[Feat] (MG_State/Program): glUniformMatrix* without transpose

This commit is contained in:
2025-08-22 15:47:14 +08:00
parent bc46cb9c5f
commit 2be194c147
2 changed files with 148 additions and 3 deletions
+93 -3
View File
@@ -546,15 +546,105 @@ namespace MobileGL {
}
void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
THROW_UNIMPL_EXCEPTION;
// For 2x2 matrices, we have 4 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1)
return;
auto programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"There is no current program object."));
return;
}
if (location >= programObject->GetUniformCount() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
// Note: In this implementation, we're not actually transposing the matrix data
// as we're directly copying to UBO. The transpose parameter is typically used
// in OpenGL to indicate whether the matrix should be transposed before being
// loaded into the uniform variable. In our case, we assume the shader compiler
// has handled the appropriate matrix layout.
Uniform_State<4>(*programObject, location + i, value + i * 4);
}
}
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
THROW_UNIMPL_EXCEPTION;
// For 3x3 matrices, we have 9 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1)
return;
auto programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"There is no current program object."));
return;
}
if (location >= programObject->GetUniformCount() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
// Note: In this implementation, we're not actually transposing the matrix data
// as we're directly copying to UBO. The transpose parameter is typically used
// in OpenGL to indicate whether the matrix should be transposed before being
// loaded into the uniform variable. In our case, we assume the shader compiler
// has handled the appropriate matrix layout.
Uniform_State<9>(*programObject, location + i, value + i * 9);
}
}
void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
THROW_UNIMPL_EXCEPTION;
// For 4x4 matrices, we have 16 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1)
return;
auto programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"There is no current program object."));
return;
}
if (location >= programObject->GetUniformCount() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` is an invalid uniform location for the current program object and `location` is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
// Note: In this implementation, we're not actually transposing the matrix data
// as we're directly copying to UBO. The transpose parameter is typically used
// in OpenGL to indicate whether the matrix should be transposed before being
// loaded into the uniform variable. In our case, we assume the shader compiler
// has handled the appropriate matrix layout.
Uniform_State<16>(*programObject, location + i, value + i * 16);
}
}
void ValidateProgram_State(GLuint program) {
+55
View File
@@ -169,3 +169,58 @@ TEST_F(ProgramTest, CompileAndLink) {
GetUniformiv(program, locInt, &intVal);
EXPECT_EQ(intVal, 114514);
}
TEST_F(ProgramTest, UniformMatrixFunctions) {
char infoLog[1024] = "";
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
printf("Compiling vertex shader: %s\n", vsSrc);
CompileShader(vs);
GLint vsStatus = GL_FALSE;
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
printf("Compiled vertex shader.\n");
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
printf("Compiling fragment shader: %s\n", fsSrc);
CompileShader(fs);
GLint fsStatus = GL_FALSE;
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
printf("Compiled fragment shader.\n");
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
BindAttribLocation(program, 1, "fIn1");
BindAttribLocation(program, 3, "fIn3");
BindAttribLocation(program, 5, "fIn5");
printf("Linking program...\n");
LinkProgram(program);
printf("Program linked.\n");
UseProgram(program);
// Test UniformMatrix2fv
auto locProjMat = GetUniformLocation(program, "ProjMat");
ASSERT_NE(locProjMat, -1);
// 4x4 matrix (16 elements)
GLfloat matrix4x4[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
0.0f, 0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 0.0f, 1.0f
};
// Test UniformMatrix4fv with count = 1
UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
// Test with multiple matrices (count > 1)
// For this test, we would need uniforms that are arrays of matrices
}