mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 12:18:30 +09:00
[Feat] (MG_Util/ShaderTranspiler): Implement simple shader compile
This commit is contained in:
+5
-2
@@ -4,7 +4,7 @@ project("MobileGL")
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enable_language(CXX)
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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@@ -21,6 +21,7 @@ add_library(${CMAKE_PROJECT_NAME} SHARED
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MobileGL/MG_Util/Converters/GLToStr/GLEnumConverter.cpp
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MobileGL/MG_Util/Converters/MGToStr/GLExtensionConverter.cpp
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MobileGL/MG_Util/Converters/GLToGlslang/GLShaderLangConverter.cpp
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MobileGL/MG_Impl/GLXImpl/Exporting/Definitions.cpp
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MobileGL/MG_Impl/GLXImpl/LookUp/LookUp.cpp
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@@ -35,7 +36,9 @@ add_library(${CMAKE_PROJECT_NAME} SHARED
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MobileGL/MG_Util/Pipelines/ShaderCompilationPipeline.cpp
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MobileGL/MG_Util/Pipelines/ProgramLinkingPipeline.cpp
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MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
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MobileGL/MG_State/GLState/Core.cpp
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MobileGL/MG_State/GLState/BufferState/BufferState.cpp
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)
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+7
-2
@@ -41,7 +41,9 @@
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#include <queue>
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#include <format>
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#include <memory>
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#include <bit>
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#include <functional>
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#include <expected>
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#include <glslang/Public/ShaderLang.h>
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#include <glslang/Include/Types.h>
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@@ -97,6 +99,7 @@ int __android_log_print(int prio, const char *tag, const char *fmt, ...);
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#include "MG_Util/Debug/Log.h"
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#include "MG_Util/Converters/GLToStr/GLEnumConverter.h"
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#include "MG_Util/Converters/MGToStr/GLExtensionConverter.h"
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#include "MG_Util/Converters/GLToGlslang/GLShaderLangConverter.h"
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#include "MG_Backend/Backends.h"
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@@ -107,9 +110,11 @@ int __android_log_print(int prio, const char *tag, const char *fmt, ...);
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#include "MG_Impl/GLImpl/Getter/GL_Getter.h"
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#include "MG_Util/Pipelines/PipelineExecutor.hpp"
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//#include "MG_Util/Pipelines/PipelineExecutor.hpp"
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#include "MG_Util/Pipelines/ShaderCompilationPipeline.h"
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//#include "MG_Util/Pipelines/ShaderCompilationPipeline.h"
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#include "MG_Util/ShaderTranspiler/glslang/UniformTraverser.h"
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#include "MG_State/GLState/BufferState/BufferObject.h"
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#include "MG_State/GLState/BufferState/BufferState.h"
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@@ -1,8 +1,7 @@
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cmake_minimum_required(VERSION 3.14)
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project(MobileGLTest)
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# GoogleTest requires at least C++17
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set(CMAKE_CXX_STANDARD 20)
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set(CMAKE_CXX_STANDARD 23)
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set(CMAKE_CXX_STANDARD_REQUIRED ON)
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include(FetchContent)
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@@ -31,4 +30,4 @@ include(GoogleTest)
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gtest_discover_tests(SanityTest)
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add_subdirectory(Buffer)
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#add_subdirectory(Program)
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add_subdirectory(Program)
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@@ -12,8 +12,10 @@ add_executable(
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ProgramTest.cpp
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${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToStr/GLEnumConverter.cpp
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${MGL_ROOT}/MobileGL/MG_Util/Pipelines/ShaderCompilationPipeline.cpp
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${MGL_ROOT}/MobileGL/MG_Util/Pipelines/ProgramLinkingPipeline.cpp
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# ${MGL_ROOT}/MobileGL/MG_Util/Pipelines/ShaderCompilationPipeline.cpp
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# ${MGL_ROOT}/MobileGL/MG_Util/Pipelines/ProgramLinkingPipeline.cpp
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${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToGlslang/GLShaderLangConverter.cpp
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${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
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)
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target_include_directories(ProgramTest PRIVATE
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@@ -14,3 +14,35 @@ protected:
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TEST_F(ProgramTest, Sanity) {
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ASSERT_TRUE(true);
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}
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const char* vs = R"(#version 150
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in vec3 Position;
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in vec2 UV;
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in vec4 Color;
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uniform mat4 ModelViewMat;
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uniform mat4 ProjMat;
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out vec2 texCoord;
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out vec4 vertexColor;
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void main() {
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gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
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texCoord = UV;
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vertexColor = Color;
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})";
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TEST_F(ProgramTest, CompileSimpleVertexShader) {
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using namespace MG_Util::ShaderTranspiler;
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ShaderAttrib attrib {
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.shaderType = GL_VERTEX_SHADER,
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.sourceStr = vs
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};
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auto res = ShaderCompiler::CompileShader(attrib);
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if (!res) {
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ASSERT_NE(res.error().errc, 0);
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FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
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}
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}
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@@ -0,0 +1,28 @@
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//
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// Created by Swung 0x48 on 2025/7/20.
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//
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#include "Includes.h"
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namespace MobileGL {
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namespace MG_Util {
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EShLanguage ConvertGLEnumToEShLanguage(GLenum shaderType) {
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switch (shaderType) {
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case GL_VERTEX_SHADER:
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return EShLanguage::EShLangVertex;
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case GL_FRAGMENT_SHADER:
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return EShLanguage::EShLangFragment;
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case GL_COMPUTE_SHADER:
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return EShLanguage::EShLangCompute;
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case GL_TESS_CONTROL_SHADER:
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return EShLanguage::EShLangTessControl;
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case GL_TESS_EVALUATION_SHADER:
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return EShLanguage::EShLangTessEvaluation;
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case GL_GEOMETRY_SHADER:
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return EShLanguage::EShLangGeometry;
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default:
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return EShLanguage::EShLangCount;
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}
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}
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}
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}
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@@ -0,0 +1,15 @@
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//
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// Created by Swung 0x48 on 2025/7/20.
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//
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#ifndef MOBILEGL_GLSHADERLANGCONVERTER_H
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#define MOBILEGL_GLSHADERLANGCONVERTER_H
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namespace MobileGL {
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namespace MG_Util {
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EShLanguage ConvertGLEnumToEShLanguage(GLenum shaderType);
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}
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}
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#endif //MOBILEGL_GLSHADERLANGCONVERTER_H
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@@ -0,0 +1,158 @@
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//
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// Created by Swung 0x48 on 2025/7/20.
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//
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#include "Includes.h"
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namespace MobileGL {
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namespace MG_Util {
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namespace ShaderTranspiler {
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TBuiltInResource& GetTBuiltInResourceInstance()
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{
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static TBuiltInResource Resources{};
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Resources.maxLights = 32;
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Resources.maxClipPlanes = 6;
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Resources.maxTextureUnits = 32;
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Resources.maxTextureCoords = 32;
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Resources.maxVertexAttribs = 64;
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Resources.maxVertexUniformComponents = 4096;
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Resources.maxVaryingFloats = 64;
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Resources.maxVertexTextureImageUnits = 32;
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Resources.maxCombinedTextureImageUnits = 80;
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Resources.maxTextureImageUnits = 32;
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Resources.maxFragmentUniformComponents = 4096;
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Resources.maxDrawBuffers = 32;
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Resources.maxVertexUniformVectors = 128;
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Resources.maxVaryingVectors = 8;
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Resources.maxFragmentUniformVectors = 16;
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Resources.maxVertexOutputVectors = 16;
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Resources.maxFragmentInputVectors = 15;
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Resources.minProgramTexelOffset = -8;
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Resources.maxProgramTexelOffset = 7;
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Resources.maxClipDistances = 8;
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Resources.maxComputeWorkGroupCountX = 65535;
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Resources.maxComputeWorkGroupCountY = 65535;
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Resources.maxComputeWorkGroupCountZ = 65535;
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Resources.maxComputeWorkGroupSizeX = 1024;
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Resources.maxComputeWorkGroupSizeY = 1024;
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Resources.maxComputeWorkGroupSizeZ = 64;
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Resources.maxComputeUniformComponents = 1024;
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Resources.maxComputeTextureImageUnits = 16;
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Resources.maxComputeImageUniforms = 8;
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Resources.maxComputeAtomicCounters = 8;
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Resources.maxComputeAtomicCounterBuffers = 1;
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Resources.maxVaryingComponents = 60;
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Resources.maxVertexOutputComponents = 64;
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Resources.maxGeometryInputComponents = 64;
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Resources.maxGeometryOutputComponents = 128;
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Resources.maxFragmentInputComponents = 128;
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Resources.maxImageUnits = 8;
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Resources.maxCombinedImageUnitsAndFragmentOutputs = 8;
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Resources.maxCombinedShaderOutputResources = 8;
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Resources.maxImageSamples = 0;
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Resources.maxVertexImageUniforms = 0;
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Resources.maxTessControlImageUniforms = 0;
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Resources.maxTessEvaluationImageUniforms = 0;
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Resources.maxGeometryImageUniforms = 0;
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Resources.maxFragmentImageUniforms = 8;
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Resources.maxCombinedImageUniforms = 8;
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Resources.maxGeometryTextureImageUnits = 16;
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Resources.maxGeometryOutputVertices = 256;
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Resources.maxGeometryTotalOutputComponents = 1024;
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Resources.maxGeometryUniformComponents = 1024;
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Resources.maxGeometryVaryingComponents = 64;
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Resources.maxTessControlInputComponents = 128;
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Resources.maxTessControlOutputComponents = 128;
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Resources.maxTessControlTextureImageUnits = 16;
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Resources.maxTessControlUniformComponents = 1024;
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Resources.maxTessControlTotalOutputComponents = 4096;
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Resources.maxTessEvaluationInputComponents = 128;
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Resources.maxTessEvaluationOutputComponents = 128;
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Resources.maxTessEvaluationTextureImageUnits = 16;
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Resources.maxTessEvaluationUniformComponents = 1024;
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Resources.maxTessPatchComponents = 120;
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Resources.maxPatchVertices = 32;
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Resources.maxTessGenLevel = 64;
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Resources.maxViewports = 16;
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Resources.maxVertexAtomicCounters = 0;
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Resources.maxTessControlAtomicCounters = 0;
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Resources.maxTessEvaluationAtomicCounters = 0;
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Resources.maxGeometryAtomicCounters = 0;
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Resources.maxFragmentAtomicCounters = 8;
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Resources.maxCombinedAtomicCounters = 8;
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Resources.maxAtomicCounterBindings = 1;
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Resources.maxVertexAtomicCounterBuffers = 0;
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Resources.maxTessControlAtomicCounterBuffers = 0;
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Resources.maxTessEvaluationAtomicCounterBuffers = 0;
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Resources.maxGeometryAtomicCounterBuffers = 0;
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Resources.maxFragmentAtomicCounterBuffers = 1;
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Resources.maxCombinedAtomicCounterBuffers = 1;
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Resources.maxAtomicCounterBufferSize = 16384;
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Resources.maxTransformFeedbackBuffers = 4;
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Resources.maxTransformFeedbackInterleavedComponents = 64;
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Resources.maxCullDistances = 8;
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Resources.maxCombinedClipAndCullDistances = 8;
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Resources.maxSamples = 4;
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Resources.maxMeshOutputVerticesNV = 256;
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Resources.maxMeshOutputPrimitivesNV = 512;
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Resources.maxMeshWorkGroupSizeX_NV = 32;
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Resources.maxMeshWorkGroupSizeY_NV = 1;
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Resources.maxMeshWorkGroupSizeZ_NV = 1;
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Resources.maxTaskWorkGroupSizeX_NV = 32;
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Resources.maxTaskWorkGroupSizeY_NV = 1;
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Resources.maxTaskWorkGroupSizeZ_NV = 1;
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Resources.maxMeshViewCountNV = 4;
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Resources.limits.nonInductiveForLoops = true;
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Resources.limits.whileLoops = true;
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Resources.limits.doWhileLoops = true;
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Resources.limits.generalUniformIndexing = true;
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Resources.limits.generalAttributeMatrixVectorIndexing = true;
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Resources.limits.generalVaryingIndexing = true;
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Resources.limits.generalSamplerIndexing = true;
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Resources.limits.generalVariableIndexing = true;
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Resources.limits.generalConstantMatrixVectorIndexing = true;
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return Resources;
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}
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CompilerResult ShaderCompiler::CompileShader(const ShaderAttrib& attrib) {
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auto shaderType = attrib.shaderType;
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auto sourceStr = attrib.sourceStr;
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auto lang = GetEShLanguageByShaderType(shaderType);
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if (lang == EShLanguage::EShLangCount) {
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ShaderCompileResult<false> r;
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r.log += "Error: [Preprocess] Unsupported shader type: " +
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ConvertGLEnumToString(shaderType);
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r.errc = -1;
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return std::unexpected(r);
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}
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ShaderCompileResult<true> res;
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auto& tshader = res.TShader;
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tshader = MakeUnique<glslang::TShader>(lang);
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const char* src[] = { sourceStr.c_str() };
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tshader->setStrings(src, 1);
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tshader->setInvertY(true);
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tshader->setEnvInput(glslang::EShSourceGlsl, lang, glslang::EShClientVulkan, 450);
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tshader->setEnvClient(glslang::EShClientOpenGL, glslang::EShTargetOpenGL_450);
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tshader->setEnvTarget(glslang::EShTargetSpv, glslang::EShTargetSpv_1_6);
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tshader->setAutoMapLocations(true);
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tshader->setAutoMapBindings(true);
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tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and gl_InstanceID?
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if (!tshader->parse(&GetTBuiltInResourceInstance(), 150, ECompatibilityProfile,
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/*forceDefaultVersionAndProfile: */false,
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/*forwardCompatible: */true, EShMsgDefault)) {
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ShaderCompileResult<false> r;
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r.log += "Error: [glslang] Cannot compile " + ConvertGLEnumToString(shaderType) + ":\n"
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+ std::string(tshader->getInfoLog());
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r.errc = -2;
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return std::unexpected(r);
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}
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return res;
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}
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}
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}
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}
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@@ -0,0 +1,20 @@
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//
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// Created by Swung 0x48 on 2025/7/20.
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//
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#ifndef MOBILEGLTEST_SHADERCOMPILER_H
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#define MOBILEGLTEST_SHADERCOMPILER_H
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namespace MobileGL {
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namespace MG_Util {
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namespace ShaderTranspiler {
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class ShaderCompiler {
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public:
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static CompilerResult CompileShader(const ShaderAttrib& attrib);
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};
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}
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}
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}
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#endif //MOBILEGLTEST_SHADERCOMPILER_H
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@@ -0,0 +1,109 @@
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//
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// Created by Swung 0x48 on 2025/7/20.
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//
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#ifndef MG_UTIL_SHADERTRANSPILER_TYPES_H
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#define MG_UTIL_SHADERTRANSPILER_TYPES_H
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namespace MobileGL {
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namespace MG_Util {
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namespace ShaderTranspiler {
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enum class TUniformType {
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Uniform,
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Sampler
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};
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template <TUniformType T>
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struct TUniform {
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static_assert(false, "TUniform<T> does not accept this enum");
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};
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template <>
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struct TUniform<TUniformType::Uniform> {
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String name;
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glslang::TStorageQualifier storageQualifier;
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Uint layoutLocation = 0;
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Uint layoutBinding = 0;
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glslang::TLayoutPacking layoutPacking;
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};
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template <>
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struct TUniform<TUniformType::Sampler> {
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String name;
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glslang::TSampler sampler;
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};
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struct EmptyType {};
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struct ShaderAttrib {
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GLenum shaderType;
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String sourceStr;
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};
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struct CompiledTShader {
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UniquePtr<glslang::TShader> TShader;
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Vector<TUniform<TUniformType::Uniform>> uniforms;
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Vector<TUniform<TUniformType::Sampler>> samplers;
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};
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template <bool Succeeded>
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struct ShaderCompileResult:
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public std::conditional_t<Succeeded, CompiledTShader, EmptyType> {
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Int errc = 0;
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String log;
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};
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using CompilerResult = std::expected<ShaderCompileResult<true>, ShaderCompileResult<false>>;
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struct ShaderPayload {
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// In
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GLenum shaderType;
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String sourceStr;
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// Out
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UniquePtr<glslang::TShader> TShader;
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Vector<TUniform<TUniformType::Uniform>> uniforms;
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Vector<TUniform<TUniformType::Sampler>> samplers;
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Int errc = 0;
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String log;
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};
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struct ProgramPayload {
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// In
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||||
Vector<GLenum> shaderTypes;
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Vector<UniquePtr<glslang::TShader>> shadersToLink;
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// Out
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glslang::TProgram linkedProgram;
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Vector<Vector<Uint>> programSpirv;
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Int errc = 0;
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String log;
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};
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inline static EShLanguage GetEShLanguageByShaderType(GLenum shaderType) {
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switch (shaderType) {
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case GL_VERTEX_SHADER:
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return EShLanguage::EShLangVertex;
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case GL_FRAGMENT_SHADER:
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return EShLanguage::EShLangFragment;
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case GL_COMPUTE_SHADER:
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return EShLanguage::EShLangCompute;
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case GL_TESS_CONTROL_SHADER:
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return EShLanguage::EShLangTessControl;
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case GL_TESS_EVALUATION_SHADER:
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return EShLanguage::EShLangTessEvaluation;
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case GL_GEOMETRY_SHADER:
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return EShLanguage::EShLangGeometry;
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default:
|
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return EShLanguage::EShLangCount;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#include "ShaderCompiler.h"
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||||
|
||||
#endif //MG_UTIL_SHADERTRANSPILER_TYPES_H
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||||
@@ -0,0 +1,30 @@
|
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//
|
||||
// Created by Swung 0x48 on 2025/7/20.
|
||||
//
|
||||
|
||||
#include "Includes.h"
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_Util {
|
||||
namespace ShaderTranspiler {
|
||||
void UniformTraverser::visitSymbol(glslang::TIntermSymbol *symbol) {
|
||||
const auto &type = symbol->getType();
|
||||
if (symbol->getQualifier().isUniform()) {
|
||||
auto name = symbol->getName();
|
||||
auto qualifier = symbol->getQualifier();
|
||||
|
||||
auto &uniform = uniforms.emplace_back();
|
||||
uniform.name = name;
|
||||
uniform.storageQualifier = qualifier.storage;
|
||||
uniform.layoutLocation = qualifier.layoutLocation;
|
||||
uniform.layoutBinding = qualifier.layoutBinding;
|
||||
uniform.layoutPacking = qualifier.layoutPacking;
|
||||
} else if (type.getBasicType() == glslang::EbtSampler) {
|
||||
auto &uniform = samplers.emplace_back();
|
||||
uniform.name = symbol->getName();
|
||||
uniform.sampler = type.getSampler();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,25 @@
|
||||
//
|
||||
// Created by Swung 0x48 on 2025/7/20.
|
||||
//
|
||||
|
||||
#ifndef MOBILEGL_UNIFORMTRAVERSER_H
|
||||
#define MOBILEGL_UNIFORMTRAVERSER_H
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_Util {
|
||||
namespace ShaderTranspiler {
|
||||
class UniformTraverser : public glslang::TIntermTraverser {
|
||||
public:
|
||||
UniformTraverser(Vector<TUniform<TUniformType::Uniform>> &u, Vector<TUniform<TUniformType::Sampler>> &s)
|
||||
: uniforms(u), samplers(s) {}
|
||||
|
||||
void visitSymbol(glslang::TIntermSymbol *symbol) override;
|
||||
|
||||
Vector<TUniform<TUniformType::Uniform>> &uniforms;
|
||||
Vector<TUniform<TUniformType::Sampler>> &samplers;
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#endif //MOBILEGL_UNIFORMTRAVERSER_H
|
||||
@@ -162,4 +162,4 @@ namespace MobileGL {
|
||||
};
|
||||
}
|
||||
|
||||
#include "Pipelines/Types.h"
|
||||
#include "MG_Util/ShaderTranspiler/Types.h"
|
||||
|
||||
Reference in New Issue
Block a user