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kc3-lang/angle/src/libANGLE/renderer/null/ProgramNULL.cpp

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  • Author : Geoff Lang
    Date : 2019-02-14 12:53:04
    Hash : e332e621
    Message : D3D: Asynchronously load program binaries. Unpack as much of the binary steam as possible before passing the final loading of the shader programs off to a worker thread. Reporting as many possible link errors before becoming asynchronous means that linking should only fail due to unexpected system issues at that point. This also allows other backends to asynchronously load program binaries. BUG=angleproject:2857 Change-Id: I587917a3e54522114dabd41d1b14fc491c8fd18a Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1473451 Commit-Queue: Jamie Madill <jmadill@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/libANGLE/renderer/null/ProgramNULL.cpp
  • //
    // Copyright 2016 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.
    //
    // ProgramNULL.cpp:
    //    Implements the class methods for ProgramNULL.
    //
    
    #include "libANGLE/renderer/null/ProgramNULL.h"
    
    #include "common/debug.h"
    
    namespace rx
    {
    
    ProgramNULL::ProgramNULL(const gl::ProgramState &state) : ProgramImpl(state) {}
    
    ProgramNULL::~ProgramNULL() {}
    
    std::unique_ptr<LinkEvent> ProgramNULL::load(const gl::Context *context,
                                                 gl::BinaryInputStream *stream,
                                                 gl::InfoLog &infoLog)
    {
        return std::make_unique<LinkEventDone>(angle::Result::Continue);
    }
    
    void ProgramNULL::save(const gl::Context *context, gl::BinaryOutputStream *stream) {}
    
    void ProgramNULL::setBinaryRetrievableHint(bool retrievable) {}
    
    void ProgramNULL::setSeparable(bool separable) {}
    
    std::unique_ptr<LinkEvent> ProgramNULL::link(const gl::Context *contextImpl,
                                                 const gl::ProgramLinkedResources &resources,
                                                 gl::InfoLog &infoLog)
    {
        return std::make_unique<LinkEventDone>(angle::Result::Continue);
    }
    
    GLboolean ProgramNULL::validate(const gl::Caps &caps, gl::InfoLog *infoLog)
    {
        return GL_TRUE;
    }
    
    void ProgramNULL::setUniform1fv(GLint location, GLsizei count, const GLfloat *v) {}
    
    void ProgramNULL::setUniform2fv(GLint location, GLsizei count, const GLfloat *v) {}
    
    void ProgramNULL::setUniform3fv(GLint location, GLsizei count, const GLfloat *v) {}
    
    void ProgramNULL::setUniform4fv(GLint location, GLsizei count, const GLfloat *v) {}
    
    void ProgramNULL::setUniform1iv(GLint location, GLsizei count, const GLint *v) {}
    
    void ProgramNULL::setUniform2iv(GLint location, GLsizei count, const GLint *v) {}
    
    void ProgramNULL::setUniform3iv(GLint location, GLsizei count, const GLint *v) {}
    
    void ProgramNULL::setUniform4iv(GLint location, GLsizei count, const GLint *v) {}
    
    void ProgramNULL::setUniform1uiv(GLint location, GLsizei count, const GLuint *v) {}
    
    void ProgramNULL::setUniform2uiv(GLint location, GLsizei count, const GLuint *v) {}
    
    void ProgramNULL::setUniform3uiv(GLint location, GLsizei count, const GLuint *v) {}
    
    void ProgramNULL::setUniform4uiv(GLint location, GLsizei count, const GLuint *v) {}
    
    void ProgramNULL::setUniformMatrix2fv(GLint location,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value)
    {}
    
    void ProgramNULL::setUniformMatrix3fv(GLint location,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value)
    {}
    
    void ProgramNULL::setUniformMatrix4fv(GLint location,
                                          GLsizei count,
                                          GLboolean transpose,
                                          const GLfloat *value)
    {}
    
    void ProgramNULL::setUniformMatrix2x3fv(GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {}
    
    void ProgramNULL::setUniformMatrix3x2fv(GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {}
    
    void ProgramNULL::setUniformMatrix2x4fv(GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {}
    
    void ProgramNULL::setUniformMatrix4x2fv(GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {}
    
    void ProgramNULL::setUniformMatrix3x4fv(GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {}
    
    void ProgramNULL::setUniformMatrix4x3fv(GLint location,
                                            GLsizei count,
                                            GLboolean transpose,
                                            const GLfloat *value)
    {}
    
    void ProgramNULL::getUniformfv(const gl::Context *context, GLint location, GLfloat *params) const
    {
        // TODO(jmadill): Write some values.
    }
    
    void ProgramNULL::getUniformiv(const gl::Context *context, GLint location, GLint *params) const
    {
        // TODO(jmadill): Write some values.
    }
    
    void ProgramNULL::getUniformuiv(const gl::Context *context, GLint location, GLuint *params) const
    {
        // TODO(jmadill): Write some values.
    }
    
    void ProgramNULL::setPathFragmentInputGen(const std::string &inputName,
                                              GLenum genMode,
                                              GLint components,
                                              const GLfloat *coeffs)
    {}
    
    }  // namespace rx