Route shader runtime calls through renderer GL

This commit is contained in:
2026-06-03 06:53:51 +02:00
parent f20595aff6
commit acdaf3bb8e
6 changed files with 717 additions and 17 deletions

View File

@@ -35,9 +35,57 @@ namespace {
return static_cast<GLenum>(pp::renderer::gl::active_uniform_count_query());
}
[[nodiscard]] GLboolean matrix_uniform_not_transposed() noexcept
void use_opengl_program(std::uint32_t program) noexcept
{
return static_cast<GLboolean>(pp::renderer::gl::matrix_uniform_not_transposed());
glUseProgram(static_cast<GLuint>(program));
}
void delete_opengl_program(std::uint32_t program) noexcept
{
glDeleteProgram(static_cast<GLuint>(program));
}
void set_opengl_uniform_4fv(std::int32_t location, std::int32_t count, const float* values) noexcept
{
glUniform4fv(static_cast<GLint>(location), static_cast<GLsizei>(count), values);
}
void set_opengl_uniform_3fv(std::int32_t location, std::int32_t count, const float* values) noexcept
{
glUniform3fv(static_cast<GLint>(location), static_cast<GLsizei>(count), values);
}
void set_opengl_uniform_2fv(std::int32_t location, std::int32_t count, const float* values) noexcept
{
glUniform2fv(static_cast<GLint>(location), static_cast<GLsizei>(count), values);
}
void set_opengl_uniform_matrix_4fv(
std::int32_t location,
std::int32_t count,
std::uint8_t transpose,
const float* values) noexcept
{
glUniformMatrix4fv(
static_cast<GLint>(location),
static_cast<GLsizei>(count),
static_cast<GLboolean>(transpose),
values);
}
void set_opengl_uniform_1i(std::int32_t location, std::int32_t value) noexcept
{
glUniform1i(static_cast<GLint>(location), static_cast<GLint>(value));
}
void set_opengl_uniform_1f(std::int32_t location, float value) noexcept
{
glUniform1f(static_cast<GLint>(location), value);
}
std::int32_t get_opengl_attrib_location(std::uint32_t program, const char* name) noexcept
{
return static_cast<std::int32_t>(glGetAttribLocation(static_cast<GLuint>(program), name));
}
}
@@ -65,14 +113,12 @@ std::string Shader::read(const std::string& path)
std::string data((char*)a.read_all(), a.m_len);
// split path
std::string name, base, ext;
std::string base;
std::regex reg_path(R"((.*)[\\/]([^\\/]+)\.(\w+)$)");
std::smatch m;
if (std::regex_search(path, m, reg_path))
{
base = m[1].str();
name = m[2].str();
ext = m[3].str();
}
for (const auto& l : split(data, '\n'))
@@ -319,8 +365,14 @@ void Shader::destroy()
{
App::I->render_task_async([prog=prog]
{
glUseProgram(0);
glDeleteProgram(prog);
const auto status = pp::renderer::gl::delete_opengl_program(
static_cast<std::uint32_t>(prog),
pp::renderer::gl::OpenGlProgramDeleteDispatch {
.use_program = use_opengl_program,
.delete_program = delete_opengl_program,
});
if (!status.ok())
LOG("Shader::destroy() failed because: %s", status.message);
});
prog = 0;
}
@@ -329,54 +381,148 @@ void Shader::destroy()
void Shader::use()
{
glUseProgram(prog);
const auto status = pp::renderer::gl::use_opengl_program(
static_cast<std::uint32_t>(prog),
pp::renderer::gl::OpenGlProgramUseDispatch {
.use_program = use_opengl_program,
});
if (!status.ok())
LOG("Shader::use() failed because: %s", status.message);
}
void Shader::u_vec4(kShaderUniform id, const glm::vec4& v)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM vec4 %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform4fv(m_umap[id], 1, glm::value_ptr(v));
else
{
const auto status = pp::renderer::gl::set_opengl_uniform_vec4(
static_cast<std::int32_t>(m_umap[id]),
glm::value_ptr(v),
pp::renderer::gl::OpenGlUniformVec4Dispatch {
.uniform_4fv = set_opengl_uniform_4fv,
});
if (!status.ok())
LOG("Shader::u_vec4() failed because: %s", status.message);
}
}
void Shader::u_vec3(kShaderUniform id, const glm::vec3& v)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM vec3 %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform3fv(m_umap[id], 1, glm::value_ptr(v));
else
{
const auto status = pp::renderer::gl::set_opengl_uniform_vec3(
static_cast<std::int32_t>(m_umap[id]),
glm::value_ptr(v),
pp::renderer::gl::OpenGlUniformVec3Dispatch {
.uniform_3fv = set_opengl_uniform_3fv,
});
if (!status.ok())
LOG("Shader::u_vec3() failed because: %s", status.message);
}
}
void Shader::u_vec2(kShaderUniform id, const glm::vec2& v)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM vec2 %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform2fv(m_umap[id], 1, glm::value_ptr(v));
else
{
const auto status = pp::renderer::gl::set_opengl_uniform_vec2(
static_cast<std::int32_t>(m_umap[id]),
glm::value_ptr(v),
pp::renderer::gl::OpenGlUniformVec2Dispatch {
.uniform_2fv = set_opengl_uniform_2fv,
});
if (!status.ok())
LOG("Shader::u_vec2() failed because: %s", status.message);
}
}
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, matrix_uniform_not_transposed(), glm::value_ptr(m));
else
{
const auto status = pp::renderer::gl::set_opengl_uniform_mat4(
static_cast<std::int32_t>(m_umap[id]),
glm::value_ptr(m),
pp::renderer::gl::OpenGlUniformMat4Dispatch {
.uniform_matrix_4fv = set_opengl_uniform_matrix_4fv,
});
if (!status.ok())
LOG("Shader::u_mat4() failed because: %s", status.message);
}
}
void Shader::u_int(kShaderUniform id, int i)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM int %d NOT FOUND in shader %d", (int)id, (int)name)
else
glUniform1i(m_umap[id], i);
{
const auto status = pp::renderer::gl::set_opengl_uniform_int(
static_cast<std::int32_t>(m_umap[id]),
static_cast<std::int32_t>(i),
pp::renderer::gl::OpenGlUniformIntDispatch {
.uniform_1i = set_opengl_uniform_1i,
});
if (!status.ok())
LOG("Shader::u_int() failed because: %s", status.message);
}
}
void Shader::u_int(const char* uniform_name, int i)
{
glUniform1i(glGetAttribLocation(prog, uniform_name), i);
const auto location = pp::renderer::gl::get_opengl_attribute_location(
static_cast<std::uint32_t>(prog),
uniform_name,
pp::renderer::gl::OpenGlAttributeLocationDispatch {
.get_attrib_location = get_opengl_attrib_location,
});
if (!location.ok())
{
LOG("Shader::u_int(name) lookup failed because: %s", location.status().message);
return;
}
const auto status = pp::renderer::gl::set_opengl_uniform_int(
location.value(),
static_cast<std::int32_t>(i),
pp::renderer::gl::OpenGlUniformIntDispatch {
.uniform_1i = set_opengl_uniform_1i,
});
if (!status.ok())
LOG("Shader::u_int(name) failed because: %s", status.message);
}
void Shader::u_float(kShaderUniform id, float f)
{
if (m_umap.count(id) == 0)
LOG("UNIFORM float %d NOT FOUND in shader %d", (int)id, (int)name)
else glUniform1f(m_umap[id], f);
else
{
const auto status = pp::renderer::gl::set_opengl_uniform_float(
static_cast<std::int32_t>(m_umap[id]),
f,
pp::renderer::gl::OpenGlUniformFloatDispatch {
.uniform_1f = set_opengl_uniform_1f,
});
if (!status.ok())
LOG("Shader::u_float() failed because: %s", status.message);
}
}
GLint Shader::GetAttribLocation(const char* attribute_name)
{
return glGetAttribLocation(prog, attribute_name);
const auto location = pp::renderer::gl::get_opengl_attribute_location(
static_cast<std::uint32_t>(prog),
attribute_name,
pp::renderer::gl::OpenGlAttributeLocationDispatch {
.get_attrib_location = get_opengl_attrib_location,
});
if (!location.ok())
{
LOG("Shader::GetAttribLocation() failed because: %s", location.status().message);
return -1;
}
return static_cast<GLint>(location.value());
}
bool ShaderManager::load(kShader id, const std::string& path)