[Fix]: save order of uniform names, and apply it at linking and buffer mapping

This commit is contained in:
2025-06-08 20:19:06 +08:00
parent c183203264
commit 40a458b743
6 changed files with 18 additions and 8 deletions
@@ -286,7 +286,7 @@ namespace MG_Diligent {
void PipelineStateManager::ConfigureResourceLayout(
Diligent::GraphicsPipelineStateCreateInfo& PSOCreateInfo,
const GLProgramInfo& programInfo)
GLProgramInfo& programInfo)
{
MG_Util::Debug::LogD("Begin configuring resource layout for pipeline");
@@ -308,7 +308,7 @@ namespace MG_Diligent {
}
}
MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSourcesMap);
MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSourcesMap, programInfo.uniformBufferNames);
for (auto shader : programInfo.AttachedShaders) {
GLuint shaderId = 0;
@@ -43,6 +43,10 @@ namespace MG_Diligent {
std::vector<Diligent::LayoutElement> inputLayout;
GLuint DefaultFBO = 0;
ProgramObject programObj;
// Uniform names, in the order of their index in uniform buffer
std::vector<std::string> uniformBufferNames;
Diligent::IBuffer* pDefaultUBO = nullptr;
std::unordered_map<std::string, Diligent::SHADER_TYPE> uniformStages;
@@ -239,7 +243,7 @@ namespace MG_Diligent {
void ConfigureResourceLayout(
Diligent::GraphicsPipelineStateCreateInfo& PSOCreateInfo,
const GLProgramInfo& programInfo);
GLProgramInfo& programInfo);
};
extern PipelineStateManager g_PSOManager;
@@ -232,7 +232,8 @@ namespace MG_GL::GL {
MG_Util::Debug::LogD("UBO mapped successfully for program %u. Updating uniform values.", program);
uint8_t* uboData = static_cast<uint8_t*>(mapped);
for (auto& [name, uniform] : programObj.uniformValues) {
for (auto& name: programInfo.uniformBufferNames) {
auto& uniform = programObj.uniformValues[name];
if (IsSamplerType(uniform.type)) continue;
auto it = programInfo.uniformOffsets.find(name);
@@ -86,7 +86,8 @@ namespace MG_GL::GL {
size_t offset = 0;
programInfo.uniformOffsets.clear();
for (auto& [name, uniform] : programInfo.programObj.uniformValues) {
for (auto& name: programInfo.uniformBufferNames) {
auto& uniform = programInfo.programObj.uniformValues[name];
if (IsSamplerType(uniform.type)) continue;
size_t size = GetUniformSize(uniform.type);
@@ -255,7 +256,7 @@ namespace MG_GL::GL {
shaderSources[shaderId] = shaderObj.source;
}
MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources);
MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
// Compile attached shaders
for (GLuint shaderId : programInfo.AttachedShadersID) {