Merge branch 'dev' of github.com:MobileGL-Dev/MobileGL into dev

This commit is contained in:
BZLZHH
2025-08-22 16:21:51 +08:00
10 changed files with 490 additions and 38 deletions
+6 -1
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@@ -48,4 +48,9 @@ jobs:
- name: Test
working-directory: ${{env.TEST_ROOT}}/build-test
run: ctest -V
run: |
if [ "${{ secrets.ACTIONS_STEP_DEBUG }}" == "true" ]; then
ctest -V
else
ctest
fi
+224 -18
View File
@@ -85,7 +85,27 @@ namespace MobileGL {
}
void BindAttribLocation_State(GLuint program, GLuint index, const GLchar* name) {
THROW_UNIMPL_EXCEPTION;
if (index >= MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`index` is greater than or equal to `GL_MAX_VERTEX_ATTRIBS`."));
return;
}
if (strncmp(name, "gl_", 3) == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`name` starts with the reserved prefix `gl_`."));
return;
}
auto programObject = TryToGetProgramObject(program);
if (!programObject)
return;
programObject->SetExplicitAttribLocation(index, name);
}
void CompileShader_State(GLuint shader) {
@@ -143,7 +163,29 @@ namespace MobileGL {
void GetActiveAttrib_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
GLenum* type, GLchar* name) {
THROW_UNIMPL_EXCEPTION;
if (bufSize < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`bufSize` is less than 0."));
return;
}
auto programObject = TryToGetProgramObject(program);
if (!programObject)
return;
auto attribCount = programObject->GetActiveAttributesCount();
if (index >= attribCount) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`index` is greater than or equal to the number of active attribute variables in `program`."));
return;
}
if (type != nullptr)
*type = programObject->GetAttribType(index);
if (bufSize == 0) return;
auto& attribName = programObject->GetAttribName(index);
CopyStr(bufSize, length, name, attribName.c_str(), attribName.length());
}
void GetActiveUniform_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
@@ -195,7 +237,14 @@ namespace MobileGL {
}
GLint GetAttribLocation_State(GLuint program, const GLchar* name) {
THROW_UNIMPL_EXCEPTION;
auto programObject = TryToGetProgramObject(program);
if (!programObject)
return -1;
if (strncmp(name, "gl_", 3) == 0)
return -1;
if (!programObject->GetLinkStatus())
return -1;
return programObject->GetAttributeLocation(name);
}
void GetProgramiv_State(GLuint program, GLenum pname, GLint* params) {
@@ -242,7 +291,7 @@ namespace MobileGL {
*params = programObject->GetActiveUniformBlocksCount();
break;
case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: // ditto.
*params = programObject->GetActiveUniformBlocksMaxLength();
*params = programObject->GetActiveUniformBlocksMaxNameLength();
break;
case GL_COMPUTE_WORK_GROUP_SIZE: // GL >= 4.3
@@ -334,12 +383,43 @@ namespace MobileGL {
return programObject->GetUniformLocation(name);
}
void GetUniform_State(GLuint program, GLint location, void* params) {
auto programObject = TryToGetProgramObject(program);
if (!programObject)
return;
if (!programObject->GetLinkStatus()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`program` has not been successfully linked."));
return;
}
if (location >= programObject->GetUniformCount() || programObject->GetUniformName(location).empty()) {
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;
}
auto isOpaque = programObject->IsUniformOpaqueAtLocation(location);
if (!isOpaque) {
// TODO: probably handle int/float differences
auto offset = programObject->GetUniformOffset(location);
auto size = programObject->GetUniformSizesInBytes(location);
char* pUBO = (char*)programObject->MapUBO();
memcpy(params, pUBO + offset, size);
}
// TODO: handle 1i variant as texture unit
}
void GetUniformfv_State(GLuint program, GLint location, GLfloat* params) {
THROW_UNIMPL_EXCEPTION;
GetUniform_State(program, location, params);
}
void GetUniformiv_State(GLuint program, GLint location, GLint* params) {
THROW_UNIMPL_EXCEPTION;
GetUniform_State(program, location, params);
}
GLboolean IsProgram_State(GLuint program) {
@@ -371,6 +451,7 @@ namespace MobileGL {
ErrorCode::InvalidValue,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`count` is less than 0."));
return;
}
auto shaderObject = TryToGetShaderObject(shader);
@@ -385,7 +466,7 @@ namespace MobileGL {
shaderObject->SetShaderSource(Move(src));
}
void UseProgram_State(GLuint program) {
void UseProgram_State(GLint program) {
if (program == 0) {
MG_State::pGLContext->UseProgram(0);
return;
@@ -397,48 +478,173 @@ namespace MobileGL {
MG_State::pGLContext->UseProgram(program);
}
template <GLsizei VecCount, typename T>
void Uniform_State(MG_State::GLState::ProgramObject& programObject, GLuint location, T* value) {
auto size = programObject.GetUniformSizesInBytes(location);
auto offset = programObject.GetUniformOffset(location);
assert(size >= VecCount * sizeof(T));
memcpy((char*)programObject.MapUBO() + offset, value, VecCount * sizeof(T));
}
template <GLsizei VecCount, typename T>
void Uniformv_State(GLint location, GLsizei count, T* value) {
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 (GLint offset = 0; offset < count; offset++) {
Uniform_State<VecCount>(*programObject, location + offset, value + offset * VecCount);
}
}
void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
THROW_UNIMPL_EXCEPTION;
Uniformv_State<1>(location, count, value);
}
void Uniform2fv_State(GLint location, GLsizei count, const GLfloat* value) {
THROW_UNIMPL_EXCEPTION;
Uniformv_State<2>(location, count, value);
}
void Uniform3fv_State(GLint location, GLsizei count, const GLfloat* value) {
THROW_UNIMPL_EXCEPTION;
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) {
+4
View File
@@ -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;
+1 -1
View File
@@ -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) {
+108 -8
View File
@@ -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
}
+5 -5
View File
@@ -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);
+1 -1
View File
@@ -20,7 +20,7 @@ namespace MobileGL {
};
struct ProgramAttrib {
Vector<GLenum> shaderTypes;
// Vector<GLenum> shaderTypes;
Vector<SharedPtr<glslang::TShader>> shaders;
};