[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
This commit is contained in:
BZLZHH
2025-05-03 22:50:41 +08:00
parent dc5f74cdb9
commit 383ec85400
16 changed files with 1696 additions and 171 deletions
+57
View File
@@ -5,18 +5,35 @@
#ifndef MOBILEGL_PROGRAMSTATE_H
#define MOBILEGL_PROGRAMSTATE_H
#define MOBILEGL_GLSTATE_H
#define MOBILEGL_PROGRAM_DEBUGTOOL_H
#define MOBILEGL_GLSLTOOL_H
#include "../../../Includes.h"
struct ShaderObject {
GLenum type;
std::string source;
std::vector<unsigned int> compiledSpirv;
UncertainBool compiled;
GLint compileStatus;
std::string infoLog;
bool markedForDeletion;
};
struct UniformValue {
GLenum type;
std::vector<GLfloat> floatData;
std::vector<GLint> intData;
std::vector<GLuint> uintData;
std::vector<GLboolean> boolData;
GLsizei count;
UniformValue() : type(0), count(0) {}
template<typename T>
void setData(GLenum uniformType, GLsizei numElements, const T* values);
};
struct ProgramObject {
std::vector<GLuint> attachedShaders;
UncertainBool linked;
@@ -25,6 +42,7 @@ struct ProgramObject {
std::unordered_map<std::string, GLint> attribBindings;
std::unordered_map<std::string, GLint> attribLocations;
std::unordered_map<std::string, GLint> uniformLocations;
std::unordered_map<std::string, UniformValue> uniformValues;
bool markedForDeletion;
};
@@ -39,6 +57,9 @@ private:
GLuint currentProgram_ = 0;
public:
ProgramState();
~ProgramState();
// Return: the validity of the operation, according to OpenGL 3 standard
GLenum CreateShader(GLenum type, GLuint* shader);
GLenum CreateProgram(GLuint* program);
@@ -54,7 +75,42 @@ public:
GLint QueryProgramUniformLocation(GLuint program, const GLchar* name);
GLenum QueryProgramStateIntVector(GLuint program, GLenum pname, GLint* params);
GLenum QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params);
template<typename T>
GLenum SetUniform(GLuint program, GLint location, GLsizei count, const T* value, GLenum type);
template<typename T>
GLenum SetUniformMatrix(GLuint program, GLint location, GLsizei count, GLboolean transpose, const T* value, GLenum matrixType);
#define DECLARE_UNIFORM_FUNCTIONS(type, suffix, vecType) \
void UpdateUniform##suffix##1(GLint location, type v0); \
void UpdateUniform##suffix##2(GLint location, type v0, type v1); \
void UpdateUniform##suffix##3(GLint location, type v0, type v1, type v2); \
void UpdateUniform##suffix##4(GLint location, type v0, type v1, type v2, type v3); \
void UpdateUniform##suffix##Vector1(GLint location, GLsizei count, const type* value); \
void UpdateUniform##suffix##Vector2(GLint location, GLsizei count, const type* value); \
void UpdateUniform##suffix##Vector3(GLint location, GLsizei count, const type* value); \
void UpdateUniform##suffix##Vector4(GLint location, GLsizei count, const type* value);
DECLARE_UNIFORM_FUNCTIONS(GLfloat, Float, GL_FLOAT)
DECLARE_UNIFORM_FUNCTIONS(GLint, Int, GL_INT)
DECLARE_UNIFORM_FUNCTIONS(GLuint, UInt, GL_UNSIGNED_INT)
DECLARE_UNIFORM_FUNCTIONS(GLboolean, Bool, GL_BOOL)
#undef DECLARE_UNIFORM_FUNCTIONS
#define DECLARE_MATRIX_FUNCTIONS(suffix, matrixType) \
void UpdateUniformMatrix##suffix##Vector(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
DECLARE_MATRIX_FUNCTIONS(2x2, GL_FLOAT_MAT2)
DECLARE_MATRIX_FUNCTIONS(3x3, GL_FLOAT_MAT3)
DECLARE_MATRIX_FUNCTIONS(4x4, GL_FLOAT_MAT4)
DECLARE_MATRIX_FUNCTIONS(2x3, GL_FLOAT_MAT2x3)
DECLARE_MATRIX_FUNCTIONS(2x4, GL_FLOAT_MAT2x4)
DECLARE_MATRIX_FUNCTIONS(3x2, GL_FLOAT_MAT3x2)
DECLARE_MATRIX_FUNCTIONS(3x4, GL_FLOAT_MAT3x4)
DECLARE_MATRIX_FUNCTIONS(4x2, GL_FLOAT_MAT4x2)
DECLARE_MATRIX_FUNCTIONS(4x3, GL_FLOAT_MAT4x3)
#undef DECLARE_MATRIX_FUNCTIONS
ProgramObject GetProgramObject(GLuint program) const;
ShaderObject GetShaderObject(GLuint program) const;
GLuint GetCurrentProgram() const;
bool SetProgramStatus(GLuint program, GLboolean status);
bool SetShaderStatus(GLuint shader, GLboolean status);
@@ -63,6 +119,7 @@ private:
bool ValidateShader_(GLuint shader);
bool ValidateProgram_(GLuint program);
void CleanupShaders_();
GLint GetUniformLocation_(GLuint program, GLint location, const GLchar* name);
};
#endif // MOBILEGL_PROGRAMSTATE_H