mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Fix] (MG_Backend/DirectGLES): Actually compile shader and use.
* TODO: remove junk code.
This commit is contained in:
@@ -1,4 +1,5 @@
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#include "DirectGLES.h"
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#include "MG_Util/ShaderTranspiler/Types.h"
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#include "Utils.h"
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#include "Managers.h"
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#include <MG_State/GLState/Core.h>
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@@ -289,6 +290,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
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const auto& backendProgramIt = PrgramImpl::g_backendProgramObjects.find(currentProgram);
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if (backendProgramIt != PrgramImpl::g_backendProgramObjects.end()) {
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backendProgramIt->second->Use();
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// UBO
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MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, backendProgramIt->second->GetBackendGlobalUBOId());
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MG_External::GLES::glBufferSubData(GL_UNIFORM_BUFFER, 0, currentProgram->GetUBOSize(),
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currentProgram->MapUBO());
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MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, 0);
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Uint bindingPoint;
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MG_External::GLES::glGetUniformBlockIndex(backendProgramIt->second->GetBackendProgramId(),
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MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME);
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MG_External::GLES::glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint,
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backendProgramIt->second->GetBackendGlobalUBOId());
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} else {
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MG_External::GLES::glUseProgram(0);
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}
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@@ -1,4 +1,7 @@
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#include "Managers.h"
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#include "MG_Backend/Backends.h"
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#include "MG_State/GLState/ProgramState/ShaderObject.h"
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#include "MG_Util/Types.h"
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#include "Utils.h"
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#include "DirectGLES.h"
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#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
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@@ -147,7 +150,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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return;
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}
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MGLOG_D("Syncing VAO object with ID: %u to backend for state: %s", m_backendVAOId, stateVAOObject.get());
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MGLOG_D("Syncing VAO object with ID: %u to backend for state: 0x%p", m_backendVAOId, stateVAOObject.get());
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BufferImpl::BackendBufferBindingProtector backendBufferBindingProtector(BufferImpl::TempBufferTarget);
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BackendVertexArrayBindingProtector backendVAOBindingProtector;
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@@ -222,7 +225,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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return;
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}
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MGLOG_D("Syncing texture object with ID: %u to backend for state: %s", m_backendTextureId,
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MGLOG_D("Syncing texture object with ID: %u to backend for state: 0x%p", m_backendTextureId,
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stateTextureObject.get());
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GLenum target = MG_Util::ConvertTextureTargetToGLEnum(stateTextureObject->GetTarget());
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@@ -340,7 +343,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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return;
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}
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MGLOG_D("Syncing FBO object with ID: %u to backend for state: %s", m_backendFBOId, stateFBOObject.get());
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MGLOG_D("Syncing FBO object with ID: %u to backend for state: 0x%p", m_backendFBOId, stateFBOObject.get());
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BackendFramebufferBindingProtector backendFBOBindingProtector(GL_FRAMEBUFFER);
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Bind();
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@@ -352,9 +355,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
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FramebufferAttachmentType attachmentType = static_cast<FramebufferAttachmentType>(index);
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const auto& attachment = attachments[index];
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if (!attachment.IsComplete()) {
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MG_External::GLES::glFramebufferRenderbuffer(
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GL_FRAMEBUFFER, MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(attachmentType),
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GL_RENDERBUFFER, 0);
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continue;
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}
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@@ -386,31 +386,50 @@ namespace MobileGL::MG_Backend::DirectGLES {
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g_backendShaderObjects;
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UnorderedMap<SharedPtr<MG_State::GLState::ProgramObject>, SharedPtr<BackendProgramObjectImpl>>
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g_backendProgramObjects;
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BackendShaderObjectImpl::BackendShaderObjectImpl() {
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m_backendShaderId = MG_External::GLES::glCreateShader(GL_VERTEX_SHADER);
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if (m_backendShaderId == 0) {
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MGLOG_E("Failed to create shader object in backend.");
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} else {
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MGLOG_D("Created backend shader object with ID: %u", m_backendShaderId);
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}
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}
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BackendShaderObjectImpl::~BackendShaderObjectImpl() {
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if (m_backendShaderId != 0) {
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MGLOG_D("Deleting backend shader object with ID: %u", m_backendShaderId);
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MG_External::GLES::glDeleteShader(m_backendShaderId);
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}
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}
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void BackendShaderObjectImpl::SyncToBackend(SharedPtr<MG_State::GLState::ShaderObject>& stateShaderObject) {
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if (!stateShaderObject || !stateShaderObject->GetCompileStatus()) {
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MGLOG_E("Shader object is null or not compiled, skipping backend sync.");
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if (!stateShaderObject) {
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MGLOG_E("State shader object is null, skipping backend sync.");
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return;
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}
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String source = stateShaderObject->GetShaderSource();
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source = removeLayoutBinding(source);
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source = ProcessOutColorLocations(source);
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source = ForceSupporterOutput(source);
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GLenum shaderType = ConvertGLShaderTypeByMGLShaderStage(stateShaderObject->GetShaderStage());
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if (!stateShaderObject->GetCompileStatus()) {
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MGLOG_E("Shader object is not compiled, skipping backend sync. Shader: 0x%p", stateShaderObject.get());
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return;
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}
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MGLOG_D("Syncing shader to backend. State shader: 0x%p, Backend ID: %u, Stage: %s", stateShaderObject.get(),
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m_backendShaderId,
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MG_Util::ConvertGLEnumToString(
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MG_State::GLState::ConvertGLShaderTypeByMGLShaderStage(stateShaderObject->GetShaderStage()))
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.c_str());
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auto shaderTShader = stateShaderObject->GetCompiledShader();
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String source = ConvertTShaderToGLSL(shaderTShader, 320, true); // TODO: get real version
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const char* sourceCStr = source.c_str();
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MGLOG_D("Setting shader source for backend shader ID: %u", m_backendShaderId);
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MG_External::GLES::glShaderSource(m_backendShaderId, 1, &sourceCStr, nullptr);
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MGLOG_D("Compiling shader. Backend ID: %u", m_backendShaderId);
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MG_External::GLES::glCompileShader(m_backendShaderId);
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GLint compileStatus;
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MG_External::GLES::glGetShaderiv(m_backendShaderId, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE) {
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@@ -418,47 +437,135 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MG_External::GLES::glGetShaderiv(m_backendShaderId, GL_INFO_LOG_LENGTH, &logLength);
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Vector<GLchar> log(logLength);
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MG_External::GLES::glGetShaderInfoLog(m_backendShaderId, logLength, nullptr, log.data());
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MGLOG_E("Shader compilation failed: %s", log.data());
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MGLOG_E("Shader compilation failed for backend ID %u: %s", m_backendShaderId, log.data());
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} else {
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MGLOG_D("Shader compiled successfully. Backend ID: %u", m_backendShaderId);
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}
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m_isInitialized = true;
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MGLOG_D("Shader sync completed. Backend ID: %u", m_backendShaderId);
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}
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BackendProgramObjectImpl::BackendProgramObjectImpl() {
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m_backendProgramId = MG_External::GLES::glCreateProgram();
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if (m_backendProgramId == 0) {
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MGLOG_E("Failed to create program object in backend.");
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} else {
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MGLOG_D("Created backend program object with ID: %u", m_backendProgramId);
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}
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}
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BackendProgramObjectImpl::~BackendProgramObjectImpl() {
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if (m_backendProgramId != 0) {
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MGLOG_D("Deleting backend program object with ID: %u", m_backendProgramId);
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MG_External::GLES::glDeleteProgram(m_backendProgramId);
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}
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}
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void BackendProgramObjectImpl::SyncToBackend(SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject) {
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if (!stateProgramObject || !stateProgramObject->GetLinkStatus()) {
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MGLOG_E("Program object is null or not linked, skipping backend sync.");
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if (!stateProgramObject) {
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MGLOG_E("State program object is null, skipping backend sync.");
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return;
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}
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if (!stateProgramObject->GetLinkStatus()) {
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MGLOG_E("Program object is not linked, skipping backend sync. Program: 0x%p", stateProgramObject.get());
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return;
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}
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MGLOG_D("Syncing program to backend. State program: 0x%p, Backend ID: 0x%p", stateProgramObject.get(),
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m_backendProgramId);
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// Detach all existing shaders
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GLint attachedCount = 0;
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MG_External::GLES::glGetProgramiv(m_backendProgramId, GL_ATTACHED_SHADERS, &attachedCount);
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MGLOG_D("Currently attached shaders count: %d", attachedCount);
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if (attachedCount > 0) {
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Vector<GLuint> attachedShaders(attachedCount);
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GLsizei actualCount;
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MG_External::GLES::glGetAttachedShaders(m_backendProgramId, attachedCount, &actualCount,
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attachedShaders.data());
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MGLOG_D("Detaching %d existing shaders from program %u", actualCount, m_backendProgramId);
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for (GLsizei i = 0; i < actualCount; ++i) {
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MGLOG_D("Detaching shader ID: %u from program %u", attachedShaders[i], m_backendProgramId);
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MG_External::GLES::glDetachShader(m_backendProgramId, attachedShaders[i]);
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}
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}
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// Attach current shaders
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for (const auto& shader : stateProgramObject->GetAttachedShaders()) {
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const auto& it = g_backendShaderObjects.find(shader);
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if (it != g_backendShaderObjects.end() && it->second) {
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MG_External::GLES::glAttachShader(m_backendProgramId, it->second->GetBackendShaderId());
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auto& attachedShaders = stateProgramObject->GetAttachedShaders();
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MGLOG_D("Attaching %zu shaders to program %u", attachedShaders.size(), m_backendProgramId);
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auto& shaderSpirvs = stateProgramObject->GetGeneratedSpirv();
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for (int index = 0; index < attachedShaders.size(); ++index) {
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auto& shader = attachedShaders[index];
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GLenum glShaderType = MG_State::GLState::ConvertGLShaderTypeByMGLShaderStage(shader->GetShaderStage());
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GLuint backendShaderId = MG_External::GLES::glCreateShader(glShaderType);
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if (backendShaderId == 0) {
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MGLOG_E("Failed to create backend shader for attachment.");
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continue;
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}
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String source;
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auto& spirvCode = shaderSpirvs[index];
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MG_Util::ShaderTranspiler::SpvcSession spvcSession(spirvCode);
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spvc_compiler_options options;
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spvcSession.CreateOptions(&options);
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spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 320);
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spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_TRUE);
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spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
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spvcSession.SetOptions(options);
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const char* result = nullptr;
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spvcSession.Compile(&result);
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if (!result) {
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MG_Util::ShaderTranspiler::ResultInfo r;
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r.log += "Failed to compile the shader to GLSL: \n";
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r.log += spvcSession.GetLastErrorString();
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r.errc = -5;
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MGLOG_E("%s", r.log.c_str());
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continue;
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}
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source = result;
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source = RemoveLayoutBinding(source);
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source = ProcessOutColorLocations(source);
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source = ForceSupporterOutput(source);
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const char* sourceCStr = source.c_str();
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MGLOG_D("Setting shader source for backend shader ID: %u", backendShaderId);
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MG_External::GLES::glShaderSource(backendShaderId, 1, &sourceCStr, nullptr);
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MG_External::GLES::glCompileShader(backendShaderId);
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GLint compileStatus;
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MG_External::GLES::glGetShaderiv(backendShaderId, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus == GL_FALSE) {
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GLint logLength;
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MG_External::GLES::glGetShaderiv(backendShaderId, GL_INFO_LOG_LENGTH, &logLength);
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Vector<GLchar> log(logLength);
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MG_External::GLES::glGetShaderInfoLog(backendShaderId, logLength, nullptr, log.data());
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MGLOG_E("Shader compilation failed for backend ID %u: %s", backendShaderId, log.data());
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continue;
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}
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MGLOG_D("Attaching shader ID: %u to program %u", backendShaderId, m_backendProgramId);
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MG_External::GLES::glAttachShader(m_backendProgramId, backendShaderId);
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MGLOG_D("Processed shader source length: %zu", source.length());
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}
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// Link program
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MGLOG_D("Linking program %u", m_backendProgramId);
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MG_External::GLES::glLinkProgram(m_backendProgramId);
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GLint linkStatus;
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MG_External::GLES::glGetProgramiv(m_backendProgramId, GL_LINK_STATUS, &linkStatus);
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if (linkStatus != GL_TRUE) {
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@@ -466,11 +573,24 @@ namespace MobileGL::MG_Backend::DirectGLES {
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MG_External::GLES::glGetProgramiv(m_backendProgramId, GL_INFO_LOG_LENGTH, &logLength);
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Vector<GLchar> log(logLength);
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MG_External::GLES::glGetProgramInfoLog(m_backendProgramId, logLength, nullptr, log.data());
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MGLOG_E("Program linking failed: %s", log.data());
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MGLOG_E("Program linking failed for %u: %s", m_backendProgramId, log.data());
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} else {
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MGLOG_D("Program linked successfully. ID: %u", m_backendProgramId);
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}
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// Create global UBO
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MG_External::GLES::glGenBuffers(1, &m_backendGlobalUBOId);
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MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, m_backendGlobalUBOId);
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MG_External::GLES::glBufferData(GL_UNIFORM_BUFFER, stateProgramObject->GetUBOSize(), nullptr,
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GL_STREAM_DRAW);
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MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, 0);
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m_isInitialized = true;
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MGLOG_D("Program sync completed. Backend ID: %u", m_backendProgramId);
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}
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void BackendProgramObjectImpl::Use() {
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MGLOG_D("Using program %u", m_backendProgramId);
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MG_External::GLES::glUseProgram(m_backendProgramId);
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}
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} // namespace PrgramImpl
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@@ -107,6 +107,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Uint m_backendShaderId = 0;
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Bool m_isInitialized = false;
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};
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class BackendProgramObjectImpl {
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public:
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BackendProgramObjectImpl();
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@@ -114,11 +115,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
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void SyncToBackend(SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
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void Use();
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Uint GetBackendProgramId() const { return m_backendProgramId; }
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Uint GetBackendGlobalUBOId() const { return m_backendGlobalUBOId; }
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private:
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Uint m_backendProgramId = 0;
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Uint m_backendGlobalUBOId = 0;
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Bool m_isInitialized = false;
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};
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extern UnorderedMap<SharedPtr<MG_State::GLState::ShaderObject>, SharedPtr<BackendShaderObjectImpl>>
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g_backendShaderObjects;
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extern UnorderedMap<SharedPtr<MG_State::GLState::ProgramObject>, SharedPtr<BackendProgramObjectImpl>>
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@@ -294,6 +294,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} // namespace FramebufferImpl
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namespace PrgramImpl {
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String ConvertTShaderToGLSL(SharedPtr<glslang::TShader>& shaderTShader, Uint glslVersion, Bool isES) {}
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String ProcessOutColorLocations(const String& glslCode) {
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const static std::regex pattern(R"(\n(out highp vec4 outColor)(\d+);)");
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const String replacement = "\nlayout(location=$2) $1$2;";
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@@ -356,7 +358,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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return result;
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}
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String removeLayoutBinding(const String& glslCode) {
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String RemoveLayoutBinding(const String& glslCode) {
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static std::regex bindingRegex(R"(layout\s*\(\s*binding\s*=\s*\d+\s*\)\s*)");
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String result = std::regex_replace(glslCode, bindingRegex, "");
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static std::regex bindingRegex2(R"(layout\s*\(\s*binding\s*=\s*\d+\s*,)");
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@@ -61,9 +61,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} // namespace FramebufferImpl
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namespace PrgramImpl {
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String ConvertTShaderToGLSL(SharedPtr<glslang::TShader>& shaderTShader, Uint glslVersion, Bool isES);
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String ProcessOutColorLocations(const String& glslCode);
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String ForceSupporterOutput(const String& glslCode);
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String removeLayoutBinding(const String& glslCode);
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String RemoveLayoutBinding(const String& glslCode);
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} // namespace PrgramImpl
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namespace Utils {
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@@ -44,6 +44,7 @@ namespace MobileGL {
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GLenum GetAttribType(Uint index) const { return m_attribTypes[index]; }
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const String& GetAttribName(Uint index) const { return m_attribs[index]; }
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void* MapUBO() { return m_uboScratch.data(); }
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Uint GetUBOSize() const { return static_cast<Uint>(m_uboScratch.size()); }
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Bool GetDeleteStatus() const { return m_deleteStatus; }
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Bool GetLinkStatus() const { return m_linkStatus; }
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@@ -54,6 +55,8 @@ namespace MobileGL {
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Int GetActiveAttributesMaxLength() const { return m_attribInNameMaxLength; }
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Int GetActiveUniformBlocksMaxNameLength() const { return m_uniformBlockNameMaxLength; }
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Vector<Vector<unsigned>>& GetGeneratedSpirv() { return m_generatedSpirv; }
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private:
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void DoReflection();
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void GenerateBinary();
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@@ -142,11 +142,11 @@ namespace MobileGL {
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((attrib.flags & ShaderCompileBits::EmitDiscardAsDemote)
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? glslang::EShTargetSpv_1_6
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: glslang::EShTargetSpv_1_5));
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tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
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// gl_InstanceID?
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}
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tshader->setAutoMapLocations(true);
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tshader->setAutoMapBindings(true);
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tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
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// gl_InstanceID?
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tshader->setGlobalUniformBlockName(GLOBAL_UBO_NAME);
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if (!tshader->parse(&GetTBuiltInResourceInstance(), 460, ECoreProfile,
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/*forceDefaultVersionAndProfile: */ false,
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