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https://github.com/MobileGL-Dev/MobileGL
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[Feat] (ProgramState): Implement automatic GLSL uniform management.
- Add SPIRV-Cross/glslang integration for uniform reflection. - Auto-detect and assign locations for uniforms/samplers. - Support most types of uniform. - Implement glUniform* functions with type safety. - Add MG_Util::Program: - GLSL-SPIRV conversion - SPIRV uniform reflection - Program uniform dumping
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@@ -240,6 +240,54 @@ namespace MG_State {
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GLenum QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params) {
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return MG_State_T::programState->QueryShaderStateIntVector(shader, pname, params);
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}
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#define IMPLEMENT_UNIFORM_FUNCTIONS(type, suffix, vecType) \
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void UpdateProgramUniform##suffix##1(GLint location, type v0) { \
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MG_State_T::programState->UpdateUniform##suffix##1(location, v0); \
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} \
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void UpdateProgramUniform##suffix##2(GLint location, type v0, type v1) { \
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MG_State_T::programState->UpdateUniform##suffix##2(location, v0, v1); \
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} \
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void UpdateProgramUniform##suffix##3(GLint location, type v0, type v1, type v2) { \
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MG_State_T::programState->UpdateUniform##suffix##3(location, v0, v1, v2); \
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} \
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void UpdateProgramUniform##suffix##4(GLint location, type v0, type v1, type v2, type v3) { \
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MG_State_T::programState->UpdateUniform##suffix##4(location, v0, v1, v2, v3); \
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} \
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void UpdateProgramUniform##suffix##Vector1(GLint location, GLsizei count, const type* value) { \
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MG_State_T::programState->UpdateUniform##suffix##Vector1(location, count,value); \
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} \
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void UpdateProgramUniform##suffix##Vector2(GLint location, GLsizei count, const type* value) { \
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MG_State_T::programState->UpdateUniform##suffix##Vector2(location, count, value); \
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} \
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void UpdateProgramUniform##suffix##Vector3(GLint location, GLsizei count, const type* value) { \
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MG_State_T::programState->UpdateUniform##suffix##Vector3(location, count, value); \
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} \
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void UpdateProgramUniform##suffix##Vector4(GLint location, GLsizei count, const type* value) { \
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MG_State_T::programState->UpdateUniform##suffix##Vector4(location, count, value); \
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}
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IMPLEMENT_UNIFORM_FUNCTIONS(GLfloat, Float, GL_FLOAT_VEC4)
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IMPLEMENT_UNIFORM_FUNCTIONS(GLint, Int, GL_INT_VEC4)
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IMPLEMENT_UNIFORM_FUNCTIONS(GLuint, UInt, GL_UNSIGNED_INT_VEC4)
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IMPLEMENT_UNIFORM_FUNCTIONS(GLboolean, Bool, GL_BOOL_VEC4)
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#undef IMPLEMENT_UNIFORM_FUNCTIONS
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#define IMPLEMENT_MATRIX_FUNCTIONS(suffix, matrixType) \
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void UpdateProgramUniformMatrix##suffix##Vector(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) { \
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MG_State_T::programState->UpdateUniformMatrix##suffix##Vector(location, count, transpose, value); \
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}
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IMPLEMENT_MATRIX_FUNCTIONS(2x2, GL_FLOAT_MAT2)
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IMPLEMENT_MATRIX_FUNCTIONS(3x3, GL_FLOAT_MAT3)
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IMPLEMENT_MATRIX_FUNCTIONS(4x4, GL_FLOAT_MAT4)
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IMPLEMENT_MATRIX_FUNCTIONS(2x3, GL_FLOAT_MAT2x3)
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IMPLEMENT_MATRIX_FUNCTIONS(2x4, GL_FLOAT_MAT2x4)
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IMPLEMENT_MATRIX_FUNCTIONS(3x2, GL_FLOAT_MAT3x2)
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IMPLEMENT_MATRIX_FUNCTIONS(3x4, GL_FLOAT_MAT3x4)
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IMPLEMENT_MATRIX_FUNCTIONS(4x2, GL_FLOAT_MAT4x2)
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IMPLEMENT_MATRIX_FUNCTIONS(4x3, GL_FLOAT_MAT4x3)
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#undef IMPLEMENT_MATRIX_FUNCTIONS
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GLuint GetCurrentProgram() {
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return MG_State_T::programState->GetCurrentProgram();
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