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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Fix] (MG_Util/Program): program linking
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@@ -18,19 +18,19 @@ TEST_F(ProgramTest, Sanity) {
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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 vec2 UV0;
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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 vec2 texCoord0;
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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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texCoord0 = UV0;
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vertexColor = Color;
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})";
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@@ -49,19 +49,20 @@ TEST_F(ProgramTest, CompileSimpleVertexShader) {
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const char* fs = R"(#version 150
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uniform sampler2D DiffuseSampler;
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uniform sampler2D Sampler0;
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uniform vec4 ColorModulator;
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in vec2 texCoord;
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in vec2 texCoord0;
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in vec4 vertexColor;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(DiffuseSampler, texCoord) * vertexColor;
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// blit final output of compositor into displayed back buffer
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vec4 color = texture(Sampler0, texCoord0) * vertexColor;
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if (color.a == 0.0) {
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discard;
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}
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fragColor = color * ColorModulator;
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})";
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@@ -78,116 +79,36 @@ TEST_F(ProgramTest, CompileSimpleFragmentShader) {
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}
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}
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const char* vs_uniform = 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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mat4 mat = ProjMat * ModelViewMat;
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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, ExtractPlainUniform) {
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TEST_F(ProgramTest, CompileAndLinkProgram) {
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using namespace MG_Util::ShaderTranspiler;
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ShaderAttrib attrib {
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ShaderAttrib vs_attrib {
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.shaderType = GL_VERTEX_SHADER,
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.sourceStr = vs_uniform
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.sourceStr = vs
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};
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auto vs_res = ShaderCompiler::CompileShader(vs_attrib);
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if (!vs_res) {
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ASSERT_NE(vs_res.error().errc, 0);
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FAIL() << "errc: " << vs_res.error().errc << "\nlog: " << vs_res.error().log;
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}
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ShaderAttrib fs_attrib {
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.shaderType = GL_FRAGMENT_SHADER,
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.sourceStr = fs
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};
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auto fs_res = ShaderCompiler::CompileShader(fs_attrib);
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if (!fs_res) {
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ASSERT_NE(fs_res.error().errc, 0);
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FAIL() << "errc: " << fs_res.error().errc << "\nlog: " << fs_res.error().log;
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}
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ProgramAttrib programAttrib {
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.shaderTypes = { GL_VERTEX_SHADER, GL_FRAGMENT_SHADER },
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.shaders = { vs_res.value(), fs_res.value() }
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};
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Vector<TUniform<TUniformType::Uniform>> uniforms;
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Vector<TUniform<TUniformType::Sampler>> samplers;
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auto res = ShaderCompiler::CompileShader(attrib);
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if (res) {
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UniformTraverser traverser(uniforms, samplers);
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auto root = res->TShader->getIntermediate()->getTreeRoot();
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root->traverse(&traverser);
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ASSERT_EQ(uniforms.size(), 2);
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ASSERT_EQ(samplers.size(), 0);
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auto ProjMat_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
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return uniform.name == "ProjMat";
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});
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ASSERT_TRUE(ProjMat_uniform_it != uniforms.end());
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ASSERT_EQ(ProjMat_uniform_it->storageQualifier, glslang::EvqUniform);
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auto ModelViewMat_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
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return uniform.name == "ModelViewMat";
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});
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ASSERT_TRUE(ModelViewMat_uniform_it != uniforms.end());
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ASSERT_EQ(ModelViewMat_uniform_it->storageQualifier, glslang::EvqUniform);
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} else {
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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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auto program_res = ShaderCompiler::LinkProgram(programAttrib);
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if (!program_res) {
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ASSERT_NE(program_res.error().errc, 0);
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FAIL() << "errc: " << program_res.error().errc << "\nlog: " << program_res.error().log;
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}
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}
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const char* fs_uniform = R"(#version 150
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uniform sampler2D DiffuseSampler;
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uniform vec4 ColorModulator;
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in vec2 texCoord;
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in vec4 vertexColor;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(DiffuseSampler, texCoord) * vertexColor;
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// blit final output of compositor into displayed back buffer
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fragColor = color * ColorModulator;
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})";
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TEST_F(ProgramTest, ExtractSampler) {
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using namespace MG_Util::ShaderTranspiler;
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ShaderAttrib attrib {
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.shaderType = GL_FRAGMENT_SHADER,
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.sourceStr = fs_uniform
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};
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Vector<TUniform<TUniformType::Uniform>> uniforms;
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Vector<TUniform<TUniformType::Sampler>> samplers;
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auto res = ShaderCompiler::CompileShader(attrib);
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if (res) {
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UniformTraverser traverser(uniforms, samplers);
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auto root = res->TShader->getIntermediate()->getTreeRoot();
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root->traverse(&traverser);
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ASSERT_EQ(uniforms.size(), 1);
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ASSERT_EQ(samplers.size(), 1);
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auto ColorModulator_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
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return uniform.name == "ColorModulator";
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});
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ASSERT_TRUE(ColorModulator_uniform_it != uniforms.end());
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ASSERT_EQ(ColorModulator_uniform_it->storageQualifier, glslang::EvqUniform);
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auto DiffuseSampler_uniform_it = std::find_if(samplers.begin(), samplers.end(), [] (TUniform<TUniformType::Sampler>& uniform) {
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return uniform.name == "DiffuseSampler";
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});
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ASSERT_TRUE(DiffuseSampler_uniform_it != samplers.end());
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auto& sampler = DiffuseSampler_uniform_it->sampler;
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ASSERT_EQ(sampler.type, glslang::EbtFloat);
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ASSERT_EQ(sampler.dim, glslang::Esd2D);
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} else {
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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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