mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
- Add SPIRV-Cross/glslang integration for uniform reflection. - Auto-detect and assign locations for uniforms/samplers. - Support most types of uniform. - Implement glUniform* functions with type safety. - Add MG_Util::Program: - GLSL-SPIRV conversion - SPIRV uniform reflection - Program uniform dumping
126 lines
4.9 KiB
C++
126 lines
4.9 KiB
C++
//
|
|
// Created by BZLZHH on 2025/5/1.
|
|
//
|
|
|
|
#ifndef MOBILEGL_PROGRAMSTATE_H
|
|
#define MOBILEGL_PROGRAMSTATE_H
|
|
#define MOBILEGL_GLSTATE_H
|
|
#define MOBILEGL_PROGRAM_DEBUGTOOL_H
|
|
#define MOBILEGL_GLSLTOOL_H
|
|
|
|
#include "../../../Includes.h"
|
|
|
|
struct ShaderObject {
|
|
GLenum type;
|
|
std::string source;
|
|
std::vector<unsigned int> compiledSpirv;
|
|
UncertainBool compiled;
|
|
GLint compileStatus;
|
|
std::string infoLog;
|
|
bool markedForDeletion;
|
|
};
|
|
|
|
struct UniformValue {
|
|
GLenum type;
|
|
std::vector<GLfloat> floatData;
|
|
std::vector<GLint> intData;
|
|
std::vector<GLuint> uintData;
|
|
std::vector<GLboolean> boolData;
|
|
GLsizei count;
|
|
|
|
UniformValue() : type(0), count(0) {}
|
|
|
|
template<typename T>
|
|
void setData(GLenum uniformType, GLsizei numElements, const T* values);
|
|
};
|
|
|
|
struct ProgramObject {
|
|
std::vector<GLuint> attachedShaders;
|
|
UncertainBool linked;
|
|
GLint linkStatus;
|
|
std::string infoLog;
|
|
std::unordered_map<std::string, GLint> attribBindings;
|
|
std::unordered_map<std::string, GLint> attribLocations;
|
|
std::unordered_map<std::string, GLint> uniformLocations;
|
|
std::unordered_map<std::string, UniformValue> uniformValues;
|
|
bool markedForDeletion;
|
|
};
|
|
|
|
class ProgramState {
|
|
private:
|
|
std::unordered_map<GLuint, ShaderObject> shaders_;
|
|
std::unordered_map<GLuint, ProgramObject> programs_;
|
|
std::set<GLuint> freeShaderIds_;
|
|
std::set<GLuint> freeProgramIds_;
|
|
GLuint lastShaderId_ = 0;
|
|
GLuint lastProgramId_ = 0;
|
|
GLuint currentProgram_ = 0;
|
|
|
|
public:
|
|
ProgramState();
|
|
~ProgramState();
|
|
|
|
// Return: the validity of the operation, according to OpenGL 3 standard
|
|
GLenum CreateShader(GLenum type, GLuint* shader);
|
|
GLenum CreateProgram(GLuint* program);
|
|
GLenum DeleteShader(GLuint shader);
|
|
GLenum DeleteProgram(GLuint program);
|
|
GLenum LinkShaderToProgram(GLuint program, GLuint shader);
|
|
GLenum UploadShaderSource(GLuint shader, GLsizei count, const GLchar** string, const GLint* length);
|
|
GLenum BuildShaderStage(GLuint shader);
|
|
GLenum FinalizeProgramPipeline(GLuint program);
|
|
GLenum ActivateRenderProgram(GLuint program);
|
|
GLenum DefineProgramAttributeBinding(GLuint program, GLuint index, const GLchar* name);
|
|
GLint QueryProgramAttributeBinding(GLuint program, const GLchar* name);
|
|
GLint QueryProgramUniformLocation(GLuint program, const GLchar* name);
|
|
GLenum QueryProgramStateIntVector(GLuint program, GLenum pname, GLint* params);
|
|
GLenum QueryShaderStateIntVector(GLuint shader, GLenum pname, GLint* params);
|
|
|
|
template<typename T>
|
|
GLenum SetUniform(GLuint program, GLint location, GLsizei count, const T* value, GLenum type);
|
|
|
|
template<typename T>
|
|
GLenum SetUniformMatrix(GLuint program, GLint location, GLsizei count, GLboolean transpose, const T* value, GLenum matrixType);
|
|
|
|
#define DECLARE_UNIFORM_FUNCTIONS(type, suffix, vecType) \
|
|
void UpdateUniform##suffix##1(GLint location, type v0); \
|
|
void UpdateUniform##suffix##2(GLint location, type v0, type v1); \
|
|
void UpdateUniform##suffix##3(GLint location, type v0, type v1, type v2); \
|
|
void UpdateUniform##suffix##4(GLint location, type v0, type v1, type v2, type v3); \
|
|
void UpdateUniform##suffix##Vector1(GLint location, GLsizei count, const type* value); \
|
|
void UpdateUniform##suffix##Vector2(GLint location, GLsizei count, const type* value); \
|
|
void UpdateUniform##suffix##Vector3(GLint location, GLsizei count, const type* value); \
|
|
void UpdateUniform##suffix##Vector4(GLint location, GLsizei count, const type* value);
|
|
DECLARE_UNIFORM_FUNCTIONS(GLfloat, Float, GL_FLOAT)
|
|
DECLARE_UNIFORM_FUNCTIONS(GLint, Int, GL_INT)
|
|
DECLARE_UNIFORM_FUNCTIONS(GLuint, UInt, GL_UNSIGNED_INT)
|
|
DECLARE_UNIFORM_FUNCTIONS(GLboolean, Bool, GL_BOOL)
|
|
#undef DECLARE_UNIFORM_FUNCTIONS
|
|
#define DECLARE_MATRIX_FUNCTIONS(suffix, matrixType) \
|
|
void UpdateUniformMatrix##suffix##Vector(GLint location, GLsizei count, GLboolean transpose, const GLfloat* value);
|
|
DECLARE_MATRIX_FUNCTIONS(2x2, GL_FLOAT_MAT2)
|
|
DECLARE_MATRIX_FUNCTIONS(3x3, GL_FLOAT_MAT3)
|
|
DECLARE_MATRIX_FUNCTIONS(4x4, GL_FLOAT_MAT4)
|
|
DECLARE_MATRIX_FUNCTIONS(2x3, GL_FLOAT_MAT2x3)
|
|
DECLARE_MATRIX_FUNCTIONS(2x4, GL_FLOAT_MAT2x4)
|
|
DECLARE_MATRIX_FUNCTIONS(3x2, GL_FLOAT_MAT3x2)
|
|
DECLARE_MATRIX_FUNCTIONS(3x4, GL_FLOAT_MAT3x4)
|
|
DECLARE_MATRIX_FUNCTIONS(4x2, GL_FLOAT_MAT4x2)
|
|
DECLARE_MATRIX_FUNCTIONS(4x3, GL_FLOAT_MAT4x3)
|
|
#undef DECLARE_MATRIX_FUNCTIONS
|
|
|
|
ProgramObject GetProgramObject(GLuint program) const;
|
|
ShaderObject GetShaderObject(GLuint program) const;
|
|
GLuint GetCurrentProgram() const;
|
|
bool SetProgramStatus(GLuint program, GLboolean status);
|
|
bool SetShaderStatus(GLuint shader, GLboolean status);
|
|
|
|
private:
|
|
bool ValidateShader_(GLuint shader);
|
|
bool ValidateProgram_(GLuint program);
|
|
void CleanupShaders_();
|
|
GLint GetUniformLocation_(GLuint program, GLint location, const GLchar* name);
|
|
};
|
|
|
|
#endif // MOBILEGL_PROGRAMSTATE_H
|