[Fix] (MG_State/ProgramObject): Properly allocate location for location-not-explicitly-defined uniforms

This commit is contained in:
2025-10-27 10:51:41 +08:00
parent b91f180c7b
commit d73bd5dcd2
@@ -69,31 +69,63 @@ namespace MobileGL {
return;
}
// ------------ Uniforms (GL Plain) ----------------
// Allocate uniform locations
m_activeUniformCount = m_program->getNumUniformVariables();
for (int i = 0; i < m_activeUniformCount; i++) {
auto& uniform = m_program->getUniform(i);
auto location = uniform.layoutLocation();
if (location >= 0) {
if (location != 4095) {
m_maxUniformLocation = std::max(m_maxUniformLocation, location);
}
m_uniformNameMaxLength = std::max(m_uniformNameMaxLength, (Int)uniform.name.length());
m_uniformLocations[uniform.name] = location;
}
if (m_maxUniformLocation + 1 < m_activeUniformCount) {
// This means we have fewer than enough gaps to fit
// unallocated uniforms
m_maxUniformLocation = m_activeUniformCount;
}
// i-th elements refers to uniform at layout(location = i, ...)
// Be aware, there could be gaps in between these vectors
// Locations can be not sequential
m_uniformNames.resize(m_maxUniformLocation + 1);
m_uniformTypes.resize(m_maxUniformLocation + 1);
m_uniformTypes.resize(m_maxUniformLocation + 1, GL_ZERO);
m_uniformIsOpaqueType.resize(m_maxUniformLocation + 1);
m_uniformOffsets.resize(m_maxUniformLocation + 1);
m_uniformArraySizes.resize(m_maxUniformLocation + 1);
Vector<int> unallocatedUniformIndex;
// Populate vector with already allocated location
for (int i = 0; i < m_activeUniformCount; i++) {
auto& uniform = m_program->getUniform(i);
auto location = uniform.layoutLocation();
if (location >= 0 && location < (int)m_uniformNames.size()) {
m_uniformNames[location] = uniform.name;
m_uniformTypes[location] = uniform.glDefineType;
m_uniformIsOpaqueType[location] = uniform.getType()->isOpaque();
m_uniformArraySizes[location] = uniform.size;
if (location >= m_uniformNames.size()) {
unallocatedUniformIndex.emplace_back(i);
continue; // will allocate unallocated uniforms later
}
m_uniformNames[location] = uniform.name;
m_uniformTypes[location] = uniform.glDefineType;
m_uniformIsOpaqueType[location] = uniform.getType()->isOpaque();
m_uniformArraySizes[location] = uniform.size;
}
SizeT locNeedle = 0;
for (auto index: unallocatedUniformIndex) {
auto& uniform = m_program->getUniform(index);
for (; locNeedle <= m_maxUniformLocation; locNeedle++) {
if (m_uniformTypes[locNeedle] != GL_ZERO)
continue;
// Found a vacant location at locNeedle
m_uniformNames[locNeedle] = uniform.name;
m_uniformTypes[locNeedle] = uniform.glDefineType;
m_uniformIsOpaqueType[locNeedle] = uniform.getType()->isOpaque();
m_uniformArraySizes[locNeedle] = uniform.size;
m_uniformLocations[uniform.name] = locNeedle;
break;
}
}