mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 04:38:30 +09:00
[Fix] (MG_State/ProgramState): select correct binary to do reflection
This commit is contained in:
@@ -244,27 +244,35 @@ namespace MobileGL {
|
||||
assert(binaryResult);
|
||||
m_generatedSpirv = Move(binaryResult.value());
|
||||
|
||||
SpvcSession session(m_generatedSpirv[0]);
|
||||
auto srcResult = ShaderCompiler::DecompileShader(session);
|
||||
assert(srcResult);
|
||||
// auto src = srcResult.value();
|
||||
// printf("decompiled src: \n%s\n", src.c_str());
|
||||
for (auto spv: m_generatedSpirv) {
|
||||
SpvcSession session(spv);
|
||||
auto result = session.ParseMetaData();
|
||||
if (result < 0) {
|
||||
continue;
|
||||
}
|
||||
// auto srcResult = ShaderCompiler::DecompileShader(session);
|
||||
// assert(srcResult);
|
||||
// auto src = srcResult.value();
|
||||
// printf("decompiled src: \n%s\n", src.c_str());
|
||||
|
||||
auto& meta = session.GetMetadata();
|
||||
auto size = meta.uboSize;
|
||||
m_uboScratch.resize(size);
|
||||
m_uniformOffsets.resize(m_maxUniformLocation + 1);
|
||||
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
|
||||
if (m_uniformLocations.find(name) != m_uniformLocations.end())
|
||||
m_uniformOffsets[m_uniformLocations[name]] = offset;
|
||||
|
||||
auto& meta = session.GetMetadata();
|
||||
auto size = meta.uboSize;
|
||||
m_uboScratch.resize(size);
|
||||
m_uniformOffsets.resize(m_maxUniformLocation + 1);
|
||||
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
|
||||
if (m_uniformLocations.find(name) != m_uniformLocations.end())
|
||||
m_uniformOffsets[m_uniformLocations[name]] = offset;
|
||||
}
|
||||
m_uniformSizesInBytes.resize(m_maxUniformLocation + 1);
|
||||
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());
|
||||
break;
|
||||
}
|
||||
m_uniformSizesInBytes.resize(m_maxUniformLocation + 1);
|
||||
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() {}
|
||||
|
||||
@@ -564,3 +564,128 @@ TEST_F(ProgramTest, MinecraftPositionTex) {
|
||||
ASSERT_GE(sampler0Loc, 0);
|
||||
ASSERT_LT(sampler0Loc, 4000);
|
||||
}
|
||||
|
||||
const char* minecraft_core_blit_screen_vs = R"(#version 150
|
||||
|
||||
in vec3 Position;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
vec2 screenPos = Position.xy * 2.0 - 1.0;
|
||||
gl_Position = vec4(screenPos.x, screenPos.y, 1.0, 1.0);
|
||||
texCoord = Position.xy;
|
||||
}
|
||||
|
||||
)";
|
||||
|
||||
const char* minecraft_core_lightmap = R"(#version 150
|
||||
|
||||
uniform float AmbientLightFactor;
|
||||
uniform float SkyFactor;
|
||||
uniform float BlockFactor;
|
||||
uniform int UseBrightLightmap;
|
||||
uniform vec3 SkyLightColor;
|
||||
uniform float NightVisionFactor;
|
||||
uniform float DarknessScale;
|
||||
uniform float DarkenWorldFactor;
|
||||
uniform float BrightnessFactor;
|
||||
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 fragColor;
|
||||
|
||||
float get_brightness(float level) {
|
||||
float curved_level = level / (4.0 - 3.0 * level);
|
||||
return mix(curved_level, 1.0, AmbientLightFactor);
|
||||
}
|
||||
|
||||
vec3 notGamma(vec3 x) {
|
||||
vec3 nx = 1.0 - x;
|
||||
return 1.0 - nx * nx * nx * nx;
|
||||
}
|
||||
|
||||
void main() {
|
||||
float block_brightness = get_brightness(floor(texCoord.x * 16) / 15) * BlockFactor;
|
||||
float sky_brightness = get_brightness(floor(texCoord.y * 16) / 15) * SkyFactor;
|
||||
|
||||
// cubic nonsense, dips to yellowish in the middle, white when fully saturated
|
||||
vec3 color = vec3(
|
||||
block_brightness,
|
||||
block_brightness * ((block_brightness * 0.6 + 0.4) * 0.6 + 0.4),
|
||||
block_brightness * (block_brightness * block_brightness * 0.6 + 0.4)
|
||||
);
|
||||
|
||||
if (UseBrightLightmap != 0) {
|
||||
color = mix(color, vec3(0.99, 1.12, 1.0), 0.25);
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
} else {
|
||||
color += SkyLightColor * sky_brightness;
|
||||
color = mix(color, vec3(0.75), 0.04);
|
||||
|
||||
vec3 darkened_color = color * vec3(0.7, 0.6, 0.6);
|
||||
color = mix(color, darkened_color, DarkenWorldFactor);
|
||||
}
|
||||
|
||||
if (NightVisionFactor > 0.0) {
|
||||
// scale up uniformly until 1.0 is hit by one of the colors
|
||||
float max_component = max(color.r, max(color.g, color.b));
|
||||
if (max_component < 1.0) {
|
||||
vec3 bright_color = color / max_component;
|
||||
color = mix(color, bright_color, NightVisionFactor);
|
||||
}
|
||||
}
|
||||
|
||||
if (UseBrightLightmap == 0) {
|
||||
color = clamp(color - vec3(DarknessScale), 0.0, 1.0);
|
||||
}
|
||||
|
||||
vec3 notGamma = notGamma(color);
|
||||
color = mix(color, notGamma, BrightnessFactor);
|
||||
color = mix(color, vec3(0.75), 0.04);
|
||||
color = clamp(color, 0.0, 1.0);
|
||||
|
||||
fragColor = vec4(color, 1.0);
|
||||
}
|
||||
|
||||
)";
|
||||
|
||||
TEST_F(ProgramTest, MinecraftBlitScreenLightmap) {
|
||||
char infoLog[1024] = "";
|
||||
|
||||
GLuint vs = CreateShader(GL_VERTEX_SHADER);
|
||||
ShaderSource(vs, 1, &minecraft_core_blit_screen_vs, NULL);
|
||||
CompileShader(vs);
|
||||
GLint vsStatus = GL_FALSE;
|
||||
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
|
||||
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
|
||||
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
|
||||
|
||||
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
|
||||
ShaderSource(fs, 1, &minecraft_core_lightmap, NULL);
|
||||
CompileShader(fs);
|
||||
GLint fsStatus = GL_FALSE;
|
||||
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
|
||||
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
|
||||
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
|
||||
|
||||
GLuint program = CreateProgram();
|
||||
AttachShader(program, vs);
|
||||
AttachShader(program, fs);
|
||||
|
||||
LinkProgram(program);
|
||||
|
||||
UseProgram(program);
|
||||
|
||||
int uniformCount = 0;
|
||||
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
|
||||
ASSERT_LT(uniformCount, 4000);
|
||||
|
||||
int loc = GetUniformLocation(program, "AmbientLightFactor");
|
||||
ASSERT_GE(loc, 0);
|
||||
ASSERT_LT(loc, 4000);
|
||||
|
||||
auto programObject = MG_State::pGLContext->GetCurrentProgram();
|
||||
ASSERT_GT(programObject->GetUBOSize(), 0);
|
||||
}
|
||||
|
||||
|
||||
@@ -63,7 +63,7 @@ namespace MobileGL {
|
||||
spvc_result SpvcSession::Compile(const char** result) {
|
||||
SPVC_CHK_INIT
|
||||
SPVC_CHK_RESULT(spvc_compiler_compile(compiler, result));
|
||||
SPVC_CHK_RESULT(ParseMetaData());
|
||||
// SPVC_CHK_RESULT(ParseMetaData());
|
||||
SPVC_CHK_RETURN
|
||||
}
|
||||
|
||||
@@ -109,9 +109,12 @@ namespace MobileGL {
|
||||
.matCol = matCol,
|
||||
};
|
||||
}
|
||||
SPVC_CHK_RETURN
|
||||
}
|
||||
}
|
||||
SPVC_CHK_RETURN
|
||||
// This means this spv binary does not have
|
||||
// auto-generated UBO in it
|
||||
return SPVC_ERROR_INVALID_SPIRV;
|
||||
}
|
||||
|
||||
const SpvcMetadata& SpvcSession::GetMetadata() const {
|
||||
|
||||
@@ -77,9 +77,9 @@ namespace MobileGL {
|
||||
const SpvcMetadata& GetMetadata() const;
|
||||
const char* GetLastErrorString() const;
|
||||
|
||||
private:
|
||||
// Should be called once, and only once, for every SPIR-V binary
|
||||
spvc_result ParseMetaData();
|
||||
private:
|
||||
|
||||
spvc_context context = nullptr;
|
||||
spvc_parsed_ir ir = nullptr;
|
||||
|
||||
Reference in New Issue
Block a user