mirror of
https://github.com/NoelFB/blah.git
synced 2024-11-25 16:18:57 +08:00
fixed Textures/Samplers potentially using incorrect registers
This commit is contained in:
parent
0628e0dce5
commit
410adbfe12
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@ -257,12 +257,15 @@ namespace Blah
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// The Shader type the Uniform is a part of
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ShaderType shader;
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// Texture / Sampler register index, which shaders can manually assign
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int register_index = 0;
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// Some rendering APIs have uniform buffers. The `buffer_index`
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// specifies which buffer the uniform belongs to
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int buffer_index;
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int buffer_index = 0;
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// Array length of the Uniform (ex. a vec2[4] would be 4)
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int array_length;
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int array_length = 0;
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};
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// Supported Vertex value types
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@ -550,25 +553,25 @@ namespace Blah
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void set_texture(const char* name, const TextureRef& texture, int array_index = 0);
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// Sets the texture
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void set_texture(int slot, const TextureRef& texture, int array_index = 0);
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void set_texture(int register_index, const TextureRef& texture);
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// Gets the texture, or an empty reference if invalid
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TextureRef get_texture(const char* name, int array_index = 0) const;
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// Gets the texture, or an empty reference if invalid
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TextureRef get_texture(int slot, int array_index = 0) const;
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TextureRef get_texture(int register_index) const;
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// Sets the sampler
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void set_sampler(const char* name, const TextureSampler& sampler, int array_index = 0);
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// Sets the sampler
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void set_sampler(int slot, const TextureSampler& sampler, int array_index = 0);
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void set_sampler(int register_index, const TextureSampler& sampler);
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// Gets the sampler
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TextureSampler get_sampler(const char* name, int array_index = 0) const;
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// Gets the sampler
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TextureSampler get_sampler(int slot, int array_index = 0) const;
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TextureSampler get_sampler(int register_index) const;
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// Sets the value. `length` is the total number of floats to set
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// For example if the uniform is a float2[4], a total of 8 float values
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158
src/graphics.cpp
158
src/graphics.cpp
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@ -256,15 +256,15 @@ Material::Material(const ShaderRef& shader)
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if (uniform.type == UniformType::Texture2D)
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{
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for (int i = 0; i < uniform.array_length; i++)
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m_textures.push_back(TextureRef());
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if (m_textures.size() < uniform.register_index + uniform.array_length)
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m_textures.resize(uniform.register_index + uniform.array_length);
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continue;
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}
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if (uniform.type == UniformType::Sampler2D)
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{
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for (int i = 0; i < uniform.array_length; i++)
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m_samplers.push_back(TextureSampler());
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if (m_samplers.size() < uniform.register_index + uniform.array_length)
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m_samplers.resize(uniform.register_index + uniform.array_length);
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continue;
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}
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@ -302,7 +302,6 @@ void Material::set_texture(const char* name, const TextureRef& texture, int inde
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{
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BLAH_ASSERT(m_shader, "Material Shader is invalid");
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int offset = 0;
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for (auto& uniform : m_shader->uniforms())
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{
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if (uniform.type != UniformType::Texture2D)
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@ -310,92 +309,60 @@ void Material::set_texture(const char* name, const TextureRef& texture, int inde
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if (strcmp(uniform.name, name) == 0)
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{
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m_textures[offset + index] = texture;
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return;
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}
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offset += uniform.array_length;
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if (offset + index >= m_textures.size())
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if (uniform.register_index + index < m_textures.size())
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{
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m_textures[uniform.register_index + index] = texture;
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return;
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}
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break;
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}
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}
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Log::warn("No Texture Uniform '%s' at index [%i] exists", name, index);
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}
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void Material::set_texture(int slot, const TextureRef& texture, int index)
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void Material::set_texture(int register_index, const TextureRef& texture)
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{
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BLAH_ASSERT(m_shader, "Material Shader is invalid");
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int s = 0;
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int offset = 0;
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for (auto& uniform : m_shader->uniforms())
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if (register_index >= m_textures.size())
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{
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if (uniform.type != UniformType::Texture2D)
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continue;
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if (s == slot)
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{
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if (index > uniform.array_length)
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break;
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m_textures[offset + index] = texture;
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break;
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}
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offset += uniform.array_length;
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s++;
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Log::warn("Texture Register index [%i] is out of bounds", register_index);
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return;
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}
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m_textures[register_index] = texture;
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}
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TextureRef Material::get_texture(const char* name, int index) const
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{
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BLAH_ASSERT(m_shader, "Material Shader is invalid");
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int offset = 0;
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for (auto& uniform : m_shader->uniforms())
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{
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if (uniform.type != UniformType::Texture2D)
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continue;
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if (strcmp(uniform.name, name) == 0)
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return m_textures[offset + index];
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offset += uniform.array_length;
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if (offset + index >= m_textures.size())
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{
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if (uniform.register_index + index < m_textures.size())
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return m_textures[uniform.register_index + index];
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break;
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}
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}
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Log::warn("No Texture Uniform '%s' at index [%i] exists", name, index);
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return TextureRef();
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}
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TextureRef Material::get_texture(int slot, int index) const
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TextureRef Material::get_texture(int register_index) const
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{
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BLAH_ASSERT(m_shader, "Material Shader is invalid");
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int s = 0;
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int offset = 0;
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for (auto& uniform : m_shader->uniforms())
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{
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if (uniform.type != UniformType::Texture2D)
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continue;
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if (register_index < m_textures.size())
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return m_textures[register_index];
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if (s == slot)
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{
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if (index > uniform.array_length)
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break;
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return m_textures[offset + index];
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}
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offset += uniform.array_length;
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if (offset + index >= m_textures.size())
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break;
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s++;
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}
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Log::warn("No Texture Uniform ['%i'] at index [%i] exists", slot, index);
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Log::warn("No Texture Uniform at register index [%i]", register_index);
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return TextureRef();
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}
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@ -403,7 +370,6 @@ void Material::set_sampler(const char* name, const TextureSampler& sampler, int
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{
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BLAH_ASSERT(m_shader, "Material Shader is invalid");
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int offset = 0;
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for (auto& uniform : m_shader->uniforms())
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{
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if (uniform.type != UniformType::Sampler2D)
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@ -411,92 +377,60 @@ void Material::set_sampler(const char* name, const TextureSampler& sampler, int
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if (strcmp(uniform.name, name) == 0)
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{
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m_samplers[offset + index] = sampler;
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return;
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}
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offset += uniform.array_length;
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if (offset + index >= m_samplers.size())
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if (uniform.register_index + index < m_samplers.size())
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{
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m_samplers[uniform.register_index + index] = sampler;
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return;
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}
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break;
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}
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}
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Log::warn("No Sampler Uniform '%s' at index [%i] exists", name, index);
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Log::warn("No Texture Sampler Uniform '%s' at index [%i] exists", name, index);
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}
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void Material::set_sampler(int slot, const TextureSampler& sampler, int index)
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void Material::set_sampler(int register_index, const TextureSampler& sampler)
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{
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BLAH_ASSERT(m_shader, "Material Shader is invalid");
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int s = 0;
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int offset = 0;
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for (auto& uniform : m_shader->uniforms())
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if (register_index >= m_samplers.size())
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{
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if (uniform.type != UniformType::Sampler2D)
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continue;
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if (s == slot)
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{
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if (index > uniform.array_length)
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break;
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m_samplers[offset + index] = sampler;
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break;
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}
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offset += uniform.array_length;
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s++;
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Log::warn("Texture Sampler Register index [%i] is out of bounds", register_index);
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return;
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}
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m_samplers[register_index] = sampler;
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}
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TextureSampler Material::get_sampler(const char* name, int index) const
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{
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BLAH_ASSERT(m_shader, "Material Shader is invalid");
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int offset = 0;
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for (auto& uniform : m_shader->uniforms())
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{
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if (uniform.type != UniformType::Sampler2D)
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continue;
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if (strcmp(uniform.name, name) == 0)
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return m_samplers[offset + index];
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offset += uniform.array_length;
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if (offset + index >= m_samplers.size())
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{
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if (uniform.register_index + index < m_samplers.size())
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return m_samplers[uniform.register_index + index];
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break;
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}
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}
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Log::warn("No Sampler Uniform '%s' at index [%i] exists", name, index);
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Log::warn("No Texture Sampler Uniform '%s' at index [%i] exists", name, index);
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return TextureSampler();
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}
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TextureSampler Material::get_sampler(int slot, int index) const
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TextureSampler Material::get_sampler(int register_index) const
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{
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BLAH_ASSERT(m_shader, "Material Shader is invalid");
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int s = 0;
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int offset = 0;
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for (auto& uniform : m_shader->uniforms())
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{
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if (uniform.type != UniformType::Sampler2D)
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continue;
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if (register_index < m_samplers.size())
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return m_samplers[register_index];
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if (s == slot)
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{
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if (index > uniform.array_length)
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break;
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return m_samplers[offset + index];
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}
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offset += uniform.array_length;
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if (offset + index >= m_samplers.size())
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break;
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s++;
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}
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Log::warn("No Sampler Uniform ['%i'] at index [%i] exists", slot, index);
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Log::warn("No Texture Sampler Uniform at register index [%i]", register_index);
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return TextureSampler();
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}
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@ -1204,6 +1204,7 @@ namespace Blah
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auto uniform = append_uniforms_to.expand();
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uniform->name = desc.Name;
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uniform->shader = shader_type;
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uniform->register_index = desc.BindPoint;
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uniform->buffer_index = 0;
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uniform->array_length = max(1, desc.BindCount);
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uniform->type = UniformType::Texture2D;
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@ -1213,6 +1214,7 @@ namespace Blah
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auto uniform = append_uniforms_to.expand();
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uniform->name = desc.Name;
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uniform->shader = shader_type;
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uniform->register_index = desc.BindPoint;
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uniform->buffer_index = 0;
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uniform->array_length = max(1, desc.BindCount);
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uniform->type = UniformType::Sampler2D;
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@ -1254,6 +1256,7 @@ namespace Blah
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auto uniform = append_uniforms_to.expand();
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uniform->name = var_desc.Name;
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uniform->shader = shader_type;
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uniform->register_index = 0;
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uniform->buffer_index = i;
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uniform->array_length = max(1, type_desc.Elements);
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uniform->type = UniformType::None;
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@ -894,6 +894,7 @@ namespace Blah
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const int max_name_length = 256;
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GLint active_uniforms = 0;
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GLint sampler_uniforms = 0;
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renderer->gl.GetProgramiv(id, GL_ACTIVE_UNIFORMS, &active_uniforms);
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for (int i = 0; i < active_uniforms; i++)
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@ -921,6 +922,7 @@ namespace Blah
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{
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UniformInfo tex_uniform;
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tex_uniform.name = name;
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tex_uniform.register_index = sampler_uniforms;
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tex_uniform.buffer_index = 0;
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tex_uniform.array_length = size;
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tex_uniform.type = UniformType::Texture2D;
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@ -930,18 +932,22 @@ namespace Blah
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UniformInfo sampler_uniform;
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sampler_uniform.name = String(name).append("_sampler");
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sampler_uniform.register_index = sampler_uniforms;
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sampler_uniform.buffer_index = 0;
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sampler_uniform.array_length = size;
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sampler_uniform.type = UniformType::Sampler2D;
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sampler_uniform.shader = ShaderType::Fragment;
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uniform_locations.push_back(renderer->gl.GetUniformLocation(id, name));
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m_uniforms.push_back(sampler_uniform);
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sampler_uniforms += size;
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}
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else
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{
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UniformInfo uniform;
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uniform.name = name;
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uniform.type = UniformType::None;
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uniform.register_index = 0;
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uniform.buffer_index = 0;
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uniform.array_length = size;
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uniform_locations.push_back(renderer->gl.GetUniformLocation(id, name));
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@ -1297,7 +1303,6 @@ namespace Blah
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renderer->gl.UseProgram(shader->gl_id());
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int texture_slot = 0;
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int gl_texture_slot = 0;
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GLint texture_ids[64];
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auto& uniforms = shader->uniforms();
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auto data = pass.material->data();
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@ -1316,10 +1321,10 @@ namespace Blah
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{
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for (int n = 0; n < uniform.array_length; n++)
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{
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auto tex = pass.material->get_texture(texture_slot, n);
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auto sampler = pass.material->get_sampler(texture_slot, n);
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auto tex = pass.material->get_texture(texture_slot);
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auto sampler = pass.material->get_sampler(texture_slot);
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renderer->gl.ActiveTexture(GL_TEXTURE0 + gl_texture_slot);
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renderer->gl.ActiveTexture(GL_TEXTURE0 + texture_slot);
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if (!tex)
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{
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@ -1332,12 +1337,11 @@ namespace Blah
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renderer->gl.BindTexture(GL_TEXTURE_2D, gl_tex->gl_id());
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}
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texture_ids[n] = gl_texture_slot;
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gl_texture_slot++;
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texture_ids[n] = texture_slot;
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texture_slot++;
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}
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renderer->gl.Uniform1iv(location, (GLint)uniform.array_length, &texture_ids[0]);
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texture_slot++;
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continue;
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}
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