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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 21:58:31 +09:00
[Fix]: save order of uniform names, and apply it at linking and buffer mapping
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@@ -286,7 +286,7 @@ namespace MG_Diligent {
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void PipelineStateManager::ConfigureResourceLayout(
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Diligent::GraphicsPipelineStateCreateInfo& PSOCreateInfo,
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const GLProgramInfo& programInfo)
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GLProgramInfo& programInfo)
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{
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MG_Util::Debug::LogD("Begin configuring resource layout for pipeline");
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@@ -308,7 +308,7 @@ namespace MG_Diligent {
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}
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}
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSourcesMap);
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSourcesMap, programInfo.uniformBufferNames);
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for (auto shader : programInfo.AttachedShaders) {
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GLuint shaderId = 0;
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@@ -43,6 +43,10 @@ namespace MG_Diligent {
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std::vector<Diligent::LayoutElement> inputLayout;
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GLuint DefaultFBO = 0;
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ProgramObject programObj;
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// Uniform names, in the order of their index in uniform buffer
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std::vector<std::string> uniformBufferNames;
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Diligent::IBuffer* pDefaultUBO = nullptr;
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std::unordered_map<std::string, Diligent::SHADER_TYPE> uniformStages;
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@@ -239,7 +243,7 @@ namespace MG_Diligent {
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void ConfigureResourceLayout(
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Diligent::GraphicsPipelineStateCreateInfo& PSOCreateInfo,
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const GLProgramInfo& programInfo);
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GLProgramInfo& programInfo);
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};
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extern PipelineStateManager g_PSOManager;
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@@ -232,7 +232,8 @@ namespace MG_GL::GL {
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MG_Util::Debug::LogD("UBO mapped successfully for program %u. Updating uniform values.", program);
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uint8_t* uboData = static_cast<uint8_t*>(mapped);
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for (auto& [name, uniform] : programObj.uniformValues) {
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for (auto& name: programInfo.uniformBufferNames) {
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auto& uniform = programObj.uniformValues[name];
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if (IsSamplerType(uniform.type)) continue;
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auto it = programInfo.uniformOffsets.find(name);
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@@ -86,7 +86,8 @@ namespace MG_GL::GL {
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size_t offset = 0;
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programInfo.uniformOffsets.clear();
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for (auto& [name, uniform] : programInfo.programObj.uniformValues) {
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for (auto& name: programInfo.uniformBufferNames) {
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auto& uniform = programInfo.programObj.uniformValues[name];
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if (IsSamplerType(uniform.type)) continue;
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size_t size = GetUniformSize(uniform.type);
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@@ -255,7 +256,7 @@ namespace MG_GL::GL {
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shaderSources[shaderId] = shaderObj.source;
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}
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources);
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
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// Compile attached shaders
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for (GLuint shaderId : programInfo.AttachedShadersID) {
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