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kc3-lang/angle/include/GLSLANG/ShaderVars.h

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  • Author : Jamie Madill
    Date : 2016-02-08 15:05:17
    Hash : 39046169
    Message : CollectVariables: Don't include block name in field name. The spec mandates that the instance name of a block determines how the active uniform name for this field is reported. However, our handling of this was a bit bugged. We would include the proper prefix on the compiler-side, but this mangled the hashing, and was also not strictly needed. We now also expose the instance name, so we can determine the proper prefix for variable linking on the GL-side of things. This also is consistent with how we handle other spec issues, where the GL-side handles the GL-API specific functionality. This also allows us to fix name hashing of instanced uniform blocks, which was previously broken because we would hash the full name of the active uniform, instead of just the field. BUG=angleproject:1306 Change-Id: I06ace6dbc3f75fdd8129677360dcc142aa89136e Reviewed-on: https://chromium-review.googlesource.com/326681 Reviewed-by: Geoff Lang <geofflang@chromium.org> Commit-Queue: Jamie Madill <jmadill@chromium.org>

  • include/GLSLANG/ShaderVars.h
  • //
    // Copyright (c) 2013-2014 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.
    //
    // ShaderVars.h:
    //  Types to represent GL variables (varyings, uniforms, etc)
    //
    
    #ifndef GLSLANG_SHADERVARS_H_
    #define GLSLANG_SHADERVARS_H_
    
    #include <string>
    #include <vector>
    #include <algorithm>
    
    // Assume ShaderLang.h is included before ShaderVars.h, for sh::GLenum
    // Note: make sure to increment ANGLE_SH_VERSION when changing ShaderVars.h
    
    namespace sh
    {
    
    // Varying interpolation qualifier, see section 4.3.9 of the ESSL 3.00.4 spec
    enum InterpolationType
    {
        INTERPOLATION_SMOOTH,
        INTERPOLATION_CENTROID,
        INTERPOLATION_FLAT
    };
    
    // Validate link & SSO consistency of interpolation qualifiers
    COMPILER_EXPORT bool InterpolationTypesMatch(InterpolationType a, InterpolationType b);
    
    // Uniform block layout qualifier, see section 4.3.8.3 of the ESSL 3.00.4 spec
    enum BlockLayoutType
    {
        BLOCKLAYOUT_STANDARD,
        BLOCKLAYOUT_PACKED,
        BLOCKLAYOUT_SHARED
    };
    
    // Base class for all variables defined in shaders, including Varyings, Uniforms, etc
    // Note: we must override the copy constructor and assignment operator so we can
    // work around excessive GCC binary bloating:
    // See https://code.google.com/p/angleproject/issues/detail?id=697
    struct COMPILER_EXPORT ShaderVariable
    {
        ShaderVariable();
        ShaderVariable(GLenum typeIn, unsigned int arraySizeIn);
        ~ShaderVariable();
        ShaderVariable(const ShaderVariable &other);
        ShaderVariable &operator=(const ShaderVariable &other);
    
        bool isArray() const { return arraySize > 0; }
        unsigned int elementCount() const { return std::max(1u, arraySize); }
        bool isStruct() const { return !fields.empty(); }
    
        // All of the shader's variables are described using nested data
        // structures. This is needed in order to disambiguate similar looking
        // types, such as two structs containing the same fields, but in
        // different orders. "findInfoByMappedName" provides an easy query for
        // users to dive into the data structure and fetch the unique variable
        // instance corresponding to a dereferencing chain of the top-level
        // variable.
        // Given a mapped name like 'a[0].b.c[0]', return the ShaderVariable
        // that defines 'c' in |leafVar|, and the original name 'A[0].B.C[0]'
        // in |originalName|, based on the assumption that |this| defines 'a'.
        // If no match is found, return false.
        bool findInfoByMappedName(const std::string &mappedFullName,
                                  const ShaderVariable **leafVar,
                                  std::string* originalFullName) const;
    
        bool isBuiltIn() const { return name.compare(0, 3, "gl_") == 0; }
    
        GLenum type;
        GLenum precision;
        std::string name;
        std::string mappedName;
        unsigned int arraySize;
        bool staticUse;
        std::vector<ShaderVariable> fields;
        std::string structName;
    
      protected:
        bool isSameVariableAtLinkTime(const ShaderVariable &other,
                                      bool matchPrecision) const;
    
        bool operator==(const ShaderVariable &other) const;
        bool operator!=(const ShaderVariable &other) const
        {
            return !operator==(other);
        }
    };
    
    struct COMPILER_EXPORT Uniform : public ShaderVariable
    {
        Uniform();
        ~Uniform();
        Uniform(const Uniform &other);
        Uniform &operator=(const Uniform &other);
        bool operator==(const Uniform &other) const;
        bool operator!=(const Uniform &other) const
        {
            return !operator==(other);
        }
    
        // Decide whether two uniforms are the same at shader link time,
        // assuming one from vertex shader and the other from fragment shader.
        // See GLSL ES Spec 3.00.3, sec 4.3.5.
        bool isSameUniformAtLinkTime(const Uniform &other) const;
    };
    
    // An interface variable is a variable which passes data between the GL data structures and the
    // shader execution: either vertex shader inputs or fragment shader outputs. These variables can
    // have integer locations to pass back to the GL API.
    struct COMPILER_EXPORT InterfaceVariable : public ShaderVariable
    {
        InterfaceVariable();
        ~InterfaceVariable();
        InterfaceVariable(const InterfaceVariable &other);
        InterfaceVariable &operator=(const InterfaceVariable &other);
        bool operator==(const InterfaceVariable &other) const;
        bool operator!=(const InterfaceVariable &other) const { return !operator==(other); }
    
        int location;
    };
    
    struct COMPILER_EXPORT Attribute : public InterfaceVariable
    {
        Attribute();
        ~Attribute();
        Attribute(const Attribute &other);
        Attribute &operator=(const Attribute &other);
        bool operator==(const Attribute &other) const;
        bool operator!=(const Attribute &other) const { return !operator==(other); }
    };
    
    struct COMPILER_EXPORT OutputVariable : public InterfaceVariable
    {
        OutputVariable();
        ~OutputVariable();
        OutputVariable(const OutputVariable &other);
        OutputVariable &operator=(const OutputVariable &other);
        bool operator==(const OutputVariable &other) const;
        bool operator!=(const OutputVariable &other) const { return !operator==(other); }
    };
    
    struct COMPILER_EXPORT InterfaceBlockField : public ShaderVariable
    {
        InterfaceBlockField();
        ~InterfaceBlockField();
        InterfaceBlockField(const InterfaceBlockField &other);
        InterfaceBlockField &operator=(const InterfaceBlockField &other);
        bool operator==(const InterfaceBlockField &other) const;
        bool operator!=(const InterfaceBlockField &other) const
        {
            return !operator==(other);
        }
    
        // Decide whether two InterfaceBlock fields are the same at shader
        // link time, assuming one from vertex shader and the other from
        // fragment shader.
        // See GLSL ES Spec 3.00.3, sec 4.3.7.
        bool isSameInterfaceBlockFieldAtLinkTime(
            const InterfaceBlockField &other) const;
    
        bool isRowMajorLayout;
    };
    
    struct COMPILER_EXPORT Varying : public ShaderVariable
    {
        Varying();
        ~Varying();
        Varying(const Varying &otherg);
        Varying &operator=(const Varying &other);
        bool operator==(const Varying &other) const;
        bool operator!=(const Varying &other) const
        {
            return !operator==(other);
        }
    
        // Decide whether two varyings are the same at shader link time,
        // assuming one from vertex shader and the other from fragment shader.
        // Invariance needs to match only in ESSL1. Relevant spec sections:
        // GLSL ES 3.00.4, sections 4.6.1 and 4.3.9.
        // GLSL ES 1.00.17, section 4.6.4.
        bool isSameVaryingAtLinkTime(const Varying &other, int shaderVersion) const;
    
        // Deprecated version of isSameVaryingAtLinkTime, which assumes ESSL1.
        bool isSameVaryingAtLinkTime(const Varying &other) const;
    
        InterpolationType interpolation;
        bool isInvariant;
    };
    
    struct COMPILER_EXPORT InterfaceBlock
    {
        InterfaceBlock();
        ~InterfaceBlock();
        InterfaceBlock(const InterfaceBlock &other);
        InterfaceBlock &operator=(const InterfaceBlock &other);
    
        // Fields from blocks with non-empty instance names are prefixed with the block name.
        std::string fieldPrefix() const;
    
        std::string name;
        std::string mappedName;
        std::string instanceName;
        unsigned int arraySize;
        BlockLayoutType layout;
        bool isRowMajorLayout;
        bool staticUse;
        std::vector<InterfaceBlockField> fields;
    };
    
    }  // namespace sh
    
    #endif // GLSLANG_SHADERVARS_H_