[Improvement] (MG_Backend/DirectGLES): Remove unused code.

This commit is contained in:
BZLZHH
2025-10-27 12:01:04 +08:00
parent 5da6a0e05e
commit ea9fc4dbe8
6 changed files with 8 additions and 84 deletions
+1 -62
View File
@@ -382,70 +382,9 @@ namespace MobileGL::MG_Backend::DirectGLES {
} // namespace FramebufferImpl
namespace PrgramImpl {
UnorderedMap<SharedPtr<MG_State::GLState::ShaderObject>, SharedPtr<BackendShaderObjectImpl>>
g_backendShaderObjects;
UnorderedMap<SharedPtr<MG_State::GLState::ProgramObject>, SharedPtr<BackendProgramObjectImpl>>
g_backendProgramObjects;
BackendShaderObjectImpl::BackendShaderObjectImpl() {
m_backendShaderId = MG_External::GLES::glCreateShader(GL_VERTEX_SHADER);
if (m_backendShaderId == 0) {
MGLOG_E("Failed to create shader object in backend.");
} else {
MGLOG_D("Created backend shader object with ID: %u", m_backendShaderId);
}
}
BackendShaderObjectImpl::~BackendShaderObjectImpl() {
if (m_backendShaderId != 0) {
MGLOG_D("Deleting backend shader object with ID: %u", m_backendShaderId);
MG_External::GLES::glDeleteShader(m_backendShaderId);
}
}
void BackendShaderObjectImpl::SyncToBackend(SharedPtr<MG_State::GLState::ShaderObject>& stateShaderObject) {
if (!stateShaderObject) {
MGLOG_E("State shader object is null, skipping backend sync.");
return;
}
if (!stateShaderObject->GetCompileStatus()) {
MGLOG_E("Shader object is not compiled, skipping backend sync. Shader: 0x%p", stateShaderObject.get());
return;
}
MGLOG_D("Syncing shader to backend. State shader: 0x%p, Backend ID: %u, Stage: %s", stateShaderObject.get(),
m_backendShaderId,
MG_Util::ConvertGLEnumToString(
MG_State::GLState::ConvertGLShaderTypeByMGLShaderStage(stateShaderObject->GetShaderStage()))
.c_str());
auto shaderTShader = stateShaderObject->GetCompiledShader();
String source = ConvertTShaderToGLSL(shaderTShader, 320, true); // TODO: get real version
const char* sourceCStr = source.c_str();
MGLOG_D("Setting shader source for backend shader ID: %u", m_backendShaderId);
MG_External::GLES::glShaderSource(m_backendShaderId, 1, &sourceCStr, nullptr);
MGLOG_D("Compiling shader. Backend ID: %u", m_backendShaderId);
MG_External::GLES::glCompileShader(m_backendShaderId);
GLint compileStatus;
MG_External::GLES::glGetShaderiv(m_backendShaderId, GL_COMPILE_STATUS, &compileStatus);
if (compileStatus != GL_TRUE) {
GLint logLength;
MG_External::GLES::glGetShaderiv(m_backendShaderId, GL_INFO_LOG_LENGTH, &logLength);
Vector<GLchar> log(logLength);
MG_External::GLES::glGetShaderInfoLog(m_backendShaderId, logLength, nullptr, log.data());
MGLOG_E("Shader compilation failed for backend ID %u: %s", m_backendShaderId, log.data());
} else {
MGLOG_D("Shader compiled successfully. Backend ID: %u", m_backendShaderId);
}
m_isInitialized = true;
MGLOG_D("Shader sync completed. Backend ID: %u", m_backendShaderId);
}
BackendProgramObjectImpl::BackendProgramObjectImpl() {
m_backendProgramId = MG_External::GLES::glCreateProgram();
if (m_backendProgramId == 0) {
@@ -596,4 +535,4 @@ namespace MobileGL::MG_Backend::DirectGLES {
} // namespace PrgramImpl
namespace Utils {} // namespace Utils
} // namespace MobileGL::MG_Backend::DirectGLES
} // namespace MobileGL::MG_Backend::DirectGLES