graphics: refactoring #2

This commit is contained in:
nmzik
2026-07-21 07:20:55 +02:00
parent b51d4322cc
commit 0a5f78c727
137 changed files with 10230 additions and 10893 deletions
@@ -12,10 +12,10 @@ bool HasInput(const ShaderInfo& info, StageInputKind kind, uint32_t location) {
});
}
void AddInput(ShaderInfo* info, StageInputKind kind, uint32_t location, uint32_t components,
void AddInput(ShaderInfo& info, StageInputKind kind, uint32_t location, uint32_t components,
std::string name) {
if (!HasInput(*info, kind, location)) {
info->inputs.push_back({kind, location, components, std::move(name)});
if (!HasInput(info, kind, location)) {
info.inputs.push_back({kind, location, components, std::move(name)});
}
}
@@ -25,10 +25,10 @@ bool HasOutput(const ShaderInfo& info, StageOutputKind kind, uint32_t index) {
});
}
void AddOutput(ShaderInfo* info, StageOutputKind kind, uint32_t index, uint32_t location,
void AddOutput(ShaderInfo& info, StageOutputKind kind, uint32_t index, uint32_t location,
std::string name) {
if (!HasOutput(*info, kind, index)) {
info->outputs.push_back({kind, index, location, std::move(name)});
if (!HasOutput(info, kind, index)) {
info.outputs.push_back({kind, index, location, std::move(name)});
}
}
@@ -87,7 +87,7 @@ bool ValidateOptions(const Program& program, const ShaderInfoOptions& options, s
}
void CollectVertexInputs(const Program& program, const ShaderVertexInputInfo* vertex,
ShaderInfo* info) {
ShaderInfo& info) {
AddInput(info, StageInputKind::VertexIndex, 0, 1, "gl_VertexIndex");
AddInput(info, StageInputKind::InstanceIndex, 0, 1, "gl_InstanceIndex");
if (vertex == nullptr) {
@@ -114,7 +114,7 @@ void CollectVertexInputs(const Program& program, const ShaderVertexInputInfo* ve
}
}
void CollectPixelInputs(const ShaderPixelInputInfo* pixel, ShaderInfo* info) {
void CollectPixelInputs(const ShaderPixelInputInfo* pixel, ShaderInfo& info) {
if (pixel == nullptr) {
return;
}
@@ -130,7 +130,7 @@ void CollectPixelInputs(const ShaderPixelInputInfo* pixel, ShaderInfo* info) {
}
void CollectComputeInputs(const Program& program, const ShaderComputeInputInfo* compute,
ShaderInfo* info) {
ShaderInfo& info) {
if (compute != nullptr) {
if (compute->group_id[0] || compute->group_id[1] || compute->group_id[2]) {
AddInput(info, StageInputKind::WorkgroupId, 0, 3, "gl_WorkGroupID");
@@ -150,7 +150,7 @@ void CollectComputeInputs(const Program& program, const ShaderComputeInputInfo*
}
}
void CollectOutputs(const Program& program, const ShaderPixelInputInfo* pixel, ShaderInfo* info) {
void CollectOutputs(const Program& program, const ShaderPixelInputInfo* pixel, ShaderInfo& info) {
for (const auto& block: program.blocks) {
for (const auto& inst: block.instructions) {
if (inst.op != Opcode::Export) {
@@ -193,32 +193,30 @@ void CollectOutputs(const Program& program, const ShaderPixelInputInfo* pixel, S
} // namespace
bool CollectShaderInfo(Program* program, const ShaderInfoOptions& options, std::string* error) {
if (program == nullptr || !program->resource_tracking_complete ||
program->shader_info_complete) {
bool CollectShaderInfo(Program& program, const ShaderInfoOptions& options, std::string* error) {
if (!program.resource_tracking_complete || program.shader_info_complete) {
if (error != nullptr) {
*error = program == nullptr ? "invalid shader info program"
: !program->resource_tracking_complete ? "shader resources were not tracked"
: "shader info already collected";
*error = !program.resource_tracking_complete ? "shader resources were not tracked"
: "shader info already collected";
}
return false;
}
if (!ValidateOptions(*program, options, error)) {
if (!ValidateOptions(program, options, error)) {
return false;
}
auto next = program->info;
auto next = program.info;
next.inputs.clear();
next.outputs.clear();
switch (program->stage) {
case ShaderType::Vertex: CollectVertexInputs(*program, options.vertex, &next); break;
case ShaderType::Pixel: CollectPixelInputs(options.pixel, &next); break;
case ShaderType::Compute: CollectComputeInputs(*program, options.compute, &next); break;
switch (program.stage) {
case ShaderType::Vertex: CollectVertexInputs(program, options.vertex, next); break;
case ShaderType::Pixel: CollectPixelInputs(options.pixel, next); break;
case ShaderType::Compute: CollectComputeInputs(program, options.compute, next); break;
default: return false;
}
CollectOutputs(*program, options.pixel, &next);
program->info = std::move(next);
program->shader_info_complete = true;
CollectOutputs(program, options.pixel, next);
program.info = std::move(next);
program.shader_info_complete = true;
return true;
}