OpenGLRenderer: Fix explicit texture/block binding (fixes GLSL ES 3.0 support)
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@@ -34,11 +34,12 @@ namespace Nz
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activeContext->UpdateStates(m_pipelineInfo, false);
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nzsl::ShaderStageTypeFlags stageFlags;
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std::vector<OpenGLShaderModule::ExplicitBinding> explicitBindings;
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for (const auto& shaderModulePtr : m_pipelineInfo.shaderModules)
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{
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OpenGLShaderModule& shaderModule = static_cast<OpenGLShaderModule&>(*shaderModulePtr);
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stageFlags |= shaderModule.Attach(m_program, pipelineLayout.GetBindingMapping());
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stageFlags |= shaderModule.Attach(m_program, pipelineLayout.GetBindingMapping(), &explicitBindings);
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}
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// OpenGL ES programs must have both vertex and fragment shaders or a compute shader or a mesh and fragment shader.
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@@ -53,7 +54,7 @@ namespace Nz
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dummyModule.rootNode->statements.push_back(nzsl::ShaderBuilder::DeclareFunction(stage, "main", {}, {}));
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OpenGLShaderModule shaderModule(device, stage, dummyModule);
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stageFlags |= shaderModule.Attach(m_program, pipelineLayout.GetBindingMapping());
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stageFlags |= shaderModule.Attach(m_program, pipelineLayout.GetBindingMapping(), &explicitBindings);
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}
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};
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@@ -70,6 +71,26 @@ namespace Nz
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m_flipYUniformLocation = m_program.GetUniformLocation(nzsl::GlslWriter::GetFlipYUniformName().data());
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if (m_flipYUniformLocation != -1)
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m_program.Uniform(m_flipYUniformLocation, 1.f);
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for (const auto& explicitBinding : explicitBindings)
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{
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if (explicitBinding.isBlock)
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{
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GLuint blockIndex = m_program.GetUniformBlockIndex(explicitBinding.name);
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if (blockIndex == GL_INVALID_INDEX)
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continue;
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m_program.UniformBlockBinding(blockIndex, explicitBinding.binding);
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}
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else
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{
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int location = m_program.GetUniformLocation(explicitBinding.name);
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if (location == -1)
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continue;
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m_program.Uniform(location, static_cast<int>(explicitBinding.binding)); //< FIXME: Use SafeCast
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}
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}
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}
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void OpenGLRenderPipeline::Apply(const GL::Context& context, bool flipViewport) const
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@@ -83,7 +83,7 @@ namespace Nz
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}
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}
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nzsl::ShaderStageTypeFlags OpenGLShaderModule::Attach(GL::Program& program, const nzsl::GlslWriter::BindingMapping& bindingMapping) const
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nzsl::ShaderStageTypeFlags OpenGLShaderModule::Attach(GL::Program& program, const nzsl::GlslWriter::BindingMapping& bindingMapping, std::vector<ExplicitBinding>* explicitBindings) const
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{
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const auto& context = m_device.GetReferenceContext();
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const auto& contextParams = context.GetParams();
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@@ -120,13 +120,24 @@ namespace Nz
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nzsl::GlslWriter::Output output = writer.Generate(shaderEntry.stage, *arg.ast, bindingMapping, m_states);
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shader.SetSource(output.code.data(), GLint(output.code.size()));
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for (const auto& [name, bindingPoint] : output.explicitUniformBlockBinding)
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if (explicitBindings)
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{
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GLuint blockIndex = program.GetUniformBlockIndex(name);
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if (blockIndex == GL_INVALID_INDEX)
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continue;
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explicitBindings->reserve(explicitBindings->size() + output.explicitTextureBinding.size() + output.explicitUniformBlockBinding.size());
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for (const auto& [name, bindingPoint] : output.explicitTextureBinding)
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{
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auto& explicitBinding = explicitBindings->emplace_back();
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explicitBinding.name = name;
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explicitBinding.binding = bindingPoint;
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explicitBinding.isBlock = false;
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}
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program.UniformBlockBinding(blockIndex, bindingPoint);
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for (const auto& [name, bindingPoint] : output.explicitUniformBlockBinding)
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{
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auto& explicitBinding = explicitBindings->emplace_back();
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explicitBinding.name = name;
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explicitBinding.binding = bindingPoint;
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explicitBinding.isBlock = true;
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}
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}
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}
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else
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