mirror of https://github.com/axmolengine/axmol.git
566 lines
19 KiB
C++
566 lines
19 KiB
C++
/****************************************************************************
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Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 C4games Ltd.
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https://axmolengine.github.io/
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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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#include "ProgramGL.h"
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#include "ShaderModuleGL.h"
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#include "renderer/backend/Types.h"
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#include "renderer/backend/opengl/MacrosGL.h"
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#include "base/Director.h"
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#include "base/EventDispatcher.h"
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#include "base/EventType.h"
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#include "base/axstd.h"
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#include "yasio/byte_buffer.hpp"
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#include "renderer/backend/opengl/UtilsGL.h"
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NS_AX_BACKEND_BEGIN
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ProgramGL::ProgramGL(std::string_view vertexShader, std::string_view fragmentShader)
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: Program(vertexShader, fragmentShader)
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{
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_vertexShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newVertexShaderModule(_vertexShader));
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_fragmentShaderModule = static_cast<ShaderModuleGL*>(ShaderCache::newFragmentShaderModule(_fragmentShader));
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AX_SAFE_RETAIN(_vertexShaderModule);
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AX_SAFE_RETAIN(_fragmentShaderModule);
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compileProgram();
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computeUniformInfos();
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computeLocations();
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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for (const auto& uniform : _activeUniformInfos)
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{
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auto location = uniform.second.location;
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_originalUniformLocations[uniform.first] = location;
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_mapToCurrentActiveLocation[location] = location;
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_mapToOriginalLocation[location] = location;
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}
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_backToForegroundListener =
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EventListenerCustom::create(EVENT_RENDERER_RECREATED, [this](EventCustom*) { this->reloadProgram(); });
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Director::getInstance()->getEventDispatcher()->addEventListenerWithFixedPriority(_backToForegroundListener, -1);
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#endif
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}
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ProgramGL::~ProgramGL()
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{
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AX_SAFE_RELEASE(_vertexShaderModule);
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AX_SAFE_RELEASE(_fragmentShaderModule);
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if (_program)
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glDeleteProgram(_program);
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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Director::getInstance()->getEventDispatcher()->removeEventListener(_backToForegroundListener);
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#endif
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}
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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void ProgramGL::reloadProgram()
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{
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_activeUniformInfos.clear();
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_mapToCurrentActiveLocation.clear();
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_mapToOriginalLocation.clear();
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static_cast<ShaderModuleGL*>(_vertexShaderModule)
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->compileShader(backend::ShaderStage::VERTEX, _vertexShader);
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static_cast<ShaderModuleGL*>(_fragmentShaderModule)
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->compileShader(backend::ShaderStage::FRAGMENT, _fragmentShader);
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compileProgram();
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computeUniformInfos();
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for (const auto& uniform : _activeUniformInfos)
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{
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auto location = _originalUniformLocations[uniform.first];
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_mapToCurrentActiveLocation[location] = uniform.second.location;
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_mapToOriginalLocation[uniform.second.location] = location;
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}
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}
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#endif
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void ProgramGL::compileProgram()
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{
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if (_vertexShaderModule == nullptr || _fragmentShaderModule == nullptr)
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return;
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auto vertShader = _vertexShaderModule->getShader();
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auto fragShader = _fragmentShaderModule->getShader();
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assert(vertShader != 0 && fragShader != 0);
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if (vertShader == 0 || fragShader == 0)
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return;
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_program = glCreateProgram();
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if (!_program)
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return;
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glAttachShader(_program, vertShader);
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glAttachShader(_program, fragShader);
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glLinkProgram(_program);
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GLint status = 0;
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glGetProgramiv(_program, GL_LINK_STATUS, &status);
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if (GL_FALSE == status)
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{
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GLint errorInfoLen = 0;
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glGetProgramiv(_program, GL_INFO_LOG_LENGTH, &errorInfoLen);
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if (errorInfoLen > 1)
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{
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auto errorInfo = axstd::make_unique_for_overwrite<char[]>(static_cast<size_t>(errorInfoLen));
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glGetProgramInfoLog(_program, errorInfoLen, NULL, errorInfo.get());
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log("cocos2d: ERROR: %s: failed to link program: %s ", __FUNCTION__, errorInfo.get());
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}
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else
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log("cocos2d: ERROR: %s: failed to link program ", __FUNCTION__);
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glDeleteProgram(_program);
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_program = 0;
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}
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}
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void ProgramGL::computeLocations()
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{
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std::fill(_builtinAttributeLocation, _builtinAttributeLocation + ATTRIBUTE_MAX, -1);
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// std::fill(_builtinUniformLocation, _builtinUniformLocation + UNIFORM_MAX, -1);
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/// a_position
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auto location = glGetAttribLocation(_program, ATTRIBUTE_NAME_POSITION.data());
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_builtinAttributeLocation[Attribute::POSITION] = location;
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/// a_color
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location = glGetAttribLocation(_program, ATTRIBUTE_NAME_COLOR.data());
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_builtinAttributeLocation[Attribute::COLOR] = location;
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/// a_texCoord
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location = glGetAttribLocation(_program, ATTRIBUTE_NAME_TEXCOORD.data());
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_builtinAttributeLocation[Attribute::TEXCOORD] = location;
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// a_normal
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location = glGetAttribLocation(_program, ATTRIBUTE_NAME_NORMAL.data());
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_builtinAttributeLocation[Attribute::NORMAL] = location;
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/// u_MVPMatrix
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location = _ubo.getUniformLocationByName(UNIFORM_NAME_MVP_MATRIX.data()).location[0];
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_builtinUniformLocation[Uniform::MVP_MATRIX].location[0] = location;
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_builtinUniformLocation[Uniform::MVP_MATRIX].location[1] =
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_activeUniformInfos[UNIFORM_NAME_MVP_MATRIX].bufferOffset;
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/// u_textColor
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location = _ubo.getUniformLocationByName(UNIFORM_NAME_TEXT_COLOR.data()).location[0];
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_builtinUniformLocation[Uniform::TEXT_COLOR].location[0] = location;
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_builtinUniformLocation[Uniform::TEXT_COLOR].location[1] =
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_activeUniformInfos[UNIFORM_NAME_TEXT_COLOR].bufferOffset;
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/// u_effectColor
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location = _ubo.getUniformLocationByName(UNIFORM_NAME_EFFECT_COLOR.data()).location[0];
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_builtinUniformLocation[Uniform::EFFECT_COLOR].location[0] = location;
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_builtinUniformLocation[Uniform::EFFECT_COLOR].location[1] =
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_activeUniformInfos[UNIFORM_NAME_EFFECT_COLOR].bufferOffset;
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/// u_effectType
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location = _ubo.getUniformLocationByName(UNIFORM_NAME_EFFECT_TYPE.data()).location[0];
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_builtinUniformLocation[Uniform::EFFECT_TYPE].location[0] = location;
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_builtinUniformLocation[Uniform::EFFECT_TYPE].location[1] =
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_activeUniformInfos[UNIFORM_NAME_EFFECT_TYPE].bufferOffset;
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/// u_tex0
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location = glGetUniformLocation(_program, UNIFORM_NAME_TEXTURE.data());
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_builtinUniformLocation[Uniform::TEXTURE].location[0] = location;
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/// u_tex1
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location = glGetUniformLocation(_program, UNIFORM_NAME_TEXTURE1.data());
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_builtinUniformLocation[Uniform::TEXTURE1].location[0] = location;
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}
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bool ProgramGL::getAttributeLocation(std::string_view attributeName, unsigned int& location) const
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{
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GLint loc = glGetAttribLocation(_program, attributeName.data());
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if (-1 == loc)
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{
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AXLOG("axmol: %s: can not find vertex attribute of %s", __FUNCTION__, attributeName.data());
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return false;
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}
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location = GLuint(loc);
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return true;
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}
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const hlookup::string_map<AttributeBindInfo>& ProgramGL::getActiveAttributes() const
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{
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if (!_program || !_activeAttribs.empty())
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return _activeAttribs;
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GLint numOfActiveAttributes = 0;
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glGetProgramiv(_program, GL_ACTIVE_ATTRIBUTES, &numOfActiveAttributes);
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if (numOfActiveAttributes <= 0)
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return _activeAttribs;
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_activeAttribs.reserve(numOfActiveAttributes);
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int MAX_ATTRIBUTE_NAME_LENGTH = 255;
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auto attrName = axstd::make_unique_for_overwrite<char[]>(MAX_ATTRIBUTE_NAME_LENGTH + 1);
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GLint attrNameLen = 0;
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GLenum attrType;
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GLint attrSize;
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backend::AttributeBindInfo info;
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for (int i = 0; i < numOfActiveAttributes; i++)
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{
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glGetActiveAttrib(_program, i, MAX_ATTRIBUTE_NAME_LENGTH, &attrNameLen, &attrSize, &attrType, attrName.get());
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CHECK_GL_ERROR_DEBUG();
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info.attributeName = std::string(attrName.get(), attrName.get() + attrNameLen);
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info.location = glGetAttribLocation(_program, info.attributeName.c_str());
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info.type = attrType;
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info.size = UtilsGL::getGLDataTypeSize(attrType) * attrSize;
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CHECK_GL_ERROR_DEBUG();
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_activeAttribs[info.attributeName] = info;
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}
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return _activeAttribs;
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}
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void ProgramGL::computeUniformInfos()
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{
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if (!_program)
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return;
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_ubo.setProgram(_program);
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_ubo.bindUniformBlock(UniformBlockStage::ALL_STAGES);
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_ubo.generateUniformOffsets(UniformBlockStage::ALL_STAGES);
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_ubo.allocateUBOBuffer();
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GLint numOfUniforms = 0;
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glGetProgramiv(_program, GL_ACTIVE_UNIFORMS, &numOfUniforms);
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if (!numOfUniforms)
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return;
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UniformInfo uniform;
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GLint length = 0;
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_totalFragBufferSize = 0;
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_totalVertBufferSize = 0;
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_maxLocation = -1;
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_activeUniformInfos.clear();
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GLchar uniformName[MAX_UNIFORM_NAME_LENGTH + 1];
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for (int i = 0; i < numOfUniforms; ++i)
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{
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uniform.isUBO = false;
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uniform.isFragment = false;
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glGetActiveUniform(_program, i, MAX_UNIFORM_NAME_LENGTH, &length, &uniform.count, &uniform.type, uniformName);
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uniformName[length] = '\0';
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if (memcmp(uniformName, "vs_ub.", 5 * sizeof(GLchar)) == 0 ||
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memcmp(uniformName, "fs_ub.", 5 * sizeof(GLchar)) == 0)
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{
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if (uniformName[0] == 'f')
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uniform.isFragment = true;
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while (uniformName[0] != '.')
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for (int i = 0; i < MAX_UNIFORM_NAME_LENGTH; i++)
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uniformName[i] = uniformName[i + 1];
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if (uniformName[0] == '.')
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for (int i = 0; i < MAX_UNIFORM_NAME_LENGTH; i++)
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uniformName[i] = uniformName[i + 1];
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uniform.isUBO = true;
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}
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if (length > 3)
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{
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char* c = strrchr(uniformName, '[');
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if (c)
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{
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*c = '\0';
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uniform.isArray = true;
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}
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}
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uniform.location = glGetUniformLocation(_program, uniformName);
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uniform.size = UtilsGL::getGLDataTypeSize(uniform.type);
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uniform.bufferOffset = (uniform.size == 0u) ? 0 : static_cast<unsigned>(uniform.isFragment ? _totalFragBufferSize : _totalVertBufferSize);
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if (_activeUniformInfos.find(uniformName) == _activeUniformInfos.end())
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_activeUniformInfos[uniformName] = uniform;
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(uniform.isFragment ? _totalFragBufferSize : _totalVertBufferSize) += uniform.size * uniform.count;
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_maxLocation = _maxLocation <= uniform.location ? (uniform.location + 1) : _maxLocation;
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}
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}
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void ProgramGL::generateUniformBlockBuffers()
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{
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}
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int ProgramGL::getAttributeLocation(Attribute name) const
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{
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return _builtinAttributeLocation[name];
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}
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int ProgramGL::getAttributeLocation(std::string_view name) const
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{
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return glGetAttribLocation(_program, name.data());
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}
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inline std::string_view mapLocationEnumToUBO(backend::Uniform name)
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{
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switch (name)
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{
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case Uniform::MVP_MATRIX:
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return UNIFORM_NAME_MVP_MATRIX;
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break;
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case Uniform::TEXTURE:
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return UNIFORM_NAME_TEXTURE;
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break;
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case Uniform::TEXTURE1:
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return UNIFORM_NAME_TEXTURE1;
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break;
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case Uniform::TEXTURE2:
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return UNIFORM_NAME_TEXTURE2;
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break;
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case Uniform::TEXTURE3:
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return UNIFORM_NAME_TEXTURE3;
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break;
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case Uniform::TEXT_COLOR:
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return UNIFORM_NAME_TEXT_COLOR;
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break;
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case Uniform::EFFECT_COLOR:
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return UNIFORM_NAME_EFFECT_COLOR;
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break;
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case Uniform::EFFECT_TYPE:
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return UNIFORM_NAME_EFFECT_TYPE;
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break;
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}
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return ""sv;
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}
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UniformLocation ProgramGL::getUniformLocation(backend::Uniform name) const
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{
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auto loc = _builtinUniformLocation[name];
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if (loc.location[0] == UNIFORM_BLOCK_IDENTIFIER)
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return _ubo.getUniformLocationByName(mapLocationEnumToUBO(name).data());
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else
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return loc;
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}
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UniformLocation ProgramGL::getUniformLocation(std::string_view uniform) const
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{
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UniformLocation uniformLocation;
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if (_ubo.uniformOffsetsByName.find(uniform.data()) != _ubo.uniformOffsetsByName.end())
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{
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uniformLocation = _ubo.uniformOffsetsByName.at(uniform.data());
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}
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else if (_activeUniformInfos.find(uniform) != _activeUniformInfos.end())
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{
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const auto& uniformInfo = _activeUniformInfos.at(uniform);
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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uniformLocation.location[0] = _mapToOriginalLocation.at(uniformInfo.location);
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#else
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uniformLocation.location[0] = uniformInfo.location;
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#endif
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uniformLocation.location[1] = uniformInfo.bufferOffset;
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}
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return uniformLocation;
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}
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int ProgramGL::getMaxVertexLocation() const
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{
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return _maxLocation;
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}
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int ProgramGL::getMaxFragmentLocation() const
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{
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return _maxLocation;
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}
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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int ProgramGL::getMappedLocation(int location) const
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{
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if (_mapToCurrentActiveLocation.find(location) != _mapToCurrentActiveLocation.end())
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return _mapToCurrentActiveLocation.at(location);
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else
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return -1;
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}
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int ProgramGL::getOriginalLocation(int location) const
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{
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if (_mapToOriginalLocation.find(location) != _mapToOriginalLocation.end())
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return _mapToOriginalLocation.at(location);
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else
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return -1;
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}
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#endif
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const UniformInfo& ProgramGL::getActiveUniformInfo(ShaderStage stage, int location) const
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{
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static const UniformInfo s_emptyInfo{};
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return s_emptyInfo;
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}
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const hlookup::string_map<UniformInfo>& ProgramGL::getAllActiveUniformInfo(ShaderStage stage) const
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{
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return _activeUniformInfos;
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}
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std::size_t ProgramGL::getUniformBufferSize(ShaderStage stage) const
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{
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return stage == ShaderStage::VERTEX ? _totalVertBufferSize : _totalFragBufferSize;
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}
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void UniformBlockDescriptor::bindUniformBlock(GLint _program, UniformBlockStage _stage)
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{
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this->stage = _stage;
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const char* blockName = stage == UniformBlockStage::VERTEX ? "vs_ub" : "fs_ub";
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blockIndex = glGetUniformBlockIndex(_program, blockName);
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bindingPoint = (GLint)stage - 1;
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glUniformBlockBinding(_program, blockIndex, bindingPoint);
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glGetActiveUniformBlockiv(_program, blockIndex, GL_UNIFORM_BLOCK_DATA_SIZE, &blockSize);
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if (blockSize == -1)
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{
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stage = UniformBlockStage::UBO_NOT_FOUND;
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return;
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}
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glGetActiveUniformBlockiv(_program, blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS, &numUniforms);
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uniformIndices = new GLint[numUniforms];
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glGetActiveUniformBlockiv(_program, blockIndex, GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES, uniformIndices);
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uniformOffsets = new GLint[numUniforms];
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glGetActiveUniformsiv(_program, numUniforms, reinterpret_cast<GLuint*>(uniformIndices), GL_UNIFORM_OFFSET,
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uniformOffsets);
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}
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UniformBlockDescriptor::~UniformBlockDescriptor()
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{
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AX_SAFE_DELETE(uniformIndices);
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AX_SAFE_DELETE(uniformOffsets);
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}
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void UniformBlockHandler::generateUniformOffsets(UniformBlockStage _stage)
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{
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if (_stage == UniformBlockStage::ALL_STAGES)
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{
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generateUniformOffsets(UniformBlockStage::VERTEX);
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generateUniformOffsets(UniformBlockStage::FRAGMENT);
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}
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else
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{
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auto&& ubo = _stage == UniformBlockStage::VERTEX ? _vertexUBO : _fragmentUBO;
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if (ubo.stage == UniformBlockStage::UBO_NOT_FOUND)
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return;
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vertBlockSize = _stage == UniformBlockStage::VERTEX ? ubo.blockSize : vertBlockSize;
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fragBlockSize = _stage == UniformBlockStage::FRAGMENT ? ubo.blockSize : fragBlockSize;
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yasio::basic_byte_buffer<GLchar> buffer;
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for (GLint i = 0; i < ubo.numUniforms; ++i)
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{
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GLint uniformOffset = ubo.uniformOffsets[i];
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buffer.resize(MAX_UNIFORM_NAME_LENGTH, std::true_type{});
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GLint index = ubo.uniformIndices[i];
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GLsizei cch{};
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GLenum dataType{};
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GLint arrayCount{};
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glGetActiveUniform(_program, ubo.uniformIndices[i], MAX_UNIFORM_NAME_LENGTH, &cch, &arrayCount,
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&dataType,
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buffer.data());
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std::string_view uniformName{buffer.data(), static_cast<size_t>(cch)};
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auto dot = uniformName.find_last_of('.');
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if (dot != std::string::npos)
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uniformName.remove_prefix(dot + 1);
|
|
|
|
auto loc = UniformLocation{};
|
|
loc.location[0] = UNIFORM_BLOCK_IDENTIFIER;
|
|
loc.location[1] = uniformOffset / sizeof(float);
|
|
loc.shaderStage = _stage == UniformBlockStage::VERTEX ? ShaderStage::VERTEX : ShaderStage::FRAGMENT;
|
|
|
|
uniformOffsetsByName.emplace(std::string{uniformName}, loc);
|
|
}
|
|
}
|
|
}
|
|
|
|
void UniformBlockHandler::allocateUBOBuffer()
|
|
{
|
|
if (_UBOVertBuffer || _UBOFragBuffer)
|
|
return;
|
|
|
|
int totalStagesSize = vertBlockSize + fragBlockSize;
|
|
int32_t* dummy = new int32_t[totalStagesSize];
|
|
memset(dummy, 0, totalStagesSize);
|
|
|
|
_UBOVertBuffer =
|
|
(BufferGL*)Device::getInstance()->newBuffer(vertBlockSize, BufferType::UNIFORM, BufferUsage::DYNAMIC);
|
|
_UBOVertBuffer->updateData(dummy, vertBlockSize);
|
|
|
|
_UBOFragBuffer =
|
|
(BufferGL*)Device::getInstance()->newBuffer(vertBlockSize, BufferType::UNIFORM, BufferUsage::DYNAMIC);
|
|
_UBOFragBuffer->updateData(dummy, vertBlockSize);
|
|
}
|
|
|
|
UniformLocation UniformBlockHandler::getUniformLocationByName(std::string name) const
|
|
{
|
|
auto it = uniformOffsetsByName.find(name);
|
|
if (it != uniformOffsetsByName.end())
|
|
return it->second;
|
|
else
|
|
return {};
|
|
}
|
|
|
|
UniformBlockHandler::~UniformBlockHandler()
|
|
{
|
|
AX_SAFE_RELEASE(_UBOVertBuffer);
|
|
AX_SAFE_RELEASE(_UBOFragBuffer);
|
|
}
|
|
|
|
void UniformBlockHandler::bindUniformBlock(UniformBlockStage _stage)
|
|
{
|
|
switch (_stage)
|
|
{
|
|
case UniformBlockStage::VERTEX:
|
|
_vertexUBO.bindUniformBlock(_program, UniformBlockStage::VERTEX);
|
|
break;
|
|
case UniformBlockStage::FRAGMENT:
|
|
_fragmentUBO.bindUniformBlock(_program, UniformBlockStage::FRAGMENT);
|
|
break;
|
|
case UniformBlockStage::ALL_STAGES:
|
|
_vertexUBO.bindUniformBlock(_program, UniformBlockStage::VERTEX);
|
|
_fragmentUBO.bindUniformBlock(_program, UniformBlockStage::FRAGMENT);
|
|
break;
|
|
}
|
|
}
|
|
|
|
void UniformBlockHandler::bindUniformBlocks()
|
|
{
|
|
bindUniformBlock(UniformBlockStage::ALL_STAGES);
|
|
}
|
|
|
|
NS_AX_BACKEND_END
|