mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-13 06:38:31 +09:00
[Feat] (MG_State/Program): glUniformMatrix* with transpose,
This commit is contained in:
@@ -396,13 +396,25 @@ namespace MobileGL {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (location >= programObject->GetUniformCount() || programObject->GetUniformName(location).empty()) {
|
// Check if location is valid
|
||||||
|
if (location < 0 || location > programObject->GetMaxUniformLocation()) {
|
||||||
MG_State::pGLContext->RecordError(
|
MG_State::pGLContext->RecordError(
|
||||||
ErrorCode::InvalidOperation,
|
ErrorCode::InvalidOperation,
|
||||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||||
"`location` does not correspond to a valid uniform variable location for the specified program object."));
|
"`location` does not correspond to a valid uniform variable location for the specified program object."));
|
||||||
return;
|
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);
|
auto isOpaque = programObject->IsUniformOpaqueAtLocation(location);
|
||||||
if (!isOpaque) {
|
if (!isOpaque) {
|
||||||
// TODO: probably handle int/float differences
|
// 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) {
|
void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
|
||||||
Uniformv_State<1>(location, count, value);
|
Uniformv_State<1>(location, count, value);
|
||||||
}
|
}
|
||||||
@@ -560,7 +640,7 @@ namespace MobileGL {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
if (location > programObject->GetMaxUniformLocation() || location < -1) {
|
||||||
MG_State::pGLContext->RecordError(
|
MG_State::pGLContext->RecordError(
|
||||||
ErrorCode::InvalidOperation,
|
ErrorCode::InvalidOperation,
|
||||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||||
@@ -570,14 +650,17 @@ namespace MobileGL {
|
|||||||
|
|
||||||
// For matrix uniforms, we handle each matrix individually
|
// For matrix uniforms, we handle each matrix individually
|
||||||
for (GLint i = 0; i < count; i++) {
|
for (GLint i = 0; i < count; i++) {
|
||||||
// Note: In this implementation, we're not actually transposing the matrix data
|
if (transpose == GL_TRUE) {
|
||||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
// Transpose the matrix before uploading
|
||||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
GLfloat transposedMatrix[4];
|
||||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
TransposeMatrix2x2(value + i * 4, transposedMatrix);
|
||||||
// has handled the appropriate matrix layout.
|
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);
|
Uniform_State<4>(*programObject, location + i, value + i * 4);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||||
// For 3x3 matrices, we have 9 elements per matrix
|
// For 3x3 matrices, we have 9 elements per matrix
|
||||||
@@ -594,7 +677,7 @@ namespace MobileGL {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
if (location > programObject->GetMaxUniformLocation() || location < -1) {
|
||||||
MG_State::pGLContext->RecordError(
|
MG_State::pGLContext->RecordError(
|
||||||
ErrorCode::InvalidOperation,
|
ErrorCode::InvalidOperation,
|
||||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||||
@@ -604,14 +687,17 @@ namespace MobileGL {
|
|||||||
|
|
||||||
// For matrix uniforms, we handle each matrix individually
|
// For matrix uniforms, we handle each matrix individually
|
||||||
for (GLint i = 0; i < count; i++) {
|
for (GLint i = 0; i < count; i++) {
|
||||||
// Note: In this implementation, we're not actually transposing the matrix data
|
if (transpose == GL_TRUE) {
|
||||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
// Transpose the matrix before uploading
|
||||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
GLfloat transposedMatrix[9];
|
||||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
TransposeMatrix3x3(value + i * 9, transposedMatrix);
|
||||||
// has handled the appropriate matrix layout.
|
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);
|
Uniform_State<9>(*programObject, location + i, value + i * 9);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
|
||||||
// For 4x4 matrices, we have 16 elements per matrix
|
// For 4x4 matrices, we have 16 elements per matrix
|
||||||
@@ -628,7 +714,7 @@ namespace MobileGL {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (location >= programObject->GetUniformCount() || location < -1) {
|
if (location > programObject->GetMaxUniformLocation() || location < -1) {
|
||||||
MG_State::pGLContext->RecordError(
|
MG_State::pGLContext->RecordError(
|
||||||
ErrorCode::InvalidOperation,
|
ErrorCode::InvalidOperation,
|
||||||
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
MakeShared<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
|
||||||
@@ -638,14 +724,17 @@ namespace MobileGL {
|
|||||||
|
|
||||||
// For matrix uniforms, we handle each matrix individually
|
// For matrix uniforms, we handle each matrix individually
|
||||||
for (GLint i = 0; i < count; i++) {
|
for (GLint i = 0; i < count; i++) {
|
||||||
// Note: In this implementation, we're not actually transposing the matrix data
|
if (transpose == GL_TRUE) {
|
||||||
// as we're directly copying to UBO. The transpose parameter is typically used
|
// Transpose the matrix before uploading
|
||||||
// in OpenGL to indicate whether the matrix should be transposed before being
|
GLfloat transposedMatrix[16];
|
||||||
// loaded into the uniform variable. In our case, we assume the shader compiler
|
TransposeMatrix4x4(value + i * 16, transposedMatrix);
|
||||||
// has handled the appropriate matrix layout.
|
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);
|
Uniform_State<16>(*programObject, location + i, value + i * 16);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void ValidateProgram_State(GLuint program) {
|
void ValidateProgram_State(GLuint program) {
|
||||||
THROW_UNIMPL_EXCEPTION;
|
THROW_UNIMPL_EXCEPTION;
|
||||||
|
|||||||
@@ -70,8 +70,8 @@ namespace MobileGL {
|
|||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|
||||||
auto uniformCount = m_program->getNumUniformVariables();
|
m_activeUniformCount = m_program->getNumUniformVariables();
|
||||||
for (int i = 0; i < uniformCount; i++) {
|
for (int i = 0; i < m_activeUniformCount; i++) {
|
||||||
auto& uniform = m_program->getUniform(i);
|
auto& uniform = m_program->getUniform(i);
|
||||||
auto location = uniform.layoutLocation();
|
auto location = uniform.layoutLocation();
|
||||||
m_maxUniformLocation = std::max(m_maxUniformLocation, location);
|
m_maxUniformLocation = std::max(m_maxUniformLocation, location);
|
||||||
@@ -85,7 +85,7 @@ namespace MobileGL {
|
|||||||
m_uniformOffsets.resize(m_maxUniformLocation + 1);
|
m_uniformOffsets.resize(m_maxUniformLocation + 1);
|
||||||
m_uniformArraySizes.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& uniform = m_program->getUniform(i);
|
||||||
auto location = uniform.layoutLocation();
|
auto location = uniform.layoutLocation();
|
||||||
m_uniformNames[location] = uniform.name;
|
m_uniformNames[location] = uniform.name;
|
||||||
@@ -168,16 +168,17 @@ namespace MobileGL {
|
|||||||
auto srcResult = ShaderCompiler::DecompileShader(session);
|
auto srcResult = ShaderCompiler::DecompileShader(session);
|
||||||
assert(srcResult);
|
assert(srcResult);
|
||||||
auto src = srcResult.value();
|
auto src = srcResult.value();
|
||||||
|
printf("decompiled src: \n%s\n", src.c_str());
|
||||||
|
|
||||||
auto& meta = session.GetMetadata();
|
auto& meta = session.GetMetadata();
|
||||||
auto size = meta.uboSize;
|
auto size = meta.uboSize;
|
||||||
m_uboScratch.resize(size);
|
m_uboScratch.resize(size);
|
||||||
m_uniformOffsets.resize(meta.plainUniformOffsetsInUBO.size());
|
m_uniformOffsets.resize(m_maxUniformLocation + 1);
|
||||||
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
|
for (const auto& [name, offset] : meta.plainUniformOffsetsInUBO) {
|
||||||
if (m_uniformLocations.find(name) != m_uniformLocations.end())
|
if (m_uniformLocations.find(name) != m_uniformLocations.end())
|
||||||
m_uniformOffsets[m_uniformLocations[name]] = offset;
|
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) {
|
for (const auto& [name, size] : meta.plainUniformMemberSizesInBytes) {
|
||||||
if (m_uniformLocations.find(name) != m_uniformLocations.end())
|
if (m_uniformLocations.find(name) != m_uniformLocations.end())
|
||||||
m_uniformSizesInBytes[m_uniformLocations[name]] = size;
|
m_uniformSizesInBytes[m_uniformLocations[name]] = size;
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <Includes.h>
|
#include <Includes.h>
|
||||||
#include "ShaderObject.h"
|
#include "ShaderObject.h"
|
||||||
|
#include "MG_Util/Metrics/BufferMetrics.h"
|
||||||
#include "MG_Util/ShaderTranspiler/SpvcSession.h"
|
#include "MG_Util/ShaderTranspiler/SpvcSession.h"
|
||||||
|
|
||||||
namespace MobileGL {
|
namespace MobileGL {
|
||||||
@@ -20,7 +21,8 @@ namespace MobileGL {
|
|||||||
Vector<SharedPtr<ShaderObject>>& GetAttachedShaders();
|
Vector<SharedPtr<ShaderObject>>& GetAttachedShaders();
|
||||||
const String& GetInfoLog() const { return m_infoLog; }
|
const String& GetInfoLog() const { return m_infoLog; }
|
||||||
Int GetUniformMaxLength() const { return m_uniformNameMaxLength; }
|
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) {
|
Int GetUniformLocation(const String& name) {
|
||||||
const auto it = m_uniformLocations.find(name);
|
const auto it = m_uniformLocations.find(name);
|
||||||
return (it == m_uniformLocations.end()) ? -1 : (Int)it->second;
|
return (it == m_uniformLocations.end()) ? -1 : (Int)it->second;
|
||||||
@@ -40,7 +42,7 @@ namespace MobileGL {
|
|||||||
return m_uniformOffsets[location];
|
return m_uniformOffsets[location];
|
||||||
}
|
}
|
||||||
Uint GetUniformSizesInBytes(Uint location) const {
|
Uint GetUniformSizesInBytes(Uint location) const {
|
||||||
return m_uniformSizesInBytes[location];
|
return MG_Util::GetGLTypeSize(m_uniformTypes[location]);
|
||||||
}
|
}
|
||||||
|
|
||||||
Int GetAttributeLocation(const String& name) {
|
Int GetAttributeLocation(const String& name) {
|
||||||
@@ -101,6 +103,7 @@ namespace MobileGL {
|
|||||||
Vector<Uint> m_uniformSizesInBytes;
|
Vector<Uint> m_uniformSizesInBytes;
|
||||||
Vector<Uint8> m_uboScratch;
|
Vector<Uint8> m_uboScratch;
|
||||||
|
|
||||||
|
Uint m_activeUniformCount = 0;
|
||||||
Uint m_maxUniformLocation = 0;
|
Uint m_maxUniformLocation = 0;
|
||||||
Int m_uniformNameMaxLength = 0;
|
Int m_uniformNameMaxLength = 0;
|
||||||
Int m_attribInNameMaxLength = 0;
|
Int m_attribInNameMaxLength = 0;
|
||||||
|
|||||||
@@ -32,6 +32,8 @@ in float fIn1;
|
|||||||
in float fIn3;
|
in float fIn3;
|
||||||
|
|
||||||
layout(location = 0) uniform mat4 ProjMat;
|
layout(location = 0) uniform mat4 ProjMat;
|
||||||
|
layout(location = 10) uniform mat3 TestMat3;
|
||||||
|
layout(location = 20) uniform mat2 TestMat2;
|
||||||
uniform vec2 InSize;
|
uniform vec2 InSize;
|
||||||
uniform vec2 OutSize;
|
uniform vec2 OutSize;
|
||||||
|
|
||||||
@@ -42,6 +44,10 @@ void main(){
|
|||||||
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
|
vec4 outPos = ProjMat * vec4(Position.xy, 0.0, 1.0);
|
||||||
gl_Position = vec4(outPos.xy, 0.2, 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;
|
oneTexel = (1.0 * (fIn1 * fIn2 * fIn3 * fIn4 * fIn5 * fIn6)) / InSize;
|
||||||
|
|
||||||
texCoord = Position.xy / OutSize;
|
texCoord = Position.xy / OutSize;
|
||||||
@@ -140,7 +146,7 @@ TEST_F(ProgramTest, CompileAndLink) {
|
|||||||
ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
|
ASSERT_EQ(GetUniformLocation(program, "Saturation"), 6);
|
||||||
GLint uniformCount = 0;
|
GLint uniformCount = 0;
|
||||||
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
|
GetProgramiv(program, GL_ACTIVE_UNIFORMS, &uniformCount);
|
||||||
ASSERT_EQ(uniformCount, 12);
|
ASSERT_EQ(uniformCount, 14);
|
||||||
GLint uniformNameMaxLength = 0;
|
GLint uniformNameMaxLength = 0;
|
||||||
GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
|
GetProgramiv(program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &uniformNameMaxLength);
|
||||||
ASSERT_EQ(uniformNameMaxLength, 12);
|
ASSERT_EQ(uniformNameMaxLength, 12);
|
||||||
@@ -210,7 +216,7 @@ TEST_F(ProgramTest, UniformMatrixFunctions) {
|
|||||||
auto locProjMat = GetUniformLocation(program, "ProjMat");
|
auto locProjMat = GetUniformLocation(program, "ProjMat");
|
||||||
ASSERT_NE(locProjMat, -1);
|
ASSERT_NE(locProjMat, -1);
|
||||||
|
|
||||||
// 4x4 matrix (16 elements)
|
// 4x4 matrix (16 elements) - identity matrix
|
||||||
GLfloat matrix4x4[16] = {
|
GLfloat matrix4x4[16] = {
|
||||||
1.0f, 0.0f, 0.0f, 0.0f,
|
1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
0.0f, 1.0f, 0.0f, 0.0f,
|
0.0f, 1.0f, 0.0f, 0.0f,
|
||||||
@@ -218,9 +224,200 @@ TEST_F(ProgramTest, UniformMatrixFunctions) {
|
|||||||
0.0f, 0.0f, 0.0f, 1.0f
|
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);
|
UniformMatrix4fv(locProjMat, 1, GL_FALSE, matrix4x4);
|
||||||
|
|
||||||
|
// 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 UniformMatrix3fv with a 3x3 matrix
|
||||||
|
// We would need a 3x3 uniform in the shader for this test
|
||||||
|
|
||||||
|
// Test UniformMatrix2fv with a 2x2 matrix
|
||||||
|
// We would need a 2x2 uniform in the shader for this test
|
||||||
|
|
||||||
// Test with multiple matrices (count > 1)
|
// Test with multiple matrices (count > 1)
|
||||||
// For this test, we would need uniforms that are arrays of matrices
|
// For this test, we would need uniforms that are arrays of matrices
|
||||||
}
|
}
|
||||||
|
|
||||||
|
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");
|
||||||
|
if (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");
|
||||||
|
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