Move shader state mapping to renderer gl

This commit is contained in:
2026-06-02 06:51:31 +02:00
parent 47eb1ec0b2
commit 9e0a88726c
7 changed files with 111 additions and 22 deletions

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@@ -150,8 +150,10 @@ Known local toolchain state:
texture-target mapping used by `TextureCube`.
It also owns and validates sampler wrap S/T/R, min/mag filter, and desktop
border-color parameter mapping used by legacy `Sampler`. The PanoPainter
shader attribute binding catalog used by legacy `Shader` creation also lives
here. It also owns the PanoPainter shader uniform catalog and legacy hash
shader attribute binding catalog, shader stage tokens, compile/link status
queries, active-uniform count query, and matrix-uniform transpose token used
by legacy `Shader` creation also live here. `Shader` no longer spells GL enum
names directly. 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

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@@ -414,10 +414,12 @@ framebuffer diagnostic, framebuffer blit, render-target setup, clear-state,
2D/cube texture setup, mesh draw-mode, and cube-face texture-target
interpretation to that backend library. Sampler wrap, min/mag filter, and desktop border-color parameter
mapping for legacy `Sampler` also lives in `pp_renderer_gl`. The PanoPainter shader attribute
binding catalog also lives in `pp_renderer_gl` and is consumed by legacy
`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
binding catalog, shader stage tokens, compile/link status queries, active-uniform
count query, and matrix-uniform transpose token also live in `pp_renderer_gl`
and are consumed by legacy `Shader` creation. Shader uniform hashing, catalog
validation, active-uniform mapping, and the legacy uniform uniqueness check now
delegate to `pp_renderer_gl` as well. `Shader` no longer spells GL enum names
directly. The existing renderer classes are not yet fully
behind the renderer interfaces.
Implementation tasks:

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@@ -15,6 +15,11 @@ constexpr std::uint32_t gl_false = 0U;
constexpr std::uint32_t gl_points = 0x0000U;
constexpr std::uint32_t gl_lines = 0x0001U;
constexpr std::uint32_t gl_triangles = 0x0004U;
constexpr std::uint32_t gl_fragment_shader = 0x8B30U;
constexpr std::uint32_t gl_vertex_shader = 0x8B31U;
constexpr std::uint32_t gl_compile_status = 0x8B81U;
constexpr std::uint32_t gl_link_status = 0x8B82U;
constexpr std::uint32_t gl_active_uniforms = 0x8B86U;
constexpr std::uint32_t gl_array_buffer = 0x8892U;
constexpr std::uint32_t gl_element_array_buffer = 0x8893U;
constexpr std::uint32_t gl_static_draw = 0x88E4U;
@@ -358,6 +363,36 @@ std::uint32_t vertex_attribute_not_normalized() noexcept
return gl_false;
}
std::uint32_t vertex_shader_stage() noexcept
{
return gl_vertex_shader;
}
std::uint32_t fragment_shader_stage() noexcept
{
return gl_fragment_shader;
}
std::uint32_t shader_compile_status_query() noexcept
{
return gl_compile_status;
}
std::uint32_t program_link_status_query() noexcept
{
return gl_link_status;
}
std::uint32_t active_uniform_count_query() noexcept
{
return gl_active_uniforms;
}
std::uint32_t matrix_uniform_not_transposed() noexcept
{
return gl_false;
}
std::uint32_t texture_cube_map_target() noexcept
{
return gl_texture_cube_map;

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@@ -80,6 +80,12 @@ struct OpenGlReadbackFormat {
[[nodiscard]] std::uint32_t static_draw_buffer_usage() noexcept;
[[nodiscard]] std::uint32_t vertex_attribute_float_component_type() noexcept;
[[nodiscard]] std::uint32_t vertex_attribute_not_normalized() noexcept;
[[nodiscard]] std::uint32_t vertex_shader_stage() noexcept;
[[nodiscard]] std::uint32_t fragment_shader_stage() noexcept;
[[nodiscard]] std::uint32_t shader_compile_status_query() noexcept;
[[nodiscard]] std::uint32_t program_link_status_query() noexcept;
[[nodiscard]] std::uint32_t active_uniform_count_query() noexcept;
[[nodiscard]] std::uint32_t matrix_uniform_not_transposed() noexcept;
[[nodiscard]] std::uint32_t texture_cube_map_target() noexcept;
[[nodiscard]] std::uint32_t cube_map_allocation_face_texture_target(std::uint32_t face_index) noexcept;
[[nodiscard]] std::span<const std::uint32_t> panopainter_cube_face_texture_targets() noexcept;

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@@ -3,8 +3,45 @@
#include "shader.h"
#include "asset.h"
#include "app.h"
#include "renderer_gl/opengl_capabilities.h"
#include "renderer_gl/shader_bindings.h"
#include <cstdint>
namespace {
[[nodiscard]] GLenum vertex_shader_stage() noexcept
{
return static_cast<GLenum>(pp::renderer::gl::vertex_shader_stage());
}
[[nodiscard]] GLenum fragment_shader_stage() noexcept
{
return static_cast<GLenum>(pp::renderer::gl::fragment_shader_stage());
}
[[nodiscard]] GLenum shader_compile_status_query() noexcept
{
return static_cast<GLenum>(pp::renderer::gl::shader_compile_status_query());
}
[[nodiscard]] GLenum program_link_status_query() noexcept
{
return static_cast<GLenum>(pp::renderer::gl::program_link_status_query());
}
[[nodiscard]] GLenum active_uniform_count_query() noexcept
{
return static_cast<GLenum>(pp::renderer::gl::active_uniform_count_query());
}
[[nodiscard]] GLboolean matrix_uniform_not_transposed() noexcept
{
return static_cast<GLboolean>(pp::renderer::gl::matrix_uniform_not_transposed());
}
}
std::map<kShader, Shader> ShaderManager::m_shaders;
Shader* ShaderManager::m_current;
bool ShaderManager::ext_framebuffer_fetch = false;
@@ -40,10 +77,10 @@ std::string Shader::read(const std::string& path)
for (const auto& l : split(data, '\n'))
{
std::smatch m;
if (std::regex_search(l, m, reg_include))
std::smatch include_match;
if (std::regex_search(l, include_match, reg_include))
{
std::string inc = base + "/" + m[1].str();
std::string inc = base + "/" + include_match[1].str();
if (Asset::exist(inc.c_str()))
{
std::string subdata = read(inc);
@@ -169,7 +206,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
int infolen;
const GLchar* source;
auto vs = glCreateShader(GL_VERTEX_SHADER);
auto vs = glCreateShader(vertex_shader_stage());
if (!vs)
{
ret = false;
@@ -178,7 +215,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
source = vertex.c_str();
glShaderSource(vs, 1, &source, nullptr);
glCompileShader(vs);
glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
glGetShaderiv(vs, shader_compile_status_query(), &status);
glGetShaderInfoLog(vs, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
{
@@ -192,7 +229,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
return;
}
auto fs = glCreateShader(GL_FRAGMENT_SHADER);
auto fs = glCreateShader(fragment_shader_stage());
if (!fs)
{
glDeleteShader(vs);
@@ -202,7 +239,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
source = fragment.c_str();
glShaderSource(fs, 1, &source, nullptr);
glCompileShader(fs);
glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
glGetShaderiv(fs, shader_compile_status_query(), &status);
glGetShaderInfoLog(fs, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
{
@@ -238,7 +275,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
}
glLinkProgram(ps);
glGetProgramiv(ps, GL_LINK_STATUS, &status);
glGetProgramiv(ps, program_link_status_query(), &status);
glGetProgramInfoLog(ps, sizeof(infolog), &infolen, infolog);
if (infolen > 0)
LOG("LINK SHADER: %s\n%s", m_path.c_str(), infolog);
@@ -257,7 +294,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
const GLsizei bufSize = 64; // maximum name length
GLchar name[bufSize]; // variable name in GLSL
GLsizei length; // name length
glGetProgramiv(ps, GL_ACTIVE_UNIFORMS, &count);
glGetProgramiv(ps, active_uniform_count_query(), &count);
for (int i = 0; i < count; i++)
{
glGetActiveUniform(ps, (GLuint)i, bufSize, &length, &size, &type, name);
@@ -318,7 +355,7 @@ void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m));
else glUniformMatrix4fv(m_umap[id], 1, matrix_uniform_not_transposed(), glm::value_ptr(m));
}
void Shader::u_int(kShaderUniform id, int i)
{
@@ -327,9 +364,9 @@ void Shader::u_int(kShaderUniform id, int i)
else
glUniform1i(m_umap[id], i);
}
void Shader::u_int(const char* name, int i)
void Shader::u_int(const char* uniform_name, int i)
{
glUniform1i(glGetAttribLocation(prog, name), i);
glUniform1i(glGetAttribLocation(prog, uniform_name), i);
}
void Shader::u_float(kShaderUniform id, float f)
{
@@ -337,9 +374,9 @@ void Shader::u_float(kShaderUniform id, float f)
LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform1f(m_umap[id], f);
}
GLint Shader::GetAttribLocation(const char* name)
GLint Shader::GetAttribLocation(const char* attribute_name)
{
return glGetAttribLocation(prog, name);
return glGetAttribLocation(prog, attribute_name);
}
bool ShaderManager::load(kShader id, const std::string& path)

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@@ -99,9 +99,9 @@ public:
void u_vec2(kShaderUniform id, const glm::vec2& v);
void u_mat4(kShaderUniform id, const glm::mat4& m);
void u_int(kShaderUniform id, int i);
void u_int(const char* name, int i);
void u_int(const char* uniform_name, int i);
void u_float(kShaderUniform id, float f);
GLint GetAttribLocation(const char* name);
GLint GetAttribLocation(const char* attribute_name);
};
class ShaderManager

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@@ -285,6 +285,13 @@ void exposes_shader_attribute_binding_catalog(pp::tests::Harness& h)
{
const auto bindings = pp::renderer::gl::panopainter_shader_attribute_bindings();
PP_EXPECT(h, pp::renderer::gl::vertex_shader_stage() == 0x8B31U);
PP_EXPECT(h, pp::renderer::gl::fragment_shader_stage() == 0x8B30U);
PP_EXPECT(h, pp::renderer::gl::shader_compile_status_query() == 0x8B81U);
PP_EXPECT(h, pp::renderer::gl::program_link_status_query() == 0x8B82U);
PP_EXPECT(h, pp::renderer::gl::active_uniform_count_query() == 0x8B86U);
PP_EXPECT(h, pp::renderer::gl::matrix_uniform_not_transposed() == 0U);
PP_EXPECT(h, bindings.size() == 5U);
PP_EXPECT(h, pp::renderer::gl::validate_shader_attribute_bindings(bindings).ok());
PP_EXPECT(h, std::strcmp(bindings[0].name, "pos") == 0);