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 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.
//
// ProgramImpl.h: Defines the abstract rx::ProgramImpl class.
#ifndef LIBANGLE_RENDERER_PROGRAMIMPL_H_
#define LIBANGLE_RENDERER_PROGRAMIMPL_H_
#include "common/angleutils.h"
#include "libANGLE/BinaryStream.h"
#include "libANGLE/Constants.h"
#include "libANGLE/Program.h"
#include "libANGLE/Shader.h"
#include "libANGLE/renderer/Renderer.h"
#include <map>
namespace rx
{
struct LinkResult
{
LinkResult(bool linkSuccess, const gl::Error &error) : linkSuccess(linkSuccess), error(error) {}
bool linkSuccess;
gl::Error error;
};
class ProgramImpl : angle::NonCopyable
{
public:
ProgramImpl(const gl::Program::Data &data) : mData(data) {}
virtual ~ProgramImpl() {}
virtual int getShaderVersion() const = 0;
virtual GLenum getBinaryFormat() = 0;
virtual LinkResult load(gl::InfoLog &infoLog, gl::BinaryInputStream *stream) = 0;
virtual gl::Error save(gl::BinaryOutputStream *stream) = 0;
virtual LinkResult link(const gl::Data &data, gl::InfoLog &infoLog) = 0;
virtual GLboolean validate(const gl::Caps &caps, gl::InfoLog *infoLog) = 0;
virtual void setUniform1fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform2fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform3fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform4fv(GLint location, GLsizei count, const GLfloat *v) = 0;
virtual void setUniform1iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform2iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform3iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform4iv(GLint location, GLsizei count, const GLint *v) = 0;
virtual void setUniform1uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform2uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform3uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniform4uiv(GLint location, GLsizei count, const GLuint *v) = 0;
virtual void setUniformMatrix2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix2x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix2x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4x2fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix3x4fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
virtual void setUniformMatrix4x3fv(GLint location, GLsizei count, GLboolean transpose, const GLfloat *value) = 0;
// TODO: The following functions are possibly only applicable to D3D backends. The should be carefully evaluated to
// determine if they can be removed from this interface.
virtual bool validateSamplers(gl::InfoLog *infoLog, const gl::Caps &caps) = 0;
// Gather uniform block active uniform indices, and uniform block offset info.
virtual void gatherUniformBlockInfo(std::vector<gl::UniformBlock> *uniformBlocks,
std::vector<gl::LinkedUniform> *uniforms) = 0;
protected:
const gl::Program::Data &mData;
};
}
#endif // LIBANGLE_RENDERER_PROGRAMIMPL_H_