Move shader state mapping to renderer gl
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@@ -150,8 +150,10 @@ Known local toolchain state:
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texture-target mapping used by `TextureCube`.
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It also owns and validates sampler wrap S/T/R, min/mag filter, and desktop
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border-color parameter mapping used by legacy `Sampler`. The PanoPainter
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shader attribute binding catalog used by legacy `Shader` creation also lives
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here. It also owns the PanoPainter shader uniform catalog and legacy hash
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shader attribute binding catalog, shader stage tokens, compile/link status
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queries, active-uniform count query, and matrix-uniform transpose token used
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by legacy `Shader` creation also live here. `Shader` no longer spells GL enum
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names directly. It also owns the PanoPainter shader uniform catalog and legacy hash
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mapping used by `Shader` active-uniform discovery and the uniform uniqueness
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check.
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- `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,
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2D/cube texture setup, mesh draw-mode, and cube-face texture-target
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interpretation to that backend library. Sampler wrap, min/mag filter, and desktop border-color parameter
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mapping for legacy `Sampler` also lives in `pp_renderer_gl`. The PanoPainter shader attribute
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binding catalog also lives in `pp_renderer_gl` and is consumed by legacy
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`Shader` creation. Shader uniform hashing, catalog validation, active-uniform
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mapping, and the legacy uniform uniqueness check now delegate to
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`pp_renderer_gl` as well. The existing renderer classes are not yet fully
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binding catalog, shader stage tokens, compile/link status queries, active-uniform
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count query, and matrix-uniform transpose token also live in `pp_renderer_gl`
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and are consumed by legacy `Shader` creation. Shader uniform hashing, catalog
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validation, active-uniform mapping, and the legacy uniform uniqueness check now
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delegate to `pp_renderer_gl` as well. `Shader` no longer spells GL enum names
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directly. The existing renderer classes are not yet fully
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behind the renderer interfaces.
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Implementation tasks:
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@@ -15,6 +15,11 @@ constexpr std::uint32_t gl_false = 0U;
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constexpr std::uint32_t gl_points = 0x0000U;
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constexpr std::uint32_t gl_lines = 0x0001U;
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constexpr std::uint32_t gl_triangles = 0x0004U;
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constexpr std::uint32_t gl_fragment_shader = 0x8B30U;
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constexpr std::uint32_t gl_vertex_shader = 0x8B31U;
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constexpr std::uint32_t gl_compile_status = 0x8B81U;
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constexpr std::uint32_t gl_link_status = 0x8B82U;
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constexpr std::uint32_t gl_active_uniforms = 0x8B86U;
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constexpr std::uint32_t gl_array_buffer = 0x8892U;
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constexpr std::uint32_t gl_element_array_buffer = 0x8893U;
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constexpr std::uint32_t gl_static_draw = 0x88E4U;
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@@ -358,6 +363,36 @@ std::uint32_t vertex_attribute_not_normalized() noexcept
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return gl_false;
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}
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std::uint32_t vertex_shader_stage() noexcept
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{
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return gl_vertex_shader;
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}
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std::uint32_t fragment_shader_stage() noexcept
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{
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return gl_fragment_shader;
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}
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std::uint32_t shader_compile_status_query() noexcept
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{
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return gl_compile_status;
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}
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std::uint32_t program_link_status_query() noexcept
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{
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return gl_link_status;
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}
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std::uint32_t active_uniform_count_query() noexcept
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{
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return gl_active_uniforms;
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}
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std::uint32_t matrix_uniform_not_transposed() noexcept
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{
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return gl_false;
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}
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std::uint32_t texture_cube_map_target() noexcept
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{
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return gl_texture_cube_map;
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@@ -80,6 +80,12 @@ struct OpenGlReadbackFormat {
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[[nodiscard]] std::uint32_t static_draw_buffer_usage() noexcept;
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[[nodiscard]] std::uint32_t vertex_attribute_float_component_type() noexcept;
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[[nodiscard]] std::uint32_t vertex_attribute_not_normalized() noexcept;
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[[nodiscard]] std::uint32_t vertex_shader_stage() noexcept;
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[[nodiscard]] std::uint32_t fragment_shader_stage() noexcept;
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[[nodiscard]] std::uint32_t shader_compile_status_query() noexcept;
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[[nodiscard]] std::uint32_t program_link_status_query() noexcept;
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[[nodiscard]] std::uint32_t active_uniform_count_query() noexcept;
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[[nodiscard]] std::uint32_t matrix_uniform_not_transposed() noexcept;
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[[nodiscard]] std::uint32_t texture_cube_map_target() noexcept;
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[[nodiscard]] std::uint32_t cube_map_allocation_face_texture_target(std::uint32_t face_index) noexcept;
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[[nodiscard]] std::span<const std::uint32_t> panopainter_cube_face_texture_targets() noexcept;
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@@ -3,8 +3,45 @@
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#include "shader.h"
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#include "asset.h"
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#include "app.h"
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#include "renderer_gl/opengl_capabilities.h"
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#include "renderer_gl/shader_bindings.h"
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#include <cstdint>
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namespace {
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[[nodiscard]] GLenum vertex_shader_stage() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::vertex_shader_stage());
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}
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[[nodiscard]] GLenum fragment_shader_stage() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::fragment_shader_stage());
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}
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[[nodiscard]] GLenum shader_compile_status_query() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::shader_compile_status_query());
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}
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[[nodiscard]] GLenum program_link_status_query() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::program_link_status_query());
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}
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[[nodiscard]] GLenum active_uniform_count_query() noexcept
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{
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return static_cast<GLenum>(pp::renderer::gl::active_uniform_count_query());
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}
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[[nodiscard]] GLboolean matrix_uniform_not_transposed() noexcept
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{
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return static_cast<GLboolean>(pp::renderer::gl::matrix_uniform_not_transposed());
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}
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}
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std::map<kShader, Shader> ShaderManager::m_shaders;
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Shader* ShaderManager::m_current;
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bool ShaderManager::ext_framebuffer_fetch = false;
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@@ -40,10 +77,10 @@ std::string Shader::read(const std::string& path)
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for (const auto& l : split(data, '\n'))
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{
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std::smatch m;
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if (std::regex_search(l, m, reg_include))
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std::smatch include_match;
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if (std::regex_search(l, include_match, reg_include))
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{
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std::string inc = base + "/" + m[1].str();
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std::string inc = base + "/" + include_match[1].str();
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if (Asset::exist(inc.c_str()))
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{
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std::string subdata = read(inc);
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@@ -169,7 +206,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
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int infolen;
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const GLchar* source;
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auto vs = glCreateShader(GL_VERTEX_SHADER);
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auto vs = glCreateShader(vertex_shader_stage());
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if (!vs)
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{
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ret = false;
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@@ -178,7 +215,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
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source = vertex.c_str();
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glShaderSource(vs, 1, &source, nullptr);
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glCompileShader(vs);
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glGetShaderiv(vs, GL_COMPILE_STATUS, &status);
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glGetShaderiv(vs, shader_compile_status_query(), &status);
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glGetShaderInfoLog(vs, sizeof(infolog), &infolen, infolog);
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if (infolen > 0)
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{
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@@ -192,7 +229,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
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return;
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}
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auto fs = glCreateShader(GL_FRAGMENT_SHADER);
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auto fs = glCreateShader(fragment_shader_stage());
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if (!fs)
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{
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glDeleteShader(vs);
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@@ -202,7 +239,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
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source = fragment.c_str();
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glShaderSource(fs, 1, &source, nullptr);
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glCompileShader(fs);
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glGetShaderiv(fs, GL_COMPILE_STATUS, &status);
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glGetShaderiv(fs, shader_compile_status_query(), &status);
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glGetShaderInfoLog(fs, sizeof(infolog), &infolen, infolog);
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if (infolen > 0)
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{
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@@ -238,7 +275,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
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}
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glLinkProgram(ps);
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glGetProgramiv(ps, GL_LINK_STATUS, &status);
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glGetProgramiv(ps, program_link_status_query(), &status);
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glGetProgramInfoLog(ps, sizeof(infolog), &infolen, infolog);
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if (infolen > 0)
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LOG("LINK SHADER: %s\n%s", m_path.c_str(), infolog);
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@@ -257,7 +294,7 @@ bool Shader::create(const std::string& vertex, const std::string& fragment)
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const GLsizei bufSize = 64; // maximum name length
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GLchar name[bufSize]; // variable name in GLSL
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GLsizei length; // name length
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glGetProgramiv(ps, GL_ACTIVE_UNIFORMS, &count);
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glGetProgramiv(ps, active_uniform_count_query(), &count);
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for (int i = 0; i < count; i++)
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{
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glGetActiveUniform(ps, (GLuint)i, bufSize, &length, &size, &type, name);
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@@ -318,7 +355,7 @@ void Shader::u_mat4(kShaderUniform id, const glm::mat4& m)
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{
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if (m_umap.count(id) == 0)
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LOG("UNIFORM mat4 %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniformMatrix4fv(m_umap[id], 1, GL_FALSE, glm::value_ptr(m));
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else glUniformMatrix4fv(m_umap[id], 1, matrix_uniform_not_transposed(), glm::value_ptr(m));
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}
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void Shader::u_int(kShaderUniform id, int i)
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{
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@@ -327,9 +364,9 @@ void Shader::u_int(kShaderUniform id, int i)
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else
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glUniform1i(m_umap[id], i);
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}
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void Shader::u_int(const char* name, int i)
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void Shader::u_int(const char* uniform_name, int i)
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{
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glUniform1i(glGetAttribLocation(prog, name), i);
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glUniform1i(glGetAttribLocation(prog, uniform_name), i);
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}
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void Shader::u_float(kShaderUniform id, float f)
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{
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@@ -337,9 +374,9 @@ void Shader::u_float(kShaderUniform id, float f)
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LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
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else glUniform1f(m_umap[id], f);
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}
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GLint Shader::GetAttribLocation(const char* name)
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GLint Shader::GetAttribLocation(const char* attribute_name)
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{
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return glGetAttribLocation(prog, name);
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return glGetAttribLocation(prog, attribute_name);
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}
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bool ShaderManager::load(kShader id, const std::string& path)
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@@ -99,9 +99,9 @@ public:
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void u_vec2(kShaderUniform id, const glm::vec2& v);
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void u_mat4(kShaderUniform id, const glm::mat4& m);
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void u_int(kShaderUniform id, int i);
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void u_int(const char* name, int i);
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void u_int(const char* uniform_name, int i);
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void u_float(kShaderUniform id, float f);
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GLint GetAttribLocation(const char* name);
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GLint GetAttribLocation(const char* attribute_name);
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};
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class ShaderManager
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@@ -285,6 +285,13 @@ void exposes_shader_attribute_binding_catalog(pp::tests::Harness& h)
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{
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const auto bindings = pp::renderer::gl::panopainter_shader_attribute_bindings();
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PP_EXPECT(h, pp::renderer::gl::vertex_shader_stage() == 0x8B31U);
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PP_EXPECT(h, pp::renderer::gl::fragment_shader_stage() == 0x8B30U);
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PP_EXPECT(h, pp::renderer::gl::shader_compile_status_query() == 0x8B81U);
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PP_EXPECT(h, pp::renderer::gl::program_link_status_query() == 0x8B82U);
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PP_EXPECT(h, pp::renderer::gl::active_uniform_count_query() == 0x8B86U);
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PP_EXPECT(h, pp::renderer::gl::matrix_uniform_not_transposed() == 0U);
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PP_EXPECT(h, bindings.size() == 5U);
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PP_EXPECT(h, pp::renderer::gl::validate_shader_attribute_bindings(bindings).ok());
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PP_EXPECT(h, std::strcmp(bindings[0].name, "pos") == 0);
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