Extract OpenGL shader uniform catalog

This commit is contained in:
2026-06-01 18:06:14 +02:00
parent bdcd44b340
commit 4212387b70
6 changed files with 172 additions and 59 deletions

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@@ -133,7 +133,9 @@ Known local toolchain state:
framebuffer status naming used by `RTT` diagnostics. It also validates
Shape index-type and fill/stroke primitive-mode mapping used by the legacy
mesh draw path, plus the PanoPainter shader attribute binding catalog used
by legacy `Shader` creation.
by legacy `Shader` creation. It also owns the PanoPainter shader uniform
catalog and legacy hash mapping used by `Shader` active-uniform discovery and
the uniform uniqueness check.
- `windows-msvc-vcpkg-headless` validates manifest install/configure/build/test
for the current headless component matrix; see DEBT-0007 for remaining app
and platform triplet migration.

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@@ -395,8 +395,10 @@ format mapping for `Texture2D` image uploads and framebuffer status naming for
extension, upload-format, framebuffer diagnostic, and mesh draw-mode
interpretation to that backend library. The PanoPainter shader attribute
binding catalog also lives in `pp_renderer_gl` and is consumed by legacy
`Shader` creation. The existing renderer classes are not yet fully behind the
renderer interfaces.
`Shader` creation. Shader uniform hashing, catalog validation, active-uniform
mapping, and the legacy uniform uniqueness check now delegate to
`pp_renderer_gl` as well. The existing renderer classes are not yet fully
behind the renderer interfaces.
Implementation tasks:
@@ -641,7 +643,9 @@ Results:
mode mapping. Shader attribute binding catalog validation covers the current
`pos`, `uvs`, `uvs2`, `col`, and `nor` bindings and rejects empty, unnamed,
null-name, and duplicate-name catalogs while preserving legacy shared
locations.
locations. Shader uniform catalog validation covers the 43 legacy uniform
names used by `Shader`, preserves the legacy hash ids, and rejects empty,
unnamed, null-name, mismatched-hash, and duplicate-name catalogs.
- PowerShell analyze automation returns JSON summaries and includes the shader
validation target.
- `windows-msvc-vcpkg-headless` configured through the Visual Studio bundled

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@@ -2,9 +2,23 @@
#include <array>
#include <cstring>
#include <string_view>
namespace pp::renderer::gl {
namespace {
constexpr std::uint16_t djb2_hash(std::string_view text) noexcept
{
std::uint16_t value = 5381U;
for (std::size_t i = text.size(); i > 0U; --i) {
value = static_cast<std::uint16_t>(text[i - 1U]) + static_cast<std::uint16_t>(33U * value);
}
return value;
}
}
std::span<const OpenGlAttributeBinding> panopainter_shader_attribute_bindings() noexcept
{
static constexpr std::array<OpenGlAttributeBinding, 5> bindings {
@@ -40,4 +54,90 @@ pp::foundation::Status validate_shader_attribute_bindings(
return pp::foundation::Status::success();
}
std::span<const OpenGlUniformName> panopainter_shader_uniform_names() noexcept
{
static constexpr std::array<OpenGlUniformName, 43> uniforms {
OpenGlUniformName { .name = "mvp", .id = djb2_hash("mvp") },
OpenGlUniformName { .name = "tex", .id = djb2_hash("tex") },
OpenGlUniformName { .name = "tex_alpha", .id = djb2_hash("tex_alpha") },
OpenGlUniformName { .name = "tex_fg", .id = djb2_hash("tex_fg") },
OpenGlUniformName { .name = "tex_bg", .id = djb2_hash("tex_bg") },
OpenGlUniformName { .name = "tex_mix", .id = djb2_hash("tex_mix") },
OpenGlUniformName { .name = "tex_mix_alpha", .id = djb2_hash("tex_mix_alpha") },
OpenGlUniformName { .name = "tex_mask", .id = djb2_hash("tex_mask") },
OpenGlUniformName { .name = "tex_dual", .id = djb2_hash("tex_dual") },
OpenGlUniformName { .name = "tex_stroke", .id = djb2_hash("tex_stroke") },
OpenGlUniformName { .name = "tex_pattern", .id = djb2_hash("tex_pattern") },
OpenGlUniformName { .name = "pattern_offset", .id = djb2_hash("pattern_offset") },
OpenGlUniformName { .name = "pattern_alpha", .id = djb2_hash("pattern_alpha") },
OpenGlUniformName { .name = "mix_alpha", .id = djb2_hash("mix_alpha") },
OpenGlUniformName { .name = "opacity", .id = djb2_hash("opacity") },
OpenGlUniformName { .name = "wet", .id = djb2_hash("wet") },
OpenGlUniformName { .name = "lock", .id = djb2_hash("lock") },
OpenGlUniformName { .name = "col", .id = djb2_hash("col") },
OpenGlUniformName { .name = "tof", .id = djb2_hash("tof") },
OpenGlUniformName { .name = "tsz", .id = djb2_hash("tsz") },
OpenGlUniformName { .name = "alpha", .id = djb2_hash("alpha") },
OpenGlUniformName { .name = "mask", .id = djb2_hash("mask") },
OpenGlUniformName { .name = "resolution", .id = djb2_hash("resolution") },
OpenGlUniformName { .name = "highlight", .id = djb2_hash("highlight") },
OpenGlUniformName { .name = "blend_mode", .id = djb2_hash("blend_mode") },
OpenGlUniformName { .name = "dual_blend_mode", .id = djb2_hash("dual_blend_mode") },
OpenGlUniformName { .name = "noise", .id = djb2_hash("noise") },
OpenGlUniformName { .name = "dir", .id = djb2_hash("dir") },
OpenGlUniformName { .name = "use_dual", .id = djb2_hash("use_dual") },
OpenGlUniformName { .name = "use_pattern", .id = djb2_hash("use_pattern") },
OpenGlUniformName { .name = "light_dir", .id = djb2_hash("light_dir") },
OpenGlUniformName { .name = "mode", .id = djb2_hash("mode") },
OpenGlUniformName { .name = "ambient", .id = djb2_hash("ambient") },
OpenGlUniformName { .name = "pattern_invert", .id = djb2_hash("pattern_invert") },
OpenGlUniformName { .name = "pattern_scale", .id = djb2_hash("pattern_scale") },
OpenGlUniformName { .name = "pattern_bright", .id = djb2_hash("pattern_bright") },
OpenGlUniformName { .name = "pattern_contr", .id = djb2_hash("pattern_contr") },
OpenGlUniformName { .name = "pattern_depth", .id = djb2_hash("pattern_depth") },
OpenGlUniformName { .name = "patt_blend_mode", .id = djb2_hash("patt_blend_mode") },
OpenGlUniformName { .name = "colorize", .id = djb2_hash("colorize") },
OpenGlUniformName { .name = "dual_alpha", .id = djb2_hash("dual_alpha") },
OpenGlUniformName { .name = "use_fragcoord", .id = djb2_hash("use_fragcoord") },
OpenGlUniformName { .name = "draw_outline", .id = djb2_hash("draw_outline") },
};
return uniforms;
}
std::uint16_t shader_uniform_id(std::string_view name) noexcept
{
return djb2_hash(name);
}
pp::foundation::Status validate_shader_uniform_names(
std::span<const OpenGlUniformName> uniforms) noexcept
{
if (uniforms.empty()) {
return pp::foundation::Status::invalid_argument("shader uniform catalog is empty");
}
for (std::size_t i = 0; i < uniforms.size(); ++i) {
if (uniforms[i].name == nullptr || uniforms[i].name[0] == '\0') {
return pp::foundation::Status::invalid_argument("shader uniform has no name");
}
if (uniforms[i].id != shader_uniform_id(uniforms[i].name)) {
return pp::foundation::Status::invalid_argument("shader uniform hash does not match its name");
}
for (std::size_t j = i + 1; j < uniforms.size(); ++j) {
if (uniforms[j].name != nullptr && std::strcmp(uniforms[i].name, uniforms[j].name) == 0) {
return pp::foundation::Status::invalid_argument("shader uniform name is duplicated");
}
if (uniforms[i].id == uniforms[j].id) {
return pp::foundation::Status::invalid_argument("shader uniform hash is duplicated");
}
}
}
return pp::foundation::Status::success();
}
}

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@@ -4,6 +4,7 @@
#include <cstdint>
#include <span>
#include <string_view>
namespace pp::renderer::gl {
@@ -12,8 +13,17 @@ struct OpenGlAttributeBinding {
std::uint32_t location = 0;
};
struct OpenGlUniformName {
const char* name = "";
std::uint16_t id = 0;
};
[[nodiscard]] std::span<const OpenGlAttributeBinding> panopainter_shader_attribute_bindings() noexcept;
[[nodiscard]] pp::foundation::Status validate_shader_attribute_bindings(
std::span<const OpenGlAttributeBinding> bindings) noexcept;
[[nodiscard]] std::span<const OpenGlUniformName> panopainter_shader_uniform_names() noexcept;
[[nodiscard]] std::uint16_t shader_uniform_id(std::string_view name) noexcept;
[[nodiscard]] pp::foundation::Status validate_shader_uniform_names(
std::span<const OpenGlUniformName> uniforms) noexcept;
}

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@@ -262,7 +262,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
{
glGetActiveUniform(ps, (GLuint)i, bufSize, &length, &size, &type, name);
name[length] = 0;
kShaderUniform id = (kShaderUniform)const_hash(name);
kShaderUniform id = static_cast<kShaderUniform>(pp::renderer::gl::shader_uniform_id(name));
if (m_umap.find(id) != m_umap.end())
LOG("UNIFORM ALREADY DEFINED: %s", name);
m_umap[id] = glGetUniformLocation(ps, name);
@@ -422,58 +422,7 @@ void ShaderManager::invalidate()
bool check_uniform_uniqueness()
{
std::vector<uint16_t> v = {
const_hash("mvp"),
const_hash("tex"),
const_hash("tex_alpha"),
const_hash("tex_fg"),
const_hash("tex_bg"),
const_hash("tex_mix"),
const_hash("tex_mix_alpha"),
const_hash("tex_mask"),
const_hash("tex_dual"),
const_hash("tex_stroke"),
const_hash("tex_pattern"),
const_hash("pattern_offset"),
const_hash("pattern_alpha"),
const_hash("mix_alpha"),
const_hash("opacity"),
const_hash("wet"),
const_hash("lock"),
const_hash("col"),
const_hash("tof"),
const_hash("tsz"),
const_hash("alpha"),
const_hash("mask"),
const_hash("resolution"),
const_hash("highlight"),
const_hash("blend_mode"),
const_hash("dual_blend_mode"),
const_hash("noise"),
const_hash("dir"),
const_hash("use_dual"),
const_hash("use_pattern"),
const_hash("light_dir"),
const_hash("mode"),
const_hash("ambient"),
const_hash("pattern_invert"),
const_hash("pattern_scale"),
const_hash("pattern_bright"),
const_hash("pattern_contr"),
const_hash("pattern_depth"),
const_hash("patt_blend_mode"),
const_hash("colorize"),
const_hash("dual_alpha"),
const_hash("use_fragcoord"),
const_hash("draw_outline"),
};
std::sort(v.begin(), v.end());
int last = 0;
for (auto o : v)
{
if (o == last)
return false;
last = o;
}
return true;
return pp::renderer::gl::validate_shader_uniform_names(
pp::renderer::gl::panopainter_shader_uniform_names())
.ok();
}

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@@ -201,6 +201,52 @@ void rejects_invalid_shader_attribute_binding_catalogs(pp::tests::Harness& h)
PP_EXPECT(h, pp::renderer::gl::validate_shader_attribute_bindings(duplicate_location).ok());
}
void exposes_shader_uniform_catalog(pp::tests::Harness& h)
{
const auto uniforms = pp::renderer::gl::panopainter_shader_uniform_names();
PP_EXPECT(h, uniforms.size() == 43U);
PP_EXPECT(h, pp::renderer::gl::validate_shader_uniform_names(uniforms).ok());
PP_EXPECT(h, std::strcmp(uniforms[0].name, "mvp") == 0);
PP_EXPECT(h, uniforms[0].id == pp::renderer::gl::shader_uniform_id("mvp"));
PP_EXPECT(h, uniforms[0].id == 40696U);
PP_EXPECT(h, std::strcmp(uniforms[1].name, "tex") == 0);
PP_EXPECT(h, uniforms[1].id == pp::renderer::gl::shader_uniform_id("tex"));
PP_EXPECT(h, uniforms[1].id == 48854U);
PP_EXPECT(h, pp::renderer::gl::shader_uniform_id("pattern_contr") == 54920U);
PP_EXPECT(h, pp::renderer::gl::shader_uniform_id("draw_outline") == 36178U);
}
void rejects_invalid_shader_uniform_catalogs(pp::tests::Harness& h)
{
const std::array<pp::renderer::gl::OpenGlUniformName, 0> empty {};
const std::array unnamed {
pp::renderer::gl::OpenGlUniformName { .name = "", .id = 0 },
};
const std::array null_named {
pp::renderer::gl::OpenGlUniformName { .name = nullptr, .id = 0 },
};
const std::array mismatched_hash {
pp::renderer::gl::OpenGlUniformName { .name = "mvp", .id = 1 },
};
const std::array duplicate_name {
pp::renderer::gl::OpenGlUniformName {
.name = "mvp",
.id = pp::renderer::gl::shader_uniform_id("mvp"),
},
pp::renderer::gl::OpenGlUniformName {
.name = "mvp",
.id = pp::renderer::gl::shader_uniform_id("mvp"),
},
};
PP_EXPECT(h, !pp::renderer::gl::validate_shader_uniform_names(empty).ok());
PP_EXPECT(h, !pp::renderer::gl::validate_shader_uniform_names(unnamed).ok());
PP_EXPECT(h, !pp::renderer::gl::validate_shader_uniform_names(null_named).ok());
PP_EXPECT(h, !pp::renderer::gl::validate_shader_uniform_names(mismatched_hash).ok());
PP_EXPECT(h, !pp::renderer::gl::validate_shader_uniform_names(duplicate_name).ok());
}
}
int main()
@@ -216,5 +262,7 @@ int main()
harness.run("maps_shape_index_and_primitive_modes", maps_shape_index_and_primitive_modes);
harness.run("exposes_shader_attribute_binding_catalog", exposes_shader_attribute_binding_catalog);
harness.run("rejects_invalid_shader_attribute_binding_catalogs", rejects_invalid_shader_attribute_binding_catalogs);
harness.run("exposes_shader_uniform_catalog", exposes_shader_uniform_catalog);
harness.run("rejects_invalid_shader_uniform_catalogs", rejects_invalid_shader_uniform_catalogs);
return harness.finish();
}