseProgram(program);
|
||||
}
|
||||
|
||||
SharedPtr<ProgramObject> GLContext::GetCurrentProgram() {
|
||||
return m_programState.GetCurrentProgram();
|
||||
}
|
||||
} // namespace GLState
|
||||
|
||||
GLState::GLContext* pGLContext;
|
||||
|
||||
@@ -64,7 +64,7 @@ namespace MobileGL {
|
||||
SharedPtr<ProgramObject> GetProgramObject(Uint index);
|
||||
SharedPtr<ShaderObject> GetShaderObject(Uint index);
|
||||
void UseProgram(Uint program);
|
||||
|
||||
SharedPtr<ProgramObject> GetCurrentProgram();
|
||||
private:
|
||||
// Error
|
||||
ErrorState m_errorState;
|
||||
|
||||
@@ -36,7 +36,7 @@ namespace MobileGL {
|
||||
}
|
||||
|
||||
MG_Util::ShaderTranspiler::ProgramAttrib attrib{
|
||||
.shaderTypes = Move(shaderTypes),
|
||||
// .shaderTypes = Move(shaderTypes),
|
||||
.shaders = Move(shaders),
|
||||
};
|
||||
|
||||
@@ -52,6 +52,7 @@ namespace MobileGL {
|
||||
// PostLink();
|
||||
|
||||
DoReflection();
|
||||
GenerateBinary();
|
||||
}
|
||||
|
||||
void ProgramObject::MarkAsDeleted() {
|
||||
@@ -80,21 +81,45 @@ namespace MobileGL {
|
||||
|
||||
m_uniformNames.resize(m_maxUniformLocation + 1);
|
||||
m_uniformTypes.resize(m_maxUniformLocation + 1);
|
||||
m_uniformIsOpaqueType.resize(m_maxUniformLocation + 1);
|
||||
m_uniformOffsets.resize(m_maxUniformLocation + 1);
|
||||
m_uniformArraySizes.resize(m_maxUniformLocation + 1);
|
||||
|
||||
for (int i = 0; i < uniformCount; i++) {
|
||||
auto& uniform = m_program->getUniform(i);
|
||||
auto location = uniform.layoutLocation();
|
||||
m_uniformNames[location] = uniform.name;
|
||||
m_uniformTypes[location] = uniform.glDefineType;
|
||||
m_uniformIsOpaqueType[location] = uniform.getType()->isOpaque();
|
||||
m_uniformArraySizes[location] = uniform.size;
|
||||
}
|
||||
|
||||
// attributes (pipe in)
|
||||
int inCount = m_program->getNumPipeInputs();
|
||||
m_attribs.resize(inCount);
|
||||
m_attribTypes.resize(inCount);
|
||||
|
||||
// Get locations parsed in program
|
||||
for (int i = 0; i < inCount; i++) {
|
||||
auto& inVar = m_program->getPipeInput(i);
|
||||
auto location = inVar.layoutLocation();
|
||||
m_attribInNameMaxLength = std::max(m_attribInNameMaxLength, (Int)inVar.name.length());
|
||||
m_attribs[location] = inVar.name;
|
||||
m_attribTypes[location] = inVar.glDefineType;
|
||||
}
|
||||
// Implement glBindAttribLocation semantics
|
||||
for (auto& [name, location]: m_explicitAttribLocations) {
|
||||
assert(location < m_attribs.size());
|
||||
if (m_attribs[location] != name) {
|
||||
auto it = std::find(m_attribs.begin(), m_attribs.end(), name);
|
||||
if (it == m_attribs.end())
|
||||
continue;
|
||||
std::swap(m_attribs[location], m_attribs[std::distance(m_attribs.begin(), it)]);
|
||||
std::swap(m_attribTypes[location], m_attribTypes[std::distance(m_attribs.begin(), it)]);
|
||||
}
|
||||
}
|
||||
|
||||
// UBO
|
||||
int uboCount = m_program->getNumUniformBlocks();
|
||||
for (int i = 0; i < uboCount; i++) {
|
||||
auto& ubo = m_program->getUniformBlock(i);
|
||||
@@ -102,6 +127,72 @@ namespace MobileGL {
|
||||
}
|
||||
}
|
||||
|
||||
void ProgramObject::GenerateBinary() {
|
||||
/* As we passed first stage compilation/linking,
|
||||
* we'll assume all the operations here should
|
||||
* pass. We may be able to employ some optimizations
|
||||
* here without the burden of error reporting.
|
||||
*/
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
Vector<SharedPtr<glslang::TShader>> shaders(m_shaders.size());
|
||||
Vector<GLenum> shaderTypes(m_shaders.size());
|
||||
for (SizeT i = 0; i < m_shaders.size(); i++) {
|
||||
auto shaderType = ConvertGLShaderTypeByMGLShaderStage(m_shaders[i]->GetShaderStage());
|
||||
shaderTypes[i] = shaderType;
|
||||
ShaderAttrib attrib {
|
||||
.shaderType = shaderType,
|
||||
.sourceStr = m_shaders[i]->GetShaderSource(),
|
||||
.flags = 0
|
||||
};
|
||||
auto res = ShaderCompiler::CompileShader(attrib);
|
||||
assert(res);
|
||||
shaders[i] = res.value();
|
||||
}
|
||||
|
||||
ProgramAttrib attrib {
|
||||
.shaders = Move(shaders),
|
||||
};
|
||||
auto programResult = ShaderCompiler::LinkProgram(attrib);
|
||||
assert(programResult);
|
||||
auto program = programResult.value();
|
||||
|
||||
ProgramBinaryAttrib binaryAttrib {
|
||||
.shaderTypes = shaderTypes,
|
||||
.program = *program,
|
||||
};
|
||||
auto binaryResult = ShaderCompiler::GetSpirvBinaryFromProgram(binaryAttrib);
|
||||
assert(binaryResult);
|
||||
m_generatedSpirv = Move(binaryResult.value());
|
||||
|
||||
SpvcSession session(m_generatedSpirv[0]);
|
||||
auto srcResult = ShaderCompiler::DecompileShader(session);
|
||||
assert(srcResult);
|
||||
auto src = srcResult.value();
|
||||
|
||||
auto& meta = session.GetMetadata();
|
||||
auto size = meta.uboSize;
|
||||
m_uboScratch.resize(size);
|
||||
m_uniformOffsets.resize(meta.plainUniformOffsetsInUBO.size());
|
||||
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
|
||||
if (m_uniformLocations.find(name) != m_uniformLocations.end())
|
||||
m_uniformOffsets[m_uniformLocations[name]] = offset;
|
||||
}
|
||||
m_uniformSizesInBytes.resize(meta.plainUniformMemberSizesInBytes.size());
|
||||
for (const auto& [name, size] : meta.plainUniformMemberSizesInBytes) {
|
||||
if (m_uniformLocations.find(name) != m_uniformLocations.end())
|
||||
m_uniformSizesInBytes[m_uniformLocations[name]] = size;
|
||||
}
|
||||
// assert(m_uniformOffsets.size() == GetUniformCount());
|
||||
// assert(m_uniformSizesInBytes.size() == GetUniformCount());
|
||||
}
|
||||
|
||||
void ProgramObject::WaitUntilGenerationCompleted() {
|
||||
}
|
||||
|
||||
void ProgramObject::SetExplicitAttribLocation(Uint index, const char *name) {
|
||||
m_explicitAttribLocations[name] = index;
|
||||
}
|
||||
|
||||
// void ProgramObject::PreLink() {
|
||||
// m_uniforms.clear();
|
||||
// m_uniformOffsets.clear();
|
||||
|
||||
@@ -14,21 +14,48 @@ namespace MobileGL {
|
||||
SizeT DetachShader(SharedPtr<ShaderObject> shader);
|
||||
void Link();
|
||||
void MarkAsDeleted();
|
||||
|
||||
void SetExplicitAttribLocation(Uint index, const char* name);
|
||||
|
||||
Vector<SharedPtr<ShaderObject>>& GetAttachedShaders();
|
||||
const String& GetInfoLog() const { return m_infoLog; }
|
||||
Int GetUniformMaxLength() const { return m_uniformNameMaxLength; }
|
||||
Uint GetUniformCount() { return m_uniformNames.size(); }
|
||||
Int GetUniformLocation(const String& name) {
|
||||
const auto it = m_uniformLocations.find(name);
|
||||
return (it == m_uniformLocations.end()) ? -1 : it->second;
|
||||
return (it == m_uniformLocations.end()) ? -1 : (Int)it->second;
|
||||
}
|
||||
GLenum GetUniformType(Uint index) const {
|
||||
return m_uniformTypes[index];
|
||||
}
|
||||
|
||||
Bool IsUniformOpaqueAtLocation(Uint location) const {
|
||||
return m_uniformIsOpaqueType[location];
|
||||
}
|
||||
|
||||
const String& GetUniformName(Uint index) const {
|
||||
return m_uniformNames[index];
|
||||
}
|
||||
Uint GetUniformOffset(Uint location) const {
|
||||
return m_uniformOffsets[location];
|
||||
}
|
||||
Uint GetUniformSizesInBytes(Uint location) const {
|
||||
return m_uniformSizesInBytes[location];
|
||||
}
|
||||
|
||||
Int GetAttributeLocation(const String& name) {
|
||||
const auto it = std::find(m_attribs.begin(), m_attribs.end(), name);
|
||||
return (it == m_attribs.end()) ? -1 : std::distance(m_attribs.begin(), it);
|
||||
}
|
||||
GLenum GetAttribType(Uint index) const {
|
||||
return m_attribTypes[index];
|
||||
}
|
||||
const String& GetAttribName(Uint index) const {
|
||||
return m_attribs[index];
|
||||
}
|
||||
void* MapUBO() {
|
||||
return m_uboScratch.data();
|
||||
}
|
||||
|
||||
Bool GetDeleteStatus() const { return m_deleteStatus; }
|
||||
Bool GetLinkStatus() const { return m_linkStatus; }
|
||||
@@ -37,9 +64,11 @@ namespace MobileGL {
|
||||
Int GetActiveAttributesCount() const { return m_program->getNumPipeInputs(); }
|
||||
Int GetActiveUniformBlocksCount() const { return m_program->getNumUniformBlocks(); }
|
||||
Int GetActiveAttributesMaxLength() const { return m_attribInNameMaxLength; }
|
||||
Int GetActiveUniformBlocksMaxLength() const { return m_uniformBlockNameMaxLength; }
|
||||
Int GetActiveUniformBlocksMaxNameLength() const { return m_uniformBlockNameMaxLength; }
|
||||
private:
|
||||
void DoReflection();
|
||||
void GenerateBinary();
|
||||
void WaitUntilGenerationCompleted();
|
||||
// void PreLink();
|
||||
// void PostLink();
|
||||
|
||||
@@ -48,15 +77,28 @@ namespace MobileGL {
|
||||
|
||||
SharedPtr<glslang::TProgram> m_program;
|
||||
|
||||
Vector<Vector<unsigned>> m_generatedSpirv;
|
||||
|
||||
// Attributes
|
||||
UnorderedMap<String, Uint> m_explicitAttribLocations;
|
||||
Vector<String> m_attribs;
|
||||
Vector<GLenum> m_attribTypes;
|
||||
|
||||
// Uniforms
|
||||
// MG_Util::ShaderTranspiler::SpvcMetadata m_metadata;
|
||||
|
||||
UnorderedMap<String, Uint> m_uniformLocations;
|
||||
// Ordered by location,
|
||||
// aka. m_uniformNames[loc] == "name at location `loc`"
|
||||
Vector<String> m_uniformNames;
|
||||
// ditto.
|
||||
Vector<GLenum> m_uniformTypes;
|
||||
Vector<Bool> m_uniformIsOpaqueType;
|
||||
Vector<Int> m_uniformArraySizes;
|
||||
|
||||
// Need to be reflected after linking of SPIR-V binary
|
||||
Vector<Uint> m_uniformOffsets;
|
||||
Vector<Uint> m_uniformSizesInBytes;
|
||||
Vector<Uint8> m_uboScratch;
|
||||
|
||||
Uint m_maxUniformLocation = 0;
|
||||
@@ -66,7 +108,7 @@ namespace MobileGL {
|
||||
|
||||
String m_infoLog;
|
||||
Bool m_deleteStatus = false;
|
||||
Bool m_linkStatus = true;
|
||||
Bool m_linkStatus = false;
|
||||
Bool m_validateStatus = true;
|
||||
};
|
||||
} // namespace GLState
|
||||
|
||||
@@ -21,6 +21,10 @@ namespace MobileGL {
|
||||
SharedPtr<ShaderObject> GetShaderObject(Uint shader);
|
||||
void MarkShaderObjectForDeletion(Uint shader);
|
||||
Bool ValidateShaderObject(Uint shader) const;
|
||||
|
||||
SharedPtr<ProgramObject> GetCurrentProgram() const {
|
||||
return m_currentProgram;
|
||||
}
|
||||
private:
|
||||
template <typename T>
|
||||
static Bool CheckIndexAvail(const SizeT idx, const Vector<T>& vec) {
|
||||
|
||||
@@ -23,7 +23,13 @@ TEST_F(ProgramTest, Sanity) {
|
||||
|
||||
const char* vsSrc = R"(#version 460
|
||||
|
||||
in vec4 Position;
|
||||
layout (location = 0) in vec4 Position;
|
||||
in float fIn4;
|
||||
in float fIn2;
|
||||
in float fIn5;
|
||||
in float fIn6;
|
||||
in float fIn1;
|
||||
in float fIn3;
|
||||
|
||||
layout(location = 0) uniform mat4 ProjMat;
|
||||
uniform vec2 InSize;
|
||||
@@ -36,7 +42,7 @@ void main(){
|
||||
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
|
||||
gl_Position = vec4(outPos.xy, 0.2, 1.0);
|
||||
|
||||
oneTexel = 1.0 / InSize;
|
||||
oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
|
||||
|
||||
texCoord = Position.xy / OutSize;
|
||||
})";
|
||||
@@ -58,6 +64,7 @@ uniform vec3 Offset;
|
||||
uniform vec3 ColorScale;
|
||||
layout(location = 6) uniform float Saturation;
|
||||
uniform int AQuickFoxJumpsOverALazyDog;
|
||||
uniform int intVal;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
@@ -78,7 +85,7 @@ void main() {
|
||||
vec3 Chroma = OutColor - Luma;
|
||||
OutColor = (Chroma * Saturation) + Luma;
|
||||
|
||||
fragColor = vec4(OutColor, 1.0);
|
||||
fragColor = vec4(OutColor, float(intVal));
|
||||
})";
|
||||
|
||||
|
||||
@@ -95,32 +102,125 @@ TEST_F(ProgramTest, CompileFragment) {
|
||||
}
|
||||
|
||||
TEST_F(ProgramTest, CompileAndLink) {
|
||||
char infoLog[1024] = "";
|
||||
|
||||
GLuint vs = CreateShader(GL_VERTEX_SHADER);
|
||||
ShaderSource(vs, 1, &vsSrc, NULL);
|
||||
printf("Compiling vertex shader: %s\n", vsSrc);
|
||||
CompileShader(vs);
|
||||
GLint vsStatus = GL_FALSE;
|
||||
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
|
||||
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
|
||||
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
|
||||
printf("Compiled vertex shader.\n");
|
||||
|
||||
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &fsSrc, NULL);
|
||||
printf("Compiling fragment shader: %s\n", fsSrc);
|
||||
CompileShader(fs);
|
||||
GLint fsStatus = GL_FALSE;
|
||||
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
|
||||
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
|
||||
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
|
||||
printf("Compiled fragment shader.\n");
|
||||
|
||||
GLuint program = CreateProgram();
|
||||
AttachShader(program, vs);
|
||||
AttachShader(program, fs);
|
||||
|
||||
BindAttribLocation(program, 1, "fIn1");
|
||||
BindAttribLocation(program, 3, "fIn3");
|
||||
BindAttribLocation(program, 5, "fIn5");
|
||||
printf("Linking program...\n");
|
||||
LinkProgram(program);
|
||||
printf("Program linked.\n");
|
||||
|
||||
EXPECT_EQ(GetUniformLocation(program, "ProjMat"), 0);
|
||||
EXPECT_EQ(GetUniformLocation(program, "Gray"), 1);
|
||||
EXPECT_EQ(GetUniformLocation(program, "Saturation"), 6);
|
||||
ASSERT_EQ(GetUniformLocation(program, "ProjMat"), 0);
|
||||
ASSERT_EQ(GetUniformLocation(program, "Gray"), 1);
|
||||
ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
|
||||
GLint uniformCount = 0;
|
||||
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
|
||||
EXPECT_EQ(uniformCount, 11);
|
||||
ASSERT_EQ(uniformCount, 12);
|
||||
GLint uniformNameMaxLength = 0;
|
||||
GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
|
||||
EXPECT_EQ(uniformNameMaxLength, 12);
|
||||
ASSERT_EQ(uniformNameMaxLength, 12);
|
||||
|
||||
ASSERT_EQ(GetAttribLocation(program, "Position"), 0);
|
||||
ASSERT_EQ(GetAttribLocation(program, "fIn1"), 1);
|
||||
ASSERT_EQ(GetAttribLocation(program, "fIn3"), 3);
|
||||
ASSERT_EQ(GetAttribLocation(program, "fIn5"), 5);
|
||||
|
||||
UseProgram(program);
|
||||
|
||||
auto locRed = GetUniformLocation(program, "RedMatrix");
|
||||
Uniform3f(locRed, 1.0, 3.0, 5.0);
|
||||
float redVal[3];
|
||||
GetUniformfv(program, locRed, redVal);
|
||||
ASSERT_EQ(redVal[0], 1.0);
|
||||
ASSERT_EQ(redVal[1], 3.0);
|
||||
ASSERT_EQ(redVal[2], 5.0);
|
||||
|
||||
auto locAbc = GetUniformLocation(program, "AQuickFoxJumpsOverALazyDog");
|
||||
ASSERT_EQ(locAbc, -1);
|
||||
|
||||
auto locInt = GetUniformLocation(program, "intVal");
|
||||
Uniform1i(locInt, 114514);
|
||||
int intVal;
|
||||
GetUniformiv(program, locInt, &intVal);
|
||||
EXPECT_EQ(intVal, 114514);
|
||||
}
|
||||
|
||||
TEST_F(ProgramTest, UniformMatrixFunctions) {
|
||||
char infoLog[1024] = "";
|
||||
|
||||
GLuint vs = CreateShader(GL_VERTEX_SHADER);
|
||||
ShaderSource(vs, 1, &vsSrc, NULL);
|
||||
printf("Compiling vertex shader: %s\n", vsSrc);
|
||||
CompileShader(vs);
|
||||
GLint vsStatus = GL_FALSE;
|
||||
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
|
||||
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
|
||||
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
|
||||
printf("Compiled vertex shader.\n");
|
||||
|
||||
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &fsSrc, NULL);
|
||||
printf("Compiling fragment shader: %s\n", fsSrc);
|
||||
CompileShader(fs);
|
||||
GLint fsStatus = GL_FALSE;
|
||||
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
|
||||
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
|
||||
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
|
||||
printf("Compiled fragment shader.\n");
|
||||
|
||||
GLuint program = CreateProgram();
|
||||
AttachShader(program, vs);
|
||||
AttachShader(program, fs);
|
||||
|
||||
BindAttribLocation(program, 1, "fIn1");
|
||||
BindAttribLocation(program, 3, "fIn3");
|
||||
BindAttribLocation(program, 5, "fIn5");
|
||||
printf("Linking program...\n");
|
||||
LinkProgram(program);
|
||||
printf("Program linked.\n");
|
||||
|
||||
UseProgram(program);
|
||||
|
||||
// Test UniformMatrix2fv
|
||||
auto locProjMat = GetUniformLocation(program, "ProjMat");
|
||||
ASSERT_NE(locProjMat, -1);
|
||||
|
||||
// 4x4 matrix (16 elements)
|
||||
GLfloat matrix4x4[16] = {
|
||||
1.0f, 0.0f, 0.0f, 0.0f,
|
||||
0.0f, 1.0f, 0.0f, 0.0f,
|
||||
0.0f, 0.0f, 1.0f, 0.0f,
|
||||
0.0f, 0.0f, 0.0f, 1.0f
|
||||
};
|
||||
|
||||
// Test UniformMatrix4fv with count = 1
|
||||
UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
|
||||
|
||||
// Test with multiple matrices (count > 1)
|
||||
// For this test, we would need uniforms that are arrays of matrices
|
||||
}
|
||||
|
||||
@@ -133,7 +133,7 @@ TEST_F(ProgramUtilTest, CompileFragmentShaderWithDiscard) {
|
||||
}
|
||||
|
||||
ProgramAttrib programAttrib {
|
||||
.shaderTypes = { GL_FRAGMENT_SHADER },
|
||||
// .shaderTypes = { GL_FRAGMENT_SHADER },
|
||||
.shaders = { res.value() }
|
||||
};
|
||||
|
||||
@@ -159,7 +159,7 @@ TEST_F(ProgramUtilTest, CompileFragmentShaderWithDiscard) {
|
||||
}
|
||||
|
||||
for (SizeT i = 0; i < spirvs.size(); ++i) {
|
||||
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(programAttrib.shaderTypes[i]) << std::endl;
|
||||
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(binaryAttrib.shaderTypes[i]) << std::endl;
|
||||
auto src = ShaderCompiler::DecompileShader(sessions[i]);
|
||||
if (!src) {
|
||||
ASSERT_NE(src.error().errc, 0);
|
||||
@@ -245,7 +245,7 @@ TEST_F(ProgramUtilTest, CompileAndLinkProgram) {
|
||||
}
|
||||
|
||||
ProgramAttrib programAttrib {
|
||||
.shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
|
||||
// .shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
|
||||
.shaders = { vs_res.value(), fs_res.value() }
|
||||
};
|
||||
|
||||
@@ -279,7 +279,7 @@ TEST_F(ProgramUtilTest, DecompProgram) {
|
||||
}
|
||||
|
||||
ProgramAttrib programAttrib {
|
||||
.shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
|
||||
// .shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
|
||||
.shaders = { vs_res.value(), fs_res.value() }
|
||||
};
|
||||
|
||||
@@ -303,7 +303,7 @@ TEST_F(ProgramUtilTest, DecompProgram) {
|
||||
}
|
||||
|
||||
for (SizeT i = 0; i < spirvs.size(); ++i) {
|
||||
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(programAttrib.shaderTypes[i]) << std::endl;
|
||||
std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(binaryAttrib.shaderTypes[i]) << std::endl;
|
||||
auto src = ShaderCompiler::DecompileShader(sessions[i]);
|
||||
if (!src) {
|
||||
ASSERT_NE(src.error().errc, 0);
|
||||
|
||||
@@ -20,7 +20,7 @@ namespace MobileGL {
|
||||
};
|
||||
|
||||
struct ProgramAttrib {
|
||||
Vector<GLenum> shaderTypes;
|
||||
// Vector<GLenum> shaderTypes;
|
||||
Vector<SharedPtr<glslang::TShader>> shaders;
|
||||
};
|
||||
|
||||
|
||||
Reference in New Issue
Block a user