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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Fix] (MG_Util/Program): fix sampler extraction
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@@ -117,6 +117,7 @@ TEST_F(ProgramTest, ExtractPlainUniform) {
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root->traverse(&traverser);
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ASSERT_EQ(uniforms.size(), 2);
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ASSERT_EQ(samplers.size(), 0);
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auto ProjMat_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
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return uniform.name == "ProjMat";
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@@ -134,3 +135,59 @@ TEST_F(ProgramTest, ExtractPlainUniform) {
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FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
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}
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}
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const char* fs_uniform = R"(#version 150
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uniform sampler2D DiffuseSampler;
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uniform vec4 ColorModulator;
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in vec2 texCoord;
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in vec4 vertexColor;
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out vec4 fragColor;
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void main() {
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vec4 color = texture(DiffuseSampler, texCoord) * vertexColor;
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// blit final output of compositor into displayed back buffer
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fragColor = color * ColorModulator;
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})";
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TEST_F(ProgramTest, ExtractSampler) {
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using namespace MG_Util::ShaderTranspiler;
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ShaderAttrib attrib {
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.shaderType = GL_FRAGMENT_SHADER,
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.sourceStr = fs_uniform
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};
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Vector<TUniform<TUniformType::Uniform>> uniforms;
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Vector<TUniform<TUniformType::Sampler>> samplers;
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auto res = ShaderCompiler::CompileShader(attrib);
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if (res) {
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UniformTraverser traverser(uniforms, samplers);
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auto root = res->TShader->getIntermediate()->getTreeRoot();
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root->traverse(&traverser);
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ASSERT_EQ(uniforms.size(), 1);
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ASSERT_EQ(samplers.size(), 1);
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auto ColorModulator_uniform_it = std::find_if(uniforms.begin(), uniforms.end(), [] (TUniform<TUniformType::Uniform>& uniform) {
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return uniform.name == "ColorModulator";
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});
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ASSERT_TRUE(ColorModulator_uniform_it != uniforms.end());
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ASSERT_EQ(ColorModulator_uniform_it->storageQualifier, glslang::EvqUniform);
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auto DiffuseSampler_uniform_it = std::find_if(samplers.begin(), samplers.end(), [] (TUniform<TUniformType::Sampler>& uniform) {
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return uniform.name == "DiffuseSampler";
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});
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ASSERT_TRUE(DiffuseSampler_uniform_it != samplers.end());
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auto& sampler = DiffuseSampler_uniform_it->sampler;
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ASSERT_EQ(sampler.type, glslang::EbtFloat);
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ASSERT_EQ(sampler.dim, glslang::Esd2D);
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} else {
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ASSERT_NE(res.error().errc, 0);
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FAIL() << "errc: " << res.error().errc << "\nlog: " << res.error().log;
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}
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}
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@@ -16,7 +16,11 @@ namespace ShaderTranspiler {
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return;
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const auto &type = symbol->getType();
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if (symbol->getQualifier().isUniform()) {
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if (type.getBasicType() == glslang::EbtSampler) {
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auto &uniform = samplers.emplace_back();
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uniform.name = symbol->getName();
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uniform.sampler = type.getSampler();
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} else if (symbol->getQualifier().isUniform()) {
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auto& name = symbol->getName();
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auto qualifier = symbol->getQualifier();
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@@ -26,11 +30,26 @@ namespace ShaderTranspiler {
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uniform.layoutLocation = qualifier.layoutLocation;
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uniform.layoutBinding = qualifier.layoutBinding;
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uniform.layoutPacking = qualifier.layoutPacking;
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} else if (type.getBasicType() == glslang::EbtSampler) {
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auto &uniform = samplers.emplace_back();
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uniform.name = symbol->getName();
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uniform.sampler = type.getSampler();
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}
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// if (symbol->getQualifier().isUniformOrBuffer()) {
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// auto name = symbol->getName();
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// auto qualifier = symbol->getQualifier();
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//
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// fprintf(stderr, "%s: %s\n", name.c_str(),
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// glslang::GetStorageQualifierString(qualifier.storage));
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//
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// if (qualifier.hasLocation()) {
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// fprintf(stderr, " loc: %d\n", qualifier.layoutLocation);
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// }
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// if (qualifier.hasBinding()) {
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// fprintf(stderr, " binding: %d\n", qualifier.layoutBinding);
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// }
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// if (qualifier.hasPacking()) {
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// fprintf(stderr, " packing: %s\n",
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// glslang::TQualifier::getLayoutPackingString(
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// qualifier.layoutPacking));
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// }
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// }
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}
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}
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}
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