mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +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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@@ -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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