Merge branch 'dev' of github.com:MobileGL-Dev/MobileGL into dev

This commit is contained in:
BZLZHH
2025-08-25 14:22:30 +08:00
19 changed files with 1588 additions and 87 deletions
+1 -1
View File
@@ -48,4 +48,4 @@ jobs:
- name: Benchmark
working-directory: ${{env.BENCH_ROOT}}/build-bench
run: ctest -V
run: ctest -V -C Release
Vendored Submodule
+1
Submodule 3rdparty/SPIRV-Cross added at 0e2880ab99
Vendored Submodule
+1
Submodule 3rdparty/glslang added at 8a85691a07
+10 -3
View File
@@ -1,9 +1,13 @@
cmake_minimum_required(VERSION 3.14)
project(MobileGLTest)
project(MobileGLBenchmark)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
# Enable downloading dependencies
set(BENCHMARK_DOWNLOAD_DEPENDENCIES ON CACHE BOOL "Allow downloading benchmark dependencies")
set(BENCHMARK_ENABLE_GTEST_TESTS OFF CACHE BOOL "Disable GTest tests")
set(BENCHMARK_ENABLE_TESTING OFF CACHE BOOL "Disable testing")
include(FetchContent)
FetchContent_Declare(
@@ -14,15 +18,18 @@ FetchContent_Declare(
)
FetchContent_MakeAvailable(benchmark)
enable_testing()
set(MGL_ROOT ${CMAKE_CURRENT_LIST_DIR}/../..)
add_executable(SanityBench
SanityBench.cpp
)
target_link_libraries(SanityBench
PRIVATE benchmark::benchmark
)
enable_testing()
add_test(NAME SanityBench COMMAND SanityBench --benchmark_counters_tabular=true)
add_test(NAME SanityBench COMMAND SanityBench)
add_subdirectory(Program)
@@ -0,0 +1,82 @@
cmake_minimum_required(VERSION 3.24)
# Add the directory containing our custom Find modules
list(APPEND CMAKE_MODULE_PATH "${MGL_ROOT}/buildsystem/cmake")
# Find the required libraries using our custom Find modules
find_package(glslang REQUIRED)
find_package(SPIRVCross REQUIRED)
find_package(SPIRVTools)
message(STATUS "glslang_LIBRARIES: ${glslang_LIBRARIES}")
message(STATUS "SPIRVTools_LIBRARIES: ${SPIRVTools_LIBRARIES}")
message(STATUS "SPIRVCross_LIBRARIES: ${SPIRVCross_LIBRARIES}")
# Set the libraries to link against
set(LINK_LIBRARIES
${glslang_LIBRARIES}
${SPIRVCross_LIBRARIES}
)
if (SPIRVTools_FOUND)
list(APPEND LINK_LIBRARIES ${SPIRVTools_LIBRARIES})
endif()
add_executable(
ProgramBench
ProgramBench.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/ProgramState/ProgramObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/ProgramState/ShaderObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/ProgramState/ProgramState.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToStr/GLEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToGlslang/GLShaderLangConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/SpvcSession.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/glslang/UniformTraverser.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/SPIRVCrossToGL/SpvcTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/Core.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/BufferState/BufferState.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/BufferState/BufferObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/VertexArrayState/VertexArrayObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/VertexArrayState/VertexArrayState.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/TextureState/TextureObject.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/TextureState/TextureUnit.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/TextureState/TextureState.cpp
${MGL_ROOT}/MobileGL/MG_State/GLState/ErrorState/Error.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/Buffer/GL_Buffer.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/Getter/GL_Getter.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/Buffer/Validators.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/VertexArray/Validators.cpp
${MGL_ROOT}/MobileGL/MG_Impl/GLImpl/VertexArray/GL_VertexArray.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToStr/GLEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToStr/GLExtensionConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToStr/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToStr/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToGlslang/GLShaderLangConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/ErrorCodeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Metrics/BufferMetrics.cpp
${MGL_ROOT}/MobileGL/MG_Backend/Init.cpp
${MGL_ROOT}/MobileGL/MG_Util/Debug/Log.cpp
)
target_include_directories(ProgramBench PRIVATE
${MGL_ROOT}/include
${MGL_ROOT}/MobileGL
)
target_link_libraries(
ProgramBench
benchmark::benchmark
${LINK_LIBRARIES}
)
add_test(NAME ProgramBench COMMAND ProgramBench --benchmark_counters_tabular=true)
@@ -0,0 +1,244 @@
#include <cstring>
#include <benchmark/benchmark.h>
#include "MG_Impl/GLImpl/Program/GL_Program.h"
#include "MG_State/GLState/Core.h"
using namespace MobileGL;
using namespace MobileGL::MG_Impl::GLImpl;
// Shader source code for benchmarking
const char* vsSrc = R"(#version 460
layout (location = 0) in vec4 Position;
in float fIn4;
in float fIn2;
in float fIn5;
in float fIn6;
in float fIn1;
in float fIn3;
layout(location = 0) uniform mat4 ProjMat;
layout(location = 10) uniform mat3 TestMat3;
layout(location = 20) uniform mat2 TestMat2;
uniform vec2 InSize;
uniform vec2 OutSize;
out vec2 texCoord;
out vec2 oneTexel;
void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
// Use TestMat2 and TestMat3 to prevent optimization
vec2 dummy2 = TestMat2[0];
vec3 dummy3 = TestMat3[0];
oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
texCoord = Position.xy / OutSize;
})";
const char* fsSrc = R"(#version 460
uniform sampler2D InSampler;
in vec2 texCoord;
in vec2 oneTexel;
uniform vec2 InSize;
layout(location = 1) uniform vec3 Gray;
uniform vec3 RedMatrix;
uniform vec3 GreenMatrix0;
uniform vec3 BlueMatrix;
uniform vec3 Offset;
uniform vec3 ColorScale;
layout(location = 6) uniform float Saturation;
uniform int AQuickFoxJumpsOverALazyDog;
uniform int intVal;
out vec4 fragColor;
void main() {
vec4 InTexel = texture(InSampler, texCoord);
// Color Matrix
float RedValue = dot(InTexel.rgb, RedMatrix);
float GreenValue = dot(InTexel.rgb, GreenMatrix0);
float BlueValue = dot(InTexel.rgb, BlueMatrix);
vec3 OutColor = vec3(RedValue, GreenValue, BlueValue);
// Offset & Scale
OutColor = (OutColor * ColorScale) + Offset;
// Saturation
float Luma = dot(OutColor, Gray);
vec3 Chroma = OutColor - Luma;
OutColor = (Chroma * Saturation) + Luma;
fragColor = vec4(OutColor, float(intVal));
})";
static void BM_CompileVertexShader(benchmark::State& state) {
// Initialize GL context
MG_State::pGLContext = new MG_State::GLState::GLContext();
SizeT vsLen = strlen(vsSrc);
for (auto _ : state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Cleanup
DeleteShader(vs);
}
// Set the counter for Compiles/Second
state.counters["VS_Compiles/Second"] = state.iterations();
state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
// Cleanup GL context
delete MG_State::pGLContext;
}
BENCHMARK(BM_CompileVertexShader)->Unit(benchmark::kMillisecond);
static void BM_CompileFragmentShader(benchmark::State& state) {
// Initialize GL context
MG_State::pGLContext = new MG_State::GLState::GLContext();
SizeT fsLen = strlen(fsSrc);
for (auto _ : state) {
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
// Cleanup
DeleteShader(fs);
}
// Set the counter for Compiles/Second
state.counters["FS_Compiles/Second"] = state.iterations();
state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
// Cleanup GL context
delete MG_State::pGLContext;
}
BENCHMARK(BM_CompileFragmentShader)->Unit(benchmark::kMillisecond);
static void BM_CompileBothShaders(benchmark::State& state) {
// Initialize GL context
MG_State::pGLContext = new MG_State::GLState::GLContext();
SizeT vsLen = strlen(vsSrc);
SizeT fsLen = strlen(fsSrc);
for (auto _ : state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
// Cleanup
DeleteShader(vs);
DeleteShader(fs);
}
// Set the counter for Compiles/Second
state.counters["VS_Compiles/Second"] = state.iterations();
state.counters["FS_Compiles/Second"] = state.iterations();
state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
// Cleanup GL context
delete MG_State::pGLContext;
}
BENCHMARK(BM_CompileBothShaders)->Unit(benchmark::kMillisecond);
static void BM_LinkProgram(benchmark::State& state) {
// Initialize GL context
MG_State::pGLContext = new MG_State::GLState::GLContext();
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
for (auto _ : state) {
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
DeleteProgram(program);
}
// Cleanup
DeleteShader(vs);
DeleteShader(fs);
// Set the counter for Compiles/Second
state.counters["Links/Second"] = state.iterations();
// Cleanup GL context
delete MG_State::pGLContext;
}
BENCHMARK(BM_LinkProgram)->Unit(benchmark::kMillisecond);
static void BM_CompileAndLink(benchmark::State& state) {
// Initialize GL context
MG_State::pGLContext = new MG_State::GLState::GLContext();
SizeT vsLen = strlen(vsSrc);
SizeT fsLen = strlen(fsSrc);
for (auto _ : state) {
// Create and compile vertex shader
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
// Create and compile fragment shader
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
LinkProgram(program);
DeleteProgram(program);
// Cleanup
DeleteShader(vs);
DeleteShader(fs);
}
// Set the counter for Compiles/Second
state.counters["VS_Compiles/Second"] = state.iterations();
state.counters["FS_Compiles/Second"] = state.iterations();
state.counters["VS_Bytes/Second"] = state.iterations() * vsLen;
state.counters["FS_Bytes/Second"] = state.iterations() * fsLen;
state.counters["Links/Second"] = state.iterations();
// Cleanup GL context
delete MG_State::pGLContext;
}
BENCHMARK(BM_CompileAndLink)->Unit(benchmark::kMillisecond);
BENCHMARK_MAIN();
+111 -22
View File
@@ -396,13 +396,25 @@ namespace MobileGL {
return;
}
if (location >= programObject->GetUniformCount() || programObject->GetUniformName(location).empty()) {
// Check if location is valid
if (location < 0 || location > programObject->GetMaxUniformLocation()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` does not correspond to a valid uniform variable location for the specified program object."));
return;
}
// Check if the location corresponds to an active uniform
const auto& uniformName = programObject->GetUniformName(location);
if (uniformName.empty()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"`location` does not correspond to a valid uniform variable location for the specified program object."));
return;
}
auto isOpaque = programObject->IsUniformOpaqueAtLocation(location);
if (!isOpaque) {
// TODO: probably handle int/float differences
@@ -513,6 +525,74 @@ namespace MobileGL {
}
}
// Helper function to transpose a 2x2 matrix
void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 2]
// [1 3]
//
// Output matrix should be in row-major order if transpose is true
// [0 1]
// [2 3]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[2]; // 0,1 element becomes 1,0
output[2] = input[1]; // 1,0 element becomes 0,1
output[3] = input[3]; // 1,1 element stays the same
}
// Helper function to transpose a 3x3 matrix
void TransposeMatrix3x3(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 3 6]
// [1 4 7]
// [2 5 8]
//
// Output matrix should be in row-major order if transpose is true
// [0 1 2]
// [3 4 5]
// [6 7 8]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[3]; // 0,1 element becomes 1,0
output[2] = input[6]; // 0,2 element becomes 2,0
output[3] = input[1]; // 1,0 element becomes 0,1
output[4] = input[4]; // 1,1 element stays the same
output[5] = input[7]; // 1,2 element becomes 2,1
output[6] = input[2]; // 2,0 element becomes 0,2
output[7] = input[5]; // 2,1 element becomes 1,2
output[8] = input[8]; // 2,2 element stays the same
}
// Helper function to transpose a 4x4 matrix
void TransposeMatrix4x4(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 4 8 12]
// [1 5 9 13]
// [2 6 10 14]
// [3 7 11 15]
//
// Output matrix should be in row-major order if transpose is true
// [0 1 2 3]
// [4 5 6 7]
// [8 9 10 11]
// [12 13 14 15]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[4]; // 0,1 element becomes 1,0
output[2] = input[8]; // 0,2 element becomes 2,0
output[3] = input[12]; // 0,3 element becomes 3,0
output[4] = input[1]; // 1,0 element becomes 0,1
output[5] = input[5]; // 1,1 element stays the same
output[6] = input[9]; // 1,2 element becomes 2,1
output[7] = input[13]; // 1,3 element becomes 3,1
output[8] = input[2]; // 2,0 element becomes 0,2
output[9] = input[6]; // 2,1 element becomes 1,2
output[10] = input[10]; // 2,2 element stays the same
output[11] = input[14]; // 2,3 element becomes 3,2
output[12] = input[3]; // 3,0 element becomes 0,3
output[13] = input[7]; // 3,1 element becomes 1,3
output[14] = input[11]; // 3,2 element becomes 2,3
output[15] = input[15]; // 3,3 element stays the same
}
void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<1>(location, count, value);
}
@@ -560,7 +640,7 @@ namespace MobileGL {
return;
}
if (location >= programObject->GetUniformCount() || location < -1) {
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
@@ -570,12 +650,15 @@ namespace MobileGL {
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
// Note: In this implementation, we're not actually transposing the matrix data
// as we're directly copying to UBO. The transpose parameter is typically used
// in OpenGL to indicate whether the matrix should be transposed before being
// loaded into the uniform variable. In our case, we assume the shader compiler
// has handled the appropriate matrix layout.
Uniform_State<4>(*programObject, location + i, value + i * 4);
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[4];
TransposeMatrix2x2(value + i * 4, transposedMatrix);
Uniform_State<4>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<4>(*programObject, location + i, value + i * 4);
}
}
}
@@ -594,7 +677,7 @@ namespace MobileGL {
return;
}
if (location >= programObject->GetUniformCount() || location < -1) {
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
@@ -604,12 +687,15 @@ namespace MobileGL {
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
// Note: In this implementation, we're not actually transposing the matrix data
// as we're directly copying to UBO. The transpose parameter is typically used
// in OpenGL to indicate whether the matrix should be transposed before being
// loaded into the uniform variable. In our case, we assume the shader compiler
// has handled the appropriate matrix layout.
Uniform_State<9>(*programObject, location + i, value + i * 9);
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[9];
TransposeMatrix3x3(value + i * 9, transposedMatrix);
Uniform_State<9>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<9>(*programObject, location + i, value + i * 9);
}
}
}
@@ -628,7 +714,7 @@ namespace MobileGL {
return;
}
if (location >= programObject->GetUniformCount() || location < -1) {
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
@@ -638,12 +724,15 @@ namespace MobileGL {
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
// Note: In this implementation, we're not actually transposing the matrix data
// as we're directly copying to UBO. The transpose parameter is typically used
// in OpenGL to indicate whether the matrix should be transposed before being
// loaded into the uniform variable. In our case, we assume the shader compiler
// has handled the appropriate matrix layout.
Uniform_State<16>(*programObject, location + i, value + i * 16);
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[16];
TransposeMatrix4x4(value + i * 16, transposedMatrix);
Uniform_State<16>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<16>(*programObject, location + i, value + i * 16);
}
}
}
@@ -70,8 +70,8 @@ namespace MobileGL {
return;
}
auto uniformCount = m_program->getNumUniformVariables();
for (int i = 0; i < uniformCount; i++) {
m_activeUniformCount = m_program->getNumUniformVariables();
for (int i = 0; i < m_activeUniformCount; i++) {
auto& uniform = m_program->getUniform(i);
auto location = uniform.layoutLocation();
m_maxUniformLocation = std::max(m_maxUniformLocation, location);
@@ -85,7 +85,7 @@ namespace MobileGL {
m_uniformOffsets.resize(m_maxUniformLocation + 1);
m_uniformArraySizes.resize(m_maxUniformLocation + 1);
for (int i = 0; i < uniformCount; i++) {
for (int i = 0; i < m_activeUniformCount; i++) {
auto& uniform = m_program->getUniform(i);
auto location = uniform.layoutLocation();
m_uniformNames[location] = uniform.name;
@@ -167,17 +167,18 @@ namespace MobileGL {
SpvcSession session(m_generatedSpirv[0]);
auto srcResult = ShaderCompiler::DecompileShader(session);
assert(srcResult);
auto src = srcResult.value();
// auto src = srcResult.value();
// printf("decompiled src: \n%s\n", src.c_str());
auto& meta = session.GetMetadata();
auto size = meta.uboSize;
m_uboScratch.resize(size);
m_uniformOffsets.resize(meta.plainUniformOffsetsInUBO.size());
m_uniformOffsets.resize(m_maxUniformLocation + 1);
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
if (m_uniformLocations.find(name) != m_uniformLocations.end())
m_uniformOffsets[m_uniformLocations[name]] = offset;
}
m_uniformSizesInBytes.resize(meta.plainUniformMemberSizesInBytes.size());
m_uniformSizesInBytes.resize(m_maxUniformLocation + 1);
for (const auto& [name, size] : meta.plainUniformMemberSizesInBytes) {
if (m_uniformLocations.find(name) != m_uniformLocations.end())
m_uniformSizesInBytes[m_uniformLocations[name]] = size;
@@ -1,6 +1,7 @@
#pragma once
#include <Includes.h>
#include "ShaderObject.h"
#include "MG_Util/Metrics/BufferMetrics.h"
#include "MG_Util/ShaderTranspiler/SpvcSession.h"
namespace MobileGL {
@@ -20,7 +21,8 @@ namespace MobileGL {
Vector<SharedPtr<ShaderObject>>& GetAttachedShaders();
const String& GetInfoLog() const { return m_infoLog; }
Int GetUniformMaxLength() const { return m_uniformNameMaxLength; }
Uint GetUniformCount() { return m_uniformNames.size(); }
Uint GetUniformCount() { return m_activeUniformCount; }
Uint GetMaxUniformLocation() const { return m_maxUniformLocation; }
Int GetUniformLocation(const String& name) {
const auto it = m_uniformLocations.find(name);
return (it == m_uniformLocations.end()) ? -1 : (Int)it->second;
@@ -40,7 +42,7 @@ namespace MobileGL {
return m_uniformOffsets[location];
}
Uint GetUniformSizesInBytes(Uint location) const {
return m_uniformSizesInBytes[location];
return MG_Util::GetGLTypeSize(m_uniformTypes[location]);
}
Int GetAttributeLocation(const String& name) {
@@ -101,6 +103,7 @@ namespace MobileGL {
Vector<Uint> m_uniformSizesInBytes;
Vector<Uint8> m_uboScratch;
Uint m_activeUniformCount = 0;
Uint m_maxUniformLocation = 0;
Int m_uniformNameMaxLength = 0;
Int m_attribInNameMaxLength = 0;
+1
View File
@@ -32,6 +32,7 @@ add_executable(
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Metrics/BufferMetrics.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/SpvcSession.cpp
${MGL_ROOT}/MobileGL/MG_Backend/Init.cpp
+19 -48
View File
@@ -4,6 +4,11 @@ project(MobileGLTest)
set(CMAKE_CXX_STANDARD 23)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(MGL_ROOT ${CMAKE_CURRENT_LIST_DIR}/../..)
# Add the directory containing our custom Find modules
list(APPEND CMAKE_MODULE_PATH "${MGL_ROOT}/buildsystem/cmake")
include(FetchContent)
FetchContent_Declare(
googletest
@@ -16,7 +21,10 @@ FetchContent_MakeAvailable(googletest)
enable_testing()
set(MGL_ROOT ${CMAKE_CURRENT_LIST_DIR}/../..)
# Find the required libraries using our custom Find modules
find_package(glslang REQUIRED)
find_package(SPIRVCross REQUIRED)
find_package(SPIRVTools)
add_executable(
SanityTest
@@ -27,55 +35,18 @@ target_link_libraries(
GTest::gtest_main
)
# Vulkan SDK's cmake config is fundamentally broken. Directly find libs instead
if (${CMAKE_SYSTEM_NAME} MATCHES "Darwin")
find_package(Vulkan REQUIRED)
get_filename_component(VULKAN_LIB_DIR ${Vulkan_LIBRARY} PATH)
message(STATUS "glslang_LIBRARIES: ${glslang_LIBRARIES}")
message(STATUS "SPIRVTools_LIBRARIES: ${SPIRVTools_LIBRARIES}")
message(STATUS "SPIRVCross_LIBRARIES: ${SPIRVCross_LIBRARIES}")
set(LINK_LIBRARIES
${VULKAN_LIB_DIR}/libglslang.a
${VULKAN_LIB_DIR}/libspirv-cross-c-shared.dylib
${VULKAN_LIB_DIR}/libGenericCodeGen.a
${VULKAN_LIB_DIR}/libglslang-default-resource-limits.a
${VULKAN_LIB_DIR}/libMachineIndependent.a
${VULKAN_LIB_DIR}/libOSDependent.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-diff.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-link.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-lint.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-opt.a
${VULKAN_LIB_DIR}/libSPIRV-Tools-reduce.a
${VULKAN_LIB_DIR}/libSPIRV-Tools.a
${VULKAN_LIB_DIR}/libSPIRV.a
${VULKAN_LIB_DIR}/libSPVRemapper.a)
elseif (${CMAKE_SYSTEM_NAME} MATCHES "Windows")
find_package(Vulkan REQUIRED)
get_filename_component(VULKAN_LIB_DIR ${Vulkan_LIBRARY} PATH)
# Set the libraries to link against
set(LINK_LIBRARIES
${glslang_LIBRARIES}
${SPIRVCross_LIBRARIES}
)
set(LINK_LIBRARIES
${VULKAN_LIB_DIR}/glslang$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/spirv-cross-c-shared$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/GenericCodeGen$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/glslang-default-resource-limits$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/MachineIndependent$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/OSDependent$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-diff$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-link$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-lint$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-opt$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools-reduce$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV-Tools$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPIRV$<$<CONFIG:Debug>:d>.lib
${VULKAN_LIB_DIR}/SPVRemapper$<$<CONFIG:Debug>:d>.lib)
else ()
find_package(glslang CONFIG REQUIRED)
find_package(spirv_cross_core CONFIG REQUIRED)
find_package(spirv_cross_glsl CONFIG REQUIRED)
find_package(spirv_cross_hlsl CONFIG REQUIRED)
find_package(spirv_cross_msl CONFIG REQUIRED)
find_package(spirv_cross_cpp CONFIG REQUIRED)
find_package(spirv_cross_reflect CONFIG REQUIRED)
find_package(spirv_cross_c CONFIG REQUIRED)
set(LINK_LIBRARIES glslang::glslang spirv-cross-c)
if (SPIRVTools_FOUND)
list(APPEND LINK_LIBRARIES ${SPIRVTools_LIBRARIES})
endif()
include(GoogleTest)
+1
View File
@@ -63,6 +63,7 @@ add_executable(
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Metrics/BufferMetrics.cpp
${MGL_ROOT}/MobileGL/MG_Backend/Init.cpp
${MGL_ROOT}/MobileGL/MG_Util/Debug/Log.cpp
)
+281 -5
View File
@@ -32,6 +32,8 @@ in float fIn1;
in float fIn3;
layout(location = 0) uniform mat4 ProjMat;
layout(location = 10) uniform mat3 TestMat3;
layout(location = 20) uniform mat2 TestMat2;
uniform vec2 InSize;
uniform vec2 OutSize;
@@ -42,6 +44,10 @@ void main(){
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
gl_Position = vec4(outPos.xy, 0.2, 1.0);
// Use TestMat2 and TestMat3 to prevent optimization
vec2 dummy2 = TestMat2[0];
vec3 dummy3 = TestMat3[0];
oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
texCoord = Position.xy / OutSize;
@@ -140,7 +146,7 @@ TEST_F(ProgramTest, CompileAndLink) {
ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
GLint uniformCount = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
ASSERT_EQ(uniformCount, 12);
ASSERT_EQ(uniformCount, 14);
GLint uniformNameMaxLength = 0;
GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
ASSERT_EQ(uniformNameMaxLength, 12);
@@ -210,7 +216,7 @@ TEST_F(ProgramTest, UniformMatrixFunctions) {
auto locProjMat = GetUniformLocation(program, "ProjMat");
ASSERT_NE(locProjMat, -1);
// 4x4 matrix (16 elements)
// 4x4 matrix (16 elements) - identity matrix
GLfloat matrix4x4[16] = {
1.0f, 0.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f, 0.0f,
@@ -218,9 +224,279 @@ TEST_F(ProgramTest, UniformMatrixFunctions) {
0.0f, 0.0f, 0.0f, 1.0f
};
// Test UniformMatrix4fv with count = 1
// Test UniformMatrix4fv with count = 1 and transpose = GL_FALSE
UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
// Test with multiple matrices (count > 1)
// For this test, we would need uniforms that are arrays of matrices
// Test UniformMatrix4fv with count = 1 and transpose = GL_TRUE
UniformMatrix4fv(locProjMat, 1, GL_TRUE, matrix4x4);
// Test with a non-identity matrix
GLfloat nonIdentityMatrix[16] = {
1.0f, 2.0f, 3.0f, 4.0f,
5.0f, 6.0f, 7.0f, 8.0f,
9.0f, 10.0f, 11.0f, 12.0f,
13.0f, 14.0f, 15.0f, 16.0f
};
// Test with transpose = GL_FALSE
UniformMatrix4fv(locProjMat, 1, GL_FALSE, nonIdentityMatrix);
// Test with transpose = GL_TRUE
UniformMatrix4fv(locProjMat, 1, GL_TRUE, nonIdentityMatrix);
}
TEST_F(ProgramTest, UniformMatrixTranspose) {
char infoLog[1024] = "";
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
printf("Compiling vertex shader: %s\n", vsSrc);
CompileShader(vs);
GLint vsStatus = GL_FALSE;
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
printf("Compiled vertex shader.\n");
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
printf("Compiling fragment shader: %s\n", fsSrc);
CompileShader(fs);
GLint fsStatus = GL_FALSE;
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
printf("Compiled fragment shader.\n");
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
BindAttribLocation(program, 1, "fIn1");
BindAttribLocation(program, 3, "fIn3");
BindAttribLocation(program, 5, "fIn5");
printf("Linking program...\n");
LinkProgram(program);
printf("Program linked.\n");
UseProgram(program);
// Test 2x2 matrix transpose
auto locMat2 = GetUniformLocation(program, "TestMat2");
ASSERT_NE(locMat2, -1);
// Test matrix (column-major as expected by OpenGL):
// [1 3]
// [2 4]
GLfloat matrix2x2[4] = {
1.0f, 2.0f, // First column
3.0f, 4.0f // Second column
};
// Expected values when transpose = GL_FALSE (no transpose):
// [1 3]
// [2 4]
GLfloat expected2x2_no_transpose[4] = {1.0f, 2.0f, 3.0f, 4.0f};
// Expected values when transpose = GL_TRUE (transposed):
// [1 2]
// [3 4]
// Stored in column-major order: [1, 3, 2, 4]
GLfloat expected2x2_transpose[4] = {1.0f, 3.0f, 2.0f, 4.0f};
// Test with transpose = GL_FALSE
UniformMatrix2fv(locMat2, 1, GL_FALSE, matrix2x2);
GLfloat result2x2_no_transpose[4];
GetUniformfv(program, locMat2, result2x2_no_transpose);
for (int i = 0; i < 4; i++) {
EXPECT_FLOAT_EQ(result2x2_no_transpose[i], expected2x2_no_transpose[i]);
}
// Test with transpose = GL_TRUE
UniformMatrix2fv(locMat2, 1, GL_TRUE, matrix2x2);
GLfloat result2x2_transpose[4];
GetUniformfv(program, locMat2, result2x2_transpose);
for (int i = 0; i < 4; i++) {
EXPECT_FLOAT_EQ(result2x2_transpose[i], expected2x2_transpose[i]);
}
// Test 3x3 matrix transpose
auto locMat3 = GetUniformLocation(program, "TestMat3");
ASSERT_NE(locMat3, -1);
// Test matrix (column-major as expected by OpenGL):
// [1 4 7]
// [2 5 8]
// [3 6 9]
GLfloat matrix3x3[9] = {
1.0f, 2.0f, 3.0f, // First column
4.0f, 5.0f, 6.0f, // Second column
7.0f, 8.0f, 9.0f // Third column
};
// Expected values when transpose = GL_FALSE (no transpose):
// [1 4 7]
// [2 5 8]
// [3 6 9]
GLfloat expected3x3_no_transpose[9] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f, 9.0f};
// Expected values when transpose = GL_TRUE (transposed):
// [1 2 3]
// [4 5 6]
// [7 8 9]
// Stored in column-major order: [1, 4, 7, 2, 5, 8, 3, 6, 9]
GLfloat expected3x3_transpose[9] = {1.0f, 4.0f, 7.0f, 2.0f, 5.0f, 8.0f, 3.0f, 6.0f, 9.0f};
// Test with transpose = GL_FALSE
UniformMatrix3fv(locMat3, 1, GL_FALSE, matrix3x3);
GLfloat result3x3_no_transpose[9];
GetUniformfv(program, locMat3, result3x3_no_transpose);
for (int i = 0; i < 9; i++) {
EXPECT_FLOAT_EQ(result3x3_no_transpose[i], expected3x3_no_transpose[i]);
}
// Test with transpose = GL_TRUE
UniformMatrix3fv(locMat3, 1, GL_TRUE, matrix3x3);
GLfloat result3x3_transpose[9];
GetUniformfv(program, locMat3, result3x3_transpose);
for (int i = 0; i < 9; i++) {
EXPECT_FLOAT_EQ(result3x3_transpose[i], expected3x3_transpose[i]);
}
// Test 4x4 matrix transpose
auto locProjMat = GetUniformLocation(program, "ProjMat");
ASSERT_NE(locProjMat, -1);
// Test matrix (column-major as expected by OpenGL):
// [1 5 9 13]
// [2 6 10 14]
// [3 7 11 15]
// [4 8 12 16]
GLfloat matrix4x4[16] = {
1.0f, 2.0f, 3.0f, 4.0f, // First column
5.0f, 6.0f, 7.0f, 8.0f, // Second column
9.0f, 10.0f, 11.0f, 12.0f, // Third column
13.0f, 14.0f, 15.0f, 16.0f // Fourth column
};
// Expected values when transpose = GL_FALSE (no transpose):
// [1 5 9 13]
// [2 6 10 14]
// [3 7 11 15]
// [4 8 12 16]
GLfloat expected4x4_no_transpose[16] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f,
9.0f, 10.0f, 11.0f, 12.0f, 13.0f, 14.0f, 15.0f, 16.0f};
// Expected values when transpose = GL_TRUE (transposed):
// [1 2 3 4]
// [5 6 7 8]
// [9 10 11 12]
// [13 14 15 16]
// Stored in column-major order
GLfloat expected4x4_transpose[16] = {1.0f, 5.0f, 9.0f, 13.0f, 2.0f, 6.0f, 10.0f, 14.0f,
3.0f, 7.0f, 11.0f, 15.0f, 4.0f, 8.0f, 12.0f, 16.0f};
// Test with transpose = GL_FALSE
UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
GLfloat result4x4_no_transpose[16];
GetUniformfv(program, locProjMat, result4x4_no_transpose);
for (int i = 0; i < 16; i++) {
EXPECT_FLOAT_EQ(result4x4_no_transpose[i], expected4x4_no_transpose[i]);
}
// Test with transpose = GL_TRUE
UniformMatrix4fv(locProjMat, 1, GL_TRUE, matrix4x4);
GLfloat result4x4_transpose[16];
GetUniformfv(program, locProjMat, result4x4_transpose);
for (int i = 0; i < 16; i++) {
EXPECT_FLOAT_EQ(result4x4_transpose[i], expected4x4_transpose[i]);
}
}
TEST_F(ProgramTest, UniformLocationGaps) {
char infoLog[1024] = "";
GLuint vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &vsSrc, NULL);
CompileShader(vs);
GLint vsStatus = GL_FALSE;
GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
GetShaderInfoLog(vs, 1024, nullptr, infoLog);
ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &fsSrc, NULL);
CompileShader(fs);
GLint fsStatus = GL_FALSE;
GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
GetShaderInfoLog(fs, 1024, nullptr, infoLog);
ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
GLuint program = CreateProgram();
AttachShader(program, vs);
AttachShader(program, fs);
BindAttribLocation(program, 1, "fIn1");
BindAttribLocation(program, 3, "fIn3");
BindAttribLocation(program, 5, "fIn5");
LinkProgram(program);
UseProgram(program);
// Test that uniform locations are correctly assigned even with gaps
// ProjMat is at location 0
ASSERT_EQ(GetUniformLocation(program, "ProjMat"), 0);
// TestMat3 is at location 10 (gap from 1-9)
ASSERT_EQ(GetUniformLocation(program, "TestMat3"), 10);
// TestMat2 is at location 20 (gap from 11-19)
ASSERT_EQ(GetUniformLocation(program, "TestMat2"), 20);
// Gray is at location 1 (no gap)
ASSERT_EQ(GetUniformLocation(program, "Gray"), 1);
// Saturation is at location 6 (gap from 2-5)
ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
// Verify that locations in gaps correctly return -1
ASSERT_EQ(GetUniformLocation(program, "NonExistentUniform"), -1);
// Test uniform operations on locations with gaps
GLfloat matrix3[9] = {
1.0f, 0.0f, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f
};
// Test setting and getting uniform at location 10 (TestMat3)
UniformMatrix3fv(10, 1, GL_FALSE, matrix3);
GLfloat result[9];
GetUniformfv(program, 10, result);
for (int i = 0; i < 9; i++) {
EXPECT_FLOAT_EQ(result[i], matrix3[i]);
}
// Test setting and getting uniform at location 20 (TestMat2)
GLfloat matrix2[4] = {
1.0f, 0.0f,
0.0f, 1.0f
};
UniformMatrix2fv(20, 1, GL_FALSE, matrix2);
GLfloat result2[4];
GetUniformfv(program, 20, result2);
for (int i = 0; i < 4; i++) {
EXPECT_FLOAT_EQ(result2[i], matrix2[i]);
}
// Test that accessing a gap location (e.g., 5) doesn't cause issues
// This should not crash or cause undefined behavior
Uniform1i(5, 114514); // Just to make sure we don't crash
// Verify that we can still use uniforms with sequential locations
auto locRed = GetUniformLocation(program, "RedMatrix");
Uniform3f(locRed, 1.0, 3.0, 5.0);
float redVal[3];
GetUniformfv(program, locRed, redVal);
ASSERT_EQ(redVal[0], 1.0);
ASSERT_EQ(redVal[1], 3.0);
ASSERT_EQ(redVal[2], 5.0);
}
@@ -32,6 +32,7 @@ add_executable(
${MGL_ROOT}/MobileGL/MG_Util/Converters/MGToGL/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/BufferEnumConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Converters/GLToMG/DataTypeConverter.cpp
${MGL_ROOT}/MobileGL/MG_Util/Metrics/BufferMetrics.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/ShaderCompiler.cpp
${MGL_ROOT}/MobileGL/MG_Util/ShaderTranspiler/SpvcSession.cpp
${MGL_ROOT}/MobileGL/MG_Backend/Init.cpp
+117
View File
@@ -0,0 +1,117 @@
//
// Created by Swung0x48 on 2025/8/22.
//
#include "BufferMetrics.h"
namespace MobileGL {
namespace MG_Util {
SizeT GetGLTypeSize(GLenum type) {
switch (type) {
// Scalars
case GL_BYTE:
case GL_UNSIGNED_BYTE:
case GL_UNSIGNED_BYTE_3_3_2:
return 1;
case GL_SHORT:
case GL_UNSIGNED_SHORT:
case GL_HALF_FLOAT:
case GL_UNSIGNED_SHORT_5_6_5:
case GL_UNSIGNED_SHORT_4_4_4_4:
case GL_UNSIGNED_SHORT_5_5_5_1:
return 2;
case GL_INT:
case GL_UNSIGNED_INT:
case GL_FLOAT:
case GL_FIXED:
case GL_INT_2_10_10_10_REV:
case GL_UNSIGNED_INT_2_10_10_10_REV:
case GL_UNSIGNED_INT_10F_11F_11F_REV:
case GL_UNSIGNED_INT_5_9_9_9_REV:
return 4;
case GL_DOUBLE:
#ifdef GL_ARB_gpu_shader_int64
case GL_UNSIGNED_INT64_ARB:
case GL_INT64_ARB:
#endif
return 8;
// ---- Vector Types ----
// 2-component vec
case GL_FLOAT_VEC2:
case GL_INT_VEC2:
case GL_UNSIGNED_INT_VEC2:
case GL_BOOL_VEC2:
return 2 * sizeof(GLfloat); // GL_BOOL_VEC2 is also 2 * 4 bytes
case GL_DOUBLE_VEC2:
return 2 * sizeof(GLdouble);
// 3-component vec
case GL_FLOAT_VEC3:
case GL_INT_VEC3:
case GL_UNSIGNED_INT_VEC3:
case GL_BOOL_VEC3:
return 3 * sizeof(GLfloat);
case GL_DOUBLE_VEC3:
return 3 * sizeof(GLdouble);
// 4-component vec
case GL_FLOAT_VEC4:
case GL_INT_VEC4:
case GL_UNSIGNED_INT_VEC4:
case GL_BOOL_VEC4:
return 4 * sizeof(GLfloat);
case GL_DOUBLE_VEC4:
return 4 * sizeof(GLdouble);
// ---- Matrix Types ----
// Double non-square
case GL_FLOAT_MAT2:
return 2 * 2 * sizeof(GLfloat);
case GL_FLOAT_MAT3:
return 3 * 3 * sizeof(GLfloat);
case GL_FLOAT_MAT4:
return 4 * 4 * sizeof(GLfloat);
// Float non-square
case GL_FLOAT_MAT2x3:
return 2 * 3 * sizeof(GLfloat);
case GL_FLOAT_MAT2x4:
return 2 * 4 * sizeof(GLfloat);
case GL_FLOAT_MAT3x2:
return 3 * 2 * sizeof(GLfloat);
case GL_FLOAT_MAT3x4:
return 3 * 4 * sizeof(GLfloat);
case GL_FLOAT_MAT4x2:
return 4 * 2 * sizeof(GLfloat);
case GL_FLOAT_MAT4x3:
return 4 * 3 * sizeof(GLfloat);
// Double mat
case GL_DOUBLE_MAT2:
return 2 * 2 * sizeof(GLdouble);
case GL_DOUBLE_MAT3:
return 3 * 3 * sizeof(GLdouble);
case GL_DOUBLE_MAT4:
return 4 * 4 * sizeof(GLdouble);
// Double non-square
case GL_DOUBLE_MAT2x3:
return 2 * 3 * sizeof(GLdouble);
case GL_DOUBLE_MAT2x4:
return 2 * 4 * sizeof(GLdouble);
case GL_DOUBLE_MAT3x2:
return 3 * 2 * sizeof(GLdouble);
case GL_DOUBLE_MAT3x4:
return 3 * 4 * sizeof(GLdouble);
case GL_DOUBLE_MAT4x2:
return 4 * 2 * sizeof(GLdouble);
case GL_DOUBLE_MAT4x3:
return 4 * 3 * sizeof(GLdouble);
default:
return -1;
}
}
}
}
+16
View File
@@ -0,0 +1,16 @@
//
// Created by Swung0x48 on 2025/8/22.
//
#ifndef BUFFERMETRICS_H
#define BUFFERMETRICS_H
#include <Includes.h>
namespace MobileGL {
namespace MG_Util {
SizeT GetGLTypeSize(GLenum type);
}
}
#endif //BUFFERMETRICS_H
+301
View File
@@ -0,0 +1,301 @@
# FindSPIRVCross.cmake
# --------------------
#
# Find SPIRV-Cross library
#
# This module defines the following variables:
# SPIRVCross_FOUND - True if SPIRV-Cross library is found
# SPIRVCross_INCLUDE_DIRS - Include directories for SPIRV-Cross
# SPIRVCross_LIBRARIES - Libraries for SPIRV-Cross
#
# This module reads hints about search locations from:
# SPIRVCross_ROOT - Preferred installation prefix
# First try to find SPIRV-Cross using CONFIG mode (for vcpkg, conan, etc.)
if (NOT SPIRVCross_FOUND)
find_package(spirv_cross_core CONFIG QUIET)
if (spirv_cross_core_FOUND)
message(STATUS "Found SPIRV-Cross via CONFIG mode")
# Try to find all components
find_package(spirv_cross_glsl CONFIG QUIET)
find_package(spirv_cross_hlsl CONFIG QUIET)
find_package(spirv_cross_msl CONFIG QUIET)
find_package(spirv_cross_cpp CONFIG QUIET)
find_package(spirv_cross_reflect CONFIG QUIET)
find_package(spirv_cross_c CONFIG QUIET)
# Set the libraries (using the CONFIG mode variables)
set(SPIRVCross_LIBRARIES
spirv-cross-core
spirv-cross-glsl
spirv-cross-hlsl
spirv-cross-msl
spirv-cross-cpp
spirv-cross-reflect
spirv-cross-c
)
# Mark as found
set(SPIRVCross_FOUND TRUE)
endif()
endif()
# If CONFIG mode failed, try to find Vulkan SDK
if (NOT SPIRVCross_FOUND)
find_package(Vulkan QUIET)
if (Vulkan_FOUND)
get_filename_component(VULKAN_SDK_DIR ${Vulkan_INCLUDE_DIRS} DIRECTORY)
message(STATUS "Found Vulkan SDK: ${VULKAN_SDK_DIR}")
# Try to find headers in Vulkan SDK
find_path(SPIRVCross_INCLUDE_DIR
NAMES spirv_cross/spirv_cross.hpp
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES include
NO_DEFAULT_PATH
)
# Try to find libraries in Vulkan SDK (separate debug/release searches)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
find_library(SPIRVCross_c_LIBRARY
NAMES spirv-cross-cd libspirv-cross-cd spirv-cross-c-sharedd libspirv-cross-c-sharedd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_cpp_LIBRARY
NAMES spirv-cross-cppd libspirv-cross-cppd spirv-cross-cpp-sharedd libspirv-cross-cpp-sharedd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_core_LIBRARY
NAMES spirv-cross-cored libspirv-cross-cored
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_reflect_LIBRARY
NAMES spirv-cross-reflectd libspirv-cross-reflectd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_glsl_LIBRARY
NAMES spirv-cross-glsld libspirv-cross-glsld
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_hlsl_LIBRARY
NAMES spirv-cross-hlsld libspirv-cross-hlsld
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_msl_LIBRARY
NAMES spirv-cross-msld libspirv-cross-msld
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
else()
find_library(SPIRVCross_c_LIBRARY
NAMES spirv-cross-c libspirv-cross-c spirv-cross-c-shared libspirv-cross-c-shared
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_cpp_LIBRARY
NAMES spirv-cross-cpp libspirv-cross-cpp spirv-cross-cpp-shared libspirv-cross-cpp-shared
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_core_LIBRARY
NAMES spirv-cross-core libspirv-cross-core
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_reflect_LIBRARY
NAMES spirv-cross-reflect libspirv-cross-reflect
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_glsl_LIBRARY
NAMES spirv-cross-glsl libspirv-cross-glsl
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_hlsl_LIBRARY
NAMES spirv-cross-hlsl libspirv-cross-hlsl
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVCross_msl_LIBRARY
NAMES spirv-cross-msl libspirv-cross-msl
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
endif()
endif()
endif()
# If Vulkan SDK search failed, try standard search
if (NOT SPIRVCross_FOUND)
# Look for the header file
find_path(SPIRVCross_INCLUDE_DIR
NAMES spirv_cross/spirv_cross.hpp
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES include
)
# Look for the libraries (separate debug/release searches)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
find_library(SPIRVCross_c_LIBRARY
NAMES spirv-cross-cd libspirv-cross-cd spirv-cross-c-sharedd libspirv-cross-c-sharedd
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_cpp_LIBRARY
NAMES spirv-cross-cppd libspirv-cross-cppd spirv-cross-cpp-sharedd libspirv-cross-cpp-sharedd
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_core_LIBRARY
NAMES spirv-cross-cored libspirv-cross-cored
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_reflect_LIBRARY
NAMES spirv-cross-reflectd libspirv-cross-reflectd
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_glsl_LIBRARY
NAMES spirv-cross-glsld libspirv-cross-glsld
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_hlsl_LIBRARY
NAMES spirv-cross-hlsld libspirv-cross-hlsld
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_msl_LIBRARY
NAMES spirv-cross-msld libspirv-cross-msld
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
else()
find_library(SPIRVCross_c_LIBRARY
NAMES spirv-cross-c libspirv-cross-c spirv-cross-c-shared libspirv-cross-c-shared
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_core_LIBRARY
NAMES spirv-cross-core libspirv-cross-core
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_reflect_LIBRARY
NAMES spirv-cross-reflect libspirv-cross-reflect
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_glsl_LIBRARY
NAMES spirv-cross-glsl libspirv-cross-glsl
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_hlsl_LIBRARY
NAMES spirv-cross-hlsl libspirv-cross-hlsl
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVCross_msl_LIBRARY
NAMES spirv-cross-msl libspirv-cross-msl
HINTS ${SPIRVCross_ROOT} ENV SPIRVCross_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
endif()
endif()
# If we found the main library, mark as found
if (SPIRVCross_c_LIBRARY OR SPIRVCross_cpp_LIBRARY AND SPIRVCross_INCLUDE_DIR)
set(SPIRVCross_FOUND TRUE)
endif()
# Set the include directory and libraries
if (SPIRVCross_FOUND)
# If we already found the libraries through CONFIG mode, don't override them
if (NOT SPIRVCross_LIBRARIES)
set(SPIRVCross_INCLUDE_DIRS ${SPIRVCross_INCLUDE_DIR})
set(SPIRVCross_LIBRARIES
${SPIRVCross_c_LIBRARY}
${SPIRVCross_cpp_LIBRARY}
${SPIRVCross_core_LIBRARY}
${SPIRVCross_reflect_LIBRARY}
${SPIRVCross_glsl_LIBRARY}
${SPIRVCross_hlsl_LIBRARY}
${SPIRVCross_msl_LIBRARY}
)
endif()
else()
# If we didn't find anything, set the variables from standard search
set(SPIRVCross_INCLUDE_DIRS ${SPIRVCross_INCLUDE_DIR})
set(SPIRVCross_LIBRARIES
${SPIRVCross_c_LIBRARY}
${SPIRVCross_cpp_LIBRARY}
${SPIRVCross_core_LIBRARY}
${SPIRVCross_reflect_LIBRARY}
${SPIRVCross_glsl_LIBRARY}
${SPIRVCross_hlsl_LIBRARY}
${SPIRVCross_msl_LIBRARY}
)
endif()
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(SPIRVCross
REQUIRED_VARS SPIRVCross_LIBRARIES
)
mark_as_advanced(
SPIRVCross_INCLUDE_DIR
SPIRVCross_LIBRARY
SPIRVCross_c_LIBRARY
SPIRVCross_cpp_LIBRARY
SPIRVCross_core_LIBRARY
SPIRVCross_reflect_LIBRARY
SPIRVCross_glsl_LIBRARY
SPIRVCross_hlsl_LIBRARY
SPIRVCross_msl_LIBRARY
)
+153
View File
@@ -0,0 +1,153 @@
# FindSPIRVTools.cmake
# --------------------
#
# Find SPIRV-Tools library
#
# This module defines the following variables:
# SPIRVTools_FOUND - True if SPIRV-Tools library is found
# SPIRVTools_INCLUDE_DIRS - Include directories for SPIRV-Tools
# SPIRVTools_LIBRARIES - Libraries for SPIRV-Tools
#
# This module reads hints about search locations from:
# SPIRVTools_ROOT - Preferred installation prefix
# First try to find SPIRV-Tools using CONFIG mode (for vcpkg, conan, etc.)
if (NOT SPIRVTools_FOUND)
find_package(SPIRV-Tools CONFIG QUIET)
if (SPIRVTools_FOUND)
message(STATUS "Found SPIRV-Tools via CONFIG mode: ${SPIRV-Tools_DIR}")
set(SPIRVTools_INCLUDE_DIRS ${SPIRV-Tools_INCLUDE_DIRS})
set(SPIRVTools_LIBRARIES ${SPIRV-Tools_LIBRARIES})
endif()
endif()
# If CONFIG mode failed, try to find Vulkan SDK
if (NOT SPIRVTools_FOUND)
find_package(Vulkan QUIET)
if (Vulkan_FOUND)
get_filename_component(VULKAN_SDK_DIR ${Vulkan_INCLUDE_DIRS} DIRECTORY)
message(STATUS "Found Vulkan SDK: ${VULKAN_SDK_DIR}")
# Try to find headers in Vulkan SDK
find_path(SPIRVTools_INCLUDE_DIR
NAMES spirv-tools/libspirv.h
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES include
NO_DEFAULT_PATH
)
# Try to find libraries in Vulkan SDK (separate debug/release searches)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
find_library(SPIRVTools_LIBRARY
NAMES SPIRV-Toolsd libSPIRV-Toolsd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVTools_opt_LIBRARY
NAMES SPIRV-Tools-optd libSPIRV-Tools-optd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVTools_link_LIBRARY
NAMES SPIRV-Tools-linkd libSPIRV-Tools-linkd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
else()
find_library(SPIRVTools_LIBRARY
NAMES SPIRV-Tools libSPIRV-Tools
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVTools_opt_LIBRARY
NAMES SPIRV-Tools-opt libSPIRV-Tools-opt
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(SPIRVTools_link_LIBRARY
NAMES SPIRV-Tools-link libSPIRV-Tools-link
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
endif()
endif()
endif()
# If Vulkan SDK search failed, try standard search
if (NOT SPIRVTools_FOUND)
# Look for the header file
find_path(SPIRVTools_INCLUDE_DIR
NAMES spirv-tools/libspirv.h
HINTS ${SPIRVTools_ROOT} ENV SPIRVTools_ROOT
PATH_SUFFIXES include
)
# Look for the libraries (separate debug/release searches)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
find_library(SPIRVTools_LIBRARY
NAMES SPIRV-Toolsd libSPIRV-Toolsd
HINTS ${SPIRVTools_ROOT} ENV SPIRVTools_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVTools_opt_LIBRARY
NAMES SPIRV-Tools-optd libSPIRV-Tools-optd
HINTS ${SPIRVTools_ROOT} ENV SPIRVTools_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVTools_link_LIBRARY
NAMES SPIRV-Tools-linkd libSPIRV-Tools-linkd
HINTS ${SPIRVTools_ROOT} ENV SPIRVTools_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
else()
find_library(SPIRVTools_LIBRARY
NAMES SPIRV-Tools libSPIRV-Tools
HINTS ${SPIRVTools_ROOT} ENV SPIRVTools_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVTools_opt_LIBRARY
NAMES SPIRV-Tools-opt libSPIRV-Tools-opt
HINTS ${SPIRVTools_ROOT} ENV SPIRVTools_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(SPIRVTools_link_LIBRARY
NAMES SPIRV-Tools-link libSPIRV-Tools-link
HINTS ${SPIRVTools_ROOT} ENV SPIRVTools_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
endif()
endif()
# Set the include directory and libraries
set(SPIRVTools_INCLUDE_DIRS ${SPIRVTools_INCLUDE_DIR})
set(SPIRVTools_LIBRARIES
${SPIRVTools_LIBRARY}
${SPIRVTools_opt_LIBRARY}
${SPIRVTools_link_LIBRARY}
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(SPIRVTools
REQUIRED_VARS SPIRVTools_LIBRARY
)
mark_as_advanced(
SPIRVTools_INCLUDE_DIR
SPIRVTools_LIBRARY
SPIRVTools_opt_LIBRARY
SPIRVTools_link_LIBRARY
)
+236
View File
@@ -0,0 +1,236 @@
# Findglslang.cmake
# ------------------
#
# Find glslang library
#
# This module defines the following variables:
# glslang_FOUND - True if glslang library is found
# glslang_INCLUDE_DIRS - Include directories for glslang
# glslang_LIBRARIES - Libraries for glslang
#
# This module reads hints about search locations from:
# glslang_ROOT - Preferred installation prefix
# First try to find glslang using CONFIG mode (for vcpkg, conan, etc.)
if (NOT glslang_FOUND)
find_package(glslang CONFIG QUIET)
if (glslang_FOUND)
message(STATUS "Found glslang via CONFIG mode: ${glslang_DIR}")
set(glslang_LIBRARY glslang::glslang)
endif()
endif()
# If CONFIG mode failed, try to find Vulkan SDK
if (NOT glslang_FOUND)
find_package(Vulkan QUIET)
if (Vulkan_FOUND)
get_filename_component(VULKAN_SDK_DIR ${Vulkan_INCLUDE_DIRS} DIRECTORY)
message(STATUS "Found Vulkan SDK: ${VULKAN_SDK_DIR}")
# Try to find headers in Vulkan SDK
find_path(glslang_INCLUDE_DIR
NAMES glslang/Public/ShaderLang.h
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES include
NO_DEFAULT_PATH
)
# Try to find libraries in Vulkan SDK (separate debug/release searches)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
find_library(glslang_LIBRARY
NAMES glslangd libglslangd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_OSDependent_LIBRARY
NAMES OSDependentd libOSDependentd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_MachineIndependent_LIBRARY
NAMES MachineIndependentd libMachineIndependentd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_GenericCodeGen_LIBRARY
NAMES GenericCodeGend libGenericCodeGend
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_SPIRV_LIBRARY
NAMES SPIRVd libSPIRVd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_glslang_default_resource_limits_LIBRARY
NAMES glslang-default-resource-limitsd libglslang-default-resource-limitsd
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
else()
find_library(glslang_LIBRARY
NAMES glslang libglslang
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_OSDependent_LIBRARY
NAMES OSDependent libOSDependent
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_MachineIndependent_LIBRARY
NAMES MachineIndependent libMachineIndependent
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_GenericCodeGen_LIBRARY
NAMES GenericCodeGen libGenericCodeGen
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_SPIRV_LIBRARY
NAMES SPIRV libSPIRV
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
find_library(glslang_glslang_default_resource_limits_LIBRARY
NAMES glslang-default-resource-limits libglslang-default-resource-limits
HINTS ${VULKAN_SDK_DIR}
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
NO_DEFAULT_PATH
)
endif()
endif()
endif()
# If Vulkan SDK search failed, try standard search
if (NOT glslang_FOUND)
# Look for the header file
find_path(glslang_INCLUDE_DIR
NAMES glslang/Public/ShaderLang.h
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES include
)
# Look for the libraries (separate debug/release searches)
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
find_library(glslang_LIBRARY
NAMES glslangd libglslangd
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_OSDependent_LIBRARY
NAMES OSDependentd libOSDependentd
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_MachineIndependent_LIBRARY
NAMES MachineIndependentd libMachineIndependentd
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_GenericCodeGen_LIBRARY
NAMES GenericCodeGend libGenericCodeGend
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_SPIRV_LIBRARY
NAMES SPIRVd libSPIRVd
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_glslang_default_resource_limits_LIBRARY
NAMES glslang-default-resource-limitsd libglslang-default-resource-limitsd
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
else()
find_library(glslang_LIBRARY
NAMES glslang libglslang
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_OSDependent_LIBRARY
NAMES OSDependent libOSDependent
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_MachineIndependent_LIBRARY
NAMES MachineIndependent libMachineIndependent
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_GenericCodeGen_LIBRARY
NAMES GenericCodeGen libGenericCodeGen
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_SPIRV_LIBRARY
NAMES SPIRV libSPIRV
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
find_library(glslang_glslang_default_resource_limits_LIBRARY
NAMES glslang-default-resource-limits libglslang-default-resource-limits
HINTS ${glslang_ROOT} ENV glslang_ROOT
PATH_SUFFIXES lib lib64 lib/x86_64 lib/x64
)
endif()
endif()
# Set the include directory and libraries
set(glslang_INCLUDE_DIRS ${glslang_INCLUDE_DIR})
set(glslang_LIBRARIES
${glslang_LIBRARY}
${glslang_OSDependent_LIBRARY}
${glslang_MachineIndependent_LIBRARY}
${glslang_GenericCodeGen_LIBRARY}
${glslang_SPIRV_LIBRARY}
${glslang_glslang_default_resource_limits_LIBRARY}
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(glslang
REQUIRED_VARS glslang_LIBRARIES
)
mark_as_advanced(
glslang_INCLUDE_DIR
glslang_LIBRARY
glslang_OSDependent_LIBRARY
glslang_MachineIndependent_LIBRARY
glslang_GenericCodeGen_LIBRARY
glslang_SPIRV_LIBRARY
glslang_glslang_default_resource_limits_LIBRARY
)