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https://github.com/MobileGL-Dev/MobileGL
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[Chore] (MG_Util/Program): auto generate ubo for plain GL uniforms
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@@ -10,56 +10,6 @@ class ProgramTest : public ::testing::Test {
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protected:
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};
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struct InterfaceVariable {
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std::string name;
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uint32_t location;
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bool operator<(const InterfaceVariable& other) const {
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return location < other.location;
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}
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bool operator==(const InterfaceVariable& other) const {
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return location == other.location && name == other.name;
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}
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};
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static std::vector<InterfaceVariable> GetShaderInterface(const std::vector<unsigned int>& spirv, spvc_resource_type resource_type) {
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spvc_context context = nullptr;
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spvc_context_create(&context);
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spvc_parsed_ir ir = nullptr;
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spvc_context_parse_spirv(context, spirv.data(), spirv.size(), &ir);
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spvc_compiler compiler = nullptr;
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spvc_context_create_compiler(context, SPVC_BACKEND_NONE, ir, SPVC_CAPTURE_MODE_TAKE_OWNERSHIP, &compiler);
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spvc_resources resources = nullptr;
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spvc_compiler_create_shader_resources(compiler, &resources);
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const spvc_reflected_resource *list = nullptr;
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size_t count = 0;
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spvc_resources_get_resource_list_for_type(resources, resource_type, &list, &count);
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std::vector<InterfaceVariable> variables;
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for (size_t i = 0; i < count; ++i) {
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unsigned int builtin;
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if (spvc_compiler_has_decoration(compiler, list[i].id, SpvDecorationBuiltIn)) {
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continue;
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}
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InterfaceVariable var;
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var.name = list[i].name;
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var.location = spvc_compiler_get_decoration(compiler, list[i].id, SpvDecorationLocation);
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variables.push_back(var);
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}
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spvc_context_destroy(context);
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std::sort(variables.begin(), variables.end());
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return variables;
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}
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TEST_F(ProgramTest, Sanity) {
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ASSERT_TRUE(true);
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}
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@@ -235,8 +185,8 @@ TEST_F(ProgramTest, DecompProgram) {
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}
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// spirv link check
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auto vs_outputs = GetShaderInterface(spirvs[0], SPVC_RESOURCE_TYPE_STAGE_OUTPUT);
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auto fs_inputs = GetShaderInterface(spirvs[1], SPVC_RESOURCE_TYPE_STAGE_INPUT);
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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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@@ -244,8 +194,8 @@ TEST_F(ProgramTest, DecompProgram) {
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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 = GetShaderInterface(spirvs[0], SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
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auto fs_uniforms = GetShaderInterface(spirvs[1], SPVC_RESOURCE_TYPE_GL_PLAIN_UNIFORM);
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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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@@ -259,8 +209,8 @@ TEST_F(ProgramTest, DecompProgram) {
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}
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}
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auto vs_samplers = GetShaderInterface(spirvs[0], SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
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auto fs_samplers = GetShaderInterface(spirvs[1], SPVC_RESOURCE_TYPE_SAMPLED_IMAGE);
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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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