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kc3-lang/angle/src/libANGLE/renderer/ProgramImpl.h

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  • Author : Courtney Goeltzenleuchter
    Date : 2020-09-10 16:58:18
    Hash : c5b5cf6c
    Message : Refactor to pass ProgramMergedVaryings to link impl Follow-on CL needs the ProgramMergedVaryings in the Vulkan backend to generate valid SPIRV. Bug: angleproject:3078 Change-Id: Ic442a3e0bd713fec36bd6b9420f67f3b1118e5ad Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/2404336 Reviewed-by: Jamie Madill <jmadill@chromium.org> Commit-Queue: Courtney Goeltzenleuchter <courtneygo@google.com>

  • src/libANGLE/renderer/ProgramImpl.h
  • //
    // 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 <map>
    
    namespace gl
    {
    class Context;
    struct ProgramLinkedResources;
    }  // namespace gl
    
    namespace sh
    {
    struct BlockMemberInfo;
    }
    
    namespace rx
    {
    
    // Provides a mechanism to access the result of asynchronous linking.
    class LinkEvent : angle::NonCopyable
    {
      public:
        virtual ~LinkEvent() {}
    
        // Please be aware that these methods may be called under a gl::Context other
        // than the one where the LinkEvent was created.
        //
        // Waits until the linking is actually done. Returns true if the linking
        // succeeded, false otherwise.
        virtual angle::Result wait(const gl::Context *context) = 0;
        // Peeks whether the linking is still ongoing.
        virtual bool isLinking() = 0;
    };
    
    // Wraps an already done linking.
    class LinkEventDone final : public LinkEvent
    {
      public:
        LinkEventDone(angle::Result result) : mResult(result) {}
        angle::Result wait(const gl::Context *context) override;
        bool isLinking() override;
    
      private:
        angle::Result mResult;
    };
    
    inline angle::Result LinkEventDone::wait(const gl::Context *context)
    {
        return mResult;
    }
    inline bool LinkEventDone::isLinking()
    {
        return false;
    }
    
    class ProgramImpl : angle::NonCopyable
    {
      public:
        ProgramImpl(const gl::ProgramState &state) : mState(state) {}
        virtual ~ProgramImpl() {}
        virtual void destroy(const gl::Context *context) {}
    
        virtual std::unique_ptr<LinkEvent> load(const gl::Context *context,
                                                gl::BinaryInputStream *stream,
                                                gl::InfoLog &infoLog)                 = 0;
        virtual void save(const gl::Context *context, gl::BinaryOutputStream *stream) = 0;
        virtual void setBinaryRetrievableHint(bool retrievable)                       = 0;
        virtual void setSeparable(bool separable)                                     = 0;
    
        virtual std::unique_ptr<LinkEvent> link(const gl::Context *context,
                                                const gl::ProgramLinkedResources &resources,
                                                gl::InfoLog &infoLog,
                                                const gl::ProgramMergedVaryings &mergedVaryings) = 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;
    
        // Done in the back-end to avoid having to keep a system copy of uniform data.
        virtual void getUniformfv(const gl::Context *context,
                                  GLint location,
                                  GLfloat *params) const                                           = 0;
        virtual void getUniformiv(const gl::Context *context, GLint location, GLint *params) const = 0;
        virtual void getUniformuiv(const gl::Context *context,
                                   GLint location,
                                   GLuint *params) const                                           = 0;
    
        // Implementation-specific method for ignoring unreferenced uniforms. Some implementations may
        // perform more extensive analysis and ignore some locations that ANGLE doesn't detect as
        // unreferenced. This method is not required to be overriden by a back-end.
        virtual void markUnusedUniformLocations(std::vector<gl::VariableLocation> *uniformLocations,
                                                std::vector<gl::SamplerBinding> *samplerBindings,
                                                std::vector<gl::ImageBinding> *imageBindings)
        {}
    
        const gl::ProgramState &getState() const { return mState; }
    
        virtual angle::Result syncState(const gl::Context *context,
                                        const gl::Program::DirtyBits &dirtyBits);
    
      protected:
        const gl::ProgramState &mState;
    };
    
    inline angle::Result ProgramImpl::syncState(const gl::Context *context,
                                                const gl::Program::DirtyBits &dirtyBits)
    {
        return angle::Result::Continue;
    }
    
    }  // namespace rx
    
    #endif  // LIBANGLE_RENDERER_PROGRAMIMPL_H_