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MobileGL/MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
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// MobileGL - MobileGL/MG_Impl/GLImpl/Program/GL_Program.cpp
// Copyright (c) 2025-2026 MobileGL-Dev
// Licensed under the GNU Lesser General Public License v3.0:
// https://www.gnu.org/licenses/gpl-3.0.txt
// https://www.gnu.org/licenses/lgpl-3.0.txt
// SPDX-License-Identifier: LGPL-3.0-only
// End of Source File Header
#include "GL_Program.h"
#include "Config.h"
#include <MG_State/GLState/Core.h>
#include <MG_Util/Converters/GLToStr/GLEnumConverter.h>
#include <MG_Util/Converters/GLToMG/ProgramEnumConverter.h>
#include <MG_Util/Converters/MGToGL/ProgramEnumConverter.h>
#include <MG_Util/Converters/SPIRVCrossToGL/SpvcTypeConverter.h>
namespace MobileGL::MG_Impl::GLImpl {
static bool CheckShaderNameValidity(Uint shader) {
if (shader == 0 || !MG_State::pGLContext->ValidateShaderName(shader)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(shader) + " is not a valid name."));
return false;
}
return true;
}
static const SharedPtr<MG_State::GLState::ShaderObject>& TryToGetShaderObject(Uint shader) {
static const SharedPtr<MG_State::GLState::ShaderObject> nullShaderObject = nullptr;
if (!CheckShaderNameValidity(shader)) return nullShaderObject;
auto& shaderObject = MG_State::pGLContext->GetShaderObject(shader);
if (!shaderObject) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(shader) + " is not a shader object."));
return nullShaderObject;
}
return shaderObject;
}
static bool CheckProgramNameValidity(GLuint program) {
if (!MG_State::pGLContext->ValidateProgramName(program)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(program) + " is not a valid name."));
return false;
}
return true;
}
static const SharedPtr<MG_State::GLState::ProgramObject>& TryToGetProgramObject(GLuint program) {
static const SharedPtr<MG_State::GLState::ProgramObject> nullProgramObject = nullptr;
if (!CheckProgramNameValidity(program)) return nullProgramObject;
auto& programObject = MG_State::pGLContext->GetProgramObject(program);
if (!programObject) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(program) + " is not a program object."));
return nullProgramObject;
}
return programObject;
}
void CopyStr(GLsizei bufSize, GLsizei* length, GLchar* dst, const char* src, GLsizei srcLength) {
auto sz = std::min(bufSize - 1, srcLength);
if (length) *length = sz;
if (bufSize == 0) return;
Memcpy(dst, src, sz);
dst[sz] = '\0';
}
void AttachShader_State(GLuint program, GLuint shader) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
if (!programObject->AttachShader(shaderObject)) {
MG_State::pGLContext->RecordError(ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(shader) +
" is already attached to " +
std::to_string(program) + "."));
return;
}
}
void BindAttribLocation_State(GLuint program, GLuint index, const GLchar* name) {
if (index >= MG_State::GLState::VertexArrayObject::MAX_VERTEX_ATTRIBS) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"index " + std::to_string(index) +
" is greater than or equal to `GL_MAX_VERTEX_ATTRIBS`."));
return;
}
if (strncmp(name, "gl_", 3) == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"name " + std::string(name) + " starts with the reserved prefix `gl_`."));
return;
}
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
MGLOG_D("%s: loc %02d = \"%s\"", __func__, index, name);
programObject->SetExplicitVertexInLocation(index, name);
}
void CompileShader_State(GLuint shader) {
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
shaderObject->Compile();
}
GLuint CreateProgram_State() {
return MG_State::pGLContext->CreateProgram();
}
GLuint CreateShader_State(GLenum type) {
auto shaderId = MG_State::pGLContext->CreateShader(MG_Util::ConvertGLEnumToShaderStage(type));
if (shaderId == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "`shaderType` is not an accepted value."));
return 0;
}
return shaderId;
}
void DeleteProgram_State(GLuint program) {
if (!CheckProgramNameValidity(program)) return;
MG_State::pGLContext->MarkProgramForDeletion(program);
}
void DeleteShader_State(GLuint shader) {
if (!CheckShaderNameValidity(shader)) return;
MG_State::pGLContext->MarkShaderForDeletion(shader);
}
void DetachShader_State(GLuint program, GLuint shader) {
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
auto count = programObject->DetachShader(shaderObject);
if (count <= 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "Shader is not attached to program."));
return;
}
}
void GetActiveAttrib_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
GLenum* type, GLchar* name) {
if (bufSize < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"bufSize " + std::to_string(bufSize) + " is less than 0."));
return;
}
auto& programObject = TryToGetProgramObject(program);
if (!programObject || !programObject->GetLinkStatus()) return;
auto attribCount = programObject->GetActiveAttributesCount();
if (index >= attribCount) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
"index " + std::to_string(index) +
" is greater than or equal to the number of active attribute variables in " +
std::to_string(program) + "."));
return;
}
if (type != nullptr) *type = programObject->GetAttribType(index);
if (bufSize == 0) return;
auto& attribName = programObject->GetAttribName(index);
CopyStr(bufSize, length, name, attribName.c_str(), (GLsizei)attribName.length());
}
void GetActiveUniform_State(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size,
GLenum* type, GLchar* name) {
if (bufSize < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"bufSize " + std::to_string(bufSize) + " is less than 0."));
return;
}
auto& programObject = TryToGetProgramObject(program);
if (!programObject || !programObject->GetLinkStatus()) return;
auto uniformCount = programObject->GetUniformCount();
if (index >= uniformCount) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
"index " + std::to_string(index) +
" is greater than or equal to the number of active uniform variables in " +
std::to_string(program) + "."));
return;
}
if (type != nullptr) *type = programObject->GetUniformType(index);
if (bufSize == 0) return;
auto& uniformName = programObject->GetUniformName(index);
CopyStr(bufSize, length, name, uniformName.c_str(), (GLsizei)uniformName.length());
}
void GetAttachedShaders_State(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
if (maxCount < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"maxCount " + std::to_string(maxCount) + " is less than 0."));
return;
}
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
const auto& s = programObject->GetAttachedShaders();
GLsizei c = std::min((GLsizei)s.size(), maxCount);
if (count) *count = c;
for (GLsizei i = 0; i < c; ++i) {
shaders[i] = s[i]->GetExternalIndex();
}
}
GLint GetAttribLocation_State(GLuint program, const GLchar* name) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return -1;
if (strncmp(name, "gl_", 3) == 0) return -1;
if (!programObject->GetLinkStatus()) return -1;
return programObject->GetAttributeLocation(name);
}
void GetProgramiv_State(GLuint program, GLenum pname, GLint* params) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
switch (pname) {
case GL_DELETE_STATUS:
*params = programObject->GetDeleteStatus();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_LINK_STATUS:
*params = programObject->GetLinkStatus();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_VALIDATE_STATUS:
*params = programObject->GetValidateStatus();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_INFO_LOG_LENGTH: {
const auto& log = programObject->GetInfoLog();
*params = (GLint)log.length();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
}
case GL_ATTACHED_SHADERS: {
const auto& attachedShaders = programObject->GetAttachedShaders();
*params = (GLint)attachedShaders.size();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
}
case GL_ACTIVE_ATOMIC_COUNTER_BUFFERS:
*params = programObject->GetActiveAtomicCounterCount();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_ACTIVE_ATTRIBUTES:
*params = programObject->GetActiveAttributesCount();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_ACTIVE_ATTRIBUTE_MAX_LENGTH:
*params = programObject->GetActiveAttributesMaxLength();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_ACTIVE_UNIFORMS:
*params = (GLint)programObject->GetUniformCount();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_ACTIVE_UNIFORM_MAX_LENGTH:
*params = programObject->GetUniformMaxLength();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_ACTIVE_UNIFORM_BLOCKS: // GL >= 3.1
*params = programObject->GetActiveUniformBlocksCount();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH: // ditto.
*params = programObject->GetActiveUniformBlocksMaxNameLength();
MGLOG_D("%s: %s = %d", __func__, MG_Util::ConvertGLEnumToString(pname).c_str(), *params);
break;
case GL_COMPUTE_WORK_GROUP_SIZE: // GL >= 4.3
case GL_PROGRAM_BINARY_LENGTH:
case GL_TRANSFORM_FEEDBACK_BUFFER_MODE:
case GL_TRANSFORM_FEEDBACK_VARYINGS:
case GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH:
case GL_GEOMETRY_VERTICES_OUT:
case GL_GEOMETRY_INPUT_TYPE:
case GL_GEOMETRY_OUTPUT_TYPE:
default:
MGLOG_D("%s: %s", __func__, MG_Util::ConvertGLEnumToString(pname).c_str());
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname " + std::to_string(pname) + " is not an accepted value."));
return;
}
}
void GetProgramInfoLog_State(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
const auto& log = programObject->GetInfoLog();
CopyStr(bufSize, length, infoLog, log.c_str(), (GLsizei)log.length());
}
void GetShaderiv_State(GLuint shader, GLenum pname, GLint* params) {
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
switch (pname) {
case GL_SHADER_TYPE:
*params = (GLint)MG_Util::ConvertShaderStageToGLEnum(shaderObject->GetShaderStage());
break;
case GL_DELETE_STATUS:
*params = shaderObject->GetDeleteStatus();
break;
case GL_COMPILE_STATUS:
*params = shaderObject->GetCompileStatus();
break;
case GL_INFO_LOG_LENGTH:
*params = (GLint)shaderObject->GetInfoLog().length();
break;
case GL_SHADER_SOURCE_LENGTH:
*params = (GLint)shaderObject->GetShaderSource().length();
break;
default:
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname " + std::to_string(pname) + " is not an accepted value."));
return;
}
}
void GetShaderInfoLog_State(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
const auto& log = shaderObject->GetInfoLog();
CopyStr(bufSize, length, infoLog, log.c_str(), (GLsizei)log.length());
}
void GetShaderSource_State(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) {
if (bufSize < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"bufSize " + std::to_string(bufSize) + " is less than 0."));
}
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
auto& src = shaderObject->GetShaderSource();
CopyStr(bufSize, length, source, src.c_str(), (GLsizei)src.length());
}
GLint GetUniformLocation_State(GLuint program, const GLchar* name) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return -1;
auto loc = programObject->GetUniformLocation(name);
MGLOG_D("%s: loc %02d = %s", __func__, loc, name);
return loc;
}
void GetUniform_State(GLuint program, GLint location, void* params) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
if (!programObject->GetLinkStatus()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(program) + " has not been successfully linked."));
return;
}
// Check if location is valid
if (location < 0 || location > programObject->GetMaxUniformLocation()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"location " + std::to_string(location) +
" does not correspond to a valid uniform variable location "
"for the specified program object."));
return;
}
// Check if the location corresponds to an active uniform
const auto& uniformName = programObject->GetUniformName(location);
if (uniformName.empty()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"location " + std::to_string(location) +
" does not correspond to a valid uniform variable location "
"for the specified program object."));
return;
}
auto isOpaque = programObject->IsUniformOpaqueAtLocation(location);
if (!isOpaque) {
// TODO: probably handle int/float differences
auto offset = programObject->GetUniformOffset(location);
auto size = programObject->GetUniformSizesInBytes(location);
char* pUBO = (char*)programObject->MapUBO();
auto* ttype = programObject->GetUniformTType(location);
if (!ttype->isMatrix() || ttype->getMatrixCols() != 3)
Memcpy(params, pUBO + offset, size);
else {
// TODO: we only deal with mat3 yet, deal with other types later
// assuming float here, which may not be the case
auto* pBase = pUBO + offset;
for (int i = 0; i < ttype->getMatrixRows(); i++) {
Memcpy((char*)params + ttype->getMatrixCols() * sizeof(float) * i, pBase + 4 * sizeof(float) * i,
ttype->getMatrixCols() * sizeof(float));
}
}
}
// TODO: handle 1i variant as texture unit
}
void GetUniformfv_State(GLuint program, GLint location, GLfloat* params) {
GetUniform_State(program, location, params);
}
void GetUniformiv_State(GLuint program, GLint location, GLint* params) {
GetUniform_State(program, location, params);
}
GLboolean IsProgram_State(GLuint program) {
/* FIXME: Handle situations that:
* A program object marked for deletion with glDeleteProgram but still in use as part of current
* rendering state is still considered a program object and glIsProgram will return GL_TRUE.
*/
return CheckProgramNameValidity(program);
}
GLboolean IsShader_State(GLuint shader) {
/* FIXME: Handle situations that:
* A shader object marked for deletion with glDeleteShader but still attached to a program object is still
* considered a shader object and glIsShader will return GL_TRUE.
*/
return CheckShaderNameValidity(shader);
}
void LinkProgram_State(GLuint program) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
MGLOG_D("%s: linking program %d", __func__, program);
static Bool allowVSOnlyPrograms;
static Bool initialized = false;
if (!initialized) {
const auto& activeBackendObject = MG_Backend::pActiveBackendObject;
if (!activeBackendObject) {
MGLOG_E("activeBackendObject is not initialized!");
return;
}
const auto& rendererInfo = activeBackendObject->GetRendererInfo();
allowVSOnlyPrograms = (Int)rendererInfo.StaticBackendCapability.AllowVSOnlyPrograms;
}
programObject->Link(!allowVSOnlyPrograms);
}
void ShaderSource_State(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) {
if (count < 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"count " + std::to_string(count) + " is less than 0."));
return;
}
auto& shaderObject = TryToGetShaderObject(shader);
if (!shaderObject) return;
std::string src;
for (GLsizei i = 0; i < count; i++) {
src += (length == nullptr || length[i] <= 0) ? string[i] : std::string(string[i], length[i]);
}
shaderObject->SetShaderSource(Move(src));
}
void UseProgram_State(GLuint program) {
MGLOG_D("UseProgram_State: program=%u", program);
if (program == 0) {
MG_State::pGLContext->UseProgram(0);
return;
}
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
MG_State::pGLContext->UseProgram(program);
}
template <GLsizei ItemCount, typename T>
void Uniform_State(MG_State::GLState::ProgramObject& programObject, GLuint location, T* value,
SizeT byteOffsetInsideUniform = 0) {
if (!programObject.IsUniformOpaqueAtLocation(location)) {
MGLOG_D("%s: program = %d, location = %d, maxLocation = %d", __func__, programObject.GetExternalIndex(),
location, programObject.GetMaxUniformLocation());
auto size = programObject.GetUniformSizesInBytes(location);
auto offset = programObject.GetUniformOffset(location);
MOBILEGL_ASSERT(size >= ItemCount * sizeof(T),
"Uniform size mismatch, expected at least %zu bytes, got %zu bytes.", ItemCount * sizeof(T),
size);
MGLOG_D("%s: program = %d, location = %d, byteOffset = %d", __func__, programObject.GetExternalIndex(),
location, offset + byteOffsetInsideUniform);
Memcpy((char*)programObject.MapUBO() + offset + byteOffsetInsideUniform, value, ItemCount * sizeof(T));
} else {
auto* ttype = programObject.GetUniformTType(location);
if (ttype->isTexture() || ttype->isImage()) {
programObject.SetUniformSamplerOrImageUnitIndex(location, *value);
}
}
}
template <GLsizei ItemCount, typename T>
void Uniformv_State(GLint location, GLsizei count, T* value) {
if (location == -1) return;
auto& programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "There is no current program object."));
return;
}
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"location " + std::to_string(location) +
" is an invalid uniform location for the current program "
"object and location " +
std::to_string(location) + " is not equal to -1."));
return;
}
for (GLint offset = 0; offset < count; offset++) {
Uniform_State<ItemCount>(*programObject, location + offset, value + offset * ItemCount);
}
}
// Helper function to transpose a 2x2 matrix
void TransposeMatrix2x2(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 2]
// [1 3]
//
// Output matrix should be in row-major order if transpose is true
// [0 1]
// [2 3]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[2]; // 0,1 element becomes 1,0
output[2] = input[1]; // 1,0 element becomes 0,1
output[3] = input[3]; // 1,1 element stays the same
}
// Helper function to transpose a 3x3 matrix
void TransposeMatrix3x3(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 3 6]
// [1 4 7]
// [2 5 8]
//
// Output matrix should be in row-major order if transpose is true
// [0 1 2]
// [3 4 5]
// [6 7 8]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[3]; // 0,1 element becomes 1,0
output[2] = input[6]; // 0,2 element becomes 2,0
output[3] = input[1]; // 1,0 element becomes 0,1
output[4] = input[4]; // 1,1 element stays the same
output[5] = input[7]; // 1,2 element becomes 2,1
output[6] = input[2]; // 2,0 element becomes 0,2
output[7] = input[5]; // 2,1 element becomes 1,2
output[8] = input[8]; // 2,2 element stays the same
}
// Helper function to transpose a 4x4 matrix
void TransposeMatrix4x4(const GLfloat* input, GLfloat* output) {
// Input matrix is in column-major order (OpenGL default)
// [0 4 8 12]
// [1 5 9 13]
// [2 6 10 14]
// [3 7 11 15]
//
// Output matrix should be in row-major order if transpose is true
// [0 1 2 3]
// [4 5 6 7]
// [8 9 10 11]
// [12 13 14 15]
output[0] = input[0]; // 0,0 element stays the same
output[1] = input[4]; // 0,1 element becomes 1,0
output[2] = input[8]; // 0,2 element becomes 2,0
output[3] = input[12]; // 0,3 element becomes 3,0
output[4] = input[1]; // 1,0 element becomes 0,1
output[5] = input[5]; // 1,1 element stays the same
output[6] = input[9]; // 1,2 element becomes 2,1
output[7] = input[13]; // 1,3 element becomes 3,1
output[8] = input[2]; // 2,0 element becomes 0,2
output[9] = input[6]; // 2,1 element becomes 1,2
output[10] = input[10]; // 2,2 element stays the same
output[11] = input[14]; // 2,3 element becomes 3,2
output[12] = input[3]; // 3,0 element becomes 0,3
output[13] = input[7]; // 3,1 element becomes 1,3
output[14] = input[11]; // 3,2 element becomes 2,3
output[15] = input[15]; // 3,3 element stays the same
}
void Uniform1fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<1>(location, count, value);
}
void Uniform2fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<2>(location, count, value);
}
void Uniform3fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<3>(location, count, value);
}
void Uniform4fv_State(GLint location, GLsizei count, const GLfloat* value) {
Uniformv_State<4>(location, count, value);
}
void Uniform1iv_State(GLint location, GLsizei count, const GLint* value) {
Uniformv_State<1>(location, count, value);
}
void Uniform2iv_State(GLint location, GLsizei count, const GLint* value) {
Uniformv_State<2>(location, count, value);
}
void Uniform3iv_State(GLint location, GLsizei count, const GLint* value) {
Uniformv_State<3>(location, count, value);
}
void Uniform4iv_State(GLint location, GLsizei count, const GLint* value) {
Uniformv_State<4>(location, count, value);
}
void UniformMatrix2fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
// For 2x2 matrices, we have 4 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1) return;
auto& programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "There is no current program object."));
return;
}
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"location " + std::to_string(location) +
" is an invalid uniform location for the current program "
"object and location " +
std::to_string(location) + " is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[4];
TransposeMatrix2x2(value + i * 4, transposedMatrix);
Uniform_State<4>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<4>(*programObject, location + i, value + i * 4);
}
}
}
void UniformMatrix3fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
// For 3x3 matrices, we have 9 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1) return;
auto& programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "There is no current program object."));
return;
}
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"location " + std::to_string(location) +
" is an invalid uniform location for the current program "
"object and location " +
std::to_string(location) + " is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
// Handle padding in mat3 correctly!!
for (GLint i = 0; i < count; i++) {
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[9];
TransposeMatrix3x3(value + i * 9, transposedMatrix);
for (int row = 0; row < 3; ++row) {
Uniform_State<3>(*programObject, location + i, transposedMatrix + row * 3, row * 4 * sizeof(float));
}
} else {
// No transpose needed, directly copy the matrix data
for (int row = 0; row < 3; ++row) {
Uniform_State<3>(*programObject, location + i, value + i * 9 + row * 3, row * 4 * sizeof(float));
}
}
}
}
void UniformMatrix4fv_State(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
// For 4x4 matrices, we have 16 elements per matrix
// If transpose is GL_TRUE, we need to transpose the matrix data
if (location == -1) return;
auto& programObject = MG_State::pGLContext->GetCurrentProgram();
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__, "There is no current program object."));
return;
}
if (location > programObject->GetMaxUniformLocation() || location < -1) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"location " + std::to_string(location) +
" is an invalid uniform location for the current program "
"object and location " +
std::to_string(location) + " is not equal to -1."));
return;
}
// For matrix uniforms, we handle each matrix individually
for (GLint i = 0; i < count; i++) {
if (transpose == GL_TRUE) {
// Transpose the matrix before uploading
GLfloat transposedMatrix[16];
TransposeMatrix4x4(value + i * 16, transposedMatrix);
Uniform_State<16>(*programObject, location + i, transposedMatrix);
} else {
// No transpose needed, directly copy the matrix data
Uniform_State<16>(*programObject, location + i, value + i * 16);
}
}
}
GLuint GetUniformBlockIndex_State(GLuint program, const GLchar* uniformBlockName) {
const auto& programObject = TryToGetProgramObject(program);
if (!programObject) return GL_INVALID_INDEX;
if (!programObject->GetLinkStatus()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(program) +
" is not a program object that has been linked."));
return GL_INVALID_INDEX;
}
const auto& index = programObject->GetUniformBlockIndex(uniformBlockName);
return index;
}
void UniformBlockBinding_State(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) {
const auto& programObject = TryToGetProgramObject(program);
if (!programObject->GetLinkStatus()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Program object" + std::to_string(program) + " that has been linked."));
return;
}
if (!programObject->IsActiveUniformBlock(uniformBlockIndex)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
"uniformBlockIndex " + std::to_string(uniformBlockIndex) +
" is greater than or equal to the value of `GL_ACTIVE_UNIFORM_BLOCKS` or is "
"not the index of an active uniform block in program" +
std::to_string(program) + "."));
return;
}
programObject->SetUniformBlockBinding(uniformBlockIndex, uniformBlockBinding);
}
void GetActiveUniformBlockiv_State(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params) {
const auto& programObject = TryToGetProgramObject(program);
if (!programObject->GetLinkStatus()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"Program object" + std::to_string(program) + " that has been linked."));
return;
}
if (!programObject->IsActiveUniformBlock(uniformBlockIndex)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
"uniformBlockIndex " + std::to_string(uniformBlockIndex) +
" is greater than or equal to the value of `GL_ACTIVE_UNIFORM_BLOCKS` or is "
"not the index of an active uniform block in program" +
std::to_string(program) + "."));
return;
}
switch (pname) {
case GL_UNIFORM_BLOCK_DATA_SIZE: {
*params = (GLint)programObject->GetUBOSizeAt(uniformBlockIndex);
MGLOG_D("%s: GL_UNIFORM_BLOCK_DATA_SIZE = %d", __func__, *params);
break;
}
case GL_UNIFORM_BLOCK_NAME_LENGTH: {
*params = (GLint)programObject->GetUniformBlockName(uniformBlockIndex).length() + 1;
MGLOG_D("%s: GL_UNIFORM_BLOCK_NAME_LENGTH = %d", __func__, *params);
break;
}
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS: {
// TODO: deduct global ubo?
*params = programObject->GetActiveUniformBlocksCount();
MGLOG_D("%s: GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS = %d", __func__, *params);
break;
}
case GL_UNIFORM_BLOCK_BINDING: {
// TODO
MGLOG_D("%s: GL_UNIFORM_BLOCK_BINDING = <TODO>", __func__, *params);
}
case GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES:
case GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER:
case GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER:
case GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER:
case GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER:
case GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER:
case GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER:
default:
MGLOG_E("%s: unknown pname = %p %s", __func__, pname, MG_Util::ConvertGLEnumToString(pname).c_str());
MG_State::pGLContext->RecordError(
ErrorCode::InvalidEnum,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"pname " + std::to_string(pname) + " is not one of the accepted tokens."));
break;
}
}
void GetActiveUniformBlockName_State(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length,
GLchar* uniformBlockName) {
auto& programObject = TryToGetProgramObject(program);
if (!programObject) return;
if (!programObject->GetLinkStatus()) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(program) +
" is not a program object that has been linked."));
return;
}
if (!programObject->IsActiveUniformBlock(uniformBlockIndex)) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidValue,
MakeUnique<GenericErrorInfo>(
"MG_Impl/GLImpl", __func__,
"uniformBlockIndex " + std::to_string(uniformBlockIndex) +
" is greater than or equal to the value of `GL_ACTIVE_UNIFORM_BLOCKS` or is "
"not the index of an active uniform block in program."));
return;
}
const auto& name = programObject->GetUniformBlockName(uniformBlockIndex);
CopyStr(bufSize, length, uniformBlockName, name.c_str(), (GLsizei)name.length());
MGLOG_D("%s: \"%s\" at uniformBlockIndex %02d, length = %d", __func__, uniformBlockName, uniformBlockIndex,
*length);
}
void BindFragDataLocation_State(GLuint program, GLuint colorNumber, const char* name) {
auto& programObject = TryToGetProgramObject(program);
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(program) + " is not the name of a program object."));
return;
}
if (strncmp(name, "gl_", 3) == 0) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
"name " + std::string(name) + " starts with the reserved prefix `gl_`."));
return;
}
// TODO: Emit error "if `colorNumber` is greater than or equal to `GL_MAX_DRAW_BUFFERS`"
MGLOG_D("%s: loc %02d = \"%s\"", __func__, colorNumber, name);
programObject->SetExplicitFragmentOutLocation(colorNumber, name);
}
GLint GetFragDataLocation_State(GLuint program, const char* name) {
auto& programObject = TryToGetProgramObject(program);
if (programObject == nullptr) {
MG_State::pGLContext->RecordError(
ErrorCode::InvalidOperation,
MakeUnique<GenericErrorInfo>("MG_Impl/GLImpl", __func__,
std::to_string(program) + " is not the name of a program object."));
return -1;
}
return programObject->GetFragmentDataLocation(name);
}
void ValidateProgram_State(GLuint program) {
// THROW_UNIMPL_EXCEPTION;
}
void AttachShader(GLuint program, GLuint shader) {
AttachShader_State(program, shader);
}
void BindAttribLocation(GLuint program, GLuint index, const GLchar* name) {
BindAttribLocation_State(program, index, name);
}
void CompileShader(GLuint shader) {
CompileShader_State(shader);
}
GLuint CreateProgram(void) {
return CreateProgram_State();
}
GLuint CreateShader(GLenum type) {
return CreateShader_State(type);
}
void DeleteProgram(GLuint program) {
DeleteProgram_State(program);
}
void DeleteShader(GLuint shader) {
DeleteShader_State(shader);
}
void DetachShader(GLuint program, GLuint shader) {
DetachShader_State(program, shader);
}
void GetActiveAttrib(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
GLchar* name) {
GetActiveAttrib_State(program, index, bufSize, length, size, type, name);
}
void GetActiveUniform(GLuint program, GLuint index, GLsizei bufSize, GLsizei* length, GLint* size, GLenum* type,
GLchar* name) {
GetActiveUniform_State(program, index, bufSize, length, size, type, name);
}
void GetAttachedShaders(GLuint program, GLsizei maxCount, GLsizei* count, GLuint* shaders) {
GetAttachedShaders_State(program, maxCount, count, shaders);
}
GLint GetAttribLocation(GLuint program, const GLchar* name) {
return GetAttribLocation_State(program, name);
}
void GetProgramiv(GLuint program, GLenum pname, GLint* params) {
GetProgramiv_State(program, pname, params);
}
void GetProgramInfoLog(GLuint program, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
GetProgramInfoLog_State(program, bufSize, length, infoLog);
}
void GetShaderiv(GLuint shader, GLenum pname, GLint* params) {
GetShaderiv_State(shader, pname, params);
}
void GetShaderInfoLog(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* infoLog) {
GetShaderInfoLog_State(shader, bufSize, length, infoLog);
}
void GetShaderSource(GLuint shader, GLsizei bufSize, GLsizei* length, GLchar* source) {
GetShaderSource_State(shader, bufSize, length, source);
}
GLint GetUniformLocation(GLuint program, const GLchar* name) {
return GetUniformLocation_State(program, name);
}
void GetUniformfv(GLuint program, GLint location, GLfloat* params) {
GetUniformfv_State(program, location, params);
}
void GetUniformiv(GLuint program, GLint location, GLint* params) {
GetUniformiv_State(program, location, params);
}
GLboolean IsProgram(GLuint program) {
return IsProgram_State(program);
}
GLboolean IsShader(GLuint shader) {
return IsShader_State(shader);
}
void LinkProgram(GLuint program) {
LinkProgram_State(program);
}
void ShaderSource(GLuint shader, GLsizei count, const GLchar* const* string, const GLint* length) {
ShaderSource_State(shader, count, string, length);
}
void UseProgram(GLuint program) {
UseProgram_State(program);
}
void Uniform1f(GLint location, GLfloat v0) {
Uniform1fv(location, 1, &v0);
}
void Uniform2f(GLint location, GLfloat v0, GLfloat v1) {
GLfloat v[] = {v0, v1};
Uniform2fv(location, 1, v);
}
void Uniform3f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2) {
GLfloat v[] = {v0, v1, v2};
Uniform3fv(location, 1, v);
}
void Uniform4f(GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3) {
GLfloat v[] = {v0, v1, v2, v3};
Uniform4fv(location, 1, v);
}
void Uniform1i(GLint location, GLint v0) {
Uniform1iv(location, 1, &v0);
}
void Uniform2i(GLint location, GLint v0, GLint v1) {
GLint v[] = {v0, v1};
Uniform2iv(location, 1, v);
}
void Uniform3i(GLint location, GLint v0, GLint v1, GLint v2) {
GLint v[] = {v0, v1, v2};
Uniform3iv(location, 1, v);
}
void Uniform4i(GLint location, GLint v0, GLint v1, GLint v2, GLint v3) {
GLint v[] = {v0, v1, v2, v3};
Uniform4iv(location, 1, v);
}
void Uniform1fv(GLint location, GLsizei count, const GLfloat* value) {
Uniform1fv_State(location, count, value);
}
void Uniform2fv(GLint location, GLsizei count, const GLfloat* value) {
Uniform2fv_State(location, count, value);
}
void Uniform3fv(GLint location, GLsizei count, const GLfloat* value) {
Uniform3fv_State(location, count, value);
}
void Uniform4fv(GLint location, GLsizei count, const GLfloat* value) {
Uniform4fv_State(location, count, value);
}
void Uniform1iv(GLint location, GLsizei count, const GLint* value) {
Uniform1iv_State(location, count, value);
}
void Uniform2iv(GLint location, GLsizei count, const GLint* value) {
Uniform2iv_State(location, count, value);
}
void Uniform3iv(GLint location, GLsizei count, const GLint* value) {
Uniform3iv_State(location, count, value);
}
void Uniform4iv(GLint location, GLsizei count, const GLint* value) {
Uniform4iv_State(location, count, value);
}
void UniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrix2fv_State(location, count, transpose, value);
}
void UniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrix3fv_State(location, count, transpose, value);
}
void UniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value) {
UniformMatrix4fv_State(location, count, transpose, value);
}
GLuint GetUniformBlockIndex(GLuint program, const GLchar* uniformBlockName) {
return GetUniformBlockIndex_State(program, uniformBlockName);
}
void UniformBlockBinding(GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding) {
UniformBlockBinding_State(program, uniformBlockIndex, uniformBlockBinding);
}
void GetActiveUniformBlockiv(GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint* params) {
GetActiveUniformBlockiv_State(program, uniformBlockIndex, pname, params);
}
void GetActiveUniformBlockName(GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei* length,
GLchar* uniformBlockName) {
GetActiveUniformBlockName_State(program, uniformBlockIndex, bufSize, length, uniformBlockName);
}
void BindFragDataLocation(GLuint program, GLuint colorNumber, const char* name) {
BindFragDataLocation_State(program, colorNumber, name);
}
GLint GetFragDataLocation(GLuint program, const char* name) {
return GetFragDataLocation_State(program, name);
}
void ValidateProgram(GLuint program) {
ValidateProgram_State(program);
}
} // namespace MobileGL::MG_Impl::GLImpl