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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_Util/Program): use SPIRV-Cross C++ API instead of C ones
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@@ -148,7 +148,7 @@ TEST_F(ProgramTest, DecompProgram) {
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ShaderAttrib fs_attrib {
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.shaderType = GL_FRAGMENT_SHADER,
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.sourceStr = fs
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};
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};
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auto fs_res = ShaderCompiler::CompileShader(fs_attrib);
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if (!fs_res) {
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ASSERT_NE(fs_res.error().errc, 0);
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@@ -168,14 +168,10 @@ TEST_F(ProgramTest, DecompProgram) {
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auto spirvs = program_res.value();
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Vector<SpvcSession> sessions(spirvs.size());
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for (SizeT i = 0; i < spirvs.size(); ++i) {
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sessions[i] = SpvcSession(spirvs[i]);
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}
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for (SizeT i = 0; i < spirvs.size(); ++i) {
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std::cout << "Decompiling " << MG_Util::ConvertGLEnumToString(programAttrib.shaderTypes[i]) << std::endl;
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auto src = ShaderCompiler::DecompileShader(sessions[i]);
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spirv_cross::CompilerGLSL compiler(spirvs[i]);
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auto src = ShaderCompiler::DecompileShader(compiler);
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if (!src) {
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ASSERT_NE(src.error().errc, 0);
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FAIL() << "errc: " << src.error().errc << "\nlog: " << src.error().log;
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@@ -185,42 +181,42 @@ TEST_F(ProgramTest, DecompProgram) {
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}
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// spirv link check
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auto vs_outputs = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_OUTPUT);
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auto fs_inputs = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_INPUT);
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ASSERT_EQ(vs_outputs.size(), fs_inputs.size());
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for (size_t i = 0; i < vs_outputs.size(); ++i) {
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EXPECT_EQ(vs_outputs[i].location, fs_inputs[i].location);
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}
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auto vs_uniforms = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
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auto fs_uniforms = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
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std::unordered_map<std::string, uint32_t> uniform_locations;
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for (const auto& uniform : vs_uniforms) {
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uniform_locations[uniform.name] = uniform.location;
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}
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for (const auto& uniform : fs_uniforms) {
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auto it = uniform_locations.find(uniform.name);
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if (it != uniform_locations.end()) {
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EXPECT_EQ(it->second, uniform.location);
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}
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}
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auto vs_samplers = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
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auto fs_samplers = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
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std::unordered_map<std::string, uint32_t> sampler_locations;
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for (const auto& uniform : vs_uniforms) {
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sampler_locations[uniform.name] = uniform.location;
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}
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for (const auto& uniform : fs_uniforms) {
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auto it = sampler_locations.find(uniform.name);
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if (it != sampler_locations.end()) {
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EXPECT_EQ(it->second, uniform.location);
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}
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}
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// auto vs_outputs = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_OUTPUT);
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// auto fs_inputs = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_STAGE_INPUT);
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//
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// ASSERT_EQ(vs_outputs.size(), fs_inputs.size());
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//
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// for (size_t i = 0; i < vs_outputs.size(); ++i) {
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// EXPECT_EQ(vs_outputs[i].location, fs_inputs[i].location);
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// }
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//
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// auto vs_uniforms = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
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// auto fs_uniforms = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
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//
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// std::unordered_map<std::string, uint32_t> uniform_locations;
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// for (const auto& uniform : vs_uniforms) {
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// uniform_locations[uniform.name] = uniform.location;
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// }
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//
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// for (const auto& uniform : fs_uniforms) {
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// auto it = uniform_locations.find(uniform.name);
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// if (it != uniform_locations.end()) {
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// EXPECT_EQ(it->second, uniform.location);
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// }
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// }
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//
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// auto vs_samplers = sessions[0].GetShaderInterface(SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
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// auto fs_samplers = sessions[1].GetShaderInterface(SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
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//
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// std::unordered_map<std::string, uint32_t> sampler_locations;
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// for (const auto& uniform : vs_uniforms) {
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// sampler_locations[uniform.name] = uniform.location;
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// }
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//
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// for (const auto& uniform : fs_uniforms) {
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// auto it = sampler_locations.find(uniform.name);
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// if (it != sampler_locations.end()) {
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// EXPECT_EQ(it->second, uniform.location);
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// }
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// }
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}
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