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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 12:18:30 +09:00
[Refactor] (MG_State/Program): refractor uniform reflection using glslang reflection API
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@@ -47,13 +47,11 @@ namespace MobileGL {
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} else {
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m_linkStatus = false;
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m_infoLog = result.error().log;
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const std::string e = std::format("Shader link failed: \nerrc: {}\nmsg: {}\n", result.error().errc,
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result.error().log);
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THROW_EXCEPTION(e);
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}
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// PostLink();
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DoReflection();
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}
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void ProgramObject::MarkAsDeleted() {
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@@ -64,69 +62,96 @@ namespace MobileGL {
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return m_shaders;
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}
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void ProgramObject::PreLink() {
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m_uniforms.clear();
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m_uniformOffsets.clear();
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for (const auto& shader : m_shaders) {
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for (const auto& [name, loc] : shader->GetUniformLocations()) {
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// collect all the names to map
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if (loc != 4095 || m_uniforms.find(name) == m_uniforms.end()) {
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m_uniforms[name] = loc;
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}
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// set a flag for those who have an explicit location
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if (loc != 4095) {
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if (loc >= m_uniformOffsets.size()) {
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m_uniformOffsets.reserve(std::bit_ceil(loc + 1));
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m_uniformOffsets.resize(loc + 1, 0);
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}
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assert(m_uniformOffsets[loc] == 0);
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m_uniformOffsets[loc] = 1;
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}
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}
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void ProgramObject::DoReflection() {
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if (!m_program->buildReflection()) {
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m_linkStatus = false;
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m_infoLog = "Build reflection failed.";
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return;
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}
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// Let's find a location for those who doesn't have one yet
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Uint nextLocation = 0;
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// Find first empty location
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for (SizeT i = 0; i < m_uniformOffsets.size(); i++) {
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if (m_uniformOffsets[i] == 0) {
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nextLocation = i;
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break;
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}
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auto uniformCount = m_program->getNumUniformVariables();
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for (int i = 0; i < uniformCount; i++) {
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auto& uniform = m_program->getUniform(i);
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auto location = uniform.layoutLocation();
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m_maxUniformLocation = std::max(m_maxUniformLocation, location);
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m_uniformLocations[uniform.name] = location;
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}
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for (auto& [name, loc] : m_uniforms) {
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if (loc == 4095) {
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// check if we drained all the holes already
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if (nextLocation >= m_uniformOffsets.size()) {
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loc = nextLocation;
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m_uniformOffsets.push_back(1);
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nextLocation++;
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continue;
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}
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m_uniformNames.resize(m_maxUniformLocation + 1);
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m_uniformTypes.resize(m_maxUniformLocation + 1);
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m_uniformOffsets.resize(m_maxUniformLocation + 1);
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// assign an empty location
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loc = nextLocation;
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m_uniformOffsets[loc] = 1;
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// Find next empty location
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for (nextLocation++; nextLocation < m_uniformOffsets.size(); nextLocation++) {
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if (m_uniformOffsets[nextLocation] == 0) break;
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}
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}
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}
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m_uniformNames.resize(m_uniformOffsets.size());
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for (auto& [name, loc] : m_uniforms) {
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m_uniformNames[loc] = name;
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m_uniformNameMaxLength = std::max(m_uniformNameMaxLength, (Int)name.length());
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for (int i = 0; i < uniformCount; i++) {
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auto& uniform = m_program->getUniform(i);
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auto location = uniform.layoutLocation();
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m_uniformNames[location] = uniform.name;
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m_uniformTypes[location] = uniform.glDefineType;
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}
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}
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void ProgramObject::PostLink() {
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// void ProgramObject::PreLink() {
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// m_uniforms.clear();
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// m_uniformOffsets.clear();
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//
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// for (const auto& shader : m_shaders) {
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// for (const auto& [name, loc] : shader->GetUniformLocations()) {
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// // collect all the names to map
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// if (loc != 4095 || m_uniforms.find(name) == m_uniforms.end()) {
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// m_uniforms[name] = loc;
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// }
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//
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// // set a flag for those who have an explicit location
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// if (loc != 4095) {
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// if (loc >= m_uniformOffsets.size()) {
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// m_uniformOffsets.reserve(std::bit_ceil(loc + 1));
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// m_uniformOffsets.resize(loc + 1, 0);
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// }
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// assert(m_uniformOffsets[loc] == 0);
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// m_uniformOffsets[loc] = 1;
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// }
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// }
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// }
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//
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// // Let's find a location for those who doesn't have one yet
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// Uint nextLocation = 0;
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//
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// // Find first empty location
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// for (SizeT i = 0; i < m_uniformOffsets.size(); i++) {
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// if (m_uniformOffsets[i] == 0) {
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// nextLocation = i;
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// break;
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// }
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// }
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//
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// for (auto& [name, loc] : m_uniforms) {
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// if (loc == 4095) {
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// // check if we drained all the holes already
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// if (nextLocation >= m_uniformOffsets.size()) {
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// loc = nextLocation;
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// m_uniformOffsets.push_back(1);
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// nextLocation++;
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// continue;
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// }
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//
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// // assign an empty location
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// loc = nextLocation;
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// m_uniformOffsets[loc] = 1;
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//
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// // Find next empty location
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// for (nextLocation++; nextLocation < m_uniformOffsets.size(); nextLocation++) {
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// if (m_uniformOffsets[nextLocation] == 0) break;
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// }
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// }
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// }
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//
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// m_uniformNames.resize(m_uniformOffsets.size());
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// for (auto& [name, loc] : m_uniforms) {
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// m_uniformNames[loc] = name;
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// m_uniformNameMaxLength = std::max(m_uniformNameMaxLength, (Int)name.length());
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// }
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// }
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//
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// void ProgramObject::PostLink() {
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// if (m_programBinary.empty()) {
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// assert(false);
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// return;
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@@ -156,7 +181,7 @@ namespace MobileGL {
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// auto location = m_uniforms[name];
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// m_uniformTypes[location] = gltype;
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// }
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}
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// }
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} // namespace GLState
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} // namespace MG_State
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} // namespace MobileGL
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@@ -19,8 +19,8 @@ namespace MobileGL {
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Int GetUniformMaxLength() const { return m_uniformNameMaxLength; }
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Uint GetUniformCount() { return m_uniformOffsets.size(); }
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Int GetUniformLocation(const String& name) {
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const auto it = m_uniforms.find(name);
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return (it == m_uniforms.end()) ? -1 : it->second;
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const auto it = m_uniformLocations.find(name);
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return (it == m_uniformLocations.end()) ? -1 : it->second;
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}
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GLenum GetUniformType(Uint index) const {
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return m_uniformTypes[index];
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@@ -30,8 +30,9 @@ namespace MobileGL {
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return m_uniformNames[index];
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}
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private:
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void PreLink();
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void PostLink();
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void DoReflection();
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// void PreLink();
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// void PostLink();
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const Uint m_id = 0;
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Vector<SharedPtr<ShaderObject>> m_shaders;
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@@ -41,16 +42,16 @@ namespace MobileGL {
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// Uniforms
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MG_Util::ShaderTranspiler::SpvcMetadata m_metadata;
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UnorderedMap<String, Uint> m_uniforms;
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// 0 or 1 for if the location is explicitly specified at PreLink stage,
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// offsets into global ubo for PostLink
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Vector<Uint> m_uniformOffsets;
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UnorderedMap<String, Uint> m_uniformLocations;
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Vector<String> m_uniformNames;
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Vector<GLenum> m_uniformTypes;
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// Need to be reflected after linking of SPIR-V binary
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Vector<Uint> m_uniformOffsets;
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Vector<Uint8> m_uboScratch;
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Int m_uniformNameMaxLength = 0;
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Uint m_maxUniformLocation = 0;
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String m_infoLog;
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Bool m_deleteStatus = false;
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@@ -15,15 +15,19 @@ namespace MobileGL {
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}
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void ShaderObject::Compile() {
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if (!DoReflection()) {
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return;
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}
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// if (!DoReflection()) {
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// return;
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// }
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using namespace MG_Util::ShaderTranspiler;
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// Compile for OpenGL here, so that we can do validation and link
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// like a real OpenGL driver at linking stage
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// Will compile for other backends later.
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ShaderAttrib attrib{
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.shaderType = GetGLShaderTypeByMGLShaderStage(m_stage),
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.sourceStr = m_source,
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.flags = 0
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.flags = ShaderCompileBits::CompileForOpenGL
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};
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auto result = ShaderCompiler::CompileShader(attrib);
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@@ -33,9 +37,6 @@ namespace MobileGL {
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} else {
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m_compileStatus = false;
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m_infoLog = result.error().log;
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const std::string e = std::format("Shader compilation failed: \nerrc: {}\nmsg: {}\n",
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result.error().errc, result.error().log);
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}
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}
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@@ -43,35 +44,36 @@ namespace MobileGL {
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m_deleteStatus = true;
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}
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bool ShaderObject::DoReflection() {
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using namespace MG_Util::ShaderTranspiler;
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ShaderAttrib attrib{
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.shaderType = GetGLShaderTypeByMGLShaderStage(m_stage),
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.sourceStr = m_source,
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.flags = ShaderCompileBits::CompileForOpenGL
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};
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// bool ShaderObject::DoReflection() {
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// using namespace MG_Util::ShaderTranspiler;
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// ShaderAttrib attrib{
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// .shaderType = GetGLShaderTypeByMGLShaderStage(m_stage),
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// .sourceStr = m_source,
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// .flags = ShaderCompileBits::CompileForOpenGL
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// };
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//
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// auto result = ShaderCompiler::CompileShader(attrib);
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// if (!result) {
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// m_compileStatus = false;
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// m_infoLog = result.error().log;
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//
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// const std::string e = std::format("Shader compilation failed: \nerrc: {}\nmsg: {}\n",
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// result.error().errc, result.error().log);
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// return false;
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// }
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//
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// auto pShader = result.value();
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// auto root = pShader->getIntermediate()->getTreeRoot();
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// UniformTraverser traverser;
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// root->traverse(&traverser);
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// auto& symbols = traverser.GetCollectedSymbols();
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// for (const auto& symbol : symbols) {
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// m_uniforms[symbol->getName().c_str()] = symbol->getQualifier().layoutLocation;
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// }
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//
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// return true;
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// }
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auto result = ShaderCompiler::CompileShader(attrib);
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if (!result) {
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m_compileStatus = false;
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m_infoLog = result.error().log;
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const std::string e = std::format("Shader compilation failed: \nerrc: {}\nmsg: {}\n",
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result.error().errc, result.error().log);
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return false;
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}
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auto pShader = result.value();
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auto root = pShader->getIntermediate()->getTreeRoot();
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UniformTraverser traverser;
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root->traverse(&traverser);
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auto& symbols = traverser.GetCollectedSymbols();
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for (const auto& symbol : symbols) {
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m_uniforms[symbol->getName().c_str()] = symbol->getQualifier().layoutLocation;
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}
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return true;
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}
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} // namespace GLState
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} // namespace MG_State
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} // namespace MobileGL
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@@ -69,7 +69,7 @@ namespace MobileGL {
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const String& GetInfoLog() const { return m_infoLog; }
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const UnorderedMap<String, Uint>& GetUniformLocations() const { return m_uniforms; }
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private:
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bool DoReflection();
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// bool DoReflection();
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const Uint m_id = 0;
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const ShaderStage m_stage;
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String m_source;
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@@ -113,9 +113,6 @@ TEST_F(ProgramTest, CompileAndLink) {
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LinkProgram(program);
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printf("Program linked.\n");
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// FIXME: fix these later, refactoring uniform location reflection stuff
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FAIL() << "GetUniformLocation not implemented yet!";
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EXPECT_EQ(GetUniformLocation(program, "ProjMat"), 0);
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EXPECT_EQ(GetUniformLocation(program, "Gray"), 1);
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EXPECT_EQ(GetUniformLocation(program, "Saturation"), 6);
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