[Fix] (MG_Impl/Program): fixing UniformMatrix3fv improper alignment

This commit is contained in:
2025-11-18 11:16:29 +08:00
parent ef6ef0fc31
commit 2709b9754f
+13 -8
View File
@@ -491,13 +491,13 @@ namespace MobileGL {
MG_State::pGLContext->UseProgram(program);
}
template <GLsizei VecCount, typename T>
void Uniform_State(MG_State::GLState::ProgramObject& programObject, GLuint location, T* value) {
template <GLsizei ItemCount, typename T>
void Uniform_State(MG_State::GLState::ProgramObject& programObject, GLuint location, T* value, SizeT byteOffsetInsideUniform = 0) {
if (!programObject.IsUniformOpaqueAtLocation(location)) {
auto size = programObject.GetUniformSizesInBytes(location);
auto offset = programObject.GetUniformOffset(location);
assert(size >= VecCount * sizeof(T));
memcpy((char*)programObject.MapUBO() + offset, value, VecCount * sizeof(T));
assert(size >= ItemCount * sizeof(T));
memcpy((char*)programObject.MapUBO() + offset + byteOffsetInsideUniform, value, ItemCount * sizeof(T));
} else {
auto* ttype = programObject.GetUniformTType(location);
if (ttype->isTexture() || ttype->isImage()) {
@@ -506,7 +506,7 @@ namespace MobileGL {
}
}
template <GLsizei VecCount, typename T>
template <GLsizei ItemCount, typename T>
void Uniformv_State(GLint location, GLsizei count, T* value) {
if (location == -1) return;
@@ -530,7 +530,7 @@ namespace MobileGL {
}
for (GLint offset = 0; offset < count; offset++) {
Uniform_State<VecCount>(*programObject, location + offset, value + offset * VecCount);
Uniform_State<ItemCount>(*programObject, location + offset, value + offset * ItemCount);
}
}
@@ -697,15 +697,20 @@ namespace MobileGL {
}
// For matrix uniforms, we handle each matrix individually
// Handle padding in mat3 correctly!!
for (GLint i = 0; i < count; i++) {
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[9];
TransposeMatrix3x3(value + i * 9, transposedMatrix);
Uniform_State<9>(*programObject, location + i, transposedMatrix);
for (int row = 0; row < 3; ++row) {
Uniform_State<3>(*programObject, location + i, transposedMatrix + row * 3, row * 4 * sizeof(float));
}
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<9>(*programObject, location + i, value + i * 9);
for (int row = 0; row < 3; ++row) {
Uniform_State<3>(*programObject, location + i, value + i * 9 + row * 3, row * 4 * sizeof(float));
}
}
}
}