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kc3-lang/angle/src/libANGLE/renderer/d3d/CompilerD3D.cpp

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  • Author : Jamie Madill
    Date : 2015-04-01 16:15:32
    Hash : f4bf3811
    Message : Use GetAs/GetImplAs whenever possible. This patch cleans up the rest of our custom casting helper functions. Change-Id: I41975c736765fca855c4498acca31116df3e8317 Reviewed-on: https://chromium-review.googlesource.com/263477 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>

  • src/libANGLE/renderer/d3d/CompilerD3D.cpp
  • //
    // Copyright (c) 2014 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.
    //
    
    // CompilerD3D.cpp: Implementation of the rx::CompilerD3D class.
    
    #include "libANGLE/renderer/d3d/CompilerD3D.h"
    
    #include "libANGLE/Caps.h"
    #include "libANGLE/Data.h"
    
    #include "common/debug.h"
    
    namespace rx
    {
    
    // Global count of active shader compiler handles. Needed to know when to call ShInitialize and ShFinalize.
    static size_t activeCompilerHandles = 0;
    
    CompilerD3D::CompilerD3D(const gl::Data &data, ShShaderOutput outputType)
        : mSpec(data.clientVersion > 2 ? SH_GLES3_SPEC : SH_GLES2_SPEC),
          mOutputType(outputType),
          mResources(),
          mFragmentCompiler(NULL),
          mVertexCompiler(NULL)
    {
        ASSERT(data.clientVersion == 2 || data.clientVersion == 3);
    
        const gl::Caps &caps = *data.caps;
        const gl::Extensions &extensions = *data.extensions;
    
        ShInitBuiltInResources(&mResources);
        mResources.MaxVertexAttribs = caps.maxVertexAttributes;
        mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
        mResources.MaxVaryingVectors = caps.maxVaryingVectors;
        mResources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
        mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
        mResources.MaxTextureImageUnits = caps.maxTextureImageUnits;
        mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
        mResources.MaxDrawBuffers = caps.maxDrawBuffers;
        mResources.OES_standard_derivatives = extensions.standardDerivatives;
        mResources.EXT_draw_buffers = extensions.drawBuffers;
        mResources.EXT_shader_texture_lod = 1;
        // resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
        mResources.FragmentPrecisionHigh = 1;   // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
        mResources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
    
        // GLSL ES 3.0 constants
        mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
        mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
        mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
        mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
    }
    
    CompilerD3D::~CompilerD3D()
    {
        release();
    }
    
    gl::Error CompilerD3D::release()
    {
        if (mFragmentCompiler)
        {
            ShDestruct(mFragmentCompiler);
            mFragmentCompiler = NULL;
    
            ASSERT(activeCompilerHandles > 0);
            activeCompilerHandles--;
        }
    
        if (mVertexCompiler)
        {
            ShDestruct(mVertexCompiler);
            mVertexCompiler = NULL;
    
            ASSERT(activeCompilerHandles > 0);
            activeCompilerHandles--;
        }
    
        if (activeCompilerHandles == 0)
        {
            ShFinalize();
        }
    
        return gl::Error(GL_NO_ERROR);
    }
    
    ShHandle CompilerD3D::getCompilerHandle(GLenum type)
    {
        ShHandle *compiler = NULL;
        switch (type)
        {
          case GL_VERTEX_SHADER:
            compiler = &mVertexCompiler;
            break;
    
          case GL_FRAGMENT_SHADER:
            compiler = &mFragmentCompiler;
            break;
    
          default:
            UNREACHABLE();
            return NULL;
        }
    
        if (!(*compiler))
        {
            if (activeCompilerHandles == 0)
            {
                ShInitialize();
            }
    
            *compiler = ShConstructCompiler(type, mSpec, mOutputType, &mResources);
            activeCompilerHandles++;
        }
    
        return *compiler;
    }
    
    }