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

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  • Author : Xinghua Cao
    Date : 2019-09-03 16:24:45
    Hash : 0af8b596
    Message : D3D11: Translate uniform blocks to StructuredBuffer when necessary fxc exhibits slow compile performance with dynamic cbuffer indexing. So when a uniform block contains only one large array member, which is an array of structures, translate this uniform block to a StructuredBuffer instead. Bug: angleproject:3682 TEST=angle_end2end_tests.UniformBufferTest.* Change-Id: Ife80dba8aae65b761737e095895e00a570230f88 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1782046 Commit-Queue: Xinghua Cao <xinghua.cao@intel.com> Reviewed-by: Kenneth Russell <kbr@chromium.org> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>

  • src/libANGLE/Uniform.cpp
  • //
    // Copyright 2010 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 <cstring>
    
    namespace gl
    {
    
    ActiveVariable::ActiveVariable() {}
    
    ActiveVariable::~ActiveVariable() {}
    
    ActiveVariable::ActiveVariable(const ActiveVariable &rhs) = default;
    ActiveVariable &ActiveVariable::operator=(const ActiveVariable &rhs) = default;
    
    void ActiveVariable::setActive(ShaderType shaderType, bool used)
    {
        ASSERT(shaderType != ShaderType::InvalidEnum);
        mActiveUseBits.set(shaderType, used);
    }
    
    void ActiveVariable::unionReferencesWith(const ActiveVariable &other)
    {
        mActiveUseBits |= other.mActiveUseBits;
    }
    
    ShaderType ActiveVariable::getFirstShaderTypeWhereActive() const
    {
        return static_cast<ShaderType>(ScanForward(mActiveUseBits.bits()));
    }
    
    GLuint ActiveVariable::activeShaderCount() const
    {
        return static_cast<GLuint>(mActiveUseBits.count());
    }
    
    LinkedUniform::LinkedUniform()
        : typeInfo(nullptr), bufferIndex(-1), blockInfo(sh::kDefaultBlockMemberInfo)
    {}
    
    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::ShaderVariable &uniform)
        : sh::ShaderVariable(uniform),
          typeInfo(&GetUniformTypeInfo(type)),
          bufferIndex(-1),
          blockInfo(sh::kDefaultBlockMemberInfo)
    {
        ASSERT(!isArrayOfArrays());
        ASSERT(!isArray() || !isStruct());
    }
    
    LinkedUniform::LinkedUniform(const LinkedUniform &uniform)
        : sh::ShaderVariable(uniform),
          ActiveVariable(uniform),
          typeInfo(uniform.typeInfo),
          bufferIndex(uniform.bufferIndex),
          blockInfo(uniform.blockInfo),
          outerArraySizes(uniform.outerArraySizes)
    {}
    
    LinkedUniform &LinkedUniform::operator=(const LinkedUniform &uniform)
    {
        sh::ShaderVariable::operator=(uniform);
        ActiveVariable::operator    =(uniform);
        typeInfo                    = uniform.typeInfo;
        bufferIndex                 = uniform.bufferIndex;
        blockInfo                   = uniform.blockInfo;
        outerArraySizes             = uniform.outerArraySizes;
        return *this;
    }
    
    LinkedUniform::~LinkedUniform() {}
    
    BufferVariable::BufferVariable()
        : bufferIndex(-1), blockInfo(sh::kDefaultBlockMemberInfo), 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,
                                   unsigned int firstFieldArraySizeIn,
                                   int bindingIn)
        : name(nameIn),
          mappedName(mappedNameIn),
          isArray(isArrayIn),
          arrayElement(arrayElementIn),
          firstFieldArraySize(firstFieldArraySizeIn)
    {
        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();
    }
    }  // namespace gl