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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-11 05:38:31 +09:00
[Improvement] (MG_Backend/DirectGLES): Remove unused code.
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@@ -382,70 +382,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} // namespace FramebufferImpl
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namespace PrgramImpl {
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UnorderedMap<SharedPtr<MG_State::GLState::ShaderObject>, SharedPtr<BackendShaderObjectImpl>>
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g_backendShaderObjects;
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UnorderedMap<SharedPtr<MG_State::GLState::ProgramObject>, SharedPtr<BackendProgramObjectImpl>>
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g_backendProgramObjects;
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BackendShaderObjectImpl::BackendShaderObjectImpl() {
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m_backendShaderId = MG_External::GLES::glCreateShader(GL_VERTEX_SHADER);
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if (m_backendShaderId == 0) {
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MGLOG_E("Failed to create shader object in backend.");
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} else {
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MGLOG_D("Created backend shader object with ID: %u", m_backendShaderId);
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}
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}
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BackendShaderObjectImpl::~BackendShaderObjectImpl() {
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if (m_backendShaderId != 0) {
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MGLOG_D("Deleting backend shader object with ID: %u", m_backendShaderId);
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MG_External::GLES::glDeleteShader(m_backendShaderId);
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}
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}
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void BackendShaderObjectImpl::SyncToBackend(SharedPtr<MG_State::GLState::ShaderObject>& stateShaderObject) {
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if (!stateShaderObject) {
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MGLOG_E("State shader object is null, skipping backend sync.");
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return;
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}
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if (!stateShaderObject->GetCompileStatus()) {
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MGLOG_E("Shader object is not compiled, skipping backend sync. Shader: 0x%p", stateShaderObject.get());
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return;
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}
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MGLOG_D("Syncing shader to backend. State shader: 0x%p, Backend ID: %u, Stage: %s", stateShaderObject.get(),
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m_backendShaderId,
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MG_Util::ConvertGLEnumToString(
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MG_State::GLState::ConvertGLShaderTypeByMGLShaderStage(stateShaderObject->GetShaderStage()))
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.c_str());
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auto shaderTShader = stateShaderObject->GetCompiledShader();
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String source = ConvertTShaderToGLSL(shaderTShader, 320, true); // TODO: get real version
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const char* sourceCStr = source.c_str();
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MGLOG_D("Setting shader source for backend shader ID: %u", m_backendShaderId);
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MG_External::GLES::glShaderSource(m_backendShaderId, 1, &sourceCStr, nullptr);
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MGLOG_D("Compiling shader. Backend ID: %u", m_backendShaderId);
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MG_External::GLES::glCompileShader(m_backendShaderId);
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GLint compileStatus;
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MG_External::GLES::glGetShaderiv(m_backendShaderId, GL_COMPILE_STATUS, &compileStatus);
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if (compileStatus != GL_TRUE) {
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GLint logLength;
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MG_External::GLES::glGetShaderiv(m_backendShaderId, GL_INFO_LOG_LENGTH, &logLength);
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Vector<GLchar> log(logLength);
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MG_External::GLES::glGetShaderInfoLog(m_backendShaderId, logLength, nullptr, log.data());
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MGLOG_E("Shader compilation failed for backend ID %u: %s", m_backendShaderId, log.data());
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} else {
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MGLOG_D("Shader compiled successfully. Backend ID: %u", m_backendShaderId);
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}
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m_isInitialized = true;
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MGLOG_D("Shader sync completed. Backend ID: %u", m_backendShaderId);
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}
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BackendProgramObjectImpl::BackendProgramObjectImpl() {
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m_backendProgramId = MG_External::GLES::glCreateProgram();
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if (m_backendProgramId == 0) {
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@@ -596,4 +535,4 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} // namespace PrgramImpl
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namespace Utils {} // namespace Utils
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} // namespace MobileGL::MG_Backend::DirectGLES
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} // namespace MobileGL::MG_Backend::DirectGLES
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@@ -96,18 +96,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} // namespace FramebufferImpl
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namespace PrgramImpl {
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class BackendShaderObjectImpl {
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public:
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BackendShaderObjectImpl();
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~BackendShaderObjectImpl();
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void SyncToBackend(SharedPtr<MG_State::GLState::ShaderObject>& stateShaderObject);
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Uint GetBackendShaderId() const { return m_backendShaderId; }
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private:
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Uint m_backendShaderId = 0;
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Bool m_isInitialized = false;
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};
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class BackendProgramObjectImpl {
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public:
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BackendProgramObjectImpl();
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@@ -123,9 +111,7 @@ namespace MobileGL::MG_Backend::DirectGLES {
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Bool m_isInitialized = false;
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};
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extern UnorderedMap<SharedPtr<MG_State::GLState::ShaderObject>, SharedPtr<BackendShaderObjectImpl>>
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g_backendShaderObjects;
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extern UnorderedMap<SharedPtr<MG_State::GLState::ProgramObject>, SharedPtr<BackendProgramObjectImpl>>
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g_backendProgramObjects;
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} // namespace PrgramImpl
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} // namespace MobileGL::MG_Backend::DirectGLES
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} // namespace MobileGL::MG_Backend::DirectGLES
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@@ -294,8 +294,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} // namespace FramebufferImpl
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namespace PrgramImpl {
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String ConvertTShaderToGLSL(SharedPtr<glslang::TShader>& shaderTShader, Uint glslVersion, Bool isES) {}
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String ProcessOutColorLocations(const String& glslCode) {
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const static std::regex pattern(R"(\n(out highp vec4 outColor)(\d+);)");
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const String replacement = "\nlayout(location=$2) $1$2;";
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@@ -471,4 +469,4 @@ namespace MobileGL::MG_Backend::DirectGLES {
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}
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}
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} // namespace Utils
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} // namespace MobileGL::MG_Backend::DirectGLES
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} // namespace MobileGL::MG_Backend::DirectGLES
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@@ -61,7 +61,6 @@ namespace MobileGL::MG_Backend::DirectGLES {
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} // namespace FramebufferImpl
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namespace PrgramImpl {
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String ConvertTShaderToGLSL(SharedPtr<glslang::TShader>& shaderTShader, Uint glslVersion, Bool isES);
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String ProcessOutColorLocations(const String& glslCode);
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String ForceSupporterOutput(const String& glslCode);
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String RemoveLayoutBinding(const String& glslCode);
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@@ -71,4 +70,4 @@ namespace MobileGL::MG_Backend::DirectGLES {
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void CheckGLESError();
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GLenum GetBindingQuery(GLenum target, bool isTexture);
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} // namespace Utils
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} // namespace MobileGL::MG_Backend::DirectGLES
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} // namespace MobileGL::MG_Backend::DirectGLES
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