Hash :
f2575989
Author :
Date :
2014-06-25T16:04:54
Use the sh namespace for shader variables. Since these types originate from the translator, use an appropriate namespace. Also rename some of the gl helper functions to be more specific to their functionality. BUG=angle:466 Change-Id: Idc29987b2053b3c40748dd46b581f3dbd8a6fd61 Reviewed-on: https://chromium-review.googlesource.com/204680 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Zhenyao Mo <zmo@chromium.org>
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#include "precompiled.h"
//
// 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.
//
#include "libGLESv2/Uniform.h"
#include "common/utilities.h"
namespace gl
{
LinkedUniform::LinkedUniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize,
const int blockIndex, const sh::BlockMemberInfo &blockInfo)
: type(type),
precision(precision),
name(name),
arraySize(arraySize),
blockIndex(blockIndex),
blockInfo(blockInfo),
data(NULL),
dirty(true),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX),
registerCount(0),
registerElement(0)
{
// We use data storage for default block uniforms to cache values that are sent to D3D during rendering
// Uniform blocks/buffers are treated separately by the Renderer (ES3 path only)
if (isInDefaultBlock())
{
size_t bytes = dataSize();
data = new unsigned char[bytes];
memset(data, 0, bytes);
registerCount = VariableRowCount(type) * elementCount();
}
}
LinkedUniform::~LinkedUniform()
{
delete[] data;
}
bool LinkedUniform::isArray() const
{
return arraySize > 0;
}
unsigned int LinkedUniform::elementCount() const
{
return arraySize > 0 ? arraySize : 1;
}
bool LinkedUniform::isReferencedByVertexShader() const
{
return vsRegisterIndex != GL_INVALID_INDEX;
}
bool LinkedUniform::isReferencedByFragmentShader() const
{
return psRegisterIndex != GL_INVALID_INDEX;
}
bool LinkedUniform::isInDefaultBlock() const
{
return blockIndex == -1;
}
size_t LinkedUniform::dataSize() const
{
ASSERT(type != GL_STRUCT_ANGLEX);
return VariableInternalSize(type) * elementCount();
}
bool LinkedUniform::isSampler() const
{
return IsSampler(type);
}
UniformBlock::UniformBlock(const std::string &name, unsigned int elementIndex, unsigned int dataSize)
: name(name),
elementIndex(elementIndex),
dataSize(dataSize),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX)
{
}
bool UniformBlock::isArrayElement() const
{
return elementIndex != GL_INVALID_INDEX;
}
bool UniformBlock::isReferencedByVertexShader() const
{
return vsRegisterIndex != GL_INVALID_INDEX;
}
bool UniformBlock::isReferencedByFragmentShader() const
{
return psRegisterIndex != GL_INVALID_INDEX;
}
}