Hash :
f4bf3811
Author :
Date :
2015-04-01T16:15:32
Use GetAs/GetImplAs whenever possible. This patch cleans up the rest of our custom casting helper functions. Change-Id: I41975c736765fca855c4498acca31116df3e8317 Reviewed-on: https://chromium-review.googlesource.com/263477 Tested-by: Jamie Madill <jmadill@chromium.org> Reviewed-by: Brandon Jones <bajones@chromium.org>
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//
// Copyright (c) 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.
//
// CompilerD3D.cpp: Implementation of the rx::CompilerD3D class.
#include "libANGLE/renderer/d3d/CompilerD3D.h"
#include "libANGLE/Caps.h"
#include "libANGLE/Data.h"
#include "common/debug.h"
namespace rx
{
// Global count of active shader compiler handles. Needed to know when to call ShInitialize and ShFinalize.
static size_t activeCompilerHandles = 0;
CompilerD3D::CompilerD3D(const gl::Data &data, ShShaderOutput outputType)
: mSpec(data.clientVersion > 2 ? SH_GLES3_SPEC : SH_GLES2_SPEC),
mOutputType(outputType),
mResources(),
mFragmentCompiler(NULL),
mVertexCompiler(NULL)
{
ASSERT(data.clientVersion == 2 || data.clientVersion == 3);
const gl::Caps &caps = *data.caps;
const gl::Extensions &extensions = *data.extensions;
ShInitBuiltInResources(&mResources);
mResources.MaxVertexAttribs = caps.maxVertexAttributes;
mResources.MaxVertexUniformVectors = caps.maxVertexUniformVectors;
mResources.MaxVaryingVectors = caps.maxVaryingVectors;
mResources.MaxVertexTextureImageUnits = caps.maxVertexTextureImageUnits;
mResources.MaxCombinedTextureImageUnits = caps.maxCombinedTextureImageUnits;
mResources.MaxTextureImageUnits = caps.maxTextureImageUnits;
mResources.MaxFragmentUniformVectors = caps.maxFragmentUniformVectors;
mResources.MaxDrawBuffers = caps.maxDrawBuffers;
mResources.OES_standard_derivatives = extensions.standardDerivatives;
mResources.EXT_draw_buffers = extensions.drawBuffers;
mResources.EXT_shader_texture_lod = 1;
// resources.OES_EGL_image_external = mRenderer->getShareHandleSupport() ? 1 : 0; // TODO: commented out until the extension is actually supported.
mResources.FragmentPrecisionHigh = 1; // Shader Model 2+ always supports FP24 (s16e7) which corresponds to highp
mResources.EXT_frag_depth = 1; // Shader Model 2+ always supports explicit depth output
// GLSL ES 3.0 constants
mResources.MaxVertexOutputVectors = caps.maxVertexOutputComponents / 4;
mResources.MaxFragmentInputVectors = caps.maxFragmentInputComponents / 4;
mResources.MinProgramTexelOffset = caps.minProgramTexelOffset;
mResources.MaxProgramTexelOffset = caps.maxProgramTexelOffset;
}
CompilerD3D::~CompilerD3D()
{
release();
}
gl::Error CompilerD3D::release()
{
if (mFragmentCompiler)
{
ShDestruct(mFragmentCompiler);
mFragmentCompiler = NULL;
ASSERT(activeCompilerHandles > 0);
activeCompilerHandles--;
}
if (mVertexCompiler)
{
ShDestruct(mVertexCompiler);
mVertexCompiler = NULL;
ASSERT(activeCompilerHandles > 0);
activeCompilerHandles--;
}
if (activeCompilerHandles == 0)
{
ShFinalize();
}
return gl::Error(GL_NO_ERROR);
}
ShHandle CompilerD3D::getCompilerHandle(GLenum type)
{
ShHandle *compiler = NULL;
switch (type)
{
case GL_VERTEX_SHADER:
compiler = &mVertexCompiler;
break;
case GL_FRAGMENT_SHADER:
compiler = &mFragmentCompiler;
break;
default:
UNREACHABLE();
return NULL;
}
if (!(*compiler))
{
if (activeCompilerHandles == 0)
{
ShInitialize();
}
*compiler = ShConstructCompiler(type, mSpec, mOutputType, &mResources);
activeCompilerHandles++;
}
return *compiler;
}
}