mirror of
https://github.com/MobileGL-Dev/MobileGL
synced 2026-09-08 12:18:30 +09:00
187 lines
8.0 KiB
C++
187 lines
8.0 KiB
C++
#include "ProgramObject.h"
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#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
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#include "MG_Util/Converters/SPIRVCrossToGL/SpvcTypeConverter.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) { return s.get() == shader.get(); });
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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)) 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, [shader](const SharedPtr<ShaderObject>& s) { return s.get() == shader.get(); });
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return count;
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}
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void ProgramObject::Link() {
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// PreLink();
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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_program = 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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}
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// PostLink();
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DoReflection();
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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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void ProgramObject::DoReflection() {
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if (!m_program->buildReflection()) {
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m_linkStatus = false;
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m_infoLog = "Build reflection failed.";
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return;
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}
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auto uniformCount = m_program->getNumUniformVariables();
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for (int i = 0; i < uniformCount; i++) {
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auto& uniform = m_program->getUniform(i);
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auto location = uniform.layoutLocation();
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m_maxUniformLocation = std::max(m_maxUniformLocation, location);
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m_uniformLocations[uniform.name] = location;
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}
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m_uniformNames.resize(m_maxUniformLocation + 1);
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m_uniformTypes.resize(m_maxUniformLocation + 1);
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m_uniformOffsets.resize(m_maxUniformLocation + 1);
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for (int i = 0; i < uniformCount; i++) {
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auto& uniform = m_program->getUniform(i);
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auto location = uniform.layoutLocation();
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m_uniformNames[location] = uniform.name;
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m_uniformTypes[location] = uniform.glDefineType;
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}
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}
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// void ProgramObject::PreLink() {
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// m_uniforms.clear();
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// m_uniformOffsets.clear();
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//
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// for (const auto& shader : m_shaders) {
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// for (const auto& [name, loc] : shader->GetUniformLocations()) {
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// // collect all the names to map
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// if (loc != 4095 || m_uniforms.find(name) == m_uniforms.end()) {
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// m_uniforms[name] = loc;
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// }
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//
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// // set a flag for those who have an explicit location
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// if (loc != 4095) {
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// if (loc >= m_uniformOffsets.size()) {
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// m_uniformOffsets.reserve(std::bit_ceil(loc + 1));
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// m_uniformOffsets.resize(loc + 1, 0);
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// }
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// assert(m_uniformOffsets[loc] == 0);
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// m_uniformOffsets[loc] = 1;
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// }
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// }
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// }
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//
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// // Let's find a location for those who doesn't have one yet
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// Uint nextLocation = 0;
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//
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// // Find first empty location
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// for (SizeT i = 0; i < m_uniformOffsets.size(); i++) {
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// if (m_uniformOffsets[i] == 0) {
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// nextLocation = i;
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// break;
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// }
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// }
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//
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// for (auto& [name, loc] : m_uniforms) {
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// if (loc == 4095) {
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// // check if we drained all the holes already
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// if (nextLocation >= m_uniformOffsets.size()) {
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// loc = nextLocation;
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// m_uniformOffsets.push_back(1);
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// nextLocation++;
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// continue;
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// }
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//
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// // assign an empty location
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// loc = nextLocation;
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// m_uniformOffsets[loc] = 1;
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//
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// // Find next empty location
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// for (nextLocation++; nextLocation < m_uniformOffsets.size(); nextLocation++) {
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// if (m_uniformOffsets[nextLocation] == 0) break;
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// }
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// }
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// }
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//
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// m_uniformNames.resize(m_uniformOffsets.size());
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// for (auto& [name, loc] : m_uniforms) {
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// m_uniformNames[loc] = name;
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// m_uniformNameMaxLength = std::max(m_uniformNameMaxLength, (Int)name.length());
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// }
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// }
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//
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// void ProgramObject::PostLink() {
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// if (m_programBinary.empty()) {
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// assert(false);
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// return;
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// }
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// MG_Util::ShaderTranspiler::SpvcSession session(m_programBinary[0]);
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// const char* src = nullptr; // we don't care the source atm
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// auto result = session.Compile(&src);
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// if (result != SPVC_SUCCESS) {
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// assert(false);
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// return;
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// }
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// m_metadata = session.GetMetadata();
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// auto& uniformOffsets = m_metadata.plainUniformOffsetsInUBO;
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// for (const auto& [name, offset] : uniformOffsets) {
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// assert(m_uniforms.find(name) != m_uniforms.end());
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// assert(m_uniforms[name] < m_uniformOffsets.size());
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// m_uniformOffsets[m_uniforms[name]] = offset;
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// }
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// m_uboScratch.resize(m_metadata.uboSize, 0);
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//
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// auto& types = m_metadata.plainUniformMemberTypes;
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//
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// assert(types.size() == m_uniformOffsets.size());
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// m_uniformTypes.resize(m_uniformOffsets.size());
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// for (const auto& [name, type] : types) {
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// auto gltype = MG_Util::ConvertSpvcTypeToGLEnum(type);
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// auto location = m_uniforms[name];
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// m_uniformTypes[location] = gltype;
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// }
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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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