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MobileGL/MobileGL/MG_State/GLState/ProgramState/ProgramObject.cpp
T

172 lines
6.9 KiB
C++

#include "ProgramObject.h"
#include <MG_Util/ShaderTranspiler/ShaderCompiler.h>
#include "MG_Util/Converters/SPIRVCrossToGL/SpvcTypeConverter.h"
namespace MobileGL {
namespace MG_State {
namespace GLState {
bool ProgramObject::ShaderIsAttached(SharedPtr<ShaderObject> shader) {
auto it = std::find_if(m_shaders.begin(), m_shaders.end(),
[shader](const SharedPtr<ShaderObject>& s) {
return s.get() == shader.get();
});
return it != m_shaders.end();
}
bool ProgramObject::AttachShader(SharedPtr<ShaderObject> shader) {
if (ShaderIsAttached(shader))
return false;
m_shaders.emplace_back(shader);
return true;
}
SizeT ProgramObject::DetachShader(SharedPtr<ShaderObject> shader) {
auto count = std::erase_if(
m_shaders,
[shader](const SharedPtr<ShaderObject>& s) {
return s.get() == shader.get();
});
return count;
}
void ProgramObject::Link() {
PreLink();
Vector<GLenum> shaderTypes(m_shaders.size());
Vector<SharedPtr<glslang::TShader>> shaders(m_shaders.size());
for (SizeT i = 0; i < m_shaders.size(); i++) {
shaderTypes[i] = GetGLShaderTypeByMGLShaderStage(m_shaders[i]->GetShaderStage());
shaders[i] = m_shaders[i]->GetCompiledShader();
}
MG_Util::ShaderTranspiler::ProgramAttrib attrib{
.shaderTypes = Move(shaderTypes),
.shaders = Move(shaders),
};
auto result = MG_Util::ShaderTranspiler::ShaderCompiler::LinkProgram(attrib);
if (result) {
m_linkStatus = true;
m_programBinary = Move(result.value());
} else {
m_linkStatus = false;
m_infoLog = result.error().log;
const std::string e = std::format("Shader link failed: \nerrc: {}\nmsg: {}\n", result.error().errc,
result.error().log);
THROW_EXCEPTION(e);
}
PostLink();
}
void ProgramObject::MarkAsDeleted() {
m_deleteStatus = true;
}
Vector<SharedPtr<ShaderObject>>& ProgramObject::GetAttachedShaders() {
return m_shaders;
}
void ProgramObject::PreLink() {
m_uniforms.clear();
m_uniformOffsets.clear();
for (const auto& shader : m_shaders) {
for (const auto& [name, loc] : shader->GetUniformLocations()) {
// collect all the names to map
if (loc != 4095 || m_uniforms.find(name) == m_uniforms.end()) {
m_uniforms[name] = loc;
}
// set a flag for those who have an explicit location
if (loc != 4095) {
if (loc >= m_uniformOffsets.size()) {
m_uniformOffsets.reserve(std::bit_ceil(loc + 1));
m_uniformOffsets.resize(loc + 1, 0);
}
assert(m_uniformOffsets[loc] == 0);
m_uniformOffsets[loc] = 1;
}
}
}
// Let's find a location for those who doesn't have one yet
Uint nextLocation = 0;
// Find first empty location
for (SizeT i = 0; i < m_uniformOffsets.size(); i++) {
if (m_uniformOffsets[i] == 0) {
nextLocation = i;
break;
}
}
for (auto& [name, loc] : m_uniforms) {
if (loc == 4095) {
// check if we drained all the holes already
if (nextLocation >= m_uniformOffsets.size()) {
loc = nextLocation;
m_uniformOffsets.push_back(1);
nextLocation++;
continue;
}
// assign an empty location
loc = nextLocation;
m_uniformOffsets[loc] = 1;
// Find next empty location
for (nextLocation++; nextLocation < m_uniformOffsets.size(); nextLocation++) {
if (m_uniformOffsets[nextLocation] == 0)
break;
}
}
}
m_uniformNames.resize(m_uniformOffsets.size());
for (auto& [name, loc] : m_uniforms) {
m_uniformNames[loc] = name;
m_uniformNameMaxLength = std::max(m_uniformNameMaxLength, (Int)name.length());
}
}
void ProgramObject::PostLink() {
if (m_programBinary.empty()) {
assert(false);
return;
}
MG_Util::ShaderTranspiler::SpvcSession session(m_programBinary[0]);
const char* src = nullptr; // we don't care the source atm
auto result = session.Compile(&src);
if (result != SPVC_SUCCESS) {
assert(false);
return;
}
m_metadata = session.GetMetadata();
auto& uniformOffsets = m_metadata.plainUniformOffsetsInUBO;
for (const auto& [name, offset] : uniformOffsets) {
assert(m_uniforms.find(name) != m_uniforms.end());
assert(m_uniforms[name] < m_uniformOffsets.size());
m_uniformOffsets[m_uniforms[name]] = offset;
}
m_uboScratch.resize(m_metadata.uboSize, 0);
auto& types = m_metadata.plainUniformMemberTypes;
printf("types.size() = %u\n", types.size());
printf("m_uniformOffsets.size() = %u\n", m_uniformOffsets.size());
fflush(stdout);
assert(types.size() == m_uniformOffsets.size());
m_uniformTypes.resize(m_uniformOffsets.size());
for (const auto& [name, type] : types) {
auto gltype = MG_Util::ConvertSpvcTypeToGLEnum(type);
auto location = m_uniforms[name];
m_uniformTypes[location] = gltype;
}
}
} // namespace GLState
} // namespace MG_State
} // namespace MobileGL