mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 12:18:30 +09:00
[Feat] (MG_State/Program): retrieve/generate layout location from/for program, and retrieve generated ubo size and all the offsets of members
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@@ -23,6 +23,7 @@
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#include <vector>
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#include <cstdarg>
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#include <cstring>
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#include <numeric>
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#include <expected>
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#include <iostream>
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#include <optional>
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@@ -265,7 +265,7 @@ namespace MobileGL {
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std::string src;
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for (GLsizei i = 0; i < count; i++) {
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src +=
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(length[i] <= 0) ? string[i] : std::string(string[i], length[i]);
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(length == nullptr || length[i] <= 0) ? string[i] : std::string(string[i], length[i]);
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}
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shaderObject->SetShaderSource(Move(src));
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}
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@@ -377,6 +377,7 @@ namespace MobileGL {
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GLuint CreateProgram(void) {
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return CreateProgram_State();
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}
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GLuint CreateShader(GLenum type) {
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return CreateShader_State(type);
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}
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@@ -30,6 +30,8 @@ namespace MobileGL {
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}
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void ProgramObject::Link() {
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PreLink();
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Vector<GLenum> shaderTypes(m_shaders.size());
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Vector<SharedPtr<glslang::TShader>> shaders(m_shaders.size());
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for (SizeT i = 0; i < m_shaders.size(); i++) {
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@@ -54,6 +56,8 @@ namespace MobileGL {
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result.error().log);
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THROW_EXCEPTION(e);
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}
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PostLink();
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}
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void ProgramObject::MarkAsDeleted() {
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@@ -64,6 +68,82 @@ namespace MobileGL {
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return m_shaders;
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}
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void ProgramObject::PreLink() {
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m_uniforms.clear();
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m_uniformOffsets.clear();
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for (const auto& shader : m_shaders) {
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for (const auto& [name, loc] : shader->GetUniformLocations()) {
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// collect all the names to map
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m_uniforms[name] = loc;
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// set a flag for those who have an explicit location
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if (loc != 4095) {
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if (loc >= m_uniformOffsets.size()) {
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m_uniformOffsets.reserve(std::bit_ceil(loc + 1));
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m_uniformOffsets.resize(loc + 1, 0);
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}
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assert(m_uniformOffsets[loc] == 0);
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m_uniformOffsets[loc] = 1;
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}
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}
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}
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// Let's find a location for those who doesn't have one yet
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Uint nextLocation = 0;
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// Find first empty location
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for (SizeT i = 0; i < m_uniformOffsets.size(); i++) {
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if (m_uniformOffsets[i] == 0) {
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nextLocation = i;
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break;
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}
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}
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for (auto& [name, loc] : m_uniforms) {
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if (loc == 4095) {
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// check if we drained all the holes already
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if (nextLocation >= m_uniformOffsets.size()) {
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loc = nextLocation;
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m_uniformOffsets.push_back(1);
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nextLocation++;
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continue;
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}
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// assign an empty location
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loc = nextLocation;
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m_uniformOffsets[loc] = 1;
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// Find next empty location
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for (nextLocation++; nextLocation < m_uniformOffsets.size(); nextLocation++) {
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if (m_uniformOffsets[nextLocation] == 0)
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break;
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}
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}
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}
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}
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void ProgramObject::PostLink() {
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if (m_programBinary.empty()) {
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assert(false);
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return;
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}
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MG_Util::ShaderTranspiler::SpvcSession session(m_programBinary[0]);
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const char* src = nullptr; // we dont care the source atm
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auto result = session.Compile(&src);
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if (result != SPVC_SUCCESS) {
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assert(false);
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return;
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}
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auto& metadata = session.GetMetadata();
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auto& uniformOffsets = metadata.plainUniformOffsetsInUBO;
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for (const auto& [name, offset] : uniformOffsets) {
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assert(m_uniforms.find(name) != m_uniforms.end());
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assert(m_uniforms[name] < m_uniformOffsets.size());
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m_uniformOffsets[m_uniforms[name]] = offset;
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}
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m_uboScratch.resize(metadata.uboSize);
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}
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} // namespace GLState
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} // namespace MG_State
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} // namespace MobileGL
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@@ -16,10 +16,21 @@ 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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private:
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void PreLink();
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void PostLink();
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const Uint m_id = 0;
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Vector<SharedPtr<ShaderObject>> m_shaders;
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// basically this contains SPIR-V in binary format
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Vector<Vector<Uint>> m_programBinary;
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// Uniforms
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UnorderedMap<String, Uint> m_uniforms;
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// 0 or 1 for if the location is explicitly specified at PreLink stage,
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// offsets into global ubo for PostLink
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Vector<Uint> m_uniformOffsets;
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Vector<Uint8> m_uboScratch;
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String m_infoLog;
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Bool m_deleteStatus = false;
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Bool m_linkStatus = true;
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@@ -67,13 +67,14 @@ namespace MobileGL {
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const String& GetShaderSource() const { return m_source; }
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SharedPtr<glslang::TShader> GetCompiledShader() const { return m_shader; }
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const String& GetInfoLog() const { return m_infoLog; }
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const UnorderedMap<String, Uint> GetUniformLocations() const { return m_uniforms; }
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private:
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bool DoReflection();
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const Uint m_id = 0;
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const ShaderStage m_stage;
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String m_source;
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SharedPtr<glslang::TShader> m_shader;
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UnorderedMap<String, Int> m_uniforms;
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UnorderedMap<String, Uint> m_uniforms;
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String m_infoLog;
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Bool m_deleteStatus = false;
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@@ -5,10 +5,13 @@ namespace MobileGL {
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template <typename IndexType>
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class IndexGenerator {
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public:
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explicit IndexGenerator(SizeT initial_capacity = 1024, IndexType first_index = 0) : next_index_(first_index) {
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explicit IndexGenerator(SizeT initial_capacity = 1024, IndexType first_index = 1) {
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const SizeT words_needed = (initial_capacity + 63) / 64;
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is_valid_.resize(words_needed, ~0ull);
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freed_indices_.reserve(initial_capacity);
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std::vector<IndexType> valuesBeforeFirst(first_index);
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std::iota(valuesBeforeFirst.begin(), valuesBeforeFirst.end(), 0);
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Generate(valuesBeforeFirst.size(), valuesBeforeFirst.data());
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}
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void Generate(SizeT n, IndexType* indices) {
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@@ -84,6 +84,7 @@ namespace MobileGL {
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if (strcmp(list[i].name, GLOBAL_UBO_NAME) == 0) {
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spvc_type type = spvc_compiler_get_type_handle(compiler, list[i].base_type_id);
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spvc_compiler_get_declared_struct_size(compiler, type, &metadata.uboSize);
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size_t num_members = spvc_type_get_num_member_types(type);
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for (size_t j = 0; j < num_members; ++j) {
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const char* memberName = spvc_compiler_get_member_name(compiler, list[i].base_type_id, j);
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@@ -17,6 +17,7 @@ namespace MobileGL {
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namespace ShaderTranspiler {
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struct SpvcMetadata {
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UnorderedMap<String, unsigned> plainUniformOffsetsInUBO;
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SizeT uboSize = 0;
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};
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class SpvcSession {
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