[Improvement] (...): Optimize code.

This commit is contained in:
BZLZHH
2025-10-31 13:29:48 +08:00
parent 2652a12fdc
commit d982928a23
39 changed files with 284 additions and 775 deletions
@@ -1,5 +1,6 @@
#include "ProgramObject.h"
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/Converters/MGToGL/ProgramEnumConverter.h>
#include <MG_Util/Converters/SPIRVCrossToGL/SpvcTypeConverter.h>
namespace MobileGL {
@@ -25,17 +26,14 @@ namespace MobileGL {
}
void ProgramObject::Link() {
// PreLink();
Vector<GLenum> shaderTypes(m_shaders.size());
Vector<SharedPtr<glslang::TShader>> shaders(m_shaders.size());
for (SizeT i = 0; i < m_shaders.size(); i++) {
shaderTypes[i] = ConvertGLShaderTypeByMGLShaderStage(m_shaders[i]->GetShaderStage());
shaderTypes[i] = MG_Util::ConvertShaderStageToGLEnum(m_shaders[i]->GetShaderStage());
shaders[i] = m_shaders[i]->GetCompiledShader();
}
MG_Util::ShaderTranspiler::ProgramAttrib attrib{
// .shaderTypes = Move(shaderTypes),
.shaders = Move(shaders),
};
@@ -48,8 +46,6 @@ namespace MobileGL {
m_infoLog = result.error().log;
}
// PostLink();
DoReflection();
GenerateBinary();
}
@@ -108,11 +104,10 @@ namespace MobileGL {
}
SizeT locNeedle = 0;
for (auto index: unallocatedUniformIndex) {
for (auto index : unallocatedUniformIndex) {
auto& uniform = m_program->getUniform(index);
for (; locNeedle <= m_maxUniformLocation; locNeedle++) {
if (m_uniformIndexInTProgram[locNeedle] != 4095)
continue;
if (m_uniformIndexInTProgram[locNeedle] != 4095) continue;
// Found a vacant location at locNeedle
m_uniformIndexInTProgram[locNeedle] = index;
m_uniformLocations[uniform.name] = locNeedle;
@@ -220,7 +215,7 @@ namespace MobileGL {
Vector<SharedPtr<glslang::TShader>> shaders(m_shaders.size());
Vector<GLenum> shaderTypes(m_shaders.size());
for (SizeT i = 0; i < m_shaders.size(); i++) {
auto shaderType = ConvertGLShaderTypeByMGLShaderStage(m_shaders[i]->GetShaderStage());
auto shaderType = MG_Util::ConvertShaderStageToGLEnum(m_shaders[i]->GetShaderStage());
shaderTypes[i] = shaderType;
ShaderAttrib attrib{
.shaderType = shaderType, .sourceStr = m_shaders[i]->GetShaderSource(), .flags = 0};
@@ -244,7 +239,7 @@ namespace MobileGL {
assert(binaryResult);
m_generatedSpirv = Move(binaryResult.value());
for (auto spv: m_generatedSpirv) {
for (auto spv : m_generatedSpirv) {
SpvcSession session(spv);
auto result = session.ParseMetaData();
if (result < 0) {
@@ -255,7 +250,6 @@ namespace MobileGL {
// auto src = srcResult.value();
// printf("decompiled src: \n%s\n", src.c_str());
auto& meta = session.GetMetadata();
auto size = meta.uboSize;
m_uboScratch.resize(size);
@@ -280,100 +274,6 @@ namespace MobileGL {
void ProgramObject::SetExplicitAttribLocation(Uint index, const char* name) {
m_explicitAttribLocations[name] = index;
}
// void ProgramObject::PreLink() {
// m_uniforms.clear();
// m_uniformOffsets.clear();
//
// for (const auto& shader : m_shaders) {
// for (const auto& [name, loc] : shader->GetUniformLocations()) {
// // collect all the names to map
// if (loc != 4095 || m_uniforms.find(name) == m_uniforms.end()) {
// m_uniforms[name] = loc;
// }
//
// // set a flag for those who have an explicit location
// if (loc != 4095) {
// if (loc >= m_uniformOffsets.size()) {
// m_uniformOffsets.reserve(std::bit_ceil(loc + 1));
// m_uniformOffsets.resize(loc + 1, 0);
// }
// assert(m_uniformOffsets[loc] == 0);
// m_uniformOffsets[loc] = 1;
// }
// }
// }
//
// // Let's find a location for those who doesn't have one yet
// Uint nextLocation = 0;
//
// // Find first empty location
// for (SizeT i = 0; i < m_uniformOffsets.size(); i++) {
// if (m_uniformOffsets[i] == 0) {
// nextLocation = i;
// break;
// }
// }
//
// for (auto& [name, loc] : m_uniforms) {
// if (loc == 4095) {
// // check if we drained all the holes already
// if (nextLocation >= m_uniformOffsets.size()) {
// loc = nextLocation;
// m_uniformOffsets.push_back(1);
// nextLocation++;
// continue;
// }
//
// // assign an empty location
// loc = nextLocation;
// m_uniformOffsets[loc] = 1;
//
// // Find next empty location
// for (nextLocation++; nextLocation < m_uniformOffsets.size(); nextLocation++) {
// if (m_uniformOffsets[nextLocation] == 0) break;
// }
// }
// }
//
// m_uniformNames.resize(m_uniformOffsets.size());
// for (auto& [name, loc] : m_uniforms) {
// m_uniformNames[loc] = name;
// m_uniformNameMaxLength = std::max(m_uniformNameMaxLength, (Int)name.length());
// }
// }
//
// void ProgramObject::PostLink() {
// if (m_programBinary.empty()) {
// assert(false);
// return;
// }
// MG_Util::ShaderTranspiler::SpvcSession session(m_programBinary[0]);
// const char* src = nullptr; // we don't care the source atm
// auto result = session.Compile(&src);
// if (result != SPVC_SUCCESS) {
// assert(false);
// return;
// }
// m_metadata = session.GetMetadata();
// auto& uniformOffsets = m_metadata.plainUniformOffsetsInUBO;
// for (const auto& [name, offset] : uniformOffsets) {
// assert(m_uniforms.find(name) != m_uniforms.end());
// assert(m_uniforms[name] < m_uniformOffsets.size());
// m_uniformOffsets[m_uniforms[name]] = offset;
// }
// m_uboScratch.resize(m_metadata.uboSize, 0);
//
// auto& types = m_metadata.plainUniformMemberTypes;
//
// assert(types.size() == m_uniformOffsets.size());
// m_uniformTypes.resize(m_uniformOffsets.size());
// for (const auto& [name, type] : types) {
// auto gltype = MG_Util::ConvertSpvcTypeToGLEnum(type);
// auto location = m_uniforms[name];
// m_uniformTypes[location] = gltype;
// }
// }
} // namespace GLState
} // namespace MG_State
} // namespace MobileGL
@@ -25,8 +25,7 @@ namespace MobileGL {
Uint GetMaxUniformLocation() const { return m_maxUniformLocation; }
Int GetUniformLocation(const String& name) {
const auto it = m_uniformLocations.find(name);
if (it == m_uniformLocations.end())
return -1;
if (it == m_uniformLocations.end()) return -1;
return (Int)it->second;
}
@@ -40,9 +39,7 @@ namespace MobileGL {
return uniform.getType();
}
Bool IsUniformOpaqueAtLocation(Uint location) const {
return GetUniformTType(location)->isOpaque();
}
Bool IsUniformOpaqueAtLocation(Uint location) const { return GetUniformTType(location)->isOpaque(); }
const String& GetUniformName(Uint location) const {
auto& uniform = m_program->getUniform(m_uniformIndexInTProgram[location]);
@@ -85,9 +82,6 @@ namespace MobileGL {
void DoReflection();
void GenerateBinary();
void WaitUntilGenerationCompleted();
// void PreLink();
// void PostLink();
const Uint m_id = 0;
Vector<SharedPtr<ShaderObject>> m_shaders;
@@ -101,8 +95,6 @@ namespace MobileGL {
Vector<GLenum> m_attribTypes;
// Uniforms
// MG_Util::ShaderTranspiler::SpvcMetadata m_metadata;
UnorderedMap<String, Uint> m_uniformLocations;
// Ordered by location,
// aka. m_uniformIndexInTProgram[loc] == "uniform index of TProgram at location `loc`"
@@ -1,5 +1,6 @@
#include "ShaderObject.h"
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include <MG_Util/Converters/MGToGL/ProgramEnumConverter.h>
#include <MG_Util/ShaderTranspiler/glslang/UniformTraverser.h>
namespace MobileGL {
@@ -14,16 +15,12 @@ namespace MobileGL {
}
void ShaderObject::Compile() {
// if (!DoReflection()) {
// return;
// }
using namespace MG_Util::ShaderTranspiler;
// Compile for OpenGL here, so that we can do validation and link
// like a real OpenGL driver at linking stage
// Will compile for other backends later.
ShaderAttrib attrib{.shaderType = ConvertGLShaderTypeByMGLShaderStage(m_stage),
ShaderAttrib attrib{.shaderType = MG_Util::ConvertShaderStageToGLEnum(m_stage),
.sourceStr = m_source,
.flags = ShaderCompileBits::CompileForOpenGL};
@@ -40,37 +37,6 @@ namespace MobileGL {
void ShaderObject::MarkAsDeleted() {
m_deleteStatus = true;
}
// bool ShaderObject::DoReflection() {
// using namespace MG_Util::ShaderTranspiler;
// ShaderAttrib attrib{
// .shaderType = GetGLShaderTypeByMGLShaderStage(m_stage),
// .sourceStr = m_source,
// .flags = ShaderCompileBits::CompileForOpenGL
// };
//
// auto result = ShaderCompiler::CompileShader(attrib);
// if (!result) {
// m_compileStatus = false;
// m_infoLog = result.error().log;
//
// const std::string e = std::format("Shader compilation failed: \nerrc: {}\nmsg: {}\n",
// result.error().errc, result.error().log);
// return false;
// }
//
// auto pShader = result.value();
// auto root = pShader->getIntermediate()->getTreeRoot();
// UniformTraverser traverser;
// root->traverse(&traverser);
// auto& symbols = traverser.GetCollectedSymbols();
// for (const auto& symbol : symbols) {
// m_uniforms[symbol->getName().c_str()] = symbol->getQualifier().layoutLocation;
// }
//
// return true;
// }
} // namespace GLState
} // namespace MG_State
} // namespace MobileGL
@@ -2,58 +2,18 @@
#include <Includes.h>
namespace MobileGL {
enum class ShaderStage {
Vertex,
TessControl,
TessEval,
Geometry,
Fragment,
Compute,
Unknown = -1
};
namespace MG_State {
namespace GLState {
enum class ShaderStage {
Vertex,
TessControl,
TessEval,
Geometry,
Fragment,
Compute,
Unknown = -1
};
inline static GLenum ConvertGLShaderTypeByMGLShaderStage(ShaderStage stage) {
switch (stage) {
case ShaderStage::Vertex:
return GL_VERTEX_SHADER;
case ShaderStage::TessControl:
return GL_TESS_CONTROL_SHADER;
case ShaderStage::TessEval:
return GL_TESS_EVALUATION_SHADER;
case ShaderStage::Geometry:
return GL_GEOMETRY_SHADER;
case ShaderStage::Fragment:
return GL_FRAGMENT_SHADER;
case ShaderStage::Compute:
return GL_COMPUTE_SHADER;
default:
assert(false);
return GL_FALSE;
}
}
inline static ShaderStage ConvertMGLShaderStageByGLShaderType(GLenum type) {
switch (type) {
case GL_VERTEX_SHADER:
return ShaderStage::Vertex;
case GL_TESS_CONTROL_SHADER:
return ShaderStage::TessControl;
case GL_TESS_EVALUATION_SHADER:
return ShaderStage::TessEval;
case GL_GEOMETRY_SHADER:
return ShaderStage::Geometry;
case GL_FRAGMENT_SHADER:
return ShaderStage::Fragment;
case GL_COMPUTE_SHADER:
return ShaderStage::Compute;
default:
assert(false);
return ShaderStage::Unknown;
}
}
class ShaderObject {
public:
ShaderObject(const ShaderStage stage, const Uint id) : m_stage(stage), m_id(id) {}
@@ -72,7 +32,6 @@ namespace MobileGL {
Bool GetDeleteStatus() const { return m_deleteStatus; }
private:
// bool DoReflection();
const Uint m_id = 0;
const ShaderStage m_stage;
String m_source;