mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-07 19:58:32 +09:00
[Feat] (MG_State/Program, MG_Impl/Program): skeleton and initial impl of program/shader state machine
This commit is contained in:
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#include "../../../Includes.h"
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namespace MobileGL {
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namespace MG_Impl::GLImpl {
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void AttachShader_State(GLuint program, GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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}
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void BindAttribLocation_State(GLuint program, GLuint index, const GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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}
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void CompileShader_State(GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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}
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GLuint CreateProgram_State(void) {
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THROW_UNIMPL_EXCEPTION
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}
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GLuint CreateShader_State(GLenum type) {
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THROW_UNIMPL_EXCEPTION
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}
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void DeleteProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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}
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void DeleteShader_State(GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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}
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void DetachShader_State(GLuint program, GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetActiveAttrib_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetActiveUniform_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetAttachedShaders_State(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) {
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THROW_UNIMPL_EXCEPTION
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}
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GLint GetAttribLocation_State(GLuint program, const GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetProgramiv_State(GLuint program, GLenum pname, GLint *params) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetProgramInfoLog_State(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetShaderiv_State(GLuint shader, GLenum pname, GLint *params) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetShaderInfoLog_State(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetShaderSource_State(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) {
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THROW_UNIMPL_EXCEPTION
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}
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GLint GetUniformLocation_State(GLuint program, const GLchar *name) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetUniformfv_State(GLuint program, GLint location, GLfloat *params) {
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THROW_UNIMPL_EXCEPTION
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}
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void GetUniformiv_State(GLuint program, GLint location, GLint *params) {
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THROW_UNIMPL_EXCEPTION
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}
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GLboolean IsProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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}
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GLboolean IsShader_State(GLuint shader) {
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THROW_UNIMPL_EXCEPTION
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}
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void LinkProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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}
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void ShaderSource_State(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {
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THROW_UNIMPL_EXCEPTION
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}
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void UseProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform1f_State(GLint location, GLfloat v0) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform2f_State(GLint location, GLfloat v0, GLfloat v1) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform3f_State(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform4f_State(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform1i_State(GLint location, GLint v0) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform2i_State(GLint location, GLint v0, GLint v1) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform3i_State(GLint location, GLint v0, GLint v1, GLint v2) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform4i_State(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform1fv_State(GLint location, GLsizei count, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform2fv_State(GLint location, GLsizei count, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform3fv_State(GLint location, GLsizei count, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform4fv_State(GLint location, GLsizei count, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform1iv_State(GLint location, GLsizei count, const GLint *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform2iv_State(GLint location, GLsizei count, const GLint *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform3iv_State(GLint location, GLsizei count, const GLint *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void Uniform4iv_State(GLint location, GLsizei count, const GLint *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) {
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THROW_UNIMPL_EXCEPTION
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}
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void ValidateProgram_State(GLuint program) {
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THROW_UNIMPL_EXCEPTION
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}
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void AttachShader(GLuint program, GLuint shader) { AttachShader_State(program, shader); }
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void BindAttribLocation(GLuint program, GLuint index, const GLchar *name) {
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BindAttribLocation_State(program, index, name);
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}
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void CompileShader(GLuint shader) { CompileShader_State(shader); }
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GLuint CreateProgram(void) { return CreateProgram_State(); }
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GLuint CreateShader(GLenum type) { return CreateShader_State(type); }
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void DeleteProgram(GLuint program) { DeleteProgram_State(program); }
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void DeleteShader(GLuint shader) { DeleteShader_State(shader); }
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void DetachShader(GLuint program, GLuint shader) { DetachShader_State(program, shader); }
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void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
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GetActiveAttrib_State(program, index, bufSize, length, size, type, name);
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}
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void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) {
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GetActiveUniform_State(program, index, bufSize, length, size, type, name);
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}
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void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders) {
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GetAttachedShaders_State(program, maxCount, count, shaders);
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}
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GLint GetAttribLocation(GLuint program, const GLchar *name) {
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GetAttribLocation_State(program, name);
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}
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void GetProgramiv(GLuint program, GLenum pname, GLint *params) {
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GetProgramiv_State(program, pname, params);
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}
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void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
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GetProgramInfoLog_State(program, bufSize, length, infoLog);
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}
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void GetShaderiv(GLuint shader, GLenum pname, GLint *params) {
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GetShaderiv_State(shader, pname, params);
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}
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void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) {
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GetShaderInfoLog_State(shader, bufSize, length, infoLog);
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}
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void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source) {
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GetShaderSource_State(shader, bufSize, length, source);
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}
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GLint GetUniformLocation(GLuint program, const GLchar *name) {
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GetUniformLocation_State(program, name);
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}
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void GetUniformfv(GLuint program, GLint location, GLfloat *params) {
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GetUniformfv_State(program, location, params);
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}
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void GetUniformiv(GLuint program, GLint location, GLint *params) {
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GetUniformiv_State(program, location, params);
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}
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GLboolean IsProgram(GLuint program) { return IsProgram_State(program); }
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GLboolean IsShader(GLuint shader) { return IsShader_State(shader); }
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void LinkProgram(GLuint program) { LinkProgram_State(program); }
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void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length) {
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ShaderSource_State(shader, count, string, length);
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}
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void UseProgram(GLuint program) { UseProgram_State(program); }
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void Uniform1f(GLint location, GLfloat v0) { Uniform1f_State(location, v0); }
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void Uniform2f(GLint location, GLfloat v0, GLfloat v1) { Uniform2f_State(location, v0, v1); }
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void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) { Uniform3f_State(location, v0, v1, v2); }
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void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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void Uniform1i(GLint location, GLint v0) { Uniform1i_State(location, v0); }
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void Uniform2i(GLint location, GLint v0, GLint v1) { Uniform2i_State(location, v0, v1); }
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void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) { Uniform3i_State(location, v0, v1, v2); }
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void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) { Uniform4i_State(location, v0, v1, v2, v3); }
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void Uniform1fv(GLint location, GLsizei count, const GLfloat *value) { Uniform1fv_State(location, count, value); }
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void Uniform2fv(GLint location, GLsizei count, const GLfloat *value) { Uniform2fv_State(location, count, value); }
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void Uniform3fv(GLint location, GLsizei count, const GLfloat *value) { Uniform3fv_State(location, count, value); }
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void Uniform4fv(GLint location, GLsizei count, const GLfloat *value) { Uniform4fv_State(location, count, value); }
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void Uniform1iv(GLint location, GLsizei count, const GLint *value) { Uniform1iv_State(location, count, value); }
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void Uniform2iv(GLint location, GLsizei count, const GLint *value) { Uniform2iv_State(location, count, value); }
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void Uniform3iv(GLint location, GLsizei count, const GLint *value) { Uniform3iv_State(location, count, value); }
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void Uniform4iv(GLint location, GLsizei count, const GLint *value) { Uniform4iv_State(location, count, value); }
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void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix2fv_State(location, count, transpose, value); }
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void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix3fv_State(location, count, transpose, value); }
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void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) { UniformMatrix4fv_State(location, count, transpose, value); }
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void ValidateProgram(GLuint program) { ValidateProgram_State(program); }
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}
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}
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@@ -0,0 +1,51 @@
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#pragma once
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namespace MobileGL {
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namespace MG_Impl::GLImpl {
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void AttachShader(GLuint program, GLuint shader);
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void BindAttribLocation(GLuint program, GLuint index, const GLchar *name);
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void CompileShader(GLuint shader);
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GLuint CreateProgram(void);
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GLuint CreateShader(GLenum type);
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void DeleteProgram(GLuint program);
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void DeleteShader(GLuint shader);
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void DetachShader(GLuint program, GLuint shader);
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void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
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void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name);
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void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders);
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GLint GetAttribLocation(GLuint program, const GLchar *name);
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void GetProgramiv(GLuint program, GLenum pname, GLint *params);
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void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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void GetShaderiv(GLuint shader, GLenum pname, GLint *params);
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void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog);
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void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source);
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GLint GetUniformLocation(GLuint program, const GLchar *name);
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void GetUniformfv(GLuint program, GLint location, GLfloat *params);
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void GetUniformiv(GLuint program, GLint location, GLint *params);
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GLboolean IsProgram(GLuint program);
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GLboolean IsShader(GLuint shader);
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void LinkProgram(GLuint program);
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void ShaderSource(GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length);
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void UseProgram(GLuint program);
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void Uniform1f(GLint location, GLfloat v0);
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void Uniform2f(GLint location, GLfloat v0, GLfloat v1);
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void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2);
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void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
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void Uniform1i(GLint location, GLint v0);
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void Uniform2i(GLint location, GLint v0, GLint v1);
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void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2);
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void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3);
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void Uniform1fv(GLint location, GLsizei count, const GLfloat *value);
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void Uniform2fv(GLint location, GLsizei count, const GLfloat *value);
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void Uniform3fv(GLint location, GLsizei count, const GLfloat *value);
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void Uniform4fv(GLint location, GLsizei count, const GLfloat *value);
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void Uniform1iv(GLint location, GLsizei count, const GLint *value);
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void Uniform2iv(GLint location, GLsizei count, const GLint *value);
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void Uniform3iv(GLint location, GLsizei count, const GLint *value);
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void Uniform4iv(GLint location, GLsizei count, const GLint *value);
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void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
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void ValidateProgram(GLuint program);
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}
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}
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@@ -0,0 +1,51 @@
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#include "../../../Includes.h"
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namespace MobileGL {
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namespace MG_State {
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namespace GLState {
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void ProgramObject::AttachShader(SharedPtr<ShaderObject> shader) {
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m_shaders.emplace_back(shader);
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}
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void ProgramObject::DetachShader(SharedPtr<ShaderObject> shader) {
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auto count = std::erase_if(m_shaders,
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[shader](const SharedPtr<ShaderObject>& s) {
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return s.get() == shader.get();
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});
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if (count == 0) {
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// FIXME: handle error here
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THROW_EXCEPTION("Program object does not have such shader object attached");
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}
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}
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void ProgramObject::Link() {
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Vector<GLenum> shaderTypes(m_shaders.size());
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Vector<SharedPtr<glslang::TShader>> shaders(m_shaders.size());
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for (SizeT i = 0; i < m_shaders.size(); i++) {
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shaderTypes[i] = GetGLShaderTypeByMGLShaderStage(m_shaders[i]->m_stage);
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shaders[i] = m_shaders[i]->m_shader;
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}
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MG_Util::ShaderTranspiler::ProgramAttrib attrib {
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.shaderTypes = Move(shaderTypes),
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.shaders = Move(shaders),
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};
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auto result = MG_Util::ShaderTranspiler::ShaderCompiler::LinkProgram(attrib);
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if (result) {
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m_linkStatus = true;
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m_programBinary = Move(result.value());
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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 =
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std::format("Shader link failed: \nerrc: {}\nmsg: {}\n",
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result.error().errc, result.error().log);
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THROW_EXCEPTION(e);
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}
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}
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}
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}
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}
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@@ -0,0 +1,23 @@
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#pragma once
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#include "MG_Util/Types.h"
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namespace MobileGL {
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namespace MG_State {
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namespace GLState {
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class ProgramObject {
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public:
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void AttachShader(SharedPtr<ShaderObject> shader);
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void DetachShader(SharedPtr<ShaderObject> shader);
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void Link();
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private:
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Vector<SharedPtr<ShaderObject>> m_shaders;
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// basically this contains SPIR-V in binary format
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Vector<Vector<Uint>> m_programBinary;
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String m_infoLog;
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bool m_deleteStatus = false;
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bool m_linkStatus = true;
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bool m_validateStatus = true;
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};
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}
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}
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}
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@@ -0,0 +1,27 @@
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#include "../../../Includes.h"
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namespace MobileGL {
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namespace MG_State {
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namespace GLState {
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Uint ProgramState::CreateProgram() {
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Uint programId = 0;
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m_indexGenerator.Generate(1, &programId);
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EnsureIndexAvail(programId);
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m_programObjects[programId] = MakeShared<ProgramObject>();
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return programId;
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}
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SharedPtr<ProgramObject> ProgramState::GetProgramObject(Uint id) {
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if (!CheckIndexAvail(id))
|
||||
return nullptr; // FIXME: add error reporting here
|
||||
return m_programObjects[id];
|
||||
}
|
||||
|
||||
void ProgramState::DeleteProgram(Uint id) {
|
||||
if (!CheckIndexAvail(id))
|
||||
return; // FIXME: add error reporting here
|
||||
m_programObjects[id].reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
#pragma once
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_State {
|
||||
namespace GLState {
|
||||
class ProgramState {
|
||||
public:
|
||||
// This function WILL actually create the program object.
|
||||
// To retrieve created program object, use GetProgramObject()
|
||||
Uint CreateProgram();
|
||||
SharedPtr<ProgramObject> GetProgramObject(Uint id);
|
||||
void DeleteProgram(Uint program);
|
||||
private:
|
||||
bool CheckIndexAvail(SizeT idx) {
|
||||
return idx < m_programObjects.size();
|
||||
}
|
||||
|
||||
void EnsureIndexAvail(SizeT idx) {
|
||||
if (CheckIndexAvail(idx)) return;
|
||||
|
||||
m_programObjects.reserve(std::bit_ceil(idx));
|
||||
m_programObjects.resize(idx + 1);
|
||||
}
|
||||
|
||||
IndexGenerator<Uint> m_indexGenerator;
|
||||
Vector<SharedPtr<ProgramObject>> m_programObjects;
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,34 @@
|
||||
#include "../../../Includes.h"
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_State {
|
||||
namespace GLState {
|
||||
void ShaderObject::SetShaderSource(const std::string& source) {
|
||||
m_source = source;
|
||||
}
|
||||
|
||||
void ShaderObject::Compile() {
|
||||
using namespace MG_Util::ShaderTranspiler;
|
||||
ShaderAttrib attrib {
|
||||
.sourceStr = m_source,
|
||||
.shaderType = GetGLShaderTypeByMGLShaderStage(m_stage),
|
||||
.flags = 0
|
||||
};
|
||||
|
||||
auto result = ShaderCompiler::CompileShader(attrib);
|
||||
if (result) {
|
||||
m_compileStatus = true;
|
||||
m_shader = result.value();
|
||||
} else {
|
||||
m_compileStatus = false;
|
||||
m_infoLog = result.error().log;
|
||||
|
||||
const std::string e =
|
||||
std::format("Shader compilation failed: \nerrc: {}\nmsg: {}\n",
|
||||
result.error().errc, result.error().log);
|
||||
THROW_EXCEPTION(e);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,52 @@
|
||||
#pragma once
|
||||
#include "MG_Util/Types.h"
|
||||
|
||||
namespace MobileGL {
|
||||
namespace MG_State {
|
||||
namespace GLState {
|
||||
enum class ShaderStage {
|
||||
Vertex,
|
||||
TessControl,
|
||||
TessEval,
|
||||
Geometry,
|
||||
Fragment,
|
||||
Compute
|
||||
};
|
||||
|
||||
inline static GLenum GetGLShaderTypeByMGLShaderStage(ShaderStage stage) {
|
||||
switch (stage) {
|
||||
case ShaderStage::Vertex:
|
||||
return GL_VERTEX_SHADER;
|
||||
case ShaderStage::TessControl:
|
||||
return GL_TESS_CONTROL_SHADER;
|
||||
case ShaderStage::TessEval:
|
||||
return GL_TESS_EVALUATION_SHADER;
|
||||
case ShaderStage::Geometry:
|
||||
return GL_GEOMETRY_SHADER;
|
||||
case ShaderStage::Fragment:
|
||||
return GL_FRAGMENT_SHADER;
|
||||
case ShaderStage::Compute:
|
||||
return GL_COMPUTE_SHADER;
|
||||
default:
|
||||
assert(false);
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
class ShaderObject {
|
||||
public:
|
||||
ShaderObject(const ShaderStage stage): m_stage(stage) {}
|
||||
void SetShaderSource(const std::string& source);
|
||||
void Compile();
|
||||
|
||||
const ShaderStage m_stage;
|
||||
std::string m_source;
|
||||
SharedPtr<glslang::TShader> m_shader;
|
||||
std::string m_infoLog;
|
||||
|
||||
bool m_deleteStatus = false;
|
||||
bool m_compileStatus = false;
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user