[Fix] (MG_Backend/DirectGLES): Actually compile shader and use.

* TODO: remove junk code.
This commit is contained in:
BZLZHH
2025-10-26 11:43:10 +08:00
parent b8d8188239
commit 5da6a0e05e
7 changed files with 168 additions and 25 deletions
@@ -1,4 +1,5 @@
#include "DirectGLES.h"
#include "MG_Util/ShaderTranspiler/Types.h"
#include "Utils.h"
#include "Managers.h"
#include <MG_State/GLState/Core.h>
@@ -289,6 +290,18 @@ namespace MobileGL::MG_Backend::DirectGLES {
const auto& backendProgramIt = PrgramImpl::g_backendProgramObjects.find(currentProgram);
if (backendProgramIt != PrgramImpl::g_backendProgramObjects.end()) {
backendProgramIt->second->Use();
// UBO
MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, backendProgramIt->second->GetBackendGlobalUBOId());
MG_External::GLES::glBufferSubData(GL_UNIFORM_BUFFER, 0, currentProgram->GetUBOSize(),
currentProgram->MapUBO());
MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, 0);
Uint bindingPoint;
MG_External::GLES::glGetUniformBlockIndex(backendProgramIt->second->GetBackendProgramId(),
MG_Util::ShaderTranspiler::GLOBAL_UBO_NAME);
MG_External::GLES::glBindBufferBase(GL_UNIFORM_BUFFER, bindingPoint,
backendProgramIt->second->GetBackendGlobalUBOId());
} else {
MG_External::GLES::glUseProgram(0);
}
+141 -21
View File
@@ -1,4 +1,7 @@
#include "Managers.h"
#include "MG_Backend/Backends.h"
#include "MG_State/GLState/ProgramState/ShaderObject.h"
#include "MG_Util/Types.h"
#include "Utils.h"
#include "DirectGLES.h"
#include <MG_Util/BackendLoaders/OpenGL/Loader.h>
@@ -147,7 +150,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
return;
}
MGLOG_D("Syncing VAO object with ID: %u to backend for state: %s", m_backendVAOId, stateVAOObject.get());
MGLOG_D("Syncing VAO object with ID: %u to backend for state: 0x%p", m_backendVAOId, stateVAOObject.get());
BufferImpl::BackendBufferBindingProtector backendBufferBindingProtector(BufferImpl::TempBufferTarget);
BackendVertexArrayBindingProtector backendVAOBindingProtector;
@@ -222,7 +225,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
return;
}
MGLOG_D("Syncing texture object with ID: %u to backend for state: %s", m_backendTextureId,
MGLOG_D("Syncing texture object with ID: %u to backend for state: 0x%p", m_backendTextureId,
stateTextureObject.get());
GLenum target = MG_Util::ConvertTextureTargetToGLEnum(stateTextureObject->GetTarget());
@@ -340,7 +343,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
return;
}
MGLOG_D("Syncing FBO object with ID: %u to backend for state: %s", m_backendFBOId, stateFBOObject.get());
MGLOG_D("Syncing FBO object with ID: %u to backend for state: 0x%p", m_backendFBOId, stateFBOObject.get());
BackendFramebufferBindingProtector backendFBOBindingProtector(GL_FRAMEBUFFER);
Bind();
@@ -352,9 +355,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
FramebufferAttachmentType attachmentType = static_cast<FramebufferAttachmentType>(index);
const auto& attachment = attachments[index];
if (!attachment.IsComplete()) {
MG_External::GLES::glFramebufferRenderbuffer(
GL_FRAMEBUFFER, MG_Util::ConvertFramebufferAttachmentTypeToGLEnum(attachmentType),
GL_RENDERBUFFER, 0);
continue;
}
@@ -386,31 +386,50 @@ namespace MobileGL::MG_Backend::DirectGLES {
g_backendShaderObjects;
UnorderedMap<SharedPtr<MG_State::GLState::ProgramObject>, SharedPtr<BackendProgramObjectImpl>>
g_backendProgramObjects;
BackendShaderObjectImpl::BackendShaderObjectImpl() {
m_backendShaderId = MG_External::GLES::glCreateShader(GL_VERTEX_SHADER);
if (m_backendShaderId == 0) {
MGLOG_E("Failed to create shader object in backend.");
} else {
MGLOG_D("Created backend shader object with ID: %u", m_backendShaderId);
}
}
BackendShaderObjectImpl::~BackendShaderObjectImpl() {
if (m_backendShaderId != 0) {
MGLOG_D("Deleting backend shader object with ID: %u", m_backendShaderId);
MG_External::GLES::glDeleteShader(m_backendShaderId);
}
}
void BackendShaderObjectImpl::SyncToBackend(SharedPtr<MG_State::GLState::ShaderObject>& stateShaderObject) {
if (!stateShaderObject || !stateShaderObject->GetCompileStatus()) {
MGLOG_E("Shader object is null or not compiled, skipping backend sync.");
if (!stateShaderObject) {
MGLOG_E("State shader object is null, skipping backend sync.");
return;
}
String source = stateShaderObject->GetShaderSource();
source = removeLayoutBinding(source);
source = ProcessOutColorLocations(source);
source = ForceSupporterOutput(source);
GLenum shaderType = ConvertGLShaderTypeByMGLShaderStage(stateShaderObject->GetShaderStage());
if (!stateShaderObject->GetCompileStatus()) {
MGLOG_E("Shader object is not compiled, skipping backend sync. Shader: 0x%p", stateShaderObject.get());
return;
}
MGLOG_D("Syncing shader to backend. State shader: 0x%p, Backend ID: %u, Stage: %s", stateShaderObject.get(),
m_backendShaderId,
MG_Util::ConvertGLEnumToString(
MG_State::GLState::ConvertGLShaderTypeByMGLShaderStage(stateShaderObject->GetShaderStage()))
.c_str());
auto shaderTShader = stateShaderObject->GetCompiledShader();
String source = ConvertTShaderToGLSL(shaderTShader, 320, true); // TODO: get real version
const char* sourceCStr = source.c_str();
MGLOG_D("Setting shader source for backend shader ID: %u", m_backendShaderId);
MG_External::GLES::glShaderSource(m_backendShaderId, 1, &sourceCStr, nullptr);
MGLOG_D("Compiling shader. Backend ID: %u", m_backendShaderId);
MG_External::GLES::glCompileShader(m_backendShaderId);
GLint compileStatus;
MG_External::GLES::glGetShaderiv(m_backendShaderId, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE) {
@@ -418,47 +437,135 @@ namespace MobileGL::MG_Backend::DirectGLES {
MG_External::GLES::glGetShaderiv(m_backendShaderId, GL_INFO_LOG_LENGTH, &logLength);
Vector<GLchar> log(logLength);
MG_External::GLES::glGetShaderInfoLog(m_backendShaderId, logLength, nullptr, log.data());
MGLOG_E("Shader compilation failed: %s", log.data());
MGLOG_E("Shader compilation failed for backend ID %u: %s", m_backendShaderId, log.data());
} else {
MGLOG_D("Shader compiled successfully. Backend ID: %u", m_backendShaderId);
}
m_isInitialized = true;
MGLOG_D("Shader sync completed. Backend ID: %u", m_backendShaderId);
}
BackendProgramObjectImpl::BackendProgramObjectImpl() {
m_backendProgramId = MG_External::GLES::glCreateProgram();
if (m_backendProgramId == 0) {
MGLOG_E("Failed to create program object in backend.");
} else {
MGLOG_D("Created backend program object with ID: %u", m_backendProgramId);
}
}
BackendProgramObjectImpl::~BackendProgramObjectImpl() {
if (m_backendProgramId != 0) {
MGLOG_D("Deleting backend program object with ID: %u", m_backendProgramId);
MG_External::GLES::glDeleteProgram(m_backendProgramId);
}
}
void BackendProgramObjectImpl::SyncToBackend(SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject) {
if (!stateProgramObject || !stateProgramObject->GetLinkStatus()) {
MGLOG_E("Program object is null or not linked, skipping backend sync.");
if (!stateProgramObject) {
MGLOG_E("State program object is null, skipping backend sync.");
return;
}
if (!stateProgramObject->GetLinkStatus()) {
MGLOG_E("Program object is not linked, skipping backend sync. Program: 0x%p", stateProgramObject.get());
return;
}
MGLOG_D("Syncing program to backend. State program: 0x%p, Backend ID: 0x%p", stateProgramObject.get(),
m_backendProgramId);
// Detach all existing shaders
GLint attachedCount = 0;
MG_External::GLES::glGetProgramiv(m_backendProgramId, GL_ATTACHED_SHADERS, &attachedCount);
MGLOG_D("Currently attached shaders count: %d", attachedCount);
if (attachedCount > 0) {
Vector<GLuint> attachedShaders(attachedCount);
GLsizei actualCount;
MG_External::GLES::glGetAttachedShaders(m_backendProgramId, attachedCount, &actualCount,
attachedShaders.data());
MGLOG_D("Detaching %d existing shaders from program %u", actualCount, m_backendProgramId);
for (GLsizei i = 0; i < actualCount; ++i) {
MGLOG_D("Detaching shader ID: %u from program %u", attachedShaders[i], m_backendProgramId);
MG_External::GLES::glDetachShader(m_backendProgramId, attachedShaders[i]);
}
}
// Attach current shaders
for (const auto& shader : stateProgramObject->GetAttachedShaders()) {
const auto& it = g_backendShaderObjects.find(shader);
if (it != g_backendShaderObjects.end() && it->second) {
MG_External::GLES::glAttachShader(m_backendProgramId, it->second->GetBackendShaderId());
auto& attachedShaders = stateProgramObject->GetAttachedShaders();
MGLOG_D("Attaching %zu shaders to program %u", attachedShaders.size(), m_backendProgramId);
auto& shaderSpirvs = stateProgramObject->GetGeneratedSpirv();
for (int index = 0; index < attachedShaders.size(); ++index) {
auto& shader = attachedShaders[index];
GLenum glShaderType = MG_State::GLState::ConvertGLShaderTypeByMGLShaderStage(shader->GetShaderStage());
GLuint backendShaderId = MG_External::GLES::glCreateShader(glShaderType);
if (backendShaderId == 0) {
MGLOG_E("Failed to create backend shader for attachment.");
continue;
}
String source;
auto& spirvCode = shaderSpirvs[index];
MG_Util::ShaderTranspiler::SpvcSession spvcSession(spirvCode);
spvc_compiler_options options;
spvcSession.CreateOptions(&options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 320);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_TRUE);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
spvcSession.SetOptions(options);
const char* result = nullptr;
spvcSession.Compile(&result);
if (!result) {
MG_Util::ShaderTranspiler::ResultInfo r;
r.log += "Failed to compile the shader to GLSL: \n";
r.log += spvcSession.GetLastErrorString();
r.errc = -5;
MGLOG_E("%s", r.log.c_str());
continue;
}
source = result;
source = RemoveLayoutBinding(source);
source = ProcessOutColorLocations(source);
source = ForceSupporterOutput(source);
const char* sourceCStr = source.c_str();
MGLOG_D("Setting shader source for backend shader ID: %u", backendShaderId);
MG_External::GLES::glShaderSource(backendShaderId, 1, &sourceCStr, nullptr);
MG_External::GLES::glCompileShader(backendShaderId);
GLint compileStatus;
MG_External::GLES::glGetShaderiv(backendShaderId, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus == GL_FALSE) {
GLint logLength;
MG_External::GLES::glGetShaderiv(backendShaderId, GL_INFO_LOG_LENGTH, &logLength);
Vector<GLchar> log(logLength);
MG_External::GLES::glGetShaderInfoLog(backendShaderId, logLength, nullptr, log.data());
MGLOG_E("Shader compilation failed for backend ID %u: %s", backendShaderId, log.data());
continue;
}
MGLOG_D("Attaching shader ID: %u to program %u", backendShaderId, m_backendProgramId);
MG_External::GLES::glAttachShader(m_backendProgramId, backendShaderId);
MGLOG_D("Processed shader source length: %zu", source.length());
}
// Link program
MGLOG_D("Linking program %u", m_backendProgramId);
MG_External::GLES::glLinkProgram(m_backendProgramId);
GLint linkStatus;
MG_External::GLES::glGetProgramiv(m_backendProgramId, GL_LINK_STATUS, &linkStatus);
if (linkStatus != GL_TRUE) {
@@ -466,11 +573,24 @@ namespace MobileGL::MG_Backend::DirectGLES {
MG_External::GLES::glGetProgramiv(m_backendProgramId, GL_INFO_LOG_LENGTH, &logLength);
Vector<GLchar> log(logLength);
MG_External::GLES::glGetProgramInfoLog(m_backendProgramId, logLength, nullptr, log.data());
MGLOG_E("Program linking failed: %s", log.data());
MGLOG_E("Program linking failed for %u: %s", m_backendProgramId, log.data());
} else {
MGLOG_D("Program linked successfully. ID: %u", m_backendProgramId);
}
// Create global UBO
MG_External::GLES::glGenBuffers(1, &m_backendGlobalUBOId);
MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, m_backendGlobalUBOId);
MG_External::GLES::glBufferData(GL_UNIFORM_BUFFER, stateProgramObject->GetUBOSize(), nullptr,
GL_STREAM_DRAW);
MG_External::GLES::glBindBuffer(GL_UNIFORM_BUFFER, 0);
m_isInitialized = true;
MGLOG_D("Program sync completed. Backend ID: %u", m_backendProgramId);
}
void BackendProgramObjectImpl::Use() {
MGLOG_D("Using program %u", m_backendProgramId);
MG_External::GLES::glUseProgram(m_backendProgramId);
}
} // namespace PrgramImpl
@@ -107,6 +107,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
Uint m_backendShaderId = 0;
Bool m_isInitialized = false;
};
class BackendProgramObjectImpl {
public:
BackendProgramObjectImpl();
@@ -114,11 +115,14 @@ namespace MobileGL::MG_Backend::DirectGLES {
void SyncToBackend(SharedPtr<MG_State::GLState::ProgramObject>& stateProgramObject);
void Use();
Uint GetBackendProgramId() const { return m_backendProgramId; }
Uint GetBackendGlobalUBOId() const { return m_backendGlobalUBOId; }
private:
Uint m_backendProgramId = 0;
Uint m_backendGlobalUBOId = 0;
Bool m_isInitialized = false;
};
extern UnorderedMap<SharedPtr<MG_State::GLState::ShaderObject>, SharedPtr<BackendShaderObjectImpl>>
g_backendShaderObjects;
extern UnorderedMap<SharedPtr<MG_State::GLState::ProgramObject>, SharedPtr<BackendProgramObjectImpl>>
+3 -1
View File
@@ -294,6 +294,8 @@ namespace MobileGL::MG_Backend::DirectGLES {
} // namespace FramebufferImpl
namespace PrgramImpl {
String ConvertTShaderToGLSL(SharedPtr<glslang::TShader>& shaderTShader, Uint glslVersion, Bool isES) {}
String ProcessOutColorLocations(const String& glslCode) {
const static std::regex pattern(R"(\n(out highp vec4 outColor)(\d+);)");
const String replacement = "\nlayout(location=$2) $1$2;";
@@ -356,7 +358,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
return result;
}
String removeLayoutBinding(const String& glslCode) {
String RemoveLayoutBinding(const String& glslCode) {
static std::regex bindingRegex(R"(layout\s*\(\s*binding\s*=\s*\d+\s*\)\s*)");
String result = std::regex_replace(glslCode, bindingRegex, "");
static std::regex bindingRegex2(R"(layout\s*\(\s*binding\s*=\s*\d+\s*,)");
+2 -1
View File
@@ -61,9 +61,10 @@ namespace MobileGL::MG_Backend::DirectGLES {
} // namespace FramebufferImpl
namespace PrgramImpl {
String ConvertTShaderToGLSL(SharedPtr<glslang::TShader>& shaderTShader, Uint glslVersion, Bool isES);
String ProcessOutColorLocations(const String& glslCode);
String ForceSupporterOutput(const String& glslCode);
String removeLayoutBinding(const String& glslCode);
String RemoveLayoutBinding(const String& glslCode);
} // namespace PrgramImpl
namespace Utils {
@@ -44,6 +44,7 @@ namespace MobileGL {
GLenum GetAttribType(Uint index) const { return m_attribTypes[index]; }
const String& GetAttribName(Uint index) const { return m_attribs[index]; }
void* MapUBO() { return m_uboScratch.data(); }
Uint GetUBOSize() const { return static_cast<Uint>(m_uboScratch.size()); }
Bool GetDeleteStatus() const { return m_deleteStatus; }
Bool GetLinkStatus() const { return m_linkStatus; }
@@ -54,6 +55,8 @@ namespace MobileGL {
Int GetActiveAttributesMaxLength() const { return m_attribInNameMaxLength; }
Int GetActiveUniformBlocksMaxNameLength() const { return m_uniformBlockNameMaxLength; }
Vector<Vector<unsigned>>& GetGeneratedSpirv() { return m_generatedSpirv; }
private:
void DoReflection();
void GenerateBinary();
@@ -142,11 +142,11 @@ namespace MobileGL {
((attrib.flags & ShaderCompileBits::EmitDiscardAsDemote)
? glslang::EShTargetSpv_1_6
: glslang::EShTargetSpv_1_5));
tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
// gl_InstanceID?
}
tshader->setAutoMapLocations(true);
tshader->setAutoMapBindings(true);
tshader->setEnvInputVulkanRulesRelaxed(); // using EXT_vulkan_glsl_relaxed for gl_VertexID and
// gl_InstanceID?
tshader->setGlobalUniformBlockName(GLOBAL_UBO_NAME);
if (!tshader->parse(&GetTBuiltInResourceInstance(), 460, ECoreProfile,
/*forceDefaultVersionAndProfile: */ false,