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.
//
#ifndef LIBANGLE_UNIFORM_H_
#define LIBANGLE_UNIFORM_H_
#include <string>
#include <vector>
#include "angle_gl.h"
#include "common/debug.h"
#include "common/MemoryBuffer.h"
#include "compiler/translator/blocklayout.h"
#include "libANGLE/angletypes.h"
namespace gl
{
// Helper struct representing a single shader uniform
struct LinkedUniform : public sh::Uniform
{
LinkedUniform();
LinkedUniform(GLenum type, GLenum precision, const std::string &name, unsigned int arraySize, const int blockIndex, const sh::BlockMemberInfo &blockInfo);
LinkedUniform(const sh::Uniform &uniform);
LinkedUniform(const LinkedUniform &uniform);
LinkedUniform &operator=(const LinkedUniform &uniform);
~LinkedUniform();
size_t dataSize() const;
uint8_t *data();
const uint8_t *data() const;
bool isSampler() const;
bool isInDefaultBlock() const;
bool isField() const;
size_t getElementSize() const;
uint8_t *getDataPtrToElement(size_t elementIndex);
const uint8_t *getDataPtrToElement(size_t elementIndex) const;
int blockIndex;
sh::BlockMemberInfo blockInfo;
private:
mutable rx::MemoryBuffer mLazyData;
};
// Helper struct representing a single shader uniform block
struct UniformBlock
{
UniformBlock();
UniformBlock(const std::string &nameIn, bool isArrayIn, unsigned int arrayElementIn);
UniformBlock(const UniformBlock &other) = default;
UniformBlock &operator=(const UniformBlock &other) = default;
std::string name;
bool isArray;
unsigned int arrayElement;
unsigned int dataSize;
bool vertexStaticUse;
bool fragmentStaticUse;
std::vector<unsigned int> memberUniformIndexes;
unsigned int psRegisterIndex;
unsigned int vsRegisterIndex;
};
}
#endif // LIBANGLE_UNIFORM_H_