mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 04:08:32 +09:00
68 lines
2.6 KiB
C++
68 lines
2.6 KiB
C++
#include "ProgramObject.h"
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#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
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namespace MobileGL {
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namespace MG_State {
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namespace GLState {
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bool ProgramObject::ShaderIsAttached(SharedPtr<ShaderObject> shader) {
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auto it = std::find_if(m_shaders.begin(), m_shaders.end(),
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[shader](const SharedPtr<ShaderObject>& s) {
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return s.get() == shader.get();
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});
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return it != m_shaders.end();
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}
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bool ProgramObject::AttachShader(SharedPtr<ShaderObject> shader) {
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if (ShaderIsAttached(shader))
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return false;
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m_shaders.emplace_back(shader);
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return true;
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}
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SizeT ProgramObject::DetachShader(SharedPtr<ShaderObject> shader) {
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auto count = std::erase_if(
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m_shaders,
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[shader](const SharedPtr<ShaderObject>& s) {
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return s.get() == shader.get();
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});
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return count;
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}
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void ProgramObject::Link() {
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Vector<GLenum> shaderTypes(m_shaders.size());
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Vector<SharedPtr<glslang::TShader>> shaders(m_shaders.size());
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for (SizeT i = 0; i < m_shaders.size(); i++) {
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shaderTypes[i] = GetGLShaderTypeByMGLShaderStage(m_shaders[i]->GetShaderStage());
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shaders[i] = m_shaders[i]->GetCompiledShader();
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}
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MG_Util::ShaderTranspiler::ProgramAttrib attrib{
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.shaderTypes = Move(shaderTypes),
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.shaders = Move(shaders),
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};
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auto result = MG_Util::ShaderTranspiler::ShaderCompiler::LinkProgram(attrib);
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if (result) {
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m_linkStatus = true;
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m_programBinary = Move(result.value());
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} else {
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m_linkStatus = false;
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m_infoLog = result.error().log;
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const std::string e = std::format("Shader link failed: \nerrc: {}\nmsg: {}\n", result.error().errc,
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result.error().log);
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THROW_EXCEPTION(e);
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}
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}
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void ProgramObject::MarkAsDeleted() {
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m_deleteStatus = true;
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}
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Vector<SharedPtr<ShaderObject>>& ProgramObject::GetAttachedShaders() {
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return m_shaders;
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}
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} // namespace GLState
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} // namespace MG_State
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} // namespace MobileGL
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