2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2021-12-25 10:04:45 +08:00
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2019-11-23 20:27:39 +08:00
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#pragma once
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#include "../Macros.h"
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#include "../Types.h"
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#include "base/Ref.h"
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#include "base/EventListenerCustom.h"
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#include "platform/GL.h"
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#include "../Program.h"
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#include "renderer/backend/Device.h"
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#include "renderer/backend/opengl/BufferGL.h"
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#include <string>
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#include <vector>
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#include <unordered_map>
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NS_AX_BACKEND_BEGIN
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class ShaderModuleGL;
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/**
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* Store attribute information.
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*/
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struct AttributeInfo
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{
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unsigned int location = 0;
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unsigned int size = 0;
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GLenum type = GL_BYTE;
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GLsizei stride = 0;
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unsigned int offset = 0;
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GLboolean needToBeNormallized = GL_FALSE;
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std::string name;
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};
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/**
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* @addtogroup _opengl
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* @{
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*/
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#define MAX_UNIFORM_NAME_LENGTH 256
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#define UNIFORM_BLOCK_IDENTIFIER UINT16_MAX
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struct UniformBlockDescriptor
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{
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void bindUniformBlock(GLint _program, UniformBlockStage _stage);
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UniformBlockStage stage = UniformBlockStage::UBO_NOT_FOUND;
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GLuint blockIndex = -1;
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GLuint bindingPoint = -1;
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GLint blockSize = -1;
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GLint numUniforms = -1;
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GLint* uniformIndices = nullptr;
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GLint* uniformOffsets = nullptr;
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~UniformBlockDescriptor();
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};
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class UniformBlockHandler
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{
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public:
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void setProgram(GLint _program) { this->_program = _program; };
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void bindUniformBlock(UniformBlockStage _stage);
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void bindUniformBlocks();
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void generateUniformOffsets(UniformBlockStage _stage);
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void allocateUBOBuffer();
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UniformLocation getUniformLocationByName(std::string name) const;
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std::unordered_map<std::string, UniformLocation> uniformOffsetsByName;
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BufferGL* getVertexBuffer() const { return _UBOVertBuffer; };
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BufferGL* getFragmentBuffer() const { return _UBOFragBuffer; };
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~UniformBlockHandler();
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GLint vertBlockSize = 0;
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GLint fragBlockSize = 0;
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private:
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ax::backend::BufferGL* _UBOVertBuffer = nullptr;
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ax::backend::BufferGL* _UBOFragBuffer = nullptr;
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UniformBlockDescriptor _vertexUBO;
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UniformBlockDescriptor _fragmentUBO;
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GLint _program;
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};
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/**
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* An OpenGL program.
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*/
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class ProgramGL : public Program
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{
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public:
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/**
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* @param vertexShader Specifes the vertex shader source.
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* @param fragmentShader Specifes the fragment shader source.
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*/
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ProgramGL(std::string_view vertexShader, std::string_view fragmentShader);
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~ProgramGL();
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/**
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* Get attribute informations.
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* @return Attribute informations.
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*/
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inline const std::vector<AttributeInfo>& getAttributeInfos() const { return _attributeInfos; }
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/**
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* Get program object.
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* @return Program object.
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*/
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inline GLuint getHandler() const { return _program; }
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/**
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* Get uniform location by name.
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* @param uniform Specifies the uniform name.
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* @return The uniform location.
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*/
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virtual UniformLocation getUniformLocation(std::string_view uniform) const override;
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/**
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* Get uniform location by engine built-in uniform enum name.
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* @param name Specifies the engine built-in uniform enum name.
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* @return The uniform location.
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*/
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virtual UniformLocation getUniformLocation(backend::Uniform name) const override;
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/**
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* Get attribute location by attribute name.
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* @param name Specifies the attribute name.
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* @return The attribute location.
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*/
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virtual int getAttributeLocation(std::string_view name) const override;
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/**
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* Get attribute location by engine built-in attribute enum name.
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* @param name Specifies the engine built-in attribute enum name.
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* @return The attribute location.
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*/
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virtual int getAttributeLocation(Attribute name) const override;
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/**
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* Get maximum vertex location.
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* @return Maximum vertex locaiton.
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*/
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virtual int getMaxVertexLocation() const override;
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/**
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* Get maximum fragment location.
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* @return Maximum fragment location.
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*/
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virtual int getMaxFragmentLocation() const override;
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/**
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* Get active vertex attributes.
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* @return Active vertex attributes. key is active attribute name, Value is corresponding attribute info.
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*/
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virtual const hlookup::string_map<AttributeBindInfo>& getActiveAttributes() const override;
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/**
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* Get uniform buffer size in bytes that can hold all the uniforms.
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* @param stage Specifies the shader stage. The symbolic constant can be either VERTEX or FRAGMENT.
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* @return The uniform buffer size in bytes.
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*/
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virtual std::size_t getUniformBufferSize(ShaderStage stage) const override;
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/**
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* Get a uniformInfo in given location from the specific shader stage.
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* @param stage Specifies the shader stage. The symbolic constant can be either VERTEX or FRAGMENT.
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* @param location Specifies the uniform locaion.
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* @return The uniformInfo.
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*/
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virtual const UniformInfo& getActiveUniformInfo(ShaderStage stage, int location) const override;
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/**
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* Get all uniformInfos.
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* @return The uniformInfos.
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*/
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virtual const hlookup::string_map<UniformInfo>& getAllActiveUniformInfo(ShaderStage stage) const override;
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UniformBlockHandler& getUBOHandler() { return _ubo; };
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private:
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void compileProgram();
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bool getAttributeLocation(std::string_view attributeName, unsigned int& location) const;
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void computeUniformInfos();
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void generateUniformBlockBuffers();
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void computeLocations();
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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virtual void reloadProgram();
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virtual int getMappedLocation(int location) const override;
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virtual int getOriginalLocation(int location) const override;
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virtual const std::unordered_map<std::string, int> getAllUniformsLocation() const override
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{
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return _originalUniformLocations;
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}
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#endif
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GLuint _program = 0;
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ShaderModuleGL* _vertexShaderModule = nullptr;
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ShaderModuleGL* _fragmentShaderModule = nullptr;
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UniformBlockHandler _ubo;
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std::vector<AttributeInfo> _attributeInfos;
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hlookup::string_map<UniformInfo> _activeUniformInfos;
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mutable hlookup::string_map<AttributeBindInfo> _activeAttribs;
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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std::unordered_map<std::string, int>
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_originalUniformLocations; ///< record the uniform location when shader was first created.
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std::unordered_map<int, int> _mapToCurrentActiveLocation; ///<
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std::unordered_map<int, int> _mapToOriginalLocation; ///<
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EventListenerCustom* _backToForegroundListener = nullptr;
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#endif
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std::size_t _totalFragBufferSize = 0;
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std::size_t _totalVertBufferSize = 0;
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int _maxLocation = -1;
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UniformLocation _builtinUniformLocation[UNIFORM_MAX];
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int _builtinAttributeLocation[Attribute::ATTRIBUTE_MAX];
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std::unordered_map<int, int> _bufferOffset;
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};
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// end of _opengl group
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/// @}
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NS_AX_BACKEND_END
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