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renderer: add 1fv and 2fv uniform support (#12080)

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Mozzarella32 2025-10-18 13:34:33 +02:00 committed by GitHub
parent f3e13193a6
commit 6607c6440d
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GPG Key ID: B5690EEEBB952194
2 changed files with 29 additions and 7 deletions

View File

@ -166,20 +166,37 @@ void SShader::setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLbo
glUniformMatrix4x2fv(uniformLocations[location], count, transpose, value.data());
}
void SShader::setUniform4fv(eShaderUniform location, GLsizei count, std::vector<float> value) {
void SShader::setUniformfv(eShaderUniform location, GLsizei count, const std::vector<float>& value, GLsizei vec_size) {
if (uniformLocations.at(location) == -1)
return;
auto& cached = uniformStatus.at(location);
if (cached.index() != 0) {
auto val = std::get<SUniform4Data>(cached);
auto val = std::get<SUniformVData>(cached);
if (val.count == count && compareFloat(val.value, value))
return;
}
cached = SUniform4Data{.count = count, .value = value};
glUniform4fv(uniformLocations[location], count, value.data());
cached = SUniformVData{.count = count, .value = value};
switch (vec_size) {
case 1: glUniform1fv(uniformLocations[location], count, value.data()); break;
case 2: glUniform2fv(uniformLocations[location], count, value.data()); break;
case 4: glUniform4fv(uniformLocations[location], count, value.data()); break;
default: UNREACHABLE();
}
}
void SShader::setUniform1fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) {
setUniformfv(location, count, value, 1);
}
void SShader::setUniform2fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) {
setUniformfv(location, count, value, 2);
}
void SShader::setUniform4fv(eShaderUniform location, GLsizei count, const std::vector<float>& value) {
setUniformfv(location, count, value, 4);
}
void SShader::destroy() {

View File

@ -89,14 +89,14 @@ struct SShader {
std::array<GLfloat, 8> value = {};
};
struct SUniform4Data {
struct SUniformVData {
GLsizei count = 0;
std::vector<float> value;
};
//
std::array<std::variant<std::monostate, GLint, GLfloat, std::array<GLfloat, 2>, std::array<GLfloat, 3>, std::array<GLfloat, 4>, SUniformMatrix3Data, SUniformMatrix4Data,
SUniform4Data>,
SUniformVData>,
SHADER_LAST>
uniformStatus;
//
@ -109,6 +109,11 @@ struct SShader {
void setUniformFloat4(eShaderUniform location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3);
void setUniformMatrix3fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 9> value);
void setUniformMatrix4x2fv(eShaderUniform location, GLsizei count, GLboolean transpose, std::array<GLfloat, 8> value);
void setUniform4fv(eShaderUniform location, GLsizei count, std::vector<float> value);
void setUniform1fv(eShaderUniform location, GLsizei count, const std::vector<float>& value);
void setUniform2fv(eShaderUniform location, GLsizei count, const std::vector<float>& value);
void setUniform4fv(eShaderUniform location, GLsizei count, const std::vector<float>& value);
void destroy();
private:
void setUniformfv(eShaderUniform location, GLsizei count, const std::vector<float>& value, GLsizei vec_size);
};