Hash :
62d31cb6
Author :
Date :
2015-09-11T13:25:51
Re^6-land "Move Uniform and UBO info to the gl::Program layer."
This data was previously stored entirely in the Impl level. Move
as much as possible to the GL level, using a read-only view in the
Impl level. Some information in D3D-specific, and should be stored
separately in the Impl.
This patch has a lot of refactoring that splits the D3D and GL info,
and moves as much validation as possible to the GL layer, where it
is shared between the back-ends.
Re-land with fix for dEQP unused uniforms. The fix involves storing
a local copy of all uniform data in the GL layer. This will also
let us validate sampler indexes during draw calls at the GL layer.
Re-re-land with a fix for multiply defined symbols on Clang.
Re-re-re-land with a fix for boolean uniforms and Uniform{1234}f.
Re^4-land with a fix for boolean uniform arrays and UBO uniforms.
Re^5-land with a fix for a test warning on Linux.
Re^6-land with a fix for transposed matrix uniform arrays.
BUG=angleproject:1123
TEST=end2end_tests, bots, dEQP GLES3.ubo and GLES2.uniform_api
Change-Id: Ie6fcde1c16eb05d67191b629338b88302a2563f5
Reviewed-on: https://chromium-review.googlesource.com/298971
Tryjob-Request: Jamie Madill <jmadill@chromium.org>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
Reviewed-by: Jamie Madill <jmadill@chromium.org>
Tested-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.
//
#include "libANGLE/Uniform.h"
#include "common/utilities.h"
#include <cstring>
namespace gl
{
LinkedUniform::LinkedUniform()
: blockIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
{
}
LinkedUniform::LinkedUniform(GLenum typeIn,
GLenum precisionIn,
const std::string &nameIn,
unsigned int arraySizeIn,
const int blockIndexIn,
const sh::BlockMemberInfo &blockInfoIn)
: blockIndex(blockIndexIn), blockInfo(blockInfoIn)
{
type = typeIn;
precision = precisionIn;
name = nameIn;
arraySize = arraySizeIn;
}
LinkedUniform::LinkedUniform(const sh::Uniform &uniform)
: sh::Uniform(uniform), blockIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
{
}
LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
: sh::Uniform(uniform), blockIndex(uniform.blockIndex), blockInfo(uniform.blockInfo)
{
// This function is not intended to be called during runtime.
ASSERT(uniform.mLazyData.empty());
}
LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
{
// This function is not intended to be called during runtime.
ASSERT(uniform.mLazyData.empty());
sh::Uniform::operator=(uniform);
blockIndex = uniform.blockIndex;
blockInfo = uniform.blockInfo;
return *this;
}
LinkedUniform::~LinkedUniform()
{
}
bool LinkedUniform::isInDefaultBlock() const
{
return blockIndex == -1;
}
size_t LinkedUniform::dataSize() const
{
ASSERT(type != GL_STRUCT_ANGLEX);
if (mLazyData.empty())
{
mLazyData.resize(VariableExternalSize(type) * elementCount());
ASSERT(!mLazyData.empty());
}
return mLazyData.size();
}
uint8_t *LinkedUniform::data()
{
if (mLazyData.empty())
{
// dataSize() will init the data store.
size_t size = dataSize();
memset(mLazyData.data(), 0, size);
}
return mLazyData.data();
}
const uint8_t *LinkedUniform::data() const
{
return const_cast<LinkedUniform *>(this)->data();
}
bool LinkedUniform::isSampler() const
{
return IsSamplerType(type);
}
bool LinkedUniform::isField() const
{
return name.find('.') != std::string::npos;
}
size_t LinkedUniform::getElementSize() const
{
return VariableExternalSize(type);
}
uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex)
{
ASSERT((!isArray() && elementIndex == 0) || (isArray() && elementIndex < arraySize));
return data() + getElementSize() * elementIndex;
}
const uint8_t *LinkedUniform::getDataPtrToElement(size_t elementIndex) const
{
return const_cast<LinkedUniform *>(this)->getDataPtrToElement(elementIndex);
}
UniformBlock::UniformBlock()
: isArray(false),
arrayElement(0),
dataSize(0),
vertexStaticUse(false),
fragmentStaticUse(false),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX)
{
}
UniformBlock::UniformBlock(const std::string &nameIn, bool isArrayIn, unsigned int arrayElementIn)
: name(nameIn),
isArray(isArrayIn),
arrayElement(arrayElementIn),
dataSize(0),
vertexStaticUse(false),
fragmentStaticUse(false),
psRegisterIndex(GL_INVALID_INDEX),
vsRegisterIndex(GL_INVALID_INDEX)
{
}
}