Hash :
baf5d945
Author :
Date :
2017-08-28T20:45:48
ES31: Add UNIFORM support for ProgramInterface Add program resource properties for uniform. BUG=angleproject:1920 TEST=angle_end2end_tests:ProgramInterfaceTest* Change-Id: Ia5cf6219db43b8b1f73efbb3565d21c86e9d3ec0 Reviewed-on: https://chromium-review.googlesource.com/638050 Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Jamie Madill <jmadill@chromium.org>
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//
// Copyright (c) 2010-2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#ifndef LIBANGLE_UNIFORM_H_
#define LIBANGLE_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/debug.h"
#include "common/MemoryBuffer.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
struct UniformTypeInfo;
template <typename T>
void MarkResourceStaticUse(T *resource, GLenum shaderType, bool used);
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::Uniform
{
LinkedUniform();
LinkedUniform(GLenum type,
GLenum precision,
const std::string &name,
unsigned int arraySize,
const int binding,
const int offset,
const int location,
const int bufferIndex,
const sh::BlockMemberInfo &blockInfo);
LinkedUniform(const sh::Uniform &uniform);
LinkedUniform(const LinkedUniform &uniform);
LinkedUniform &operator=(const LinkedUniform &uniform);
~LinkedUniform();
bool isSampler() const;
bool isImage() const;
bool isAtomicCounter() const;
bool isInDefaultBlock() const;
bool isField() const;
size_t getElementSize() const;
size_t getElementComponents() const;
const UniformTypeInfo *typeInfo;
// Identifies the containing buffer backed resource -- interface block or atomic counter buffer.
int bufferIndex;
sh::BlockMemberInfo blockInfo;
bool vertexStaticUse;
bool fragmentStaticUse;
bool computeStaticUse;
};
// Parent struct for atomic counter, uniform block, and shader storage block buffer, which all
// contain a group of shader variables, and have a GL buffer backed.
struct ShaderVariableBuffer
{
ShaderVariableBuffer();
virtual ~ShaderVariableBuffer(){};
int numActiveVariables() const { return static_cast<int>(memberIndexes.size()); }
int binding;
unsigned int dataSize;
std::vector<unsigned int> memberIndexes;
bool vertexStaticUse;
bool fragmentStaticUse;
bool computeStaticUse;
};
using AtomicCounterBuffer = ShaderVariableBuffer;
// Helper struct representing a single shader interface block
struct InterfaceBlock : public ShaderVariableBuffer
{
InterfaceBlock();
InterfaceBlock(const std::string &nameIn,
const std::string &mappedNameIn,
bool isArrayIn,
unsigned int arrayElementIn,
int bindingIn);
std::string nameWithArrayIndex() const;
std::string mappedNameWithArrayIndex() const;
std::string name;
std::string mappedName;
bool isArray;
unsigned int arrayElement;
};
}
#endif // LIBANGLE_UNIFORM_H_