[Fix] (Diligent/PSO): Try to bind input layout locations for GLSL.

This commit is contained in:
BZLZHH
2025-06-09 13:38:16 +08:00
parent 30b7f4d69d
commit 2fb0690804
5 changed files with 186 additions and 48 deletions
@@ -87,6 +87,50 @@ namespace MG_Diligent {
}
}
uint64_t PipelineStateManager::CalculateStateHash(
CommonState &commonState,
VertexArrayState &vaState,
GLFramebufferInfo& fbInfo) {
uint64_t hash = 0;
MG_Global::unordered_map<GLenum, bool> capabilities = commonState.capabilities;
hash ^= std::hash<int>()(commonState.blendSrcRGB);
hash ^= std::hash<int>()(commonState.blendDstRGB);
hash ^= std::hash<int>()(commonState.blendSrcAlpha);
hash ^= std::hash<int>()(commonState.blendDstAlpha);
hash ^= std::hash<bool>()(capabilities[GL_BLEND]);
hash ^= std::hash<int>()(commonState.depthFunc);
hash ^= std::hash<bool>()(commonState.depthMask);
hash ^= std::hash<bool>()(capabilities[GL_DEPTH_TEST]);
hash ^= std::hash<int>()(0); // TODO: Cull Face Mode
hash ^= std::hash<bool>()(capabilities[GL_CULL_FACE]);
hash ^= std::hash<bool>()(capabilities[GL_STENCIL_TEST]);
auto *pVAO = vaState.GetCurrentVAO();
for (const auto &[index, attrib]: pVAO->attribs) {
if (attrib.enabled) {
hash ^= std::hash<int>()(index);
hash ^= std::hash<int>()(attrib.size);
hash ^= std::hash<int>()(attrib.type);
hash ^= std::hash<bool>()(attrib.normalized);
}
}
hash ^= std::hash<size_t>()(fbInfo.ColorRTVs.size());
for (const auto& rtv : fbInfo.ColorRTVs) {
if (rtv) {
hash ^= std::hash<uint32_t>()(rtv->GetDesc().Format);
}
}
hash ^= std::hash<uint32_t>()(fbInfo.DepthStencilFormat);
return hash;
}
void PipelineStateManager::ConfigurePSO(
Diligent::GraphicsPipelineStateCreateInfo &PSOCreateInfo,
@@ -311,9 +355,26 @@ namespace MG_Diligent {
for (GLuint shaderId : programObj.attachedShaders) {
auto it = MG_State_T::programState->shaders_.find(shaderId);
if (it != MG_State_T::programState->shaders_.end() &&
!it->second.markedForDeletion) {
shaderSourcesMap[it->first] = it->second.source;
if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
std::string shaderSource;
if (it->second.type == GL_VERTEX_SHADER) {
std::string infoLog;
auto spirv =
MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
it->second.source,
infoLog);
if (spirv.empty()) {
MG_Util::Debug::LogE("Failed to compile shader %u: %s", shaderId,
infoLog.c_str());
continue;
}
shaderSource = MG_Util::Program::BindInputLayoutLocationsForGLSL(spirv,
programObj.attribLocations);
} else {
shaderSource = it->second.source;
}
shaderSourcesMap[it->first] = shaderSource;
}
}