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https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-09 12:48:32 +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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