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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-07 19:58:32 +09:00
[Feat] (MG_State/Program): glUniformMatrix* with transpose,
This commit is contained in:
@@ -396,13 +396,25 @@ namespace MobileGL {
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return;
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}
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if (location >= programObject->GetUniformCount() || programObject->GetUniformName(location).empty()) {
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// Check if location is valid
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if (location < 0 || location > programObject->GetMaxUniformLocation()) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`location` does not correspond to a valid uniform variable location for the specified program object."));
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return;
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}
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// Check if the location corresponds to an active uniform
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const auto& uniformName = programObject->GetUniformName(location);
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if (uniformName.empty()) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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"`location` does not correspond to a valid uniform variable location for the specified program object."));
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return;
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}
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auto isOpaque = programObject->IsUniformOpaqueAtLocation(location);
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if (!isOpaque) {
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// TODO: probably handle int/float differences
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@@ -513,6 +525,74 @@ namespace MobileGL {
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}
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}
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// Helper function to transpose a 2x2 matrix
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void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
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// Input matrix is in column-major order (OpenGL default)
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// [0 2]
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// [1 3]
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//
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// Output matrix should be in row-major order if transpose is true
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// [0 1]
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// [2 3]
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output[0] = input[0]; // 0,0 element stays the same
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output[1] = input[2]; // 0,1 element becomes 1,0
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output[2] = input[1]; // 1,0 element becomes 0,1
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output[3] = input[3]; // 1,1 element stays the same
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}
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// Helper function to transpose a 3x3 matrix
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void TransposeMatrix3x3(const GLfloat* input, GLfloat* output) {
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// Input matrix is in column-major order (OpenGL default)
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// [0 3 6]
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// [1 4 7]
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// [2 5 8]
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//
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// Output matrix should be in row-major order if transpose is true
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// [0 1 2]
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// [3 4 5]
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// [6 7 8]
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output[0] = input[0]; // 0,0 element stays the same
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output[1] = input[3]; // 0,1 element becomes 1,0
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output[2] = input[6]; // 0,2 element becomes 2,0
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output[3] = input[1]; // 1,0 element becomes 0,1
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output[4] = input[4]; // 1,1 element stays the same
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output[5] = input[7]; // 1,2 element becomes 2,1
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output[6] = input[2]; // 2,0 element becomes 0,2
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output[7] = input[5]; // 2,1 element becomes 1,2
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output[8] = input[8]; // 2,2 element stays the same
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}
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// Helper function to transpose a 4x4 matrix
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void TransposeMatrix4x4(const GLfloat* input, GLfloat* output) {
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// Input matrix is in column-major order (OpenGL default)
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// [0 4 8 12]
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// [1 5 9 13]
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// [2 6 10 14]
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// [3 7 11 15]
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//
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// Output matrix should be in row-major order if transpose is true
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// [0 1 2 3]
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// [4 5 6 7]
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// [8 9 10 11]
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// [12 13 14 15]
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output[0] = input[0]; // 0,0 element stays the same
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output[1] = input[4]; // 0,1 element becomes 1,0
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output[2] = input[8]; // 0,2 element becomes 2,0
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output[3] = input[12]; // 0,3 element becomes 3,0
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output[4] = input[1]; // 1,0 element becomes 0,1
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output[5] = input[5]; // 1,1 element stays the same
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output[6] = input[9]; // 1,2 element becomes 2,1
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output[7] = input[13]; // 1,3 element becomes 3,1
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output[8] = input[2]; // 2,0 element becomes 0,2
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output[9] = input[6]; // 2,1 element becomes 1,2
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output[10] = input[10]; // 2,2 element stays the same
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output[11] = input[14]; // 2,3 element becomes 3,2
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output[12] = input[3]; // 3,0 element becomes 0,3
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output[13] = input[7]; // 3,1 element becomes 1,3
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output[14] = input[11]; // 3,2 element becomes 2,3
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output[15] = input[15]; // 3,3 element stays the same
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}
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void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
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Uniformv_State<1>(location, count, value);
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}
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@@ -560,7 +640,7 @@ namespace MobileGL {
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return;
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}
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if (location >= programObject->GetUniformCount() || location < -1) {
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if (location > programObject->GetMaxUniformLocation() || location < -1) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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@@ -570,12 +650,15 @@ namespace MobileGL {
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// For matrix uniforms, we handle each matrix individually
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for (GLint i = 0; i < count; i++) {
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// Note: In this implementation, we're not actually transposing the matrix data
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// as we're directly copying to UBO. The transpose parameter is typically used
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// in OpenGL to indicate whether the matrix should be transposed before being
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// loaded into the uniform variable. In our case, we assume the shader compiler
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// has handled the appropriate matrix layout.
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Uniform_State<4>(*programObject, location + i, value + i * 4);
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if (transpose == GL_TRUE) {
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// Transpose the matrix before uploading
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GLfloat transposedMatrix[4];
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TransposeMatrix2x2(value + i * 4, transposedMatrix);
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Uniform_State<4>(*programObject, location + i, transposedMatrix);
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} else {
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// No transpose needed, directly copy the matrix data
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Uniform_State<4>(*programObject, location + i, value + i * 4);
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}
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}
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}
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@@ -594,7 +677,7 @@ namespace MobileGL {
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return;
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}
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if (location >= programObject->GetUniformCount() || location < -1) {
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if (location > programObject->GetMaxUniformLocation() || location < -1) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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@@ -604,12 +687,15 @@ namespace MobileGL {
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// For matrix uniforms, we handle each matrix individually
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for (GLint i = 0; i < count; i++) {
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// Note: In this implementation, we're not actually transposing the matrix data
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// as we're directly copying to UBO. The transpose parameter is typically used
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// in OpenGL to indicate whether the matrix should be transposed before being
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// loaded into the uniform variable. In our case, we assume the shader compiler
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// has handled the appropriate matrix layout.
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Uniform_State<9>(*programObject, location + i, value + i * 9);
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if (transpose == GL_TRUE) {
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// Transpose the matrix before uploading
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GLfloat transposedMatrix[9];
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TransposeMatrix3x3(value + i * 9, transposedMatrix);
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Uniform_State<9>(*programObject, location + i, transposedMatrix);
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} else {
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// No transpose needed, directly copy the matrix data
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Uniform_State<9>(*programObject, location + i, value + i * 9);
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}
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}
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}
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@@ -628,7 +714,7 @@ namespace MobileGL {
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return;
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}
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if (location >= programObject->GetUniformCount() || location < -1) {
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if (location > programObject->GetMaxUniformLocation() || location < -1) {
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MG_State::pGLContext->RecordError(
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ErrorCode::InvalidOperation,
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MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
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@@ -638,12 +724,15 @@ namespace MobileGL {
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// For matrix uniforms, we handle each matrix individually
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for (GLint i = 0; i < count; i++) {
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// Note: In this implementation, we're not actually transposing the matrix data
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// as we're directly copying to UBO. The transpose parameter is typically used
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// in OpenGL to indicate whether the matrix should be transposed before being
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// loaded into the uniform variable. In our case, we assume the shader compiler
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// has handled the appropriate matrix layout.
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Uniform_State<16>(*programObject, location + i, value + i * 16);
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if (transpose == GL_TRUE) {
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// Transpose the matrix before uploading
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GLfloat transposedMatrix[16];
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TransposeMatrix4x4(value + i * 16, transposedMatrix);
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Uniform_State<16>(*programObject, location + i, transposedMatrix);
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} else {
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// No transpose needed, directly copy the matrix data
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Uniform_State<16>(*programObject, location + i, value + i * 16);
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}
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}
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}
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@@ -70,8 +70,8 @@ namespace MobileGL {
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return;
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}
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auto uniformCount = m_program->getNumUniformVariables();
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for (int i = 0; i < uniformCount; i++) {
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m_activeUniformCount = m_program->getNumUniformVariables();
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for (int i = 0; i < m_activeUniformCount; i++) {
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auto& uniform = m_program->getUniform(i);
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auto location = uniform.layoutLocation();
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m_maxUniformLocation = std::max(m_maxUniformLocation, location);
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@@ -85,7 +85,7 @@ namespace MobileGL {
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m_uniformOffsets.resize(m_maxUniformLocation + 1);
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m_uniformArraySizes.resize(m_maxUniformLocation + 1);
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for (int i = 0; i < uniformCount; i++) {
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for (int i = 0; i < m_activeUniformCount; i++) {
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auto& uniform = m_program->getUniform(i);
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auto location = uniform.layoutLocation();
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m_uniformNames[location] = uniform.name;
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@@ -168,16 +168,17 @@ namespace MobileGL {
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auto srcResult = ShaderCompiler::DecompileShader(session);
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assert(srcResult);
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auto src = srcResult.value();
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printf("decompiled src: \n%s\n", src.c_str());
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auto& meta = session.GetMetadata();
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auto size = meta.uboSize;
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m_uboScratch.resize(size);
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m_uniformOffsets.resize(meta.plainUniformOffsetsInUBO.size());
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m_uniformOffsets.resize(m_maxUniformLocation + 1);
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for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
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if (m_uniformLocations.find(name) != m_uniformLocations.end())
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m_uniformOffsets[m_uniformLocations[name]] = offset;
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}
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m_uniformSizesInBytes.resize(meta.plainUniformMemberSizesInBytes.size());
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m_uniformSizesInBytes.resize(m_maxUniformLocation + 1);
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for (const auto& [name, size] : meta.plainUniformMemberSizesInBytes) {
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if (m_uniformLocations.find(name) != m_uniformLocations.end())
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m_uniformSizesInBytes[m_uniformLocations[name]] = size;
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@@ -1,6 +1,7 @@
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#pragma once
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#include <Includes.h>
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#include "ShaderObject.h"
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#include "MG_Util/Metrics/BufferMetrics.h"
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#include "MG_Util/ShaderTranspiler/SpvcSession.h"
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namespace MobileGL {
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@@ -20,7 +21,8 @@ namespace MobileGL {
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Vector<SharedPtr<ShaderObject>>& GetAttachedShaders();
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const String& GetInfoLog() const { return m_infoLog; }
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Int GetUniformMaxLength() const { return m_uniformNameMaxLength; }
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Uint GetUniformCount() { return m_uniformNames.size(); }
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Uint GetUniformCount() { return m_activeUniformCount; }
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Uint GetMaxUniformLocation() const { return m_maxUniformLocation; }
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Int GetUniformLocation(const String& name) {
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const auto it = m_uniformLocations.find(name);
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return (it == m_uniformLocations.end()) ? -1 : (Int)it->second;
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@@ -40,7 +42,7 @@ namespace MobileGL {
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return m_uniformOffsets[location];
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}
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Uint GetUniformSizesInBytes(Uint location) const {
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return m_uniformSizesInBytes[location];
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return MG_Util::GetGLTypeSize(m_uniformTypes[location]);
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}
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Int GetAttributeLocation(const String& name) {
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@@ -101,6 +103,7 @@ namespace MobileGL {
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Vector<Uint> m_uniformSizesInBytes;
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Vector<Uint8> m_uboScratch;
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Uint m_activeUniformCount = 0;
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Uint m_maxUniformLocation = 0;
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Int m_uniformNameMaxLength = 0;
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Int m_attribInNameMaxLength = 0;
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@@ -32,6 +32,8 @@ in float fIn1;
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in float fIn3;
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layout(location = 0) uniform mat4 ProjMat;
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layout(location = 10) uniform mat3 TestMat3;
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layout(location = 20) uniform mat2 TestMat2;
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uniform vec2 InSize;
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uniform vec2 OutSize;
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@@ -42,6 +44,10 @@ void main(){
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vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
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gl_Position = vec4(outPos.xy, 0.2, 1.0);
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// Use TestMat2 and TestMat3 to prevent optimization
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vec2 dummy2 = TestMat2[0];
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vec3 dummy3 = TestMat3[0];
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oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
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texCoord = Position.xy / OutSize;
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@@ -140,7 +146,7 @@ TEST_F(ProgramTest, CompileAndLink) {
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ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
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GLint uniformCount = 0;
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GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
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ASSERT_EQ(uniformCount, 12);
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ASSERT_EQ(uniformCount, 14);
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GLint uniformNameMaxLength = 0;
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GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
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ASSERT_EQ(uniformNameMaxLength, 12);
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@@ -210,7 +216,7 @@ TEST_F(ProgramTest, UniformMatrixFunctions) {
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auto locProjMat = GetUniformLocation(program, "ProjMat");
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ASSERT_NE(locProjMat, -1);
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// 4x4 matrix (16 elements)
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// 4x4 matrix (16 elements) - identity matrix
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GLfloat matrix4x4[16] = {
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1.0f, 0.0f, 0.0f, 0.0f,
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0.0f, 1.0f, 0.0f, 0.0f,
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@@ -218,9 +224,200 @@ TEST_F(ProgramTest, UniformMatrixFunctions) {
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0.0f, 0.0f, 0.0f, 1.0f
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};
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// Test UniformMatrix4fv with count = 1
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// Test UniformMatrix4fv with count = 1 and transpose = GL_FALSE
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UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
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// Test UniformMatrix4fv with count = 1 and transpose = GL_TRUE
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UniformMatrix4fv(locProjMat, 1, GL_TRUE, matrix4x4);
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// Test with a non-identity matrix
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GLfloat nonIdentityMatrix[16] = {
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1.0f, 2.0f, 3.0f, 4.0f,
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5.0f, 6.0f, 7.0f, 8.0f,
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9.0f, 10.0f, 11.0f, 12.0f,
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13.0f, 14.0f, 15.0f, 16.0f
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};
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// Test with transpose = GL_FALSE
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UniformMatrix4fv(locProjMat, 1, GL_FALSE, nonIdentityMatrix);
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// Test with transpose = GL_TRUE
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UniformMatrix4fv(locProjMat, 1, GL_TRUE, nonIdentityMatrix);
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// Test UniformMatrix3fv with a 3x3 matrix
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// We would need a 3x3 uniform in the shader for this test
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// Test UniformMatrix2fv with a 2x2 matrix
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// We would need a 2x2 uniform in the shader for this test
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// Test with multiple matrices (count > 1)
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// For this test, we would need uniforms that are arrays of matrices
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}
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TEST_F(ProgramTest, UniformMatrixTranspose) {
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char infoLog[1024] = "";
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GLuint vs = CreateShader(GL_VERTEX_SHADER);
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ShaderSource(vs, 1, &vsSrc, NULL);
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printf("Compiling vertex shader: %s\n", vsSrc);
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CompileShader(vs);
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GLint vsStatus = GL_FALSE;
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GetShaderiv(vs, GL_COMPILE_STATUS, &vsStatus);
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GetShaderInfoLog(vs, 1024, nullptr, infoLog);
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ASSERT_EQ(vsStatus, GL_TRUE) << infoLog;
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printf("Compiled vertex shader.\n");
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GLuint fs = CreateShader(GL_FRAGMENT_SHADER);
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ShaderSource(fs, 1, &fsSrc, NULL);
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printf("Compiling fragment shader: %s\n", fsSrc);
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CompileShader(fs);
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GLint fsStatus = GL_FALSE;
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GetShaderiv(fs, GL_COMPILE_STATUS, &fsStatus);
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GetShaderInfoLog(fs, 1024, nullptr, infoLog);
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ASSERT_EQ(fsStatus, GL_TRUE) << infoLog;
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printf("Compiled fragment shader.\n");
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GLuint program = CreateProgram();
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AttachShader(program, vs);
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AttachShader(program, fs);
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BindAttribLocation(program, 1, "fIn1");
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BindAttribLocation(program, 3, "fIn3");
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BindAttribLocation(program, 5, "fIn5");
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printf("Linking program...\n");
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LinkProgram(program);
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printf("Program linked.\n");
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UseProgram(program);
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// Test 2x2 matrix transpose
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auto locMat2 = GetUniformLocation(program, "TestMat2");
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if (locMat2 != -1) {
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// Test matrix (column-major as expected by OpenGL):
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// [1 3]
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// [2 4]
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GLfloat matrix2x2[4] = {
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1.0f, 2.0f, // First column
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3.0f, 4.0f // Second column
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};
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// Expected values when transpose = GL_FALSE (no transpose):
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// [1 3]
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// [2 4]
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GLfloat expected2x2_no_transpose[4] = {1.0f, 2.0f, 3.0f, 4.0f};
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// Expected values when transpose = GL_TRUE (transposed):
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// [1 2]
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// [3 4]
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// Stored in column-major order: [1, 3, 2, 4]
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GLfloat expected2x2_transpose[4] = {1.0f, 3.0f, 2.0f, 4.0f};
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// Test with transpose = GL_FALSE
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UniformMatrix2fv(locMat2, 1, GL_FALSE, matrix2x2);
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GLfloat result2x2_no_transpose[4];
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GetUniformfv(program, locMat2, result2x2_no_transpose);
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for (int i = 0; i < 4; i++) {
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EXPECT_FLOAT_EQ(result2x2_no_transpose[i], expected2x2_no_transpose[i]);
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}
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// Test with transpose = GL_TRUE
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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");
|
||||
if (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]);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user