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kc3-lang/angle/src/libANGLE/Uniform.cpp

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  • Author : Jiawei Shao
    Date : 2018-02-27 16:25:31
    Hash : 0d88ec9f
    Message : ES31: Add link validations on geometry shader uniforms This patch adds the link validations on the uniforms defined in a geometry shader. 1. Validate if there is any link mismatch between a geometry shader uniform and a uniform defined in another shader in the current graphics pipeline. 2. Validate if the number of images, samplers or atomic counters in a geometry shader exceeds the related resource limit. 3. Validate if there is name contradiction between a geometry shader uniform and a vertex shader attribute. BUG=angleproject:1941 TEST=dEQP-GLES31.functional.shaders.linkage.es31.geometry.uniform.* dEQP-GLES31.functional.geometry_shading.basic.* dEQP-GLES31.functional.geometry_shading.conversion.* dEQP-GLES31.functional.geometry_shading.emit.* dEQP-GLES31.functional.geometry_shading.varying.* dEQP-GLES31.functional.geometry_shading.instanced.geometry_* dEQP-GLES31.functional.geometry_shading.instanced.invocation_output_* dEQP-GLES31.functional.geometry_shading.instanced.draw_* Change-Id: I365aee624a3a79658c3e4c7487a586cf9532b529 Reviewed-on: https://chromium-review.googlesource.com/939264 Commit-Queue: Geoff Lang <geofflang@chromium.org> Reviewed-by: Geoff Lang <geofflang@chromium.org>

  • src/libANGLE/Uniform.cpp
  • //
    // 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
    {
    
    StaticallyUsed::StaticallyUsed()
        : vertexStaticUse(false),
          fragmentStaticUse(false),
          computeStaticUse(false),
          geometryStaticUse(false)
    {
    }
    
    StaticallyUsed::~StaticallyUsed()
    {
    }
    
    StaticallyUsed::StaticallyUsed(const StaticallyUsed &rhs) = default;
    StaticallyUsed &StaticallyUsed::operator=(const StaticallyUsed &rhs) = default;
    
    void StaticallyUsed::setStaticUse(GLenum shaderType, bool used)
    {
        switch (shaderType)
        {
            case GL_VERTEX_SHADER:
                vertexStaticUse = used;
                break;
    
            case GL_FRAGMENT_SHADER:
                fragmentStaticUse = used;
                break;
    
            case GL_COMPUTE_SHADER:
                computeStaticUse = used;
                break;
    
            case GL_GEOMETRY_SHADER_EXT:
                geometryStaticUse = used;
                break;
    
            default:
                UNREACHABLE();
        }
    }
    
    void StaticallyUsed::unionReferencesWith(const StaticallyUsed &other)
    {
        vertexStaticUse |= other.vertexStaticUse;
        fragmentStaticUse |= other.fragmentStaticUse;
        computeStaticUse |= other.computeStaticUse;
        geometryStaticUse |= other.geometryStaticUse;
    }
    
    LinkedUniform::LinkedUniform()
        : typeInfo(nullptr), bufferIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
    {
    }
    
    LinkedUniform::LinkedUniform(GLenum typeIn,
                                 GLenum precisionIn,
                                 const std::string &nameIn,
                                 const std::vector<unsigned int> &arraySizesIn,
                                 const int bindingIn,
                                 const int offsetIn,
                                 const int locationIn,
                                 const int bufferIndexIn,
                                 const sh::BlockMemberInfo &blockInfoIn)
        : typeInfo(&GetUniformTypeInfo(typeIn)), bufferIndex(bufferIndexIn), blockInfo(blockInfoIn)
    {
        type      = typeIn;
        precision = precisionIn;
        name      = nameIn;
        arraySizes = arraySizesIn;
        binding   = bindingIn;
        offset    = offsetIn;
        location  = locationIn;
        ASSERT(!isArrayOfArrays());
        ASSERT(!isArray() || !isStruct());
    }
    
    LinkedUniform::LinkedUniform(const sh::Uniform &uniform)
        : sh::Uniform(uniform),
          typeInfo(&GetUniformTypeInfo(type)),
          bufferIndex(-1),
          blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo())
    {
        ASSERT(!isArrayOfArrays());
        ASSERT(!isArray() || !isStruct());
    }
    
    LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
        : sh::Uniform(uniform),
          StaticallyUsed(uniform),
          typeInfo(uniform.typeInfo),
          bufferIndex(uniform.bufferIndex),
          blockInfo(uniform.blockInfo)
    {
    }
    
    LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
    {
        sh::Uniform::operator=(uniform);
        StaticallyUsed::operator=(uniform);
        typeInfo             = uniform.typeInfo;
        bufferIndex          = uniform.bufferIndex;
        blockInfo            = uniform.blockInfo;
        return *this;
    }
    
    LinkedUniform::~LinkedUniform()
    {
    }
    
    bool LinkedUniform::isInDefaultBlock() const
    {
        return bufferIndex == -1;
    }
    
    bool LinkedUniform::isSampler() const
    {
        return typeInfo->isSampler;
    }
    
    bool LinkedUniform::isImage() const
    {
        return typeInfo->isImageType;
    }
    
    bool LinkedUniform::isAtomicCounter() const
    {
        return IsAtomicCounterType(type);
    }
    
    bool LinkedUniform::isField() const
    {
        return name.find('.') != std::string::npos;
    }
    
    size_t LinkedUniform::getElementSize() const
    {
        return typeInfo->externalSize;
    }
    
    size_t LinkedUniform::getElementComponents() const
    {
        return typeInfo->componentCount;
    }
    
    BufferVariable::BufferVariable()
        : bufferIndex(-1), blockInfo(sh::BlockMemberInfo::getDefaultBlockInfo()), topLevelArraySize(-1)
    {
    }
    
    BufferVariable::BufferVariable(GLenum typeIn,
                                   GLenum precisionIn,
                                   const std::string &nameIn,
                                   const std::vector<unsigned int> &arraySizesIn,
                                   const int bufferIndexIn,
                                   const sh::BlockMemberInfo &blockInfoIn)
        : bufferIndex(bufferIndexIn), blockInfo(blockInfoIn), topLevelArraySize(-1)
    {
        type      = typeIn;
        precision = precisionIn;
        name      = nameIn;
        arraySizes = arraySizesIn;
    }
    
    BufferVariable::~BufferVariable()
    {
    }
    
    ShaderVariableBuffer::ShaderVariableBuffer() : binding(0), dataSize(0)
    {
    }
    
    ShaderVariableBuffer::ShaderVariableBuffer(const ShaderVariableBuffer &other) = default;
    
    ShaderVariableBuffer::~ShaderVariableBuffer()
    {
    }
    
    int ShaderVariableBuffer::numActiveVariables() const
    {
        return static_cast<int>(memberIndexes.size());
    }
    
    InterfaceBlock::InterfaceBlock() : isArray(false), arrayElement(0)
    {
    }
    
    InterfaceBlock::InterfaceBlock(const std::string &nameIn,
                                   const std::string &mappedNameIn,
                                   bool isArrayIn,
                                   unsigned int arrayElementIn,
                                   int bindingIn)
        : name(nameIn), mappedName(mappedNameIn), isArray(isArrayIn), arrayElement(arrayElementIn)
    {
        binding = bindingIn;
    }
    
    std::string InterfaceBlock::nameWithArrayIndex() const
    {
        std::stringstream fullNameStr;
        fullNameStr << name;
        if (isArray)
        {
            fullNameStr << "[" << arrayElement << "]";
        }
    
        return fullNameStr.str();
    }
    
    std::string InterfaceBlock::mappedNameWithArrayIndex() const
    {
        std::stringstream fullNameStr;
        fullNameStr << mappedName;
        if (isArray)
        {
            fullNameStr << "[" << arrayElement << "]";
        }
    
        return fullNameStr.str();
    }
    }