[Fix] (MG_Util/Program): program linking

This commit is contained in:
2025-07-21 14:37:32 +08:00
parent bb396f8651
commit 1ad2513700
4 changed files with 94 additions and 131 deletions
+36 -115
View File
@@ -18,19 +18,19 @@ TEST_F(ProgramTest, Sanity) {
const char* vs = R"(#version 150
in vec3 Position;
in vec2 UV;
in vec2 UV0;
in vec4 Color;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord;
out vec2 texCoord0;
out vec4 vertexColor;
void main() {
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord = UV;
texCoord0 = UV0;
vertexColor = Color;
})";
@@ -49,19 +49,20 @@ TEST_F(ProgramTest, CompileSimpleVertexShader) {
const char* fs = R"(#version 150
uniform sampler2D DiffuseSampler;
uniform sampler2D Sampler0;
uniform vec4 ColorModulator;
in vec2 texCoord;
in vec2 texCoord0;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
vec4 color = texture(DiffuseSampler, texCoord) * vertexColor;
// blit final output of compositor into displayed back buffer
vec4 color = texture(Sampler0, texCoord0) * vertexColor;
if (color.a == 0.0) {
discard;
}
fragColor = color * ColorModulator;
})";
@@ -78,116 +79,36 @@ TEST_F(ProgramTest, CompileSimpleFragmentShader) {
}
}
const char* vs_uniform = R"(#version 150
in vec3 Position;
in vec2 UV;
in vec4 Color;
uniform mat4 ModelViewMat;
uniform mat4 ProjMat;
out vec2 texCoord;
out vec4 vertexColor;
void main() {
mat4 mat = ProjMat * ModelViewMat;
gl_Position = ProjMat * ModelViewMat * vec4(Position, 1.0);
texCoord = UV;
vertexColor = Color;
})";
TEST_F(ProgramTest, ExtractPlainUniform) {
TEST_F(ProgramTest, CompileAndLinkProgram) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib {
ShaderAttrib vs_attrib {
.shaderType = GL_VERTEX_SHADER,
.sourceStr = vs_uniform
.sourceStr = vs
};
auto vs_res = ShaderCompiler::CompileShader(vs_attrib);
if (!vs_res) {
ASSERT_NE(vs_res.error().errc, 0);
FAIL() << "errc: " << vs_res.error().errc << "\nlog: " << vs_res.error().log;
}
ShaderAttrib fs_attrib {
.shaderType = GL_FRAGMENT_SHADER,
.sourceStr = fs
};
auto fs_res = ShaderCompiler::CompileShader(fs_attrib);
if (!fs_res) {
ASSERT_NE(fs_res.error().errc, 0);
FAIL() << "errc: " << fs_res.error().errc << "\nlog: " << fs_res.error().log;
}
ProgramAttrib programAttrib {
.shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
.shaders = { vs_res.value(), fs_res.value() }
};
Vector<TUniform<TUniformType::Uniform>> uniforms;
Vector<TUniform<TUniformType::Sampler>> samplers;
auto res = ShaderCompiler::CompileShader(attrib);
if (res) {
UniformTraverser traverser(uniforms, samplers);
auto root = res->TShader->getIntermediate()->getTreeRoot();
root->traverse(&traverser);
ASSERT_EQ(uniforms.size(), 2);
ASSERT_EQ(samplers.size(), 0);
auto ProjMat_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
return uniform.name == "ProjMat";
});
ASSERT_TRUE(ProjMat_uniform_it != uniforms.end());
ASSERT_EQ(ProjMat_uniform_it->storageQualifier, glslang::EvqUniform);
auto ModelViewMat_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
return uniform.name == "ModelViewMat";
});
ASSERT_TRUE(ModelViewMat_uniform_it != uniforms.end());
ASSERT_EQ(ModelViewMat_uniform_it->storageQualifier, glslang::EvqUniform);
} else {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
auto program_res = ShaderCompiler::LinkProgram(programAttrib);
if (!program_res) {
ASSERT_NE(program_res.error().errc, 0);
FAIL() << "errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
}
}
const char* fs_uniform = R"(#version 150
uniform sampler2D DiffuseSampler;
uniform vec4 ColorModulator;
in vec2 texCoord;
in vec4 vertexColor;
out vec4 fragColor;
void main() {
vec4 color = texture(DiffuseSampler, texCoord) * vertexColor;
// blit final output of compositor into displayed back buffer
fragColor = color * ColorModulator;
})";
TEST_F(ProgramTest, ExtractSampler) {
using namespace MG_Util::ShaderTranspiler;
ShaderAttrib attrib {
.shaderType = GL_FRAGMENT_SHADER,
.sourceStr = fs_uniform
};
Vector<TUniform<TUniformType::Uniform>> uniforms;
Vector<TUniform<TUniformType::Sampler>> samplers;
auto res = ShaderCompiler::CompileShader(attrib);
if (res) {
UniformTraverser traverser(uniforms, samplers);
auto root = res->TShader->getIntermediate()->getTreeRoot();
root->traverse(&traverser);
ASSERT_EQ(uniforms.size(), 1);
ASSERT_EQ(samplers.size(), 1);
auto ColorModulator_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
return uniform.name == "ColorModulator";
});
ASSERT_TRUE(ColorModulator_uniform_it != uniforms.end());
ASSERT_EQ(ColorModulator_uniform_it->storageQualifier, glslang::EvqUniform);
auto DiffuseSampler_uniform_it = std::find_if(samplers.begin(), samplers.end(), [] (TUniform<TUniformType::Sampler>& uniform) {
return uniform.name == "DiffuseSampler";
});
ASSERT_TRUE(DiffuseSampler_uniform_it != samplers.end());
auto& sampler = DiffuseSampler_uniform_it->sampler;
ASSERT_EQ(sampler.type, glslang::EbtFloat);
ASSERT_EQ(sampler.dim, glslang::Esd2D);
} else {
ASSERT_NE(res.error().errc, 0);
FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
}
}
@@ -116,22 +116,22 @@ namespace MobileGL {
return Resources;
}
CompilerResult ShaderCompiler::CompileShader(const ShaderAttrib& attrib) {
Result<SharedPtr<glslang::TShader>> ShaderCompiler::CompileShader(const ShaderAttrib& attrib) {
auto shaderType = attrib.shaderType;
auto sourceStr = attrib.sourceStr;
auto lang = GetEShLanguageByShaderType(shaderType);
if (lang == EShLanguage::EShLangCount) {
ShaderCompileResult<false> r;
ResultInfo r;
r.log += "Error: [Preprocess] Unsupported shader type: " +
ConvertGLEnumToString(shaderType);
r.errc = -1;
return std::unexpected(r);
}
ShaderCompileResult<true> res;
auto& tshader = res.TShader;
tshader = MakeUnique<glslang::TShader>(lang);
SharedPtr<glslang::TShader> res;
auto& tshader = res;
tshader = MakeShared<glslang::TShader>(lang);
const char* src[] = { sourceStr.c_str() };
tshader->setStrings(src, 1);
tshader->setInvertY(true);
@@ -144,7 +144,7 @@ namespace MobileGL {
if (!tshader->parse(&GetTBuiltInResourceInstance(), 150, ECompatibilityProfile,
/*forceDefaultVersionAndProfile: */false,
/*forwardCompatible: */true, EShMsgDefault)) {
ShaderCompileResult<false> r;
ResultInfo r;
r.log += "Error: [glslang] Cannot compile " + ConvertGLEnumToString(shaderType) + ":\n"
+ std::string(tshader->getInfoLog());
r.errc = -2;
@@ -153,6 +153,49 @@ namespace MobileGL {
return res;
}
Result<Vector<Vector<unsigned>>> ShaderCompiler::LinkProgram(const ProgramAttrib& attrib) {
glslang::TProgram program;
for (auto& s : attrib.shaders) {
program.addShader(s.get());
}
if (!program.link(EShMsgDefault)) {
ResultInfo r;
r.log = "Error: [glslang] Cannot link the program:\n" + std::string(program.getInfoLog());
r.errc = -3;
return std::unexpected(r);
}
UniquePtr<glslang::TIoMapResolver> resolver;
for (unsigned stage = 0; stage < EShLangCount; stage++) {
auto* pResolver = program.getGlslIoResolver((EShLanguage)stage);
if (pResolver) {
resolver = UniquePtr<glslang::TIoMapResolver>(pResolver);
break;
}
}
auto ioMapper = UniquePtr<glslang::TIoMapper>(glslang::GetGlslIoMapper());
if (!program.mapIO(resolver.get(), ioMapper.get())) {
ResultInfo r;
r.log = "Error: [glslang] Cannot mapIO:\n" + std::string(program.getInfoLog());
r.errc = -4;
return std::unexpected(r);
}
glslang::SpvOptions spvOptions;
spvOptions.disableOptimizer = false;
Vector<Vector<unsigned>> allSpirv;
for (auto type : attrib.shaderTypes) {
Vector<unsigned> spirv;
GlslangToSpv(*program.getIntermediate(ConvertGLEnumToEShLanguage(type)), spirv, &spvOptions);
allSpirv.push_back(spirv);
}
return allSpirv;
}
}
}
}
@@ -10,7 +10,8 @@ namespace MG_Util {
namespace ShaderTranspiler {
class ShaderCompiler {
public:
static CompilerResult CompileShader(const ShaderAttrib& attrib);
static Result<SharedPtr<glslang::TShader>> CompileShader(const ShaderAttrib& attrib);
static Result<Vector<Vector<unsigned>>> LinkProgram(const ProgramAttrib& attrib);
};
}
}
+7 -9
View File
@@ -22,7 +22,7 @@ namespace MobileGL {
struct TUniform<TUniformType::Uniform> {
String name;
glslang::TStorageQualifier storageQualifier;
// glslang::TType type;
Uint layoutLocation = 0;
Uint layoutBinding = 0;
glslang::TLayoutPacking layoutPacking;
@@ -42,20 +42,18 @@ namespace MobileGL {
String sourceStr;
};
struct CompiledTShader {
UniquePtr<glslang::TShader> TShader;
Vector<TUniform<TUniformType::Uniform>> uniforms;
Vector<TUniform<TUniformType::Sampler>> samplers;
struct ProgramAttrib {
Vector<GLenum> shaderTypes;
Vector<SharedPtr<glslang::TShader>> shaders;
};
template <bool Succeeded>
struct ShaderCompileResult:
public std::conditional_t<Succeeded, CompiledTShader, EmptyType> {
struct ResultInfo {
Int errc = 0;
String log;
};
using CompilerResult = std::expected<ShaderCompileResult<true>, ShaderCompileResult<false>>;
template <typename T>
using Result = std::expected<T, ResultInfo>;
struct ShaderPayload {
// In