[Fix] (Diligent/Shader): Try to bind varying in glsl str.

This commit is contained in:
BZLZHH
2025-06-29 11:42:38 +08:00
parent 8a0d00f94b
commit e1fd5678ec
4 changed files with 79 additions and 20 deletions
@@ -922,8 +922,7 @@ namespace MG_GL::GL {
}
void MultiDrawElementsBaseVertex(GLenum mode, const GLsizei *count, GLenum type, const GLvoid *const *indices, GLsizei drawcount, const GLint *basevertex) {
return;
// PrepareForDraw();
PrepareForDraw(mode, (GLsizei *)count, type, (const void*&)indices[0]);
auto* pVAO = MG_State_T::vertexArrayState->GetCurrentVAO();
Diligent::IBuffer* pIndexBuffer = nullptr;
@@ -292,39 +292,78 @@ namespace MG_GL::GL {
}
MG_Global::unordered_map<GLuint, std::string> shaderSources;
MG_Global::unordered_map<GLuint, std::string> finalShaderSources;
for (GLuint shaderId : programObj.attachedShaders) {
auto it = MG_State_T::programState->shaders_.find(shaderId);
if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
shaderSources[it->first] = it->second.source;
MG_Util::Program::RenameGLSLBuiltinsForVulkan(shaderSources[it->first]);
}
}
MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
for (GLuint shaderId : programObj.attachedShaders) {
auto it = MG_State_T::programState->shaders_.find(shaderId);
if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
std::string shaderSource;
if (it->second.type == GL_VERTEX_SHADER) {
std::string infoLog;
auto spirv =
MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
it->second.source,
infoLog);
const char* fragmentShaderSource = nullptr;
for (GLuint otherShaderId : programObj.attachedShaders) {
if (otherShaderId != shaderId && MG_State_T::programState->shaders_[otherShaderId].type == GL_FRAGMENT_SHADER) {
fragmentShaderSource = shaderSources[otherShaderId].c_str();
break;
}
}
auto spirv = MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
shaderSources[shaderId],
infoLog, true, GL_FRAGMENT_SHADER, fragmentShaderSource);
if (spirv.empty()) {
MG_Util::Debug::LogE("Failed to compile shader %u: %s", shaderId,
MG_Util::Debug::LogE("Failed to compile vertex shader %u: %s", shaderId,
infoLog.c_str());
continue;
}
shaderSource = MG_Util::Program::BindInputLayoutLocationsForGLSL(spirv,
programObj.attribLocations);
programObj.attribLocations);
} else if (it->second.type == GL_FRAGMENT_SHADER) {
std::string infoLog;
const char* vertexShaderSource = nullptr;
for (GLuint otherShaderId : programObj.attachedShaders) {
if (otherShaderId != shaderId && MG_State_T::programState->shaders_[otherShaderId].type == GL_VERTEX_SHADER) {
vertexShaderSource = shaderSources[otherShaderId].c_str();
break;
}
}
auto spirv = MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
shaderSources[shaderId],
infoLog, true,
GL_VERTEX_SHADER, vertexShaderSource);
if (spirv.empty()) {
MG_Util::Debug::LogE("Failed to compile fragment shader %u to SPIRV: %s", shaderId,
infoLog.c_str());
continue;
}
shaderSource = MG_Util::Program::CompileSPIRVToGLSL(spirv, 450, false, true);
} else {
shaderSource = it->second.source;
}
MG_Util::Program::RenameGLSLBuiltinsForVulkan(shaderSource);
shaderSources[it->first] = shaderSource;
finalShaderSources[it->first] = shaderSource;
}
}
MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
MG_Util::Debug::LogD("Shader sources after UBO generation for program %u:", program);
for (const auto& [shaderId, source] : shaderSources) {
for (const auto& [shaderId, source] : finalShaderSources) {
MG_Util::Debug::LogD(" Program %u Shader %u:\n%s", program, shaderId, source.c_str());
}
size_t uboTotalSize = RecordUniformOffsets(programInfo, shaderSources);
size_t uboTotalSize = RecordUniformOffsets(programInfo, finalShaderSources);
CreateDefaultUBO(programInfo, uboTotalSize);
// Compile attached shaders
@@ -333,7 +372,7 @@ namespace MG_GL::GL {
// Compile only if not already compiled in Diligent
if (MG_Diligent::g_ShaderMap.find(shaderId) == MG_Diligent::g_ShaderMap.end() || MG_Diligent::g_ShaderMap[shaderId] == nullptr) {
GLenum shaderType = shaderObj.type;
std::string sourceStr = shaderSources[shaderId];
std::string sourceStr = finalShaderSources[shaderId];
MG_Util::Debug::LogD("Shader ID: %u, type: %s\nConverted source:\n%s",
shaderId, MG_Util::Debug::GLEnumToString(shaderType), sourceStr.c_str());
+23 -3
View File
@@ -672,7 +672,9 @@ namespace MG_Util::Program {
}
std::vector<unsigned> CompileGLSLToSPIRV(GLenum shaderType, const std::string &source,
std::string &infoLog, bool isVkGLSL) {
std::string &infoLog, bool isVkGLSL, GLenum additionalShaderType,
const std::string& additionalShaderSource
) {
using namespace glslang;
TShader* shader = nullptr;
@@ -682,12 +684,27 @@ namespace MG_Util::Program {
return {};
}
TProgram program;
program.addShader(shader);
if (additionalShaderType == GL_VERTEX_SHADER)
program.addShader(shader);
if (additionalShaderType && !additionalShaderSource.empty()) {
TShader* additionalShader = nullptr;
std::string additionalInfoLog = CompileGLSLToTShader(additionalShaderType, additionalShaderSource, additionalShader, isVkGLSL);
if (!additionalInfoLog.empty()) {
infoLog = "Error: [glslang] Cannot compile additional " + GetShaderTypeName(additionalShaderType) + ":\n" + additionalInfoLog;
return {};
}
program.addShader(additionalShader);
}
if (additionalShaderType != GL_VERTEX_SHADER)
program.addShader(shader);
if (!program.link(isVkGLSL ? EShMsgVulkanRules : EShMsgDefault)) {
infoLog = "Error: [glslang] Cannot link the program of the single shader:\n" + std::to_string(program.getInfoLog());
return {};
}
program.mapIO();
std::vector<unsigned> spirv;
SpvOptions spvOptions;
@@ -999,7 +1016,7 @@ namespace MG_Util::Program {
spvc_context_destroy(context);
}
std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES) {
std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES, bool isVkGLSL) {
spvc_context context = nullptr;
spvc_parsed_ir ir = nullptr;
spvc_compiler compiler_glsl = nullptr;
@@ -1018,12 +1035,15 @@ namespace MG_Util::Program {
spvc_compiler_create_shader_resources(compiler_glsl, &resources);
spvc_resources_get_resource_list_for_type(resources, SPVC_RESOURCE_TYPE_UNIFORM_BUFFER, &list, &count);
spvc_compiler_create_compiler_options(compiler_glsl, &options);
spvc_compiler_options_set_uint(options, SPVC_COMPILER_OPTION_GLSL_VERSION, glslVersion);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_ES, isES ? SPVC_TRUE : SPVC_FALSE);
spvc_compiler_options_set_bool(options, SPVC_COMPILER_OPTION_GLSL_VULKAN_SEMANTICS, isVkGLSL ? SPVC_TRUE : SPVC_FALSE);
spvc_compiler_install_compiler_options(compiler_glsl, options);
spvc_compiler_compile(compiler_glsl, &result);
if (!result) {
MG_Util::Debug::LogE("Failed to compile the shader to GLSL: %s", spvc_context_get_last_error_string(context));
return{};
}
+3 -2
View File
@@ -174,12 +174,13 @@ namespace MG_Util::Program {
}
std::vector<unsigned> CompileGLSLToSPIRV(GLenum shaderType, const std::string& source,
std::string& infoLog, bool isVkGLSL = false);
std::string& infoLog, bool isVkGLSL = false, GLenum additionalShaderType = 0,
const std::string& additionalShaderSource = {});
std::string CompileGLSLToTShader(GLenum shaderType, const std::string& source,
glslang::TShader *&shader, bool isVkGLSL = false);
std::vector<std::vector<unsigned>> CompileMultipleShadersToSPIRV(const ProgramState& state, ProgramObject& prog, std::string& infoLog);
void ReflectSPIRVUniforms(const std::vector<std::vector<unsigned>>& allSpirv, ProgramObject& prog, std::string& infoLog);
std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES);
std::string CompileSPIRVToGLSL(std::vector<unsigned int> spirv, uint glslVersion, bool isES, bool isVkGLSL = false);
std::pair<std::string, std::string> GenerateDefaultUBOForGLSL(const std::pair<std::string,
std::string>& glslSources);
void GenerateDefaultUBOForGLSL_Multi(