mirror of https://github.com/axmolengine/axmol.git
Merge pull request #19488 from Mee-gu/feature/UniformAlignment
[Feature] fix uniform filled in metal
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commit
b91d6171c7
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@ -3,9 +3,56 @@
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#include "renderer/backend/Program.h"
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#include "renderer/backend/Texture.h"
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#include "renderer/backend/Types.h"
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#ifdef CC_USE_METAL
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#include "glsl_optimizer.h"
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#endif
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CC_BACKEND_BEGIN
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namespace {
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#define MAT3_SIZE 36
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#define MAT4X3_SIZE 48
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#define VEC3_SIZE 12
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#define VEC4_SIZE 16
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#define BVEC3_SIZE 3
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#define BVEC4_SIZE 4
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#define IVEC3_SIZE 12
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#define IVEC4_SIZE 16
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void convertbVec3TobVec4(const bool* src, bool* dst)
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{
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dst[0] = src[0];
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dst[1] = src[1];
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dst[2] = src[2];
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dst[3] = false;
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}
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void convertiVec3ToiVec4(const int* src, int* dst)
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{
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dst[0] = src[0];
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dst[1] = src[1];
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dst[2] = src[2];
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dst[3] = 0;
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}
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void convertVec3ToVec4(const float* src, float* dst)
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{
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dst[0] = src[0];
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dst[1] = src[1];
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dst[2] = src[2];
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dst[3] = 0.0f;
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}
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void convertMat3ToMat4x3(const float* src, float* dst)
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{
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dst[3] = dst[7] = dst[11] = 0.0f;
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dst[0] = src[0]; dst[1] = src[1]; dst[2] = src[2];
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dst[4] = src[3]; dst[5] = src[4]; dst[6] = src[5];
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dst[8] = src[6]; dst[9] = src[7]; dst[10] = src[8];
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}
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}
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UniformBuffer::UniformBuffer(const backend::UniformInfo &_uniformInfo)
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: uniformInfo(_uniformInfo)
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{
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@ -200,11 +247,87 @@ void ProgramState::setUniform(const backend::UniformLocation& uniformLocation, c
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}
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}
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#ifdef CC_USE_METAL
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void ProgramState::convertUniformData(const backend::UniformInfo& uniformInfo, const void* srcData, uint32_t srcSize, std::vector<char>& uniformData)
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{
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auto basicType = static_cast<glslopt_basic_type>(uniformInfo.type);
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char* convertedData = new char[uniformInfo.bufferSize];
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memset(convertedData, 0, uniformInfo.bufferSize);
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switch (basicType)
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{
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case kGlslTypeFloat:
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{
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for (int i=0; i<uniformInfo.count; i++)
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{
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int offset = 0;
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if(uniformInfo.isMatrix)
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{
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offset = i*MAT3_SIZE;
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if(offset >= srcSize)
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break;
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convertMat3ToMat4x3((float*)srcData + offset, (float*)convertedData + i * MAT4X3_SIZE);
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}
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else
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{
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offset = i*VEC3_SIZE;
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if(offset >= srcSize)
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break;
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convertVec3ToVec4((float*)srcData +offset, (float*)convertedData + i * VEC4_SIZE);
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}
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}
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break;
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}
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case kGlslTypeBool:
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{
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for (int i=0; i<uniformInfo.count; i++)
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{
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int offset = 0;
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offset = i*BVEC3_SIZE;
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if(offset >= srcSize)
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break;
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convertbVec3TobVec4((bool*)srcData + offset, (bool*)convertedData + i * BVEC4_SIZE);
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}
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break;
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}
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case kGlslTypeInt:
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{
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for (int i=0; i<uniformInfo.count; i++)
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{
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int offset = 0;
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offset = i*IVEC3_SIZE;
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if(offset >= srcSize)
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break;
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convertiVec3ToiVec4((int*)srcData + offset, (int*)convertedData + i * IVEC4_SIZE);
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}
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break;
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}
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default:
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CC_ASSERT(false);
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break;
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}
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uniformData.assign(convertedData, convertedData + uniformInfo.bufferSize);
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CC_SAFE_DELETE_ARRAY(convertedData);
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}
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#endif
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void ProgramState::setVertexUniform(int location, const void* data, uint32_t size)
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{
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if(location < 0)
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return;
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//float3 etc in Metal has both sizeof and alignment same as float4, need convert to correct laytout
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#ifdef CC_USE_METAL
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auto& uniformInfo = _vertexUniformInfos[location].uniformInfo;
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if(uniformInfo.needConvert)
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{
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convertUniformData(uniformInfo, data, size, _vertexUniformInfos[location].data);
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return;
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}
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#endif
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_vertexUniformInfos[location].data.assign((char*)data, (char*)data + size);
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}
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@ -212,6 +335,16 @@ void ProgramState::setFragmentUniform(int location, const void* data, uint32_t s
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{
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if(location < 0)
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return;
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//float3 etc in Metal has both sizeof and alignment same as float4, need convert to correct laytout
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#ifdef CC_USE_METAL
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auto& uniformInfo = _fragmentUniformInfos[location].uniformInfo;
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if(uniformInfo.needConvert)
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{
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convertUniformData(uniformInfo, data, size, _fragmentUniformInfos[location].data);
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return;
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}
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#endif
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_fragmentUniformInfos[location].data.assign((char *)data, (char *)data + size);
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}
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@ -84,6 +84,11 @@ protected:
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void setTexture(int location, uint32_t slot, backend::Texture* texture, std::unordered_map<int, TextureInfo>& textureInfo);
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void setTextureArray(int location, const std::vector<uint32_t>& slots, const std::vector<backend::Texture*> textures, std::unordered_map<int, TextureInfo>& textureInfo);
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#ifdef CC_USE_METAL
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//float3 etc in Metal has both sizeof and alignment same as float4, convert it before fill into uniform buffer
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void convertUniformData(const backend::UniformInfo& uniformInfo, const void* srcData, uint32_t srcSize, std::vector<char>& uniformData);
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#endif
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backend::Program* _program = nullptr;
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std::vector<UniformBuffer> _vertexUniformInfos;
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std::vector<UniformBuffer> _fragmentUniformInfos;
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@ -221,9 +221,15 @@ struct UniformInfo
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{
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int count = 0;
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int location = -1;
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//in opengl, type means uniform data type, i.e. GL_FLOAT_VEC2, while in metal type means data basic type, i.e. float
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unsigned int type = 0;
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bool isArray = false;
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unsigned int bufferSize = 0;
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//only used in metal
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bool isMatrix = false;
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bool needConvert = false;
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};
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struct UniformLocation
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@ -122,6 +122,9 @@ void ShaderModuleMTL::parseUniform(id<MTLDevice> mtlDevice, glslopt_shader* shad
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uniform.location = location;
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uniform.isArray = parArrSize;
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uniform.bufferSize = nextLocation - location;
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uniform.needConvert = (parVecSize == 3) ? true : false;
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uniform.type = static_cast<unsigned int>(parType);
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uniform.isMatrix = (parMatSize > 1) ? true : false;
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_uniformInfos[parName] = uniform;
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_maxLocation = _maxLocation < location ? (location + 1) : _maxLocation;
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