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[Feat] (MG_Impl/GLImpl, MG_State): implement glGetActiveUniformsiv (UBO reflection query)
Completes the uniform-block reflection chain: glGetUniformIndices, glGetActiveUniformName and glGetActiveUniformBlockiv were already implemented; glGetActiveUniformsiv was the last stub. Supports all 8 GL 3.3 Core pnames: * GL_UNIFORM_TYPE / SIZE / NAME_LENGTH / BLOCK_INDEX / OFFSET / ARRAY_STRIDE come straight from glslang's TObjectReflection (the same reflection the existing uniform queries use). * GL_UNIFORM_IS_ROW_MAJOR from the member's TType layout qualifier, guarded by isMatrix() so a scalar in a layout(row_major) block does not wrongly report 1. * GL_UNIFORM_MATRIX_STRIDE is derived: glslang exposes no matrix stride, so it is computed from the std140 rule (each column/row vector rounded up to a vec4), which matches the std140 layout MobileGL's SPIR-V path emits. Evaluates to 16 for every GL 3.3 float matrix. The -1-vs-0 distinction is handled explicitly: OFFSET / ARRAY_STRIDE / MATRIX_STRIDE / BLOCK_INDEX return -1 for a default-block uniform (glslang gives arrayStride 0 there, so it is gated on block membership), while ARRAY_STRIDE / MATRIX_STRIDE return 0 for a non-array / non-matrix member that IS in a block. Errors: GL_INVALID_VALUE for uniformCount<0, any index >= active uniform count, or a never-generated program name; GL_INVALID_OPERATION for a live shader name; GL_INVALID_ENUM for an unaccepted pname (e.g. the GL 4.2 GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX). All validation runs before any write, so params is untouched on error. There is no "not linked" error -- an unlinked program has zero active uniforms, so any index raises GL_INVALID_VALUE. Also fix GetActiveUniformArraySize, which returned glslang's TObjectReflection.size verbatim: that field only carries the element count for a non-block array and reports 1 for a block array member, so GL_UNIFORM_SIZE (and glGetActiveUniform's size out-param, and glGetProgramResourceiv's GL_ARRAY_SIZE) wrongly reported 1 for an array inside a UBO. Take the count from the TType instead, which is authoritative for both cases. Covered by 3 ProgramTest cases (std140 block with scalar/array/mat4 + a default-block sampler, a row_major variant, and the six error cases) that link real shaders and assert every pname value.
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@@ -75,9 +75,17 @@ namespace MobileGL::MG_State::GLState {
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return uniform.glDefineType;
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}
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// Number of active array elements (GL_UNIFORM_SIZE / GL_ARRAY_SIZE); 1 for a non-array.
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// glslang's TObjectReflection.size only carries the element count for a NON-block array; for
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// a block array member it reports 1, so take the count from the TType, which is authoritative
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// for both. GL 3.3 core uniforms are always sized.
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GLint GetActiveUniformArraySize(Uint index) const {
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auto& uniform = m_program->getUniform(static_cast<Int>(index));
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return uniform.size;
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const auto& uniform = m_program->getUniform(static_cast<Int>(index));
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const glslang::TType* type = uniform.getType();
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if (type != nullptr && type->isSizedArray()) {
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return type->getOuterArraySize();
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}
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return uniform.size < 1 ? 1 : uniform.size;
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}
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Int GetActiveUniformBlockIndex(Uint index) const {
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@@ -85,6 +93,63 @@ namespace MobileGL::MG_State::GLState {
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return uniform.index;
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}
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// GL_UNIFORM_OFFSET: byte offset within the owning named block. glslang already reports -1
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// for a default-block uniform, which is exactly the spec value there.
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GLint GetActiveUniformOffset(Uint index) const {
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return m_program->getUniform(static_cast<Int>(index)).offset;
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}
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// GL_UNIFORM_ARRAY_STRIDE: byte stride of an array member in a named block; 0 for a non-array
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// block member; -1 for a default-block uniform. glslang yields arrayStride==0 for the
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// default-block case, so gate on block membership to return the spec-mandated -1.
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GLint GetActiveUniformArrayStride(Uint index) const {
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const auto& uniform = m_program->getUniform(static_cast<Int>(index));
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return (uniform.index < 0) ? -1 : uniform.arrayStride;
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}
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// GL_UNIFORM_IS_ROW_MAJOR: 1 only for a row-major matrix in a named block, else 0. The
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// isMatrix() guard is required -- glslang stamps a block-level layout(row_major) onto
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// non-matrix members too, so a float/vec in a row_major block would otherwise report 1.
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// For the glslang build here a block-level layout(row_major) is also resolved onto each
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// matrix member's own qualifier (verified by GetActiveUniformsivRowMajorBlock), so the member
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// check suffices; the getUniformBlock() fallback is defensive for a config that instead leaves
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// an inheriting member's layoutMatrix == ElmNone.
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GLint GetActiveUniformIsRowMajor(Uint index) const {
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const auto& uniform = m_program->getUniform(static_cast<Int>(index));
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if (uniform.index < 0) return 0;
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const glslang::TType* type = uniform.getType();
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if (type == nullptr || !type->isMatrix()) return 0;
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glslang::TLayoutMatrix layoutMatrix = type->getQualifier().layoutMatrix;
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if (layoutMatrix == glslang::ElmNone) {
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layoutMatrix = m_program->getUniformBlock(uniform.index).getType()->getQualifier().layoutMatrix;
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}
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return (layoutMatrix == glslang::ElmRowMajor) ? 1 : 0;
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}
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// GL_UNIFORM_MATRIX_STRIDE: byte stride between columns (col-major) / rows (row-major) of a
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// matrix in a named block; 0 for a non-matrix block member; -1 for a default-block uniform.
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// glslang exposes no matrix stride, so it is derived from the std140 rule -- each column/row
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// vector's base alignment rounded up to a vec4 (16 B). MobileGL's SPIR-V path lays every UBO
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// out as std140 (packed/shared are coerced), so this matches the offsets glslang reports. For
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// every GL 3.3 float matrix this evaluates to 16, independent of majorness.
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GLint GetActiveUniformMatrixStride(Uint index) const {
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const auto& uniform = m_program->getUniform(static_cast<Int>(index));
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if (uniform.index < 0) return -1;
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const glslang::TType* type = uniform.getType();
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if (type == nullptr || !type->isMatrix()) return 0;
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glslang::TLayoutMatrix layoutMatrix = type->getQualifier().layoutMatrix;
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if (layoutMatrix == glslang::ElmNone) {
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layoutMatrix = m_program->getUniformBlock(uniform.index).getType()->getQualifier().layoutMatrix;
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}
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const bool rowMajor = (layoutMatrix == glslang::ElmRowMajor);
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const int strideVectorComponents = rowMajor ? type->getMatrixCols() : type->getMatrixRows();
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constexpr int scalarSize = 4; // GL 3.3 core uniform matrices are float
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const int vectorAlignment = (strideVectorComponents <= 1) ? scalarSize
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: (strideVectorComponents == 2) ? 2 * scalarSize
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: 4 * scalarSize;
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return (vectorAlignment + 15) & ~15; // std140 round-up to a vec4
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}
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const glslang::TType* GetUniformTType(Uint location) const {
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auto& uniform = m_program->getUniform(m_uniformIndexInTProgram[location]);
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return uniform.getType();
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