[Feat]: Implement glBindFragDataLocation and glGetFragDataLocation

This commit is contained in:
2025-11-13 13:23:37 +08:00
parent 5b2d18fdff
commit b3b304e9e6
5 changed files with 138 additions and 11 deletions
+69 -8
View File
@@ -872,7 +872,7 @@ void main() {
fragColor = color * ColorModulator;
})";
TEST_F(ProgramTest, CompileAndLinkOptfineSample1) {
TEST_F(ProgramTest, CompileAndLinkWithExplicitVertexIn) {
char infoLog[1024] = "";
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
@@ -913,10 +913,72 @@ TEST_F(ProgramTest, CompileAndLinkOptfineSample1) {
auto programObject = MG_State::pGLContext->GetCurrentProgram();
auto& spirvs = programObject->GetGeneratedSpirv();
char* found_correct_uv0 = nullptr;
auto& vertexSpirv = spirvs[1]; // 0 - fragment, 1 - vertex
char* pSrcVertIn = nullptr;
const char* needle = "layout(location = 2) in vec2 UV0;";
for (auto spirv: spirvs) {
MG_Util::ShaderTranspiler::SpvcSession spvcSession(spirv);
// for (auto spirv: spirvs) {
MG_Util::ShaderTranspiler::SpvcSession spvcSession(vertexSpirv);
spvc_compiler_options options;
spvcSession.CreateOptions(&options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, 460);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, SPVC_FALSE);
// spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, SPVC_FALSE);
spvcSession.SetOptions(options);
const char* result = nullptr;
spvcSession.Compile(&result);
printf("%s\n\n", result);
const char* ret = strstr(result, needle);
if (ret)
pSrcVertIn = (char*)ret;
// }
ASSERT_TRUE(pSrcVertIn != nullptr) << "Not found expected string in generated shader.\n(Searching for \"" << needle << "\")";
}
TEST_F(ProgramTest, CompileAndLinkWithExplicitFragmentOut) {
char infoLog[1024] = "";
GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
ShaderSource(fs, 1, &optifine_fs1, 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 vs = CreateShader(GL_VERTEX_SHADER);
ShaderSource(vs, 1, &optifine_vs1, 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 program = CreateProgram();
AttachShader(program, fs);
AttachShader(program, vs);
BindFragDataLocation(program, 7, "fragColor");
LinkProgram(program);
GLint linkStatus = GL_FALSE;
GetProgramiv(program, GL_LINK_STATUS, &linkStatus);
ASSERT_EQ(linkStatus, GL_TRUE);
printf("Program linked.\n");
UseProgram(program);
GLint fragColorLoc = GetFragDataLocation(program, "fragColor");
ASSERT_EQ(fragColorLoc, 7);
auto programObject = MG_State::pGLContext->GetCurrentProgram();
auto& spirvs = programObject->GetGeneratedSpirv();
auto& fragSpirv = spirvs[0]; // 0 - fragment, 1 - vertex
char* pSrcfragOut = nullptr;
const char* needle = "layout(location = 7) out vec4 fragColor;";
// for (auto spirv: spirvs) {
MG_Util::ShaderTranspiler::SpvcSession spvcSession(fragSpirv);
spvc_compiler_options options;
spvcSession.CreateOptions(&options);
@@ -931,8 +993,7 @@ TEST_F(ProgramTest, CompileAndLinkOptfineSample1) {
printf("%s\n\n", result);
const char* ret = strstr(result, needle);
if (ret)
found_correct_uv0 = (char*)ret;
}
ASSERT_TRUE(found_correct_uv0 != nullptr) << "Not found correct attribute in generated shader.\n(Searching for \"" << needle << "\")";
pSrcfragOut = (char*)ret;
// }
ASSERT_TRUE(pSrcfragOut != nullptr) << "Not found expected string in generated shader.\n(Searching for \"" << needle << "\")";
}