Hash :
7acae0a1
Author :
Date :
2014-09-24T17:10:51
Add a centralized workarounds module. This is a temporary home for the various workarounds we use for performance or to solve driver issues. Eventually we will want a standalone library we can use as part of Chromium or in ANGLE standalone. Re-land with member variable initialized. BUG=angle:729 Change-Id: If7f8f9596a39b2855366d9a67caebf6dd4197b55 Reviewed-on: https://chromium-review.googlesource.com/219868 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>
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//
// Copyright (c) 2002-2014 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.
//
// Program.h: Defines the gl::Program class. Implements GL program objects
// and related functionality. [OpenGL ES 2.0.24] section 2.10.3 page 28.
#ifndef LIBGLESV2_PROGRAM_BINARY_H_
#define LIBGLESV2_PROGRAM_BINARY_H_
#include "common/RefCountObject.h"
#include "angletypes.h"
#include "common/mathutil.h"
#include "libGLESv2/Uniform.h"
#include "libGLESv2/Shader.h"
#include "libGLESv2/Constants.h"
#include "libGLESv2/renderer/d3d/VertexDataManager.h"
#include "libGLESv2/renderer/d3d/DynamicHLSL.h"
#include "angle_gl.h"
#include <string>
#include <vector>
namespace sh
{
class HLSLBlockEncoder;
}
#include <GLES3/gl3.h>
#include <GLES2/gl2.h>
#include <GLES2/gl2ext.h>
#include <string>
#include <vector>
namespace rx
{
class ShaderExecutable;
class Renderer;
struct TranslatedAttribute;
class UniformStorage;
class ProgramImpl;
}
namespace gl
{
struct Caps;
class Shader;
class InfoLog;
class AttributeBindings;
class Buffer;
class Framebuffer;
// Struct used for correlating uniforms/elements of uniform arrays to handles
struct VariableLocation
{
VariableLocation()
{
}
VariableLocation(const std::string &name, unsigned int element, unsigned int index);
std::string name;
unsigned int element;
unsigned int index;
};
struct LinkedVarying
{
LinkedVarying();
LinkedVarying(const std::string &name, GLenum type, GLsizei size, const std::string &semanticName,
unsigned int semanticIndex, unsigned int semanticIndexCount);
// Original GL name
std::string name;
GLenum type;
GLsizei size;
// DirectX semantic information
std::string semanticName;
unsigned int semanticIndex;
unsigned int semanticIndexCount;
};
// This is the result of linking a program. It is the state that would be passed to ProgramBinary.
class ProgramBinary : public RefCountObject
{
public:
explicit ProgramBinary(rx::ProgramImpl *impl);
~ProgramBinary();
rx::ProgramImpl *getImplementation() { return mProgram; }
const rx::ProgramImpl *getImplementation() const { return mProgram; }
GLuint getAttributeLocation(const char *name);
int getSemanticIndex(int attributeIndex);
GLint getSamplerMapping(SamplerType type, unsigned int samplerIndex, const Caps &caps);
GLenum getSamplerTextureType(SamplerType type, unsigned int samplerIndex);
GLint getUsedSamplerRange(SamplerType type);
bool usesPointSize() const;
GLint getUniformLocation(std::string name);
GLuint getUniformIndex(std::string name);
GLuint getUniformBlockIndex(std::string name);
void setUniform1fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform2fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform3fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform4fv(GLint location, GLsizei count, const GLfloat *v);
void setUniform1iv(GLint location, GLsizei count, const GLint *v);
void setUniform2iv(GLint location, GLsizei count, const GLint *v);
void setUniform3iv(GLint location, GLsizei count, const GLint *v);
void setUniform4iv(GLint location, GLsizei count, const GLint *v);
void setUniform1uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform2uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform3uiv(GLint location, GLsizei count, const GLuint *v);
void setUniform4uiv(GLint location, GLsizei count, const GLuint *v);
void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value);
void getUniformfv(GLint location, GLfloat *params);
void getUniformiv(GLint location, GLint *params);
void getUniformuiv(GLint location, GLuint *params);
void dirtyAllUniforms();
Error applyUniforms();
Error applyUniformBuffers(const std::vector<Buffer*> boundBuffers, const Caps &caps);
bool load(InfoLog &infoLog, GLenum binaryFormat, const void *binary, GLsizei length);
bool save(GLenum *binaryFormat, void *binary, GLsizei bufSize, GLsizei *length);
GLint getLength();
bool link(InfoLog &infoLog, const AttributeBindings &attributeBindings, Shader *fragmentShader, Shader *vertexShader,
const std::vector<std::string>& transformFeedbackVaryings, GLenum transformFeedbackBufferMode, const Caps &caps);
void getAttachedShaders(GLsizei maxCount, GLsizei *count, GLuint *shaders);
void getActiveAttribute(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
GLint getActiveAttributeCount() const;
GLint getActiveAttributeMaxLength() const;
void getActiveUniform(GLuint index, GLsizei bufsize, GLsizei *length, GLint *size, GLenum *type, GLchar *name) const;
GLint getActiveUniformCount() const;
GLint getActiveUniformMaxLength() const;
GLint getActiveUniformi(GLuint index, GLenum pname) const;
bool isValidUniformLocation(GLint location) const;
LinkedUniform *getUniformByLocation(GLint location) const;
LinkedUniform *getUniformByName(const std::string &name) const;
void getActiveUniformBlockName(GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName) const;
void getActiveUniformBlockiv(GLuint uniformBlockIndex, GLenum pname, GLint *params) const;
GLuint getActiveUniformBlockCount() const;
GLuint getActiveUniformBlockMaxLength() const;
UniformBlock *getUniformBlockByIndex(GLuint blockIndex);
GLint getFragDataLocation(const char *name) const;
size_t getTransformFeedbackVaryingCount() const;
const LinkedVarying &getTransformFeedbackVarying(size_t idx) const;
GLenum getTransformFeedbackBufferMode() const;
void validate(InfoLog &infoLog, const Caps &caps);
bool validateSamplers(InfoLog *infoLog, const Caps &caps);
bool isValidated() const;
void updateSamplerMapping();
unsigned int getSerial() const;
void initAttributesByLayout();
void sortAttributesByLayout(rx::TranslatedAttribute attributes[MAX_VERTEX_ATTRIBS], int sortedSemanticIndices[MAX_VERTEX_ATTRIBS]) const;
const std::vector<LinkedUniform*> &getUniforms() const { return mUniforms; }
static bool linkVaryings(InfoLog &infoLog, Shader *fragmentShader, Shader *vertexShader);
private:
DISALLOW_COPY_AND_ASSIGN(ProgramBinary);
struct Sampler
{
Sampler();
bool active;
GLint logicalTextureUnit;
GLenum textureType;
};
void reset();
bool linkAttributes(InfoLog &infoLog, const AttributeBindings &attributeBindings, const Shader *vertexShader);
static bool linkValidateVariablesBase(InfoLog &infoLog,
const std::string &variableName,
const sh::ShaderVariable &vertexVariable,
const sh::ShaderVariable &fragmentVariable,
bool validatePrecision);
static bool linkValidateUniforms(InfoLog &infoLog, const std::string &uniformName, const sh::Uniform &vertexUniform, const sh::Uniform &fragmentUniform);
static bool linkValidateVaryings(InfoLog &infoLog, const std::string &varyingName, const sh::Varying &vertexVarying, const sh::Varying &fragmentVarying);
static bool linkValidateInterfaceBlockFields(InfoLog &infoLog, const std::string &uniformName, const sh::InterfaceBlockField &vertexUniform, const sh::InterfaceBlockField &fragmentUniform);
bool linkUniforms(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
void defineUniformBase(GLenum shader, const sh::Uniform &uniform, unsigned int uniformRegister);
void defineUniform(GLenum shader, const sh::ShaderVariable &uniform, const std::string &fullName, sh::HLSLBlockEncoder *encoder);
bool indexSamplerUniform(const LinkedUniform &uniform, InfoLog &infoLog, const Caps &caps);
bool indexUniforms(InfoLog &infoLog, const Caps &caps);
static bool assignSamplers(unsigned int startSamplerIndex, GLenum samplerType, unsigned int samplerCount,
std::vector<Sampler> &outSamplers, GLuint *outUsedRange);
bool areMatchingInterfaceBlocks(InfoLog &infoLog, const sh::InterfaceBlock &vertexInterfaceBlock, const sh::InterfaceBlock &fragmentInterfaceBlock);
bool linkUniformBlocks(InfoLog &infoLog, const Shader &vertexShader, const Shader &fragmentShader, const Caps &caps);
bool gatherTransformFeedbackLinkedVaryings(InfoLog &infoLog, const std::vector<LinkedVarying> &linkedVaryings,
const std::vector<std::string> &transformFeedbackVaryingNames,
GLenum transformFeedbackBufferMode,
std::vector<LinkedVarying> *outTransformFeedbackLinkedVaryings,
const Caps &caps) const;
template <typename VarT>
void defineUniformBlockMembers(const std::vector<VarT> &fields, const std::string &prefix, int blockIndex,
sh::BlockLayoutEncoder *encoder, std::vector<unsigned int> *blockUniformIndexes,
bool inRowMajorLayout);
bool defineUniformBlock(InfoLog &infoLog, const Shader &shader, const sh::InterfaceBlock &interfaceBlock, const Caps &caps);
bool assignUniformBlockRegister(InfoLog &infoLog, UniformBlock *uniformBlock, GLenum shader, unsigned int registerIndex, const Caps &caps);
void defineOutputVariables(Shader *fragmentShader);
template <typename T>
void setUniform(GLint location, GLsizei count, const T* v, GLenum targetUniformType);
template <int cols, int rows>
void setUniformMatrixfv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value, GLenum targetUniformType);
template <typename T>
void getUniformv(GLint location, T *params, GLenum uniformType);
rx::ProgramImpl *mProgram;
sh::Attribute mLinkedAttribute[MAX_VERTEX_ATTRIBS];
int mSemanticIndex[MAX_VERTEX_ATTRIBS];
int mAttributesByLayout[MAX_VERTEX_ATTRIBS];
std::vector<Sampler> mSamplersPS;
std::vector<Sampler> mSamplersVS;
GLuint mUsedVertexSamplerRange;
GLuint mUsedPixelSamplerRange;
bool mDirtySamplerMapping;
std::vector<LinkedUniform*> mUniforms;
std::vector<UniformBlock*> mUniformBlocks;
std::vector<VariableLocation> mUniformIndex;
std::map<int, VariableLocation> mOutputVariables;
bool mValidated;
const unsigned int mSerial;
static unsigned int issueSerial();
static unsigned int mCurrentSerial;
};
}
#endif // LIBGLESV2_PROGRAM_BINARY_H_