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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
[Fix] (Diligent/Shader): Try to bind varying in glsl str.
This commit is contained in:
@@ -292,39 +292,78 @@ namespace MG_GL::GL {
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}
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MG_Global::unordered_map<GLuint, std::string> shaderSources;
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MG_Global::unordered_map<GLuint, std::string> finalShaderSources;
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for (GLuint shaderId : programObj.attachedShaders) {
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auto it = MG_State_T::programState->shaders_.find(shaderId);
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if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
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shaderSources[it->first] = it->second.source;
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MG_Util::Program::RenameGLSLBuiltinsForVulkan(shaderSources[it->first]);
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}
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}
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
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for (GLuint shaderId : programObj.attachedShaders) {
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auto it = MG_State_T::programState->shaders_.find(shaderId);
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if (it != MG_State_T::programState->shaders_.end() && !it->second.markedForDeletion) {
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std::string shaderSource;
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if (it->second.type == GL_VERTEX_SHADER) {
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std::string infoLog;
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auto spirv =
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MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
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it->second.source,
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infoLog);
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const char* fragmentShaderSource = nullptr;
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for (GLuint otherShaderId : programObj.attachedShaders) {
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if (otherShaderId != shaderId && MG_State_T::programState->shaders_[otherShaderId].type == GL_FRAGMENT_SHADER) {
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fragmentShaderSource = shaderSources[otherShaderId].c_str();
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break;
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}
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}
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auto spirv = MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
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shaderSources[shaderId],
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infoLog, true, GL_FRAGMENT_SHADER, fragmentShaderSource);
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if (spirv.empty()) {
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MG_Util::Debug::LogE("Failed to compile shader %u: %s", shaderId,
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MG_Util::Debug::LogE("Failed to compile vertex shader %u: %s", shaderId,
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infoLog.c_str());
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continue;
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}
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shaderSource = MG_Util::Program::BindInputLayoutLocationsForGLSL(spirv,
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programObj.attribLocations);
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programObj.attribLocations);
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} else if (it->second.type == GL_FRAGMENT_SHADER) {
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std::string infoLog;
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const char* vertexShaderSource = nullptr;
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for (GLuint otherShaderId : programObj.attachedShaders) {
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if (otherShaderId != shaderId && MG_State_T::programState->shaders_[otherShaderId].type == GL_VERTEX_SHADER) {
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vertexShaderSource = shaderSources[otherShaderId].c_str();
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break;
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}
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}
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auto spirv = MG_Util::Program::CompileGLSLToSPIRV(it->second.type,
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shaderSources[shaderId],
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infoLog, true,
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GL_VERTEX_SHADER, vertexShaderSource);
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if (spirv.empty()) {
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MG_Util::Debug::LogE("Failed to compile fragment shader %u to SPIRV: %s", shaderId,
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infoLog.c_str());
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continue;
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}
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shaderSource = MG_Util::Program::CompileSPIRVToGLSL(spirv, 450, false, true);
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} else {
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shaderSource = it->second.source;
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}
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MG_Util::Program::RenameGLSLBuiltinsForVulkan(shaderSource);
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shaderSources[it->first] = shaderSource;
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finalShaderSources[it->first] = shaderSource;
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}
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}
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MG_Util::Program::GenerateDefaultUBOForGLSL_Multi(shaderSources, programInfo.uniformBufferNames);
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MG_Util::Debug::LogD("Shader sources after UBO generation for program %u:", program);
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for (const auto& [shaderId, source] : shaderSources) {
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for (const auto& [shaderId, source] : finalShaderSources) {
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MG_Util::Debug::LogD(" Program %u Shader %u:\n%s", program, shaderId, source.c_str());
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}
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size_t uboTotalSize = RecordUniformOffsets(programInfo, shaderSources);
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size_t uboTotalSize = RecordUniformOffsets(programInfo, finalShaderSources);
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CreateDefaultUBO(programInfo, uboTotalSize);
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// Compile attached shaders
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@@ -333,7 +372,7 @@ namespace MG_GL::GL {
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// Compile only if not already compiled in Diligent
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if (MG_Diligent::g_ShaderMap.find(shaderId) == MG_Diligent::g_ShaderMap.end() || MG_Diligent::g_ShaderMap[shaderId] == nullptr) {
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GLenum shaderType = shaderObj.type;
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std::string sourceStr = shaderSources[shaderId];
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std::string sourceStr = finalShaderSources[shaderId];
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MG_Util::Debug::LogD("Shader ID: %u, type: %s\nConverted source:\n%s",
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shaderId, MG_Util::Debug::GLEnumToString(shaderType), sourceStr.c_str());
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