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https://github.com/MobileGL-Dev/MobileGL
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[Fix, Test] (GLState): stop enumerating buffer variables as GL uniforms
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@@ -328,15 +328,25 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
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const ProgramObject::LinkArtifacts& reflection, Model& model,
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const Vector<BlockKind>& blockKind,
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const Vector<Int>& blockInterfaceIndex) {
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const Uint uniformCount = program.GetUniformCount();
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for (Uint glIndex = 0; glIndex < uniformCount; ++glIndex) {
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const Int tIndex = program.TProgramUniformIndex(glIndex);
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// Walks the TPROGRAM uniform space, not the GL one. A buffer variable is not a GL
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// uniform (GL 4.6 core 7.3.1) and DoReflection therefore keeps it out of the GL
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// active-uniform index space - but GL_BUFFER_VARIABLE still has to enumerate it, and
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// this is the only place that does. GL uniforms keep their GL index as their
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// GL_UNIFORM resource index: the GL space is a subsequence of this one, so pushing
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// the GL-visible entries in this order preserves the correspondence.
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const Int tUniformCount = static_cast<Int>(reflection.uniformReflection.size());
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for (Int tIndex = 0; tIndex < tUniformCount; ++tIndex) {
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const auto& refl = ProgramObject::UniformAtIn(reflection, tIndex);
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const auto& type = refl.type;
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const Int owner = refl.index;
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const BlockKind kind = (owner >= 0 && owner < static_cast<Int>(blockKind.size()))
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? blockKind[owner]
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: BlockKind::GlobalUbo;
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const Int glIndex = program.GlUniformIndexFromTProgram(tIndex);
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// Everything except a buffer variable is enumerated through the GL space, so a
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// uniform the relaxed parse swept out of it (a declared-but-dead default-block
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// one) stays out of GL_UNIFORM too.
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if (kind != BlockKind::Storage && glIndex < 0) continue;
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Resource resource;
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resource.name = refl.name;
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@@ -369,11 +379,12 @@ namespace MobileGL::MG_Impl::GLImpl::ProgramInterface {
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resource.atomicCounterBufferIndex = blockInterfaceIndex[owner];
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resource.location = -1;
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} else {
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resource.blockIndex = program.GetActiveUniformBlockIndex(glIndex);
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resource.offset = program.GetActiveUniformOffset(glIndex);
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resource.arrayStride = program.GetActiveUniformArrayStride(glIndex);
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resource.matrixStride = program.GetActiveUniformMatrixStride(glIndex);
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resource.isRowMajor = program.GetActiveUniformIsRowMajor(glIndex);
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const Uint glUniformIndex = static_cast<Uint>(glIndex);
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resource.blockIndex = program.GetActiveUniformBlockIndex(glUniformIndex);
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resource.offset = program.GetActiveUniformOffset(glUniformIndex);
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resource.arrayStride = program.GetActiveUniformArrayStride(glUniformIndex);
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resource.matrixStride = program.GetActiveUniformMatrixStride(glUniformIndex);
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resource.isRowMajor = program.GetActiveUniformIsRowMajor(glUniformIndex);
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// A member of a named uniform block has no location, whatever the
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// frontend's own location table says (it hands one out to every uniform
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// so glUniform* can address block members through the global UBO).
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