mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Fix] (Diligent/PSO): Try to bind input layout locations for GLSL.
This commit is contained in:
@@ -87,6 +87,50 @@ namespace MG_Diligent {
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}
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}
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uint64_t PipelineStateManager::CalculateStateHash(
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CommonState &commonState,
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VertexArrayState &vaState,
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GLFramebufferInfo& fbInfo) {
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uint64_t hash = 0;
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MG_Global::unordered_map<GLenum, bool> capabilities = commonState.capabilities;
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hash ^= std::hash<int>()(commonState.blendSrcRGB);
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hash ^= std::hash<int>()(commonState.blendDstRGB);
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hash ^= std::hash<int>()(commonState.blendSrcAlpha);
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hash ^= std::hash<int>()(commonState.blendDstAlpha);
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hash ^= std::hash<bool>()(capabilities[GL_BLEND]);
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hash ^= std::hash<int>()(commonState.depthFunc);
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hash ^= std::hash<bool>()(commonState.depthMask);
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hash ^= std::hash<bool>()(capabilities[GL_DEPTH_TEST]);
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hash ^= std::hash<int>()(0); // TODO: Cull Face Mode
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hash ^= std::hash<bool>()(capabilities[GL_CULL_FACE]);
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hash ^= std::hash<bool>()(capabilities[GL_STENCIL_TEST]);
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auto *pVAO = vaState.GetCurrentVAO();
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for (const auto &[index, attrib]: pVAO->attribs) {
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if (attrib.enabled) {
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hash ^= std::hash<int>()(index);
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hash ^= std::hash<int>()(attrib.size);
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hash ^= std::hash<int>()(attrib.type);
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hash ^= std::hash<bool>()(attrib.normalized);
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}
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}
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hash ^= std::hash<size_t>()(fbInfo.ColorRTVs.size());
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for (const auto& rtv : fbInfo.ColorRTVs) {
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if (rtv) {
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hash ^= std::hash<uint32_t>()(rtv->GetDesc().Format);
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}
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}
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hash ^= std::hash<uint32_t>()(fbInfo.DepthStencilFormat);
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return hash;
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}
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void PipelineStateManager::ConfigurePSO(
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Diligent::GraphicsPipelineStateCreateInfo &PSOCreateInfo,
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@@ -311,9 +355,26 @@ namespace MG_Diligent {
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for (GLuint shaderId : programObj.attachedShaders) {
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auto it = MG_State_T::programState->shaders_.find(shaderId);
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if (it != MG_State_T::programState->shaders_.end() &&
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!it->second.markedForDeletion) {
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shaderSourcesMap[it->first] = it->second.source;
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if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
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std::string shaderSource;
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if (it->second.type == GL_VERTEX_SHADER) {
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std::string infoLog;
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auto spirv =
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MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
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it->second.source,
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infoLog);
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if (spirv.empty()) {
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MG_Util::Debug::LogE("Failed to compile shader %u: %s", shaderId,
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infoLog.c_str());
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continue;
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}
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shaderSource = MG_Util::Program::BindInputLayoutLocationsForGLSL(spirv,
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programObj.attribLocations);
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} else {
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shaderSource = it->second.source;
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}
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shaderSourcesMap[it->first] = shaderSource;
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}
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}
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@@ -192,47 +192,7 @@ namespace MG_Diligent {
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uint64_t CalculateStateHash(
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CommonState &commonState,
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VertexArrayState &vaState,
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GLFramebufferInfo& fbInfo) {
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uint64_t hash = 0;
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MG_Global::unordered_map<GLenum, bool> capabilities = commonState.capabilities;
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hash ^= std::hash<int>()(commonState.blendSrcRGB);
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hash ^= std::hash<int>()(commonState.blendDstRGB);
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hash ^= std::hash<int>()(commonState.blendSrcAlpha);
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hash ^= std::hash<int>()(commonState.blendDstAlpha);
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hash ^= std::hash<bool>()(capabilities[GL_BLEND]);
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hash ^= std::hash<int>()(commonState.depthFunc);
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hash ^= std::hash<bool>()(commonState.depthMask);
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hash ^= std::hash<bool>()(capabilities[GL_DEPTH_TEST]);
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hash ^= std::hash<int>()(0); // TODO: Cull Face Mode
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hash ^= std::hash<bool>()(capabilities[GL_CULL_FACE]);
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hash ^= std::hash<bool>()(capabilities[GL_STENCIL_TEST]);
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auto *pVAO = vaState.GetCurrentVAO();
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for (const auto &[index, attrib]: pVAO->attribs) {
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if (attrib.enabled) {
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hash ^= std::hash<int>()(index);
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hash ^= std::hash<int>()(attrib.size);
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hash ^= std::hash<int>()(attrib.type);
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hash ^= std::hash<bool>()(attrib.normalized);
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}
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}
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hash ^= std::hash<size_t>()(fbInfo.ColorRTVs.size());
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for (const auto& rtv : fbInfo.ColorRTVs) {
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if (rtv) {
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hash ^= std::hash<uint32_t>()(rtv->GetDesc().Format);
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}
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}
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hash ^= std::hash<uint32_t>()(fbInfo.DepthStencilFormat);
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return hash;
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}
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GLFramebufferInfo& fbInfo);
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void ConfigurePSO(
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Diligent::GraphicsPipelineStateCreateInfo &PSOCreateInfo,
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@@ -224,6 +224,11 @@ namespace MG_GL::GL {
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void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint* length) {
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MG_Util::Debug::LogD("glShaderSource, shader: %u, count: %d", shader, count);
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if (count > 0 && string != nullptr && string[0] != nullptr) {
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MG_Util::Debug::LogD("Shader source for shader %u:\n%s", shader, string[0]);
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} else {
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MG_Util::Debug::LogD("Shader source for shader %u is empty or null.", shader);
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}
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GLenum result = MG_State::UploadShaderSource(shader, count, (const GLchar **)string, length);
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if (result == GL_NO_ERROR) return;
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MG_State::SetError(result);
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@@ -251,13 +256,36 @@ namespace MG_GL::GL {
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}
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MG_Global::unordered_map<GLuint, std::string> shaderSources;
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for (GLuint shaderId : programInfo.AttachedShadersID) {
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auto& shaderObj = MG_State_T::programState->shaders_[shaderId];
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shaderSources[shaderId] = shaderObj.source;
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for (GLuint shaderId : programObj.attachedShaders) {
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auto it = MG_State_T::programState->shaders_.find(shaderId);
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if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
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std::string shaderSource;
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if (it->second.type == GL_VERTEX_SHADER) {
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std::string infoLog;
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auto spirv =
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MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
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it->second.source,
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infoLog);
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if (spirv.empty()) {
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MG_Util::Debug::LogE("Failed to compile shader %u: %s", shaderId,
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infoLog.c_str());
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continue;
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}
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shaderSource = MG_Util::Program::BindInputLayoutLocationsForGLSL(spirv,
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programObj.attribLocations);
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} else {
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shaderSource = it->second.source;
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}
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shaderSources[it->first] = shaderSource;
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}
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}
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
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MG_Util::Debug::LogD("Shader sources after UBO generation for program %u:", program);
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for (const auto& [shaderId, source] : shaderSources) {
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MG_Util::Debug::LogD(" Program %u Shader %u:\n%s", program, shaderId, source.c_str());
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}
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// Compile attached shaders
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for (GLuint shaderId : programInfo.AttachedShadersID) {
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auto& shaderObj = MG_State_T::programState->shaders_[shaderId];
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@@ -5,6 +5,92 @@
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#include "GLSLTool.h"
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namespace MG_Util::Program {
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std::string BindInputLayoutLocationsForGLSL(const std::vector<uint32_t>& spirv,
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const MG_Global::unordered_map<std::string, GLint>&
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name_location_map) {
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spvc_context context = nullptr;
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spvc_parsed_ir ir = nullptr;
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spvc_compiler compiler = nullptr;
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spvc_resources resources = nullptr;
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spvc_result result = SPVC_SUCCESS;
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const char* glsl_source = nullptr;
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std::string output_glsl;
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if ((result = spvc_context_create(&context)) != SPVC_SUCCESS) {
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return {};
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}
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if ((result = spvc_context_parse_spirv(context, spirv.data(), spirv.size(), &ir)) != SPVC_SUCCESS) {
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spvc_context_destroy(context);
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return {};
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}
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if ((result = spvc_context_create_compiler(
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context,
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SPVC_BACKEND_GLSL,
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ir,
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SPVC_CAPTURE_MODE_TAKE_OWNERSHIP,
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&compiler
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)) != SPVC_SUCCESS) {
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spvc_context_destroy(context);
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return {};
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}
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if ((result = spvc_compiler_create_shader_resources(compiler, &resources)) != SPVC_SUCCESS) {
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spvc_context_destroy(context);
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return {};
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}
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const spvc_reflected_resource* inputs = nullptr;
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size_t num_inputs = 0;
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if ((result = spvc_resources_get_resource_list_for_type(
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resources,
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SPVC_RESOURCE_TYPE_STAGE_INPUT,
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&inputs,
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&num_inputs
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)) != SPVC_SUCCESS) {
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spvc_context_destroy(context);
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return {};
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}
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std::unordered_map<std::string, spvc_variable_id> name_to_id;
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for (size_t i = 0; i < num_inputs; i++) {
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name_to_id[inputs[i].name] = inputs[i].id;
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}
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for (const auto& [name, location] : name_location_map) {
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auto it = name_to_id.find(name);
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if (it == name_to_id.end()) {
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spvc_context_destroy(context);
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return {};
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}
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spvc_compiler_set_decoration(
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compiler,
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it->second,
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SpvDecorationLocation,
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location
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);
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}
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spvc_compiler_options options = nullptr;
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spvc_compiler_create_compiler_options(compiler, &options);
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spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 450);
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spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_FALSE);
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spvc_compiler_install_compiler_options(compiler, options);
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if ((result = spvc_compiler_compile(compiler, &glsl_source)) != SPVC_SUCCESS) {
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spvc_context_destroy(context);
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return {};
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}
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output_glsl = glsl_source;
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spvc_context_destroy(context);
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return output_glsl;
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}
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static std::vector<bool> buildCommentMask(const std::string &src) {
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enum State {
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NORMAL,
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@@ -182,6 +182,9 @@ namespace MG_Util::Program {
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std::string>& glslSources);
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void GenerateDefaultUBOForGLSL_Multi(
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MG_Global::unordered_map<GLuint, std::string> &shaderSources, std::vector<std::string>& outUniformBufferNames);
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std::string BindInputLayoutLocationsForGLSL(const std::vector<uint32_t>& spirv,
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const MG_Global::unordered_map<std::string, GLint>&
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name_location_map);
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}
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#endif //MOBILEGL_GLSLTOOL_H
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